Today the original Pillars of Eternity celebrated its tenth anniversary. In honor of the anniversary, developers from Obsidian They released a fresh patch and announced that later this year the game will acquire an official step -by -step mode.
Recall, Pillars of Eternity – One of the first modern CRPG, standing at the origins of the revival of the genre along with Wasteland 2 and Divinity: Original Sin . Means for its development Obsidian collected on Kickstarter, and the required amount was covered in just two days from the beginning of the campaign. The project saw the light on March 26, 2015, having received laudatory reviews from fans of isometric role -playing games and an assessment of "amazing" at Stopgame.ru.
In the newly made patch at number 1.3.8.0.87535 Developers offer several dozen improvements and corrections. For example:
As for the promised step -by -step regime, its release is expected in the near future without the exact date. The developers only stated that interested gamers will be able to take part in testing. Read more about this very soon.
Pillars of Eternity Available on PC (Steam, GOG, EGS), PlayStation 4, Xbox One and Nintendo Switch with Russian localization of the text.
March 26 PS+ in April – Robocop: Rogue City, The Texas Chain Saw Massacre and Digimon Story: Cyber Sleuth
March 26 Josh Soyer – about a funny bug in Pentiment, or how the monks spoke obscenities
Pillars of Eternity
The best comments
Stop, like 10 years? What an anniversary? I just played … then there is still a witch third in a month will come out.
MB want to slightly attract an https://betitoncasino.co.uk/withdrawal/ expanding CRPG audience after the third Balda, there is just step by step.
Or maybe they just closed gestalt, in the second part there was a step by step
If here they do the same way as it was screwed to the second part, then it is better not to. The fighting and pillaric mechanics have a bunch of interesting fichens that work exclusively in real, and which, when switching to step by step in the second part, had to either be pulled out with meat, or were nailed with crutches.
Further – a detachment with the intricacies of the Pillars players with an explanation of what specifically broke the step -by -step regime
For example, recovery. Restoration is a temporary interval between the character’s attacks (or castes), in short, this is the time that the character “rests” after the attack. It depends on the weapon used (for each type of weapon, its restoration in seconds is indicated) and on the armor (the harder the armor, the more percentage the basic recovery increases). There are also a bunch of different liabilities, modal abilities, and other different effects working with restoration, but these are already subtleties.
And, for example, the basic restoration of the dagger – 3 sec., And the recharge of the musket is 6 seconds. That is, while the shooter is recharge, the dagger can poke it in the belly twice. And after the transition to the step, the character became exactly one attack in the round. That is, he either pokes once with a dagger with a little damage, or exactly the same one will shoot from a musket with a large damage once. The conclusion is obvious – the dagger is not needed. The breeds also looked at this, and specifically for step by step, they adjusted the damage of all the weapons – they quickly raised damage, slowly reduced – why the difference in the damage between different types of weapons was blurry, and different fluffs of naked damage were weakly distinguished.
This gave rise to the second problem – paired weapon. In real, when wearing weapons in each hand, the character beat them in battle alternately and received a restoration between blows. That is, at first I beat the right, received recovery from the right weapon, then beat the left, and behind it restore from the left fluff. But the wearing of two weapons itself reduced its restoration, and even more with the perks. That is, the character, although he beat alternately, but in general he beat faster. In the step -by step with one attack, this was not realized, and therefore, when attacking the step in step, the character beats at once with two weapons. And now we remember that due to the difference in the restoration of the outbreaks, the fluff has adjusted the damage, and as a result, the blows of two weapons turned into imb. Especially for this, the second crutches were screwed up, which passively reduces damage when using paired weapons by 35%. As a result, the damage is still slightly higher than when attacking with one weapon, but … why? With the same success, you can take a two -hand, whose damage will be on average as higher as higher the damage of paired weapons.
Another small problem associated with paired weapons immediately got out. Class abedes that attacked weapons have two types – “main attack” and “full attack”. And in the real, the “main attack” is an attack only with a weapon in the leading hand, including a twin -arcade, and a “full attack” is an attack with two weapons at once if the character uses greenhouses. That is, for a character focused on the battle with two weapons, it was pointless to take abbilies with the “main attack” descriptor for the sake of damage (if Abilka also gave control, it was of course, of course, it was much more useful to take more lady “full attacks”. And due to the fact that in step a step, the character beats at once with two weapons during an attack, the difference in the descriptors disappeared.
