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Arkane Dishonored 2 - Emily and Corvo's Serkonan Vacation

Sodafish

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There's a series of beta patches that fix the performance issues, but you have to manually opt in on steam.
 

Morgoth

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There's a series of beta patches that fix the performance issues, but you have to manually opt in on steam.

Wrong. The Beta patches have already been tagged as public release. Go to the Steam page and read the release notes. There's also another "Game Update 2" coming in January that adds Mission Select and more Difficulty options.
 

Morgoth

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https://bethesda.net/en/article/5eX...2-update-custom-difficulty-and-mission-select

Dishonored 2 Update – Custom Difficulty and Mission Select
Executing the perfect playthrough in Dishonored 2 is tough enough. Whether you’re going for Clean Hands with Corvo, Ghosting through Karnaca as Emily – or any other permutation – Dishonored 2 will put you to the test. Now, with Game Update 2 (available for free starting next week) , you’ll have even more ways to increase the challenge, improve your odds of success and even replay a mission to try a different tack.

Available first on PC as a Steam Beta on January 18 and released in full on Xbox One, PlayStation 4 and PC on January 23, Game Update 2 comes with two major additions: additional Custom Difficulty settings and Mission Restart/Select.

With the Custom Difficulty settings, you can further tailor your experience. Let’s say you’re a stealth player who likes to carefully explore every option… now you can move a slider that adjusts how effective you are leaning from behind a barrier when skulking around. With more than 20 different sliders, these Custom Difficulty settings let you fiddle with everything from how quickly Sleep Darts take effect to how many active enemies are likely to attack you at once.

DH2_TitleScreen_730x411.png


Also included in the Custom Difficulty settings is a special slider for those seeking the ultimate challenge. Toggle on Iron Mode when starting a new game, and you’ll not only deal with permadeath but also won’t be able to manually save or load. “Iron Mode adds even more teeth to Dishonored 2,” says Lead Designer Dinga Bakaba. “You will have to live with the consequences of your actions, or die permanently because of them.”

Once you download Game Update 2, you’ll also be able to replay any mission you unlock after the update is installed – giving you a better shot at nailing that Ghost or Clean Hands run. Note: these selectable missions will retain the status of your playthrough at the start of that mission (character, chaos, runes, money, choices, etc).

Game Update 2 also includes other new and improved features based on player feedback. Check back soon for detailed notes.
 

Crooked Bee

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Article on the game's art design with quotes from the art director: https://killscreen.com/articles/secrets-dishonored-2s-mongrel-city/

THE SECRETS OF DISHONORED 2’S MONGREL CITY

I first noticed it in the windows: their subtle, curving mullions that rise and fall like waves. Those curves lend a romantic lightness to the architecture they are set into. You might not notice them when you first set foot in Dishonored 2’s Karnaca, but you’ll surely feel them.

Like a thousand other details that litter the streets of this imagined city, Karnaca’s arches, windows, and alcoves conspire to create a distinct sense of place. They gather to form a visual map imprinted piece-by-piece in the player’s mind, as they turn the camera this way and that, down back alleys and up toward balconies, on their restless journey.

But the pieces that make up this image aren’t just fanciful shapes, picked from thin air by a designer’s idle mind; they are instead extrapolations of images and ideas that lurk all around us.



Take those curved mullions, set three quarters of the way up the sash windows of Karnaca’s sheer-faced blocks. They are an unmistakable signature of art nouveau, that total style of decoration and design whose organic forms and undulating curves flowered in the late 19th century. It’s a style that is echoed across Karnaca, from counterweighted table lamps to the strange typewriters that perch mantis-like on lacquered desks.

Each gestures towards the focused aesthetics of art nouveau, marked by a turn away from the academic and scientific towards expressive ornament. In this turn, art nouveau architects would, for a short 30 years or so, fill their cities with curving, imaginative forms. Yet this does not describe Dishonored 2’s Karnaca. Its use of art nouveau comes alongside hints of art deco, layers of gothic revival, all amid designs cribbed from Victorian industry and colonial extravagance.

