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Divinity: Original Sin |OT| Sandbox RPG. Co-Op friendly. Bread.

epmode

Member
Just started last night, and had a question on classes. I'm not looking for any super specific advice, but I went with Ranger and Witch. Is this a reasonable duo?

Aside from the 50% damage buff, witch skills are pretty underwhelming until later. Ranger is a strange class too. Unless my own ranger just has a really lousy bow, she doesn't do much damage. The elemental arrows add a lot of versatility, though.

Honestly, you can make virtually any class combination work. Just make sure you pick up the two companions as soon as you get to the town and try not to overlap skills too much.
 
D

Deleted member 125677

Unconfirmed Member
I hate it when I constantly click stuff by mistake and the proprietors think I'm stealing stuff and precede to hate me :(

I also feel bad for ratting on Robert the morgue guy
 

HoosTrax

Member
I hate it when I constantly click stuff by mistake and the proprietors think I'm stealing stuff and precede to hate me :(

I also feel bad for ratting on Robert the morgue guy
I appreciate that they actually react to it, versus having no reaction when you boldly steal their money and belongings like in DXHR.
 

Shahadan

Member
So is there any new game+ feature or something like that?

I'm stuck on the final boss and want to play again anyway, I just want to know if there is any actual benefit to finish the game first.
 

TheContact

Member
So one of my main characters skills all disappeared. I got a weird pop up message during combat but I figured it was because of a debuff or something, but in his skill book I'm only able to access "Special", everything else is locked off and hotbar is empty. Any way to fix?
 

Shahadan

Member
So one of my main characters skills all disappeared. I got a weird pop up message during combat but I figured it was because of a debuff or something, but in his skill book I'm only able to access "Special", everything else is locked off and hotbar is empty. Any way to fix?

It's a bug, reload ;(
If it was during a fight make sure to kill the one casting this spell really quick next time.
 

Chaos17

Member
So is there any new game+ feature or something like that?

I'm stuck on the final boss and want to play again anyway, I just want to know if there is any actual benefit to finish the game first.

No, there isn't and we can't even continue the game after defeating the last boss :(
Well, that's how it's for me.
 

Zakalwe

Banned
Umm no?
From the portal you can run past the bridge and arrive straight at the immaculates. I did that, talked them out of fighting me, talked to them, friended them, then burnt them all in my hellfire.

Well, you still need to creep past one of the Knights with your full party that way. I meant if you negate them entirely.
 

Ferrio

Banned
Did you not solvd their riddle ?
Because when you do they do tell you :
that a wizard put that barrier up and he migh have the scroll to disable it and the scroll is in a chest not far from the witch house

Anyway about the order here's what I think is right one based on the levels of mobs :

Lvl 11+ - The white witch quest (you can do it when you want but she is the one who will close all the quests related to Immasculate)
Lvl 14 - Imasculated village (give you hints about all the quests in the zones)
Lvl 14 - Immasculated temple
Lvl 15 - Imasculate trial
Lvl 15 - Mines
Lvl 15 - North area

I'm not sure about doing the temple first then the mines because some people reported that they couldn't do the mines after it.

Lol we're lvl 10's doing the trial, figured something was up. Was still easily easily doable though.
 
I just got an 800MB update. Don't see notes yet... keeping eyes peeled!

Edit: Looks like AI is in. Loaded the game and can choose the following new AIs:
- Knight
- Rascal
- Maniac
- Judge
- Priest
- Free
- Spirit
 

Echoplx

Member
I just got an 800MB update. Don't see notes yet... keeping eyes peeled!

From the forums

Looks like they nerfed man at arms

Hello everybody!

We just released the first official patch for Divinity:Original Sin which introduces the concept of AI personalities.

During character creation, you can now select a specific personality for your characters. When a personality is active the AI will automatically make dialogue choices (based on its personality) for the avatar that isn't selected.

In addition to this, we've made a lot of improvements as well as bug fixes and balancing changes.

You'll also notice that you can now publish to Steam Workshop using the Divinity Engine Toolkit.

