Divinity: Original Sin Beta - Christopher lives to see another day..

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Reading through this little blog that Swen wrote, quite interesting stuff. I like that he actually comes full circle on the subject and realises he does the same things as previewers, despite understanding how important and problematic it could be for D:OS. Pretty excited about the game though. Trying real hard to keep away from early access and just wait things out for the full release. The guy really comes across like he understands what he's doing though and what his fans want, and maybe even how to try and reach further. It's a good read. It was posted the same day as the last post in here and I couldn't see it posted, figured people might enjoy the read.
 
New update, and new update video:

https://www.youtube.com/watch?v=7RuQ0AI3BJs

- The game will move into beta phase.
- Day/night cycles for NPCs (Kickstarter stretch goal) are dropped out of the game, because they had underestimated complexity of it all, and don't have the man power to get them in without compromising the rest of the development.
- Loads of new stuff, including a truck load of skills, talents, character customisation, enemy AI, ...

More in the video.
 
- Day/night cycles for NPCs (Kickstarter stretch goal) are dropped out of the game, because they had underestimated complexity of it all, and don't have the man power to get them in without compromising the rest of the development.

Bad news. I was really looking forward to everything related to NPC scheduling. But at least basic scheduling is still in!
 
Bad news. I was really looking forward to everything related to NPC scheduling. But at least basic scheduling is still in!

Yea it is disappointing since they painted a nice picture of the use it would have in game.

Such things are to be expected though. Still looking forward to playing this coop with a friend.
 
That's a shame. That's also why I'm not a fan of stretch goals. (Even if it means getting more money by excited backers.
 
Bad news. I was really looking forward to everything related to NPC scheduling. But at least basic scheduling is still in!

From a gameplay perspective the Companions stretch goal was the most important one to me, so I'm glad they didn't cut that.

But it would've been really nice if they had pulled the day/night cycles off within their budget. It surely would've made the game feel more lively and vibrant. But they only have so much ressources obviously, and I'd rather have a more stable release than an overly ambitious but extremely buggy game that Durante has to fix first before it's even playable.
 
If they dropped scheduling entirely, I would have knocked over a magazine rack.

I wonder how scheduling works without a day/night cycle.

Well, I guess something like the following fictituous example: once you talked to someone and followed a certain dialog tree, that NPC could move to somewhere else and follow a new routine there.
 
its only been a year since their kickstarter? they're releasing officially in a few months right? thats a pretty fast development time.
 
Honestly wouldnt mind if they delay the launch to implement the day/night cycle and polish the game. But judging from it probably take more than a couple months...
 
Honestly wouldnt mind if they delay the launch to implement the day/night cycle and polish the game. But judging from it probably take more than a couple months...

I don't think it's a matter of time, it's a matter of money, something I imagine they are quickly running out of.
 
Given the state of the game, how quickly it releases after the kickstarter, everything else they've accomplished with the money they got, I'm not even the slightest bit disappointed. I just can't wait to play the full release.
 
Super excited. I still haven't purchased the game but I'm chomping at the bit, just didn't really want to suffer through alpha. How much of the game is going to be available then as of the beta update next week? As soon as the full game is available, I'll jump in no matter how buggy.
 
New update, and new update video:

https://www.youtube.com/watch?v=7RuQ0AI3BJs

- Day/night cycles for NPCs (Kickstarter stretch goal) are dropped out of the game, because they had underestimated complexity of it all, and don't have the man power to get them in without compromising the rest of the development.

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________________________

In other news, I'm putting together the OT right now, but should I also make another thread for the Beta or just ask a mod to change the title?
 
New threads for new news! More people need to know about this game (even if they gutted one of the defining features of Ultima 7, sighhhhhhh).

I wish Larian had all the money so they can make the craziest, most ambitious, half-broken RPG ever.
 
New update, and new update video:

https://www.youtube.com/watch?v=7RuQ0AI3BJs

- The game will move into beta phase.
- Day/night cycles for NPCs (Kickstarter stretch goal) are dropped out of the game, because they had underestimated complexity of it all, and don't have the man power to get them in without compromising the rest of the development.
- Loads of new stuff, including a truck load of skills, talents, custom characterisation, enemy AI, ...

More in the video.

:(

That was the best stretch goal, in my opinion.
 
I don't think it's a matter of time, it's a matter of money, something I imagine they are quickly running out of.

