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Divinity: Original Sin Beta Release Thread [GAME RELEASED, GO TO THE NEW THREAD]

Perkel

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Mar 28, 2014
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I hope larian will implement party change so that for example we can create arena for 8 people (4vs4) and to have proper tactical TBC PVP
 

Zeriel

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Jun 17, 2012
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:bounce:

I wonder if the module marketplace is still a thing.

Doubt this would ever be a thing, people would just distribute "premium" modules among friends, since Larian isn't very into DRM.

I hope larian will implement party change so that for example we can create arena for 8 people (4vs4) and to have proper tactical TBC PVP

They said in the stream there is no hard limit on number of players. They said 6 is definitely possible, maybe even 8, just not something like 100 players, it's more a practical limit. UI probably breaks before systems.
 

lurker3000

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Mar 1, 2012
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1,714
I hope this has some market penetration. I know it will never be Skrim but another nwn2 size base could support some decent asset creation and mods.
 

Kaldurenik

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Dec 3, 2010
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Divinity: Original Sin
I hope larian will implement party change so that for example we can create arena for 8 people (4vs4) and to have proper tactical TBC PVP
I guess it depends on if they have a faction variable that you can add to the player characters. But im sure we will see once we start with the editor :)
 

Perkel

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Mar 28, 2014
Messages
16,374
I hope larian will implement party change so that for example we can create arena for 8 people (4vs4) and to have proper tactical TBC PVP
I guess it depends on if they have a faction variable that you can add to the player characters. But im sure we will see once we start with the editor :)


yeah imo it is only faction variable. Also proper handling of game over screen so that people could continue to see match.
 

grotsnik

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Jul 11, 2010
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The build-one-node-at-a-time dialogue creation looked a bit fussy, and it was a pity you couldn't preview terrain textures before adding them to your palette, but overall that looked lush.
 

Perkel

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Mar 28, 2014
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It would also need proper character creation screen with for example point based startup.


Imagine also objective based mod where party for example has to do few various tasks. For example thief group stealing gem from lord manor. One dude tries to open gates, other sneak and scout area, 3rd dude is looking for objective and 4th in case something bad happens is near first dude.


Fuck with asymetrical TB combat ... imagine possibilities !
 

Perkel

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The build-one-node-at-a-time dialogue creation looked a bit fussy, and it was a pity you couldn't preview terrain textures before adding them to your palette, but overall that looked lush.

Yeah, like Swen said it is a bit rough around edges and they will constantly update it. They also said on stream this editor will be used by them to create other games and as they will update it, it will grow with features and so on.

They also said day/night cycle is possible via scripting. I imagine this will be possible altering between for example 4 atmosphere states dusk, midday, dawn, midnight with time based counter. Shouldn't be hard to add as long as game allows to call atmosphere set values.

If scripting engine will allow to above it would also means it shouldn't be a problem to add NPC routines based on those cycles maybe even values like hue value.
Still we didn't saw NPC rountines scripting so we don't know how hard it is.

AS FOR DIALOGS

They said they have 2 different tools for that. One is simple which was shown and later is powerful one which will be discussed other time.

I imagine simple dialog tool is to create basic stuff and copy paste sets of default dialogs where other one is for more advanced to easily create conditions and so on
 

Perkel

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Mar 28, 2014
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So when is it going to be released today?

They said today. They probably would already upload it but they want to download it first to check if steam download version is ok. they had like 98% doing 12kb/s so this could take minutes or hours depending on Steam mood.

fake edit:

fuck i am so excited for this editor. Looks like it is seriously going to be tool for roleplayers for years. I just hope though they will update later game/editor with proper character creation tool, more faces, height, bulky/slim body etc.
 

Kaldurenik

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Divinity: Original Sin
It looks great yes. I also do hope that they update the conversation for abit.

Cant wait to try it out!
 

Perkel

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Mar 28, 2014
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What did he say about skills/spells? They are in excel files?

yeah they said that. Imo this worries me a bit. I don't want to for example edit excel and chance skill for all mods and main campaign. It would be much batter if for example upon loading mod it would load custom skills, or that moddified excel.


for example for my low fantasy mod i would edit basic fire spell made it powerful and i would want to this be main skill for player as for example custom skill which can be acquired via dialog or action (think something like mage training in PST)
 

ERYFKRAD

Barbarian
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Sep 25, 2012
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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
What about modding skins guise, any idea how easy exporting and importing assets gonna be?
 

Perkel

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Mar 28, 2014
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What about modding skins guise, any idea how easy exporting and importing assets gonna be?

There is no option to import custom assets into editor currently. They are working on this but it won't be available at release. They will go back to improving game/editor after their vacations (probably month)
 

Perkel

Arcane
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Mar 28, 2014
Messages
16,374
Yeah i also can't wait to fiddle with it. For me what i need the most is proper dialog system and skill/action/character/events checks.


OH I FORGOT FUCKING MATERIAL EDITOR IN Editor WOOOHOOOO. No more fucking same titesets. Probably with few edits you can for example change normal house wall to marble one or to wood one.

Also i love that this tileset creation works on grid system but it can be freely rotated and moved.

edit:

Or create golden pig.
 
Last edited:

Semper

Cipher
Joined
Jan 12, 2012
Messages
747
MCA Project: Eternity
now it's obvious why they scrapped the day/night cycle. manually triggering all this shit is a chore. why can't the engine automatically roll through all the created atmospheres? doesn't sound too difficult.
besides tri-planar texture mapping of the terrain, a three axis rotation gizmo for assets and a shader editor it doesn't look that different than nwn2's toolset. the wall creation is nice addition. and i am already missing speedtrees and their random seed values.
 

Perkel

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Mar 28, 2014
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probably if we just talk about it with larian they would add default script for that and later implement it as normal feature in level options.
 

Semper

Cipher
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Jan 12, 2012
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MCA Project: Eternity
probably if we just talk about it with larian they would add default script for that and later implement it as normal feature in level options.

perhaps one can connect different types of triggers, like in bohemia's arma games. dunno what the event trigger is for, or if there's any option to track the elapsed time.
 

SmartCheetah

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May 7, 2013
Messages
1,103
I bet creating bridges with something beneath them will be pain in the ass. You can judge it by the stream alone.
But at the same time I have big hopes for assets importing.
 

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