Here's the full list of changes:

- Save games are packed and compressed now
- Fixed issues when saving to a network drive
- Fixed unique drops over multiple sessions
- Fixed several tooltips
- Optimized syncing of action states
- Fixed leadership critical chance (didn't work)
- Changed leadership icon
- Better savegame error handling + a lot of sanity checks
- Levelswap error handling for levelcache
- 5% instead of 10%/warriorlore for Weather The Storm talent
- Raged lowers your chance to hit by 25%, but you don't lose dexterity anymore.
- Fixed issue where characters could sometimes stay in a closed dialog
- Dialog banter filter in the combat log
- Fixed trade autobalancer
- Unlearning a skill will cancel it if you were casting it at the same time
- Fixed issue with inventory tabs, sometimes resulting in missing icons in the UI
- Fixed issue where certain henchman were free
- Cannot hire same henchman twice
- Henchman will start with the Staff of Magus skill now
- Added more AI personalities
- Fixed a lot of issues where players were crashing after a level swap or after loading of a savegame
- Added 5.1 Audio on cutscenes
- Added video volume slider
- Reduced cloud artefacts
- Play movies before loading
- Small fix for getting quality preset from settings
- Sort display modes correctly
- Use dropdown for V-sync options + vsync tripple buffered is on in default settings
- Fixed memory leak in character creation.
- Fixed combat and chat log settings not being saved when quiting the game through Alt+F4 or closing the game window
- Added close buttons to the combat and chat log windows
- You can now rotate your characters during character creation using the left and right arrow keys
- Fixed stuttering in the texture streamer
- Seriously limitted amount of traffic sent during player movement and when executing certain actions.
- Fixed crash when texture detail is set too low (only possible through editing config file)
- No skill casting while a skillstate is busy (causing double skill casting)
- Fixed wrong trait names in combat log
- Changed default value of stored dialog amount from 10 to 50
- Fixed loading of formations
- Check talent requirements in character creation
- No combine in trade UI
- Fixed issues with crafting
- Fixed double Quick-Save issue when spamming Quick-Save button
- Less jitter in following
- Fixed telekinesis beam showing when moving items from inventory to inventory
- Use, repair, identify and equip items in context menu in picked-up containers and backpacks
- Repair and identify in context menu in containers
- Fixed crash when level swapping when overhead text is showing
- Sort on item type in inventory
- Reenabled hints for German and French
- Fixed crash when sitting on an invalid item

Divinity Engine Toolkit
- Fixed stability issues in certain preview panels
- Fixed uploading to the Steam workshop
- Fixed issues when trying to mod the story files

