Divinity: Dragon Commander
Dragon Commander Multiplayer Review
DArtagnan is our second reviewer for Dragon Commander and in his review he focused on the multiplayer part of the game.
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Divinity: Dragon Commander
Dragons with Jetpacks
Kalniel reviews Dragon Commander to find out how the different styles mix and blend while strapping on his dragon's jetpack.
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Original Sin - Post-Funding Update # 61
Larian Studios has released another lengthy update for Divinity: Original Sin about the delay, and has three new videos. I'll try to break it bown, and keep it short.
A video summary, featuring the fantastic snowman
In this Kickstarter update, Swen talks about the voice recordings and how they will be implemented in Divinity: Original Sin, the reasons for the (small) delay, how a setback Kirill incurred resulted in this game having one of the biggest soundtracks ever, backer rewards, and more.
The Voices of Original Sin
We had to rob a bank to be able to bring you this news, but our getaway car was swift and drove us directly to a recording studio in London
Right now the studio responsible for Divinity: Dragon Commander is recording voices for Divinity: Original Sin. That means you can once again expect AAA quality voice acting with a fantastic cast.
If you’re not familiar with the voice acting quality of Dragon Commander, check out the following video. It’s bound to get your excitement meter up. We certainly can’t wait to hear the voices of the characters we’ve been working on for so long
The Music of Original Sin
Over 130 songs are going to be included in Divinity:Original Sin and several of them are now ready and polished. To give you a taste of what’s coming, here’s one of the completed tracks with live instruments. Listen on big speakers, it’s never sounded this good!
June 20th becomes June 30th
Because of the voice recordings (and a few other things which will become clear soon) we have to delay the release of Divinity: Original Sin by 10 days.
This is going to give us the time we need to get everything integrated. We know we’re testing your patience, but you can rest assured that we’re as keen as you to release-- it's high time we get this game out of our hands and into yours!;) Those extra days, are strictly necessary; we promise!
If you’re entitled to a physical reward, please fill in your address via your Larian Vault Kickstarter account. No address means no goodies (or delayed goodies).
Mark the date!
On June 18th we’ll be doing another twitch stream, showing off some of the later areas in Divinity:Original Sin as well as crossplay between PC & Mac.
This is going to be stuff that you haven’t seen before and by definition it will be slightly spoilerish.
But it will be cool and we’ll be doing plenty of questions and answers.
When: June 18th, 20:00 CET, 11:00 PST, 22:00 Moscow time
Early Access update – changes 49703 to 50719
We’re planning to do another Early Access update later today, featuring once again several things you’ve been asking for in addition to yet another truckload of bugfixes and balancing updates. Since the last EA update over a 1000 updates were done here at Larian. Full changelist coming once the new version goes live.
Expect things like further tweaks to spell specialization, a lobby which allows you to find other people to play with, much needed balancing changes to the surfaces & a fitting rewarding for eating that annoying shell. Coming soon, very soon ;)
Original Sin - Delayed a Bit More
The release date for Original Sin has been pushed back 10 days and is now set for June 30th according to this press release:
Larian Studios has announced that the release date for the upcoming, co-op fantasy RPG, Divinity: Original Sin, has moved back slightly, from June 20 to June 30.
While Divinity: Original Sin has been going through rigorous testing thanks to a huge community playing on Steam Early Access, there are still a few more finishing touches required before launch. The team wants to deliver the best possible game at release, rather than a game they're not 100% happy with, and will use the extra time to add voice-overs for a range of characters, as well as a number of bug fixes to make for a well-polished experience.Players who have purchased a copy of the game via Steam Early Access will still be able to enjoy it until release, and Larian apologizes for any inconvenience this may cause players who have been patiently waiting for Original Sin's release
Original Sin - Source Hunter DLC Pack
I believe I mentioned this last week but just for those that missed it here we go. Larian Studios has released a new DLC pack called Source Hunter.
Here are the details.
This DLC pack contains Divinity Original Sin Design Documents, a Divinity Original Sin Art Pack, the Divinity Original Sin Soundtrack, an in-game item called The Golden Grail (which can turn items into gold) and an in-game item "Zandalor's Trunks", magical underwear that comments on whatever is going on.
