Divinity: Original Sin 2 Kickstarter launches later this month

Glad to hear that this game isn't a continuation. Looks like there's so much polish, i'll probably just get this when i'm feeling the need to fix an rpg craving.

Never finished the first although i tried a few times.
 
Glad to hear that this game isn't a continuation. Looks like there's so much polish, i'll probably just get this when i'm feeling the need to fix an rpg craving.

Never finished the first although i tried a few times.

I'm in the same boat. I haven't made it fully through. It's fun, but the writing isn't really drawing me in.

For those who have now played both, how does the storyline compare?
 
Some people I know that are playing this and really like it are telling me that the only real quibble they have jives with what the Gamespot reviewer (and others) have said: The quest journal could stand to be a little more specific and less cryptic at times and while it's great the game is dense, doesn't hold your hand, and all the rest of that... it's debatable that some of that is almost to a fault.

Those of you playing: Do you agree with any of that?
 
Some people I know that are playing this and really like it are telling me that the only real quibble they have jives with what the Gamespot reviewer (and others) have said: The quest journal could stand to be a little more specific and less cryptic at times and while it's great the game is dense, doesn't hold your hand, and all the rest of that... it's debatable that some of that is almost to a fault.

Those of you playing: Do you agree with any of that?

Yes, some of the quest notes do not offer any hints of what you need to do. "You met a person" ...ok? All right maybe not that bad but some are fairly useless. I don't want a game to hold my hand the entire time but some of the notes are just way to vague.

Some things are also not worthy of a note. I just made it off the Fort Joy island and came across some dogs who indicate something bad is under a building. I haven't found a way down under it yet and no one else in the area says anything. No quest note so not sure if there is something there or not. I'll spend some more time on it and then do some other quest and come back to see anything changes. If I don't figure it out I'll google it.

Also when I left the Fort Joy island my quest closed weirdly. Saying I didn't leave with a group when they are standing on the ship and talking to me.

Honestly minor but slightly annoying problems imo.
 
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Sounds like easy refinements Larian can make on what's otherwise clearly a stellar title and by all appearances "the next Witcher 3."

EDIT ADD:


Fun tips: https://steamed.kotaku.com/divinity-original-sin-2-players-are-finding-all-kinds-1818978159



Review:
https://kotaku.com/divinity-original-sin-2-the-kotaku-review-1818817232

This review brings up a number of points I've been hearing from some other people playhing the game including one of my family members.

Sounds like a few tweaks would go a long ways to putting an overally really good game over the top. See what you all think.
 
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Blowing that Fort Joy pop stand!!!!! took me about 3 hours :D I knew what items to look for because I played the Beta for about 5 hours asked some question on the steam forums like a year ago.
This game is your Baldur's Gate clone right here inventory is slick combat isn't bad in Explorer mode still haven't figured out skill books because I level in a skill and still can't learn the Rain spell.
You will like this game trust me.....same feeling as the first recommend playing in Explorer mode if your never played though the 1st game.

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I can't get over having skeletons and lizards as party members. It seems too strange for me.
 
I'm getting demolished in the early fights. Everything's always on fire, my team is always slowed, enemies have tons of magic armor and physical armor to be eaten through before any real damage can be done, only to have that or their health restored once I do.

Further, enemies can teleport around and hit from any distance on every turn. My rogue character has good mobility and does good damage but dies immediately, while my tank and 'battle mage' do jack shit for damage if they can get in range at all. Oh, and I can't figure out how to attack knocked down enemies.

I'll probably just start over since I can't re-spec any characters yet. Can anyone recommend a good starter guide? I'm not looking for super easy mode or anything, just something I can follow for a complementary party instead of having to guess what's good. I've found a ton of guides already but no two say the same thing. Having a million options is the problem I'm already facing, so all of the Polygon/IGN/Gamespot guides that cover a dozen different playstyles don't help. I just want one good one.
 
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I'm getting demolished in the early fights. Everything's always on fire, my team is always slowed, enemies have tons of magic armor and physical armor to be eaten through before any real damage can be done, only to have that or their health restored once I do.

Further, enemies can teleport around and hit from any distance on every turn. My rogue character has good mobility and does good damage but dies immediately, while my tank and 'battle mage' do jack shit for damage if they can get in range at all. Oh, and I can't figure out how to attack knocked down enemies.

I'll probably just start over since I can't re-spec any characters yet. Can anyone recommend a good starter guide? I'm not looking for super easy mode or anything, just something I can follow for a complementary party instead of having to guess what's good. I've found a ton of guides already but no two say the same thing. Having a million options is the problem I'm already facing, so all of the Polygon/IGN/Gamespot guides that cover a dozen different playstyles don't help. I just want one good one.

