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Divinity Divinity: Original Sin 2 - Definitive Edition

Joined
Apr 27, 2015
Messages
822
Location
Isometric realm
Managed to reach Nameless Isle on level 16. I have to say I'm liking the game much more then D:OS1. I still consider that it has to much combat but at least it's fun. We still don't have night and day cycle and people don't have activities in town so I guess Deadfire will be the real incline but at least we can pickpocket.
I so hated the voice repetition of the NPC's in the market....damn that was annoying! But I can forgive Larian for voicing everything.

Sent from my Nexus 4 using Tapatalk
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Day 3 cartoon:

COMIC%202%20NUM.jpg




Did you find it? Then click HERE to claim your reward, and use the code to unlock the file.

On the roof[/quote]
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Day 4 is about GM power:

A DIVINE ADVENTURE: GM POWER
Sometimes a GM can be very mean. As well as rabbits.

COMIC%203%20NUM_0.jpg




Got it? Then click HERE to claim your reward, and use the code to unlock the file.

We hope you like it!

Or rather, Killer Bunny:

6G2AMbq.png


The curtain panel, top right.
 

Mark Richard

Arcane
Joined
Mar 14, 2016
Messages
1,192
Managed to reach Nameless Isle on level 16. I have to say I'm liking the game much more then D:OS1. I still consider that it has to much combat but at least it's fun. We still don't have night and day cycle and people don't have activities in town so I guess Deadfire will be the real incline but at least we can pickpocket.
I so hated the voice repetition of the NPC's in the market....damn that was annoying! But I can forgive Larian for voicing everything.
Reached that island myself. Judging by the reactions, this is the chapter where fatigue really kicks in. Last chapter gave off Ultima 8 vibes, what with all the opportunities to cut deals with necromancers and demons in order to build up enough power to save the world.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,000
Pathfinder: Wrath
in order to build up enough power to save the world

I'm starting to get sick of every RPG requiring you to save the world or something like that. It's like a version of Groundhog Day mixed with waterboarding.
The entire world has been sick of them for decades, but that doesn't seem to phase writers. I think they are trying to use it as a blank canvas of sorts, populating the "journey" with interesting things, too bad it doesn't seem to work.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,425
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
Does Roxor have to review everything? He's (supposed to be) working on ELEX, so feel free to volunteer.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,425
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
It’s beginning to look a lot like patch notes - v3.0.158.595

ef2855dc7d2c35e716fa6b4c431694ec5f358e56.jpg


Greetings all!

Thanks to the support and feedback from you our players, the latest patch comes chock full of fixes and updates. So, hats off to you, community. (Unless it’s a bicorne hat, in which case we may keep it firmly on our heads. Those tend to get lost.)

One feature many of you requested was the ability to turn off the automatic addition of skills or items to the hotbar. Another feature that might make life a little easier for you: having Lucky Charm on one character now applies that talent to the whole party. And lockpicks and trap disarm kits are now shared automatically via Magic Pockets!

Along with the many bug-fixes we’ve made improvements all across the game, including to the UI and to Game Master Mode. We’ve also made changes that will increase compatibility with mods. You’ll find the full list below. (Some of the fixes apply to story so beware, here lieth spoilers.)

Thanks again for your help and support, you’ve helped make 2017 an extraordinary year for Larian. We wish you all a happy and healthy holiday season.