Money, but also they lack the development capacity. Which is of course also mostly due to a lack of funds, but it's also a matter of common sense. They DO wish to make more games after this, so you want a sustainable number of employees for an indie developer, not a triple A game size team. :-)
 
:(

That was the best stretch goal, in my opinion.

Easily the best. Being a thief won't be as awesome now. Not to mention how rad it would be to see the streets clear out at night. And not just by making the characters disappear! They would have walked home, gone to a bar, whatever.
 
Didn't they say something like at release? I'm guessing if the game isn't a total bomb (and if it reached that stretch goal in the first place it probably won't be) we might get some Enhanced Edition-esque update later on down the road that puts day/night in.
 
Didn't they say something like at release? I'm guessing if the game isn't a total bomb (and if it reached that stretch goal in the first place it probably won't be) we might get some Enhanced Edition-esque update later on down the road that puts day/night in.

They did go back to rework and add to the elements of Ego Draconis for a separate re-release so it is possible. But with the amount of work to fully implement the Day/Night cycle I would think it prudent to not get too hopeful.
 
Didn't they say something like at release? I'm guessing if the game isn't a total bomb (and if it reached that stretch goal in the first place it probably won't be) we might get some Enhanced Edition-esque update later on down the road that puts day/night in.

Swen Vincke of Larian says in the video that they don't rule out that the day/night cycles would become available through a mod for example, since technically everything in the editor that comes with the game is available to implement the cycles.
 
They did go back and rework and add to the elements of Ego Draconis for a separate re-release so it is possible. But with the amount of work to fully implement the Day/Night cycle I would think it prudent to not get too hopeful.
Yeah, I'm reading through the longer blog post now and even that seems like a pipe dream. A shame, but at least we have routines as it is and a very open game still.
Swen Vincke of Larian says in the video that they don't rule out that the day/night cycles would become available through a mod for example, since technically everything in the editor that comes with the game is available to implement the cycles.
Yeah, I kind of figured modding would be an option at worst, even if it was just a superficial addition.
 
Just a quick update. I talked to a mod, and since the OT isn't extremely active it will be better that this OT gets a title change rather than creating a new OT.

So... welcome to the future Beta OT.
 
Too bad about the day/night cycles. It wasn't the most important stretch goal to me (that's easily companions), but it was still really crucial for that Ultima 7 feeling. I was worried about it ever since it wasn't included in the initial public release, snce it seems like such a massive feature touching all gameplay systems.

Anyway, it's not like Original Sin isn't already an incredibly ambitious project, so if they have to drop it to deliver a solid game in a reasonable timeframe then that's what they need to do.
 
Too bad about the day/night cycles. It wasn't the most important stretch goal to me (that's easily companions), but it was still really crucial for that Ultima 7 feeling. I was worried about it ever since it wasn't included in the initial public release, snce it seems like such a massive feature touching all gameplay systems.

From a gameplay perspective the Companions stretch goal was the most important one to me, so I'm glad they didn't cut that.

But it would've been really nice if they had pulled the day/night cycles off within their budget. It surely would've made the game feel more lively and vibrant. But they only have so much ressources obviously, and I'd rather have a more stable release than an overly ambitious but extremely buggy game that Durante has to fix first before it's even playable.

** bro fist **
 
Apparently, he never received the first code. He got the one for two codes but doesn't even have one of them.

Did he register at the Larian Vault and connect his Kickstarter account to it? That's the way you get the codes in the first place. Once your Kickstarter account is connected to your Vault account, you should see everything you pledged for in your account. You can claim the alpha access keys (not the final game keys, they don't work yet) there.

The process has been explained in this Kickstarter update. If this does not work, he should probably contact the Larian support.
 
Just started playing some of this today; I am in love haha. As much as I'm enjoying working my way through BG2 right now, it's a joy to play a modern day isometric crpg with modern day standards in graphics etc. The soundtrack is killing me here. Does anyone know if that's the actual score for the game already implemented or if what I'm listening to is from past games or what not? Because it sounds brilliant, it jumps right out at you. Just running around the opening areas fighting and exploring, but really like it.

EDIt: Wish I'd caught that link when you put it up Adnor! Going to check if it's archieved.

Double Edit: Here it is if anyone wants to watch it :) I will likely watch in the morning now, thanks for pointing that out though Adnor. Click
 
Just started playing some of this today; I am in love haha. As much as I'm enjoying working my way through BG2 right now, it's a joy to play a modern day isometric crpg with modern day standards in graphics etc. The soundtrack is killing me here. Does anyone know if that's the actual score for the game already implemented or if what I'm listening to is from past games or what not? Because it sounds brilliant, it jumps right out at you. Just running around the opening areas fighting and exploring, but really like it.