Here is a post about attributes and skills you put points into. Not really a starter guide but it helped me in my planning. I planned what I wanted my party classes while I was creating my main. Really like that you could change the origin characters to different classes when you first pick them up.


I think you should focus each character on two combat skills(and the related attribute) to start until you get the hang of things. According to the info above in that link you should be able to spread the points out a little more latter in the game.

Geo/Pyro has good synergy. Start with an earth spell that spreads oil, then follow with a fire attack.
Hydro an and Aero also go together with the water and lightning combo.

Sebile as a Battle mage Aero/Warfare. Feels like my weakest character in terms of damage. But is tanky and can take some damage.
Lohse as an Enchanter Hydro/Aero. My healer/ ranged dps with lightning or staff. Does the bartering.
Fane as a Wizard Fire/Geo. Almost all damage abilities, also my lock picker.
Red Prince as a Conjuror Summon/Huntsmen. Very reliable damage and if I can get him up high he does amazing damage.

So far with this group I do great with most of the encounters. Some of the big bosses and groups I might have to reload a time or two.
I pay attention to the magic/physical armor in my selection of targets but it isn't a roadblock with this mix. At worst it makes my archer pick a different target or different arrow if I remember to use them.

Also make sure to use your environment. If you have an archer get him up high for the damage bonus. Look for some barrels and move them into position that favors you. Then send a character forward to start the combat and lure them back to your trap. Read what the different things do. I died several times to this fire witch before I remembered I could bless the flames. Went from burning necro fire covering the screen to blue holy fire protecting me. Shop often, inventory changes at level up and over time.
 
I'll probably just start over since I can't re-spec any characters yet.
Unfortunately thats one of the downsides of the new armor system in this game, typical rpg party compositions (like a melee/rogue/mage/cleric or whatever) are sub-optimal compared to compositions which focus on one damage type, ie either physical or magic.

Physical is probably easier to play right now, if you reroll with 3 physical damage characters, like a 2H melee, a crossbow huntsman, a dual wield dagger rogue and a buffer/summoner (summons can do phys damage) - you will have a much easier time - as your party's damage is no longer split among effectively two health bars. Grab the teleport gloves once you can, and with some thievery or lucky charm you should be ok to survive Act1.

The other option is to use one of the balance mods which lowers enemy armor (and optionally buffs their hp) - making the game a little more balanced for hybrid party compositions - some of those mods are quite popular but note that they disable achievements.

Early game in the DoS titles can be quite difficult, especially for players who don't play crpgs, and the new armor system doesn't help one bit - but the time wasted rerolling, learning the basics and getting 'over the hump' is worth it, this is an amazing game (minus a few bugs here and there).
 
Is anyone else having difficulties with the second Reaper's Coast area? I was having a blast with the first Fort Joy area, but I just can't seem to find what I am supposed to do in Reaper's Coast as my party is getting instakilled by almost all the baddies. Up until this point, I haven't had much difficulty with any of the battles, and I have felt like party is fairly well balanced. Currently, my characters are all level 9. Any recommendations which quests I should be doing first? Also, are the persuasion tests borked in this area? My characters have 35 in relevant primary stats, and even using Clear Mind to buff this an additional 3 points I am failing all finesse, intelligence, or strength persuasion tests. Was having so much fun with the first part of the game, but it just seems like it's focus is lost on the second act, and I am losing interest quickly.
 
Is anyone else having difficulties with the second Reaper's Coast area? I was having a blast with the first Fort Joy area, but I just can't seem to find what I am supposed to do in Reaper's Coast as my party is getting instakilled by almost all the baddies. Up until this point, I haven't had much difficulty with any of the battles, and I have felt like party is fairly well balanced. Currently, my characters are all level 9. Any recommendations which quests I should be doing first? Also, are the persuasion tests borked in this area? My characters have 35 in relevant primary stats, and even using Clear Mind to buff this an additional 3 points I am failing all finesse, intelligence, or strength persuasion tests. Was having so much fun with the first part of the game, but it just seems like it's focus is lost on the second act, and I am losing interest quickly.
I had some issues in the beginning of act 2 as well. Just stay in driftwood for awhile and talk to everyone there.
 