Original Sin - FaceBook Updates
Larian Studios has a few new updates I thought some of you might be interested in reading about. The first update is about a new Digital Collectors Edition on Steam.
Busy busy busy times at Larian. We just put the Digital Collectors Edition on Steam as well as the Source Hunter DLC pack everybody has been asking us for. Check it out!
The second update is about the winner of a new caption contest.
Our 10000 likes caption contest thingy is over and lo and behold, the sheep won! Here's the image that got the loudest laughs at Larian but do check out the other contributions too. There were a few close calls.
Well done Nexpes - a Collector's Edition is coming your way. We'll by in touch by mail.
Original Sin - New Beta Update
Larian Studios announces on the Steam forum for Divinity Original Sin that Beta patch 1.0.80 is now live, and should automatically update for you.
Beta V1.0.80 An update with personalityIt's only been 12 days since our last big update, but we're in overdrive at Larian so there's lots to share already. Here's a quick overview of the main changes:
For Mac Owners, there's a special set of fixes
- AI Personalities are here. 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.
- 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)
- There have been plenty of fixes to the encounters, the AI and the balancing
- [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] ‘Pink’ issue is fixed for good. Users of GT120/130/8600 and other cards that previously saw only pink background will be able to play.
- [Mac] Shadows lockups are fixed but for now are on manual apply.
- [Mac] Multiple video cards in same Mac are handled more correctly now
- [Mac] Exploding ‘fire’ effect has been fixed
- [Mac] International symbols input won’t cause issues in the game
- [Mac] Mac and Windows are now fully save game compatibleTo see the other 130 fixes and changes, head over to the
Note that old savegames will not work with this update.
Original Sin - Post-Funding Update # 60
Larian Studios has posted the next update for Divinity: Original Sin. The first part of the update shares news the Maxc version is now available to play.
First: Mac users, this one's for you! D:OS is now available for Mac systems through your Steam Early Access code.
Second: Mac players can play together with PC Players. And Steam Cloud saves are activated.
Third: Laptop UI Optimisations are now live. (Good news for you track pad warriors!)
Taken together, these advancements mean you can play D:OS at home at your PC battle station, during your lunch break at work on your Mac, and on-the-go on your laptop of either make. And you can play it with anybody else who has a good taste in RPGs, whether they have a PC or a Mac.
Next we get information on a new Collector Edition.
The Collector's Edition (the same backers in the $95 tier will get) is currently in production and here's what you can expect:
The Collector's Edition includes:
- Four Divinity titles (Two copies of D:OS on two DVDs; Divine Divinity and Beyond Divinity for download)
- Zandalor's trunks & the Golden Grail DLC
- Maradino's Alchemical Cards for in-game crafting
- Cloth map of Andavale
- Collector's Edition Stickers
- Two-sided Poster
- Collector's Edition Soundtrack on CD-ROM
- Game Manual
- Zandalor's Deck of Playing Cards
- Bellegar's RPG dice
How do I get my hands on one of these?
The English edition is available worldwide exclusively through the Larian Vault.
IMPORTANT! There are only 1500 English versions of the Collector's Edition available; the rest is reserved for our Kickstarter backers. We aren't planning a re-print (the organisational acumen it takes confuses and frightens we developer-types), so get your loot while it's available.
A limited set of German, French & Polish editions will be available via retail.
In the Benelux, a limited amount of English editions can be found in Game Mania
The rest of the update is about a Beta update & Beta Testers.
We need beta testers!
We've had a secret army of testers combing through the game for us these last months, but we're in need of fresh eyes and fresh perspectives. If you know you've got an upcoming weekday off and are in the vicinity of Gent, Belgium, we'd love to hear from you.
We are looking for two types of testers to join us between now and release.
The Rookies. Testers who have never played D:OS in any form before. We need fresh eyes to help us see where the game can be made more intuitive to new players and to improve our current tutorial.
The Veterans. Testers who have completed all or most of the beta content and are ready to delve into our other, never-before-released mid- and end-game content.
Testers must be available to join us at our office in Gent, Belgium for a day of testing. Send inquiries to firstname.lastname@example.org.
