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Dragon's Dogma II - "They’re masterworks, all – you can’t go wrong"

Shinji

Savant
Joined
Jan 10, 2017
Messages
359
A big update has just been released

https://www.dragonsdogma.com/2/en-us/topics/update/

[PlayStation®5 / Xbox Series X|S / Steam]

◆ Added Features and Adjustments

Adding Casual Mode. *

  • Reduced inn fees for staying at an inn.
  • Reduced price of Ferrystones.
  • More difficult for weight carried to become "Heavy" or "Very Heavy."
  • Less Stamina expended when dashing outside of battle.
  • Loss gauge will not increase when selecting "Load from Last Save" after the Arisen dies.
  • Pawns will recover from dragonsplague without a "devastating calamity" occurring, even if the symptoms progress to a terminal stage.


Adding a Portcrystal to Bakbattahl.

Adding "Sovran's Crown," "Sovran's Plate," and "Sovran's Greaves" to the list of items that can be traded with the Dragonforged.

Adding variations to Pawns' idle animations.

Adding animations for when Pawns and the Arisen start dashing.

Adding animation for when the Arisen is riding on a larger enemy that is flying at high speeds.

Making it so that the Main Pawn can be revived an infinite number of times at Forgotten Riftstones.

Adding Polski (Polish) under Display Language in the Language section of the Options menu.

Further fixes to issues around CPU overload in certain situations. **

Reducing frequency of crashes.

◆ Adjustments to Vocations

Fighter

  • Increasing Strength for all weapons.
  • Reducing amount of time before stagger damage reactions can be canceled with "Defend."
  • Reducing charge time for "Tusk Toss." Also reducing timing during which the attack can be canceled while the user is unable to move after activation.
  • Increasing Strength and Knockdown Power for ""Riotous Fury"" and improving aiming ability on the target of the attack.
    Making it so that the lock-on adjusts itself to a different nearby target if the target initially locked on to is defeated mid-attack.
  • Increasing amount of time an enemy is downed after being knocked down by "Shield Bash." Also increasing Knockdown Power for "Shield Bash."
  • Increasing aiming ability of "Blink Strike" upon activation. Also adjusting to make it easier to hit locked-on targets with this skill.
  • Increasing Strength, expanding attack range, improving speed of initial activation animation, and adjusting timing of attack hits for "Compass Slash."
  • Increasing Strength and Knockdown Power and expanding attack range for "Airward Slash." Also intensifying damage reactions for smaller enemies hit by this skill.
  • Improving speed of the activation animation for "Gouging Skewer." Also adjusting movement correction for this skill to make it easier to hit the attack target.

Warrior

  • Extending input duration for "Chain of Blows."
  • Reducing timing during which "Barge" can be canceled while the user is unable to move after activation.
  • Increasing Strength for "Arc of Might."
  • Adjusting strike timing of "Savage Lash" and making it easier to hit larger enemies' weak points while they are downed.

Archer

  • Reducing charge time and increasing Strength and Knockdown Power for "Dire Arrow." Also extending timing during which a more powerful arrow can be loosed with this skill.
  • Increasing damage dealt by "Heavenly Shot" and reducing time taken for Stamina to start recovering after activation.
  • Increasing damage scaling for bow attacks. Also increasing damage scaling for attacks that hit enemy weak points.
  • Reducing weight of the items "Explosive Arrow," "Drenching Arrow," "Tarring Arrow," and "Blighting Arrow."

Mage

  • Increasing duration of the Silence debilitation inflicted by "Solemnity."
  • Increasing distance that flames unleashed by "Flagration" can reach.
  • Increasing number of times that clusters conjured with "High Palladium" to protect allies can block attacks before they disappear.
  • Increasing duration of the continuous Health recovery effect of "Argent Succor."
  • Increasing power of additional lightning bolts summoned with additional button presses when casting "Levin."

Thief

  • Changing Stamina consumed when using "Blades of the Pyre" from a fixed amount to an amount proportionate to the user's maximum Stamina.

Mystic Spearhand

  • Increasing Strength and Knockdown Power for "Seching Blade."

