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Divinity: Original Sin 2 Early Access Thread [GAME RELEASED, GO TO NEW THREAD]

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
September 14th that is: https://www.kickstarter.com/projects/larianstudios/divinity-original-sin-2/posts/1880762

Kickstarter Update #37 - Release the… … ...Kraken!


The creak of the wood and the smell of salt on the cool breeze are like a soothing balm to your soul. There is nothing like the freedom of the open ocean, the peace of the vast sea. And you get to share it with your dearest companions. You close your eyes and smile.

As if summoned by your thoughts, one of them appears by your side, leaning against the rough railing and peering down into the blue depths surrounding you and your proud ship, The Lady Vengeance.

“I’m glad you’re here. I wanted to talk to you,” you say, turning to look up into her bright elven eyes.

“And I, you,” she said with a soft smile, the smile she saved just for you and the little family that was forming around your quest. For that is what you had become: Family. You would steal for them, fight for them, kill for them, even die for them, and you knew they felt the same way about you. You trusted each of them implicitly, and they you. And most of all, you wanted the woman standing there to feel that she could talk to you about anything.

“Well,” you say, “What is it you wished to discuss?”

8c04527af7143b7e7eb2e684bde2b56e_original.png



“I’ve given it much thought and - KRAKEN! KRAKEN OFF THE STARBOARD BOW!” She yells and points behind you. Turning, you dive out of the way as a massive tentacle shoots up, spraying water and fetid ooze everywhere before slamming down with a crash onto the deck. The crew of the Lady Vengeance leaps to action. Back to your feet, you grab your weapon, point at the beast and scream out -

Welcome to Kickstarter Update #37!

We’re really excited to tell you that we finally have a release date for Divinity: Original Sin 2! The vision we shared with you nearly two years ago is close to realisation. We couldn’t have made it this far without our backers, and for that we thank you.

“Enough talk, tell us the date! WHEN CAN I PLAY???” We hear you and we won’t leave you in suspense much longer. But I don’t want to be the one to spill the beans, so join Swen as he embarks on a journey through the Larian Studios offices to explain the newest additions in the latest patch and tell you the release date!



Looks like we're in for a hot summer! We still have a lot of work but it's good to see that we're almost there. Now let's have a look at all the goodies inside that latest patch. There's A LOT!


My Fair Lady

What is better than a warship? Nothing! That’s why we created The Lady Vengeance, a beautiful and daring ship to be your home base as you journey on your quest . That's a change from what we originally planned (the hall of echoes as a home base) but while playing you'll quickly understand why we went for the Lady Vengeance in the end. All the home base functionality that was planned for the halls is there but more importantly - the Lady Vengeance requires no level switching which means you can split the party between home base and another piece of the map. That's much more convenient than having to gather your party and loading a new level. It's also a much better setting for some of the relationship building that we added to the game.

In case you are wondering, the Hall of Echoes is still part of the game - you actually visit it in in act 1 already - we just moved the home base functionality away from it.

It's better like this, really.

877d924907e0866b9cc2cd1b2b366833_original.png


Party Time!

We have been hard at work on the relationship system, and it is finally ready to make its debut! Now your actions and conversations with your companions will influence how they feel about you. If they grow to hate you and despise your choices, they may choose to leave your party entirely. But if they like and admire you, that may lead to other things. Better brush up on your social skills!

f0112a81c8dcd766bde6c714bee721ad_original.png


In addition to the new ways to communicate and the adjusted story lines, we have also included a feature to control party formation! Managing your crew with this new system should be a lot less like herding cats. Probably.

fac78884c93dbecf6fcfc73aba6c3d78_original.png


You Got Skillz

Speaking of skills, we have some pretty epic new ones to tell you about! Each Origin character now has a custom Source skill unique and personal to them. But you'll have to get rid of that nasty source collar to be able to use it and find yourself some Source. Non-origin characters also get a new fancy Source skill called Time Warp. Be warned - you're not going to find that much Source in Act 1 but rest assured, there'll be plenty to find in Act 2.