Original Sin - Preview @ Saving Content
Saving Content plays the beta version of Divinity: Original Sin in a new video.
"Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions; fight foes in turn-based combat; explore an open world and interact with everything and everyone you see. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit."
Original Sin - Release Date, Patch and Blog
The release date for Divinity Original Sin has been set to the 20th of June, which as they mention in their Kickstarter update is still spring.
Then there is the news on the new update
- Complete overhaul of loot generation matrix. Expect much cooler treasure.
- Added 135 music tracks, including some all-time favourites from previous Divinity games
- Added skill “Way of the Rogue” and a variety of new Rogue skills
- Full overhaul of your Homestead at the End of Time
- You can create different user profiles, so your little brother or sister can play, too.
- Difficulty settings have been added, so players can pick which sort of experience they prefer.
- Added formations, both in turn-based combat and in real-time, for optimal tactical positioning
- All players playing Divinity: Original Sin can now chat with each other, making it easier to form multiplayer groups within the community.
- Added an “Illusionist Mirror” through which you can change your player’s looks in-game
- Replaced “repair” with “blacksmithing” and charm/intimidate/reason abilities by “charisma”
- Amended stats of “Way of the Ranger” skill
- Skill stats now level up with the characters, e.g. a level 1 flare is still useful at level 15.
- Added plenty of new skill visual effects
- Skills now have certain requirements. You can still learn a skill by boosting the relevant ability artificially, but once you lose the boost, you won’t be able to use the skill anymore.
- Full overhaul of all lighting, shading, and zoom. Get up close and personal!
- You can now give commands to each party member independently. Commands will be executed even if you’re focused on another party member.
- Party members avoid traps. Traps can be disarmed with disarm trap kits (an alternative solution to blowing up the trap, which may destroy neighbouring objects).
- Journal now tracks the recipes you’ve learned.
- You can switch between party members while trading.
- There is now an interface to assign companions to other players in multiplayer.
- Several stability and performance fixes were made, in addition to loads of bug fixes. Most of the remaining networking issues should be solved now, too.
They are also looking back to the year after the Kickstarter with a video.
And for a more in-depth look at all that can't quite be summarised in 100 seconds (plus a sneak peak at the Collector's Edition), there is the following video:
And finally Swen has made a new blog entry on the power of crowd funding, the release date and the state of the game.
I’m aware that there’s a lot of negative out on the internet regarding Steam: Early Access, but reflecting on my earlier blog entry in which I was pondering whether or not to release Divinity:Original Sin via Early Access, I think the positives for us far outweighed the negatives, and I think our game is an example of Early Access being a boon both for the developer and the players.
Barring a disaster, we’ll be shipping Divinity:Original Sin in 6 to 8 weeks, the target date being the day before the next solstice, June 20th.
I know we lost a lot of credibility in the release date department, but this particular deadline is pretty much set in stone now, if only for the reason that if we postpone releasing again, we’ll be taking turns at the divorce lawyer. Of course there’s also that other reason and that’s that we’re slowly approaching the stage where the game will actually be ready.
It remains hard for me to figure out what the correct deadline is for this game because it is after all an RPG, which means millions of data fields, and it would be easy to continue working on it for ages. Perfectionism is a disease many of us have at Larian, and it’s something the production-minded people over here need to fight constantly.
In my feeling the game is now at a point where, barring a few thousand bugs and balancing changes, it’s good to go. Anything we put on top is icing on the cake. Don’t get me wrong, there still are a lot of extra features I’d still like to see, but I think that what we have now makes for a rich RPG experience already and more importantly, also makes for a lot of fun. I was watching these 2 guys play last night , and the experience they were having was pretty much what I was rooting for when we start out developing this game. Seeing that confirmed my feeling that we’re very close and so I didn’t pull the new release date in panic, but instead confirmed that we were going to communicate about it today.
Dragon Commander - Steam Sale
Divinity Dragon Commander is 66% off on Steam during the weekend. For this Larian's Forktong also tweeted this video on selecting your bride in Dragon Commander, which you might find funny (or not, depending on what you think is funny).
Information aboutDragon Commander
SP/MP: Single + MP
Original Sin - Post-Funding Update #58
As could be expected the news of the beta is followed by a Kickstarter update.