Design
-Changed the name of the rock that moves away by pressing the secret button at the start of DAF_InnerSanctum from Hanneman's Axe to Rock. Also changed the stats of the rock because it was breakable from Gen_Stone_Indestructible to QUEST_Item.
-Changed the Enlightened Amulet object stat properties, set unique to 1 and also set the inventory override to MISC.
-Changed the voice of Mikhail Solomatin a trader in the Silverglen tavern from female to male
-Removed greeting voices from the wardens
-Created a new script for the Shrike (added on top of the rest with a higher priority) so the Shrike summons a higher level enemy (Shadows_Caster_B) when he's alone
-Void Dragon modified so the Void Dragon summons not level 10 but level 20 creatures
-Added Balberith to the IsNotMessingAround database
-Added Root Template Shadows_Caster_B, set Scale to 1.3
-Modified portrait for Root Templates Orc_Ghost_Female and Orc_Ghost_Male; those guys are summoned by Braogg Spiritchaser in the Dark Forest
-Set BloodSurfaceType to None for Orcs_Ghost_Female and Orcs_Ghost_Male, set HitFX to FX_GP_Hit_Jellyfish_A_Medium so it looks ghosty
-Modified portrait for Undead_FireSkeleton_Axeman, Undead_FireSkeleton_Warrior, Undead_FireSkeleton_Ranger
-Modified portrait for Template Animals_Cat_Slain
-Added Shadows_Grunt_B, to be summoned by the Void Dragon in HOM
-Replaced Goblin Tanks' Equipment to Goblins_Tank_A_Strong
-Changed equipment of elemental rock ice
-Renamed Raazen Ax'aroth to Raalzen Ax'aroth to match what's written in the story
-Set BloodSurfaceType for AnguishDemon_Slave_01-04 to None, set HitFX to FX_GP_Hit_Jellyfish_A_Medium
-Set Grutilda and DreadOrc_Grutilda to IsBoss
-Set level of landmines around Immaculate fort to 20, set Perception requirement to 11
-Dark Forest, rotated Cliff_Common_E_094 to fix display bug
-Dark Forest, fixed ground texture bug in Hunter's Edge inn
-Slightly decreased Shrike's walking speed
-Made Death Princess and the Shrike non-teleportable
-Moved LTS_Coal_Basket_F_076 and LTS_Coal_Basket_F_077 in Homestead to fix display bug (base of final flight of stairs right before the end fight in HOM)
-Increased level, Body Building, Will Power of Shadows_Caster_A_Strong & Shadows_Mage_A_Strong
-Increased HOM_Shrike's Body Building & Will Power to 10
-Set Sight Range of DAF_Orc_FemaleBossDouble to default instead of -4
-Gave DAF_RatKing_SlainCat a Constitution of 7 (instead of _Ghost's 4). Ingame, the cat now has CON 16 (instead of CON 9)
-Gave Norok 10 Will Power, 10 Body Building(removed all immunities)
Reverted Balberith's slaves' Dex back to _Ghost's base, increased Constitution to 6 (instead of _Ghost's 4). Ingame, slaves now have CON 15 (instead of CON 13)
-Gave Grutilda_Dread 15 Action Points at start, increased Speed to 8 (instead of base's 6)
-Decreased Constitution of HOM_Astarte and HOM_Astarte_SecondFight from 6 to 5, removed Vitality boost (130% > 100%)
-Increased DAF_Orc_Warrior's speed to 6, base initiative to 10
I-ncreased Sight Range of Cyseal_Council_Soldier_Helping_Arhu to 2 (overriding _Base's -2), otherwise sometimes they would not come to the player's aid in battle. Now has Sight Range 22.50, had before Sight Range 14.50
-Modified healthbar color of all Shield skills
-Boreas's tiny elemental rocks xp gain set to None
-Added Shadows_Grunt_A_Strong for the root template Shadows_Grunt_B, to be summoned by the Void Dragon in HOM
-Increased the level of _Shadows_Caster_A_Strong to 20
-Increased Action Points cost of _Goblins_Tank_A to 3
-Increased Action Points cost of _Goblins_Tank_A_Strong to 5
-Increased damage of _Cyseal_BC_CrabSummoner to 8
-Increased damage of _Undead_Skeleton_Grunt_Boss to 8
-Increased damage of _DAF_DemonBoss to 8, decreased attack's Action Point Cost to 4
-Increased damage of _DAF_Norok to 8
-Boreas's tiny elemental rocks now inflict proper secondary status
-DAF_PhantomForest_Ghost_Poacher_03 now has a proper character icon.
-Adjusted DAF_ImmaFort_Goblin_Boss's Equipment
-Added new spell, Summon_ShadowCasterEF (uses only old assets incl. name & spells)
-Set Phoenix Dive's DamageOnJump to Yes, Damage to 0
-Decreased Action Point cost of EnemyPoisonHailAttack from 7 to 5, increased cooldown from 2 to 3, increased damage from 5 to 6, dmg multiplier from 40 to 60
-Set Damage of Cone_Enemy_WaterSpit to 7, Multiplier to 100
-Set Damage of Cone_Enemy_WaterSpitSmaller to 5, Multiplier to 60
-Tweaked WellCraftedArrow's StatsDescriptionParams
-Set Damage of AttenberahKillingSpell to 12, Multiplier to 200, DamageType to None (otherwise people buff the Apprentice with a Water Shield and it absorbs the damage)
-Changed the way Zombie Jake behaves after Evelyn's fight to prevent any damage inflicted on him
-Force-remove the players from dialog before starting Astarte's last speech
-Changed the condition to enter the village, every amulet works now
-Change lock level of the door to the starstone in the trial dungeon to 99
-Added check for Grutilda's dialog before talking to her to prevent dialog overlap
-Remove wander of timfred in troll cave to prevent weird behavior, he used to end up relaxing with the trolls deep in the cave
-Added the achievment fixes even if the quest doesn't open or close while it's relevent
-Changed the alignment of Frederick from Good to Neutral to prevent him from joining every fight
-Changed blood cage so that it doesn't automatically place items inside itself if you have the Tenebrium ability. Also Brandon leaves the blood cage with you instead of taking it when the quest is complete
-Changed Bertia's attitude from +25 to -25 when you keep the sheep
-Fixed the timing at the goblin totem that could freeze the village due to disabling display text while winning the trial
-Gave treasure to Hunter's edge residence / made poker player one combat group
-Making sure the fabulous flag is on to prevent bug when turning the quest in
-Removed poison cloud from mushrooms to prevent permanent explosion
-Fixed Shrike fight setup restarting after savegame load
-Arhu attitude loop fix. To fix performance drop.
-Fixed elemental statue dialog issue
-Henchman trader fix for 2 players talking to him
-Added sound event for Cyseal Orc ship arrival on beach
-Added savegame fix for missing companion dialogs.
-Fixed no valid dialog node in HOM_Icara when talking to her after finding the hidden family but not accepting the druid quest yet.
-Made sure speaker boxes in source temple are called 'Trial Statue'
-Homestead guys don't respond to drawn weapons
-No speakergreeting for teller of secrets
-CharmedOrc in cyseal no greetingvoice
-Start Fun with Funghi quest if you find Maradino's spell
-Norok journal update only after he's killed
-Bugfix: Pincer had 2 diferent voices
-Fix Bicky Bomb Voice asserts
-Remove Bicky Bomb Voice asserts in Luculla Mines
-Cancel JAH_Truth if is Balberith killed
-Blocker fix: Parallel dungeon pendants
-Scale scraps can be crafted with Metal Armor
-Intestines can be crafted to create poison/poisoned food/poisoned arrowheads
-Strong sinews can be crafted to bowstrings
-Crafting scrolls now works with elemental essence like the cards say (e.g. fire essence + paper = blank fire scroll)
-The seller of secrets now only has 1 ability book and 1 stat book instead of regenerating those
-Summoned Skeleton now uses correct animation for his 2H sword
-Changed impact of Soulsap so that it doesn't lower Specializations anymore