The Larian Team

Changes and improvements
  • Added a toggle in the options menu to automatically add certain groups of items or skills from the hotbar
  • Lucky Charm is now a party-wide talent. Players no longer need to select the character with the talent to open containers
  • Added exact armor values to controller mode UI when hovering over enemies
  • Arena lobby settings are now saved while in the same play session
  • Fixed issues with reassigning middle mouse button and right mouse button
  • Lockpicks and trap disarm kits are now shared automatically via Magic Pockets
  • Improved selecting doors when using a controller
  • Added the ability to drop or move items to a specific location in the world when using a controller. The “hold in hand” option now has a context menu
  • Added friendly fire damage from traps to combat log
  • Added Summoning information from NPCs to combat log
  • Updated save/load interface when using a controller
  • Added extra dialog animations to Trolls
  • Revealed items are now highlighted when pressing ALT, after the player has revealed them
  • Improved the flow of the companion dialog between Sebille and Stingtail
  • Changing equipment or using items now breaks “Play Dead” status
  • Updated several visual effects and sound effects to certain regions, story moments and skills
  • Added player feedback when an enemy is immune to a certain type of attack
  • Improved the journal update when picking up a purging wand in Braccus’ vault
  • Improved the timing of certain quest rewards during dialog
  • Splitscreen mode in Character Creation now allows players to edit their characters again after having pressed Start
  • Fixed the issue where, under certain conditions, Tarquin wasn’t moving from the Lady Vengeance to the Stonegarden
  • You can now create Armour of the Eternals with both types of Eternal artefact
  • The “Medusa Head” skill now correctly overrides the “Bull Horns” skill
  • Improved the behavior of Hannag during combat
  • Updated subtitles for several endgame scenes
  • SPOILER: Destroying Arx by releasing Deathfog will now make the player fail the Path of Blood
  • SPOILER: Delorus can no longer be resurrected if he dies while following the party
Bug Fixes
  • Fixed pillars for the Lunar Puzzle on the Nameless Isle
  • Fixed crash in multiplayer lobby when host changes number of free slots
  • Fixed an issue with the Eternal Arbiter. It should now correctly teleport the party back to the Arena
  • Fixed issue with characters being reassigned when they are in the magic mirror
  • Fixed several incorrect character portraits
  • Fixed custom player characters disappearing in conjunction with certain mods that had a dependency on the Arena. This fix should work retroactively
  • Fixed area-of-effect (AoE) skills taking benefit from high ground damage several times when targeting multiple opponents
  • Fixed a rare crash related to overwriting savegames, causing subsequent saves to crash
  • Fixed visual issue with long cloaks
  • Fixed corruption issue when loading duplicated stats (e.g.: crashing in GM mode when using the “Greed - Increase Loot Variety” mod)
  • Fixed issue where certain dialogs continued incorrectly upon entering combat
  • Fixed charm causing “waiting for other player” issue if charmed character is in dialog during combat
  • Fixed electrified blood blocking some AoE skills, like Encourage
  • Fixed Fear status animation being stuck, even when the status had faded
  • Fixed an issue where certain NPCs would become hostile after they involuntarily get hit with retribution damage
  • Fixed Dazing Bolt - now hits click position instead of nearest target
  • Fixed multiplayer issue where client player triggers dialogs for the host player even when they are not near each other
  • Fixed item visuals not updating correctly when dropping an item and targeting enemies directly with a controller
  • Fixed Andras’ behavior when attacked outside of combat
  • Fixed narrator dialog sometimes not triggering when the player unlocks his first source point
  • Fixed crafting progress bar sometimes getting stuck
  • Fixed permanent burning status from equipping Tyrant set
  • Fixed certain effects remaining in the world incorrectly after NPCs use Source skills
  • Fixed certain effects not playing when the caster is not on the screen
  • Fixed decal effects not rendering on animated objects like drawbridges
  • Fixed item statuses ticking in real time in arena mode
  • Fixed several dialogs that did not recognize Fane when shapeshifted
  • Fixed an issue where two different parties would both get a quest update
  • Fixed several locations that had “can’t reach” issues when trying to pick up items
  • Fixed an issue with reconnecting a controller while in Character Creation in splitscreen mode
  • Fixed several issues with committing crimes in the chapel at Fort Joy and near Paladin Cork
  • Fixed an issue where music would not restart after saving and loading in specific locations
  • Fixed an issue that would cause the player to lose AP when equipping items he already has equipped
  • Fixed “Set Action” context menu when using it on the skill bar of a summon
  • Fixed Undead players getting Bleeding status in certain cases after saving and loading
  • Fixed an issue allowing players to increase stats of player characters by repeatedly joining and disconnecting in the Character Creation screen in splitscreen mode
  • Fixed the magic mirror from removing certain statuses (like Blood Rose Elixir)
  • Stolen items that the player has moved to Lady Vengeance, now correctly keep their “Stolen” label
  • Fixed an issue with Resist Death status after loading a savegame
  • Fixed skipping a turn when using a controller and pressing B while pressing a trigger button
  • Fixed being permanently shapeshifted when equipping an item that silences you
  • Fixed being able to change the difficulty of the game higher than Classic when starting out in Explorer or Classic mode
  • Fixed conflicting status info when standing in a fire cloud above water
