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https://www.fig.co/campaigns/deadfire

Hi, people. Obsidian has just started the FIG campaign (a more specialized funding portal for videogames).

This is the url: https://www.fig.co/campaigns/deadfire

Some relevant info:

Eothas has returned. The god of light and rebirth was thought dead, but he now inhabits the stone titan that sat buried under your keep, Caed Nua, for millennia. Ripping his way out of the ground, he destroyed your stronghold and left you at the brink of death. To save your soul, you must track down the wayward god and demand answers - answers which could throw mortals and the gods themselves into chaos.
In just one day, they got the funding requested. Of course, this in part of the investment easiness that FIG offers to developers ($526K from investor against $621K from pledges).

And for now, the stretch goals have begun by offering sub-classes at $1.4M

P.s. Pledge $1,500 USD for annoying futures players with potentially more golden NPCs! (What? I liked them on the first game).
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Belsirk: "Eothas has returned. The god of light and rebirth was thought dead, but he now inhabits the stone titan that sat buried under your keep, Caed Nua, for millennia."
I simply can't get excited about a lazy-arsed, unimaginative 'bring him back from the dead' scenario. I'm not knocking it for the sake of knocking it, but I have to admit that I'm not enthused at all. :(
Post edited January 28, 2017 by Hickory
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Belsirk: "Eothas has returned. The god of light and rebirth was thought dead, but he now inhabits the stone titan that sat buried under your keep, Caed Nua, for millennia."
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Hickory: I simply can't get excited about a lazy-arsed, unimaginative 'bring him back from the dead' scenario. I'm not knocking it for the sake of knocking it, but I have to admit that I'm not enthused at all. :(
To be honest, once with the lore revealed in the White March, is a little strange that Eothas was "dead, dead". Plus, with the lore revealed in the OC, is not a big surprise that he takes control of the statue (Though, maybe that make cannon the disappearance of the master below?).

Anyway, this game will be more deeply in mechanics and will include persistence with your actions of the first game, including those that affects returning characters.

There are also sub-classes, and this time your companions can multi-class to anything you want (once you have access to them).
Subclasses are similar to kits in 2nd Edition AD&D (featured in Baldur's Gate 2). Our focus has been to give a different flavor to a class through specialization. We want each subclass to do something cool and distinctive that also has a built-in trade-off compared to the base class and other subclasses.
2.2 M, awesome!
Last 15 hours for the crowfunding campaign. At this moment has reached 362% of the intended goal ($2.06M from inverter and $1.92M from backers).

If you has not pledged, maybe this a good moment to do it!

New things in the pledges:
- there are discount for tiranny (pledging 30 or more) that goes up to 50%.
- Certain pledges also includes the PDF version of Pen & Paper rule-book for PoE (This is new)
- Many pledges were upgraded since my last post (by example the previous two things).
- There is a new pledge that can give access to PoE1 and PoE2.
I hope they fix the length of loading times in the game. If it is as bad as it was in PoE, I will skip it.
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Lebesgue: I hope they fix the length of loading times in the game. If it is as bad as it was in PoE, I will skip it.
Well, TTON (Torment, tides of nume...) its using the engine of PoE right now and the loading and saving times are minimum. Not more of 5 seconds. So, probably is a good signal for PoE2 as is going to use the same engine.


Edit:

First load: 12 seconds
loading a game already ingame: Average ~7.49 seconds (9 tests)
Post edited March 07, 2017 by Belsirk
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Belsirk: Well, TTON (Torment, tides of nume...) its using the engine of PoE right now and the loading and saving times are minimum. Not more of 5 seconds. So, probably is a good signal for PoE2 as is going to use the same engine.
First of all, same engine doesn't really mean much, especially when we're talking an engine as generalized as Unity - both PoE and Torment had to write most of code that's associated with their respective implementation of said engine themselves anyway, including majority of tooling. In other words, using Unity doesn't mean much.

Secondly, does Torment use Unity 4 or 5?
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Belsirk: Well, TTON (Torment, tides of nume...) its using the engine of PoE right now and the loading and saving times are minimum. Not more of 5 seconds. So, probably is a good signal for PoE2 as is going to use the same engine.
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Fenixp: First of all, same engine doesn't really mean much, especially when we're talking an engine as generalized as Unity - both PoE and Torment had to write most of code that's associated with their respective implementation of said engine themselves anyway, including majority of tooling. In other words, using Unity doesn't mean much.