Is anyone else having difficulties with the second Reaper's Coast area? I was having a blast with the first Fort Joy area, but I just can't seem to find what I am supposed to do in Reaper's Coast as my party is getting instakilled by almost all the baddies. Up until this point, I haven't had much difficulty with any of the battles, and I have felt like party is fairly well balanced. Currently, my characters are all level 9. Any recommendations which quests I should be doing first? Also, are the persuasion tests borked in this area? My characters have 35 in relevant primary stats, and even using Clear Mind to buff this an additional 3 points I am failing all finesse, intelligence, or strength persuasion tests. Was having so much fun with the first part of the game, but it just seems like it's focus is lost on the second act, and I am losing interest quickly.

That is why I played on Explorer mode because classic mode was pretty had for me and leveling was time consuming in DOS 1 in the first area.
 
Any recommendations which quests I should be doing first? Also, are the persuasion tests borked in this area?
Talk to every single person, in every single building in the town, and do every single quest that's doable inside the town/nearby before hitting the road. Quite a few of them can be completed without any combat whatsoever.

As for the conversation checks, from what I've experienced your character's persuasion (the civil stat) is a multiplier for the check. So having a ton of STR for a strength dialogue check isn't enough - you want that specific character to also have points in persuasion. Also, sometimes NPCs will talk to the character in your party that's closest to them, so you might need to reload and make sure your persuasion guy is the one that's standing closest to them before they start the conversation.
 
Here is a post about attributes and skills you put points into. Not really a starter guide but it helped me in my planning. I planned what I wanted my party classes while I was creating my main. Really like that you could change the origin characters to different classes when you first pick them up.


I think you should focus each character on two combat skills(and the related attribute) to start until you get the hang of things. According to the info above in that link you should be able to spread the points out a little more latter in the game.

Geo/Pyro has good synergy. Start with an earth spell that spreads oil, then follow with a fire attack.
Hydro an and Aero also go together with the water and lightning combo.

Sebile as a Battle mage Aero/Warfare. Feels like my weakest character in terms of damage. But is tanky and can take some damage.
Lohse as an Enchanter Hydro/Aero. My healer/ ranged dps with lightning or staff. Does the bartering.
Fane as a Wizard Fire/Geo. Almost all damage abilities, also my lock picker.
Red Prince as a Conjuror Summon/Huntsmen. Very reliable damage and if I can get him up high he does amazing damage.

So far with this group I do great with most of the encounters. Some of the big bosses and groups I might have to reload a time or two.
I pay attention to the magic/physical armor in my selection of targets but it isn't a roadblock with this mix. At worst it makes my archer pick a different target or different arrow if I remember to use them.

Also make sure to use your environment. If you have an archer get him up high for the damage bonus. Look for some barrels and move them into position that favors you. Then send a character forward to start the combat and lure them back to your trap. Read what the different things do. I died several times to this fire witch before I remembered I could bless the flames. Went from burning necro fire covering the screen to blue holy fire protecting me. Shop often, inventory changes at level up and over time.

Unfortunately thats one of the downsides of the new armor system in this game, typical rpg party compositions (like a melee/rogue/mage/cleric or whatever) are sub-optimal compared to compositions which focus on one damage type, ie either physical or magic.

Physical is probably easier to play right now, if you reroll with 3 physical damage characters, like a 2H melee, a crossbow huntsman, a dual wield dagger rogue and a buffer/summoner (summons can do phys damage) - you will have a much easier time - as your party's damage is no longer split among effectively two health bars. Grab the teleport gloves once you can, and with some thievery or lucky charm you should be ok to survive Act1.

The other option is to use one of the balance mods which lowers enemy armor (and optionally buffs their hp) - making the game a little more balanced for hybrid party compositions - some of those mods are quite popular but note that they disable achievements.

Early game in the DoS titles can be quite difficult, especially for players who don't play crpgs, and the new armor system doesn't help one bit - but the time wasted rerolling, learning the basics and getting 'over the hump' is worth it, this is an amazing game (minus a few bugs here and there).

Thanks for the tips. I ended up starting over and choosing the Lone Wolf trait, both for myself and a single follower, and I'm doing Warfare on one and Summoner on the other. It worked well to complete Act I, and helped quite a bit with another issue I was having - not having enough gear or money to adequately equip 4 characters.

I keep reading about how awesome Polymorph is and put a couple points into it but I can't find any spellbooks? Are they just not available in A1? I completed it yesterday but haven't yet left on the boat.
 
Thanks for the tips. I ended up starting over and choosing the Lone Wolf trait, both for myself and a single follower, and I'm doing Warfare on one and Summoner on the other. It worked well to complete Act I, and helped quite a bit with another issue I was having - not having enough gear or money to adequately equip 4 characters.