  • Fixed an issue with crime flags not being cleared correctly, causing some NPCs to become hostile to the player
  • Fixed barter prices for containers that contain gold to include the full value of contents.
  • Fixed stuck AI decision-making when attempting to use a ladder at the end of a movement turn with 0 AP
  • Fixed inconsistencies between status tooltip damage and combat log damage
  • Fixed performance issue in the third phase of the Arena of the One combat
  • Fixed being able to Play Dead while in the magic mirror
  • Fixed incorrect companion journal logs after the final combat
  • Fixed an issue regarding Lohse’s closing dialog at the end of the game not triggering correctly
  • Fixed several issues related to ALT-tabbing out of the game when in dedicated fullscreen mode
  • Fixed several issues with attacking Barin directly during the Heroic Rescue quest
  • Fixed Five-Star Diner talent to correctly double the effects of potions
  • Fixed a possession issue on the last party member that is alive during the Bound By Pain combat. This should no longer block the player
  • Fixed Dallis scene not triggering correctly during the Arena of the One combat
  • Fixed inconsistencies in Fane’s end scene
  • Fixed not being able to give a savegame the same name in GM and Story modes, even though they are in separate folders
  • Fixed a rare crash related to quickloading
  • Disabled being able to load into a new region while a character is inside the magic mirror, since this was causing issues
  • Fixed automatic unlearning of skills upon entering and exiting the magic mirror, when using a controller
  • SPOILER: Fixed Malady and Gareth being stuck in combat at the lower deck of the Lady Vengeance in the Hall of Echoes
  • SPOILER: Fixed a rare issue that stopped players from finishing Act 1 when talking to Malady after defeating Alexandar
  • SPOILER: Fixed remaining support issues regarding Tarquin at the Stonegarden and Tarquin not returning to Lady Vengeance
  • SPOILER: Fixed an issue with Malady being stuck in the Arena of the One combat
  • Fixed issue with Armor levels not being correct after loading on the client player(s)
  • Fixed not being able to raise the attitude of traders under certain conditions
  • Fixed a crash related to using Blood Sucker while still performing a basic attack
  • SPOILER: Fixed a progression issue with Malady's Nameless Isle location reveal
  • SPOILER: Fixed Infernal Lizards in the Consulate not dying even when no more fire surfaces are near
  • SPOILER: Fixed Empyreo’s dialog to acknowledge that you have met Septa in Fort Joy
  • SPOILER: Fixed a blocking issue at the entrance to the Academy if one or several party members are dead on arrival
  • SPOILER: Fixed looping effects after Lohse starts playing her song and the player interrupts it
  • SPOILER: Fixed an issue where under certain conditions players were still getting cursed by the God King
  • SPOILER: Fixed the quest flow in case the player frees Gwydian without interacting with him first
  • SPOILER: Fixed not being able to talk to Alexandar’s ghost
  • SPOILER: Fixed Magister Varland’s dialog after completing the Strange Cargo quest
  • SPOILER: Fixed too many puppets spawning in the Death Room when entering with multiple player characters
  • SPOILER: Fixed not being able to talk to Bant and Cade after killing Mordus
  • SPOILER: Fixed visual of the player’s Inner Hero in the Hall of Echoes
  • SPOILER: Fixed Saheila possibly having an empty dialog after rescuing her from Roost
  • SPOILER: Fixed not being able to talk to Tovah and Saheila under certain conditions
  • SPOILER: Fixed not being able to re-enter Kemm’s vault
  • SPOILER: Fixed Lohse’s lute getting destroyed even when Adramahlihk is dead
  • SPOILER: Fixed an issue with the war owl not appearing if Ryker was the only Sourcerer left and the player refuses his quest
UI Fixes
  • Added an indication that players are ready when picking characters in Arena mode
  • Added more player feedback when failing a persuasion
  • Fixed incorrect scrolling position of journal
  • Fixed overlapping text in journal
  • Fixed several overlap issues when using splitscreen
  • Fixed shapeshifter mask not correctly updating player portrait in certain parts of the UI, when using a controller
  • Fixed several issues with cut-off text in French, German and Russian
  • Fixed negative movement modifiers from armor or shields showing as positive
  • Fixed being able to toggle the map legend when using a controller
  • Fixed not being able to send stacks of items to the Lady Vengeance via context menu
  • Fixed several issues when escaping Fort Joy via the pipe to the swamp during combat
  • Fixed not being able to dismiss the Red Prince as companion while in Arx
  • Fixed Rune screen not updating correctly when switching characters in controller mode
GM Mode
  • Added an option via the in-game menu to re-roll the party while already in a campaign
  • Players can now join the session during party re-roll
  • Added a Reputation Management screen to set NPC attitudes towards the players
  • Added a keyboard shortcut (Caps Lock) to make movable objects parallel to the surface, tilting them
  • Added a warning message when disabling mods during a GM session
  • Fixed Magical Armor and Physical armor values after possessing a creature
  • Fixed Make War option not working in GM mode
  • Fixed a crash related to the GM character not being assigned to a player
  • Fixed GM being able to load a level when players have not finished preparing their characters
  • Fixed players being blocked on the Character Creation screen when reconnecting
  • Fixed incorrect alignment of NPCs if GM possesses them during combat, then saves and loads
  • Fixed Context menu when right-clicking on stickies in the Vignette window
  • Fixed visual of characters being dragged by the GM
  • Fixed an issue that would, when an object was being moved, automatically make it assume a position parallel to the ground, resulting in it being tilted.
