Divinity: Original Sin II
Divinity: Original Sin II Review
Maylander played through Divinity: Original Sin 2 twice, before penning down his findings
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Divinity: Original Sin II
Divinity: Original Sin II Preview
Finally at Gamescom we were shown the Undead.
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Divinity: Original Sin II - Sir Lora & Quercus Video
A new video that introduces Sir Lora and Quercus which will feature in Divinity: Original Sin II: Definitive Edition.
Meet Sir Lora, a squirrel fleeing the Knights of Drey - an apocalyptic order of furry knights who believe in the coming of the Great Acorn. He’ll join you in Fort Joy (along with Quercus - his undead cat mount) and follow you through your adventure, sharing his wit, wisdom, apocalyptic warnings, and even some skill-crafting secrets.
Divinity: Original Sin II - Interview: Definitive Edition
RPGsite interviewed Michael Douse about Divinity: Original Sin II: Definitive Edition.
RPG Site: One of my few personal hangups was that I felt that game, especially later on, had so many overlapping spell effects and battlefields would end up 'swampy' with fields and fire and smoke here and ice there. Is this something that's been addressed at all?
Michael Douse: We didn't specifically target that issue, but we did go through every encounter in the game to try to rebalance the fights based on how players actually played each of the game's battles. We have a 'heat map' of sorts that shows us how players ended up playing the maps, and we made tweaks to every encounter to adjust for this instead of the assumptions we made about how the battles would be played.
RPG Site: Original Sin I eventually saw the inclusion of new party members and the like, but in II, the party works a little bit differently. Will the Definitive Edition have any sort of content-like additions in a similar manner?
Michael Douse: Not characters, but the major changes are things like Arx (a location found late in the game) which has been completely remade. We've also recorded 40,000 words of new story moments for different arcs late in the game. For instance, we didn't add new characters, but existing characters like Beast will have new story arcs, and we also have a brand new Epilogue to help wrap up everything at the end of the game.
Divinity: Original Sin II - About the Definitive Edition
Larian Studios brings us more news about the Definitive Edition of Divinity: Original Sin II, some of which is provided by means of a video.
When we decided to bring Divinity: Original Sin 2 to console, we knew we didn't want to just repackage the same game and put it on a store shelf. We wanted to take the opportunity to improve it and craft an even better experience than what we delivered in 2017. Divinity: Original Sin 2 - Definitive Edition, available in August will come with 1000s of changes that take into account all the feedback we've received. Check out our latest Kickstarter update to see Swen quiz the team about what some of these changes are.
Divinity: Original Sin 2 - Definitive Edition will be completely free to everyone who owns Original Sin 2! Without the support of everyone who bought the game already, and without all the feedback we’ve received from you, we couldn’t have made this new and improved edition of Divinity: Original Sin 2. As a little "thank you" to you all, we’re ensuring you'll get to enjoy all of the improvements without spending a cent more! Because we know some of our will want to still play the original version, both versions will remain available on PC and you'll be able to select which one you want to play.
What follows in the update is an incomplete overview of changes, including this one about the changes made for console support.
We didn't make any significant graphical, UI, gameplay or story changes for the PS4 or Xbox One but the one thing we didn't manage to port to console is the Game Master mode. This will come as a disappointment to some of you but will probably be no surprise to those who've played with it. The number of menus present in Game Master mode and the speed with which a GM needs to be react to the antics of a party made it impossible to make a port that would be fun to play with. All other online modes are available however and playing in split-screen with two controllers is a blast! We've also included a new hot-seat arena mode which is loads of fun!
Divinity: Original Sin II - E3 Trailer
Divinity: Original Sin II Definitive Edition will launch for Xbox One and Playstation 4 August 31st.
Experience one of the most immersive RPGs of all time when Divinity: Original Sin 2 Definitive Edition arrives on Xbox One and PlayStation 4 on August 31st, 2018!
Divinity: Original Sin II - Definitive Edition
The Definitive Edition of Divinity: Original Sin II for consoles will enhance the PC version as well:
Divinity: Original Sin 2 Spotlight | Meet Feedback Billy
Divinity: Original Sin 2 - Definitive Edition is coming to Xbox Game Preview May 16. Meet Feedback Billy, our way of gathering feedback about your experience, that will help us tune the console experience for release in August on Xbox One and PlayStation 4. Thousands of tweaks and changes are coming in the Definitive Edition, and those changes will also be available to PC players!loading...
