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Pillars of Eternity II - AI Scripting and Multiclassing

by Myrthos, 2017-02-03 10:57:09

The $2M stretch goal with AI scripting and Spanish localization for Pillars of Eternity II has been achieved. Next stretch goal is UI customization and Italian localization, followed by doubling the amount of voice overs and Korean localization.

Next to that there is also an update by Josh Sawyer on multiclassing.

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Salve, amici. I'm here to rap at you about a very cool topic: multiclassing. In Pillars of Eternity, it took a huge amount of work to get in our 11 classes. During the early phases of Deadfire, a demon whispered in my ear, "What about multiclassing?" and here we are today.

Before I begin explaining how our multiclassing works, I'd like to explain our goals for multiclassing, because I think that can help put the system's mechanics into perspective. We want multiclassing to allow players to realize character concepts that aren't possible with the single class options. We want to keep the relative power of the multiclass character at about 75%-85% what a single class character would have at any given level. In our experience, that's the sweet spot where multiclass characters feel powerful and effective, but don't clearly outshine the single class characters. We want the multiclassing system to keep characters viable no matter when the player chooses to multiclass. We want to limit the number of permutations to something manageable. Finally, we want to give multiclass characters a unique title for their class combo.

 

Information about

Pillars of Eternity II

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released


Details