  • Fixed an interface issue if a character has no memorized skills
  • Fixed white icons in the Encounter panel
  • Fixed not being able to select items from the Encounter panel under certain conditions
  • Fixed skill cooldowns during pause
  • Fixed a crash related to selecting an origin character with certain mods activated
  • Fixed a crash when holding right-shift and dragging a character
  • Fixed clients not being able to download images larger than 1Mb
  • Disabled Trade Context menu for dead NPCs
  • Disabled NPCs incorrectly receiving XP when a GM possesses them
Modding Larian Forum Thread[larian.com]
  • Fixed Windows 10 Creator's Update middle mouse camera rotation stuttering
  • Items/characters/triggers in an updated add-on now get loaded into an existing savegame without having to unload/load the add-on
  • Game Master Mode now always loads Game Master story. Enabling add-ons with custom story to GM no longer wrongly loads any story of those add-ons
  • Fixed crash on checkout of Origin level terrains
  • Terrains can no longer be converted to prefab root templates
  • Fixed possible “Could not open meta.lsb” error on loading Origin levels
  • Fixed crash on material generation (when path names contained spaces)
  • Material Editor no longer crashes when saving files outside of the current project’s Editor folder
  • Fixed error where the ‘New Script’ dialog returned a path to the wrong mod
  • Memory leak fix in the World Outliner causing freezes on initial object selection
  • Fixed crash when dragging equipment in Game Mode from Equipment Panel to the world
  • AI metadata now loads for inherited levels. This includes painted cells. Mods should no longer break the AI by regenerating the AI grid (as evidenced by previous issues in Fort Joy)
  • Instance Painter in inherited levels now lists the instances in that level
  • Script Editor now shows inherited files
  • Translated String Key Editor can now open files from Larian mods
  • Terrain Slope Interaction Mode no longer resets itself
  • Fixed crash when levels contained invalid layers
  • Property descriptions now correctly reference the “Resource Manager” instead of the “Content Browser”
  • Terrain interaction mode: brush updates every tick instead of on mouse move
  • Terrain interaction mode: added an option to disable terrain shape toggle hotkeys (shift, ctrl, enter)
  • Terrain interaction mode: fixed max brush radius for shaping tools
  • Fixed a crash that occurred when using "Pick thumbnail" and selecting the current level thumbnail
  • Story Editor now checks out file on symbol keys (-?/\,. etc) and on ctrl+c, ctrl+v
  • Fixed a crash in the Translated String Key Editor when adding empty rows with the row edit button
  • More long path support
  • Sidebar propertygrid now refreshes when a property is changed outside the property grid (including transform properties)
  • Fixed crash on switching projects while the Stats Editor cell still has unsaved content
  • Level Browser: 'Create' button is no longer available in the pop-up level browser for selecting a level from which to copy
  • Dialog Editor: Fixed crash on double-clicking on a node's header while in Play Dialog mode
  • Stats Editor: Delete button now deletes a cell’s value instead of the entire row
  • Fixed crash on assigning or reassigning "Source file" for multiple AnimationResource components
  • Stats Editor: Fixed error where “Set custom color” for column stopped working after the first use
  • Removed Transform Properties from Resources
  • Fixed crash on wall construction deletion
  • Switching between wireframe and default view mode in the preview panel no longer affects the main render window and vice versa
  • Fixed a crash that would occur when the Open Material dialog closes
Modding - Scripting (compatibility issues)
  • Game modes (Story/GM/Arena) are now compatible. Mods can safely load both GM and Story data without causing issues such as disabled characters in a new Story game. All story goals are now parented under a respective Story/GM/Arena goal (DOS2ModWrapper/GMModWrapper/ArenaModWrapper). Existing mods will still work, but to make your mod compatible between game modes, make sure to parent any modded goals under the newly added root goals (DOS2ModWrapper/GMModWrapper/ArenaModWrapper).
  • Added new GetStatusTurns query to story and script: returns the lifetime in turns of a given status on an object.
  • Added new GetSurfaceSize query to story and script: returns the surface size in tiles of a surface at a given position.
  • Added new ItemGetTeleportTarget query in script: returns the teleport target of the teleport action of an item (if it has one).
  • Added new GlobalShareFlag call in story: allows you to share an individual flag (sets a global flag without throwing the GlobalEventSet event)
  • Added new FadeOutBlack call in story: allows you to start a black fade-out
  • Added new FadeOutWhite call in story: allows you to start a white fade-out
  • Added new FadeIn call in story: allows you to start a fade-in
  • Changed ApplyDamage call in story: new 'source' parameter
  • Changed ApplyStatus call in story and CharacterApplyStatus in script: new 'source' parameter
  • Changed CharacterDie(Immediate) call in story and script: new 'source' parameter
  • Changed ReceivedDamage event in story: new 'source' and 'damage' parameters (not compatible with previous version)
  • Changed CharacterUseSkill call in story: new 'ignoreChecks' parameter which allows you to ignore muted and disarmed checks
  • Changed ItemToInventory call in story: new 'ClearOriginalOwner' parameter which allows you to skip clearing the original owner
  • Changed CharacterDestroyedItem event in story: parameter 'ItemTemplate' format changed from '<templateName>' to '<templateName>_<GUID>'
  • Renamed FadeDone event in story to FadeOutDone (old event is now legacy, but will still work)
  • Renamed ClearFadeDone event in story to FadeInDone (old event is now legacy, but will still work)
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
So did you ever play the game Lacrymas?