EDIt: Wish I'd caught that link when you put it up Adnor! Going to check if it's archieved.

Double Edit: Here it is if anyone wants to watch it :) I will likely watch in the morning now, thanks for pointing that out though Adnor. Click

The music was composed for Original Sin and is in the current build. :)
 
The music was composed for Original Sin and is in the current build. :)

That is such a vote of confidence man, I love when an OST jumps right out at me, it can make that difference when you're many many hours in haha. They did well to have that implemented early on. Going to watch the beta video once I have the little one ready and off to school this morn.
 
That is such a vote of confidence man, I love when an OST jumps right out at me, it can make that difference when you're many many hours in haha. They did well to have that implemented early on. Going to watch the beta video once I have the little one ready and off to school this morn.

Yeah, Kirill did a good job with this game. Swen mentions that Kirill is still recording some of the orchestra pieces so they will be adding more during the Beta period. But I'm really happy with what they've included already.
 
Big info dump from the recent stream of the upcoming Beta version:

Okay, here's what I got down from the Stream. I might have missed some things, I'll watch it again later once it's up on the Twitch site.

Recording of Q&A session

Preset classes:
Wizard – Focuses entirely on magic.
Battlemage – Crossbreed between a wizard and a warrior. Melee attacks and spell-weaving.
Cleric – Har-hitting healer.
Enchanter – Control mage - Crowd control spells.
Fighter – Straight-up fighter.
Knight – A Fighter who can heal and inspire fellows. has the Courageous talent (Cannot be Feared).
Ranger – ranger, focuses on ranged weapons
Rogue – backstabber (starts with invisibility spell, lockpicking, sneaking)
Shadowblade – Rogue/assassin who knows magic.
Wayfarer – a ranger/mage hybrid
Witch – focuses on darker magic, curses, necromancy


These Talents may be renamed, but this is probably the full list.

Talent List:
All skilled Up – Get 2 extra ability points
Anaconda – Increased crushing damage
Bigger and Better – get 1 primary attribute point
Bully - bonuses against enemies slow crippled knocked down
Comeback - Chance to automatically revive if you get killed.
Courageous - Immunity to Fear status effect
Demon - A chance to Burn enemies on contact if they hit you
Elemental Affinity – Standing in surfaces decreases the AP cost for that kind of spell. (Eg: When standing in fire and cast fire spell it costs less AP).
Elemental Ranger – When an enemy is standing on a surface, a normal arrow attack has a chance to inflict the appropriate elemental status or elemental damage on the enemy
Escapist - You can escape from combat at any time. (There are new rules) Since this is a Talent, I think it means that YOU and companion can escape from combat, not you AND your partner.)
Far Out Man - Increases range of all skills
Five-Star Diner - Doubles the effects of food.
Guerrilla – Doubles your Attack Damage while sneaking
Ice King – Chance to chill enemies who strike you in melee range, but you suffer a penalty to fire resistance.
Know-It-All - You gain +1 Int, but people like you less.
Leech – standing in blood surface sucks them up to heal you.
Light Stepper – Lets you detect traps more easily.
Lightning Rod - increase your resistance to stunning (electrocution).
Lone Wolf - Your character gets a heap of bonuses, but isn't allowed to recruit companions. This only applies for your character, not the other guy. Any extra companions you have will have to go to the Hall of Heroes (or whereever), leaving you with a max of 3 party members.
Morning Person – You always resurrect to full health (resurrect now brings you back with only a part of your health.
My Precious – Fecreased degradation rate of equipment. The rate at which things degrade was slow before, it has now been increased.
Opportunist – Allows you to perform Attacks of Opportunity. This is no longer available for all characters by default, you need the Talent to use it.
Pack Mule – Increases carrying capacity.
Politician – You get a bonus point to Charm and Intimidate, but lose two points in Reason.
Rastling – Doubles your recovery AP, but halves your health. (Will probably be renamed.)
Scientist - A point each in Repair and Crafting.
Sidewinder - Decreases your penalty when flanked.
Speed Creeper – move at full speed while sneaking.
Stench – Decreases everyone’s attitude by 25, but melee opponents will avoid you.
Voluble Mage – Grants you Immunity to Silence (I might have got the name wrong on this one).
Walk It Off - Makes you less prone to status effects (if you move around, I think.)
What A Rush – increases your Starting, Recovery and maximum AP if your health is below 30%.
Zombie – When standing in poison, it heals you instead of damaging you, regular healing potions and spells will damage you.
More talents (the ones removed from the alpha) are behind the scenes in the modding tool.


