Immortal
Arcane
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Maybe it changed with EE but I remember movement being the same in OS1.
Oh really? I never played EE. You might be right.
Maybe it changed with EE but I remember movement being the same in OS1.
Well... It's not the healing that is so important with food. You get some pretty good buffs from good food. Hell even just bread gives you +1 Strength.Btw such a shame Larian dropped the ball on food and cooking FUCKING AGAIN. Food only heals what, 10-15%? And cooking high-level meals is not exactly trivial, finding all the ingredients plus a stove. Even if you waste that Dinner perk it's still far from worth it. Jesus christ Vincke.
I don't think it works like that. I think you are allowed to move anything between 0.1 and 5m per AP (without accounting for status effects that could be modifying this).One thing that DOS2 changes is that your AP spent on movement is based on distance traveled after you've taken your first turn to move.
For example: If I take a few steps forward I lose 1 AP but I can then take a few more steps forward for 0AP. This is extremely useful for nudging characters into the right spot. In DOS1 each movement in a turn spent a minimum of 1AP.
So if you move your character in the general spot you think your gucci for. You can usually slide them around a few more steps at 0AP to get it perfect, depending how far they moved to get there.
It's funny, because it's very rare that I'm genuinely happy for the success of a developer or a game release in a personal sense. But Swen expecting 500k units sold sometime around Christmas, and hitting that in ~4 days instead makes me irrationally happy, almost giddy.https://www.rockpapershotgun.com/20...success-makes-mac-release-strong-possibility/
- Swen had been hoping a half-million sales by X-Mas
- D:OS 1 sold nearly 2 million (includes console sales. According to Steamspy it sold nearly 1.4 million on Steam. Assuming GOG sales are 10% of Steam, consoles sales are nearly a half-million)
Divinity: Original Sin 2 success makes Mac release strong possibility
Divinity: Original Sin 2 [official site] left Early Access less than a week ago and in the first four days it sold almost half a million copies. Those are the kind of figures, Larian CEO Swen Vincke tells me, that he’d been hoping for “by Christmas”. The game is only available for Windows at the moment and during the Early Access period, the studio stated that, “A decision on other platforms will not be made until after the full release.” With that full release now behind us, I asked if the strong sales made support for new platforms more likely. Short answer: “yes”. Longer answers on that and other matters below.
Larian started work on Original Sin 2 using the engine that ran the Enhanced Edition of its predecessor, and that version was ported to consoles as well as Mac, Linux and Windows. It always seemed likely that similar support would arrive for the sequel at some point, but perhaps due to delays to the Linux version of the original game, no firm promises have been made this time around. But in response to a question about whether the sales success made ports more likely, Vincke told me:
“Yes. We deliberately focused on the gameplay of the Windows PC version first because it was such a complicated game to make and we didn’t want to lose time on the inevitable additional hassle cross-platform development brings with it.”
Our Divinity: Original Sin 2 review think it’s superb so its popularity seems well-earned, but given how difficult it can be to stand out in such a crowded market, I asked Vincke if he thought the Early Access period and Kickstarter had helped the game to build an audience.
“Yes, I think so. Our players have been very vocal during development and because of them the game became a lot better. I imagine they talked to their friends about the game and that as a result some of those friends may have given it a shot. From there on I guess it snowballed.
“We learnt from D:OS 1 that there was a market big enough to support this type of game. So we figured that if we would make a game that improved on the original and show it to as many people as possible, that would get some attention. That’s where the Kickstarter and Early Access helped us a lot. A lot of people discovered the game already prior to release so on release date they could tell the others about their experience.”
Original Sin 1 sales are now “close to 2 million (console included)” but it took a few months to reach the sales figures the sequel has already hit. Kickstarter and Early Access may have helped, but Vincke says there’s no magic formula, and that’s no bad thing.
“There are so many way of making games and luckily for players everyone does it in a different way. There is no right or wrong way when it comes to making games and sometimes a game design that is seen as a total failure by many may contain the seeds of the next big thing. That’s one of the things that is so cool about game development.”
We’re still exploring every corner of the game and also looking to build some adventures of our own in the GM mode. Currently trying to decide if Horace is an end-boss or potential party member.
Yea this annoys the fuck out of me.
One thing that DOS2 changes is that your AP spent on movement is based on distance traveled after you've taken your first turn to move.
For example: If I take a few steps forward I lose 1 AP but I can then take a few more steps forward for 0AP. This is extremely useful for nudging characters into the right spot. In DOS1 each movement in a turn spent a minimum of 1AP.
If you move for example 1m, you can move the remaining 4m for 0AP. Now, I think, that on the next turn this is not reset, so if you moved 1m forward and skipped turn, you'll still have 4m available for 0AP on your next turn.
People keep saying that. Two things.Trading feat for 3 stat points is bad idea.