The origins of this mongrel style begin to emerge when I speak to art director Sebastien Mitton. He tells me the first city that inspired Karnaca was Los Angeles, for its “lighting and ocean atmosphere.” He also explains that others at Arkane contributed photos from their travels in Cape Town, Benares, and Gibraltar. To this collection he added his own research: “I was very interested in Havana, and did a photo trip to Barcelona which has similarities in terms of urbanism and architecture.”



At first this might seem like an incongruous list; Cape Town, Benares, Gibraltar, Havana, Barcelona—a trip halfway around the world and back to build a single city. But Mitton explains that all these places, with the exception of Barcelona, share a key identity: that of being or having been a colony. “We investigated a lot of colonies, in different places like Australia, India, and Africa, to understand how people from the cold Dunwall climate would adapt to a warmer area.”

Dunwall, the capital city of the game’s fictional “Empire of the Isles,” and the setting for the first game in the series, is also an important point of orientation for Karnaca. Mitton describes Karnaca as the “Jewel of the South;” a “less austere” sister city to Dunwall. This relationship is finely honed in Dishonored 2’s architecture—its southern hemisphere reference points, organic ornaments, and natural materials all a massive shift from the London- and Edinburgh-inspired Dunwall and its steel-grey streets.

You only need stand in the interior of one of Karnaca’s many apartments to feel the way Dishonored 2’s architecture makes its distinctions from the salons of Dunwall. Everything in these interiors feels stretched, lifted—windows and ceilings raised to let the air flow through, to gather the ocean breezes that rise above the dust. Wooden floors, lacquered to a sheen, bounce white tropical light across lightly painted paneling. You can almost feel the thick-skinned Dunwall residents sweating in this exotic heat, hiding themselves in backrooms cooled by slatted shutters. Karnaca comes alive in these quiet moments, its precise style somehow both pointing forwards, towards a new conception of Dishonored’s world and back, to its great mother city.



It is this colonial history that shapes Karnaca as a fictional city. “I imagined different waves of settlers who slowly shaped the landmass and crafted the city themselves,” Mitton says. He explains that, in the game’s fiction, Karnaca was built by a series of colonists, from the laborers of the Celtic-inspired island of Morley, to the merchants of Gristol, Dunwall’s isle. This makes Karnaca a city constantly rebuilt in relation to a perceived home or center. The way Mitton imagines it, Karnaca’s architecture didn’t emerge exclusively from a local character, but from the interaction of established styles with the materials, restrictions, and topography of a new land.

It’s a process that explains why Mitton and his team chose Karnaca’s international architectural references. The styles and fashions the game appropriates are extrapolated in their original usage—from the capitals of Europe to their colonies—but also in their use in game, from our reality to the fictional one of the Dishonored series. Karnaca is a colony in two senses then: a colonial reinterpretation of Dunwall’s iconography but also a new, imagined melange of Western colonialism and the styles it exported to cities like Havana. These styles are, of course, recolored with fictions, reshaped by imagined political events, rebuilt by non-existent architects, but they remain traceable in each ornament.

Karnaca is a half-remembered fragment of Havana, a mirage of Benares, a sunlit flash of Barcelona, carefully orchestrated together. The process of its creation is both the gathering and the expansion of these fragments. As narrative designer Sachka Duvall told me, a great fictional city “needs to be both realistic and bigger than life.”



In this sense, it is Mitton and his team who are the vessel here. It is their trips, photographs, research, and focus that make up the pieces from which this mongrel city is constructed. Mitton says to his team that “Karnaca is their city,” that they “spent years thinking through the mind of these inhabitants” to create this exemplary piece of videogame urbanism.

But Arkane are the citizens of Karnaca in another sense as well. They are the particular holders of a kind of secret, architectural savants of the strangest kind. They are, after all, the only ones who might locate the pieces of Karnaca, distributed around the cities of the world, and identify them for what they are. An ornament here, a shutter there, the ironwork from that building in the distance; each piece now carries a little of Karnaca with it, just as the capitals of Empire were changed irreversibly by the reflections of their character that emerged, in shifting imitations, in the distant cities of the South.
 

Morgoth

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http://steamcommunity.com/games/403640/announcements/detail/570103951429723444

Dishonored 2 - Game Update 2 [PC Beta]
18 January - JessBethesda
Please find the patch notes below on what you can expect in this newest update.