Divine Divinity - Review
Divine Divinity has been reviewed by our own GabrielMP_19.
The Story of the Marked One
In Divine Divinity, you play as the Marked One. You can create a male or a female character from one out of three classes: warrior, wizard or survivor (rogue), which does not influence almost anything in the story, and only some of the dialogue is changed if you are a male or a female. While you were happily strolling around the village of Aleroth, you are struck by a thunder. That’s when the game begins.
The village of Aleroth is composed of healers and it’s in turmoil because their source of healing magic has been drying and their leader, Mardaneus, has become crazy. After helping the village, you discover that this is only the beginning of your troubles.
Divine DivinitySP/MP: Single-player
Divinity: Original Sin II - Console and Other Stuff
We already knew that a console version of Divinity: Original Sin 2 will be coming to us, so that is not the actual news in this posting, but we can't miss the opportunity of Swen telling us this. Next to that this update and video also shows what they are plannig to change to the journal and inventory. And there is news about PAX and the vinyl soundtrack, we already knew about, so I don't know if it counts as news.
And for completness, this is the official announcement trailer.
And if you don't want to watch the videos, here is some text:
Your feedback has always been invaluable to us, and we’re still listening! Its safe to say that your number one request in Divinity: Original Sin 2 was for a better journal, so we’ve been hard at work on just that. Our new and improved journal still won't hold you by the hand, but it will be a more direct and useful tool.
- We’ve shortened the text to make it clear what you are supposed to do.
- We’ve split multiple paths within the same quest into subdivisions.
- When the journal gives you map markers, you can now jump straight from that journal entry to the specific marker on the map screen.
The second biggest request we’ve received is for better inventory management. While we began by looking for ways to tweak the system, we ultimately decided the best idea was to redo it from the ground up.
You’ll soon be able to see your whole party's inventory at-a-glance, and we’ve also added multi-selecting. This will make it easier to bulk-select items to add to your wares or hand over to your teammates.
Larian - Skirting Bankruptcy & Making D:OS2
Founder Swen Vincke picks 1997 as the year when Larian started, and an RTS called LED Wars as the studio’s first game, though there had been some experiments and projects before that. Indeed, one of them, The Lady, the Mage and the Knight, had many of the hallmarks of today’s Original Sin series, 20 years before it made its debut.
“It was an RPG where you controlled three characters and could play in multiplayer,” Vincke explains. “It had all of the values of Ultima VII, which you can recognise today in Original Sin. But we were having a hard time signing it with a publisher, so we decided to make an RTS because everyone was making them and everyone was looking for them. It seemed to be an easy way to make some money.”
Once the Enhanced Edition was finished, work on Original Sin 2 began in earnest, and Larian quickly tripled in size. "Original Sin 2 was the first time where we had sufficient resources to do everything well, and even then we had to scramble," recalls Swen Vincke, Larian’s founder. "We had some growing pains. We grew in one year from 40 people to 130, so that was quite a challenge to manage. We went from one studio in Belgium to four international studios working on the same game."
A lot of the new members of the team hadn't made a game before, including several writers. Vincke wanted to bring in screenwriters from outside Larian to help with dialogue, but they had to learn an entirely new way of doing things.
Divinity: Original Sin II - PS4 & Xbox One this August
@Gamerant Divinity: Original Sin II will be getting a console release for Playstation 4 and Xbox One this August.
Divinity Original Sin 2, which has received just as much critical acclaim as its predecessor, originally released on the PC in September of last year. At the time, there was no confirmation on a console release, though many assumed it may get it, as the first game was ported over to consoles. A trailer released today confirmed it will be heading to PS4 and Xbox One this August.loading...
Larian Studios - Interview with Swen @PCGamer
PCGamer took an opportunity to conduct an audio interview with Swen Vincke during GDC.
Larian's founder Swen Vincke never stops moving towards the next RPG on the horizon. We convinced him to sit still for a few minutes and talk about the success of Divinity: Original Sin 2 and what went right and wrong during development. We also talked about the problem of crunch in game development and how to avoid it, and the loads of RPGs coming out in 2018.