First of all: as promised the beta is now Steam Early Access. Grab your keys from the Larian Vault, and go try it out. The game isn’t finished yet; we still have a lot of balancing, bugfixing and tweaking on our plate, but it’s a big step up from the alpha and there’s plenty of new stuff for you to discover.
As per usual, we’re eager to hear your feedback and our excel sheets are at the ready to tweak and balance the millions of stats that define your RPG experience behind the scenes.
If you’re curious what’s in the beta and don’t have the time to discover them all on your own, there are over 400 improvements and a host of new features:
- 28 exciting new talents, including fun things like the Lone Wolf perk, which gives an avatar super abilities, but makes it impossible for him or her to hire a companion(s)
- More than 60 new skills, allowing for a new brand of synergies, such as combining Invisibility with Pickpocketing
- A new Witchcraft skilltree that can be combined with other skills to deadly effect • New areas to explore, new foes to fight, new items to find & new secrets to discover
- A brand new character creation screen with new presets such as Shadowblade and Wayfarer, and an enormous amount of customisation options.
- More environmental interactions – you can smash or burn doors, pickpocket characters & use staffs to electrify pools of water. Or how about burning wooden chests to get the loot inside?
- Improved AI, user interface, graphics, loading times, performance and stability mean playing Divinity: Original Sin has never been this smooth
- A truckload of new sound effects & music tracks
If you want to see the full report, go and have a look at the changelist.
Swen also explains what they will be working on next in this video.
Original Sin - Goes Beta
The Early Access of Divinity Original Sin has turned from Alpha to Beta yesterday on Steam with a big list of changes accompanying it. I did notice that my beta key on the Larian Vault has not been enabled yet though.
Here is a list with only a part of the changes, as the list is too long:
- Added pickpocket mechanic
- Added more crafting mechanics
- Much more accurate picking
- Added "guard" feature. This will delay your turn until the end of the round
- Added a large amount of new statusses
- Added environment/weather system
- Added a lot of new AI routines to give more intelligence to NPCs and enemies
- You can hit surfaces with melee weapons now.
- A lot of enhancements to pathfinding
- Poison clouds will react to fire damage now
- NPCs can use cone based spells now
- Added new SSAO option
- Added Chat UI
- Added invulnerable status
- Added CanSee and CanShoot calls to AI
- Show game over screen when players are dead
- Sitting or sleeping now heals the character
- NPCs can open doors now
- Added correct descriptions to potions and consume results
- Added new shovel system
- Show overhead text on answers of other players in multiplayer
- Character can enter sneak now in combat
- Added touch skill animations
- Added file packing to further decrease load times
- Added continue button to main menu
- Completely revised character creation system
- Added first tutorial system
- Added system to better manage status visuals
- Added Ash and Ice death models
- Oil will slow players down
- You can start a single- or multiplayer game
- Added effect when hitting with elemental damage weapons
- Added camera interpolation system
- Added texture packer to decrease load times
- Added rain of arrows skill
- Added trap detection talent
- Physics for character will animate now
- Added weatherproof talent
- Added Vase container
- Added new cursors for ground attacks
- Added toggle armour to character creation screen
- Added 3D scene to main menu
- Added system to highlight all characters in you view
- The camera will focus better now on events happening during combat
- Added intro video
Update: Here is the accompanying video.
Original Sin - Twitch TV Session Summary
A brave Larian forum member has summarized the recent Twitch TV session for the beta version, just in case you missed the session.
Here is something on the starting classes that you can choose from:
Wizard – Focuses entirely on magic.
Battlemage – Crossbreed between a wizard and a warrior. Melee attacks and spell-weaving.
Cleric – Hard-hitting healer.
Enchanter – Control mage - Crowd control spells.
Fighter – Straight-up fighter.
Knight – A Fighter who can heal and inspire fellows. has the Courageous talent (Cannot be Feared).
Ranger – ranger, focuses on ranged weapons
Rogue – backstabber (starts with invisibility spell, lockpicking, sneaking)
Shadowblade – Rogue/assassin who knows magic.
