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Default Pillars of Eternity - Beta 3.0 and Translations

January 22nd, 2016, 21:10
A new beta for Pillars of Eternity has been made avaiable on Steam in preparation for the launch of The White March - Part II.

The 3.0 Update comes with a ton of changes, bug fixes, and new features. We need your help in looking over everything to make sure that the community is happy with the direction of some of these changes. If you are able, we would really appreciate that you opt into the Beta patch and supply feedback in our forums. As always, you guys are what helps to make Pillars of Eternity the best game it can be.

Here is a small list of features and changes that we would like feedback on:

  • The value/feeling of Athletics and Survival, both on their own and relative to other skills. Do any of the Survival bonuses feel way out of line with the other bonuses?
  • How do Knockout Injuries feel? Are they too punishing? Not punishing enough? Do any injuries feel way out of line with other injuries?
  • Assuming you like the idea of Story Time, how does it feel to you? Does it make the game more enjoyable for you, or does it just remove combat as an obstacle that you didn't like in the first place?
  • Do you like the new Stronghold Adventures? Do you like the narrative elements of them? How do the unique items you get from them feel? Do any of the unique items seem out of line with other items considering their relative difficulty level (i.e., comparing Minor to Minor, Grand to Grand)?
  • Do you like the presentation and content of the Stronghold Visitor Dilemmas? How do you feel about the setup of the scenes? Are there any dilemmas that you don't like? Do you feel like the dilemmas all give you a good range of options for resolving them?
  • Does the combat in the last third of the main game (from Elmshore on) feel better? Specifically, have we removed enough battles that feel like trash mobs or filler? Have we improved the fights there so they are a) challenging and b) more interesting?
  • The same question, but on levels 7, 8, and 11 of the Endless Paths of Od Nua.
For a more in-depth look at some of the changes and fixes, head over here and check it out.
In addition the localization builder modding tool is discussed, which allows modders to translate the game in currently not supported langauges.

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And there are these notes:

Note: The Localization Builder requires a legitimate copy of Excel to work correctly. If you use a pirated version it may not work properly.

Note: It is also for Windows only. We have no plans on making OSX or Linux versions for the future.
More information.
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January 22nd, 2016, 21:10
It sounds like they're making some more worthwhile changes to the game, or at least working to address some previous concerns.
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January 22nd, 2016, 23:58
I'm waiting to replay PoE until the second half of the expansion comes out, but I'm very curious about the skill changes -- the Survival skill in particular did feel half-baked at release.

Can anyone summarize that part of the update?
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January 23rd, 2016, 01:53
If someone would like to buy Pillars there is 60% discount in Humble Bundle shop. Also on Expanssion Pass which is I think biggest discount so far - bought it myself.
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January 23rd, 2016, 15:10
Originally Posted by Hexprone View Post
I'm waiting to replay PoE until the second half of the expansion comes out, but I'm very curious about the skill changes -- the Survival skill in particular did feel half-baked at release.

Can anyone summarize that part of the update?
Survival grant rest bonuses while resting in the wilderness. A section to select the bonus was added to the rest UI. The values increase and you get more options with higher survival. This mean you won't have to return to a Inn to get rest bonuses anymore.

Athletic now grant the ability Second Wind and the "heal" potency increase with the skill level. I haven't installed the beta so I can't tell if it's per encounter or per rest and nobody mentioned it on the official forums.
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January 23rd, 2016, 15:13
Originally Posted by azarhal View Post
Survival grant rest bonuses while resting in the wilderness. A section to select the bonus was added to the rest UI. The values increase and you get more options with higher survival. This mean you won't have to return to a Inn to get rest bonuses anymore.
another design philosophy annihilated.

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January 23rd, 2016, 17:45
I like the changes from release up until now.
But I am still going to install the mod for my 2nd play to remove engagements and be able to put items into quickslots during combat like we could in BG games.
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January 24th, 2016, 01:29
Originally Posted by Sacred_Path View Post
another design philosophy annihilated.
Not really, if camping supplies are still limited (are camping supplies still limited?).
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January 24th, 2016, 04:41
Worth playing now? Sounds like they addressed some of the concerns seriously… now they are all like… is it better now? hmmm? happy? better?
--
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January 24th, 2016, 11:26
Originally Posted by Hexprone View Post
Not really, if camping supplies are still limited (are camping supplies still limited?).
I think the change is fine too, as long as camping supplies aren't any more plentiful.
Makes sense, as long as the Survival tier isn't too low.
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January 24th, 2016, 19:35
lmao camping supplies are the LEAST of this game's problems
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