9348df04cdc888dda7e96d98634ac5af_original.png


She’s Crafty

Get your craft on! We have completely overhauled the crafting system, adding new crafting combinations and fixing old entries. We’ve added new recipe books that unlock recipes in your crafting interface, so you can discover new ways of creating potions, arrows, grenades, scrolls, and gear!

6331193104102944b34f25954c4b7729_original.jpg


In The Beginning

We’ve also made a few changes to improve your overall experience from the very start of your new adventure. We have updated the loading screen and Character Creation Screen and added a Tutorial level. We have also made some story rewrites and opened up a new region at the end of Fort Joy.

In other words, there’s a few hours of additional content in Act 1 and you’re going to see a big difference in how your story progresses. If we did our job right, you'll be super curious to learn what happens next.

24c067232f4a1ed721c56a3470acae3a_original.jpg


We’re Not Finished With You Yet!

Oh you thought we were done? This isn’t over yet! Patch v3.0.50.423 is full of other goodies, fixes and adjustments.

  • We have improved the AI - hah! Cower in fear mortals!
  • We’ve updated all player race animations
  • We’ve updated VFX on several Early Access skills
  • We’ve improved the minimap and pathfinding
  • We got out the shoe and destroyed some bugs!
  • And tons more!
For the full run-down of changes head to our patchnotes!

This patch was created using your feedback, so be sure to continue letting us know what you think. The forums are the best place to share game feedback. With your help, we can make Divinity: Original Sin II better and better.


Game Master Mode
The response to Game Master Mode in the past few weeks has been amazing. We're delighted that so many others are as excited as we are with the mode. It will be great to see all of your campaign creations when the game is released. If you're interesting in the details, here's some of the articles written about the mode:

"Game Master mode delivers on the promise of D&D at your PC”
-PCGAMESN

“Game Master Mode replicates Dungeons & Dragons perfectly”
- POLYGON

”The tabletop RPG sim you’ve been waiting for”
- PCWORLD

“Game master mode brings pen and paper RPGs to the screen”
- ROCK PAPER SHOTGUN

“It opens the door to a very cool new way to play D&D”
- PC GAMER

For those who missed the the stream with Matt Mercer, Jesse Cox, Dodger, Strippin and Bikeman, you can find the full edited video here:



Game Master Q&A Stream

While showing the Game Master Mode, we got quite a few questions regarding modding. We've been listening, and so we'll be doing a stream next week on Thursday, 1st of June at 22:00 CET / 16:00 EDT / 13:00 PDT to show the Game Master Mode and answer any lingering questions you guys might have.


And Remember!

We’d like to remind you that this patch affects so many areas that previous saved games will no longer be compatible. But don’t panic! If you want to continue playing an old saved game you can still do so by following these instructions:

1. In your Steam library, right click the game Divinity: Original Sin 2 and select Properties

7800b08077d85283649550191a5ade4f_original.jpg

2. In the Properties screen, click on the tab BETAS

eb7a42d0575874eac2e88e6844e3a143_original.jpg

3. In BETAS, click the arrow to open the dropdown

6ba6c458cfd9865951804e0d4e0de424_original.jpg

4. Choose the branch you would like to play (ea_version_1 - For saves with version 2.0.1.165.341 if you want to play the original launch version of D:OS2, ea_version_2 - For saves with version 3.0.5.530 to play the first patch, or ea_version_3 - For saves with version 3.0.14.546 to play the second patch) and click Close.

936dea9147d41473ff3be647ecc9510b_original.jpg

Now Steam will not update your version, so you will be able to load your old savegames and keep soldiering on.


The Home Stretch

We’re hard at work finishing the game, so our patch release rate may become slower. But rest assured, it’s because we’re putting all of our resources in making Divinity: Original Sin 2 as awesome as we can.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
17,949
Pathfinder: Wrath
A significant update with maybe MCA's character in it? :bounce:

EDIT: Meeeeeeh, watched the video, he's not in. Not sure how I feel about the ship since PoE2 already does that. I guess I was right about the September release date.
 
