Funded! This project was successfully funded on October 16, 2012.

Update #36

Off to our elfhomes, but first...

Hello, friends. The elves have been hard at work on Project Eternity, and we would like to show you our fine goods. This is a long update, but we wanted to give you more information than usual since it's the end of the year and we will be in our elfhomes for the next few weeks. First, I'd like to talk about what we've been doing with the engine and second, I'd like to talk about some of the design work we've been doing.

Resolution and Scaling - We want to run the game at various resolutions and scale properly. We've been talking about our target resolutions and looking at the best way to implement scaling. If you've played any of the Infinity Engine games lately, you may have noticed that running at high resolutions can make the game look like an RTS. Though it's nice to be able to scale up and see more of the environment, at a certain point dungeons start looking like ant farms. That's what happens when you take a game designed for 640x480 and run it at more than double the resolution. It is now the year 2012, so we're looking at supporting a range of resolutions that runs from modest laptops to Macs with crazy Retina displays.

To do this, we're going to render the game out at a target high resolution and a target low resolution. Currently, we're looking at a base resolution of 1280x720. A large number of laptops run at this resolution or its slightly bigger brother, 1366x768. It's not quite twice the resolution of the original games (640x480) due to the 16:9 aspect ratio, but pretty close. We believe that this base resolution will scale well up to 1920x1080, which would be roughly equivalent to going from 640x480 to 1024x768. In the old IE games, this gave you a slightly larger view of the world, but didn't get too crazy.

For our higher resolution, we are likely going to render out to a ~2560x1440 screen size, as we did with our environment during the Kickstarter campaign.

We will likely downsample these to run at 1920x1080. With resolutions above "mere" Retina displays, we will zoom out, which should allow the backgrounds to scale into outer space (close enough, anyway).

Full size image

Movement and Combat Feel - We've been working on implementing all of the basics of party selection, movement, and combat. This includes working on personal space, ally and enemy pathing, friendly "bumping" during movement, ranges of melee attacks, attack timing and delays, target selection, and response time. A lot of work goes into making these elements feel good and feel "IE-ish" (while excluding the IE-ish things we didn't like).

We’ve also been building block-in weapon meshes and putting them in the game to see how they look in terms of scale. This has gone well, but we're still working on proportions. Some thin weapons, like stilettos, rapiers, and estocs, can be very difficult to discern, especially at lower resolutions. Their thicker cousins, daggers, swords, and greatswords, need to be "beefed up" a small amount to help distinguish them. Even though we need to make a few slight adjustments, our overall approach of making weapons with realistic... ish proportions is working well and feels similar to the characters and weapons found in Baldur's Gate and Icewind Dale.

Along with implementing the visuals of the weapons, we're experimenting with weapon statistics and mechanics. Weapons are currently classified as slashing, piercing, or crushing, which is a pretty common division of types. We're not currently using damage types vs. armor types in Project Eternity, but the damage types all have properties that suggest a certain type of usage.

Slashing weapons do the most damage when compared to their counterparts from other categories. E.g., if you compare a greatsword to an estoc to a maul, the greatsword does the most damage. When targets have little to no armor, slashing weapons are the ideal choice. Piercing weapons negate a fixed amount of Damage Threshold, which is the primary way in which armor reduces damage. Though they don't do as much damage as slashing or crushing weapons, their ability to ignore even moderately heavy armor means that it is superior to other weapons in those circumstances. While armor can negate a large amount of damage, there's always a small amount that gets through. Crushing weapons do much more through armor, which makes them the best choice when dealing with very heavily armored targets.

So far, this works well on paper, scales well, and seems to hold up in the game, but it is very "mathy" and not necessarily intuitive because you can't always guess a target's Damage Threshold simply by looking at them (as opposed to armor types, which are usually visually apparent). We will continue to experiment with this to see how it feels in the long run. Our goals are to provide tactical challenges to the player and give them to feedback and tools to adapt and overcome when they're in a difficult spot.

UI Design - Tim and I have been talking about our user interfaces recently. We want to make sure that we improve the functionality of the original designs without completely losing the feeling of those interfaces. One thing we want to avoid is making the UI too "minimalist". We don't want it to feel bloated, of course, but we also recognize that the IE games had "solid" interfaces. They looked like they were made of materials -- wood, stone, and metal -- and had substance to them. When you look at the interfaces for the IE games, they help immerse you in each setting. We'd like to do the same for Project Eternity.

