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Divinity: Original Sin


Heaven Angel

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It's nothing like SKYRIM. This is more like old-school-classic Baldur's Gate.

_

One more review:

Nichegamer - 9.5/10

It Will Steal Your Soul … and Spare Time

If I was Swen Vicke, I’d make sure to work on this engine and release a few more games using the same exact gameplay scheme. What he has here is the basis for a very lucrative new (old?) breed of CRPG and it would be criminal to not take advantage of it. Original Sin is his masterpiece, and with it he has filled a void that a lot of old school RPGers came to Kickstarter looking for.

Congratulations Larian, you did the impossible.

Now make more.

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RPS: Wot I Think: Divinity – Original Sin. "Some RPGs are built around systems and some are built around scripts. Divinity: Original Sin is an example of the former and its one of the finest I’ve ever seen."

 

 

 

Against strong odds, Larian have fulfilled the early promise and the extra time, effort and money has all been invested wisely. The sausage has become a steak, succulent and flavoursome, and I have a new toy to play with and return to over the coming months and years.

 

Gamespot: Divinity: Original Sin considered as one of contenders for Game of the Year so far.

 

PCGamesN - 9/10

 

 

 

When I play Divinity: Original Sin, I’m back in my parents’ study, gleefully skipping homework as I explore the vast city of Athkatla. I’m overstaying my welcome at a friend’s house, chatting to Lord British. And it’s not because the game is buying me with nostalgia, but because it’s able to evoke the same feelings: that delight from doing something crazy and watching it work, the surprise when an inanimate object starts talking to me and sends me on a portal-hopping quest across the world. There’s whimsy and excitement, and those things have become rare commodities. Yet Divinity: Original Sin is full of them.

 

Divinity: Original Sin is the game Larian Studios waited 15 years to make

 

 

 

"We always wanted to make an old-school PC RPG with multiplayer," says Swen Vincke, the founder of Larian Studios. "We never managed to sell it to a publisher in the past; every time we proposed, it was refused."

 

"We never expected it to be this successful," says Vincke. "It's all due to Kickstarter and Early Access."

 

"Ever since it was cancelled we’ve been trying to remake that game."

 

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First big update out:

 

Hello everybody!

 

We just released the first official patch for Divinity:Original Sin which introduces the concept of AI personalities.

 

During character creation, you can now select a specific personality for your characters. When a personality is active the AI will automatically make dialogue choices (based on its personality) for the avatar that isn't selected.

 

In addition to this, we've made a lot of improvements as well as bug fixes and balancing changes.

 

You'll also notice that you can now publish to Steam Workshop using the Divinity Engine Toolkit.

 

Here's the full list of changes:

 

- Save games are packed and compressed now

- Fixed issues when saving to a network drive

- Fixed unique drops over multiple sessions

- Fixed several tooltips

- Optimized syncing of action states

- Fixed leadership critical chance (didn't work)

- Changed leadership icon

- Better savegame error handling + a lot of sanity checks

- Levelswap error handling for levelcache

- 5% instead of 10%/warriorlore for Weather The Storm talent

- Raged lowers your chance to hit by 25%, but you don't lose dexterity anymore.

- Fixed issue where characters could sometimes stay in a closed dialog

- Dialog banter filter in the combat log

- Fixed trade autobalancer

- Unlearning a skill will cancel it if you were casting it at the same time

- Fixed issue with inventory tabs, sometimes resulting in missing icons in the UI

- Fixed issue where certain henchman were free

- Cannot hire same henchman twice

- Henchman will start with the Staff of Magus skill now

- Added more AI personalities

- Fixed a lot of issues where players were crashing after a level swap or after loading of a savegame

- Added 5.1 Audio on cutscenes

- Added video volume slider

- Reduced cloud artefacts

- Play movies before loading

- Small fix for getting quality preset from settings

- Sort display modes correctly

- Use dropdown for V-sync options + vsync tripple buffered is on in default settings

- Fixed memory leak in character creation.

- Fixed combat and chat log settings not being saved when quiting the game through Alt+F4 or closing the game window

- Added close buttons to the combat and chat log windows

- You can now rotate your characters during character creation using the left and right arrow keys

- Fixed stuttering in the texture streamer

- Seriously limitted amount of traffic sent during player movement and when executing certain actions.