Secondly, does Torment use Unity 4 or 5?
Actually that is a good question.
I have found some references:

- FAQ in PoE2 crowfunding website and PoE2 Update #11: Is not clear, but seem they are optimizing their current implementation of PoE1 for PoE2 (Also PoE2 Update #11 suggest the same)

-TTON Update #11: InXile explain there is going to be some level of synergy between Obsidian and them (because both of them are using Unity). However, at that point it was not clear how much synergy (after all Wasteland 2 was already under development with Unity) .

- TTON Update #28: Bingo! (I missed this update) Relevant text:

...
we announced that we’d be collaborating with Obsidian Entertainment on technology. This primarily meant their conversation editing tools, which provide a very strong foundation for the dialogue reactivity we seek for Torment. We’ve been prototyping conversations with these tools since last summer and have been adapting the technology for Torment’s specific dialogue needs. Meanwhile, we’ve been evaluating other aspects of the Pillars of Eternity technology over the last months and have been impressed with the environments they’ve been able to create with it in Unity. We seek a similar high level of quality for our environments in Torment.

I’m happy to say that we’ve taken things a step further and recently reached an agreement to license Obsidian’s technology for Pillars of Eternity to use in Torment. (In case you haven’t seen it yet, a great Pillars of Eternity teaser came out last month – they are still accepting late pledges for any who missed their Kickstarter.) Torment’s code base will thus include the most relevant components of PE’s technology and Wasteland 2’s. We’re making enhancements to best suit Torment, and some systems will of course be completely new as Torment’s design is its own.

What are the practical implications of our licensing PE technology? It provides us with a stronger starting point for certain game systems and pipelines, including the creation of the 2D pre-rendered environments (we’re working on having something to show you in the coming weeks). This means we will have more resources to invest on other aspects of the game, allowing us to achieve a higher quality overall. (Recall that 100% (and more) of the crowdfunded monies are allocated to development of Torment. So anything that saves effort means that we have more to spend elsewhere on Torment.) This arrangement benefits both games and we continue to push Torment as far as we can in terms of quality.

...
- TTON Update #30: "...Not long after I completed the high-level design, Jesse used my design document to create blockouts for all the critical path locations. The blockouts are rough layouts in the Unity engine (powered by Obsidian's Pillars of Eternity Technology).... So, how to use Unity is being shared between both projects.

- TTON Update #41 and #46: Torment Unity version was upgraded from 4.5 to 5.0 (yet is not clear if that also benefit Obsidian). This was announced after InXile had completed the Wasteland 2 Director Cut (which also included an upgrade to Unity 5 for the original game)

So, if the synergy between InXile and Obsidian is still there, maybe the upgrade made to the Unity engine is also shared for PoE2. Yet, Obsidian need to clarify this. Still... I want to be a optimistic that in terms of loading times, PoE2 will be between PoE1 and TTON.
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Lebesgue: I hope they fix the length of loading times in the game. If it is as bad as it was in PoE, I will skip it.
This game launch kind of flew under my radar, though admittedly partly because Fig looked pretty dodgy given some of the people involved, and I barely read a positive word about it at the time. However, it looks like it's possible to "pledge" late to this game, even avoiding Fig, through Obsidian's Backer Portal. My main concern is actually like above: the loading times. They became extremely slow in POE1, and if it's anything like that in POE2.... yuck! Therefore it was encouraging to see in the launch teaser or whatever it was, that they had some kind of streaming system in place (like in Witcher?) and there would be "minimal to no loading times" (paraphrasing).

Hopefully the story makes a bit more sense than in the first one, without the large info dump at the end. But I must admit that restarting a god doesn't sound like the most marvelous thing. But we shall see... long way to go yet, and I presume the game won't be properly playable for a long time, even if they somehow manage to release it on schedule (Q1 2018).
http://dailycaller.com/2017/09/06/game-writer-resigns-after-social-justice-warriors-crucify-him-for-conservative-opinions/

Obsidian didn't back up their own employee and threw him under the bus for the sake of PC. They won't get a dime from me.