Functionally, we're using Icewind Dale II as our starting point. We've been looking at inventory recently. Tim and I have designed a system that uses three types of gear storage: equipment, top of pack (this name may change!), and stash. Equipment is what your characters are currently using and have ready to use. This includes weapon sets that you can swap between during combat. "Top of pack" is a finite amount of gear that you can access outside of combat for a variety of purposes: replenishing consumables, checking out a shiny new sword you picked up a while back, etc. The top of pack cannot be accessed during combat, but is present as a strategic pool of items that you can access while exploring. The stash is where all of the "other stuff" goes: things you aren't using, items you want to sell, and various doo-dads you'll be looking at later.

When you find gear, you have the option of placing it wherever you'd like as long as there's room for it. You can use it immediately, put it in your top of pack, or just chuck it in the stash. Once an object is in the stash, you can access it at camps, your home, and similar locations. We've created this division of inventory space to add strategy to your gear loadout decisions instead of having a weight limit, while also allowing flexibility for backup equipment. Most importantly, it doesn't prevent you from doing what adventurers love to do most: loot everything they find that isn't bolted down.

Core Four Class Design and Advancement - We want our classes to feel familiar but flexible, so we've designed our "core four" (fighter, priest, rogue, wizard) to reflect traditional D&D roles and allow you to build outside of them. In our current design, each of the classes starts with two active use or modal abilities and one passive bonus.

Fighter

  • Defender (Mode) - In the Defender mode, fighters' melee attack rates decrease while their melee defenses increase. This is a particularly useful mode to enter when a fighter is blocking a route of attack to protect other party members.
  • Surge - This active ability allows fighters to rapidly regenerate Stamina for a short period of time.
  • Melee Accuracy - Fighters have inherent skill with melee weapons that is reflected by a small accuracy bonus.

Priest

  • 1st Level Priest Spells - Priests gain access to all 1st level priest spells. Priests can cast a fixed number of 1st level spells before they must rest to recover their uses. They can cast any combination of different spells up to the per-rest limit. As priests gain levels, their 1st level spells will eventually become per-encounter resources.
  • Recovery - The Recovery ability regenerates a modest amount of Stamina for allies (including the priest, if in range) in a Medium-sized area at Short range.
  • Sacred Circle - All allies standing within a Small area around the priest gain Accuracy bonus. This bonus does not include the priest unless there are no conscious allies in range, in which case it applies to the priest.

Rogue

  • Escape - The rogue may hop a short distance away and all hostiles lose him or her as a direct target for 3 seconds. After the 3 seconds are up, enemies can target the rogue normally.
  • Reversal - Reversal prepares the rogue for the next melee attack against him or her. When it hits, the rogue takes reduced damage and instantly rolls to the opposite side of the target and executes a powerful melee attack. This will even allow rogues to move past enemies that are fully blocking a path.
  • Sneak Attack - This damage bonus applies whenever the rogue "flanks" an enemy or when the rogue is hidden from an enemy. Flanking means that the rogue is within a short distance of the target and on the "opposite" side of that enemy from an adjacent ally.

Wizard

  • 1st Level Wizard Spells - Wizards can access all 1st level wizard spells immediately. Unlike other wizard spell levels, the wizard does not need to find scrolls or grimoires to use any 1st level spells. Wizards can cast a fixed number of 1st level spells before they must rest to recover their uses. They can cast any combination of different spells up to the per-rest limit. As wizards gain levels, their 1st level spells will eventually become per-encounter resources.
  • Blast - When wizards use any implement (i.e. a wand, rod, or scepter), they generate a Blast on the target. The Blast does a modest amount of damage to all enemies in a Small area around the target (excluding the target).
  • Familiar - All wizards can summon and dismiss familiars. Familiars are mobile "totems" for the wizard, providing defensive bonuses to allies near them and inflicting defensive penalties to enemies near them. Players can also access the master's spell list through the familiar, though casting a spell through the familiar still requires the master to physically cast it; it's simply targeted from the familiar. Familiars are weak and fragile. If a familiar is killed, the wizard takes damage and is unable to summon his or her familiar until he or she rests again.

