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Divinity Divinity: Original Sin 2 - Definitive Edition

DraQ

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All those crying about armor exaggerate way too much. It's a good thing you can't CC everything right away. It's a good thing that there's a tactical element where you try to do physical dmg against low phys armor, and magical dmg against low magical armor. The execution could've been better, but that is true of the mechanics of all classics out there.
I wanted to agree/brofist, but the quoted part is just plain fucking wrong.

The armor system is shit and there could be multiple better ways of handling CC, including going further with state-machine like status system.

The way I see it Larian's main problem is that they don't understand a single thing about abstraction and instead blunder their way through the darkness with pure cargo cult crap, more often than not cancelling out the cool parts of their often brilliant mechanical ideas.
 

Ismaul

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign My team has the sexiest and deadliest waifus you can recruit.
DraQ
How exactly is the system shit in your view?

At the very least, it's better than the one in DOS1, which had effectiveness vs resistance to cause status effects, but where effectiveness could be improved with high attributes up to 150% and offset resists, guaranteeing the effect with no defense possible. Add to that the ability to stack initiative, and you could just win fights by acting first and CCing everything on turn 1 before the enemy has a chance to act. The initiative "fix" and the armor system are a direct reaction to that gameplay-nullifying tactic. It could be better still, but it's an improvement over DOS1.

As for going deeper into the status system, I don't think it would be an improvement if there are more states before a hard CC. Wet - Chill - Frozen is plenty for one element. More than that would be unintuitive. Unless by going further into the status system you mean something else than adding states? Another problem that would appear with more statuses before CC is that you'd be led to specialize your team even more, so that each member can attack the enemy with the same element and move them further on the status scale until they're CC'd. That would defeat the purpose; I mean isn't one of the main criticisms against the two-armor-system that it makes it more optimal for your party to specialize in one type of damage?
 
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At the very least, it's better than the one in DOS1, which had effectiveness vs resistance to cause status effects, but where effectiveness could be improved with high attributes up to 150% and offset resists, guaranteeing the effect with no defense possible. Add to that the ability to stack initiative, and you could just win fights by acting first and CCing everything on turn 1 before the enemy has a chance to act. The initiative "fix" and the armor system are a direct reaction to that gameplay-nullifying tactic. It could be better still, but it's an improvement over DOS1.
People prefer the first system because you could just stack resist and completely ignore the game's mechanics.

I mean isn't one of the main criticisms against the two-armor-system that it makes it more optimal for your party to specialize in one type of damage?
…Which is a bad argument, you're purposely gimping yourself against a large portion of the enemies that have high amounts of that type of armor but low in the other. The system favors a balanced party.
 

Valky

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Stacking > 100% resist to be able to heal from a damage type is just plain satisfying. Did D:OS2 remove that mechanic along with the rest of the decline added?
 

DraQ

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DraQ
How exactly is the system shit in your view?
By being shit, duh.

The initiative "fix" and the armor system are a direct reaction to that gameplay-nullifying tactic. It could be better still, but it's an improvement over DOS1.
Initiative "fix" pretty much renders initiative meaningless in a very obvious way. If you are breaking your own mechanics by trying to fix it it's obvious you are just thrashing about blindly and have no clue what you're doing.

Armor system is bad for several reasons:
  • It splits battles into discrete attrition and CC phases - attrition is boring and avoiding use of abilities because they don't work yet and you don't want them on cooldown when they will is boring as well. Note that cooldown based mechanics is shit.
  • It is completely unrealistic. Feel free to dismiss it as yet another case of "muh realism!" by yours truly, but the truth is that this is a game in the series where mechanics is effectively built around commonsensical interactions of elements, like shocking characters standing in water with electricity, freezing water solid or igniting oil, where you are expected to come up with ideas like "raining water on those bomb guys with lit fuses will extinguish them and prevent explosion" - for this to work you need to be able to assume world working in commonsensical manner. Broken abstractions prevent this setup from working because they very much constitute world working in deeply non-commonsensical manner.
I have already posted an idea for better and realism based initiative fix that would mesh perfectly with Larian's Original Sin series.
For armour, keeping similar level of abstraction, they could have made it reset each turn (modelling effort to breach defenses with concentrated attacks) and split it into 3 instead of 2 pools (environmental/elemental, physical, mental) with resists being logical (no physical armour shielding against taunt), with saving throws working more or less like in ABST mod. That would make for workable light, abstract, but sensible system.