Or you waiting for it to get fixed?
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
18,000
Pathfinder: Wrath
Apart from that one time I installed it out of morbid curiosity and played like 10 minutes, no, I'm waiting for them to fix it, but I see they won't. Soooo, I'll probably get around to it after I complete every game that I've been planning to play lately. Spellforce 3 is also coming out in like 2 days, so I'll check that as well.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,425
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
UPDATE: https://www.kickstarter.com/projects/larianstudios/divinity-original-sin-2/posts/2063463

Kickstarter Update #45 - Top of the Mods!

Tilting your head slightly to the side, you stare at the woman in front of you as she performs a dizzying array of spear maneuvers: movements you’ve never seen before in all your days of adventuring.

“Huh.” Is all you can manage before she turns and wanders off to talk to the incredibly flirty cheese vendor. You suppose that’s one way to ensure customers keep coming back, although, really, cheese should be reason enough.

You turn and nearly run into the small man standing behind you. You blink again. It’s not like you know every vendor in Arx, but -- well, actually it is. You do know every vendor in Arx. This man is new. His voluminous blue robe swathes his slight frame, and he beams up at you through tiny, circular lenses perched precariously on his nose. He smiles encouragingly, waiting for you to speak.

You introduce yourself, and before long you’re off to an area you’ve been to many times to deliver a package in exchange for gold. Not your usual sort of task, but it never pays to turn down easy money. As you head over a ridge you’ve crested hundreds of times, you stop, jaw slack.

Someone added a cemetery. An entire cemetery, with tombstones and everything!

“What is going on today? I feel like Rivellon is changing around before my very eyes...”

Suddenly, an arm shoots out of the nearest grave, barely missing your foot. You leap back and draw your daggers as the corpse’s head smashes up through the earth and hisses --

Welcome to Kickstarter Update #45!

Welcome to our very first post-release Kickstarter Update! What a crazy ride it has been. We just hit the million units sold milestone last week, and we simply could not have done that without this awesome community.

We were floored by the response to Divinity: Original Sin 2. Watching everyone play, discover our little surprises and share their feedback over the past three weeks has been an experience like no other.

Thank you so much to everyone who played our game, to everyone who streamed the game and to everyone who took the time to review the game. And, of course, the biggest thank you of all to you, our backers!

Here are some of the games stats since we released DOS2:

  • 93% rating on Metacritic
  • 94% User Rating on Steam
  • 4.5 out of 5 on GOG
  • At one point 92,000 people were playing concurrently (RIP Servers!)
  • Average play time: 55.5 hours
  • Median play time: 35.5 hours
  • Review scores such as a 10/10 from GameSpot, 9.75/10 from Game Informer and 9.6/10 from IGN
But we’re not finished yet! We have a Patch and other news to share. Here’s Swen to tell you all about it:


Vote for Us!