Next – armor. She increased recovery by a certain percentage, that is, she stretched the rest time between attacks. But with step by step, one attack is still given in the round. As a result, the restoration turned into a negative initiative, and the more it is, the later the character will go in battle. But this is all pointless – the character will still make his only full -fledged move in the round, and will attack. And therefore, the meaning in light armor, providing a quick and frequent attack, has disappeared, and it is better to wear heavy armor, survive the attack of the enemy (and in local mechanics it is extremely difficult to catch the vanshot, especially taking into account the blurry damage from weapons for step) and hit in response in response.
For the same reason, the meaning in the characterization of dexterity disappeared. She in real, reduced the restoration and reloading of the weapon, and on large values of the characteristics – very impressive. A character with paired weapons, high dexterity and light armor could attack very quickly – there are 3 seconds. the restoration of the dagger turned into 1.5 sec., and even faster. And in step, the situation with dexterity as with armor – all the same, the attack will be made once in the round, so there is no more meaning in dexterity.
With intelligence, too, is not all right. He gave two bonuses – he increased the radius of areal abilities (here and in the step -in -law everything works the same) and increased the duration of the applied effects. And here trouble begins in real life. In step, the whole duration in seconds turned into a duration in rounds, and in general, yes – intelligence can give an additional round. But for short -term bufs, an increase in intelligence may not take the effect – the increase will be insufficient to increase the duration of the round. In real, any intelligence increase will somehow increase the validity of the buffs and debuffs-at least 3-4 seconds, but all the same. In the step, you can put on an intelligence hat, which will not give anything to the character, because the bonus will be too low.
And the most attentive noticed how I carried the concepts of restoration and reloading. Because they are different game. A classic recovery works for Lukov, as for all near -combat weapons, but for crossbows and firearms after the shot, reloading was turned on. Yes, the character was also unable to make an attack until it ends, but if you change the weapon to another, then the reloading will not work for it, and you can immediately attack again. There is even a special warrior subclass for this matter – a black jacket. Thanks to his native passivation and Abilka, he can reduce the recovery when changing weapons from 2.5 sec. Until … 0 sec.! And one of the use options is to score 3 of 4 weapons of weapons with pair pistols, insert some main drin into the 4th slot, and start the battle, making pistol volleys and immediately changing the set of weapons to the next. Thus, in Realtima, it was possible to hand over 6 shots of a second so 2-3, and then go, for example, to hand-to-hand.
In the step, this focus, of course, does not work. Due to the restriction of “one round-one attack” the buns of a black jacket and a rechargeed firearm stop working, and in fact reloading was equated with restoration. Which is extremely sad.
With magic, too, not everything is glory to God, but not as crooked as with weapons. The fact is that spells have its own caste time – it has simple spells and self -buffs is usually short, and in high -level attacking spells – a long. Because of this, there were problems with the long castle of spells in the region in real life-while the character reads the spell there, enemies from the region will most likely run away. And dexterity, including accelerated and pronouncing spells. In step, this layout of magic remained – the character can begin to read the spell at the beginning of the round, and finish – only at the end of the round. But here, the step -by -step works somewhat better, because it allows you to predict in advance whether the enemy will have time to run away from the attack zone, and it is easier to control their characters so that they do not run into a dangerous area. But due to division into rounds, again, it is profitable to play with a magician with a low initiative-yes, the character will go at the end, but this guarantees that no one will run away from his platform spells.
In general, if you make a step in this game, then obviously not a “frontal”, as they did in the second part. In a good way, it is needed here ATV-skirt, which was, for example, in heroes 5 or in Ruined King-so that faster characters can walk more often, and so that temporary shifts on the initiative scale are correctly taken into account.
Eh, that would be the third part. I really would like to run in some new subtyting, ixamytl or Weilian republics right suggest.
I went out – and failed with a bang, yes. But just in case, I remind you that the conversation is about a fight, and not about a specific series.