As for going deeper into the status system, I don't think it would be an improvement if there are more states before a hard CC. Wet - Chill - Frozen is plenty for one element.
Wet-chill-frozen is nice, but warm-burning is almost unused, we could have oiled-burning as well, we could have slowed-crippled, we could have off-balance -> knocked down. Splitting CC prevents instant CC.

Another problem that would appear with more statuses before CC is that you'd be led to specialize your team even more, so that each member can attack the enemy with the same element and move them further on the status scale until they're CC'd.
That's helped with state machines that aren't just linear progression. Game already has wet, chilled, frozen, shocked and stunned interacting. It could have oiled - burning as well and so on. It could also have more emphasis on environment by making turning everything into giant wall of fire or whatever more dependent on existing environmental hazards and harder.
 

Jezal_k23

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The armor system is horrible and I can't stand seeing someone defend it. The first time I played through the game, I actually thought it would be a good idea to have 2 physical damage guys and 2 magical damage dudes. How fucking wrong I was. The game became absolute fucking torture. I wish I was overreacting. It felt like complete shit. What happened is what Lacrymas said. I'd have moments where physical damage was useless, or magical damage was useless, making half of my party ineffective. This would happen consistently in several situations. It took me a few hours trying and trying to get into the game, but it didn't take long for me to start realizing something was seriously wrong. The game was not fun, my party felt like shit. It's my fault of course, but can you blame me for assuming that my mages would have synergy with my fighter and ranger? I can't sugarcoat it: what a fucking idiotic choice to design the game that way. It's an absolute disgrace. I ended up dropping it near the end of act 1, because playing it was depressing after having enjoyed the first game so much, and seeing the hype and critical acclaim that it received and just expecting the game not to be awful to play.

About a year later (I think), I returned to the game. I had fun. You know how? Making my entire party do physical damage. Ta-da, game finally provides me something that starts resembling fun. I managed to sort of ignore the armor mechanics that way, at the cost of severely limiting my play style choices. Fucking incredible. But, at least I had fun that way and managed to get through the game. I thought it was really excellent in several ways, but its flaws are extremely serious and impact the entire game very, very deeply. It's an excellent game with an incredible amount of content brought down to mediocrity by a handful of design choices that were absolutely horrible. It was sad to see, and surprising too, that Larian wouldn't have noticed, or nobody wouldn't have pointed this out before. To this day I wonder how nobody else noticed this, at least the casual players or reviewers, because those flaws are well known here and, I believe, widely agreed upon.
 
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Ismaul

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I have already posted an idea for better and realism based initiative fix that would mesh perfectly with Larian's Original Sin series.
I'm not against a better initiative system. Just saying that it is in reaction to initiative being exploitable in the first game, and because acting first is a huge advantage. Now with the armor system, acting first is not as much a winning move as in DOS1 because you can't CC everyone right away, so the initiative "fix" is not really needed. What they need is initiative not being stackable enough to be exploitable, and they might have to add an RNG component to add unpredictability so you're never guaranteed to act first.

But at the same time I don't have much of a problem with the You go - I go system in place now, where one of your guys acts and then one of the enemy's. But if that's the chosen system, it would be better to cut initiative all together, and just give the player the choice of which character acts now. Problem is, that wouldn't work for semi-coop / PvP.

Got a link to your post about it?


Armor system is bad for several reasons:
  • It splits battles into discrete attrition and CC phases - attrition is boring and avoiding use of abilities because they don't work yet and you don't want them on cooldown when they will is boring as well. Note that cooldown based mechanics is shit.
  • It is completely unrealistic. Feel free to dismiss it as yet another case of "muh realism!" by yours truly, but the truth is that this is a game in the series where mechanics is effectively built around commonsensical interactions of elements, like shocking characters standing in water with electricity, freezing water solid or igniting oil, where you are expected to come up with ideas like "raining water on those bomb guys with lit fuses will extinguish them and prevent explosion" - for this to work you need to be able to assume world working in commonsensical manner. Broken abstractions prevent this setup from working because they very much constitute world working in deeply non-commonsensical manner.
For armour, keeping similar level of abstraction, they could have made it reset each turn (modelling effort to breach defenses with concentrated attacks) and split it into 3 instead of 2 pools (environmental/elemental, physical, mental) with resists being logical (no physical armour shielding against taunt), with saving throws working more or less like in ABST mod. That would make for workable light, abstract, but sensible system.
Regarding the split into attrition and CC phases, well at least there's a CC phase and it's not just plain HP attrition. But what would be the alternative? You give the idea of per-turn defenses to breach and that's a good idea, but it does require a huge amount of coordination on the part of the player since it would requires focus fire from multiple characters during the same turn. If one character is CC'd or the target moves/escapes/is healed, the whole turn spent steupting the CC could be for naught. Frustrating. Another possibility would be that there is no attrition before CC, and no cooldowns to limit their frequency of use. The problem is then that CCs would be too powerful, and you'd have to limit them in another way; most likely by giving them a low chance of success, which would be, again, frustrating. The solution to the problem of how to balance CCs in combat, when they can be used and in what frequency is not that obvious.