As players advance their characters, they have the ability to choose class-specific abilities and more class-neutral talents (more like perks or feats) to customize their character capabilities. If you want to keep your fighters very low maintenance, there are a large number of passive fighter abilities and combat-oriented talents that you can buy. If you'd like to make a fighter that's much more "active-use" (more like a 4E fighter), you can choose to buy more modal and active abilities. Similarly, while all wizards gain additional spells, you can use talents to boost a wizard's damage with implement weapons and Blasts, making them more useful when you're not having them chain-cast a series of limited-use spells.

The same also applies to skills, which are used for a variety of non-combat purposes. All classes start out with bonuses in the skills that their classes most commonly use, but players can choose to reinforce or play against that top. If you want to make a paladin who delights in picking locks, you can do that and get a lot of utility out of the skill -- though the character will never be quite as good as a rogue who specializes in it.

We hope that these approaches use the strengths of a "role-ready" class system while allowing players a large amount of helpful flexibility in how they develop characters over a (hopefully) long and fruitful adventuring career.

That's all for this week, and this year! We'll be back in January with more details on what we're up to and where we're going in the months to come. Thanks for reading!

Update from Josh Sawyer

FORUMS: Discuss this update on our forums!

Comments

    1. Fb_profile_picture.small

      Creator John Smoth on January 8, 2013

      Romance please, jaheira, viconia, Anna, fall from grace....all little touches that make the games great.

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      Creator Sellos on December 30, 2012

      romance i didnt hear a word of romance so far

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      Creator Jack Green on December 21, 2012

      I am hoping for sorcery to be more like old school DnD than the new Dragon Age, where everything was just generic and dull. I want to conjure giant frogs falling from the sky, balls of all kinds of colors dealing random effects to enemies...

      Also, I like the summoningclasses in oldschool RPGs, but they always seem to become very weak in late game. I mean a ranger can still dish out some dmg with his weapons, but his animal companions tend to stink. And it would be great if you had a similiar class but with a companion that wouldnt just roll over and die whenever it saw a monster.

      And while some might argue that "Why have useless spells in there, everyone is just gonna pick the best ones anyway." I gotta say that I want my character to be a character, not the optimus prime of action adventures. So yes, I do want my vast library of nearly useless spells cause it makes the mighty spells seem so darn much mightier!

      Also, I have no idea what spellsystem or anything you are going for, maybe you already planned all this, what the hell do I know. Just wanted to give my opinion without having to find out what yours are. Merry Christmas!

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      Creator Daniel Lawson on December 20, 2012

      finesse style sword user attacks heavy armored opponents with attacks at the week points... usually full of arteries... underarms inner thighs ... places of that nature... and don't forget about the huge sword that such as the Zswenhinders(butchered that didn't I?) that do bashing damage on heavily armored opponents as well as slashing damage.

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      Creator T.J. Brumfield on December 20, 2012

      The resolutions mentioned are targets for the source artwork. The game will then scale the artwork for a number of other resolutions.

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      Creator Silver on December 20, 2012

      Those resolutions Josh posted are just examples, just so you all know. You'd have to ask him or someone else at Obsidian about the full list - that's probably best done on the official forums.

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      Creator Matthew Farmery on December 20, 2012

      I also use a 4:3 monitor, and hope that the screen ress are supported too, not just widescreen, I am very happy with my current monitor, and have no reason to upgrade it, so yeah, I hope the aspect ratio is slos supported, so we dont see stretched images, the game needs to support both types, otherwise I won't be a happy bunny

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      Creator David Coombs on December 20, 2012

      World's itchiest beard.

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      Creator Kyuu on December 20, 2012

      If I understand correctly, they are using pre-rendered backgrounds; essentially, 2D images. With that in mind, they have to build for a certain aspect ratio. Any other aspect ratio would have to be stretched (ugh), cropped, or use letterboxing, unless they build a different background for each aspect ratio with all the additional work that would entail (someone correct me if I'm wrong on this). I don't think it's reasonable to expect them to drastically increase their workload to optimally support multiple aspect ratios.

