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Divinity: Original Sin


Heaven Angel

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

Yup. I'm playing solo and I don't think I have encountered even a single bug in the 30-odd hours I have played.

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I've been playing co-op with Ty and not having any such issues. There are some other co-op quirks but saving has been smooth. As a workaround, you can ask your co-op partner to leave the game and then save after he's gone. Although this would be rather painful for mid session saving which is required a lot.

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Oh..i thought the combat was like diablo & torchlight 2 . Is it like rts games ?

 

It's neither of those. It has turn based combat. When you encounter a combat situation, each of your characters will take turns to perform actions and then enemies will take turns to perform theirs. The game basically gets paused during combat.

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Polygon: 9.5/10 - NEXT TO GODLINESS

 

DIVINITY: ORIGINAL SIN IS ONE OF THE DEEPEST AND MOST UNFORGETTABLE GAMES I'VE PLAYED ALL YEAR

 

 

 

Divinity: Original Sin seems to pride itself on embracing these contradictions — complex yet approachable, nostalgic yet modern, cliché-ridden yet strange and singular in so many ways. It captures the feeling of a classic '90s PC RPG but simultaneously turns each assumption about plot, setting and combat mechanics on its head. I never expected a tiny, Kickstarter-backed team in Belgium to create one of the deepest and most unforgettable games I've played all year. But Original Sin clearly isn't playing to expectations.
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  • 2 weeks later...
  • 2 weeks later...

New update rolled out. V1.0.130

http://steamcommunity.com/games/230230/announcements/detail/237883567699098952

Hi everyone,

This update mostly brings some overdue fixes on the code and balancing side of things, although there are some small improvements to UI as well. Several story and ganeplay fixes have also been incorporated.

We've also done some re-balancing in the Dark Forrest area, which should hopefully make things a little more difficult.

You can check out the full changelist below:

V1.0.130:

Code fixes:

  • Leech only works in your turn
  • Rotation corruption fix in savegames
  • Unique object fix
  • Allow resurrect skills when vision is blocked
  • Added level names to localization
  • Added combination stats to loca parser
  • Added journal to loca parser
  • Fixed loca parsing paths
  • Localization of secrets fixed
  • Fixed bleeding damage scale
  • Next character in UI follows order of the character chain
  • Localized level names in lobby
  • No more invisible armour after character creation
  • No more double dialog log line after load
  • Ability, talent and stat tooltips in character creation take level into account
  • Fixed combinations with skulls, bones and sinew
  • Fixed henchman rotation in henchman ui
  • Updated Iggy, support for a fallback font
  • Fixed faulty dialog cleanup
  • Fixed bad savegame crash, now throws an error
  • Updated Troll and deamon voices to be more brutal
  • Tuned texture streamer to fix some objects using a lower resolution than needed
  • Texture streamer is more responsive now
  • Fixed players not getting the kick or refused connection message
  • Fixed character "walking through walls" when experiencing connection problems
Mac specific:
  • Fixed story random problem
  • Fixed memory crash
  • OpenGL experimental mode
  • Fixes to OpenGL renderer
  • Using ‘Terminal’ app you can now enable following tweaks:
    1) Precise mouse tracking for low-end systems and for ‘touch’ to click functionality: defaults write com.larian.dos DelayMouseClicks -bool true
    2) Completely disable any ‘bleeding’ notification centre popups: defaults write com.larian.dos DisablePopups -bool true
    3) Enable performance GL tweaks: defaults write com.larian.dos EnableExperimentalGL -bool true
User Interface:
  • Added sorting in trade UI
  • No graphical artefact in scrolling of saveload, options, ...
  • Player portraits chain fix
  • Panel position reset fix
  • Improved long text visibility in dropdown menus
  • Enlarged container UI limit
Story and gameplay:
  • Made summons a bit less interesting for default targeting (AI)
  • Totem should not debuff specializations
  • Clarified error message during character creation when you don't have required skills or talents
  • Fixed end dialog on some dialogs
  • Added sound effect to burning ship
  • Fixed quest lose condition of burning ship
  • Removed burning status when ship is destroyed
  • Fixed the gossip keyword
  • Fixed philospohy of death, book and quest
  • Fixed Snorri tomb icon
  • Moved William water well, he got back at the wrong location
  • Fixed the prison key, it used to lie on the ground but now it's in the guards pocket
  • Hiberheim watcher synchronizaiton fix, the trap is always in sync now
  • Lawrence and Nadia dialog fix
  • Removed Free personality, changed Spirit to Free Spirit personality
  • These are all combat fixes, also most DF characters have been remade with new root templates because the level override didn't always work
  • turn ramon's chest indestructable
Note: for story and gameplay fixes, it is possible that a new game has to be started since not all story fixes can be pushed into existing savegames.

Editor fixes:
  • Fixed painting terrain corruption
  • Fixed ai grid save problem
  • Fixed problem with loading certain mods
  • Fixed crash when entering game mode
  • Crash fix in script parsing
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Can anyone help me? :(

 

 

 

I lost the remote control to the robot thing. I think its called the SparkMaster 5000 or something. I think I must have sold it accidentally. I double checked with everyone at the market and Arhu, who were the only people I remember trading with. I may have traded with someone else randomly but I can't recollect who.

 

 

 

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Alright thanks. My co-op partner was so pissed at me and I had broken the game or something :/

 

But what level is it?

 

Also, holy hell how big is the map? I've played for 30hrs now and I'm still on the first map. Are all the maps the same size?

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  • 2 weeks later...

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