Pillars of Eternity

Yesterday, Pillars of Eternity 2: Deadfire was announced. Today, it has been fully funded, reaching its $1.1 million goal on Fig in less than a day—22 hours and 57 minutes, to be precise. To mark the moment, Obsidian has released a new teaser to remind people that while it's great that the funding goal was reached so quickly, sometimes dreams don't work out quite so well. 

"We have the best fans in the world," Obsidian CEO Feargus Urquhard said in a statement. "Our fans were responsible for the original game’s critical and financial success, and we are looking forward to doing it all over again with them for the sequel." 

The funding total at this moment stands at a little shy of $1.14 million, nearly half of which—$526,000—comes from investments rather than reward backers. That struck me as kind of odd at first, as I had assumed (without putting much thought into it, I admit) that conventional backers would be the primary source of crowdfunding for videogames. But in fact it appears to be the norm: Wasteland 3, Consortium: The Tower, Jay and Silent Bob: Chronic Blunt Punch, and even smaller projects like Trackless and Make Sail, all drew in more investment funding than reward pledges. (Psychonauts 2, for some reason, is the exception, but even it's almost a flat 50-50.)

Not that it really matters from the perspective of someone who just wants to play the game, although it does open the door to some potentially interesting conversations about how these projects would have fared on other platforms, like Kickstarter. Apocalypse Now, for instance, is a fairly high-profile project that's garnered plenty of press attention, and yet its Kickstarter is struggling by comparison, having pulled in just $105,000 on a $900,000 goal over three days. But the important thing is, Pillars 2 happening, and there's plenty of time for stretch goals: The Fig campaign runs until February 24.

Pillars of Eternity - contact@rockpapershotgun.com (Alice O'Connor)

Obsidian Entertainment today formally announced the sequel to Pillars of Eternity, their 2015 throwback fantasy RPG which John enjoyed so. Pillars of Eternity II: Deadfire [official site], for that is its name, is set across the Deadfire archipelago, obvs. A god has unexpectedly returned to life and gone a-wandering there, which may cause a few problems. Better go ask him politely to knock it off. As with the first game, Obsidian have launched a crowdfunding campaign to collect pennies. … [visit site to read more]

Pillars of Eternity - Obsidian_Alec

Obsidian Entertainment proudly presents the sequel to our crowdfunded and critically-acclaimed role-playing game, Pillars of Eternity. Welcome to Pillars of Eternity II: Deadfire. With Pillars II, we are revisiting the rich narrative, beautiful environments, and tactical combat that made Pillars of Eternity one of the highest-rated PC games of all time.

Our team wants to take you on a second journey to Eora. We couldn't be more excited to get all of you involved in Pillars of Eternity II: Deadfire. From all of us at Obsidian, thank you for your continued support!

Find out more here: Pillars of Eternity II Crowdfunding
Pillars of Eternity - Obsidian_Alec

Obsidian Entertainment proudly presents the sequel to our crowdfunded and critically-acclaimed role-playing game, Pillars of Eternity. Welcome to Pillars of Eternity II: Deadfire. With Pillars II, we are revisiting the rich narrative, beautiful environments, and tactical combat that made Pillars of Eternity one of the highest-rated PC games of all time.

Our team wants to take you on a second journey to Eora. We couldn't be more excited to get all of you involved in Pillars of Eternity II: Deadfire. From all of us at Obsidian, thank you for your continued support!

Find out more here: Pillars of Eternity II Crowdfunding
Pillars of Eternity

Obsidian Entertainment's recent bout of Twitter teasing has now been officially unveiled as Pillars of Eternity 2: Deadfire, the sequel to the studio's hit 2015 fantasy RPG. The studio also launched a new crowdfunding campaign today on Fig, with an overall goal of $1.1 million. 

Pillars 2 begins with the return of Eothas, the god of light and rebirth, who's not quite as dead as everyone thought. After inhabiting the stone titan buried beneath the keep at Caed Nua, he breaks free, trashes the places, and leaves you for dead. Naturally, there's only one thing to do: "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." 

"Our goal for Pillars of Eternity 2: Deadfire is to improve on what fans loved about the original while adding features our fans want to see," Obsidian CEO Feargus Urquhart said. "Truly living cities, more freedom to explore the open world, and pushing what we do best at Obsidian—letting players define and play the role they want to play."

Lead designer Josh Sawyer echoed that sentiment, saying that the focus of the new game will be on "refinement, pacing, and overall quality."