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Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Oh man, so fucking excited to finally see a release date, even if it's going to be horrible timing. I had really hoped it'd be released when I would actually have time to play.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
17,949
Pathfinder: Wrath
I still don't know why we need a relationship *system*, can't they just act naturally and let relationships develop naturally? If they don't like you they are going to show that through their speech and actions, why do we need to see a 0-100 scale for that?
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
Well shit, I wouldn't want to start before the game's out in all its glory, but fuck I feel weak right now.
 
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Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,236
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Hahahaha a ship as base of operations?? Poor PoE2 :lol::lol::lol:



Patch notes: http://steamcommunity.com/games/435150/announcements/detail/1272676910059442240

Patch Notes v3.0.76.796 - A release date! New regions! Giant tentacles!
24 MAY - LARIAN_OCTAAF

Behold one of our most exciting updates so far!

First and foremost: We have a release date! September 14th 2017 is the date on which all the content and features of Divinity: Original Sin 2 will be unleashed upon the world.

We’re hard at work finishing the game, so our patch release rate may become slower. But rest assured, it’s because we’re putting all of our resources in making Divinity: Original Sin 2 as awesome as we can. We know you’ve all been eager to progress your adventure, and with this patch we’ve added… A LOT.

Two new areas will provide a huge narrative bang. You’ll help our heroes crash land in Fort Joy and explore the next stage in their journey after they escape. Players with a profound fear of giant aquatic monstrosities, be warned!

We’ve also added relationship dialogues with companions, meaning you’ll be able to poke around in Red Prince, Sebille, Lohse, and Ifan’s heads like never before. But beware: You may not always like what you find.

Character Creation and crafting have also undergone a serious transformation. Together with the fact that you can now manage the formation of your party in a brand new interface, you’ll have plenty to try out.

You may have heard rumours of our mysterious fifth origin story - a sea-faring dwarf known only as ‘Beast’. With this update, you’ll get to meet (but not recruit) him for the first time.

This is just the tip of the iceberg of stuff you’ll get to explore in this patch, so keep reading for the full scoop. (Hint: Unique origin skills!) We can’t wait to hear your feedback on these new additions, so please keep posting and pressing the send feedback button!