Kickstarter
-Added missing people to credits.
-Fix for messages in a bottle not showing.
-Added missing kickstarter rewards.

Mac specific
- Black stripes fixed in Black Cove
- Fake fullscreen mouse dragging corruption is fixed
 

Zakalwe

Banned
"Use, repair, identify and equip items in context menu in picked-up containers and backpacks"

BEST UPDATE

Thank you Larian! <3
 

Zeliard

Member
"Fixed leadership critical chance (didn't work)"

Well, shit.

"Sort on item type in inventory"

"Use, repair, identify and equip items in context menu in picked-up containers and backpacks"

Yay
 

epmode

Member
SORT BY TYPE. Praise be.

It would also be great if any character could craft/identify/repair/blacksmith so long as a character with the skill was within range. Shuffling items back and forth gets old.

And and and more action bars onscreen please. Or hotkeys to switch between skill bars in the current implementation. OR BOTH

edit: They added more skill bars and put in hotkeys! God I love Larian.
 

Shahadan

Member
I kinda wish we had some sort of pyramid tool or something. It's always a pain to find them in inventory and action bars aren't really the best solution imo.
You know we could have an icon we could drag to a character's portrait to give a pyramid to them and then click on it to use it quickly. Or something.
 

Zakalwe

Banned
I just noticed there's 5 bars instead of 3! Yessss again!

This is great. Really great.

That's also the one which stuck out to me. Finally I can go full OCD on my inventory management!

Now we just need to find enough leather scraps and rope...

-

-The seller of secrets now only has 1 ability book and 1 stat book instead of regenerating those.

I think this is good, was feeling a little OP being able to grab extra points every time you levelled.

- Crafting scrolls now works with elemental essence like the cards say (e.g. fire essence + paper = blank fire scroll)

This is really handy too. One random step removed from the process.
 

Levyne

Banned
The Teller of Secrets nerf will make powergamers sad, which is always a good thing.

NOOOOOOOOO

Eh, needed, but I didn't mind exploiting it while I could :p

- Crafting scrolls now works with elemental essence like the cards say (e.g. fire essence + paper = blank fire scroll)

This is really handy too. One random step removed from the process.

Yeah, now you've got to be exceedingly unlucky to not get the spells you want because of THE RANDOM
 

Sothpaw

Member
Ok back after a two week "vacation". Turns out I was actually on vacation anyway so no harm done.

