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Game News Pillars of Eternity Released

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
and amanfalafels
 

zero29

Arbiter
Joined
Apr 30, 2007
Messages
136
Another thing that is bothering me are the weird names and neologism in the game. I like that theyre original but reading so much of them in the verbose lore background is a pain.
They're not original, they're celtic.
More like celtic-inspired. I don't remember any of those terms in actual celtic myths (not that I'm a huge expert ofc).

quoted from here
J.E. Sawyer said:
For PE, I am developing a number of constructed languages (conlangs) to a limited extent to help establish the flavor of the world and the distinct cultures within it. With each conlang, there is (or are) a number of real-world languages used as a starting point. Eld Aedyran is based on Old English with elements of Danish and Icelandic. Vailian is based on a mixture of Italian, French, and Occitan. The ancient Engwythan language (used by the previous residents of Eír Glanfath) is based on Cornish. Glanfathan (used by the current Glanfathan tribes) is based on Old Irish and contemporary Irish.
...

more details here
J.E. Sawyer said:
...
Aedyrans, Readcerans, and Dyrwoodans used to speak a language called Eld Aedyran that is an analogue for Old English/Anglo-Saxon, Old Frisian, bits of Icelandic, and Scots (for Hylspeak, a more contemporary version).
...
Vailian Republicans speak Vailian, which borrows from a mix of Italian, Occitan, Catalan, and French roots, but is Italian in overall flavor. "Romance-y", you could say.
...
Glanfathans speak Glanfathan, which borrows elements of Cornish, Welsh, and a bit of Irish.
...
Those are the major definitions. Broadly speaking, the natives of Deadfire Archipelago use a language with some Inuit/Greenlandic roots. People in Rauatai (especially the nation of Rauatai itself) use a language with Maori roots. People from Ixamitl speak a language with Nahuatl roots. I have not done significant work on those, though.
 

JasonNH

Augur
Joined
Jun 10, 2009
Messages
279
Is there anything in the UI that indicates how far you are from a target? It would be nice if I had some indication that when my wizard targets something with arcane assault, he isn't going to run around like a chicken with his head cutoff through a bunch of mobs trying to get close enough and getting hacked to pieces in the process.
 
Joined
Jul 8, 2014
Messages
31
Another thing that is bothering me are the weird names and neologism in the game. I like that theyre original but reading so much of them in the verbose lore background is a pain.
They're not original, they're celtic.
More like celtic-inspired. I don't remember any of those terms in actual celtic myths (not that I'm a huge expert ofc).

quoted from here
J.E. Sawyer said:
For PE, I am developing a number of constructed languages (conlangs) to a limited extent to help establish the flavor of the world and the distinct cultures within it. With each conlang, there is (or are) a number of real-world languages used as a starting point. Eld Aedyran is based on Old English with elements of Danish and Icelandic. Vailian is based on a mixture of Italian, French, and Occitan. The ancient Engwythan language (used by the previous residents of Eír Glanfath) is based on Cornish. Glanfathan (used by the current Glanfathan tribes) is based on Old Irish and contemporary Irish.
...

more details here
J.E. Sawyer said:
...
Aedyrans, Readcerans, and Dyrwoodans used to speak a language called Eld Aedyran that is an analogue for Old English/Anglo-Saxon, Old Frisian, bits of Icelandic, and Scots (for Hylspeak, a more contemporary version).
...
Vailian Republicans speak Vailian, which borrows from a mix of Italian, Occitan, Catalan, and French roots, but is Italian in overall flavor. "Romance-y", you could say.
...
Glanfathans speak Glanfathan, which borrows elements of Cornish, Welsh, and a bit of Irish.
...
Those are the major definitions. Broadly speaking, the natives of Deadfire Archipelago use a language with some Inuit/Greenlandic roots. People in Rauatai (especially the nation of Rauatai itself) use a language with Maori roots. People from Ixamitl speak a language with Nahuatl roots. I have not done significant work on those, though.

