Tyranny Discussion Thread

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>getting hyped for games in 2016
>not being depressingly nihilistic about every new release out of fear of yet another disappointment.
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see wasteland and inxile; even under the literal father of fallout, it doesnt hold up to its legacy.
 
see wasteland and inxile; even under the literal father of fallout, it doesnt hold up to its legacy.
Speaking of literal father of Fallout, is Tim Cain working on Tyranny? I know he's at Obsidian (last time I checked) but I'm not sure if he's involved in Tyranny. Also, to be fair, Fargo was not really the one directly designing Fallout 1 (he was only the executive producer at best), Tim and the rest of Black Isle at the time were the ones directly designing it.
 
see wasteland and inxile; even under the literal father of fallout, it doesnt hold up to its legacy.
Wasteland 2 was fine. As long as folks pull their heads out of their asses and don't expect the second coming, Tyranny will be fine.
 
I'm looking forward to thing, having loved Pillars of Eternity. The premise alone almost warrants a purchase if you ask me.

However, this time around, I'm doing my best not to spoil myself regarding characters, mechanics, backstory, etc. I looked up Pillars too much and it slightly hurt my own enjoyment.
 
Dev Diary #9 – Beasts and Bane
7 September, 2016 Author by Brian Heins

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In our last update we introduced you to another potential Companion, Sage Lantry. For this week’s update, we’re going to tell you about some of the creatures that inhabit Terratus: the Beasts and the Bane.

Beasts of Terratus
The Beasts of Terratus are a race of partially-humanoid creatures whose history is as disputed among humans as it is between the various Beasts’ tribes. A race of hulking, hairy monsters who value predatory strength and skill above all else, these territorial hunters once ranged the whole of Terratus, but due to Kyros’ encroaching conquest, now thrive primarily in the Tiers.

Though the truth of their legends cannot be confirmed, by and large the Beasts believe that rather than evolving from smaller, four-legged carnivores, they are a more developed version of the human race, shaped over thousands of years by the magic of the land, sea, and sky in order to become tougher, fiercer, and more deadly—in order to be better predators than their hairless, blunt-clawed ancestors.

Regardless of the veracity of who’s evolved from whom, there’s certainly little dispute regarding these creatures’ ties to the land, as seen by the varied adaptations distinctive to each tribe. Dark and sleek as a starless night, the Shadowhunters were clever, agile predators who killed from the shadows, whereas the Stonestalkers tend to larger builds and can be as dull-witted as boulders. The Mantaborn of Stalwart’s coast are a semi-aquatic tribe, rarely if ever seen outside their nests.

Beasts do not think the same as humans do. As wild, animalistic creatures, their experience of the world is extremely visceral and sensory-related. They consider themselves apex predators and take great pride and exhilaration in their ability to stalk and kill creatures of all types, humans sometimes included. However, they form strong emotional ties with their own kith, and will often express a range of complex, intense feelings within their speech, from thrill to fury to easy-going contentment.

The tribes themselves are split amongst fiercely-fought-for territories—a pride of relatives led by a single, strongest female called the Prima, her rank won through bloodshed and dominance and just as often lost the same way. While Beast tribes are often matriarchal due to the fact that females are typically larger and more aggressive than the males of their race, it’s not completely unheard of for a male to lead a smaller hunting pack within the larger tribe.

Humans often worry Beasts have a larger agenda—but their goals are as fragmented as their tribes. Survive. Thrive. Kill all humans. Become the dominant species.

Who knows what they’re really after?

~Megan Starks, Narrative Designer


The Magebane
Little is known about the Bane, as few are strong – or lucky – enough to survive an encounter with them. The Sages of the School of Ink and Quill know that these creatures are a mix of the arcane and the mundane – capable of both physical and magical attacks. Accounts from survivors of Bane attacks say that they first attack any mages or fighters wielding weapons and armor imbued with magic. The Sages speculate that the Bane somehow need magical energy to survive – feeding off of the life force of spellcasters. This belief has given these creatures their name – the Magebane, though it is often shortened to ‘Bane’.

Though Bane can be found throughout Terratus, they are most commonly located near the Oldwalls and Spires. Something about these ancient structures draws the Bane near. Many historians believe that, rather than any property inherent to their nature, it is the presence of the Bane that gave these structures their reputation for being unlucky. Regardless of the cause, Kyros’ law forbids any from entering the Oldwalls. Given what lurks inside, most believe this law entirely unnecessary for only the mad or suicidal would willingly enter.

In the second century of Kyros’ rule, Fatebinder Andros compiled stories from survivors of Bane attacks looking for clues that could aid the Overlord’s forces in surviving their encounters with these creatures. From these stories, he created broad classifications for the Bane. None know how complete or accurate this classification is:

Wisps: The weakest form of Bane, their form more diffuse than other types. Wisps are slow-moving, making them the easiest of the Bane to outrun. While a single Wisp can be defeated easily by a trained soldier, they are rarely found alone. Where a Wisp is found, the Scourge and Malice are not far behind.

Scourge: The most common – and aggressive – form of Bane is the Scourge. These vicious creatures travel in swarms, surrounding their prey with whirlwinds of tearing claws. Entire villages have been wiped out by a single pack of Scourge.