FEATURES
  • Added new mode:
    ----->Custom Difficulties
  • Added Mission restart / Mission Select
    ----->Mission restart available from pause menu and result screen

PC FIXES
  • Fixed a bug where Switching off the V-Sync for the second time set the FPS Limiter to 30 instead of 60 by default
  • Fixed a bug where changing the settings from TXAA to FXAA and not applying the change made the TXAA Sharpness turn to 1 instead of its previous value
  • Fixed a bug where turning off TXAA Anti-aliasing does not visually disable TXAA Sharpness slider
  • Fixed a bug where the changes made to V-Sync were reverted to the previous setting when turning on then cancelling
  • Fixed bug where the volumetric lightning is not turned on by default at launch if it was set to off on a previous version and it can't be turned on manually anymore
  • Fixed a bug where the "Fog Quality" setting is set back to low after restarting the game
  • Fixed a bug where Keyboard/mouse shortcut UI could show up during possession & keyhole peeking
  • Fixed a bug where Emily’s feet can be seen floating during the throne room cutscene with high FOV settings
  • Fixed a bug where the Low Chaos Sokolov epilogue slide will have black windows if Volumetric Lighting is off
  • Fixed a bug where the screen post processing persists in Ansel mode
GENERAL FIXES
  • Fixed various crashes
  • Fixed various save issues
  • Fixed various localization issues
  • Fixed various rendering issues
  • Fixed various audio issues
  • Fixed various collision issues
  • Fixed various UI issues and added new UI for Game Update 2
  • Fixed a bug where the player will instantly die if he possess a Gravehound
  • Fixed a bug where a "8" could appear on the screen
  • Fixed the LOD of the watchtower
  • Fixed a bug where walking down stairs while a wolfhound runs up would cause the hound to bounce backwards
  • Fixed a bug where pickpocketing Jindosh's pistol may cause him to throw nothing during combat
  • Fixed an audio issue while loading save games
  • Fixed a bug where NPCs can suddenly be seen standing during the recover from ragdoll animation
  • Fixed a bug where Far Reach pulling a guard that is mantling will have no effect on the guard
  • Fixed a bug where NPCs can be involuntarily dropped from a choke, causing their AI to break
  • Fixed a bug where making a quick save behind a NPC while using controller configuration C would cause the player to choke the NPC instead of creating a save
  • Crushing an unconscious enemy in the safe door will no longer count as both lethal and nonlethal in the stats page
  • Fixed a bug where using Domino and Shadow Walk in combination will kill Hypatia without her ever transforming into Grim Alex
  • Fixed a bug where the awareness feedback is triggered again when loading a save made after NPCs gained attention
  • Fixed a bug where performing slide tackles or ground kicks on NPCs in moving elevators causes them to float or fall through
  • Fixed a bug where the witches will idle if the player exits and re-enters a hideout during upgraded Bend Time
  • Fixed a bug where guards that see a door opened by a possessed NPC ask who opened it
  • Fixed a bug where the facial animation was not launched during key target assassinations
  • Fixed a bug where a Sleeping Overseer may face the chair upon waking up despite knowing where the player is
  • When sprint and lean mode are set to "hold", the change is now reflected in the tutorials
  • No awareness is now used for corpses spotted
  • Fixed a bug where Clockwork Soldiers were triggering a Snap Reaction when player is undetected
  • Fixed a bug where causing an explosion during Stop Time can stretch out and break NPC models
  • Fixed a bug where the gameplay thread was not updated every frame and can miss input
  • Fixed a bug where physic objects go active when using the Spyglass although they're far from the player
  • Fixed a bug where NPC heads do not appear on screen when picked up and cannot be thrown
  • Fixed a bug where Guard NPC heads with helmets have unnatural physics when beheaded and thrown
  • Deactivated Redirective Blink when swimming up/down
  • Fixed a bug where the player can choke an NPC from very far away if they pull them with Far Reach while Bend Time is active
  • Fixed a bug where the player is able to duplicate items by Far Reach pulling and picking up at the same time
  • Fixed a bug where the Guard by Ramsey disappears shortly then returns ignoring the player when attacked from above
  • Fixed a bug where the player could fall OOW when exiting a rat tunnel
  • Fixed a bug where Past Stilton does not alert to the player properly after he panics once
  • Fixed a bug where the game will black screen if the player dies during the transition to Long Day in Dunwall: Streets
  • Fixed a bug where the player may become control locked and see OOW if they use the Timepiece and a key hole at the same time
  • Fixed a bug where the player will fall OOW if they use the Timepiece during a kill move
  • Prevented the player from grappling the crossbow in Edge of the World to avoid a weird retargeting if the player is far from the door or blocked by a collision
  • Fixed a bug where the Gravehound skull can sometimes go through walls/ground when killed
  • Fixed a bug where the amount of available traits is incorrect when replacing a trait during a craft by the same trait
  • Fixed a bug where the Watchtower red light projector flare was drawn behind environment elements