If sawyer came up with these nouns as real world derivatives then he sucks at neology. Nouns like Regd, Rymrgand, Biawac are all difficult and unpleasant for me to read especially in the more lore heavy conversations. The harsh or puzzlig pronunciations pull me out of the game. Harsh spellings work in small amounts and are best for major world principalities like Gods and other things that are filled with mystery and doubt. But every tom dick and harry has some fucked up, consonant riddled name in this game, especially the backer npcs that im not sure wheter i should ignore altogether.
 
Joined
Jul 8, 2014
Messages
31
I can't help but make constant comparisons to DnD and i find the lack of ranged weapon usage in melee penalties, armored casting penalties bizarre. So is it possible to to have a heavy armor battlemage from the get go?
Yes. The penalty is slower action time and casting tends to be slower than weapons so it's compounds.
Oh and if the area of effect spell marker doesnt highlight party members does that always mean it targets enemies only? the whole red yellow targeting radius thing is actually a great idea that refocuses positioning tactics for mages and the party bit why do healing spells have them too, i see no documentation for this. Also am I the only one who is constantly scouting every inch of fog of war
I'm not sure exactly what you're asking and I play with expert so I don't get to see them but AoE should have an inner and outer line. The inner line marks an area that has friendly fire and the outer line marks the total area enemies will be hit.

Another thing that is bothering me are the weird names and neologism in the game. I like that theyre original but reading so much of them in the verbose lore background is a pain.
They're not original, they're celtic.

I'm talking about the inner and outer limites of the aoe spells for healing and buffs that dont target enemies at all so what could their designations actually mean. I'm getting more info out of the loading screens than the manual.
 

Naraya

Arcane
Joined
Oct 19, 2014
Messages
1,664
Location
Tuono-Tabr
Is there anything in the UI that indicates how far you are from a target? It would be nice if I had some indication that when my wizard targets something with arcane assault, he isn't going to run around like a chicken with his head cutoff through a bunch of mobs trying to get close enough and getting hacked to pieces in the process.
I have only noticed that if you want to cast a spell and are out of range, a symbol of feet appears on top of the casting symbol ("moon"). It basically means "I will need to move from my current position before casting this spell". This feedback is present even in Expert Mode.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Another thing that is bothering me are the weird names and neologism in the game. I like that theyre original but reading so much of them in the verbose lore background is a pain.
They're not original, they're celtic.
More like celtic-inspired. I don't remember any of those terms in actual celtic myths (not that I'm a huge expert ofc).

quoted from here
J.E. Sawyer said:
For PE, I am developing a number of constructed languages (conlangs) to a limited extent to help establish the flavor of the world and the distinct cultures within it. With each conlang, there is (or are) a number of real-world languages used as a starting point. Eld Aedyran is based on Old English with elements of Danish and Icelandic. Vailian is based on a mixture of Italian, French, and Occitan. The ancient Engwythan language (used by the previous residents of Eír Glanfath) is based on Cornish. Glanfathan (used by the current Glanfathan tribes) is based on Old Irish and contemporary Irish.
...

more details here
J.E. Sawyer said:
...
Aedyrans, Readcerans, and Dyrwoodans used to speak a language called Eld Aedyran that is an analogue for Old English/Anglo-Saxon, Old Frisian, bits of Icelandic, and Scots (for Hylspeak, a more contemporary version).
...
Vailian Republicans speak Vailian, which borrows from a mix of Italian, Occitan, Catalan, and French roots, but is Italian in overall flavor. "Romance-y", you could say.
...
Glanfathans speak Glanfathan, which borrows elements of Cornish, Welsh, and a bit of Irish.
...
Those are the major definitions. Broadly speaking, the natives of Deadfire Archipelago use a language with some Inuit/Greenlandic roots. People in Rauatai (especially the nation of Rauatai itself) use a language with Maori roots. People from Ixamitl speak a language with Nahuatl roots. I have not done significant work on those, though.

