Divinity Original Sin Enhanced Edition

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Sulrn

Deuces
2,159
360
I am also not enthusiastic over the camera control, but the game is still very much playable and would disagree with the notion of calling the game "clunky".

I'm looking forward to release and playing a co-campaign for real.
 

Sulrn

Deuces
2,159
360
They're almost entirely in bug squashing mode right now. I haven't played since the recent patch, but it's more complete than DA2 was at Legacy release already.
 

Hateyou

Not Great, Not Terrible
<Bronze Donator>
16,627
43,258
How far off from being complete and ready for release is this game? I'm looking forward to playing it, but not until "retail" happens.
Retail is June 20th, unless they push it back again. I think it's very playable now, but they still have every patch wiping out your saves, so I won't really play it until release. I do play it up until the first town after every patch to see if anything has drastically changed, dick around in town for an hour or two then log out until the next patch.
 

Budos

Golden Knight of the Realm
593
10
Game is in beta now and has quite a bit of content. Things are still changing patch to patch, but I'm still enjoying trying the different classes and combos etc.
 

Budos

Golden Knight of the Realm
593
10
Patch notes from today:

The big ones

-AI Personalities part 1 is there. If you feel up to the challenge, you can give your main protagonists a will of their own, and they'll make their own choices, just like another player would in multiplayer. Currently only random personalities are activated, but it makes for a very different game. Do try it out, it's a lot of fun.
-Primary stats now affect your skill values. This is the next step in the changes we decided to do to improve the amount of class free builds you can make. The tooltips contain all you need to know.
-The system powering the treasure generation has been refined. Loot balancing has been further improved. Disarm trap kits for instance now actually drop.

The other features you'll notice right away

-We did several modifications to the tutorial dungeon, including a new encounter.
-Surfaces & clouds now have their own level
-The hint system is now operational
-The credits screen now works
-You can now differentiate between stacking items or wanting to craft quantities of items
-Weapons that do elemental damage now have fancy fx
-We Added rotate buttons to character creation screen
-Surfaces have sound now
-You can now select your starting skills during character creation (still a few issues)
-Projectiles have an offset above the ground causing less terrain/projectile interference
-We added the Stabbey waypoint in Cyseal
-A lot of effort was done on improving the tooltips (ongoing)

Some fixes have been done explicitly for the Mac version

[Mac] To rotate camera on trackpad use Apple built-in rotation gesture
[Mac] Crashes on game exiting (free() issue mentioned in crash log) are fixed
[Mac] All physics related crashes (when dragging items around) are fixed
[Mac] ?-"ink issue is fixed for good. Users of GT120/130/8600 and other cards that previously saw only pink background will be able to play. Most of them however are targets of shadows bug. See below.
[Mac] Shadows lockups are fixed but for now are on manual apply. See below
[Mac] Multiple video cards in same Mac are handled more correctly now
[Mac] Exploding ? ire effect has been fixed
[Mac] International symbols input won?s cause issues in the game
[Mac] Mac and Windows are now fully save game compatible

And here are the fixes and balancing changes that you may not notice but which will improve your gameplay