I keep reading about how awesome Polymorph is and put a couple points into it but I can't find any spellbooks? Are they just not available in A1? I completed it yesterday but haven't yet left on the boat.

Take your time :) and have fun. The skill books are sometimes on different vendors and you have to get lucky with drops.

This youtube channel is excellent for DOS 2 https://www.youtube.com/user/rpgdivision

He has a 16 tips out for beginners ..
 
Dev logic annoys me sometimes.
Characters will avoid walking into fire and poison to the point they will not step on it, or thru it, unless you take direct control of them.
Lava and discovered traps they will bath in and jump up and down on every time.
 
Dev logic annoys me sometimes.
Characters will avoid walking into fire and poison to the point they will not step on it, or thru it, unless you take direct control of them.
Lava and discovered traps they will bath in and jump up and down on every time.
Lol
 
Been playing D:OS2 like crazy. Haven't reached level 6 yet, but I've fought against lots of enemies in some pretty clutch fights. I've got Lohse, the Red Prince, and Ifan. Ifan is long-range crossbow-man, Red Prince is a battlemage, and Lohse is a summoner. This is such a ridiculously fun game.
 
Dev logic annoys me sometimes.
Characters will avoid walking into fire and poison to the point they will not step on it, or thru it, unless you take direct control of them.
Lava and discovered traps they will bath in and jump up and down on every time.

To be honest I'm glad that that is the part what is wrong with the game and not other stuff.

Saving often not that game breaking to me ;) .
 
Patch 3 is live! And it’s a huge one!
http://steamcommunity.com/games/435150/announcements/detail/1470847507677711328

OCTOBER 6 - MICHAEL_LARIAN
0d6b1372d55821017859613cba24d924bb3cfa51.png


Like said it´s big. But big is good because this update should address the most important issues you’ve been flagging. In addition to the obligatory bug fixes and balancing changes, this patch contains a number of content changes that should make your journal clearer and your journey through Arx smoother.

Check it out and remember to leave more feedback for us in the forums!

The Larian Team



  • Improvements and changes
  • Improved and added several quest status updates in the Journal
  • Fixed several quests not closing properly or when expected
  • Spider legs now correctly prevent player from getting Webbed
  • Tweaked frequency of certain automated dialogs
  • Fleeing from combat now pops up the waypoint menu instead of moving you to nearest waypoint
  • Added several improvements and hints in Arx that tie people together, and that introduce places and characters (e.g. added a thief corpse/ghost in the death-fog storage room)
  • Save/load screen has been reskinned
  • Removed camera shake from poison damage over time
  • Smoke now blocks Attack Of Opportunity
  • Lowered Persuasion difficulty in Arx
  • Pressing the right mouse button now stops all characters’ movement chained to the current character
  • Reskinned lobby and serverlist
  • Improved Taunting in favour of the Taunter
  • Optimised performance on certain AI actions
  • Filter states on inventory are now saved
  • Made the surfaces created by intersection temporary, but long-lived, instead of infinite (also fixes some surface puzzles)
  • Reactive Shot now uses equipped weapon stats to calculate damage
  • Reduced survivability and base damage of Bone Widow
  • Reduced Chicken form running distance to 6 meters
  • Small reduction in XP gain in Reaper’s Coast and Council of Seven areas
  • Fixed melee and rogue archetypes ignoring characters with Stench talent
  • Fixed Windego’s skills if you meet her in Council of Seven
  • Made several changes to Captive Deep-dweller in the third round of the Arena in Reaper’s Coast
  • The puzzle to get to Reimond now has a perception check on the hidden wall, and the wall supports lockpicking
  • Voidwoken chicken should not be able to absorb source points
  • Updated stats, skills, loot and archetype of Zaleskar
  • Lobby browser now shows map names alphabetically
  • Controller UI shows button hint in dialog windows when you can scroll
  • Controller type can be auto detected and button hints are shown accordingly
  • There is now a button to immediately go to the Recipe window (H by default)
  • In the rune screen, you can now see all runes in all your party members’
  • inventories