      As far as what the target resolution should be... let's be real guys (and gals). 16:9 is, by far, the most widely adopted aspect ratio, in both the TV world and the computer monitor world. I have nothing against 16:10; if you're willing to pay significantly more for a few extra vertical pixels (or cling to an aging monitor), that's your prerogative. But you can't expect your resolution to take precedence. And 4:3? Just... wow. If you're still rocking that, that's groovy and all, but seriously. You're lucky if a developer includes 4:3 as an afterthought.

      Remember: this is not a full 3D game. The use of the awesome pre-rendered backgrounds means it cannot be aspect-ratio agnostic (again, correct me if I'm wrong).

      @T.J. Brumfield - That's a more humorous and succinct way of putting it. ;)

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      Creator Emeraude on December 20, 2012

      @Matthew Stavola
      And then there are people like me, who still use last gen high-end CRTs (have yet to find a LCD or plasma even as comfortable to use - no native resolution bullshit, wider angle and low input lag beats whatever it is the other categories supposedly offers).

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      Creator Matthew Stavola on December 20, 2012

      @Ber:
      People who game on laptops would probably be that entire 15%.

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      Creator Ber on December 19, 2012

      I just looked at that Steam resolutions chart and saw that 4:3 resolutions (like 1280x1024 and 1024x768) are still about 15% of the market. What the hell guys? 16:9 resolution screens have been the norm for how long, over 6 years maybe? And you can buy a decent 21-23 inch screen for only a couple times the cost of backing this game. Seriously guys, come on!
      @Brumfield: lol

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      Creator Bryon Daly on December 19, 2012

      Another 16:10 user here - I'm running at 1920x1200 and would rather not have black bars across the screen.

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      Creator T.J. Brumfield on December 19, 2012

      I'm still on a monochrome CRT monitor connected to a CGA video card. Will I be able to play this game on a cassette drive plugged into my TSR-80?

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      Creator TFG [Revenge killing demigod muahahaha] on December 19, 2012

      Great update, but another 16:10 1920x1200 user here! Please don't make me have black bars ;-)

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      Creator Paul Andersen on December 19, 2012

      I feel like the Slashing - Piercing - Blunt damage being implemented in this way is going to lead to a problem found in D&D, in that people only use medium armor if they are forced into it. I.E. a skill or feat won't work with heavy armor, but will with medium, and they don't have high Dexterity to use light armor properly.

      As I see it, people will either use Slashing or Blunt depending on the enemy type, and keep a spare of the other for when they encounter the other enemy type. I suppose some people might just use Piercing out of lazyness, but I can't imagine that it'll be too common or recommended.

      The other problem is if Piercing is too viable to make up for that problem, then there would be little to no reason for anyone to use Slashing or Blunt. I am not sure of the solution; I just wanted to point what I can see happening. (I'm no soothsayer. I could be completely wrong about this.)

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      Creator alcaray on December 19, 2012

      So are these weapon damage / armor damage reduction threshold doodads going to make us have to carry multiple weapons to swap for each opponent? Multiple armors, to give us the best defense vs. the opponent we face? If so, how big is the inventory going to be? And will we have stash points (easy to get to and back from) to keep all the gear we will need to meet all the tactical situations?

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      Creator the-beast on December 19, 2012

      Don't forget those of us who can not afford widescreen monitors and are still stick on1024 x 768 or 1280 x 1024! There's not many of us but we make us the biggest traditional (non-widescreen) resolution group.

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      Creator Porcupine on December 19, 2012

      Please, please, please consider supporting some sort of 4:3 aspect ratio in the lower resolution tiers too. On this chart, the lowest such resolution is 2048x1536 which an older monitor like mine will absolutely not even consider to do. That would leave me playing a horribly stretched 1360x768 or similar, which looks so disgusting on 4:3 that this in turn I would absolutely not even consider to do. Are you seriously telling me to buy a new monitor for a single game when everything else I do is happy with it? I honestly hope not...

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      Creator Ross Whalen on December 19, 2012

      Spectacular update! I love what I'm hearing so far, especially about the UI. No joke, my favorite part of BG2 (my favorite game) was the loading screens. Which is ridiculous. But I remember the joy I felt when I'd load it up and hit the play button, and that little "plink" leveling-up sound would play, and everything felt perfect. I knew just from the logo art of PE that you would probably be taking a similar design path, with menu options that sounded like stones grating on each other and gloriously detailed carvings decorating everything, but I'm ecstatic that it's now confirmed. Not that it's directly comparable, but I'd have to say the most disappointing thing for me with Skyrim was their choice in minimalistic, black and grey modern UI. Bleh.