Dragging of items to equipmentslots (from world or inventory) fixed to correctly use AP in combat
Fix for NPC's not being able to pick up items
Fix for invisible character being visible on minimap/worldmap
Tooltips are cleared now when opening journal
Stop using chairs will not place you behind walls anymore
Fix for not being able to drag containers into an inventory when opening inventory first.
Fix for joining multiplayer in combat, resulting in an empty skillbar
Fixed orientation and scale of target hit effect
Fixed mouse cursor being trapped in the window in windowed mode when changing display settings
Fixed window always being topmost window after switching from fullscreen to windowed/fake fullscreen
Possible fix for having no resolution options in the dropdown (and always starting in 800x600)
Fix for skilltree not updating correctly when switching characters
Change for hearing range and sight range affecting the minimap
Fixed previews for queued paths
Fixed animation jitter for moving NPCs
Fixed healing effect not being destroyed when finished
Invisible characters can be hovered now
Don't show attitude changes for enemies in combatlog/overhead
Objects will react to surface changes underneath them without moving first
Fixed Pathfinding for stairs - can't reach
Fixed Visiting the church before Evelyn's lair -> Jake doesnt appear -> stuck in questline
Fixed In the specified places there is a long delay during the change of turn which blocks gameplay
Fixed Game crashed during exit
Fixed Multiple Summon when using pyramids while summoning
Fixed Issue when using teleporter pyramid from inventory while not having character selected
Fixed Tombstone has no icon (Cyseal)
Fixed Teller of Secrets (Homestead) has the same model & portrait as Evelyn, a antagonist in Cyseal
Fixed Short (Orc) Sword = oversized when worn - found in Dark Forest
Fixed Char Cust Screen - If a lot of times "turn around" button is pressed, then model is distorted; sometimes model twitches slightly
Fixed [gameplay] attitude going down for no reason
Fixed In stat's/ability's tooltips, where value of base was written, now says "Blinded!"
Fixed Can't reach bookcase in Cyseal
Fixed The secret tab doesn't show any secret description
Fixed Region border in Homestead, 1st room unlock (Astarte room) has no bounds
Fixed Encourage\Inspire have same effect, but different description
Fixed Large Perception Potion no tooltip\can't be used
Fixed summon was at 0 0 0 after clicking on skill icon a lot - player char started doing animation without a target
Fixed Multiplayer - Player1 doesn't see player2's answer in dual dialog
Fixed Can see invisible enemies (friendlies) on the mini-map
Fixed Summons their timer does not count down during real-time gameplay
Fixed overwriting existing dual dialog between players , plays the teleport effect on player - not clear
Fixed Poison from item's "Inflict poison on contact" is permanent
Fixed Using torches set off "theft" dialog, they probably should not?
Fixed Hasted enemies visual bug
Fixed Winterblast does not leave behind an ice surface, it should
Fixed (balance) Farseer skill does nothing
Fixed Divine Light is useless right now (balance)
Fixed Winterblast spell book has an air icon, rather than water
Fixed Cant reach Thelyron's bookcase, Cyseal
Fixed Can't reach balista west exit cysel
Fixed Squares are observed during "Nullify Resistances" and "Lower Resistances" animation
Fixed The weaver of time animation
Fixed Shield Specialist still uses its old values (+5% block per level, instead of +10% as mentioned in tooltip)
Fixed When lying on matrasses the visual shows player lying with feet at the head resting area
Fixed Reputation value doesn't update to reflect the +20 from the "Altruistic" Talent
Fixed Cannot read Treasure Maps, no option given in contextmenu
Fixed Dug up a "Voodoo Doll Level 3" item in Cyseal
Fixed Currently Equipped tooltip is closer to the item, than actual item's tooltip
Fixed Leadership is incorrectly called "character" in the "Damage" tooltip (e.g. "From character: +10%")
Fixed Can walk into Jake's coffin at Cyseal graveyard