    Bug Fixes

  • Fixed crash that could happen when putting parent containers into child containers
  • Fixed crash when you accept a party invitation from a client that has left the game
  • Fixed crash when attacking ground with a projectile strike type of skill (via script or modding)
  • Fixed a crash that could happen when loading game or returning to main menu (destroying AiGrid)
  • Fixed crash if you choose to sleep again with lizard after you put on all equipment and the thieves were already killed
  • Fixed a Story Patching issue. This prevented certain previous storyline fixes to not be applied correctly.
  • Fixed a blocking issue in the Hall of Echoes: not having the cloud appear after completing the third part of the ritual and talking to a God
  • Fixed a blocking issue with characters playing dead during the Kraken combat
  • Fixed a blocking issue when selecting the option “pick up” when talking to the Parrotplant in Arx
  • Fixed a blocking issue when saving during Braccus’ dialogue in the endgame scene
  • Fixed a blocking issue that could happen in a dialogue with Dallis in the endgame scene
  • Fixed a blocking issue where characters would still be considered in combat in the endgame scene, and nothing would be clickable
  • Fixed blocking issues caused by story scripting setting items offstage
  • Fixed a blocking issue with the Pilgrim Door not opening in Arx
  • Fixed a blocking issue with the crypt puzzle where blocks would rotate 45 degrees instead of 90 degrees in multiplayer or in savegames
  • Fixed a blocking issue that could happen when being teleported while in the middle of casting a skill
  • Fixed issue where Gwydian could end up being non-interactable (kill magisters without triggered Gwydian and voidwoken)
  • Fixed an issue where some companions would not be recruitable after the attack on the Lady Vengeance
  • Fixed magic mirror portrait rendering
  • Fixed magic mirror showing encumbered icon
  • Fixed scrolls not scaling with primary attribute
  • Fixed desync when using Enrage which could cause lack of crits
  • Fixed a bug where instakill surfaces would make it impossible to resurrect a character inside them
  • Fixed several instances where Reactive Shot would not trigger correctly
  • Fixed Reactive Shot being triggered by invisible characters
  • Fixed Dome of Protection ignoring vision blockers
  • Fixed melee attackers sometimes being able to still attack enemies on a higher ledge
  • Fixed issues with statuses not being set during dialogues which could cause other issues in turn
  • Fixed some quest markers not showing up for all party members
  • Fixed a bug with the cat following the last of the players, not the first one
  • Fixed an issue with Malady having the wrong alignment
  • Can no longer unassign all characters from a player
  • Fixed clicking through NPCs, picking up items (often by accident)
  • Fixed certain limbs not triggering the correct dialogs in Council of Seven
  • Fixed jump skill issue that allowed players to end up in unintended locations
  • Fixed combat turn order being broken after character could no longer get a turn
  • Fixed Magister Julian sending the player East instead of West
  • Fixed several minor dialog text issues
  • Fixed several dialog flag issues
  • Fixed certain waypoints not being activated correctly
  • Fixed several issues with nodes in dialogs not playing voice file
  • Fixed several issues with Lovrik encounter
  • Fixed issue with spirit vision sometimes not working after save/load
  • Fixed incorrect gender in certain cutscenes
  • Fixed being able to teleport into the Magic Mirror room
  • Fixed bartering screen where “Balance offer” would show incorrect gold amount after something was changed in offer
  • Controller mode: fixed summons not being able to delay their turn
  • Fixed not getting up after being knocked down or teleported after using Play Dead skill
  • Fixed issue where disarming a knocked down character would cause character to stand up straight
  • Fixed issue where certain origin moments were queued one after the other
  • Fixed issue with story call ItemTemplateRemoveFrom not searching recursively through all inventories inside of the parent inventory
  • Fixed wrong vision cones (shift) when player has points in Sneaking ability
  • Fixed issue with White Magister ship not always moving correctly
  • Fixed pipe exit to escape Fort Joy being easily destructible
  • Fixed a repeating issue in Beast’s recruitment dialog
  • Fixed pathfinding issues on Lady Vengeance
  • Fixed issue with poison surface not spawning correctly under undead party members
  • Fixed evidence chest not having a tooltip
  • Fixed several issues related to stealing
  • Fixed previews of Attack Of Opportunity not always reflecting execution
  • Fixed AI endlessly complaining about doors being stuck (they will only nag once, e.g. in Arena’s treasure room)
  • Fixed issue where character could be stuck in combat mode and could never sheathe their weapon (desync issue)
  • Fixed queueing actions not always picking up item by default
  • Fixed an issue with skills disappearing from Skillbars or being un-memorised when dragging them around in the skillbar
  • Fixed make war issues near Gods in Hall of Echoes
  • Fixed not having anymore source if you want to bless each God in the Hall of Echoes
  • Fixed notification being sent about un-memorising skills even if character was not under control of the player
  • Fixed issue when attacking Gareth as he is carrying Jonathan
  • Fixed possible endgame combat blocker (combat would not start automatically)
  • Fixed recipe categories
  • Fixed dead characters getting stuck in Arx Arena combat due to horror sleep status
  • Fixed turn order issue in the fight for the Lady Vengeance
  • Fixed a bug where mask of the shapeshifter could shift you back to original shape
  • Fixed Dream Undone and All-Father, Life-Shaper achievements triggering incorrectly
  • Fixed several issues with Lohse’s shapeshifted form
  • Fixed volatile voidlings having incorrect level in Reaper’s Coast
  • Fixed Arx Death room having puppets that endlessly spawn and die instantly during combat
  • In multiplayer, use client language setting for showing origin names
  • Fixed mirror image of a hero character sometimes being wrong
  • Disabled trading with Kemm when he arrives at Arhu’s
  • Fixed being moved to a different region altogether after teleporting into Windego’s cell
  • Fixed Tarquin not telling you about Godslayer and not showing up at the Graveyard
  • When Malady mentions Tarquin, now set map marker on Tarquin instead of Graveyard cause Tarquin could be at 3 spots
  • Fixed bug where clearing a keybinding would not be saved
  • Fixed “glass weapons” not breaking when using with a skill
  • Fixed issue with Arx pipes puzzle: blessed blood would not propagate correctly
  • Fixed resurrecting sometimes not adding you to combat
  • Fixed not being able to receive skill from an item if you already memorised it but don't meet requirements anymore
  • Fixed a bug where dismissing henchmen seemed to give them a free talent point after you spent it already
  • Fixed being able to use projectile strike skills on items or characters that were out of sight range
  • Fixed characters teleporting automatically
  • Fixed being able to cast Swap Ground out of sight
  • Fixed not being able to talk to Gwydian Rince under certain conditions
  • Fixed being able to use fast targeting to find invisible characters
  • Fixed leaking PPGammaCorrection shader
  • Prevented party management tutorials from playing inside split screen character creation
  • Prevent flee tutorial if no waypoints available
  • Fixed creating water on top of electrified cursed blood: now leaves electrified water
  • In controller mode, fixed talking to ghost when ghost was on top of his corpse
  • Fixed visual effects (e.g. camera shake) playing eternally for second player if he joins game in the middle of the effect
  • Fixed issue with the camera not going correctly to the origin presentation camera in controller mode
  • Fixed AI still using taunt when near death or when no allies left
  • Smoke cloud after using laser ray is now blocking vision
  • Fixed source lich alignment issues and repeating dialogs
  • Made Siwan bleed because dialog says Siwan is bleeding
  • Fixed Almira trade table sometimes generating items of wrong quality
  • Fixed a bug where Illusionist dungeon objects could become invisible after save-load
  • Fixed Qanna fighting and talking while petrified
  • When memorial dig sites are unlocked on map, difficulty check now turns to trivial so you can find them