Wayfarer – a ranger/mage hybrid
Witch – focuses on darker magic, curses, necromancy
The Wizard and Witch classes weren't explicitly mentioned, but the first is in, and the second probably is as well.
Original Sin - Twitch TV Session Today
Original Sin - Preview @ Pixel Perfect Gaming
Pixel Perfect Gaming has posted a preview/review of the Alpha version of Divinity: Original Sin,. The writer is pleased with game and even adds a score of 5/5.
Just remember the game is not released yet, and is entering Beta.
Divinity: Original Sin is an outstanding game that does the series justice. It maintains all the beauty of the previous releases without compromising their integrity, and it delivers the type of gameplay that strategy gamers crave.
Original Sin - Post-Funding Update #57
Larian Studios have just announced in a Kickstarter update that next week will be the week the beta of Divinity Original Sin will become available.
This year, April is bringing more than mere showers: The beta version of Divinity: Original Sin is nearly ready for launch and will hit Steam the week of April 1 (no jokes!).
Those of you who have been making careful rounds of the alpha world will be excited to find the following:
- New region unlocks
- Hugely expanded character creation options, including visuals and presets
- Tons of new talents
- A new cache of new skills and spells
- Better AI and new enemy tactics
- Hundreds of bugfixes
- New and upgraded visuals, special effects, and music
- Improved loading times and stability
- Improved cooperative dialog systems
To explain lots more about what's going on in the beta, Swen did a tour of the office and let the developers speak for themselves about what their departments have been up to:
If you watch the video, you'll find a nugget of wistfulness among the litany of good news:
Some bad news can be found in the message as well as they had to drop day/night cycles due to time and budget constraints. Swen talks more in his blog about the difficult decision this was.
My main regret for D:OS is that we didn’t manage to do the day/night cycles. Killing your darlings never is fun, but it is an inevitable part of production. I guess we always figured that, if anything, this would be the one we’d cut. Up until not-so-long ago however, I did have some hope that we were still going to be able to make it happen.
Some have always considered overestimation driven by a good dose of optimism to be Larian’s biggest “problem,” but to be quite honest, I’ve never agreed. Instead, I’ve always thought of it as one of our best qualities.
“Who dares, wins,” “Optimism is a moral duty,” “No sweat no glory” – these are all part of the ideas at the core of Larian’s credo. We tend to feel that something that looks almost impossible deserves its fair chance at being realized. As long as we can put an adverb like “almost” in front of the “impossible”.
The thing that forced our hand in the end is the size of our buglist. Despite having made quite a few RPGs already, I’m still impressed by what’s being reported.
It’s not the quantity that’s scary per se (we’re used to large numbers like this, and we are making an RPG, after all) – but the types of bugs we’re seeing are in a category of their own.
The freedom we give players, coupled with the fact that we are introducing a unique type of cooperative multiplayer, makes for a very complicated quality assurance experience. You just have to look at a few of the “Let’s Play” videos to see that the level of imagination of players apply to abusing our game is boundless.
If you’ve been following my blog a bit, you’ll know I wouldn’t want to have it any other way. Being able to not only handle but encourage this abuse is what makes Divinity: Original Sin unique.
But sometimes, when I’m really tired, I silently wonder…
Maybe we should’ve gone for linear storytelling through fixed cut scenes with nice, easily manageable bottlenecks.
And oh yeah, maybe we shouldn’t have allowed the player to kill everybody.
Or steal quest items.
Or do everything in whatever sequence they want to…
Life would be so much easier.
But then I watch another one of those “Let’s Play” videos, and I know it’s worth every bit of effort. You may think I’m joking, but that’s really how it goes– I’m quite obsessed with this game but I constantly question what we’re doing so I often need to re-convince myself.
That’s why it took a lot for me to commit to dropping the day/night schedules and stick with the NPC routines we have now.
The money we received from Kickstarter and Steam Early Access has gone a very long way to improve the overall game experience and we could never have made a game with such a deep and involved RPG experience if it wouldn’t have been for our backers.
It makes it all the more difficult to disappoint those who were looking forward to NPC schedules reacting to day/night. But the realization that we need all of our energy to polish the game is strong.