"We're still making a huge game, but it's more important for our content to be high quality than it is for us to have a gargantuan 200+ hour game," he said. "Many players criticized us for having too many mob/filler fights in Pillars. It's something we tried to address in patches, but it's a larger focus for the sequel. Not every fight is a setpiece encounter, but it's okay for us to have more areas that are simply for exploration, environmental storytelling, and down time." 

Deadfire will feature familiar faces from the first game, plus new companions with their own unique stories that will change based on the choices you make throughout your journey. That's also true for quests, which may "present different opportunities depending on when and where characters and environments are approached." 

Sawyer said that it's too early to commit to anything specific, but "broadly speaking," Pillars of Eternity 2 will be comparable in size to the original. Players who come into Deadfire without prior Pillars experience will be given a recap of events, but "there's no substitute for playing through the first chapter," he added. And if you did, you'll have the option of carrying your progress over into the sequel. 

"You will be able to import your endgame saves from Pillars of Eternity—at the very end of the game, Pillars creates a 'complete' savegame," Sawyer explained. "However, if you don't have a save to import or if you simply want to set your own start states, there will be a cool way for you to do so." 

Obsidian's Pillars of Eternity 2: Deadfire crowdfunding campaign is live now and runs until February 24. Check out some screens below. 

Pillars of Eternity

The Road to Eternity is a feature-length documentary detailing the making of Obsidian's fantasy RPG Pillars of Eternity. It was initially offered as a reward to backers of the Pillars Kickstarter, and then, at the end of 2015, released for sale (for $1) on Vimeo. But now you don't even have to pay that, because the whole thing is up—and free—on Obsidian's YouTube channel. 

The documentary, featuring Obsidian mainguys Feargus Urquhart, Adam Brennecke, and Josh Sawyer, starts off on a bit of a bleak note, after a canceled project forced layoffs and even consideration of the studio's outright closure. Obviously, that didn't happen: Pillars of Eternity was a hit, and Obsidian's future looks to be secure. In fact, it's recently been teasing a mysterious new project that will be unveiled to the public tomorrow. What could it possible be!

Pillars of Eternity - Justin B
3.04 Patch Notes


Major Fixes
  • Brighthallow error on transition (this includes Durance / Hiravias, and Rod of Wind and Thunder issues). This fix is retroactive!
  • Fighter's ability Confident Aim no longer doubles on Save/Load.
  • Wizard's spell Wall of Draining no longer increases beneficial spells permanently.

Spells and Abilities
  • Skeleton Wizard's 'Necrotic Lance' is now set up as a ray spell.
  • Fixed an issue where Bash was hitting multiple times with Carnage.
  • Ancient Memory no longer deactivates after casting an Invocation.
  • Fixed the issue where Cipher's Phantom Foes flanked debuff was removed when the target was engaged.
  • Cipher's no longer get hit with Psychic Backlash at the start of combat.
  • Torment's Reach no longer procs off every enemy hit.
  • Priest's Seal spells no longer activate twice.
  • Iconic Projection no longer bypasses DR.
  • Fixed an issue with Ranger's Twinned Arrow and Driving Flight accuracy.
  • Ranger's Powder Burns now works as intended with DR Penetration.
  • Druid spell Infestation of Maggots now does the intended amount of damage per tic.

Items
  • Fixed multiple issues with Glittering Gauntlets.
  • Cape of the Cheat will now be rewarded to base and px1 players.
  • Sabre base damage has dropped to 11-16, and it will have a +20% damage mod.

Gameplay
  • Engagement is now broken when characters are knocked back.
  • Fixed the Nav around the adra pillar is Elmshore.
  • Charming all enemies in a combat will no longer reset combat.
  • VFX that start from characters heads are now correctly aligned.

UI
  • Personal 'Total Damage Done' no longer comes up as '-Infinity'.
  • Korean Loc issue with text getting cut off during Character Creation.
  • 'Missing GUI" no longer appears in the combat log with Fire Stag.

Audio
  • Fixed an issue where audio was cutting out during the End Slides after the White March section.

Beta Fixes
  • Kraken DR raised from 0 to 8.
  • Sul no longer attacks her own pride during 'The Old Queen and the New King' quest.
  • Fixed an issue with Cliant Lis traps were not working.
  • The Unlabored Blade Firebug proc now functions correctly.
  • Tooltip for Sabre now shows +20% instead of 'missing item mod 468'.
  • Nyry the Deft Hand now grants Cape of the Cheat in the base game.
  • Corrected an issue where characters sometimes gets stuck in the Elmshore adra pillar.
  • Stun on crit weapon mod duration is now affected by graze/hit/crit attacks.
  • Party AI no longer chases after undiscovered enemies.
  • The Chanter phrase 'One Dozen Stood' phrase now reduces the duration of the Frightened and Terrified status effects .
  • The Fighter ability 'Clear Out' no longer causes Blights to stop attacking.

