More Legacies: We increase the number of Legacies from 6 to 11, resulting in greater depth and more reactivity in gameplay and dialogue.
Given that Legacy is the primary theme of Torment, you can imagine that its effects will run deep. Your Legacy depends upon which of the five Tides you favor – as demonstrated through your actions and decisions within the game. At our target funding, we envisioned six Legacies: one for each Tide, and then a sixth for those who have no dominant Tide. Your Legacy (and the Tides) has a variety of impacts on both gameplay and on interactions in dialogue. For example, certain items will provide different abilities depending upon your Legacy, and your Legacy also affects what focus you master. Your Legacy might draw others to you, or make them wary of you. As your actions affect the Tides, you can choose to adopt a new Legacy and embrace your decisions or you can resist their pull – for a while, at least. Some NPCs and creatures will notice and react to the Tidal impact on your Legacy, with some reacting favorably and others… not so much.
Six Legacies yields a lot of potential for reactivity and choices and consequences. But at this Stretch Goal, we take the system much further. Instead of depending only upon one Tide, your Legacy will be based upon your strongest TWO. This increases the number of Legacies to 11 (ten possible pairs, plus an eleventh for when no two reign supreme). By almost doubling the number of Legacies, we unlock many more options for gameplay and opportunities for the world and its people to respond to your choices. Your Legacy can change throughout the game, and doubling the number of Legacies doesn’t double the gameplay time. But it does have a tremendous impact on how reactive and replayable Torment will be. That makes this game a deeper, richer experience and provides you with a host more options to consider and explore as you seek your answer to Torment’s core question. Naturally, this also means that we’ll be creating even more cool, unique items and effects that respond specifically to the paths you’ve chosen.
http://tormentrpg.tumblr.com/theksstretchgoalsEnhanced Tide and Legacy System: Number of Legacies increased from 11 to 16:
While Adam, Colin, and I were developing the Tides concept over the past months, we envisioned the full system as including 16 Legacies (ten possible pairs, plus five for when one Tide dominates all others, plus one for when no Tides are dominant). We contemplated how we would handle and leverage this robust system to create an unprecedented degree of reactivity. Prior to the Kickstarter, we crushed our dreams as unrealistic and contented ourselves with 6, which we felt still left us with a more intricate system that most games have.
But at this Stretch Goal we are returning to our original, ideal vision for what the Tides and Legacies can become. Torment’s fourth pillar is Reactivity, Choice, and Real Consequences and while this pillar covers far more than just the Tides, the Tides and Legacy system are at the core of both Torment’s themes and its approach to gameplay. This means even more opportunities for reactivity based on your personal play style, and a deeper, richer experience for you.
Evidently the Legacies were meant to be "at the core" of Torment's gameplay. That's how they were pitched, and that's how these stretch goals were sold.
But as far as I can tell, there has been no written reference to the Legacy system in several years, and there is no indication of the Legacy mechanics in the beta files. Has there been any further mention of these mechanics in video interviews, forums posts, etc.?