Malice: Rarely seen – at least, not by those who lived to tell of the encounter. A Malice’s touch can drain and corrupt the living, taking their strength to empower the Bane.

Havoc: Legends tell of an incredibly powerful form of Bane known only as the Havoc. There are no recorded sightings of a Havoc in recent centuries, so little is known of their abilities. Legends and campfire stories say that if a Havoc is seen, kill any other Bane present to deny the Havoc strength. No one knows why this advice has survived for centuries.

~Brian Heins, Game Director
 
Dev Diary #10 – Eb
28 September, 2016 Author by Brian Heins


In our last developer update, we introduced you to the Beasts and the Bane, two races that inhabit the world of Terratus alongside humanity. For this week’s update, we’re going to introduce you to another of your potential Companions – the Tidecaster Eb.

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Eb is a member of an order of mages that study manipulation of water in all its forms, as well as spells that harness the pull of the moons, or that focus the light of the moon Terratus Grave into searing rays. Though their magic makes them formidable in battle, the School of Tides devoted their efforts to the study of the arts and cornering trade along the coasts. While these efforts gave the school prestige and acceptance, they’ve also turned the school into a peaceful order, one unready for war.

Kyros’ conquest of the Tiers would take several years of war through the mountains, but the School of Tides were defeated with ease. Before the first Disfavored or Scarlet Chorus troops crossed into the Tiers, agents of Kyros sent threats to Occulted Jade, Archon of Tides and the school’s founder and guardian. Unwilling to bow and unwilling to fight, Occulted Jade fled, taking nearly all of her disciples across the sea to parts unknown. Only four Tidecasters remained behind to fight, and of them, Eb was the youngest.

Having lost her husband, children, home, school, and realm to the war, Eb’s life is now little more than battle and living on the run. With the death of her three mentors, Eb is now the last of her kind.

Proud to have been born unbowed to Kyros but unburdened by the delusion that she has any chance of winning, Eb now wages her own war against the invaders, rallying to whatever band of Tiersmen is still willing to fight against the seemingly limitless might of Graven Ashe, the Voices of Nerat, and their legions of soldiers. Though she knows true victory is impossible, that won’t stop her from slaying as many of the foreign invaders as she can on her way out.

~Matt MacLean, Lead Narrative Designer

Combat Role
Eb is designed to both take control of the battlefield and to bring wrath upon foes in number. As a Tidecaster, Eb possesses knowledge of both Gravelight and Tidecasting magic. Her talent trees compliment this by further developing deeper aspects of either of these two unique knowledges. While Eb is capable of becoming a powerful offensive spellcaster, or a crowd controlling mage, her kit is also exceptionally malleable. Her strong access to various magic and shorter range AoE abilities even make her effective at toeing the front line.

When building Eb’s talent trees, we strived to convey the mechanical and thematic differences between Tidecasting and Gravelight magic. Eb’s ‘Tidal’ tree provides a variety of effects from pushing groups of foes, or drowning enemies in globes of water, to obscuring the battlefield in a magical mist or hastening ally movement. Her ‘Gravelight’ tree focuses on calling upon Terratus Grave to lift foes into the air and slam them to the ground, siphon life from enemies, or even to warp her to different locations.

Below are some of the abilities available to Eb:

Repelling Blast: Eb raises her hand and a powerful blast of water erupts forth, pushing foes back violently and damaging them.

Mother’s Embrace: Eb summons a globe of water around the target’s head, causing them to slowly drown, dealing damage over time and silencing spellcasting.

Clear Mind: As long as Eb is not taking damage her mind calms, reducing her Recovery and allowing her to attack twice with each basic attack. (Taking damage suppresses this effect for several seconds.)

Return to the Source: Channeling her tidecasting magic, Eb summons the water from the target’s blood and tissue, erupting it out of them in a violent surge and dealing extreme damage.

Terratus’ Call: Eb raises her arms and summons a beam of moonlight to surround her target. Terratus’ magic lifts the enemy into the air and then brings them violently back to the ground, dealing Crush damage and leaving the target Prone.

Runic Barrier: While in combat, Eb begins channeling magical energy through the runes tattooed on her skin, generating a field that protects her as if she were wearing armor. (Only activates while Eb is not wearing Heavy Armor).

Eb’s wrath upon the battlefield is like no other. Her Terratus’ Call and Mother’s Embrace abilities can shut down problem units, allowing the party to take them down with greater ease. While Eb’s Repelling Blast can be used offensively, if the tides of battle aren’t in her favor, it can also allow for a window of escape. Many of Eb’s abilities can serve a dual purpose, making her combat offensive mostly about reading the battle and reacting to the situation. However, her kit also possesses a few purely offensive abilities, such as Return to the Source, which serves situations where you just want to obliterate someone.

With her battlefield control, aptitude for spellcasting, and extremely violent ensemble of abilities, Eb should present players with a wrathful companion to unleash upon their foes.

~Nick Carver, Systems Designer

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:smug::wiggle:
 
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let me know if you prefer the dev diaries being keep hidden as that
 
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When Obsidian is the one luring you in, you just can't resist their silky smooth voice and realistic promises.
Careful, that's what a lot of us bethesdrones thought before we were let down by Fallout 4 and saw the light. This kind of thinking is how consumers invite companies to go corrupt.
 
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