Questions and Answers:
You can now start the game in multiplayer, and character creation works for both.
(I think) New dual loading bars for co-op?
Starting area looks different (lighting)
Crab fight is gone, real tutorial fight is added.
There's a new dungeon in starting area which acts as an optional tutorial. The tutorial is a work in progress and not final yet.
New UI which shows which char you are, health bar above skill bar
Mac version is coming soon, there’s a problem with middleware.
New Skill: Staff of the Mages – upgrades staves to launch projectiles. It only works with staves. It was added to give mages something to do in combat instead of just skipping turns to save AP. It doesn't do a whole lot of damage, but it's something.
All staves now do some kind of special (elemental) damage type
Are Day/night cycles and NPC schedules going to be patched in or are they completely scrapped? They don’t know yet. Their budget is finite and they couldn’t afford to work on it on top of everything else. There are No plans to add it in yet, but will try to support modders to add it in. It would cost 30-40% of the price of the game to do it as it was originally envisioned. It’s a shitload of work. Getting all the triggers and scripts to work with the cooperative multiplayer is a big enough headache already.
Why saved-game incompatibility? The saved games are deactivated between patches because that makes tracking bugfixes far too difficult.
Will gear requirements be based on abilities versus primary attributes? It’s all on attributes. Skill books are based on abilities.
Why are gear requirements necessary? That’s a long story and had a lot of discussions before deciding on it.
Is the editor ready? The editor is ready, but the documentation/tutorial is not.
Will there be a retail collectors edition? Yes, it’ll be announced soon.
New feature: Flare on poison now produces fire surface and vision-blocking smoke. (I think the smoke is the new bit).
Traps are weight-based. A rat won’t trigger, but people will. Some traps won’t trigger without (for example) 100 units of weight, so if you aren't carrying enough to trigger it, it won’t go off.
Walking in oil slows you now.
Dice rolls are shown in combat log and you can see the saving throws and why it succeeded or failed
Have there been changes to make ranged combat better? Arrows are a bit less expensive now, treasure tables are altered, you can find ingredients to craft your own a bit more often.
General graphical/lighting improvements.
The shovel has animations and is more intuitive to use.
In beta, desecrate graves at your own peril. Danger danger.
Blonde afro + Stalin mustache.
If you open gate to dangerous area, the guards will hint and warn you about trouble ahead and say you may want companions.
Shapeshifting has been cut
Relation between characters is tracked through dialogues, there's no on-screen "points" indicator tp let you know how it's going.
Mac version is native, no porting tools have been used.
There are no interruptions of spells.
Autosaves are new and in.
The host has his saved game and can save anytime, and if you load the coop player will join that loaded game.
Other weapons besides staves exist that will give you boosts appropriate to a mage.
Will a full support-oriented character buffing a Lone Wolf be viable? "I guess so, but no one’s tried it."
The backstories of the player characters will be revealed as you play the game.
Will you turn Stabbey into an NPC? Don’t answer that. (He’s already a dagger. Maybe an NPC as well?) StabbeyNote: Blame Phlegmish for that question.
The orchestral tracks have just started recording. There are new tracks in the beta though.
Descriptions of stats like DD was cut. Maybe they’ll mod or patch it in.
Difficulty levels will be in. You will be able to tweak the game mid-game. They are balancing the game to be challenging.
Will there be an In-game debug console? With the editor. (I think that this was asking about the tilde key console, so I think this might be a no to that. Maybe ask this again.)
Can you avoid all combat with people? You can avoid a lot of combat but there are characters you need to kill.
Will there be Fully AI-controlled summons? No. Well... if they join you through story and don’t come under control, they’re AI. Wulfram is an example.
Pickpocketing can get quest items as well. That adds a dimension to the game. It can only be done while sneaking and replaces the “talk to”. You have to choose who to pickpocket, it’s hard to Pickpocket those with int or high perception.
High enough resistance can heal you with elemental damage. There is no max resistance on player characters.
They hope to release the beta on Wednesday (April 2) or Thursday for beta.
You will not be able to finish story in the beta state. The percentage of final game is hard to estimate. Cyseal is a little larger than some other places. They guess at about 25-30% of the final game. The New the beta added is significant, but there's not as much there as there was on the alpha side.
Is the maximum AP 18? Probably not, it may scale up with your level.
You will have some kind of log, but no commitments.
