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Divinity Divinity: Original Sin - Enhanced Edition

lukaszek

the determinator
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deterministic system > RNG
 
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DraQ

Arcane
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Chrząszczyżewoszyce, powiat Łękołody
Is it just me or did the writing in EE 'incline' in a sort of opposite direction?

It doesn't seem better in any particular aspect but it does spoonfeed you info explicitly and early, which is an aspect that makes it markedly worse.
It's good they've got Avellone on board for DOS2 because for some reason Larian's writing got pretty dire from DOS onward, even though it was pretty good, at least as far as tongue in cheek pastiche is concerned, back in Divinity 2, or even in Dragon Commander (at least in regards to dialogue).
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Can't say it seems that different to me. My biggest gripe was that they used too "flowery", elaborate language in many dialogues, which is unfortunately still present.
Most of the writing-related changes I noticed don't seem a decisive improvement, but no decline either, they are just not that significant.

I agree that in terms of writing D:OS seems worse than DKS - they mostly failed to replicate the situational humour of the older titles.
 

ERYFKRAD

Barbarian
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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
Is it just me or did the writing in EE 'incline' in a sort of opposite direction?

It doesn't seem better in any particular aspect but it does spoonfeed you info explicitly and early, which is an aspect that makes it markedly worse.
It's good they've got Avellone on board for DOS2 because for some reason Larian's writing got pretty dire from DOS onward, even though it was pretty good, at least as far as tongue in cheek pastiche is concerned, back in Divinity 2, or even in Dragon Commander (at least in regards to dialogue).
Unless we have Maxos! moments I'm completely tuning out of the writing.
 

PhantasmaNL

Arcane
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Joined
Nov 20, 2012
Messages
1,657
PC RPG Website of the Year, 2015 Grab the Codex by the pussy Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria
270mb patch inbound (steam)

Patch Version v2.0.103.346
10 december - Larian_Octaaf
Hi Everyone,

We have been working on a larger patch, of which you can find the changelist below.

If there are still issues preventing you from enjoying your time in Rivellon after this patch, do not hesitate to report them via our forums or our support channels.

v2.0.103.346:
  • On-screen notifications improved
  • Added range to grenade tool-tips
  • Added correct feedback to use of certain skills in skills menu and hotbar
  • Added feature that allows you to equip items from other characters in your party via equipment screen (controller only)
  • Added henchman class icons to henchmen list
  • Added several missing sound events
  • Improved scrolling in several interfaces
  • Improved default sound levels
  • Changed collecting behaviour for stacked items inside containers
  • Fixed input issue with identifying items
  • Fixed issue that could block connectivity to local host on startup and new game
  • Fixed UI issues in options menu
  • Fixed graphical issues in endgame level
  • Fixed camera issues during combat
  • Fixed character assignment issues
  • Fixed item names flickering when a lot of loot is on the screen
  • Fixed various UI issues related to text not fitting in message-boxes
  • Fixed blocking issue related to loading while several characters are in dialog/listening mode
  • Fixed Combat flow issue
  • Fixed issue with cancelling an action removing sneak mode
  • Fixed usability issues with picking up items near player characters
  • Fixed issue with disappearing statuses during combat
  • Fixed stuck camera input when ending turn
  • Fixed game freezing when joining lobby twice
  • Fixed update of tool-tips when identifying
  • Fixed crafting with ingredients in containers
  • Fixed destruction of disarm toolkit when cancelling action
  • Fixed camera focus issue during the play at the fair in Cyseal
  • Fixed loyalty issue between AI personality and main player
  • Fixed issue with skill requirement if you already have the skill from a wand
  • Fixed compare with offhand weapon in inventory and trade
  • Fixed pick up issue related to weight and stacked items
  • Fixed general problem with getting stuck in dialog
  • Fixed issue that combat music would stop when disconnecting a controller
  • Fixed shambling mound wand recipe
  • Fixed several localization issues
  • Fixed Multiplayer crash related to host having player profile window open
  • Fixed wands sometimes not adding skill to hotbar
  • Fixed issues with text not fitting on several screens
  • Fixed henchman filters
  • Fixed crash related to having too many items in player inventories and trader inventories (savegames should load now)
  • Fixed Hortun and Charla quest not ending correctly (Phantom Forest)
  • Fixed crash when closing the game
  • Fixed getting stuck when dying with a shovel in hand
  • Fixed wrong alignments with certain NPC's (usually in the End of Time)
  • Fixed several issues related to magic mirror in End of Time region
  • Fixed issues with exploding corpses
  • Fixed Mouse leaving screen in full screen mode
  • Fixed possible crash while using pickpocket
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,236
Location
Azores Islands
Really wished they allowed a further zoomed out camera, I still find it too claustrophobic at the current max out zoom.