- Fixed crash when texture detail is set too low (only possible through editing config file)

- No skill casting while a skillstate is busy (causing double skill casting)

- Fixed wrong trait names in combat log

- Changed default value of stored dialog amount from 10 to 50

- Fixed loading of formations

- Check talent requirements in character creation

- No combine in trade UI

- Fixed issues with crafting

- Fixed double Quick-Save issue when spamming Quick-Save button

- Less jitter in following

- Fixed telekinesis beam showing when moving items from inventory to inventory

- Use, repair, identify and equip items in context menu in picked-up containers and backpacks

- Repair and identify in context menu in containers

- Fixed crash when level swapping when overhead text is showing

- Sort on item type in inventory

- Reenabled hints for German and French

- Fixed crash when sitting on an invalid item

 

Divinity Engine Toolkit

- Fixed stability issues in certain preview panels

- Fixed uploading to the Steam workshop

- Fixed issues when trying to mod the story files

 

Design

-Changed the name of the rock that moves away by pressing the secret button at the start of DAF_InnerSanctum from Hanneman's Axe to Rock. Also changed the stats of the rock because it was breakable from Gen_Stone_Indestructible to QUEST_Item.

-Changed the Enlightened Amulet object stat properties, set unique to 1 and also set the inventory override to MISC.

-Changed the voice of Mikhail Solomatin a trader in the Silverglen tavern from female to male

-Removed greeting voices from the wardens

-Created a new script for the Shrike (added on top of the rest with a higher priority) so the Shrike summons a higher level enemy (Shadows_Caster_B ) when he's alone

-Void Dragon modified so the Void Dragon summons not level 10 but level 20 creatures

-Added Balberith to the IsNotMessingAround database

-Added Root Template Shadows_Caster_B, set Scale to 1.3

-Modified portrait for Root Templates Orc_Ghost_Female and Orc_Ghost_Male; those guys are summoned by Braogg Spiritchaser in the Dark Forest

-Set BloodSurfaceType to None for Orcs_Ghost_Female and Orcs_Ghost_Male, set HitFX to FX_GP_Hit_Jellyfish_A_Medium so it looks ghosty

-Modified portrait for Undead_FireSkeleton_Axeman, Undead_FireSkeleton_Warrior, Undead_FireSkeleton_Ranger

-Modified portrait for Template Animals_Cat_Slain

-Added Shadows_Grunt_B, to be summoned by the Void Dragon in HOM

-Replaced Goblin Tanks' Equipment to Goblins_Tank_A_Strong

-Changed equipment of elemental rock ice

-Renamed Raazen Ax'aroth to Raalzen Ax'aroth to match what's written in the story

-Set BloodSurfaceType for AnguishDemon_Slave_01-04 to None, set HitFX to FX_GP_Hit_Jellyfish_A_Medium

-Set Grutilda and DreadOrc_Grutilda to IsBoss

-Set level of landmines around Immaculate fort to 20, set Perception requirement to 11

-Dark Forest, rotated Cliff_Common_E_094 to fix display bug

-Dark Forest, fixed ground texture bug in Hunter's Edge inn

-Slightly decreased Shrike's walking speed

-Made Death Princess and the Shrike non-teleportable

-Moved LTS_Coal_Basket_F_076 and LTS_Coal_Basket_F_077 in Homestead to fix display bug (base of final flight of stairs right before the end fight in HOM)

-Increased level, Body Building, Will Power of Shadows_Caster_A_Strong & Shadows_Mage_A_Strong

-Increased HOM_Shrike's Body Building & Will Power to 10

-Set Sight Range of DAF_Orc_FemaleBossDouble to default instead of -4

-Gave DAF_RatKing_SlainCat a Constitution of 7 (instead of _Ghost's 4). Ingame, the cat now has CON 16 (instead of CON 9)

-Gave Norok 10 Will Power, 10 Body Building(removed all immunities)

Reverted Balberith's slaves' Dex back to _Ghost's base, increased Constitution to 6 (instead of _Ghost's 4). Ingame, slaves now have CON 15 (instead of CON 13)

-Gave Grutilda_Dread 15 Action Points at start, increased Speed to 8 (instead of base's 6)

-Decreased Constitution of HOM_Astarte and HOM_Astarte_SecondFight from 6 to 5, removed Vitality boost (130% > 100%)

-Increased DAF_Orc_Warrior's speed to 6, base initiative to 10

I-ncreased Sight Range of Cyseal_Council_Soldier_Helping_Arhu to 2 (overriding _Base's -2), otherwise sometimes they would not come to the player's aid in battle. Now has Sight Range 22.50, had before Sight Range 14.50

-Modified healthbar color of all Shield skills

-Boreas's tiny elemental rocks xp gain set to None

-Added Shadows_Grunt_A_Strong for the root template Shadows_Grunt_B, to be summoned by the Void Dragon in HOM

-Increased the level of _Shadows_Caster_A_Strong to 20

-Increased Action Points cost of _Goblins_Tank_A to 3

-Increased Action Points cost of _Goblins_Tank_A_Strong to 5

-Increased damage of _Cyseal_BC_CrabSummoner to 8

-Increased damage of _Undead_Skeleton_Grunt_Boss to 8

-Increased damage of _DAF_DemonBoss to 8, decreased attack's Action Point Cost to 4

-Increased damage of _DAF_Norok to 8

-Boreas's tiny elemental rocks now inflict proper secondary status

-DAF_PhantomForest_Ghost_Poacher_03 now has a proper character icon.