◆ Modifications and Fixes

Player

  • Fixing issue where, after readying and firing the magickal bow as the Magick Archer vocation, readying the bow again resulted in awkward camera movement.
  • Fixing issue where, when playing as the Warfarer vocation, redoing an enchantment and then using "Rearmament" resulted in the enchantment remaining even after its effect duration had ended.
  • Fixing issue where changes to Button Mapping settings weren't reflected for the Draw Bowstring control for ballistae.
  • Fixing issue where pressing "next" during a normal conversation caused the Arisen to perform an action at the same time.
  • Fixing issue where the Arisen couldn't be revived after falling in a river at certain points.
  • Fixing issue where the Arisen could clip through coffins and get stuck.
  • Fixing issue where walking caused Stamina to start recovering more quickly than standing still.
  • Fixing issue where falling into certain oxcarts with bonnets wouldn't trigger the nullified damage animation.
  • Fixing issue where the Arisen could fail to cling to a target when using "Gouging Skewer" from a height.
  • Fixing issue where the Arisen could become stuck while conjuring decoys as the Trickster vocation.
  • Fixing issues where the Arisen could become frozen in place.
  • Fixing issue where blocks of ice created by "Frigor" would float in mid-air.

Pawns

  • Fixing issue where dismissing Pawns inside the rift and then immediately accessing the Riftstone of Remembrance caused dismissed Pawns who were not in the rift to appear on the "Pawns in the Rift" list.
  • Fixing issue where Pawns of the Archer vocation would behave strangely when firing special arrows.
  • Fixing issue where actions could be canceled for Pawns with reduced Health.
  • Fixing issue where the Main Pawn's eyeshadow wasn't applied in the worlds of other Arisen who hired them.
  • Fixing issue where Pawns became immobile during the Talos battle.
  • Fixing issue where Pawns given the "Go!" command wouldn't gather items.
  • Fixing issue where Pawns of the Warrior vocation would cease attacking.
  • Fixing issue where Pawns launched into the air with "Springboard" couldn't climb walls that they should have been able to climb.
  • Fixing issue where using the "To me!" command after a Pawn offered guidance resulted in the Pawn not guiding the player correctly, even if the player used the "Go!" command.
  • Fixing issue where Pawns of the Mage vocation would unnaturally loop the same animation.
  • Fixing issue where "Maelstrom" spells cast by Pawns would diverge from the enemy's location.
  • Fixing issue where Pawns controlled by drakes would react with dialogue describing their fellow pawns being controlled.
  • Fixing issue where Pawns couldn't evade stout undead explosion attacks.
  • Fixing issue where Pawns wouldn't assist when the Arisen was possessed by a phantom.
  • Fixing issue in second and subsequent playthroughs, where Pawns would guide the Arisen to treasure chests that had already been opened.
  • Improving Pawn lines to better match circumstances.

NPCs

  • Fixing issue where Cliodhna would freeze in place after climbing a ladder.
  • Fixing display issues with Taliesin's hands.
  • Fixing issue where UI for switching between Pinpoint Volley and Rivet Shot was displayed when Cliodhna used "Conversion."
  • Fixing issue where Taliesin used dialogue that didn't match the situation after certain quests were completed.

Enemies

  • Fixing issue where using "Vimtaking Arrow" during "A Scholarly Pursuit" fulfilled the conditions for completing the quest during its initial phase.
  • Fixing issue where if a dullahan entered a body of water after it was defeated, it would teleport and become frozen in place in a standing position.
  • Fixing issue where liches' homing attacks ignored the Trickster's simulacrum and attacked other targets instead.
  • Fixing issue where the lesser dragon would cease to act during "Readvent of Calamity."
  • Fixing issue where some griffins would circle continuously around a fixed point.
  • Fixing issue where if a lich was defeated while resurrecting another monster, that monster would still be resurrected.
  • Fixing issue where rocks falling on a goreminotaur dealt an excessive amount of damage.
  • Fixing issue where having a Thief pin down a skeleton lord with a heavy attack prevented light attacks from hitting while the skeleton lord was pinned down.
  • Fixing display issues with some attack effects for lesser dragons.
  • Fixing issue where torches thrown by enemies would get stuck floating in mid-air.
  • Fixing issue where targets grabbed by a dullahan's grab attack would drop straight down.
  • Fixing issue where Thief enemies used "Bump and Lift" even though they are unable to steal items.