If sawyer came up with these nouns as real world derivatives then he sucks at neology. Nouns like Regd, Rymrgand, Biawac are all difficult and unpleasant for me to read especially in the more lore heavy conversations. The harsh or puzzlig pronunciations pull me out of the game. Harsh spellings work in small amounts and are best for major world principalities like Gods and other things that are filled with mystery and doubt. But every tom dick and harry has some fucked up, consonant riddled name in this game, especially the backer npcs that im not sure wheter i should ignore altogether.

As far as I've seen the vast majority isn't really that derivative and immediatly jump at you if you are familiar with the languages. Hell, a lot are 1 to 1, simply have a letter or something changed or are two words crudly smashed together. I'd guess if you actually took the time you'd easily find the origins of sawyers *creations*

So I'd say its at least partly being unfamiliar with other languages that has that effect. I've long given up caring about pronounciations myself.

Of course, all that can definitly be seen as a fault in itself.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I'm talking about the inner and outer limites of the aoe spells for healing and buffs that dont target enemies at all so what could their designations actually mean. I'm getting more info out of the loading screens than the manual.
I think it's there so you can see the effect INT is having on your spell radius.
 

zero29

Arbiter
Joined
Apr 30, 2007
Messages
136
...
If sawyer came up with these nouns as real world derivatives then he sucks at neology. Nouns like Regd, Rymrgand, Biawac are all difficult and unpleasant for me to read especially in the more lore heavy conversations. The harsh or puzzlig pronunciations pull me out of the game. Harsh spellings work in small amounts and are best for major world principalities like Gods and other things that are filled with mystery and doubt. But every tom dick and harry has some fucked up, consonant riddled name in this game, especially the backer npcs that im not sure wheter i should ignore altogether.

at the end of the first post i quoted he addresses this point:

...
E.g. in the various Icewind Dale/Dark Elf books, Drizzt's panther is named Guenhwyvar. Most people don't know that the Welsh pronunciation of that name is close to "Guinevere". Does that matter? If you see a name like Dair Bhriste, how important is it to you that the way you pronounce it in your head is the way it is "supposed" to be pronounced?

those consonant heavy glanfathan names are indeed a bit over the top, but still better than apostrophe overload fantasy names imo. and reading them was neither particular difficult nor unpleasent for me, i guess being - at least to some extent - familiar with those languages helps as duraframe stated. makes them quite a bit harder to remember, though.
 

Mr Giggles

Literate
Joined
Mar 27, 2015
Messages
8
Any news on the release date of the patch? I'm kinda anxious to go into Readric's hold as it is.
More importantly, any news on the nature of the upcoming expansion? I'm torn between waiting to dive in until the expansion hits or picking up PoE now...
 

zero29

Arbiter
Joined
Apr 30, 2007
Messages
136
Patch Notes: 1.03 said:
These are the tentative patch notes for the upcoming patch 1.03 release. These may change before it is finally released. This patch is currently in test, and will be released as soon as is possible. Thank you everyone for your patience with us!

