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Tags: David Walgrave; Divinity: Original Sin 2; Larian Studios; Swen Vincke
Larian released the second major patch for the Divinity: Original Sin 2 Early Access build today, and as before, there's a new Kickstarter update to tell us what's new. In the video, Swen takes us on another tour in the Larian Palace (still under construction), offering a glimpse at various work-in-progress creatures and areas. One animator explains the system he's developed for more realistic-looking melee attacks, while David Walgrave reveals the welcome news that Larian have decided to populate the game with more hand-placed loot.
But the main new feature of the patch is a comprehensive overhaul of the game's character systems. Attribute points have been made more significant, the Memory mechanic has been tweaked, and numerous abilities have been added and changed. Enemy encounter design has also been improved to take advantage of these changes. The update text mainly discusses the change to the attribute system, but there really is a lot more than that, so I recommend watching the video too:
As Swen discussed in the video, this patch has seen some major changes to how attribute points work. We wanted a system where you felt every point that you put into an attribute like strength, intelligence, or wits, so we tore down what was there before, tried a bunch of different prototypes, and rebuilt the whole thing from scratch. Now your attributes will be a much stronger influence on how you build your character, and how you play the game.
Every time you put a point into an attribute, we want you to be able to able to feel your character getting stronger/tougher/faster/smarter, so we’ve tied the attributes more closely to the gameplay. You’ll have to consider how your stats will affect the damage you do, how well you dodge, what armour bonuses you’ll get, how much vitality you have, how it’ll affect your memory slots, and how you’ll perform in combat.
Your primary attributes now form the foundation upon which your character will grow and develop throughout the game, rather than something you spend 2 minutes on and then forget about. We think the system is a big improvement on what was there before and we can’t wait to hear what you think in our forums.
Of course that’s just the start of what we’ve been doing! We’ve also refined the arena lobbies to streamline your experience, we’ve improved combat visuals, we’ve balanced the fights better, we’re changed weapons, changed talents, changed combat abilities, and so, so much more.
If you’d like to see the complete list of all 150-something improvements, additions and fixes, just click here.
It's nice to see that Larian haven't given up their tradition of making drastic changes to their systems through development, though it seems that QA is becoming more of a factor now that they've grown so large. Apparently, Original Sin 2 will be at all three PAX events in the United States next year, so there's a lot more development still left to go.
Larian released the second major patch for the Divinity: Original Sin 2 Early Access build today, and as before, there's a new Kickstarter update to tell us what's new. In the video, Swen takes us on another tour in the Larian Palace (still under construction), offering a glimpse at various work-in-progress creatures and areas. One animator explains the system he's developed for more realistic-looking melee attacks, while David Walgrave reveals the welcome news that Larian have decided to populate the game with more hand-placed loot.
But the main new feature of the patch is a comprehensive overhaul of the game's character systems. Attribute points have been made more significant, the Memory mechanic has been tweaked, and numerous abilities have been added and changed. Enemy encounter design has also been improved to take advantage of these changes. The update text mainly discusses the change to the attribute system, but there really is a lot more than that, so I recommend watching the video too:
As Swen discussed in the video, this patch has seen some major changes to how attribute points work. We wanted a system where you felt every point that you put into an attribute like strength, intelligence, or wits, so we tore down what was there before, tried a bunch of different prototypes, and rebuilt the whole thing from scratch. Now your attributes will be a much stronger influence on how you build your character, and how you play the game.
Every time you put a point into an attribute, we want you to be able to able to feel your character getting stronger/tougher/faster/smarter, so we’ve tied the attributes more closely to the gameplay. You’ll have to consider how your stats will affect the damage you do, how well you dodge, what armour bonuses you’ll get, how much vitality you have, how it’ll affect your memory slots, and how you’ll perform in combat.
Your primary attributes now form the foundation upon which your character will grow and develop throughout the game, rather than something you spend 2 minutes on and then forget about. We think the system is a big improvement on what was there before and we can’t wait to hear what you think in our forums.
Of course that’s just the start of what we’ve been doing! We’ve also refined the arena lobbies to streamline your experience, we’ve improved combat visuals, we’ve balanced the fights better, we’re changed weapons, changed talents, changed combat abilities, and so, so much more.
If you’d like to see the complete list of all 150-something improvements, additions and fixes, just click here.
It's nice to see that Larian haven't given up their tradition of making drastic changes to their systems through development, though it seems that QA is becoming more of a factor now that they've grown so large. Apparently, Original Sin 2 will be at all three PAX events in the United States next year, so there's a lot more development still left to go.