Fixed Zombie Jake has standard sheathe mechanic dialog (Cyseal)
Fixed Formations behaviour at the start of the fight
Fixed Character who was second in char cust screen becomes the first in the game
Fixed Cyseal: Burning Ship trigger happens too soon
Fixed When you enter the Cyseal graveyard, the AD about "The dog is trying to tell us something?" should appear
Fixed Cyseal_Tutorial area - Fragments of chest are not on floor, and hang in air
Fixed In the specified place if the character goes through it, animation of water appears though there is no water
Fixed The 3 guys you can possibly save in the Sparkmaster 5000 quest (Cyseal) are nowhere to be seen in town afterwards
Potion colour fixes on 3D visuals
Potion colour fixes on Stat objects
Luck table improved
Exploration bonus xp improved
Exploration bonus xp triggers fixed
Tweaked position of hatch in Mirror Players' lairs
Removed to 1H 2H thing under title of item, should not be here, we will do it in description
Lowered Daggers damage penalty
Junius and Bibius now have drunk status
Fixes to Item Descriptions, Stacking, Stats
Fixed Ranger trainer offering Rogue skillbooks
improved the Cyseal burning boat's texture
More vitality for vitality boosts
Updated the perception distance of the mines
Added a check to make sure Dietmar isn't CHARMED when he calls for help
Witchcraft Skilltrainers now sell vampiric touch
Some characters may loot potions from the battlefield
Remove trade for evelyn in vault
Updated the Voodoo Doll names
Fixed scrolls for ranger and warrior that did not have stats
Rearranged Bickies in garden scene, equipped & gave spells to Gardener
Changed requirements on Talents
Gave preset chars new Talents
Removed the "AP bonus on daggers" talent and all daggers are now 2AP by default
All presets that have something magical in them, such as the wayfarer and shadowblade, now have staff of magus & have a staff in their inventory when they start
Removed APDagger talent because all daggers will autom. cost 2AP
Flanking talent removes ALL flanking penalty now
Gave starting dagger another visual that looks more like a dagger instead of a butterknife
Rogue now starts with razorsedge instead of venomous strike because Cyseal is full of undead
Changed some projectile skills so that they take surfaces and AoE into account
Description for backpack
Disarm kit in trader
Immunity skills are now available before Shield skills because it makes a lot more sense that way
All zombie creatures have the zombie talent, ie. they now heal from poison and take damage from normal healing
Made zombies slower because they're zombies...
West Gate near beach is now called South West Gate
Updated some TUT messages and changed some timings
Skillbooks now mention what stat improves the skill
Fixed some arrow combinations that gave you the wrong arrow
Updated willpower and bodybuilding values for characters
Updated the player comments regarding the furnace and the whetstone wheel
Fixed icon and visual of winterbreath skillbook
Divine Light decreases Willpower AND Bodybuilding now, and costs only 3 AP
Farsight gives CTH bonus now
Earth skill poison arrow and poison dart have new and different icons now
Food stuff gives more healing now
Mass Weakness skill has new icon
Fixed all buffs, debuffs, potions and effects that should give an armour boost or penalty
Fixed tooltips of Skill that would show Bodybuilding +0 instead of actual effect
If anyone is hit with silver arrow, status icon is shown
Traders ignore level diff when generating items
All sizes of Poison flasks now work with combos
Changed the treasures of the TUT chests to RewardTiny
Shorter skilldata tooltips
Arrow seller sells arrows again
Loot for Traders
Less drops from chests
Orc sword has a name, stats and is no longer oversized
Being wet gives you 10% fire resistance
Changed targeting snap of AoE spells
Tweaked damages dealt by burning, bleeding, poisoned and surfaces and clouds
Shovel is no longer a weapon, only for digging
Chars only loot potions in combat in turn
Fixed inspire vs encourage (inspire did not do what it said it did)
Updated the WPShrine location at the blacksmith house
 