-Adjusted DAF_ImmaFort_Goblin_Boss's Equipment

-Added new spell, Summon_ShadowCasterEF (uses only old assets incl. name & spells)

-Set Phoenix Dive's DamageOnJump to Yes, Damage to 0

-Decreased Action Point cost of EnemyPoisonHailAttack from 7 to 5, increased cooldown from 2 to 3, increased damage from 5 to 6, dmg multiplier from 40 to 60

-Set Damage of Cone_Enemy_WaterSpit to 7, Multiplier to 100

-Set Damage of Cone_Enemy_WaterSpitSmaller to 5, Multiplier to 60

-Tweaked WellCraftedArrow's StatsDescriptionParams

-Set Damage of AttenberahKillingSpell to 12, Multiplier to 200, DamageType to None (otherwise people buff the Apprentice with a Water Shield and it absorbs the damage)

-Changed the way Zombie Jake behaves after Evelyn's fight to prevent any damage inflicted on him

-Force-remove the players from dialog before starting Astarte's last speech

-Changed the condition to enter the village, every amulet works now

-Change lock level of the door to the starstone in the trial dungeon to 99

-Added check for Grutilda's dialog before talking to her to prevent dialog overlap

-Remove wander of timfred in troll cave to prevent weird behavior, he used to end up relaxing with the trolls deep in the cave

-Added the achievment fixes even if the quest doesn't open or close while it's relevent

-Changed the alignment of Frederick from Good to Neutral to prevent him from joining every fight

-Changed blood cage so that it doesn't automatically place items inside itself if you have the Tenebrium ability. Also Brandon leaves the blood cage with you instead of taking it when the quest is complete

-Changed Bertia's attitude from +25 to -25 when you keep the sheep

-Fixed the timing at the goblin totem that could freeze the village due to disabling display text while winning the trial

-Gave treasure to Hunter's edge residence / made poker player one combat group

-Making sure the fabulous flag is on to prevent bug when turning the quest in

-Removed poison cloud from mushrooms to prevent permanent explosion

-Fixed Shrike fight setup restarting after savegame load

-Arhu attitude loop fix. To fix performance drop.

-Fixed elemental statue dialog issue

-Henchman trader fix for 2 players talking to him

-Added sound event for Cyseal Orc ship arrival on beach

-Added savegame fix for missing companion dialogs.

-Fixed no valid dialog node in HOM_Icara when talking to her after finding the hidden family but not accepting the druid quest yet.

-Made sure speaker boxes in source temple are called 'Trial Statue'

-Homestead guys don't respond to drawn weapons

-No speakergreeting for teller of secrets

-CharmedOrc in cyseal no greetingvoice

-Start Fun with Funghi quest if you find Maradino's spell

-Norok journal update only after he's killed

-Bugfix: Pincer had 2 diferent voices

-Fix Bicky Bomb Voice asserts

-Remove Bicky Bomb Voice asserts in Luculla Mines

-Cancel JAH_Truth if is Balberith killed

-Blocker fix: Parallel dungeon pendants

-Scale scraps can be crafted with Metal Armor

-Intestines can be crafted to create poison/poisoned food/poisoned arrowheads

-Strong sinews can be crafted to bowstrings

-Crafting scrolls now works with elemental essence like the cards say (e.g. fire essence + paper = blank fire scroll)

-The seller of secrets now only has 1 ability book and 1 stat book instead of regenerating those

-Summoned Skeleton now uses correct animation for his 2H sword

-Changed impact of Soulsap so that it doesn't lower Specializations anymore

 

 

Kickstarter

-Added missing people to credits.

-Fix for messages in a bottle not showing.

-Added missing kickstarter rewards.

 

Mac specific

- Black stripes fixed in Black Cove

- Fake fullscreen mouse dragging corruption is fixed

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IGN: 9/10 - GIVE ME MY SIN AGAIN


Divinity: Original Sin is one of the most rewarding RPGs to come along in years. Its quests and combat compelled me to think hard about my actions and choices, which is more than I usually get to say about contemporary RPGs. Its depth, personality, and combat challenges easily allow it to hold its own against the likes of heavyweights like Dragon Age: Origins. These systems invite constant experimentation throughout dozens of memorable hours of combat and cheeky storytelling, and its rich modding toolkit provides the framework for enjoyable player-made adventure for years to come.

Outstanding tactical combat and engaging quests make Divinity: Original Sin one of the most rewarding RPGs in years.