A thing to note, Taunt bypasses armor now like it should've from the start. As for the 3 defense pools suggestion, I'm not sure that adding a "mental" defense pool would add something positive to the gameplay. The magical defense is basically already the mental one here. If anything, what could be seen as missing from the classic three D&D defenses is reflexes. But that is already in part covered by Dodge. I think wand/ranged staff attacks require accuracy, maybe the system could be extended to some magic spells -- but that would need a balance pass since you also have resists that reduce magical damage.


As for going deeper into the status system, I don't think it would be an improvement if there are more states before a hard CC. Wet - Chill - Frozen is plenty for one element.
Wet-chill-frozen is nice, but warm-burning is almost unused, we could have oiled-burning as well, we could have slowed-crippled, we could have off-balance -> knocked down. Splitting CC prevents instant CC.
I'll grant that. Hydro as a model for all status progression and elemental interaction would be good. But it's not that obvious to design: fire attacks that only set warm do raise the question as to how they're even an attack in the first place, for example. I mean sure one can imagine a "Heat Wave" spell equivalent to Rain, but it would be boring if every element worked just like the others. And it would need to interact with a lot of other spells and set them up for a combo, much like rain, if people are going to spend APs on it.
 

Ismaul

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Strap Yourselves In Codex Year of the Donut Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign My team has the sexiest and deadliest waifus you can recruit.
The armor system is horrible and I can't stand seeing someone defend it. The first time I played through the game, I actually thought it would be a good idea to have 2 physical damage guys and 2 magical damage dudes. How fucking wrong I was. The game became absolute fucking torture. I wish I was overreacting. It felt like complete shit. What happened is what Lacrymas said. I'd have moments where physical damage was useless, or magical damage was useless, making half of my party ineffective. This would happen consistently in several situations. It took me a few hours trying and trying to get into the game, but it didn't take long for me to start realizing something was seriously wrong. The game was not fun, my party felt like shit. It's my fault of course, but can you blame me for assuming that my mages would have synergy with my fighter and ranger? I can't sugarcoat it: what a fucking idiotic choice to design the game that way. It's an absolute disgrace. I ended up dropping it near the end of act 1, because playing it was depressing after having enjoyed the first game so much, and seeing the hype and critical acclaim that it received and just expecting the game not to be awful to play.
I'm playing it right now with a 2 physical 2 magical party. Having a blast. I'm never ineffective, because instead of feeling like the game wronged me and falling into depression I git gud and diversify what my guys can do. My mages synergize pretty well with my physical dudes. They're obviously not equally good against all targets, each has their specialty, but they're complimentary and there's enough overlap that they can support/CC against enemies that aren't their typical targets.

You're stuck in class based thinking. "Mages do magic so I'll focus on my magic school, no point in taking skills in Polymorph, Scoundrel or Warfare." But this is a classless game. All the tools are there for everyone to use. So use 'em.
 

Lyre Mors

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I'm going to echo a prior post of my mine from this thread, as it's highly relevant, though tagged as a spoiler to prevent clutter.

So I started a new game in this after getting a little excited about the Divinity: Fallen Heroes announcement. I quit about halfway through my first playthrough at launch time, mainly because I became exasperated with the armor system. I didn't despise the armor system as much as a lot of people around here, but once the numbers started going up around midgame, it just became too much to deal with and still have fun.

I wanted to see some of the changes introduced by the Definitive Edition, but also decided I would try again because of the excellent Armor-Based Saving Throws Mod, which after playing with for awhile has increased the fun I'm having with the game tenfold. It's such a great compromise for the armor system that I can't believe Larian didn't implement the same thing at launch, or at least offer the option. So basically, you have a chance of your magic or physical status effects penetrating the respective armor in question as a percentage in relation to the remaining amount of said armor. The same exact rules apply to the player as well, so the field is even in that regard. Playing on Tactician difficulty with this mod is pretty much the best case scenario with this armor system, and has made combat much more fun, not only because it's less predictable, but because it's much more interesting up until a particular armor is depleted, which in turn makes that point in the battle way more interesting as well. Everything is less formulaic and it seems to keep everything fresh as a result. Highly recommend trying this to anyone who had some fun with the game when they first played it, but felt the game fell a little flat because of the armor system.