There was a cheatengine hack that allowed that but it no longer works on the new EE version of the game.
 

t

Arcane
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Joined
Aug 24, 2008
Messages
1,303
Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Hope the EE sold enough on consoles to keep them afloat, but not enough for them to prioritize the market.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,358
So does the EE make the combat/skills worth a replay? Is tactician difficulty actually considerably harder? I only play DOS for the wacko combat, but I feel like I've exhausted its character options on vanilla.
 

t

Arcane
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Messages
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Codex 2014 PC RPG Website of the Year, 2015 Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
So does the EE make the combat/skills worth a replay? Is tactician difficulty actually considerably harder? I only play DOS for the wacko combat, but I feel like I've exhausted its character options on vanilla.
It feels a lot harder at the very beginning. First fight even.
 

Aenra

Guest
Nice that he mentions codex a couple of times

He is as business ..savvy.. as Fargo, if not more. A potentially dangerous aspect, but in this case i find me entirely uninterested as thus far it's been to everyone's benefit. Just don't go all puppy eyes with tricks like these, it's still a hard, competitive sector to work in. He is only catering to his audience.
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
I see no difference in difficulty between vanilla and tactician :/

If you cheesed it before (i.e. you used the fun builds), you can still cheese it pretty much the same. However, playing with cheese is actually necessary in some fights now.
 

DraQ

Arcane
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Chrząszczyżewoszyce, powiat Łękołody
Regarding writing, my main problem so far in the DOS->DOS:EE transition was made apparent when I got to the Homestead for the first time.

In the original it was one of the (few) moments that just worked without reservations, EE it had much less impact (because of different use soundtrack, in the original the entire sequence opened with Beyond The Waves of Time), dialogue isn't as effective (brevity is the soul of wit, apparently, and the original version had much more effective quips in this regard) and then the EE also turned out to frontload a while lot of information and hand it to the player on a silver platter. As far as writing improvements are concerned this is anything but. Figuring stuff out is fun and a powerful motivation to keep someone interested in your fiction (and frankly, DOS writing needs all the help it can get) so you don't drop something like this, while frontloading information ruins the pacing. DOS:EE is no better in that regard than Skyrim was with its guildlines and that whole "dragonbumborn" business (started playing with Inigo mod in Skyrim, if it isn't apparent). I also think previous introduction of TP pyramids was more graceful - EE seems to try too hard to tie *everything* together
(or exposes existing ties too early and eagerly - haven't got far enough in vanilla) not to mention it spells the solution to getting the other pyramid out to the player - was figuring out what to do to find the other teleporter once you have the first one really this hard for people capable of unassisted breathing?

tl;dr
Was it not for mechanical improvements, item descriptions, a few extra banters and, I think, more music tracks, I would have reverted to vanilla DOS by now.

Really wished they allowed a further zoomed out camera, I still find it too claustrophobic at the current max out zoom.
Being able to change camera angle would be far more useful IMO.

I see no difference in difficulty between vanilla and tactician :/
Tactician should have extra enemies in most encounters and more special abilities and traits on them as well as more consumables used by the enemies against the party (so for example skeleton archers will be quite fond of enveloping the party in a poison cloud with special arrow then ending it with a DIY thermobaric explosion using a flaming one).

I see no difference in difficulty between vanilla and tactician :/

If you cheesed it before (i.e. you used the fun builds), you can still cheese it pretty much the same. However, playing with cheese is actually necessary in some fights now.
Not in the mood for cheese?
:troll:
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
In the original it was one of the (few) moments that just worked without reservations, EE it had much less impact (because of different use soundtrack, in the original the entire sequence opened with Beyond The Waves of Time), dialogue isn't as effective (brevity is the soul of wit, apparently, and the original version had much more effective quips in this regard) and then the EE also turned out to frontload a while lot of information and hand it to the player on a silver platter.