We do not want to release a game that has as many bugs as Divinity II: Ego Draconis had upon release; that would lead to an even bigger disappointment. When people install the release version of Divinity: Original Sin, we want them to have fun right away and not have to worry about technical issues. Entertaining people is why we’re in this industry.
Original Sin - Going for the Kill
Although no reference to a game is given, this video shows an animation of what the author of the video (jesse Cox) did when he played Original Sin at Larian's. He went about and killed everyone and everything that could give him a quest.
Original Sin - Preview @ Red Bull
Red Bull has taken a closer look at Divinity Original Sin and liked what they saw. The article combines a preview and an interview with Larian Studios' Swen Vincke.
Which isn't to say that Original Sin has to be played with diplomacy foremost in mind. Even in its alpha stage of development, the all-important combat system ticks the two critical boxes for any modern top-down RPG: good looks and complexity. This being a game about magic and wizards, brawls between our heroes and the trolls, zombies and mean-spirited wizards they encounter are all fireballs zinging back and forth, things exploding with lightning and glowing buff spells that heal allies or put them out if they should catch fire (which, as protagonists in a fantasy game, they frequently will).
But the spells and their different elemental effects are there to do more than just look slick. In the gameplay demo we see, the two heroes are badly outnumbered (and outgunned) by a Fire Elemental and an undead horde of zombies and ambulatory skeletons. One player summons an Ice Elemental – a towering frozen bullet-sponge who does a good job distracting the enemies and soaking up all their arrows and destructive magic for all of one turn, before it explodes into shards under the punishment.
Original Sin - Video Preview @ Video Gamer
Video Gamer has a new video preview for Divinity: Original Sin that wonders if the game is the saviour of the Classic RPG. So whats your opinion on the topic everyone?
Divinity: Original Sin is Larian Studio's attempt to reinvent the old-school turn based RPG. This ambitious Kickstarter funded project has been available on Steam early-access since January, so Jim decided to see how it was coming along.
Original Sin - Post-Funding Update # 56
Larian Studios has posted the next post-funding update for Divinity: Original Sin. The update talks about the game delay. and a new Alpha update.
Spring is coming, but an alpha update is here.
In nature, the coming of spring is marked by longer days, warmer afternoons, and sightings of the first tender sprouts of nature's bounty.
At Larian Studios, the coming of spring is marked by impatient emails, a QA department inching rapidly toward the dark side of the Smeagol-Gollum continuum, and a wild Swen who's managed to replace most of his bodily fluids with caffeinated beverages.
Nevertheless, we're very happy to bring a new alpha/ Early Access update implementing lots of community feedback and revealing a variety of new features, improvements, and system enhancements.
Furthermore, we're excited to share two "spoiler" videos from the press discussing the game at length and showcasing several never-before-seen regions.
And stay tuned! This will be the last update before we make a new region of Cyseal, featuring new characters, combat, and (main) questing available for the alpha.
They also posted a new update video with some information on the the changes.
- Enemies now enjoy smarter target selection, meaning you'll no longer reap the benefits of what you thought was simple orcish idiocy.
- Combat now offers decreased experience points. You'll have to flex your muscles a bit more to get that next level-up! In addition, fewer ability points may mean an existential crisis (and a push to explore, fight, and quest even more) for the wizard who dreamed of being a charming, telekinetic, body-building powerhouse.
- You'll be able to plan fireball launches, winter blasts, and earthquakes with more precision now that skill previews have been implemented, meaning you'll see exactly how and where your spell will launch before you commit to it.
New (unfinished, but still very cool) music added
The hills are alive with the sound of Kirill! Our composer has leant some new music tracks for this update. Expect further improvements before launch, but these should add some new flavour to the areas you'll be exploring.
Statuses! Statuses everywhere!
Stoic heroes be damned! Now you can enjoy (or not) the thrill of being Chilled, Warm, Burning, Wet, Bleeding, Crippled, Blind, Cursed, Weak, Invisible, Slowed, Hasted, Raged, Lucky, Diseased, Infectious Disease, Fortified, Petrified, Blessed or Drunk.
Be careful! Each of these statuses will affect game play in some way. It may be fun stumbling around Cyseal as a drunken Source Hunter with increased luck, but be wary of your decreased initiative and intelligence. (Also, that buff to charm is only in your mind. Trust us on this one.)