In addition, my other biggest problem with the game was how loot was handled, so I installed the Level Up All Equipment Mod and the Interesting Uniques Mod. The first allows you to pay to upgrade unique equipment to your current level for a fee, which helps to alleviate the constant need to swap your equipment every time you level up, and allows you to enjoy some equipment you like a little longer. The second modifies some of the unique equipment to have a little more to them, like added granted skills, and added attribute bonuses, etc. These are band-aids for the loot systems, but overall grants more meaning to those nice hand-placed loot items, rather than them only being valuable to you for an hour or two of play.

Anyway, these three mods have made my second try with D:OS II a whole lot more enjoyable than I ever thought possible. Just wanted to share them here because I think a lot of people would enjoy them if they decided to get D:OS II another try.

tl;dr This is a post about mods and how they make the game a lot more fun for me.

The armor system and loot system have their problems, but I find them almost completely negated with the above mods. This - in my opinion - is what they should have done with the systems as a final product. In fact, they should have just added it at least as an option in the Definitive Edition.

This is a fun game, and its problems have definitely been blown out of proportion on the codex.
 
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Jezal_k23

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I think you can be successful in DOS2 despite having a diversified damage party, but mostly not because of it. There lies the problem for me.
 

DraQ

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I'm not against a better initiative system. Just saying that it is in reaction to initiative being exploitable in the first game, and because acting first is a huge advantage.
If your fix completely obliterates the functionality that is the sole purpose of having given mechanics in the first place, please, step away from the keyboard because you have no clue regarding what you are fucking doing.
... and they might have to add an RNG component to add unpredictability so you're never guaranteed to act first.
Good idea.

But at the same time I don't have much of a problem with the You go - I go system in place now, where one of your guys acts and then one of the enemy's.
I am not going into drama overdrive over it either (unlike some), but the fact is that initiative system is completely broken in the most clueless manner imaginable.

But if that's the chosen system, it would be better to cut initiative all together, and just give the player the choice of which character acts now. Problem is, that wouldn't work for semi-coop / PvP.
You could always roll for it. :P

Got a link to your post about it?
They should either do a normal initiative system, make initiative do something ELSE, or do both.

By something else, I mean imagine if attacks of opportunity worked like this:
  • Characters have two attack ranges - normal attack and slightly shorter weapon range used for AoO.
  • AoO triggers whenever enemy enters the weapon range and for each turn they stay there.
  • Normal attack is processed as follows:
    • Attacker closes into normal attack range if necessary, spending APs.
    • Attacker steps into their own weapon range.
    • If this put them in defender's weapon range the initiative is rolled determining which character strikes first.
    • Strikes are exchanged in that order (unless the second one striking is unable to).
    • Attacker steps out back to normal attack range (if able to).
  • When already in enemy weapon's range, but wanting to get out, initiative would be rolled to determine if the character can back out without incurring AoO on this turn.
Then initiative would be useful without necessarily determining order of turns in meaningful manner.

In general, while I really think DOS2 is a step in the right direction, it's perfectly clear to me that good people at Larian just don't grok some things.
In particular they seem to not really understand purpose and proper handling of abstractions, going full cargo cult on them, which in turn:
  • Hobbles the best of their ideas - DOS1 would have so much better if if there were less gamey shit in there (particularly some of the combat skills, but also arbitrary levels and stats), so player could actually make meaningful inferences of clever possibilities (like extinguishing exploskeletons) instead of just surrendering to gamey randomness of remaining mechanics.
  • Hobbles the best of their ideas by forcing unnecessary symmetries (see elemental damage types)
  • Yields some disgustingly horrible (armour system) or meaningless (initiative) mechanics.
  • Creates pointless abominations that completely rob stuff in game of any semblance of sense - I mean primarily level system but also stat system. Seriously, I would rather have both abilities and attributes, but if you're unable to implement attribute system in meaningful way, just cut it and roll the remains into abilities. And drop the levels unless you are absolutely sure you have goals they accomplish. Otherwise you get lvl11 rat being both smarter and stronger than lvl1 wizard and warrior respectively, or lvl12 butter knife outdamaging lvl 3 artifact zweihander and I, as a player, no longer have any clue regarding what the fuck anything in your game even means anymore. It's just a rainbow of ever increasing c010urfu1 fuckin6 numb3r5 everyfuckingwhere that no longer mean anyfuckingthing, and please, make it stop, make it end.
It also bemoans Larian's lack of clue regarding abstractions in general - WTF is earth damage, for example? Is it like tetanus or something?