We are nominated for Best RPG in The Game Awards! We’re truly honored by this nomination, and darn it: we want to win!!! So please consider voting for us, either through the official The Game Awards site or by Googling “The Game Awards”. This second method is great if you don’t have a Facebook account. You can vote daily until Wednesday, December 6th!





We're nominated for the "Best Role Playing Game". Simply click "Vote Now" to give us your support!


Patch 5 is Ready to Go!
On the fifth day of Christmas, Larian Studios gave to thee: Patch number five… whoopee? Sorry, that was harder to rhyme than we anticipated.

We’ve been hard at work creating this latest DOS2 patch which includes a host of new usability features as well as fixes for some of the rarer bugs. For example, if you are playing with a controller, you now have an easier time selecting doors. If you are playing Game Master Mode, characters can be re-rolled. Lucky Charm now works no matter which party member checks the barrel. And much more!

Check the Patch Notes here for all the delicious details this latest patch brings!

54935c1761d465dbf60416a8e82af012_original.jpg



It’s Modding Time!

One of our favorite joys about being a game developer is seeing the creativity of our players. We released our first Modding Tutorial Video to help you create your own mods to DOS2!

We currently have close to 900 unique mods, including class mods, GMM campaigns and story campaigns.

A quick list of some of our favorites:

  • Change party size - Play with all of the companions at once. Swen hates it!
  • Crafting overhaul - Everything in Rivellon now has a recipe!
  • Class mods - Play as a Void Knight, Dragon Knight, Druid, Tempest or Bard Class.
  • Divinity Ball - We’re now a sports game!
  • Arena Challenges - A new story campaign for those looking for more challenges.
  • Chronicles of Divinity - A big campaign that looks to add content within the story and post story of DOS2. In the meantime, the creator is currently releasing the maps he creates as GMM maps!
  • Noisy Crypt - Fun story campaign created by Windemere and Nimue
  • An Ultima Style Mod - Includes character creation in which you must talk to a gypsy to create your character
16bfd02169552da8386433a26541d822_original.png

A teaser from Windermere's Ultima Style Mod currently WIP


ac6355c43e972657c0a47d2737ecb5cf_original.jpg

Chronicles of Divinity - an "expansion" mod currently in development. The team; TommyGun, Imnt33 & skumleren have put their completed maps up on the steam workshop for use in your GM campaigns!

Ni Hao!

A bit of news about Divinity: Original Sin Enhanced Edition on PC!

We have been working with the Chinese gaming community and are finally ready to reveal that Chinese localization has come to DOSEE on PC. Check out the Chinese trailer below:


Since launch, DOSEE has enjoyed immense support from the Chinese community, despite the lack of Chinese localization. Now the more than 360 thousand words of Divinity: Original Sin Enhanced Edition has been translated, thanks to a team of incredibly dedicated fans. This Chinese localized version will be released on Steam in a few days.

Stream Team!
By popular demand, we’re streaming another one-shot Game Master Mode campaign, this time with some exciting new faces! Criken, IamSp00n, CommanderHolly and Takahata101 will be joining us on our Larian Twitch channel this Thursday at 10am PST / 7pm GET. We’ll be using some of the community made maps, so don’t miss it!




The Larian Advent Calendar
Back by popular demand, it's the Larian Studios Advent Calendar! We're giving away digital prizes every day until Christmas!

5f36d3149e5cb44b0fd348688a80e3e5_original.jpg


How does it work? Just like a physical advent calendar, we're hiding goodies behind daily "doors" - in this case, a comic with hidden numbers! The comic follows the adventures of Amber, Digger, Glorfander and Izzy as they experience their very own GM Campaign! Each day we will post a link to the comic on our Twitter and Facebook pages. Click on the link and search the comic for a three digit code of numbers. Enter those numbers into the provided link for access to the digital prize.

We also have physical prizes in the form of awesome peripherals from Razer, including a keyboard and much more!

fd424ca7816bd42b02c2c88ff1c67058_original.png


Onward!

So what’s next in the new year? Well, we’re making improvements to Game Master Mode for one thing. For another… well, we hope to tell you all about that other thing at PAX South in January!

Speaking of which, if you want to attend PAX South for free, we’re still looking for volunteers! You must provide your own transportation and lodging, but you get to hang out with us and share your passion for DOS2 with the world!
 

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