      I like the direction your other design decisions are going as well. The mechanics you describe are familiar yet different enough to feel like they will be interesting and unique. All I ask is that they actually MATTER, as there is nothing more frustrating about games built around "player choice and experience" than finding out that your choice was only an illusion. Example: IIRC Dragon Age:Origins' damage reduction on the heavier weapons were superfluous; as long as you did more damage, it didn't matter whether it was based in damage reduction or not. Thus, crushing weapons were useless because something that did 10 damage and 10 reduction functioned the same as something that did 20 damage, and there were PLENTY of 20 damage weapons around. If you're going to include the damage reduction mechanic, make it count!

      Also, the inventory idea sounds wonderful, and should satisfy us pack rats without making inventory sorting an unnecessarily stressful experience, but please for the love of Eothas give us enough information to feel satisfied with our decisions! What do I mean? There is nothing more frustrating to me than not knowing whether a piece of equipment is worth taking or leaving or selling or equipping, but being forced to choose and then loosing the option to change my mind. So please, give us the ability to identify items' abilities immediately, maybe even test them out, before sending them away to rot in the stash. Maybe that armor is slightly better, but maybe it also looks stupid on my character, and I don't want to use it. Maybe that weapon looks cool on paper, but I change my mind after a battle or two. Give us the chance to experiment, so we can avoid any crippling buyer's/looter's remorse.

      Thanks again for the update, and Happy Holidays to the crew!

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      Creator Calvin on December 19, 2012

      secksi

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      Creator Zombra on December 19, 2012

      Just a quick THANK YOU for having your updates in TEXT as well as video format.

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      Creator Cuddles on December 19, 2012

      "Most importantly, it doesn't prevent you from doing what adventurers love to do most: loot everything they find that isn't bolted down."

      Can I be the first to request the game includes a "remove bolts" skill?

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      Creator Jon Austenaa on December 19, 2012

      How about refresh rate and fps, will you lock the game engine ticks at 60fps, or allow it to scale to 120Hz? There are alot of people enjoying 120hz monitors, it is easier to see the action, more precise mouse feel and solid look when you pan around the map. Sample-and-hold smearing and RTC artifacts are also improved.

      Here are some testimonies for your conversion :-D

      - Wonder in amazement as the 120Hz display produces an easily observable higher fluidity in the animation.
      techreport.com/articles.x/21516

      - The ASUS VG236H was my first exposure to 120Hz refresh displays that aren’t CRTs, and the difference is about as subtle as a dump truck driving through your living room.
      anandtech.com/show/3842/asus-vg236h-review-our-first-look-at-120hz

      - Doing precise image editing, as another example, is an area where faster display processing times are desirable.
      anandtech.com/show/2787

      - 120hz lcd Smoother motion and the lack of RTC artifacts leave a highly positive impression, making you unwilling to return to 60Hz.
      xbitlabs.com/articles/monitors/display/samsung-sm2233rz_5.html

      - I ran Fraps and found using the display’s 120hz mode that once the framerates were up above 80 there is an amazing solidity and 3d-like quality to the gameplay. Once the framerate hits 100+ – well, the effect has to be experienced to understand it.
      hardforum.com/showthread.php?t=1486357&page=4

      - Sorry been playing some Quakelive. Its so nice to be at high refresh in Q3 again. Quakelive is goddamn amazing at 120hz. I’m just going through some games now…Dragon Age looks good too. Even the windows desktop is instantly smoother, even my fiancee could tell the difference in the mouse moving around.
      hardforum.com:80/showthread.php?t=1466381&page=18

      - You’ll also dig the smoothness of running at 120Hz in 2D mode. It’s remarkable how much slicker everything looks and feels compared to conventional 60Hz panels. The future is definitely 120Hz.
      techradar.com/reviews/pc-mac/monitors-and-projectors/monitors/acer-gd245hq-908747/review/page:2

      I hope you take into consideration 2560x1440 120hz IPS monitors when you make the game! They are the future: 120hz.net

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      Creator Niklas Sjöstedt on December 19, 2012

      I love Josh's updates but i keep getting distracted by his PC, the computer geek in me wants him to build a new rig. I would offer to build it myself if i lived in the area ;)

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      Creator ProtonAx on December 19, 2012

      This has been your best update to date, as it actually instills me with confidence that you are making a game that I will want to play.