+Unique turn-based combat
+Engaging quests
+Player freedom
+Works your brain
– Awkward inventory

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Gamespot - 9/10 - SUPERB

 

Superbia, avaritia, luxuria, invidia, gula, ira, acedia.

 

Little by little, you learn the rules--and little by little, you wonder why there are so few games so willing to trust you to examine and explore. That it believes in you is Original Sin's greatest achievement, and given its many achievements, that's high praise indeed.

 

THE GOOD
  • Complex systems that make even the smallest actions feel meaningful
  • Beautiful world that makes every new area a treat to explore
  • Exciting turn-based combat with flexible elemental skills
  • Story and dialogue are full of wit and drama
  • Rock-paper-scissors conversations strengthen the role-playing possibilities
THE BAD
  • Cumbersome interface
  • First few hours drag
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spin and I have been going through the campaign together and it has been a marvelous experience so far. Reviews and all aside this is as old school as an RPG can get today. It's certainly a far cry from stuff like Skyrim and Mass Effect or even Dragon Age: Origins. It requires effort on the player's part to figure out how to solve quests. There's absolutely no big quest markers pointing you to the right place. It is completely possible to screw up questlines by making the wrong choices. The co-op is the best part, it's a lot of fun to discuss your options with your co-op buddy especially when you end up disagreeing over a decision. It's totally fourth-wall breaking RPG stuff which rarely happens in other games.

 

The combat is challenging but as long as you know what you're getting into you'll be generally fine. By that I mean - never pick fights with enemies who are more than 2 levels higher than you and always go with a full party. Status effects play an important role and the game encourages you to use the environment in smart ways. It really does make you feel smart when you figure out an easy way to end a battle or find a hidden switch after reading about it in a hidden journal somewhere. The dialog is mostly entertaining but somewhat cliched and cheesy in some places. Know that there's no voice acting (except for some very rare cutscenes and ambient speech) so prepare to read. You don't have to read walls of text and most of the dialog is summed up in 2-3 lines or less. The only issue with the dialog is that in co-op you need to keep track of it via the combat log or the journal as the dialog box only appears to the person who initiated the dialog.

 

Also be warned that there are bugs are glitches all over. We have had everything from quest items disappearing from inventory, stats getting reset, gear missing etc. So save often. Also the devs keep patching the game almost every day.

 

Overall this game has won me over (and I'm sure spin loves it too). It's exactly the kind of RPG we need these days. Stuff like Pillars of Eternity and Wasteland 2 have big shoes to fill.

 

 

PS: Forgot to mention that the game excels in the audio visual department. The OST is amazing and quite memorable (especially dat main theme!) and the game looks great. The character models are bland but the environments are absolutely gorgeous.

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Also be warned that there are bugs are glitches all over. We have had everything from quest items disappearing from inventory, stats getting reset, gear missing etc. So save often. Also the devs keep patching the game almost every day.

 

I think it has something to do with co-op mode. Solo mode doesn't have any such issue.

 

_

 

Mods are slowly showing up on steam workshop.

 

4 player co-op

Reworked Madora & Jahan v3 - reworked stats, skills, abilities and talents.

Source Difficulty - new difficultly and other changes

 

YgRuGc9.jpg

 

 

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In progress: Diablo: Original Sin. A re-imagination mod of Diablo 1 using the Divinity Engine.

 

Gallery | Source

 

I started this project 4 days ago on a whim to test the Divinity Engine and found I really enjoyed it. So, I've decided to create my first large mod for Divinity: Original Sin. It will be called Diablo: Original Sin (subject to change) and here's what I have planned:
  • 26 hand-crafted levels, including the Hellfire xpack levels, ranging from 64x64m to 512x512m
  • New quests (no handholding minimap marks or map markers)
  • Traps to detroy your party (they can be disarmed or destroyed from a distance, good thing you have that rogue in your party to locate those traps...)
  • lockpicking doors to secret areas
  • high perception ratings to discover more secret areas
  • co-op puzzles to reach new areas (read your lore to find clues)
  • hand-placed unique items
  • 1-4 player co-op (or take solo control over your own party of 2-4)
  • Full dialogue and lore through books
  • music from D1 and maybe D2 since this is a turn based cRPG engine (battle music, atmosphere music)
  • dark gritty world, dark gritty dungeons
Plans when the Divinity Engine gets more function
  • New/reworked magic schools, spells, spell icons, and combos (Chronomancy, Necromancy, Cryomancy, Holy Magic, to name a few)
  • New enemies, new item models
  • New crafting recipes
  • New hirelings with their own story
What it will not have
  • Randomized dungeons
  • Clickfest combat
  • There is no cow level
Once I have Tristram completed and the 1st level of the dungeon made, I will release a "demo" with very limited dialogue and quests.
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