"Big Ticket" Items
  • Bears and Cats can now be equipped with hats. This is most likely not a joke... but might be a joke.
  • Double-clicking to equip items was causing passive abilities to get removed from the character. This has been fixed and we were able to retroactively fix the problem for people that have already run into the issue. If you open your saved game in the latest patch, your characters will be repaired.
  • Fixed a problem where attributes on characters could permanently increase by equipping certain items. This will also retroactively fix the problem in saved games that have characters with this issue.
  • The crash in Raedric's Hold has been fixed.
  • Fixed the looping audio sounds that can occur if you play with minimized tooltips.
  • Previously Wizard summoned items could persist after the spell's duration. This has been fixed and it will also retroactively fix the problem in saved games that have characters with this issue.
  • The items Drinking Horn of Moderation and Talisman of the Unconquerable were causing Ciphers to permanently lower their amount of focus gain. We've included a fix to retroactively resolve the issue on Ciphers but the effect is still on the items. Unfortunately the fix will not fix the broken effect on those items, so you'll need to keep those items unequipped until the next patch. If you do equip them, perform a Save/Load to fix your Cipher.
Features
  • Added graphics setting to toggle antialiasing levels. This can improve performance on lower end machines when disabled.
  • Added pro tips to the Glossary.
  • Many new icons for items.
  • Added new voice set reactivity for lockpick, poison, enemy spotted in stealth, spell failure, death, immobilized, and completed task.
  • Added indicators on the loot screen when looting crafting and quest items.
  • Party can now use lockpicks that are in the Stash.
  • You can now cast AoEs on party member portraits and the spell will be targeted at the companion's location.
Balance
  • Monk unarmed attack buffed by 1 point at the top end.
  • Arbalest damage has been lowered.
  • Fast melee weapons do slightly more damage.
  • Slight bump to sabre damage.
  • Tuned down Mind Blades.
  • Tuned ranges of many Wizard spells to be higher.
  • Slicken spell is now a single hit AoE.
  • Chill Fog is now a friend or foe spell.
  • Curse of Blackened Sight is now foe only.
  • Changed reload speed multiplier from 2 to 1.2 for Sure-Handed Ila.
  • Fixed the price on Seal of Faith.
  • Adjusted price on figurines.
  • Adjusted price on rings.
  • Tuned up the Goldrot Chew.
  • Reduced the penalties for Bonded Grief.
  • Tuned up Bulwark of the Elements.
  • Modified attributes of companions and Itumaak.
  • Raised the bonus for having fewer than six party members from 5% per character under the limit to 10% per character under the limit.
  • Added cooldown to NPC Rogue's Escape ability usage so they won't use it back to back.
  • Rebalanced fight difficulty and spell selection for the Old Watcher.
  • Lowered the scale of the Defiance Bay reputation by 15%.
  • Beloved Spirits adds 0.4 Endurance to Ancient Memory instead of 2.
  • Changed duration of the Flagellant's Path defense penalty.
  • Adjustments to the Mantle of the Dying Boar.
  • Reduced the price of the Brighthollow Hearth and Courtyard Pool.
  • Heart of Fury will now apply to all damage types.
  • Tuned damage on Brilliant Radiance down.
Systems
  • Fixed issue with Wizard's summoned magical items getting stuck after save and load. Wizards will be restored to a proper state after loading a game.
  • Changed one of the fatigue status effects to not end with combat.
  • Fixed save game issues with spells and abilities that place down traps.
  • Fixed issue to prevent Ciphers from casting abilities without the required Focus.
  • Restored modal flag for Reckless Assault.
  • Set Transcendent Suffering to not be combat only.
  • Fixed duration issue with Plague of Insects.
  • Fixed companion audio triggers for some status effects.
  • Hunting Bows had the wrong speed descriptor. They are now listed as Fast.
  • Character Hit Autopause option should be working as intended.
  • You can now close the Grimoire and Chant UI with a hotkey.
  • Fixed issue with summoning magic items while unarmed.
  • Fixed delay issue on Knockdown.
  • Fixed a few issues with Dominate and Charm spells.
  • Fixed a bad item mod on the Ring of Protection.
  • Fixed issue with the Terrible weapon mod.
  • Changed bad data in ranger summons.
  • Made Takedown to be consistent with Knockdown.
  • Fixed multiplier on Blooded.
  • Summoned weapons will be removed when Spiritshifting.
  • Fixed issue with bouncing reflected melee attacks.
  • Party members will no longer switch to different weapons after being Charmed or Dominated.
  • Ancient Memory is now Ally only.
  • A summoned weapon will not unequip the grimoire.
  • Fixed Spellstriking mod.