Regarding the split into attrition and CC phases, well at least there's a CC phase and it's not just plain HP attrition. But what would be the alternative? You give the idea of per-turn defenses to breach and that's a good idea, but it does require a huge amount of coordination on the part of the player since it would requires focus fire from multiple characters during the same turn. If one character is CC'd or the target moves/escapes/is healed, the whole turn spent steupting the CC could be for naught. Frustrating.
Rewarding player's skill and coordination is good, no?
Besides, this could allow having much less HP attrition, so more impactful and less frustrating combat.

Another possibility would be that there is no attrition before CC, and no cooldowns to limit their frequency of use. The problem is then that CCs would be too powerful, and you'd have to limit them in another way; most likely by giving them a low chance of success, which would be, again, frustrating.
Or by using state machines. Which Larian has already pioneered in the status effect context and proven they work really well.
Or by using armor based saving throws.

A thing to note, Taunt bypasses armor now like it should've from the start. As for the 3 defense pools suggestion, I'm not sure that adding a "mental" defense pool would add something positive to the gameplay.
Mental might not be the best word for that but I would envision it defending against non-elemental magic and mundane mind manipulation. Shackles of pain, charm, taunt, decaying touch, etc.

The magical defense is basically already the mental one here.
The idea is separating elemental (not always magical) damage from non-elemental magic and mundane mind tricks.

If anything, what could be seen as missing from the classic three D&D defenses is reflexes. But that is already in part covered by Dodge.
Dodge would actually be a good candidate for a defensive pool. It could protect against melee and all non-homing projectile attacks, but unlike armor pool, be drained by number of attacks, rather than their magnitude.
Character could automagically pick how to defend against an attack based on what would have the least destructive impact, so for example preferentially absorbing light attacks with armour but dodging hard hitting ones.
Maybe make dodge eat next turn's AP?
It would reinforce rogue-ish characters' role as non-frontal attackers.

I'll grant that. Hydro as a model for all status progression and elemental interaction would be good. But it's not that obvious to design: fire attacks that only set warm do raise the question as to how they're even an attack in the first place, for example. I mean sure one can imagine a "Heat Wave" spell equivalent to Rain, but it would be boring if every element worked just like the others. And it would need to interact with a lot of other spells and set them up for a combo, much like rain, if people are going to spend APs on it.
You could have warm bypass relevant armour, but not burning. You could also have fires and lava radiate warm and warm->burning in wide and narrow area respectively.
 

LESS T_T

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Also an update just went on PC version, seemingly adding Japanese localization: https://steamdb.info/patchnotes/4166158/

Hey, also Gift Bag #2: https://steamcommunity.com/games/435150/announcements/detail/1601515140351980807

"original content to come" for future gift bags.

Gift Bag 2 and Nintendo Switch cross-saves!

e6cc6409f78e53c182860f11e3dc449d42619ffb.png


Hello everybody!

We have two pieces of exciting news to talk about today.

First, today marks the release of a new Gift Bag: Song of Nature. There are thousands of mods out there but some have proven to be quite popular within our team and we decided to turn them into game features. Full credit for this goes to each and every mod-maker we reached out to for this to come to light. We've tried to do their ideas justice by fully integrating them into the game and developing them further. There is now a special entry in the in-game menu from which you can access all these features and the list will be extended with future Gift Bags, with original content to come.

Secondly, we have some massive news for you. If you happen to own a Nintendo Switch, then you’ll be able to take all your hundreds of hours of gameplay on the go from today. Divinity: Original Sin 2 has just been released on the Nintendo E-Shop, and it comes not only with all of the Gift Bags you’ve enjoyed on Steam, but also cross-save progression between the Switch and Steam.
It works pretty simply: once you buy DOS2 from the E-Shop and load up the game, you’ll be asked if you want to link to Steam. If you choose to, it’ll automatically grab your saves from the elusive and impenetrable Steam cloud (you’ll see how we managed this next week), and your save will be playable on the Switch. It works vice-versa, too. Finished with a game? It’ll upload the save back into the cloud. You’ll need to be connected to the internet as well as Nintendo’s online service, but you’ll need that anyway if you’re venturing into four player coop on the Switch (which is totally possible!)