3.05 Hotfix Patch Notes


Major Fixes
  • Reloading autosaves in Stalwart Village no longer alter creature stats.

Items
  • The Unlabored Blade 'Firebug' now procs 3% of the time instead of 10%.
Pillars of Eternity - jbritch
3.04 Patch Notes


Major Fixes
  • Brighthallow error on transition (this includes Durance / Hiravias, and Rod of Wind and Thunder issues). This fix is retroactive!
  • Fighter's ability Confident Aim no longer doubles on Save/Load.
  • Wizard's spell Wall of Draining no longer increases beneficial spells permanently.

Spells and Abilities
  • Skeleton Wizard's 'Necrotic Lance' is now set up as a ray spell.
  • Fixed an issue where Bash was hitting multiple times with Carnage.
  • Ancient Memory no longer deactivates after casting an Invocation.
  • Fixed the issue where Cipher's Phantom Foes flanked debuff was removed when the target was engaged.
  • Cipher's no longer get hit with Psychic Backlash at the start of combat.
  • Torment's Reach no longer procs off every enemy hit.
  • Priest's Seal spells no longer activate twice.
  • Iconic Projection no longer bypasses DR.
  • Fixed an issue with Ranger's Twinned Arrow and Driving Flight accuracy.
  • Ranger's Powder Burns now works as intended with DR Penetration.
  • Druid spell Infestation of Maggots now does the intended amount of damage per tic.

Items
  • Fixed multiple issues with Glittering Gauntlets.
  • Cape of the Cheat will now be rewarded to base and px1 players.
  • Sabre base damage has dropped to 11-16, and it will have a +20% damage mod.

Gameplay
  • Engagement is now broken when characters are knocked back.
  • Fixed the Nav around the adra pillar is Elmshore.
  • Charming all enemies in a combat will no longer reset combat.
  • VFX that start from characters heads are now correctly aligned.

UI
  • Personal 'Total Damage Done' no longer comes up as '-Infinity'.
  • Korean Loc issue with text getting cut off during Character Creation.
  • 'Missing GUI" no longer appears in the combat log with Fire Stag.

Audio
  • Fixed an issue where audio was cutting out during the End Slides after the White March section.

Beta Fixes
  • Kraken DR raised from 0 to 8.
  • Sul no longer attacks her own pride during 'The Old Queen and the New King' quest.
  • Fixed an issue with Cliant Lis traps were not working.
  • The Unlabored Blade Firebug proc now functions correctly.
  • Tooltip for Sabre now shows +20% instead of 'missing item mod 468'.
  • Nyry the Deft Hand now grants Cape of the Cheat in the base game.
  • Corrected an issue where characters sometimes gets stuck in the Elmshore adra pillar.
  • Stun on crit weapon mod duration is now affected by graze/hit/crit attacks.
  • Party AI no longer chases after undiscovered enemies.
  • The Chanter phrase 'One Dozen Stood' phrase now reduces the duration of the Frightened and Terrified status effects .
  • The Fighter ability 'Clear Out' no longer causes Blights to stop attacking.

3.05 Hotfix Patch Notes


Major Fixes
  • Reloading autosaves in Stalwart Village no longer alter creature stats.

Items
  • The Unlabored Blade 'Firebug' now procs 3% of the time instead of 10%.
Pillars of Eternity - oei_mdowling
Hey, everyone!

It's been some time. You have all been missed. We'll get right to it, though!

We have a new Patch Beta available for you all to play and check out. Not only that, we're running a competition over on our forums! We're looking for the most awesome feedback around with this beta and are offering up some Obsidian swag boxes for the three people who really impress us with their feedback. For full information on the competition, check out or forums:

http://forums.obsidian.net/forum-89/announcement-31-pillars-of-eternity-304-beta-feedback-contest

But what can you expect from this patch? I'll tell you!