Quests

  • Fixing issue where Pawns would be loaded in as party members if the player selected "Load from Last Save" while exploring solo with Raghnall during "Tensions on the Highroad."
  • Fixing issue where Pawns followed the Arisen beyond the point where the party was supposed to be separated in "Tensions on the Highroad."
  • Fixing issue where, after defeating the cyclops in "Beren's Final Lesson," performing certain actions caused the defeated cyclops to resurrect.
  • Fixing issue where, if certain actions were performed during "Till Death Do Us Part," Gregor wouldn't go home even after being restored to life.
  • Fixing issue where Higgs's Tavern Stand wouldn't function as a shop under certain conditions.

Gimmicks

  • Fixing issue where coffins that enemies were supposed to come out of were open from the start.
  • Fixing issue where ballistae would clip through other objects when the base was rotated.

Equipment

  • Fixing issue where the armor values of cloaks weren't being applied.
  • Fixing issue where some leg armors stretched unnaturally.

Display

  • Fixing issue where a filter-like effect appeared on water surfaces after closing the Shop menu.
  • Fixing issue where distant shadows looked unnatural.
  • Fixing issue where some tattoos weren't displayed during cutscenes.

UI

  • Fixing issue where some text on the title screen wouldn't change to reflect updated language settings.
  • Fixing issue where skill preview videos weren't displayed on the Weapon Skills screen in vocation guilds under certain conditions.
  • Fixing issue where some text on images in the Quest menu wouldn't change to reflect updated language settings.
  • Fixing issue where the quest icon didn't indicate the correct location for Roman during "Steeled Resolve, Blazing Forge."
  • Fixing issue where message icons would disappear from the NPC Logbook in the History menu.

Sound

  • Fixing issue where using a Wakestone in battle caused the in-game music track to malfunction.
  • Fixing issue where riftstone sound effects would be quieter than usual after exiting a riftstone.

Other

  • Fixing issue where skipping certain cutscenes would result in a black screen.
  • Fixing issue where changing to certain hairstyles resulted in thinner hair on the top of the head.
  • Fixing areas where gathering points floated.
  • Fixing issue in Photo Mode where the Arisen's body remained onscreen, even if the Arisen display setting was set to "off."

[Steam]

Fixing issue where enabling DLSS FRAME GENERATION caused a temporary lag when exiting the Pause Menu.

  • * You can change to Casual Mode mid-game from the Game Settings section of Options in the title menu. However, if you are already playing in Casual Mode, you will be unable to change to Normal Mode. There are some trophies or achievements you cannot unlock in this mode.
  • ** Frame rates in areas with a lot of NPCs, such as town centers, should be improved. In addition, turning the graphics settings to low should further improve frame rates. Players on Steam can achieve the same results from changing their graphics settings.
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,343
We don't need a fucking Casual mode, for christ sake. We need an actual Hard Mode - and not a shitty one like Dragon Dogma 1's! Good god.
 

Suicidal

Arcane
Joined
Apr 29, 2007
Messages
2,298
I can't imagine what kind of person would need a casual mode in this game. Maybe the kind that has only played mobile games and DD2 is his first real game.
 

Pink Eye

Monk
Patron
Joined
Oct 10, 2019
Messages
5,890
Location
Space Refrigerator
I'm very into cock and ball torture
Casual mode, changes for pawn that nobody cares about (idle animations man who cares about this, what's next, romancing your pawn?!); and some balance tweaks that I honestly don't care for. Where's Hardcore Mode? Where's challenging content like UR-Dragon, Bitterblack Isle, Everfall that challenges you with tough encounters? Where's Mystic Knight? Why did they subtract mechanics, classes, less skill slots, from the original title?

What a waste of potential this game was. All I wanted was just DDA but with better graphics and some new classes 'n shit. I plated the original title twice. Once on the 360 and on steam:

AlLAPD0.png

Sadly my Xbox 360 died a decade ago so I can't show my achievements or time played in that.

Meanwhile I bought DD 2 just to prove to Capcom that there's still a market for a Dragon's Dogma game and I have yet to touch the sequel. So disappointed with how this turnt out.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,437
Pillars of Eternity 2: Deadfire
Casual mode. LOL.