  • Fixed trigger count issue with the Prone reduction mod.
  • DOT spells should clean up properly when combat ends.
  • Fixed Deflection +10 mod.
  • All Exhortations are now combat only.
  • Only play weapon ineffective VO if the attack is hostile.
  • Aggrandizing Radiance will now last until combat ends.
  • Holy Radiance is now combat only.
  • Carnage now works better.
Quests
  • Fixed issues with factions and super friend quests with Lady Webb's dialogue.
  • Adjusted trigger in front of the Salty Mast to fix a possible way to skip a required cutscene.
  • Fixed issue with the Winds of Steel quest line.
  • Fixed a trigger outside the First Fires Keep that could have been avoided.
  • Many fixes to music, audio, and VFX to a scene near the end of the game.
  • The prybar should now display the correct image in the Raedric's Hold moat scripted interaction.
  • Changed faction on the Hall of Warrior's containers.
  • Fixed scripted music for the forge knight combats in the keep.
  • Visual effects in the introduction cutscene should now be triggered properly.
  • Fixed conversation of the guards in Raedric's Hold to not repeat.
  • Added cape and armor to the loot for the Fampyr boss.
  • Fix to Osrya's starting timer not being attached to the trigger in the area.
UI
  • Fixed sound issue when collapsing the tutorial UI.
  • Fixed issue with double clicking items to equip. This is a retroactive fix and will restore characters with proper stats.
  • Fixed issue where camping supplies were disappearing when added to Stash.
  • Cage Cursor setting should not turn off after loading a scene or cutscene and is now on by default.
  • Fixed cropping on a few portraits.
  • Fixed issue with highlighting dead bodies and containers in the fog of war.
  • Fixed item stacking issue that was stacking items inappropriately.
  • Reduced the intensity of the explored fog of war on the area map, and fixed an issue where the shadow layer was causing the area map to be darker than it should be.
  • Small UI updates to the journal screen.
  • Reworked the enchanting UI to work better with multiple lines.
  • Fixed UI sorting issue in store.
  • Fixed UI sorting in crafting menu.
  • Fixes to Capitular glyphs in end game slides.
  • Fixed issue with stronghold alert widgets not hiding properly.
  • Fixed an issue with weapon mods were incorrectly being displayed in some cases.
  • Drag select should work properly when starting the drag over an enemy.
  • Fixed a few issues with drag select and formation rotation causing issues when the mouse goes over UI elements.
  • Fixed some control issues with holding down keys.
  • Shot on the Run recovery value should be now displayed correctly.
  • Fixed issues to how the HUD fades out during conversations.
  • When the party receives or loses items, those log messages now go to both logs.
  • Cleaned up the character sheet formatting and made more items clickable.
  • Store item names can now take up two lines.
  • Spells now show DT bypass in the description.
  • Consumables now show per-Rest and per-Encounter usage limitations.
Other Fixes
  • Fixed stats issue with saving and loading on the same map where a companion is found. This is a retroactive fix and will restore companions and characters to the proper state.
  • Fixed issues with save games in Raedric's Hold, causing the game to not function correctly or freeze.
  • Ranger Animal Companions should not disappear anymore and broken animals will be restored after loading and saving the game.
  • Fixed possible issues with disappearing items and weapons.
  • Minor fixes to a few select voice over lines.
  • Fixed size issues with equipped capes on Godlike characters.
  • Changed Explorer achievement to check for 152 maps rather than 160.
  • Fixed many issues where combat would not end properly.
  • Updated credits with more backer names.
  • Updated paperdoll level up lighting.
  • Scripted music should now be restored properly after loading a game.
  • Updated Temple of Eothas render.
  • Fixed some rendering issues with Fog of War on some areas.
  • Fixed sounds on movie that plays near end of game.
  • Reduced antelope feet sliding.
  • Fixed issue with weapon caching causing issues when weapons are swapped.
  • Interstitial music no longer loops.
  • Fixed issue where party members could take damage in cutscenes.
  • Fixed voice cues during looting for full inventory.
  • Fixed transparency on ghost characters.
  • Fixed issues with cutscene pathfinding if the game's process is halted.
  • Fixed issue with Expert mode settings getting saved improperly.
  • Fixed issue where characters were not properly stopping at the last waypoint of their path.
  • Adjusted Skuldr scream vocals.
  • We now handle some edge cases in resolution management on some hardware configurations.
  • Fixed issue with the party member Knockout achievement not reporting the correct numbers.

