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To actually build the fort, Salgado began with simple, untextured 3D blockouts, one of which you can see at the top of this article. So instead I created a design reminiscent of one, but not completely accurate.” “You need a lot of space for defences, gunpowder storage. “The problem with star forts is that they’re massive,” he says.
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The fortress, although largely drawn from his imagination, is loosely based on a star fort, which first appeared in Europe in the mid-15th century. Brick by brickĪnother of Salgado’s goals for Fort Deadlight was making it a visually striking environment, and for it to draw you into the fantasy of the game’s exotic setting. This is just one of several ways to stick it to your nemesis without resorting to murdering him. So that was a way to lure her away from her post, giving you access to the forge.” In the forge you find a group of sailors working for Benweth against their will, and with them you can set up a chain of events that leads to him watching in horror as they sail away with his ship. “And then we have the teetotal Captain Ungwith, who hates that they’re always drinking. This let us create tension between him and the other captains, which opened up lots of new avenues for different kinds of gameplay. “It’s a place where a lot of different pirates meet up, and that made it more interesting than it just being populated by Benweth’s crew. “I wanted the fort to feel almost like a little town,” says Salgado. The pirate fort is filled with interesting, colourful characters, including Snake Eyes Condwen, a shifty gambler, and Ungwith the Craghearted, the hard-nosed captain of the guard. She gave the pirates of Fort Deadlight a lot of personality, and she had suggestions about the characters that would inspire me to develop different kinds of gameplay.” “In this case it was Megan Starks, who was the writer for this area, and she did a great job. “Once I created the bare bones of the quest and worked out how everything flows, I passed it over to a writer,” he says. “But that’s how we keep the game varied, rather than it just being combat all the time.”īecause Pillars is an incredibly text-heavy game, Salgado also had to work closely with the writers when designing the quest. “Building a single space that allows for three or four different types of gameplay at once was probably the biggest challenge,” he says. You can humiliate him and convince him to back down from a fight, which is a nonlethal way of completing the quest.”īuilding a quest that offers this amount of freedom was a challenge, even for an experienced designer like Salgado. You can lure Benweth down to the court and instead use this as an opportunity to talk to him and make him look like a fool in front of his crew. “I knew that players would be smiling mischievously to themselves as they booby-trapped the harpsichord with a bomb,” explains Salgado.
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She’s one of the quirkier characters that you’ll meet in the Deadfire Archipelago, and as of the release of the free Rum Runner’s Pack DLC, you can recruit her as a companion. But he’ll only come down to play if you can get a sufficiently rowdy party started, which involves, among other things, stealing a case of expensive rum from under the noses of some patrolling guards.Īrguably the most enjoyable way to kill Benweth is to rig the harpsichord in the court, where the fort’s residents come to eat and drink, with a bomb.Ī cheery orlan pirate called Mirke helps you arrange the party, unaware that really you’re using it to lure Benweth out to kill him. And this is where the idea of him being a virtuoso harpsichord player came from.” Killer tunesĪrguably the most enjoyable way to kill Benweth is to rig the harpsichord in the court, where the fort’s residents come to eat and drink, with a bomb. So when I designed Fort Deadlight I wanted to have a couple of amusing ways for the player to deal with Benweth, not just fighting or intimidating him. There are so many ways to solve problems, and a lot of them are really funny, too. “I’m a big fan of the Hitman series,” he says.