We’re extremely proud to be able to bring this to the players in cooperation with Nintendo and Valve who helped us plug everything together.

As a reminder, if you're looking for exclusive updates on all things Larian, Divinity and Baldur's Gate 3, make sure you sign up to the Larian Gazette at the following link: eepurl.com/gs7nAb

Happy adventures through Rivellon,
Larian Crew


Gift Bag 2 features

Crafter's Kit
Plenty of new recipes and unique items to craft!

Endless Runner
Find a new icon in your Hotbar which you can use to toggle sprint on and off. Sprint increases your movement speed of your party and the movement speed of your followers.

Animal Empathy
Allows all player characters to talk to animals without having to spend a talent point. Also Changes Pet Pal talent to grant maximum positive attitude in all conversations with animals.

Fort Joy Magic Mirror
Manifests a Magic Mirror in the Arena of Fort Joy, along with a new Character Creation level. This allows you to respec before moving on to the next act of the game.

8 Action Points
Increases the base maximum Action Points of hero characters to 8.

Herb Gardens
Plant your own herb garden! Take any herb and combine it with a bucket to create a seedling. Then just place your seedling in the ground and watch it grow.
We will have additional Gift Bags of free and cool content for you in the coming months, too!

Special thanks to Helaene, Kalavinka, LadyCassandra, Rockfire, LaughingLeader, SimranZenov, Elvasat, Baardvaark, JonTerp, DeadlyEssence01 and The Composer for creating the awesome mods these features were inspired by.

In addition to the Gift Bag content, there are a number of fixes included in the patch today. These cover:

Bug Fixes:
  • Fixed rare crash when using the Magic Mirror in multiplayer
  • Fixed rare crash when returning to the Main Menu from Story
  • Fixed issue with conjuring Incarnates on electrified water surfaces
  • Fixed some inconsistencies between in-game models and portraits
  • Fixed skills not staying on hotbar after being unmemorized
  • Fixed character portraits getting stuck to the cursor in certain situations
  • Fixed rare chance of player indefinitely boosting stats while in multiplayer
  • Fixed rare issue with turn order after player gets knocked down
  • Fixed several small UI issues
  • Fixed small text and name issues
  • Fixed minor visual and audio issues
 

Dodo1610

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That's actually impressive didn't think they could make DOS2 large levels work on the switch without completely destroying the game's look.
 

DeepOcean

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It's rare that enemies' physical armor = their magical armor. Sure, you can specialize in one damage type. But you can also diversify. And if you do, you aim your physical damage vs weak phys armor, and your magical damage vs weak magical armor. The cost of diversifying is offset by having an easier time penetrating enemy defenses.
Even Swen admitted the armor system was a mistake. Example: A mage on the Infinity Engine games is easier or harder to defeat by another mage (magical damage equivalent) or a fighter (physical damage equivalent)? The answer is depends on the mage's spells and the fighter's weapons, the system created by Larian doesn't allow for such subtleties, pretty much when you see a huge magical armor bar, you knew the right answer was to use a physical attack, period, and many times which to use was kinda superfluous, just the one with the biggest damage (the result of making defenses working like HP), that is predictability and I find it boring.

On an Infinite Engine game, an archer with a higher firing rate and special arrows could be as dangerous as a mage with breach/dispel, two different solutions to the same problem that allow for flexibility so a fighter focused into be a fighter can defeat anything, just needs to change tactics/weapons the same as a mage.

Did they fix the round robbing thing? I lost interest and failed into keep tracking the Enhanced Edition, oh boy that was another thing that kept me from truly enjoy this game despite it being TB.
 
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Jezal_k23

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Did they fix the round robbing thing? I lost interest and failed into keep tracking the Enhanced Edition, oh boy that was another thing that kept me from truly enjoy this game despite it being TB.

I don't think they did. I haven't seen them acknowledge at any point that that was a mistake, something to be fixed. There is nothing there to fix, as they see it.
 
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Example: A mage on the Infinity Engine games is easier or harder to defeat by another mage (magical damage equivalent) or a fighter (physical damage equivalent)? The answer is depends on the mage's spells and the fighter's weapons,
The answer is that the mage would be completely immune to the fighter after the first couple levels
 

Roguey

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I don't think they did. I haven't seen them acknowledge at any point that that was a mistake, something to be fixed. There is nothing there to fix, as they see it.

Fallen Heroes removes initiative entirely; one team goes, then the other.
 

Infinitron

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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

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