Divinity: Original Sin II - Soundtrack on Vinyl
The soundtrack of Divinity: Original Sin 2 is now available in vinyl and comes with a discount on the game, in case you did not have that one yet. If you visit Pax East, you can also score one there and get it signed as well.
Divinity: Original Sin 2 vinyl soundtrack to release in cooperation with Black Screen Records. Available at PAX East and online.
To celebrate the launch of the soundtrack, Divinity: Original Sin Enhanced Edition players will receive a 25% discount coupon for Divinity: Original Sin 2 on Steam
GHENT, Belgium - Larian Studios and German music distributor Black Screen Records have worked in cooperation to produce three versions of the soundtrack to Divinity: Original Sin 2, composed by Borislav Slavov, on a limited pressing.
Each version is pressed on high-quality 180-gram vinyl, produced in Germany by Optimal Media, and mastered for the format by Christian Bethge at RAMA Tonstudio.
Music aficionados will enjoy three versions:
Each vinyl comes with a free download code for the full digital album.
- Remastered Original Soundtrack Audiophile Edition 180g - a traditional black vinyl for people who still believe color kills sound quality.
- Remastered Original Soundtrack Ltd. Edition 180g Gold Vinyl - a non-traditional gold vinyl for people who believe everything is better in gold.
- Remastered Original Soundtrack Ltd. Edition Red/Black Starburst Vinyl - a demon-enriched nietzschean foray into madness and chaos.
Also included is a piano score of the Main Theme, for anyone itching to get their inner-Bard on.
Each version will be available in April, with pre-orders open on the . Anyone lucky enough to be attending PAX East in Boston will be able to purchase the record directly from Larian Studios themselves, who will be happy to sign as many of them as they can, along with other merchandise available at the show.
Divinity: Original Sin II - Patch 220.127.116.11 is live!
A new patch for Divinity: Original Sin II adds some improvments and fixes many bugs.
We've just released a new patch for you.
With this patch we have delivered some minor tweaks and changes to the game. We've added localization modding support, something a lot of you have asked for. Also, certain characters that were overreacting before, will give you fair warning when reacting to criminal behaviour.
Last but not least, we have added the Game Master Journal feature that will allow the GM to plan a campaign with notes and descriptions of events (visible only to the GM).
For more details about what's in the patch, please check out the patch notes below, and enjoy the game!
Changes and improvements
- Crippling blow no longer hits allies
- Can now force formation when entering combat (formation UI)
- Listening in on another player's dialogue now autoscrolls
- Made puzzle maze portals interactable so that you can click both them and the gargoyle
- Improved physics on pipes and cogs in imp level in COS
- Improved a JumpToTurn story call so it doesn't cause loss of turns in combat
- Improved sound fx on sand storm
- Teleporting party characters outside of combat unchains them
- Certain characters that used to overreact to stealing will now first warn you
- Without pet pal, animals now animate and play sound fx when talked to
- When a character triggers a "stop stealing" dialog, another character can no longer rob the NPC blind without a reaction
- Followers and summons can now use the toggle actions button to perform certain actions
- Fixed the memorised skills interface not updating immediately upon learning new skills
- Fixed an issue related to skills not showing up on the second skillbar depending the used resolution
- Fixed items being added to the skillbar twice when moving them between containers inside the inventory
- Fixed error messages regarding innate skills when pressing the Reset All button in the skills screen
- Fixed overlapping text in the Runes screen for certain items
- Fixed selection of items that have Rune slots when using a controller
- Fixed being able to see items from several players in the Crafting panel under certain conditions
- Fixed an issue related to unequipping two-handed weapons via context menu when using a controller. You can now immediately equip other weapons after doing this
- Added player feedback when trying to start an arena game with only one active team
- The skill bar lock is automatically unlocked when opening the skills panel
- Fixed summons being able to interact with crafting screen, allowing them to use, equip or pickup items
- Fixed sorting functionality in pickpocket interface when using a controller
- Fixed being able to drag other player's portraits around
- Fixed dialog options overlapping in some cases
- Fixed missing recipes after leaving party
Divinity: Original Sin II - RPG Codex Review
The RPG Codex have reviewed Divinity: Original Sin II.