      I agree strongly with your choice in damage and inventory models; they seem to offer a fair compromise between realism and playability.

      The names for your inventory model are a little odd, though -- it's more like top of pack/in the pack/on the mule.

      Regarding identifying the best weapons to use against opponents, I would think that for humanoid antagonists the armor worn would be obvious. For more monstrous opponents, I would suggest both clues from NPC dialog and a short bestiary (either in game or in the manual) could mostly solve that problem.

      I hope your class design system will avoid the munchkinism of 3.xE D&D, and instead promote variety and organic growth rather than a feeling of twinking out the ideal superhero.

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      Creator Fry on December 19, 2012

      I don't think I've ever seen a game that used "black bars" in 16:10 during actual gameplay. Cut scenes, yes, but not in game. A bit of cropping seems more likely.

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      Creator JoeBlack on December 19, 2012

      Please don't forget to support 16:10 - without black bars.

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      Creator TheChosenOne on December 19, 2012

      Don't forget about 16:10 people.

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      Creator Andrew Comstock on December 19, 2012

      This is freakin' awesome.

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      Creator T.J. Brumfield on December 19, 2012

      I wonder if Ciphers will be the PE equivalent of Psionics.

      I do like that classes are modular. I like the weapon types.

      As for rouges and flanking, I'd hope that for all classes, a flanked target is easier to hit. But for rogues, they know how to take advantage of such situations more, and thusly get a bonus to damage.

      I don't care for having spell slots, because a Wizard or Priest then loses value in a lengthy dungeon crawl. Magic is the ability to shape reality with your will. I've always liked Shadowrun's take that you can cast magic all day, but powerful spells are a gamble. You have to worry about drain.

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      Creator MrPopinjay on December 19, 2012

      What happens when we play at a resolution larger than 2880x1800? Obviously that's not going to happen any time soon but what about in the distant future when we all want to replay this "old rpg gem"? ;)
      It'd be nice to be able to double/quadrupal the size of everything so we can get that old "low-res" pixelated feel on our super powerful amazing futuristic 5760x3600 monitors!

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      Creator David Holmin on December 19, 2012

      I really like the ideas for the classes, BUT, does "Sneak Attack" mean flanking won't have any effect for classes other than the rogue? I would like some of those positioning things to be universal, for more tactical play even if I don't play with rogues.

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      Creator Willie on December 19, 2012

      Great update thanks. Very informative. So far I like what I see. I also greatly approve of using IWD2/Torment as the basis for the UI; I always loved its approach to the UI (not as cluttered along the sides as BG = more game world viewable space). I also thought the Torment "action wheel" was cool, I liked that, perhaps consider that (especially for non-combat abilities).

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      Creator David Holmin on December 19, 2012

      "...not necessarily intuitive because you can't always guess a target's Damage Threshold simply by looking at them (as opposed to armor types, which are usually visually apparent)"

      You could use other cues, like sounds. For something less "gamey", maybe provide info in monster descriptions (if you have those), i.e. "this beast has a thick and hard skin".

      Are you playing with other ways to make weapon types tactically interesting? Like "status effects", say dizziness from crushing damage, or special perks for weapon types like in Age of Decadence?

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      Creator Andrew Pierce on December 19, 2012

      I think you should pick different resolutions to render at, you'll only be hitting a bit over 10% running native using those (assuming width based aspect ratio), but rendering at 1366x768 and 1920x1080 you would have nearly 52% of users running at native resolution. The downside is that the higher resolutions will not look as good, but given that only effects about 0.1% of people I doubt that it'll be a problem.

      Have a look at the Steam hardware survey that deadlydark also mentioned to see the stats: http://store.steampowered.com/hwsurvey

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      Creator David Harper on December 19, 2012

      You're doing something right, guys. I'm now torn between all three weapon styles, and will almost certainly try to fill up a party with them. A game that has clear differences between fighters? I like!