Major Bug Fixes
(These fixes will be retroactive)

- Brighthollow upstairs will no longer error on transition
- Hiravias and Durance will no longer break party manager in the base game
- Characters put into the stronghold with the Rod of Wind and Thunder will no longer break party manager in base game
- Fighter, Confident Aim doubling on Save/Load

Bug Fixes:
- Engagement is now broken when characters are knocked back
- Personal 'Total Damage Done' no longer comes up as '-Infinity'
- Multiple issues with Glittering Gauntlets
- Fixed the Nav around the adra pillar in Elmshore
- Cape of the Cheat will now be rewarded to base and White March Part 1 players
- Charming all enemies in a combat will no longer reset combat
- Audio cutting out in the End Slides following the White March
- Skeleton Wizard 'Necrotic Lance' set up as a ray
- VFX that start from characters heads (breath weapons, etc.) misaligned
- Korean Loc issue with text getting cut off during Character Creation
- Barbarian, Bash hitting multiple times with Carnage
- Chanter, Ancient Memory no longer deactivates after casting an Invocation
- Cipher, Phantom Foes flanked debuff being removed when the enemy is engaged
- Cipher, Psychic Blacklash hitting the Cipher at the start of combat
- Druid, Fire Stag *Missing gui* in the combat log
- Druid, Infestation of Maggots now does the intended amount of damage per tic
- Monk, Torment's Reach no longer procs off every enemy hit
- Priest, Seal spells no longer activate twice
- Priest, Iconic Projection no longer bypasses DR
- Ranger, Powder Burns now works as intended with DR Penetration
- Wizard, Wall of Draining no longer increases beneficial spells permanently

Balance Changes:
- Sabre base damage will drop from 13-19 to 11-16 and are given a +20% damage mod. They should still take the 'top damage' slot but this change will lower them enough to encourage other options.

The list can also be found here: http://forums.obsidian.net/topic/89399-304-beta-live-104

And that's the list! We want to thank you all for your love and support of Pillars of Eternity from the inception of the Kickstarter in 2012 through to the release back in March of 2015 and up until today. Crazy to think that the game has already been out for a year and a half now. Time flies.

You are all incredible and we look forward to bringing more adventure to you real soon!

Oh! And don't forget that contest! We want your feedback and we know you'll help make Pillars all the better just as you have the entire way.

Have a glorious day,
-Mikey Dowling
Pillars of Eternity - mdowling
Hey, everyone!

It's been some time. You have all been missed. We'll get right to it, though!

We have a new Patch Beta available for you all to play and check out. Not only that, we're running a competition over on our forums! We're looking for the most awesome feedback around with this beta and are offering up some Obsidian swag boxes for the three people who really impress us with their feedback. For full information on the competition, check out or forums:

http://forums.obsidian.net/forum-89/announcement-31-pillars-of-eternity-304-beta-feedback-contest

But what can you expect from this patch? I'll tell you!

Major Bug Fixes
(These fixes will be retroactive)

- Brighthollow upstairs will no longer error on transition
- Hiravias and Durance will no longer break party manager in the base game
- Characters put into the stronghold with the Rod of Wind and Thunder will no longer break party manager in base game
- Fighter, Confident Aim doubling on Save/Load

Bug Fixes:
- Engagement is now broken when characters are knocked back
- Personal 'Total Damage Done' no longer comes up as '-Infinity'
- Multiple issues with Glittering Gauntlets
- Fixed the Nav around the adra pillar in Elmshore
- Cape of the Cheat will now be rewarded to base and White March Part 1 players
- Charming all enemies in a combat will no longer reset combat
- Audio cutting out in the End Slides following the White March
- Skeleton Wizard 'Necrotic Lance' set up as a ray
- VFX that start from characters heads (breath weapons, etc.) misaligned
- Korean Loc issue with text getting cut off during Character Creation
- Barbarian, Bash hitting multiple times with Carnage
- Chanter, Ancient Memory no longer deactivates after casting an Invocation
- Cipher, Phantom Foes flanked debuff being removed when the enemy is engaged
- Cipher, Psychic Blacklash hitting the Cipher at the start of combat
- Druid, Fire Stag *Missing gui* in the combat log
- Druid, Infestation of Maggots now does the intended amount of damage per tic
- Monk, Torment's Reach no longer procs off every enemy hit
- Priest, Seal spells no longer activate twice
- Priest, Iconic Projection no longer bypasses DR
- Ranger, Powder Burns now works as intended with DR Penetration
- Wizard, Wall of Draining no longer increases beneficial spells permanently

Balance Changes:
- Sabre base damage will drop from 13-19 to 11-16 and are given a +20% damage mod. They should still take the 'top damage' slot but this change will lower them enough to encourage other options.

The list can also be found here: http://forums.obsidian.net/topic/89399-304-beta-live-104

And that's the list! We want to thank you all for your love and support of Pillars of Eternity from the inception of the Kickstarter in 2012 through to the release back in March of 2015 and up until today. Crazy to think that the game has already been out for a year and a half now. Time flies.

You are all incredible and we look forward to bringing more adventure to you real soon!

Oh! And don't forget that contest! We want your feedback and we know you'll help make Pillars all the better just as you have the entire way.

Have a glorious day,
-Mikey Dowling
...