Also sounds like huge buffs to Fighter. Who was already very powerful IMO.
Maybe except he was getting stunlocked too easy trough a large portion of the game (until dwarven smithing unlock).
 

Dishonoredbr

Erudite
Joined
Jun 13, 2019
Messages
2,383
We don't need a fucking Casual mode, for christ sake. We need an actual Hard Mode - and not a shitty one like Dragon Dogma 1's! Good god.
I hope they're working on Hard Mode to be better than DD1 and that's why it's taking so long. DD1 hard mode was only Hard more in the first few levels
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,986
Location
Lusitânia
:lol::lol::lol:

CAPCOM really are the Japanese Ubisoft, holy shit.

Still, that's an impressive amount of fixes.
The performance increase is the most significant - the game should've released in this state.

More interesting still are the Vocation rebalances.
Aside from Thief most of them seem to have been buffed - if anything this isn't enough, the stamina consumption of Thief's Formless Feint should also be revised, Sorcerer's Augural Flame and Mystic Archer's Martyr's Bolt should be nerfed as well.

I think it's also important to note that DD1 also received a "Easy Mode" update some 6 months after release, then shortly after got the "Hard Mode" and "Speedrun Mode" DLC
They probably have a small team for these patches and while the rest of the staff are busy with the DLC...


Archer was already busted (maybe not a popular opinion)
The general consensus was that Archer was the weakest vocation...
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,986
Location
Lusitânia
From my experience, the June update had already solved the bulk of the stutter issue in the city of Vernworth

Still check for yourselves:


The Steam Deck can now run this game as well as the Switch ran BotW at launch :-D
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,781
Weird it's almost like they had planned to put the game up for sale in their regular capcom tokyo game show publisher sale.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
30,871
From my experience, the June update had already solved the bulk of the stutter issue in the city of Vernworth

Still check for yourselves:


The Steam Deck can now run this game as well as the Switch ran BotW at launch :-D

Why the fuck would you ruin your gaming experience even further by putting a console port on a fucking handheld.
 

H. P. Lovecraft's Cat

SumDrunkCat
Shitposter
Joined
Feb 7, 2024
Messages
2,385
Too little, too late. In 10 days it will have been 6 months of being a completely broken game with purposefully kneecapped character creation.
So much for PC gamers waiting for ports then. Those usually take a year or longer.

Edit

They added a casual difficulty but no higher difficulty... OOF. WTF ARE YOU DOING!!!???
 

Carceri

Arcane
Joined
Jul 3, 2007
Messages
1,493
Location
Transylvania
So is performance significantly improved or what

I am also interested in the above posted question. If anyone can be so kind... :)
I fired up the game and travelled from Bakbatahll to Vernworth, through Checkpoint Rest Town. Before this patch I was getting almost no stuttering in Bakbatahll, a bit of it in Checkpoint Rest Town during the day, and quite a bit of stuttering in Vernworth, especially around the castle area, and the frame rate was dropping from 60 to around 45-40 sometimes iirc. In the wilderness I had no stuttering or frame drops, the game just ran smoothly. Now, after the patch I got way less stuttering or rather micro-stuttering, in lack of a better word, and only in Vernworth. The frame rate dropped by exactly 1 this time. So, I would say that yes, the performance improvement is definitely noticeable.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,986
Location
Lusitânia
So is performance significantly improved or what
I am also interested in the above posted question. If anyone can be so kind... :)
I fired up the game and travelled from Bakbatahll to Vernworth, through Checkpoint Rest Town. Before this patch I was getting almost no stuttering in Bakbatahll, a bit of it in Checkpoint Rest Town during the day, and quite a bit of stuttering in Vernworth, especially around the castle area, and the frame rate was dropping from 60 to around 45-40 sometimes iirc. In the wilderness I had no stuttering or frame drops, the game just ran smoothly. Now, after the patch I got way less stuttering or rather micro-stuttering, in lack of a better word, and only in Vernworth. The frame rate dropped by exactly 1 this time. So, I would say that yes, the performance improvement is definitely noticeable.
Apparently the biggest improvements is to 1% lows

 

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