Savegame compatibility

This new version is not compatible with old savegames. However, if would like to continue your old savegames, we have made the old builds available on different Steam branches:
  • ea_version_1 for savegames made in version 2.0.165.341
  • ea_version_2 for savegames made in version 3.0.5.530
  • ea_version_3 for savegames made in version 3.0.15.252
  • ea_version_4 for savegames made in version 3.0.33.118
  • ea_version_5 for savegames made in version 3.0.52.425
To switch to a previous build, follow these simple steps:
  1. In your Steam library, right click the game Divinity: Original Sin 2 and select Properties
  2. In the Properties screen, click on the tab BETAS
  3. In BETAS, click the arrow to open the dropdown
  4. From the dropdown, select an old "ea_version_" branch and then click Close
Additions
  • Added the game’s starting level
  • Added new Character Creation screen
  • Added relationships between origin characters
  • Added new region and story progression at the end of Fort Joy
  • Added origin skills to origin characters and Timewarp skill to custom characters
  • Added ability to manage party formations via in-game menu
  • Added new loading screen
Improvements
  • Updated crafting: complete overhaul. Added new crafting combinations, and fixed old entries.
  • Added completely new recipe books that unlock recipes in your crafting interface: discover new ways of crafting potions, arrows, grenades, scrolls, and gear!
  • Improved AI
    • Added better fallback behavior for when AI cannot find an ideal move
    • Improved positioning before casting skills
    • AI will now destroy items that are blocking its path
    • AI can handle sneaking characters better
  • Companions have relationship dialogs now in which you can discuss the current state of affairs. Furthermore, Red Prince has been rewritten to fit with his updated quest design.
  • Updated all player race animations
  • Updated VFX on several Early Access skills
  • Updated surface VFX
  • Updated sound for several skills
  • Updated several custom animations
  • Updated several quest related VFX
  • Improved interface behavior when dragging and dropping skills
  • Improved visibility of coordinates on minimap
  • Improved pathfinding
  • Improved player feedback when trying to equip items
  • Added indication of number of projectiles for several skills
Balancing and design changes
  • Weapon skills should not reset cooldown when switching weapons
  • Slightly increased surface damage
  • Cursed water and blood now apply Decaying Touch instead of Diseased
  • Heavy armour now provides small amount of Magic Armour
  • Mage armour now provides small amount of Physical Armour
  • Added some magic armour to Braccus armour set
  • Lightning bolt no longer forks once
  • Increase cooldown of Ground Smash
  • You can now use Source Vampirism from wands on corpses to recharge Source Points
  • Chilled status combined with burning should now correctly set Warm status
  • Enabled pickpocket during combat
  • Added separate status for healing by eating a bodypart
  • Increased Comeback Kid heal to 20% Vitality
  • All combinations of fire and poison now create explosions
  • Lifesteal is now based on effective damage instead of initial damage
  • Cone skills should not be blocked by movable items
  • Applied statuses like burning or poisoned no longer trigger reflection damage or necromantic lifesteal
  • Cone skills should no longer be blocked by movable items
  • Lightning bolt can now target items
  • Sucker punch no longer takes the range of the equipped weapon
  • Blinding Radiance now sets Blind directly and only on targets facing the caster
  • Increased damage to compensate
Bug Fixes
  • Fixed looping animations on certain skill effects
  • Fixed several quest updates and journal updates related to PVP quest migration
  • Fixed character outlines flickering sometimes
  • Fixed several cases of being unable to reach items
  • Fixed issue that would make Leya only remove 1 Source Collar instead of the entire party's collars
  • Fixed several dialog issues with Exter and Gareth
  • Fixed several alignment issues with NPC's
  • Fixed all items in the Seeker shelter still being tagged as their property even when they are all leaving the island
  • Fixed highlighting for Blinding Radiance skill
  • Fixed possible missing talents after loading a savegame
  • Fixed issue where joining player would be blocked if he joined while the host was loading
  • Fixed being able to see enemy invisible rogues in Arena if they have blessed status
  • Fixed charges on items not depleting correctly under certain conditions
  • Fixed a multiplayer desync issue related to dialogs
  • Fixed issue with reassigning player characters that were controlling an incarnate
  • Fixed issue with skills not triggering correctly
  • Fixed chatlog scrolling issues
  • Fixed items being usable by different characters at the same time
  • Fixed several issues with combat turn order not showing up in certain conditions in Multiplayer
  • Fixed not being able to select AI as a player when arriving back into lobby after playing a match
  • Fixed issues with crimes continuously being investigated under certain conditions
  • Fixed skills not going on cooldown in certain cases
  • Fixed Camera reset after exiting a dialog
  • Fixed issues with multiple crime interrogations at the same time
  • Fixed visual issues with Slane the Dragon
  • Fixed being able to trade with Radeka right before combat
  • Fixed several outdated crafting recipes
  • Fixed issue with Voidwoken not appearing if you kill Alexandar outside of combat
  • Fixed being able to talk to polymorphed companions
  • Fixed issue that could cause you to get stuck underneath the level when using flight skill
  • Fixed crash when picking up loot containers
  • Fixed arrow and grenade interactions with items (like bonfires, torches...)
  • Fixed weapon skills leaving empty spaces in the Skillbar
  • Fixed Smelly status getting stuck even though it had worn off
 

Wild Slop

Arcane
Joined
Sep 10, 2006
Messages
2,307
Location
Crow's Nest
I just finished the new opening section. Fun. I'm wondering if any of the slight differences in the things you do there will have lasting effects. I see a difference in the wording of my man Ifan's background (no dead family, not an addict any more, etc ) - which brings to mind the the background specific skills. A great idea! Does a power such as Ifan's Summon Wolf mean that he should be encouraged to invest in summoner? I guess if not it just means the summon wouldn't be as powerful but still a nice extra, or just ignoring that extra all together and not getting hung up on it if it doesn't fit character build. The custom character's spell that gives an extra turn looks sweet.


*Playing a bit more The Red Prince did make reference to my actions on the ship (he appreciated me coming back for them once the hatch opened up).
 