    UI Fixes

  • Fixed journal map camera clamping
  • Fixed controller journal marking read quests as new when changing tabs
  • Fix Take All button sometimes missing on containers
  • Fix context menu displacement in splitscreen controller UI when opening inventory
  • Fixed text cutoff issues in some UIs
  • Fixed AP bar sometimes disappearing in controller mode when switching characters
  • Controller mode: now show HP bars of characters while it’s not your turn
  • Controller mode: “invite to party” no longer bypasses the diplomacy manager
  • Fixed bug where icon of dismissed character would still be shown in party manager
  • Scrolling through more than four characters in the character-sheet UI now looks good and understandable
  • Selecting a stack in the crafting UI now shows item splitter
  • In controller mode, the Skillbar can now be used in combat when it’s not your turn (for browsing, previewing)
  • Fixed issue when in controller mode player would teleport character or use waypoint while in selector mode, camera would not follow character but would still be locked on selector
  • Fixed item tooltip still showing after opening a book, blocking the view of the book
  • Overhead damage numbers displays are now offset, reducing overlap
  • Fixed missing strings for loca in Roll UI
  • Fixed text cut offs and button positioning in Inventory and Character Sheet
  • Fixed scrollbar in inventory sometimes not showing
  • Fixed message boxes with really long text
  • Fixed adding to wares sometimes moving wrong item when shift clicking item in inventory
  • Fixed up/down key assignment confusion on keyboard hotbar UI
  • Fixed close buttons in controls options not showing warning if there are unsaved changes
  • Fixed width of statuses in examine UI
  • Made longer enemy names fit enemy health bars
  • Fixed max gold amount not fitting in icon slot
  • Fixed some cooldowns in skillbar showing zero when it should be one
  • Fixed how main menu and some UIs in GM would handle the Escape button
  • Fixed dialog cutoffs in split screen when players are in different dialogs
  • Can now copy paste in direct connect message box
  • Fixed magic mirror throwing an invalid error message about tags
  • Fixed “mute sound” option in controller mode menu
  • Voice label in character creation was sometimes showing wrong name when choosing origin character
  • Updated backgrounds in the credits screen