The man with very few cheeses
The character system in DOS1 was one of the more often criticised parts of the game. It had clear problems when it came to the relative usefulness of various statistics, and it just wasn't very interesting or deep. Let us see how DOS2 compares.
Character creation is very basic. You get to create a single character (or a party up to 4 if you're playing in coop with other folks), assign a bunch of stats, pick a talent and three starting skills. Selecting your background is probably the biggest choice, because there's a total of 14 to choose from. 4 of them are basic races (human, dwarf, elf, lizardman), then there are 4 "undead" versions of the basic ones, and finally there are 6 pre-made "origin" characters, with their own additional in-game stories and quirks. Each background also varies in terms of two unique racial abilities. The last thing to choose are your two character "tags" - such as "noble", "scholar", "soldier", etc. - that you can use to further flesh out your protagonist. The tags are primarily used to unlock new dialogue options, but they have a few other uses as well. Tags for origin backgrounds are pre-set and can't be changed.
A word on origin characters - their implementation is a neat idea. Being able to adjust their stats at the start while keeping the potential quest and story benefits given by their pre-written backgrounds is the best of both worlds. It encourages you to dive in for the additional content they may bring without scaring you away with badly-made or unappealing stat profiles. Also, even though you only create one character (if playing solo), you will still be able to add three more to your party, and the odds of them being origin characters are high, since you get them before you are able to create new custom ones. Their builds can be tweaked to your liking even at the point when they are recruited, which lets you adjust your party profile as you see fit, without making story-related concessions.
This is roughly where the positives end when it comes to the character system.
Sadly, Larian's response to criticism regarding character building was making the system even more shallow and uninteresting than it was in the first game. Almost everything in DOS2, every attribute and ability, has been degraded to 5% damage bonuses and hardly anything else.
To start with attributes - there are six of them: Strength, Finesse, Intelligence, Constitution, Memory and Wits. Strength gives +5% melee damage per point and increases weight carrying capacity. Finesse gives +5% ranged damage per point. Intelligence gives +5% magic damage per point. Constitution grants +7% max health per point! How amazing. Memory at least is something different, because it increases your skill memorisation cap - the higher your Memory, the more skills you will be able to use at once without swapping them out of combat. Last we have Wits, which increases crit chance by 1% and initiative by 1 per point. Looks fairly important, but you have no idea how wrong you are, though I will come back to this in the combat chapter.
And that's it. You might be asking yourself, "hey, where's my chance to evade hits? Movement range? Action points? Damage reduction? Saving throws? Hello?" The answer is "just forget them", because they either do not exist at all, or are attached to specific "class" abilities (like Scoundrel) and increase by 1% per point.
Divinity: Original Sin II - Designing Drama
Gamasutra talked to the Systems Designer behind Divinity: Original Sin II's combat system.
The trouble with armor
DOS2’s combat design is a close evolution from 2014’s Divinity: Original Sin, but Larian Studios knew the original had some issues. The team liked the depth of its combat, but felt that it tipped the balance too far towards chaos. The problem was with its armor system.
Armor had the chance of blocking status effects, meaning that if you planned to knock a bunch of enemies out with a stun attack, you didn’t know for sure it’d work in every case. “The good part about this was that every encounter felt different, so when you started a fight it felt fresh. Things went wrong and right in very different ways,” says Pechenin. “But at the same time it really prevented long-term planning, because you didn’t know how many people you’d stun, so you couldn’t predict what you’d do next turn, and because of this you just wouldn’t think about the next turn.”
So one of the big changes to DOS2’s combat design was to its armor system. Rather than absorbing a proportion of incoming damage, armor completely negates it. There are two armor types: physical and magic, which negates any magical attack, including negative status effects. But as these values take damage they’re whittled down, and once gone, the character is left open to losing HP and vulnerable to status effects.
So far, so deterministic, but Larian wanted attacks to retain a ‘spicy’ feeling. The solution was a small variability in incoming damage which may entirely knock armor out, or it may not. “So there’s still some RNG there and you don’t know exactly how things will turn out, but you have a high chance that things will go as you want them to,” says Pechenin. “But at other times the game will throw a curve ball at you and make you scramble to find a new plan.”