  • Fixed a render issue on Corvo during character selection
  • Fixed a bug where a bright light during transition in time remains if the Timepiece is used to interrupt picking up a corpse
  • Fixed a bug where the effects of the Dust Storm can be seen inside the Silvergraph Studio
  • Fixed a bug where the living highlight sometime stutters when using Dark Vision
  • Crafted Bonecharm list is now sorted
  • Fixed a bug where Doppelgangers will instantly despawn on particular spots
  • Fixed a bug where using Shadow Walk takedowns on Meagan and Sokolov will have the wrong animations
  • Fixed a bug causing the watchtower’s position to reset
  • Fixed a bug where the FOV changes during jump or sprint
  • Fixed a bug where walking with a possessed NPC into water doesn't count as a kill
  • Fixed a bug where the player's weapon is automatically switched when restoring health using the D-pad
  • Fixed a bug where the Weapon Wheel was not slowing the duration of Bend Time
  • Fixed a bug where Catfall is triggered when using Far Reach after vaulting into water
  • Fixed a bug where enemies are still active after the player has killed them right before using the Timepiece
  • Fixed a bug where the player is unable to switch quick select items using D-pad while the Health Elixir prompt appears
  • Fixed a bug where the game terminates while entering connected standby at the end of mission cutscenes
  • Fixed a bug where returning to the initial interactive screen via established user sign out while in active control areas will not present the Main Menu Load Screen
  • Fixed a bug where the NPCs are ejected in the air after being shot with a sleep dart
  • Fixed a bug where the player can fall from a great height onto the cliffs and survive
  • Fixed a misaligned animation for an Adrenaline kill
  • Fixed a bug where the player was able to fly if they Far Reach pull and picked up a whale oil tank at the same time
  • Fixed a bug where Far Reach pulling NPCs then assassinating them near edges pulls the player over the edge
  • Fixed a bug where NPCs are unable to be pulled with Far Reach while they are falling asleep from a sleep dart
  • Fixed a bug where canceling Far Reach mid pull drops the body or object that the player is holding
  • Fixed a bug where the Doppelganger appears in a T-pose when the player summons her
  • Fixed a bug where Redirective Blink does not affect sitting or cowering NPCs
  • Fixed a bug where jumping after using a jump Blink will cause the cooldown of Blink to return
  • Fixed a bug where changing the resolution or display mode can break the rendering as if everything was rendered twice
  • Fixed a bug where speakers don't play any announcements
  • Fixed a bug where the player can view the Adrenaline/Blood thirst meter while looking through a keyhole
  • Fixed a bug where exiting Pause Menu, Weapons Wheel, or Journal while holding The Dealer targeting or Piercing Insult charged shot auto fires
  • Fixed a bug where player may become control locked and see out of world if they use the Timepiece and key hole at same time
  • Fixed a bug where with 5 traits of the Bonecharm "Strong Arms"; no longer possible to grab an NPC since it's instantly choked
  • Fixed a bug where the player can repeatedly initiate a combat choke on Grim Alex with no prior actions required
  • Fixed a bug in Medium difficulty where Health Regeneration is set to Limited by default
  • Fixed a bug where NPCs could be put into walls when using Doppleganger Swap during a corpse throw
  • Fixed a bug where choking any NPC then immediately pushing them off may cause the chokehold audio to persist
  • Fixed a bug where the UI Post Process isn't blurred in Pause Menu
  • Fixed a bug where Player's hands have a broken texture in some spots during a dust storm
  • Fixed a bug where striped shadow lines can be seen on Outsider and other NPCs
  • Fixed a big offset in animation during a drop assassination on the Clockwork
  • Fixed a bug where throwing a bottle at Mindy's head after completing her quest breaks her model and can lag the game
  • Fixed an occlusion issue outside Jessamine's hidden chamber
  • Fixed an occlusion issue across from Galvani's apartment
  • Fixed a hole in Addermire building during carriage ride scene
  • Fixed too loud footsteps SFX
  • Fixed the marker "investigate about Sokolov" which was misplaced
  • Fixed a bug where after looting unconscious Paolo player may kill Paolo and loot him again for a second Risky Parry Bonecharm
  • Fixed a bug where picking up the rune in the flooded basement awards 1 coin in no powers instead of 200 coins
  • The Outsider and Jessamine are no longer factored in the Global Kill Ratio
  • Outsider Shrines are no longer factored in the Global Kill Ratio on the Current Stats Screen
  • Meagan is no longer factored in the player’s Global Kill Ratio on the Playthrough Stats Screen
  • Delilah is no longer counted towards the player’s Global Kill Count each time she appears
  • Unkillable NPCs are no longer factored in the Global Kill and Global Non-Lethal Ratios on the Stats screen
  • Fixed a bug where the player may never transition to the Epilogue if they chose to take the secret passage to the Throne Room
  • Fixed a bug where black Occlusion walls are visible around Jindosh's mansion when red buttons are pressed consecutively
  • Fixed a bug where the player may be prevented from finishing the Non-Lethal resolution cinematic if a witch or a Gravehound interrupts the scene
 