Improvements to generic behaviours
Our in-house puppet masters have been hard at work regulating and improving the way NPCs react to you. Acts like theft, vandalism, murder, and breaking out of jail will now have more consistent consequences.
Larian Studios - Educating Players
Larian Studios Swen Vincke has posted a new update on his blog with his opinion on how to educate players of his game. I found it to be a good read once again.
Here is a part of the post so make sure to read the link for the rest it.
I’m doing the press tour thing again, spending some time in the US, France, Poland and Russia, demoing the game to several media outlets. You can watch some of the output here, here or here. There’s also a big interview with me here in case you want to know about what’s driving us, where we’re hoping to go and where I think RPGs went wrong. More is coming but it’s essentially the same presentation in various incarnations.
I need to admit that I did pretty much everything I could think of to avoid this particular tour. I really didn’t want to go because I was loath to leave my family behind. They already don’t see me much these days and I cherish every moment I have with them. But our young PR manager can be a tyrant and he put a lot of pressure on me to show up at these media outlets.
“Game Informer will never write about us” I told him and he replied “Yep, if the PR manager shows up, that’s for sure, but maybe if you show your face that may make a difference”
I have to commend him because it turns out he was right.
While I still don’t know if Game Informer will write about us in their magazine, I do know that if we hadn’t made the trip to bitter-cold Minneapolis, the reporters over there wouldn’t have paid a lot of attention to Divinity:Original Sin, if at all. Now at least they’ve been sufficiently tickled to give the game a shot and play it together in cooperative multiplayer.
It seems to be a repeating pattern.
Information aboutLarian Studios
Original Sin - Inteview @ Rock, Paper, Shotgun
Rock, Paper, Shotgun interviews Swen Vincke to talk about the near-closure of his studio, Divinity:Original Sin's future, and gender parity.
RPS: Conventional wisdom used to say that no one wanted these sorts of games anymore. And you’ve gone from making Ego Draconis, which was much more an RPG fused with an action game to Original Sin. But this is like, by many standards, a niche within a niche. You’re making a very specific type of game. Are you at all worried about a worst case scenario? A small crowd buys it and loves it, and everyone else says, “eh, not my thing”?
Vincke: Yeah. But you know, they’ve always said that about every single game I’ve made. From Divinity 1 onward. They went on to sell really a lot of units. We’ve calculated Divinity II sales at, what, 1.3 million units? That’s not a small crowd anymore. Divinity 1 must be over a million units now if you take the entire life cycle into account. That’s a lot of people already. I refuse to believe that our players currently are the only ones who want to have an evolution of the RPG genre as it existed and that was cut off. It was cut off because it turned out that the action-RPGs sold easier and were easier to make.
I personally think that, in the early 2000s, RPGs were cut off, because there were a number of production values that went up, and it was impossible to… Well, it was possible, but it was decided not to do it by the powers that be. So the genre stopped evolving. This was the case for a lot of genres. Now we have the resurgence of the indies. We have Steam Early Access and Kickstarter. Suddenly we have games that nobody would have ever invested in. Like Wasteland 2, for instance. Do you really think a publisher would have put a dollar into that? No. Look at it, how it’s soaring up the charts. That’s conventional wisdom for you.
The guys that have the conventional wisdom, I’m sorry, but I never agreed with them back then and I still don’t agree with them nowadays. It’s easy to go along the beaten path, but then you’re not going to have any evolution in games. You’ll have rehashes of the same thing over and over. There’s a lot of gamers out there, more gamers than ever, and they’re looking for a little bit more intelligent content. That’s where we want to be with this one
Original Sin - Early Access Preview @ The Reticule
The Reticule is the next site that to preview the Early Access version of Divinity: Original Sin. I'll quote a small part of the preview below.
My experiences with the combat have been very mixed so far, the systems work well in the turn-based environment and I particularly like how elemental spells can have a knock-on effect, so sending a lighting bolt to an enemy standing in water will cause some serious damage. So far though I’ve come across a few too many battles where I am too heavily outnumbered against more powerful foes. Whether I’m missing something during my character creation, I don’t know, but that is my one sticking point so far.