    GM Mode

  • Fixed issue that dragging items to inventory went directly into equipment slot
  • Fixed issue with loading a savegame while having new active mods
  • Fixed a crash related to equipment
  • Fixed broken stats for spawned equipment
  • Fixed names and labels of several building blocks
  • Fixed crafting being interrupted by global pause
  • Fixed Music Assets in mood panel
  • Fixed several issues on level binding screen
  • Removed some items from GM menus that shouldn’t have been available
  • Fixed an issue that could happen where a GM couldn’t seem to place an item or character in a certain spot when not using drag and drop
  • Fixed issue with adding physical and magical armour to characters
  • Fixed roll dice UI not showing up on top of some other windows
  • Fixed copied GM Campaign not showing in the list of My Campaigns until player launches GM Campaign Manager screen
  • When GM possesses creature, fixed UI showing tags instead of custom stats
  • Fixed duplication and saving of a shapeshifted character
  • Fixed issue when GM possessed a creature and could use the party management screen (invite/make war)
  • Character sheet in GM now uses shortest possible names for stats
  • Fixed Vignette half showing after spamming show/hide
  • Fixed being unable to make choice on vignette screen if skill bar is active in controller mode
  • Fixed player slots drawn outside of the border in the connectivity UI
  • Fixed ambiance not being saved in GM level
  • “New vignette” string can now be localised
  • Fixed "delete" button of exported monsters and items
  • Fixed groups update after exporting any monster or item
  • Fixed dragging newly created monsters to encounter pane
  • Fixed magnifying glass not opening sticky UI when expected
  • Fixed MoodPanel sometimes breaking after loading

    Sound

  • Closing inventory / stats now makes sound
  • Fixed some drop item sounds
  • Fixed drop sound when splitting items
  • Trying to equip item without meeting the requirements makes sound now
  • Fixed music changing to wrong state when switching party members
  • Fixed voice of black ring reaver ghost in RC

    Modding

  • Fixed: not being able to publish campaign after user sets dependency add-on for GM
  • Added extra osiris call CharacterResurrectAndResetXPReward() which resets the resurrected flag of the resurrected character.
  • Fixed having to create stats twice before it would be committed
  • Notify user of mods without valid story
 
Game seems to be stable on my PC, but I can't seem to get it working properly on a friend's PC that i built for him. Randomly will get a crash with DXGI_Error_Device_Removed or no error message at all. Seems like many other people on the steam forums are having similar issues with no clear fix.
So far have tried updating DirectX, running as admin, removing and reinstalling all of the VC++ redistributables.

I5-3470
16gb DDR3
GTX 960
Windows 10 Pro
Nvidia 382.33 drivers. (I'm using the same version drivers on my system and it works fine. Newer drivers cause issues with Tekken 7)

System is stable otherwise.
 
Game seems to be stable on my PC, but I can't seem to get it working properly on a friend's PC that i built for him. Randomly will get a crash with DXGI_Error_Device_Removed or no error message at all. Seems like many other people on the steam forums are having similar issues with no clear fix.
So far have tried updating DirectX, running as admin, removing and reinstalling all of the VC++ redistributables.

I5-3470
16gb DDR3
GTX 960
Windows 10 Pro
Nvidia 382.33 drivers. (I'm using the same version drivers on my system and it works fine. Newer drivers cause issues with Tekken 7)

System is stable otherwise.
Try and run DXdiag
Maybe memtest.

Wasn't there an issue with installing it on the C drive for some people , try another drive ? Btw the saves will still reside on C .
 
I'll try a dx diag and a mem test but there is only one hard drive in the system
 
It is a great game. I'm playing on tactician mode and getting murdered every single battle but its been fun trying to come up with ways to win the battles.
 
Yeesh. The 2nd island really kicks it up a notch. Your Lvl 8-9 group is going up against Lvl 12 enemies constantly and I've been getting ganked by lots of different creatures. I'm going to avoid any enemies I come across for now and level up my chars and equipment before I try to attempt them again.
 