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Mojobeard

Augur
Joined
Dec 12, 2010
Messages
393
Boy they really fucked up the balance at some point. I completed the first chapter on September, and everything seemed just right. Tried it now, and I was stuck on the castle fights for 5 hours. Merchants weren't selling better *anything* for ages, a party member even triggered a fight which made the Warfare merchant stop selling books altogether. I was out of sidequests, and other enemies, so couldn't get XP either.

And I guess none of the status effects work until you get the enemies physical or magical armor down. And every single enemy, maybe not counting dogs, have both kinds and a lot of it. What that means is, you're forced to go either all magical or all physical, for the whole party, or you're just hitting one of the armor types without ever touching their HP, and without ever stunning them / setting them on fire / knocking them down etc.
 

Monkeyfinger

Cipher
Joined
Aug 5, 2004
Messages
778
I find that going through the motions of finding quests in fort joy is excruciating.

Everyone looks the same, there's no way to make everyone's nameplates display above their heads, there's too many filler NPCs that do nothing but chatter and the camera angle's too low.

When this game goes into full release I'll probably just end up looking up everyone important in a walkthrough :|
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
http://steamcommunity.com/games/435150/announcements/detail/1272676910066719884

HotFix v3.0.77.309 - Hot off the presses

We noticed a couple things that slipped through the net when releasing our latest patch. Since they were easy to fix and won’t affect your savegames, we didn’t want to delay these fixes until the next patch. So behold, a hotfix!
  • Fixed Tutorial Treasure
  • Fixed outlines of characters after they were transformed to any other state
  • Fixed equipment being invisible for characters that were out of sight
  • Fixed armor potions and statuses like Fortified and Magic Shell giving less armor than they should
  • Fixed several issues in new character creation screen:
    • Fixed tags not showing up for the first custom character
    • Fixed issue with talents resetting when changing a civil ability
    • Fixed issue with portrait renderer not removing the helmets
    • Fixed issue with talent requirements appearing in red even though the character had the ability
    • Fixed issue with stats not properly resetting when reconnecting to character creation
    • Fixed a possible crash in character creation when going back to main menu
Savegames are compatible with v3.0.76.796.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,076
Location
Azores Islands
I find that going through the motions of finding quests in fort joy is excruciating.

Everyone looks the same, there's no way to make everyone's nameplates display above their heads, there's too many filler NPCs that do nothing but chatter and the camera angle's too low.

When this game goes into full release I'll probably just end up looking up everyone important in a walkthrough :|
The camera was one of the biggest issues with the original, it was impossible to zoom out enough to have awareness of surroundings.

A lot of people asked for larian to patch in more zoom out levels, but they never did, neither did they do it for the sequel.
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
I haven't tried the new patch yet, but there's a small "vanity" thing I've wondered since I last played (quite some time ago): Have they increased the ambient sounds at all? Last I played it was dead silent almost to the point of being distracting.
 
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Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,559
Location
Denmark
Have they improved the combat speed?

If not, for shame.

Definitely one of the most retarded things about D:OS 1, was the fact that combat was so fucking slow, and this is coming from a guy who loves TB with all my heart.
 

HeatEXTEND

Prophet
Patron
Joined
Feb 12, 2017
Messages
3,933
Location
Nedderlent
I find that going through the motions of finding quests in fort joy is excruciating.

Everyone looks the same, there's no way to make everyone's nameplates display above their heads, there's too many filler NPCs that do nothing but chatter and the camera angle's too low.

When this game goes into full release I'll probably just end up looking up everyone important in a walkthrough :|
The camera was one of the biggest issues with the original, it was impossible to zoom out enough to have awareness of surroundings.

A lot of people asked for larian to patch in more zoom out levels, but they never did, neither did they do it for the sequel.
Probably :deadhorse: but there is a nice patch/program fixing this, https://steamcommunity.com/sharedfiles/filedetails/?id=879351440

Not to say Larian shouldn't have done this themselves, at least for the PC version :rpgcodex:
 

Monkeyfinger

Cipher
Joined
Aug 5, 2004
Messages
778
Have they improved the combat speed?

If not, for shame.

Definitely one of the most retarded things about D:OS 1, was the fact that combat was so fucking slow, and this is coming from a guy who loves TB with all my heart.

They did. It's still slower than I'd like, but a lot faster than D:OS 1
 

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