Anyway...holy shit this game is truly up there with the classic crpgs. I honestly never thought I would see another game like BG, Fallout, etc. but Divinity belongs among those giants. I remember playing KOTOR for the first time. The internet was shitting itself over how great the game was, but the fact is it was extremely shallow compared to crpgs made a few years earlier. This game is anything but. Almost done with Act 2 now and here are my impressions.

Negatives:
- mines area required way too much reloading

- sometimes enemies move when I try to attack which causes my character to move instead of attack


Positives:
- Game is DENSE. There is something to do/see everywhere you go.

- Tons of meaningful/fun sidequests. Sometimes I don't even know if I am doing a sidequest or a main quest.

- Combat. Fucking nailed it.

- Unique bosses and lots of them.

- Good character building with stats, skills and traits.


Can't wait to get home from work and press on.
 

epmode

Member
Yeah, now you've got to be exceedingly unlucky to not get the spells you want because of THE RANDOM

Pixie dust* was pretty easy to come by but I only have a handful of elemental essences. I already have a bunch of blank scrolls though!

The Teller of Secrets nerf will make powergamers sad, which is always a good thing.

I was only planning on buying one of each because it really seemed like an exploit.



*a component of scroll creation prior to this change
 
Negatives:
- mines area required way too much reloading

- sometimes enemies move when I try to attack which causes my character to move instead of attack

The bolded has been an issue for me too, though it's mostly fixed by the overhead perspective. Some smaller enemies with larger idle animations can make this troublesome, but pixel-perfect targetting is really necessary for a lot of the game's more intricate puzzles or secrets...

Sorta related; has anyone had an issue where you attack in melee, the animation plays fine but there is no result? (e.g. no miss or damage dealt, nothing in the combat log) I ask because it's happened to me a handful of times and if it happened at the wrong time or became more common, it would be gamebreaking.
 

Sothpaw

Member
Sorta related; has anyone had an issue where you attack in melee, the animation plays fine but there is no result? (e.g. no miss or damage dealt, nothing in the combat log) I ask because it's happened to me a handful of times and if it happened at the wrong time or became more common, it would be gamebreaking.

Maybe two or three times over 50 hours so far for me. Thankfully never cost me a fight or anything.
 

HoosTrax

Member
Ooo, I just thought of one more thing for my wishlist, since some of my previous "wants" have been addressed in the updates:

Show where a monster's backstab area is. So if you have a rogue character selected for action, then if you move the destination to be near a monster, a highlighted area is displayed showing where the backstab region is. I have some difficulty with it, and sometimes have to move back and forth slightly until I find the sweet spot.
 

Ferrio

Banned
Ooo, I just thought of one more thing for my wishlist, since some of my previous "wants" have been addressed in the updates:

Show where a monster's backstab area is. So if you have a rogue character selected for action, then if you move the destination to be near a monster, a highlighted area is displayed showing where the backstab region is. I have some difficulty with it, and sometimes have to move back and forth slightly until I find the sweet spot.

It's a pain, but the movements are usually 0 ap cost so it's usually not that big a deal.
 

Riposte

Member
I dig the combat, magic is particularly noteworthy. Finding the level 2~ dungeon to prepare me for what's outside the gates was essential. Now that I'm no longer mapping out dullsvile, this is easier to play. I kind of hope this is the only town in the game or if there is another one it isn't so gerenic. I swear I'm going to kill that fucking cheese merchant once I know how to get away with it.
 
I bought this game yesterday and I don't really have any idea what I am doing but it's pretty fun. I'm exploring the first big town, trying to make choices in line with how I want my characters to act and shit. It feels like a D&D adventure which I really like. My friend told me it was like Diablo, it's definitely not at all. Just the isometric view. I'm really looking forward to digging some more into this game. Thanks GAFers for letting me know about this game.
 

HoosTrax

Member
I bought this game yesterday and I don't really have any idea what I am doing but it's pretty fun. I'm exploring the first big town, trying to make choices in line with how I want my characters to act and shit. It feels like a D&D adventure which I really like. My friend told me it was like Diablo, it's definitely not at all. Just the isometric view. I'm really looking forward to digging some more into this game. Thanks GAFers for letting me know about this game.
Your friend might be confusing the game with Divine Divinity (ugh, a kitten dies every time I type that stupid name out), which had a lot more in common with Diablo than this Divinity game.
 
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