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      Creator Kaeroku on December 19, 2012

      How would a Rogue's "Sneak Attack" work if he's alone and thus has nobody to help him flank?

      Hope you're thinking of that! (I'm imagining much like a backstab in BG / IWD, but you didn't say anything about it, so I figured I'd point it out...)

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      Creator Dratyan on December 19, 2012

      That Planescape:Torment screenshot seems kinda out of place...

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      Creator Theobeau:OOoE\Mad man with a box/Exiled on December 19, 2012

      Very interesting update.

      I especially liked the details about PE's take on the core classes; a combination of active and passive traits + perks + skills means that there is ample role for trying out different class builds.

      Hope the PE team enjoy the elfhome time-out.

      Cheers!

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      Creator gandalf.nho - Huntress OOoE/WoOS/Torment on December 19, 2012

      I agree, don't forget the 16:10 users

      And I like the base abilities of the classes and inventory system

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      Creator Krzysztof Murawski on December 19, 2012

      @Matt Harrison
      exactly. there are many modern PC games that dont support 16:10 because lazy developers just gives us 16:9 with black, unused space on display. we just want confirmation that PE supports aspect ratios other than 16:9.

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      Creator Samet Bagcivan on December 19, 2012

      Nice update, especially loved familiar ideas. Thanks and good holidays Obsidian!

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      Creator Florent GAFFET on December 19, 2012

      Don't forget 1680x1050 resolutions guys!

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      Creator Tobi (Crusader Kickstarter pls!!) on December 19, 2012

      LOL: " it doesn't prevent you from doing what adventurers love to do most: loot everything they find that isn't bolted down."

    46. Xofus_avatar.small

      Creator Laurent Maire on December 19, 2012

      No one needs to worry about specific aspect ratios and resolutions between the examples given. The resolutions above are just the baseline *target* resolutions for either low-rez assets or high-rez assets because they have to settle on something (no point loading memory up with those 2560x1440 textures when your netbook only has a 1024 x 600 monitor!).
      Other aspect ratios and resolutions will certainly be supported. The screen will simply be slightly cropped to fit them comfortably. All critical art or player path is kept out of these "HD safe" zones. This is just something most modern PC games do as a matter of course nowadays.

    47. Missing_small

      Creator Joseph Benkual on December 19, 2012

      I tried out the high resolution and widescreen mods for baldur's gate 1 & 2, but I found it zoomed out too much and I couldn't see the characters very well.

      I ended up playing at the minimum resolutions, 640x480 and 800x600 respectively so that I could get up close and personal with the character models, animations, and the gibs of my critical hits!

      So I look forward to the high res mode!

    48. Missing_small

      Creator Thiefsie on December 19, 2012

      @Dexter - If doing switchable native resolutions was easy, every game would do it.

      It's obviously a complex problem as it is uncommon and Obsidian are discussing it here.

      Potentially at least for this game the 3D portion of the world view should be no issue to expand as I'm guessing the FOV doesn't really matter and should not be locked as in an FPS to not give undue advantage for some players, and Horiz+ Vert+ techniques shouldn't really matter... maybe give us a FOV slider even - it's not like in a turn based game it should really matter...

      The issue is with the hud, which has to oddly scale to all resolutions with 1:1 pixels (3D?) and still be clickable etc. In my non-programmer mind I would make things sticky to each corner of the monitor and each of those elements not connect at all. (so bottom right ui element is disconnect from bottom left ui element unless running at the lowest resolution where they may link up together in the centre - but then this would eat a lot of screen real estate at low resolution...?)

      However I know it is a lot more complex than this.

      The masters of this are of course Valve with Source, who I believe had to build custom shaders for the UI elements (believe it or not!) so that they scaled absolutely perfectly between any resolution without any hassles. I specifically don't really know what this means but I suspect it may be something like vectors as opposed to raster images?

    49. 9110f09461026b06dfc6c9284fdfd31f_large.small

      Creator Iskhiaro - Weresheep of Sin on December 19, 2012

      @William I am aware of that, I just wanted confirmation. There are games that don't support 16:10 natively.

    50. Missing_small

      Creator William on December 19, 2012

      Just because they chose those resolutions for the screen example of scaling, does NOT mean they will exclude all other resolutions!

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