The shelter plane has changed. Before it was version 0.1, not it’s 1.0. For storage options, you have containers you can take with you, and you can eventually send items to the shelter plane.
There are new combat options on the right-side of the screen, like Escape and Wait turn, which should let you delay your turn.
Will hiding behind a barrel increase your defense? No. That's something they wanted to add, but they had to stop.
Have you considered some more polarizing talents such as Always hit, never crit, or converting all of your damage to one type and only being able to deal that kind of damage? It was considered, but they stopped because they have so many things to do.
The target selection AI is improved.
There won't be an in-game manual, but there will be one through the start menu.
Is D:OS bigger than Divine Divinity? In interactivity yes. High density, but maybe not in area.
There will be some story developments that were not in the alpha.
Can we now fully see the entire dialog that our partner has with NPCs? That’s coming soonish.
There's a new Haste spell with nice new effects, (but it crashes the game).
You can use modded stuff in the original campaign.
Nice new main menu
The Final game's release date is in their heads, but they don’t dare say it anymore after having to move it once already.
Will there be indications of items you recently picked up? Good idea, it's on the list.
Will Quest items be given a special indication? Maybe, it depends, there are many ways to solve some quests, so that could just be confusing.
Will there be indication of unread books in your inventory? It’s a must on the list.
Will items stay as small square icons? Yes, no Diablo-style "tetris" inventory.
Will there be A tab for crafting? Maybe. They’ll try to put some extras on it, if they have room.
Will there be dynamic cameras for combat? They’d like it, but that's a major feature, so no.
Will there be shortcut keys for identifying and repairing? Good idea.
Two handed weapons have larger range, 1 handed have small, unarmed is touch range.
Will unique weapons have unique appearances? There are different models, but they can’t make 40 swords, you’re going to see a certain model for a few levels as they increase in power, then switch to another model which is used for more powerful weapons.
Is there a level cap? The level cap is soft, not hard, based on the amount of total experience you can get in the game. You can reach level 9-10 in beta. Maybe even 11 if you do everything in Cyseal, but that’s 20-25 hours.
The AI will improve as the beta continues.
Will you be able to stack on a bunch of small mods from different authors that touch different things in the base game, like you can in Skyrim, for example? Yes.
Roughly how many AI personalities will be in the final game? To be determined.
All the Primary Attributes seem useful – which is good - but after character creation you only gain 9 PA points throughout the entire game, which makes it hard to spread them out for a single-classed character, and a hybrid is impossible. Have you considered giving a primary attribute point at every single level?
We discussed it, but there are more points that will be given to you throughout the game, and there’s gear. You’ll have a little bit more. If people are getting frustrated with lack of points they’ll change it, if they’re overpowered, they’ll also adjust it. We’ll see it in the beta.
Skill books seem to come in different flavours – warrior and Survivor, which require points in different abilities. Will “Survivor” skills aimed for the melee-range rogue build still require points in the “Way of the Ranger” ability?
That’s still the case right now, but there are a couple survivor skills not for archers but are for assassins, and they can change that. I think Some higher power skills may actually require a bit less points to aid hybrid. (Implication is that this may not be final, things are still to be determined in this area.)
There was mention of a minigame being added to the dual dialogues. I actually liked the idea of the dice rolls because it added an element of unpredicatability to how things will go. If there’s a minigame you can win every time, that means I’ll have to lose on purpose randomly. Will there be an option to use the dice rolls instead of the minigame? Thomas: I can already say that there's quite some RNG in the minigame! Swen:It’s pretty cool and a thing that makes sense, it’s not a thing you can win every time.
Will crafting get a more refined user interface? Will your journal keep track of crafting recipes you’ve learned or read from a book? That was intended, but it’s put on hold. Not a high priority 90% of recepies can be found in a book. You have to read books and figure out what they’re trying to say. The interface will probably stay the same.
Will there be an Inventory Sort button? That’s a usability feature which will be added, a lot of those usability things will be added.
Have you considered renaming Constitution to Endurance, and then re-ordering the attributes – Per, Int, Spd, Str, End, Dex – P.I.S.S.E.D.? No, that's not happening.
 