The stat system is effectively completely neutered, and they mostly add straight to damage in a predictable and unengaging fashion, with the mechanical depth of a wet blanket. Probably on of the few things in the game that are objectively unmitigated decline.Does this time it has good stat system or it also is mess like OS1 ? I loved OS1 gameplay but i hated stat system and randomized weapons/armor loot.
Scaling is area based afaik, meaning when you arrive in an area it will scale human enemies accordingly and they'll stay like that forever.The stat system is effectively completely neutered, and they mostly add straight to damage in a predictable and unengaging fashion, with the mechanical depth of a wet blanket. Probably on of the few things in the game that are objectively unmitigated decline.Does this time it has good stat system or it also is mess like OS1 ? I loved OS1 gameplay but i hated stat system and randomized weapons/armor loot.
Decline man. How about level scaling ? Still enemies 2-3 levels above you get those fucking crap bonuses to ensure you shouldn't fight with them ?
Trading feat for 3 stat points is bad idea.How much memory do you folk take? I found myself taking a lot of points there, but I'm unsure if it's just because I'm very low level and the incredible lack of slots and it get useless later on, or if memory is legit something we have to take with most characters.
1) I feel like everyone should get Mnemonic, no excuses
2) Beyond that I roll with it and spend points on Memory when I actually have new skills I want to use.
What kinda pisses me off is just how extremely specific some talents are, and that some talents aren't even simply good, but are actually reasonable trade-offs (Demon, for example). There's also some really odd exclusives, such as Executioner/The Pawn - I mean, I understand that they're afraid of stacking AP bonuses, but come on, it can't possibly be bad enough to actually ban it, and it's not like Scoundrel/Warfare suffers from some enormous overlap or cross-skill support.People keep saying that. Two things.Trading feat for 3 stat points is bad idea.
First: there really, really, isn't that many interesting talents for all builds. Especially ones that aren't bugged (Far Out Man) or nerfed (Executioner). For a mage with all spell schools, having three extra spells to choose from is a much better option.
Second: in the first chapter, it's good for anyone, afterwards you can just magic mirror it to something else.
Disagree entirely. A +3 in your main stat is very good for a talent, and that's effectively what Mnemonic gives you since nearly everyone will need at least 3 points in Memory.
Design-wise, it's shit, though, because everyone will need that +3 to Memory. At that point, I have to ask myself why it's even a choice to make. The memory stat feels like some kind of points tax, and the Mnemonic talent really just makes it a form of feat tax.Trading feat for 3 stat points is bad idea.How much memory do you folk take? I found myself taking a lot of points there, but I'm unsure if it's just because I'm very low level and the incredible lack of slots and it get useless later on, or if memory is legit something we have to take with most characters.
1) I feel like everyone should get Mnemonic, no excuses
2) Beyond that I roll with it and spend points on Memory when I actually have new skills I want to use.
Disagree entirely. A +3 in your main stat is very good for a talent, and that's effectively what Mnemonic gives you since nearly everyone will need at least 3 points in Memory.
Disagree entirely. A +3 in your main stat is very good for a talent, and that's effectively what Mnemonic gives you since nearly everyone will need at least 3 points in Memory.
That is not what was i asking. I ask if enemies still use bullshit scaling mechanic where enemies get cheat boost to their evasion, armor whatever so you can't hit them or make any decent damage despite fact that you being 2-3 level below their levels isn't much difference.
This is how it was in OS1. While i loved unpredictable and creative combat i hated at the same time stats and that you can't properly tackle higher leveled content because game cheats.
I do fine without Mnemonic./QUOTE]
Didn't say you couldn't, said it was an excellent talent. I'm sure you could do fine with many things
Although it speaks a lot about the game when people just want more of +5% drug juice instead of actual "feats".
It's still kinda like that. Not sure about evasion/hit chances. But for everything else, yes. Enemy damage, armor, HP. An encounter that's one level higher is manageable, two levels unfair, three gets your shit pushed in. You can cheese them probably, but eh.I ask if enemies still use bullshit scaling mechanic where enemies get cheat boost to their evasion, armor whatever so you can't hit them or make any decent damage despite fact that you being 2-3 level below their levels isn't much difference.
What are you talking about?the way initiative works is pretty dumb, forcing you to take Wits only on one character for the sake of initiative.
What are you talking about?the way initiative works is pretty dumb, forcing you to take Wits only on one character for the sake of initiative.
Yeah, initiative is totally useless. Don't waste points. Maybe on your summoning char so you can get cannon fodder early, but otherwise, it's a glorious dump stat.What are you talking about?the way initiative works is pretty dumb, forcing you to take Wits only on one character for the sake of initiative.
Ever noticed how no matter the encounter, the second attacker is always the enemy? Not matter how many Wits you have on everyone, all battles will be like that. Initiative is broken and useless. So like if you have 15 wits on two characters and the enemy you fight has 14 wits, he will be the second to act anyway, despite both your characters having more Wits.