turbo

Molten Core Raider
1,257
113
If only MMO companies would provide that level of detail of fixes/changes......sad world
 

Mures

Blackwing Lair Raider
4,014
511
Just noticed this in steam, looks pretty damn good. Can I play it now without my save game getting fucked? Or should I just wait until it is officially released june 20th?
 

Droigan

Trakanon Raider
2,574
1,260
Just noticed this in steam, looks pretty damn good. Can I play it now without my save game getting fucked? Or should I just wait until it is officially released june 20th?
Nearly every major patch so far has broken savegames, and I certainly expect the update from beta to full release to do the same, especially considering 3/4ths of the content is missing at the moment. Only 1 out of supposedly 4 zones in the game now.

I would wait with playing it, I still haven't made it past the first city. It is a fairly static game other than classes and the likes, so don't want to redo 10++ hours when the game launches just to get to new content.
 

Caliane

Avatar of War Slayer
15,315
11,594
yeah. it just looks better and better.
But, also kindof waiting to actually play beyond a few starts.
 

Budos

Golden Knight of the Realm
593
10
If you're considering playing it after release, I would test a few things now before then to get a feel for the game. The environmental effects on spells/abilities is a little different than a lot of strategy rpgs I've played before. Also the ability to move game objects around is something not atonof games have used in the past.

It took me about 3-4 test runs on older builds of the game before I felt comfortable and could handle just about every encounter I ran into. Knowing where to go to progress helps early too. Once you get a couple levels you can just about do whatever, the first few can be punishing. Characters dying and having to to be res'd early can hurt -- the chance of dying again after res is pretty high if there are mobs nearby still.

My advice on playing in the spoiler:
Wizards are dope. Rangers in a close 2nd.
My co-op party has been wiz/ranger on most runs. Mainly just for a better gear distribution: leather & cloth, and bow & staff, vs. cloth/staff x2.
Melee is a tough route early, but can be VERY powerful later.
The best weapon in game is a crossbow (adds to ranger's strength in-game).
For talents, I always take Lone Wolf on both characters -- this makes it so you can't get anymore party members beyond the starting two, but you get a huge vitality bonus, and extra ability points to spend on level up.
The elements all have synergy and counters. ie: a fireball will clear out a poison cloud, rain will stop burning ground, etc.

For starting out, once you get to town, go to the north gate after doing the quests in-town and pull everything near it to the gate so the guards can help. Then just loop around from there to the east and eventually go back into town from outside the east gate.

Also stealing is a great way to get early equipment/gold, same goes for killing people and xp. Just make sure no one can see you.
 

Budos

Golden Knight of the Realm
593
10
Another patch before release:

Code:

Fixed damage calculations for surfaces, which will make surfaces a bit more forgiving
Fixed situation where combat could get stuck
You will not see progression bars (identify, repair, etc...) for invisible characters
The skillbar will no longer contain empty slots when selecting skills in the character creation menu
Fixed errors in certain materials resulting in GPU errors
You can no longer travel to the Homestead when in combat
Changed some impact effects
Fixed HP desync issue
Improved color formatting on tooltips
Optimized texture streamer, resulting in allround better performance
Fixed player characters not correctly looking at NPC characters in a dialog
Reduced memory usage for scripts
Fixed issue where items could dissapear from your inventory
Petpal is no longer visible in talent list for companions
Item combination UI improvements
Fixed worldmap generator to generate nicer minimaps
NPCs will no longer react to surface damage coming from old surfaces
Memory optimizations for particle systems and effect pools, resulting in game client using around 250Mb less runtime memory.
Sneaking will hide your weapons now
Fixed issue in treasure generation, where certain items were preferred more above others
Added movie to telescope in Homestead
Exposed a lot more call to enemy AI scripts. Resulting in more intelligent AI.
Changed max pickpocket weight
Fixed issue with leadership for dead characters
Fixed big memory leak
Fixed issue where certain items could not be reached by the pathfinder
Added nicer water materials for lakes and rivers
Added sound effects to more surfaces
Items moved from story will no longer do hittests and cause unwanted damage
Projectiles shot from staff are fixed
Changed the way range CTH is calculated. Perception is a lot more important now!
Greatly reduced the amount of (unneeded) sound objects created by the game
Added skill level to tooltips
Loading a savegame won't make the partymembers move
Changed camera behaviour in combat. A lot more intelligent focus on targetted characters is the result
Fixed cone spells being cast in opposite direction when targetting too close
Fixed teleport skill
Added UI notifications when equipment is about to break
A lot of small stability fixes + memory improvements

Design:

Fixed seaspider skills not working
Fixed voodoo dolls
Earth summons now do a bit of earth damage
Arrow recovery, Obedient, Armormastery, leadership and luck description
Stats and equipment for Astarte
Snowboots and item combo and treasure
Eglandaer has weapon
Candles now stack
Deleted unused "empty potion" stat
Fixed: crafting knife with crafting 4 created crafting 3 knife
Fixed: dragging potion over ooze barrel no longer destroys barrel
New: can now make lockpicks with needle+needle or with hammer+NiN
New: can now dip arrowhead in ooze barrel to create poison arrowhead
Fixed: turning wood into mush with water bucket no longer destroys bucket
Changed: unbreakable boost only starts from level 16 and higher, when it starts making a difference
Changed: animals now always drop at least 1 thing
Changed: being Lucky and looking in containers now has a chance of finding the "Precious" category
Changed: made 66 changes to food effects: food now heals you less if it has another interesting use, some food types no longer give +2 or higher on primary stats, some foods no longer give high resistance boosts, some foods make you slow, some small alcoholic drinks now have a chance of making you drunk
Fix: changed bloodletting description so it makes sense when you use it on a thing that cannot bleed
Change: treat poisoning now costs more AP but has lower cooldown
Change: helping hand can now also be used to "tap" a burning friend (put it out)
Fix: some drinks were not dropped by treasure
Can now fill bottle with water by combining it with a well
All skill types and schools and classes and such now have the same name everywhere
Renamed Raistlin to Glass Cannon
Rewrote tooltip of Raistlin
Moved bartering ability to Personality category
You get the AP bonus of LoneWolf before AP gets doubled by Raistlin
New damage values for clouds and surfaces
Fixed: All Fear skills
Fixed: Can now eat carrot
Fixed: Gave DKBane skill a more fitting icon
Description of lockpick, clarified
New: Added some item combos with arrowheads that were proposed
New: Can make poison cheese with ooze barrels too
New: some item combos now create more than one instance of end result (e.g. axe + log = 2 branches; knife + branch = 3 arrowshafts; silver + anvil = 4 silver arrowheads
You can now eat Ishmashell (if you dare) or even do other things to it...
Fixed crafting the smokescreen arrow
 

Pyros

<Silver Donator>
11,216
2,364
And they pushed back release to the 30th, apparently they're adding voice acting and shit.
 

Drajakur

Molten Core Raider
567
462
I found the game incredibly slow-going early on. I definitely didn't feel like jumping back in from the start when my saves corrupted. The game has promise but they really need to switch always-run to on or increase movement speed. That would help a lot. I think the environmental elements are interesting but they seem a bit heavy-handed so far. I kind of dread starting from the beginning again when the game gets an official release. Sort of regret buying it but I wanted to support the studio. Some old-school promise but, wow, I just wish things picked up faster.
 

Hateyou

Not Great, Not Terrible
<Bronze Donator>
16,627
43,258
Annoyed they pushed it back for voice acting, that could've been thrown in on the first patch. I'm ready for this shit to release. I also agree with the run speed, it needs a 10-20% increase, or at least the ability to boost it with stats/items. Maybe that exists and I haven't seen it(I haven't gone past the first town) but I don't see any reason not to increase it outside of combat. It wouldn't give any advantages that I can tell.

Other than that I'm really digging each patch, they've fixed a lot of the odd clunkiness that annoyed me months ago. Excited to see what's past the first city
tongue.png


Anyone with not much time on thier hands want to try the multiplayer out a couple times a week when this releases? Probably 8pm- EST
 

Droigan

Trakanon Raider
2,574
1,260
Movement speed is increased by the attribute "speed", which also affects how far you can move in combat.

Saying that just from reading the tooltips though, I've never leveled up the actual skill to know how dramatic the change is when leveling it, but a quick google search led to several forums talking about the slow movement speed, but that even bumping it up at level 2 will make you notice the effects.

Guess it is similar to Neverwinter Nights. That game felt "slow" when moving, so when I got an armor that had 34% movement speed, I never changed it even when getting far superior other stat armors. Movement speed was far more important.

I don't mind that. Speed then becomes another character attribute that you gain. If you started off fast, any items or skill gains you get that increase speed later on will seem pointless.
 

Droigan

Trakanon Raider
2,574
1,260
Apparently what I said above is not true. "Speed" only affects movement speed in combat. Asked people in chat in game, and nobody had ever seen an item giving an increase of movement speed outside of combat. That sucks, because they do feel a bit sluggish/slow when they run.