For me it was something of a mixed bag. Some parts are made smoother in the EE, with better overall flow.
On the other hand they apparently want to make very sure now that no one misses certain aspects of the game (like the pyramids). At times this makes it look a little bit forced.

Not in the mood for cheese?

I'm a man with many cheeses.
 

DraQ

Arcane
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Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
In the original it was one of the (few) moments that just worked without reservations, EE it had much less impact (because of different use soundtrack, in the original the entire sequence opened with Beyond The Waves of Time), dialogue isn't as effective (brevity is the soul of wit, apparently, and the original version had much more effective quips in this regard) and then the EE also turned out to frontload a while lot of information and hand it to the player on a silver platter.

For me it was something of a mixed bag. Some parts are made smoother in the EE, with better overall flow.
On the other hand they apparently want to make very sure now that no one misses certain aspects of the game (like the pyramids). At times this makes it look a little bit forced.
For me it feels downright insulting.

Some parts do work better indeed but all the streamlining and spoonfeeding more than makes up for this.
 

Roguey

Codex Staff
Staff Member
Sawyerite
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May 29, 2010
Messages
36,926
Looks like we're getting a preview of the handholding in D:OS 2. The people have spoken. :smug:
 

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,299
I reverted to original D:OS. I don't know, it just feels more natural. Also, the adding of quest markers in the EE is major :decline: and triggers the shit out of me.
 

Scruffy

Ex-janitor
Patron
Joined
May 16, 2008
Messages
18,150
Codex 2012 Torment: Tides of Numenera Codex USB, 2014
Oi, so, I did Brandon's quest, ask him about the "secrets" of tenebrium, but the tenebrium skill doesn't appear on the character sheet... what am i doing wrong?
 

Aenra

Guest
SniperHF ( you always reply, lol, so it's not my fault i'm tagging your ass :p )
- Any plans, once the editor is out, to lessen animation lengths? If not, as i understand it's a time-consuming endeavour, can i 'edit' any setting myself that would merely disable them? Resulting in a simple 'click-it-happens' situation? Even if it didn't look "right", that's fine by me.
- You mentioned in the Larian forums that you might have a look in the (old) save game editor. That still a possibility?

I (almost) promise not to ask again about either of these. Honest.
 

SniperHF

Arcane
Joined
Aug 22, 2014
Messages
1,110
- You mentioned in the Larian forums that you might have a look in the (old) save game editor. That still a possibility?

I think that was Rhidian or Norbyte, I cannot into programming :|

For the animation thing, I don't think the editor can do anything about that. Pretty sure the times come from blender. (note that I know nothing about Blender either)

eay4rbP.jpg


See how the Duration section is greyed out.

However you could make it ugly I think, if you simply replaced the .GR2 files with something like "still". I've done some mucking around with this to try and remove idle animations and it does seem to work (in the old version). So you could conceivably copy/paste some other short animation, and rename it Cast_X or Shout_X or whatever.
 
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Aenra

Guest
Will back everything up and give it a try during the weekend, thanks man :)

[if no further posting, assume i fucked everything up, reverted and pretended i never cared about this anyway]
 

Gnidrologist

CONDUCTOR
Joined
Aug 30, 2005
Messages
20,976
Location
is cold
New to the game. (playing enhanced version) Want some tips.
First of all - there seems to be infinite variety of items that can probably be used for crafting. I don't like to be encumbered and my two chars are fighter and a thief archetypes. Don't want to waste much points into crafting skill, while gimping them combat wise. The question is - should i stick to these items/store them somewhere if: 1) have enough spare points to invest in crafting 2) some joinable NPC that could be an utility craftsman join.
I obviously have no clue if there will be joinable craft masters in the first part of the game and don't understand combat system enough to know if i'd gimp my guys, if i don't invest enough in their primary skills. Don't want obvious spoilers, just general advices on this. Btw, are there storage containers that would hold my stuff indefinitely?
What's the general opinion on crafting in this game anyway.

ps (really liking it so far - don't get all the flack for bad writing - it seems just as unpretentiously simple, but effective as in both previous games and maintaining the same and of humor).
 

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