Anthedon

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Looks like a solid update. Where's the game at these days? Would like to buy it, but am worried it won't run on my toaster.

Performance is a bit better. But if you have a toaster it'll still run like shit, it's a pretty demanding game considering how it looks.
 

insukk

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Codex 2012
There will be no DLC to this game, right? They have made everything they could to guarantee shitty sales, but i would really like to pay them for some more nicely designed levels to explore. :negative:
 

vortex

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There will be no DLC to this game, right? They have made everything they could to guarantee shitty sales, but i would really like to pay them for some more nicely designed levels to explore. :negative:
I believe it will. Brigmore Witches DLC was better than main game IMO. I would be really interested how will they expand the world and levels inspired by Jindosh mansion and Crack in the Slab level.
 

DemonKing

Arcane
Joined
Dec 5, 2003
Messages
6,574
Finally got round to finish this last night after my in-laws finally left after three long weeks. There were some really nice levels and world-building but I feel I enjoyed the Dunwall setting of the first game better than the Kanaka one. The storyline was pretty basic (and even silly in parts) and I felt the game lost a bit of challenge once you got your powers to a high enough level.

It probably hasn't sold that well given the deep discounting I've seen for it, so not sure if they'll go the DLC route on this one.
 

Morgoth

Ph.D. in World Saving
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Hey, they even released story DLC for The Evil Within, which sold way worse. Pretty sure the team can't afford to sit around doing nothing while a smaller core team is planning ahead for the next project. It took six months to release The Knife of Dunwall, and then another four for the Brigmore Witches, so just be patient.

Myself, I just finished another D2 run with Corvo last week, and it was a breeze compared to my first run. I'm also replaying D1 now and the difference in mood and presentation is quite poignant. While D2 has overall better gameplay and level design, there is something about D1 that I still find more appealing. Sleeker, darker, and more polished than it's bigger sunnier brother. Both are really good in their own ways though.
 

Azalin

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The thing is they don't have a season pass available at Steam for this one yet and we are in an age where they start selling the season pass before the main game is released,so that's a bit strange if not worrisome
 

Morgoth

Ph.D. in World Saving
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This is what I found recently playing through Dishonored 1 again:

wyman4ksfh.jpg


Found this letter in the kitchen near the Overseer quarters. Is/was Wyman working for the Overseers? Is Emily dating a crypto-Overseer?

Damn son.
 

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