source
 

naossano

Cipher
Joined
Aug 26, 2014
Messages
1,232
Location
Marseilles, France
Seems that they fixed all major bug.
This would hopefully cure them for their bug reputation.

PS: Damn Zed april's fool. Now i keep expecting turn-base for each patch note...
 
Last edited:

Naraya

Arcane
Joined
Oct 19, 2014
Messages
1,664
Location
Tuono-Tabr
I just listened to the interview with Brian Fargo - great stuff and an eye-opener for people from outside the industry. I'll definitely think twice before I blame developers for a bugged game again...

OT: Eagerly waiting for the patch. I hope it won't take long for GOG to make it available!
 

set

Arcane
Joined
Oct 21, 2013
Messages
944
Aw mind blades nerf :( I wanted to do 6 cipher party and wreck shit.
 

Deleted member 7219

Guest
31 hours in, Act 2 completed. I've just done the first 5 levels of Od Nua and I've done a bit of dungeoning elsewhere too.

I like how there doesn't seem to be any mindless combat in the game, everywhere seems to have a history and a purpose. I just fought through a bunch of spiders and managed to talk to their queen.
 
Joined
Aug 28, 2012
Messages
997
Location
Dreams, where I'm a viking.
Project: Eternity Torment: Tides of Numenera
...
If sawyer came up with these nouns as real world derivatives then he sucks at neology. Nouns like Regd, Rymrgand, Biawac are all difficult and unpleasant for me to read especially in the more lore heavy conversations. The harsh or puzzlig pronunciations pull me out of the game. Harsh spellings work in small amounts and are best for major world principalities like Gods and other things that are filled with mystery and doubt. But every tom dick and harry has some fucked up, consonant riddled name in this game, especially the backer npcs that im not sure wheter i should ignore altogether.

at the end of the first post i quoted he addresses this point:

...
E.g. in the various Icewind Dale/Dark Elf books, Drizzt's panther is named Guenhwyvar. Most people don't know that the Welsh pronunciation of that name is close to "Guinevere". Does that matter? If you see a name like Dair Bhriste, how important is it to you that the way you pronounce it in your head is the way it is "supposed" to be pronounced?

those consonant heavy glanfathan names are indeed a bit over the top, but still better than apostrophe overload fantasy names imo. and reading them was neither particular difficult nor unpleasent for me, i guess being - at least to some extent - familiar with those languages helps as duraframe stated. makes them quite a bit harder to remember, though.

Yeah, having at least a passing acquaintance with Old Elnglish and some Celtic languages definitely helps them not seem as silly. I generally hate videogame conlangs/made up fantasy words, but here I don't mind it. I think much of this is actually because the conlangs are basically just tweaked real world languages. It gives each language some internal consistency and their own sound/feel, distinguishing them both from each other and modern english without making them a collection of punctuation tics and unprecedented consonant combinations. So I'm rarely taken out of the game when I hear/see some ridiculous made up word as it feels like the ridiculous words I had to read for that random English class way back when. Although Durance's pronunciation of "Eothasians" annoyed the shit out of me for some reason.
 
Joined
Feb 19, 2005
Messages
4,639
Strap Yourselves In Codex+ Now Streaming!
I played the game a bit and read the collector's guide and the lore is great for a video game and mostly very well thought out. Anyone who seriously thinks that the setting sucks is a cynical, jaded fuck or has some utterly rose-tinted memories of past RPGs and their settings.

Whatever you think about Josh Sawyer and his design philosophy it is clear the man did put a lot of effort and thought into creating this world and I can appreciate that.
 

Deleted member 7219

Guest
I really like the lore. Feels quite different from other fantasy settings, without getting all edgy and cynical.
 

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