It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
No confirmation about mod support yet?
avatar
LordCrash: New $110 Digital Only Tier

Thanks to popular demand, we are adding a new digital tier at $110 that has early beta access to the game, thanks in the credits, a postcard thanking you for your pledge (sent physically) along with all the other digital benefits of the $140 Tier. Since we added the new novella written by Chris Avellone at the $50 reward tier - that is in there as well!
avatar
SimonG: I think this is my new pledge ...
Yeah, I raised my pledge to that level, too. So it stands now at $118 :)
avatar
Nirth: No confirmation about mod support yet?
No.
Post edited September 25, 2012 by LordCrash
I... want... that... novella. *Narrows eyes* Maybe I'll get enough to money to upgrade to a boxed copy, because nothing else in the $50 tier really interests me much.
Bleargh. This whole thing is looking more and more appealing...

Must find ways to save money.
I'm still waiting it out to see what kind of things get unraveled. If I contribute, it will be at the tail end of the Kickstarter.
46,842
backers
$1,992,422
pledged of $1,100,000 goal
20
days to go
avatar
nijuu: 46,842
backers
$1,992,422
pledged of $1,100,000 goal
20
days to go
Only 7K away from player housing. I'm excited.
$2,002,411 - Player House (+new NPCs, unique item store, more quests) achieved! :D
Post edited September 26, 2012 by DreadMoth
Article on Ars Technica that I don't think has been posted before.
Update #9 is up:


We love giving players options: character build options, personality options, story options -- all the options you might want to play around with. We recognize that many players also want to play the game their way and have an experience that matches their particular RPG tastes. RPG fans share a lot of common ground, but on matters of visible mechanical feedback, complexity, and the overall level of punitive face-punching a game provides, there's a big spectrum of opinions. In a lot of cases, it's not too hard for us to provide options to turn an individual feature on or off, so we want to make that possible when resources permit us to do so.

Additionally, even among the ranks of RPG superfans, there exists a subset of players who can't get enough challenge. They want all of the difficulty features set to "I am pro." Collectively, we've worked on a bunch of these challenge modes in the past and enjoyed the results. Project Eternity seems like a very appropriate place to highlight suites of these difficulty options as distinct gameplay modes that players can opt-into at the beginning of any game. We've come up with three modes we'd like to support, which also includes the ability to turn many of their sub-features on and off on an individual level in an ordinary game: Expert Mode, Trial of Iron, and Path of the Damned.

Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information. In a fashion similar to Fallout: New Vegas' Hardcore Mode, Expert Mode will also enable more punitive and demanding gameplay elements, in and out of combat. We're not saying we're going to have weighty gold (for real, we're not saying that), but if we did, you can bet that would be automatically turned on by Expert Mode.

If you guessed that Trial of Iron is like Temple of Elemental Evil's Ironman Mode, you guessed right. When you start a Trial of Iron game, you have one save game that persists for the entire campaign... or until you die. And if you die, your save game is deleted. Enjoy!

Path of the Damned is a spiritual successor to Icewind Dale's Heart of Fury mode. In our encounters, we like to turn individual combatants on and off based on the level of difficulty. If you come into an area on Easy, maybe casters are replaced with weak melee enemies. If you come in on Hard, maybe the casters are augmented by a tough melee enemy or two. With Path of the Damned, that goes out the window. All enemies from all levels of difficulty are enabled and the combat mechanics are amplified to make battles much more brutal for everyone involved.

The first question you may have is, "Can I enable multiple challenge modes at once?" Yep, you sure can. They have to be selected at the beginning of the game, but if you want to play with two or all three at the same time, you can certainly can do so. If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features.

Along with these modes, we also want to introduce the Godlike races. These folks have been described previously as being similar to the humanoid "planetouched" in D&D: aasimar, tieflings, and genasi. That is a good high-level description of them, but they are viewed differently by various factions, faiths, and cultures in the world of Project Eternity. Godlike were "blessed" before birth by one or more of the meddling deities of this world. Though their appearances vary, they are unmistakeably otherworldly when anyone gets a clear look at them. Sometimes, the reaction they get is overwhelmingly positive. Many times, the reaction is overwhelmingly not. For better or worse, the physical "gifts" that mark them as Godlike always come with supernatural blessings (and curses) of their own.

The first question you may have after reading this may be, "Hey, what about the other races that have already been funded?" Those races are in the process of being fully designed and concepted -- and they can't be summarized quite as simply as "sort of like planetouched". We'll have more for you on those guys in the not-too-distant future. Thanks again for your support, your patience, and your questions.
nice stretch goal
Expert Mode sounds great. I hope they include mod support soon.
Loved playing New Vegas in Hardcore Mode, so Expert Mode sounds like it's right up my alley.
Expert Mode sounds great mainly for getting rid of the "You must have this much skill to pass" markers. I loved New Vegas, but I much preferred in stuff like Fallout and Arcanum where Persuasion and such opened new dialog options but you still had to figure out which ones to choose yourself.
I love the stretch goal. The problem with these kinds of stretch goals though, IMO, is that they don't really get more people interested in pledging. It's too abstract for most people that just want to purchase a game.

Also, a little advice about ironman mode in ToEE. Save games are notorious for becoming corrupted in that game (quick saves and autosaves are more notorious I believe). You may end up being a very sad panda if you use ironman mode instead of creating your own save game and trying to be honest with yourself so you don't save or reload a save when you shouldn't and then forcing yourself to delete the save games when you die.
Post edited September 26, 2012 by KyleKatarn
Damn, RPGers are indeed self-punitive. Might as well play blindfolded, too, for extra challenge.
Post edited September 26, 2012 by mondo84