I watched the video this morning, the game looks brilliant. I actually wished they spent a little less time answering questions and more time just playing, it was pretty funny watching Swen and David blundering around Cyseal, surprising even themselves with all sorts of things. I don't have any specific thoughts to share on the talents etc except for good! The game seems very deep and flexible.

Casamir, I looked up Kirill after you mentioned his name, I didn't realise he had worked with them all the way through! His music sounds amazing. I have Dragon Commander sitting here to play too, both these games are my introduction to Larian, so now I'm excited to hear DC's ost as well.
 
I watched the video this morning, the game looks brilliant. I actually wished they spent a little less time answering questions and more time just playing, it was pretty funny watching Swen and David blundering around Cyseal, surprising even themselves with all sorts of things. I don't have any specific thoughts to share on the talents etc except for good! The game seems very deep and flexible.

Casamir, I looked up Kirill after you mentioned his name, I didn't realise he had worked with them all the way through! His music sounds amazing. I have Dragon Commander sitting here to play too, both these games are my introduction to Larian, so now I'm excited to hear DC's ost as well.

The story of Kirill at Larian is kind of a peculiar one, I believe. But he's one of kind too, so I guess that makes sense. He was in a heavy metal band too, btw. :-)
 
This is the game I've been waiting for since Ultima 7.

Very glad I backed this. I like it so much I don't want to play it until it's done. Every update I load it up to see what improvements they've made, how the game plays, poke around for 15-30 minutes, and then I quit out. I need to experience the final version with fresh eyes.
 
The battle music in this game is equal parts hilarious and awesome. I can't even really describe what type of music it is, just that I like it and it's super memorable.
 
Big info dump from the recent stream of the upcoming Beta version:

Haha, after I went through the video to do a quick recap, I had the epiphany that I should have just checked to see if Stabbey had already done one. Thanks for the link Zodd, I'll post a link to the list. :)

will the price stay the same for beta?

I'm not aware if Swen made such indications. But closer to the transition to final release, we may see a price increase as the early access price expires.

I watched the video this morning, the game looks brilliant. I actually wished they spent a little less time answering questions and more time just playing, it was pretty funny watching Swen and David blundering around Cyseal, surprising even themselves with all sorts of things. I don't have any specific thoughts to share on the talents etc except for good! The game seems very deep and flexible.

I really hope they leave Raistlin alone, if just for the Beta.

Casamir, I looked up Kirill after you mentioned his name, I didn't realise he had worked with them all the way through! His music sounds amazing. I have Dragon Commander sitting here to play too, both these games are my introduction to Larian, so now I'm excited to hear DC's ost as well.

Mmm, Dragon Commander is a mixed bag. I enjoyed it but it was their first RTS so the mechanics aren't as deep as more established titles. More of a diamond in the rough, so just be aware when you jump in. Also, play on hard or higher, the lower difficulties aren't well balanced so by the midpoint it becomes quite trivial on normal or lower difficulties.

The battle music in this game is equal parts hilarious and awesome. I can't even really describe what type of music it is, just that I like it and it's super memorable.

I can't wait for the full track list to be implemented.
 
The story of Kirill at Larian is kind of a peculiar one, I believe. But he's one of kind too, so I guess that makes sense. He was in a heavy metal band too, btw. :-)

Haha, that's so cool! I need to look into him a bit deeper then, I didn't pick up anything about his metal band. Does he effectively work at Larian then, or does he do other stuff on the side too?


I really hope they leave Raistlin alone, if just for the Beta.



Mmm, Dragon Commander is a mixed bag. I enjoyed it but it was their first RTS so the mechanics aren't as deep as more established titles. More of a diamond in the rough, so just be aware when you jump in. Also, play on hard or higher, the lower difficulties aren't well balanced so by the midpoint it becomes quite trivial on normal or lower difficulties.


Yes! I love how he kept bringing that up to David, was so funny haha. I'd definitely like to give that a shot too, even on a serious level, it seemed like he was having more success with it as well to a more traditional build. It's things like that that make me excited to mess with the classless system.

I'll definitely keep that in mind about DC. I got it on the GOG sale, so even if I end up not being super into it, it's no big loss. It's actually going to be one of my first rts experiences in a loooong time too, since the old C&C/warcraft 2 days haha, so I shouldn't be too critical either haha. My god though there is truely a character dressed like this haha?:


I may have to try and play story sequences when my partner is elsewhere, I'm not sure what she'll say if she looks over at the pc and sees I'm playing with that on the screen haha!
 
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