I'll try a dx diag and a mem test but there is only one hard drive in the system

If it is big enough you can partition it. Or just grab a spare HD and connect it to test if it solves the problem.
Yeesh. The 2nd island really kicks it up a notch. Your Lvl 8-9 group is going up against Lvl 12 enemies constantly and I've been getting ganked by lots of different creatures. I'm going to avoid any enemies I come across for now and level up my chars and equipment before I try to attempt them again.

Yeah it does not scale dynamically , you need to follow the breadcrums and if you deviate you get higher level stuff to soon. Spend some time clearing older quests vs L9-L12 when I was already 16/17.
Some of the content you do last the witch (very hard when under geared) and harbringer of doom.
 
Completed this today after 110 hours in - not only is it the best crpg of this gen, but one of the best crpgs of all time. Deserved of its critical and financial success, Larian Studios hit a home run with this title.

I had no major issues with the gameplay, just a couple minor complaints:
-Parties need to focus on one damage type (phys/magic) to be most optimal.
-As with the last DOS game, the difficulty/balance seems a bit off at times and needs tweaking in some places (similarly to DoS1 the beginning of the game is the most difficult).
-In the last 25% of the game there's some occasional annoying content in the game that didn't feel like it was quality tested enough
-One thing that really pissed me off about the last fight was that
if a character dies and you don't resurrect them before the fight ends, they remain dead for the rest of the game. So you miss out on their dialogue in both the post fight conversations and the Epilogue. LAME. All your chars should get an auto-res the moment the fight ends.

The crpg genre isn't for everyone, but when a game of this quality comes along it's worth giving it a shot - and since it's moddable you can usually tweak the game to your liking with a mod or two. When I replay this game (not anytime soon though), it will definitely be with tons of mods.
 
Completed this today after 110 hours in - not only is it the best crpg of this gen, but one of the best crpgs of all time. Deserved of its critical and financial success, Larian Studios hit a home run with this title.

I had no major issues with the gameplay, just a couple minor complaints:
-Parties need to focus on one damage type (phys/magic) to be most optimal.
-As with the last DOS game, the difficulty/balance seems a bit off at times and needs tweaking in some places (similarly to DoS1 the beginning of the game is the most difficult).
-In the last 25% of the game there's some occasional annoying content in the game that didn't feel like it was quality tested enough
-One thing that really pissed me off about the last fight was that
if a character dies and you don't resurrect them before the fight ends, they remain dead for the rest of the game. So you miss out on their dialogue in both the post fight conversations and the Epilogue. LAME. All your chars should get an auto-res the moment the fight ends.

The crpg genre isn't for everyone, but when a game of this quality comes along it's worth giving it a shot - and since it's moddable you can usually tweak the game to your liking with a mod or two. When I replay this game (not anytime soon though), it will definitely be with tons of mods.

Yep, I've since leveled up my characters and am close to level 12 right now. You HAVE to specialize in either physical or magic damage or you may as well just be standing there with a big stapler in your hands. I'm now focusing on breaking down enemies physically and fights are going good. Iban(My archer) is insanely powerful and is doing crazy amounts of damage to everything. The real surprise is Lohse(Summoner), when you summon an Incarnate at (Summoning)Level 10 or above you get this ridiculously powerful summon who is able to do massive physical damage, in a single turn with my Incarnate right next to a person, he can deal 150+ (physical{wood,blood} or magical{water,fire}) damage with each blow. A real tank character and basically a legit member of the team, summon him in the right spot and he can crush even higher level enemies in a turn or two.
 
After going from Win10- Win 7, installing the game on a different partition, and all the other suggested fixes I found and nothing worked, I ended up swapping out the GTX 960 for an R9 380 and now it doesn't crash at all.
 
I don't really agree with the need to focus on physical or magical damage. I ran a mixed party on explorer that was evenly split between the two without much difficulty. Different mobs also had different protections, some even only had one type or had one low and the other high. So my two magic damage guys would hit the fighters who typically had less magic protection and the two physical damage guys would hit the magic users who generally were not wearing a bunch of armor. Might work different on the greater difficulty levels but I haven't had time to try that yet. Going to wait for some more mods to come out before I venture there.
 
That's the beauty about summoning as well. All I have to do is summon an incarnate over a magical/elemental surface and he becomes a heavy hitter against magic armored opponents. I've got some ideas for future playthrough(magic armored hitters, a band of pure scoundrels, a fire/water/earth/air team, undead lonewolf scoundrel w/ partner, etc.) The more I think about it, the more crazy combinations I come up with. I'm really leaning towards a band of pure scoundrels in Co-op, it sounds like it would be crazy fun if we all use only scoundrel abilities and sneak/steal/backstab through the game.
 
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