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General Discussion Jump to new posts
Re: Wishlist for Divinity MarcoNeves 5 hours ago
Originally Posted by geala
I would like
- a "relaxed" item progression
- no shields system hindering mixed magical/physical groups
- a twisted and complicated story with some turns and surprises and grey elements
- a deep visual character creator (I liked it in BG3, face types instead of sliders are fine; but more face options and also body sizes like "lean, normal, muscular, fat" would be nice, although personally I got exactly the faces I like)
- several distinctive areas with diversity in them
- many companions, some sexy, some complicated, maybe not necessarily all with the same deep story
- diverse armor and clothes, from practical to skimpy/sexy
- a similar combat system to DOS 2, but with lesser emphasis on surfaces (will not happen of course ...)
- a decent amount of sex and connected stuff, as long as it fits into the story
- some random combat elements, connected to traveling maybe
- some gore elements beyond the overdone blood splatters of BG3 (as option, f.e. cutting heads or disemboweling)
- a transmog system for items

I would also prefer a voiced main character, however that may cause a lot of/too many recources bound to it?

Yes, it's more costly, but I think Larian is now finally in a position to make it happen. Make it an option so that way everyone is happy, and there's no backlash. Some can play voiced, others can play silent, and Larian pleases everyone. Win-Win-Win.
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General Discussion Jump to new posts
Re: What races are planned for Divinity and party size? Expecting more or less? Taril Yesterday at 06:46 PM
Originally Posted by geala
The playable races should depend on the story. Some races may not make sense then. I don't know how an Imp would fit into it for example.

Theoretically, there's always the potential to use Origins as a way to enable some different races.

It would take a lot of work, basically making a new storyline for each race (At least initially, there might be a converging mid-point where all storylines merge).

But you could technically, create Origin characters that are customizable, but locked to a specific race. Thus they can enter the story in a way that makes sense. Having like a unique Prologue and Act 1 that sets them up.

Not too unlike Dragon Age: Origins prologues, which were unique based on race (Dwarves had their own pair of prologues) and class (Mages had their own prologue)

The more work put into such Origins and thus how much they diverge from the Blank Slate start will determine how unique the race will feel in the story.

Of course, the caveat is that you might upset Blank Slate enjoyers that want to play a certain race and headcanon something completely antithetical to the actual story, universe and overall lore...

But honestly, having a unique Origin story for many (If not all) races would be ideal, in order to provide more depth to characters. But I'm apparently strange in my like of characters that have ties to the world given Larian's constant use of the Blankest of Blank Slates for their games (With even their "Origin" characters going through the most generic possible starts because they all need to end up in your party 0.2 femtoseconds after the game begins)
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Baldur's Gate III - Story & Character Discussion Jump to new posts
Re: Is something supposed to hit me on the head in the room with the hole in the ceiling? Taril Yesterday at 06:27 PM
Originally Posted by Shadowbart
EverQuest had a falling damage mechanic that was tied to how long you fell. In normal circumstances, the distance you fell (and hence the speed) was proportional to how long you fell, so the math worked out.

But sometimes the game would hiccup, and you'd be "falling" from a very short height, for a long time. Whenever this happened, I learned to sigh and wait for my fate.

Technically, the suspended falling death thing is an actually intended mechanic that many games put in to prevent softlocks.

I.e. If your character gets stuck (For whatever reason) and cannot land on the ground, there will be a built in insta-kill that kicks in after a period of time to allow you to die and thus reset your position.

Meaning the bug is getting stuck in the air, rather than the "Fall damage" from a small height which is intended to help you not get permanently stuck.

Fun Fact: In Elden Ring, this feature also exists for enemies too. There is in fact a cheese for one particular boss (The dragon Greyll) where you get him to jump onto a tree and get stuck in a falling animation, then this mechanic kicks in and insta-kills him.

I have absolutely no idea why they added this mechanic to enemies. Given that they have the ability to reset boss to their initial position (Which is used both when the boss runs too far away from their starting position as well as when you rest at a Site of Grace) which would be the more logical course of action when stuck... But whatever I guess lmao.
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General Discussion Jump to new posts
Re: What type of itemization/progression we'll get this time? geala Yesterday at 05:17 PM
The insane item progression in DOS 2 (did not play DOS), alongside the magical/physical shields system, was my biggest gripe in that game. Insofar I hope for a more relaxed system with much a slower increase in stats. Random or handplaced I'm not that decided, both systems have advantages and disadvantages, I'm tending a bit more to handplaced.
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General Discussion Jump to new posts
Re: Adult Sexual Content Proposal: Deep Erotic Mechanics & Separate DLC for Divinity geala Yesterday at 04:57 PM
As much as I like the sexual elements in the trailer or the erotic connotations and interactions in BG3, a sex system without a connection with the story seems too much for me. The game shouldn't be a pure porno, let it to modders to make such things possible. The sex shown in the trailer which takes place at both sides of the three big figures and which is mostly interracial seems to have a purpose for the ritual. Maybe to show the missing gods that the races are in accordance, or to use sexual energy, as in some magical systems? Such stuff should be in the game if connected to the story.
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General Discussion Jump to new posts
Re: Apparel and Appearance geala Yesterday at 04:39 PM
As much as I like BG3, I wouldn't enjoy it that much without the most important mod of all, Transmog Enhanced. It would be great if a transmogrify feature would be vanilla in Divinity. Realistical sheaths and the option of visible shields would be nice too.
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General Discussion Jump to new posts
Re: [PETITION] Bring back Lizards/Elves with exotic bodies ⚠️ fylimar Yesterday at 01:54 PM
I agree, the races should be more unique in look and playstyle.

I really like the artwork of the original elves and lizards in DOS and would love to see it implemented. I'm tired of seeing elves as 'pretty humans with pointy ears ', I want a more unique feeling.
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Baldur's Gate III - Technical & Gameplay Problems
Re: Honor Mode savefile crash Kaltizdat Yesterday at 10:19 AM
up
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Baldur's Gate III - Technical & Gameplay Problems
Stuck loading vulkan shaders on linux yhal Yesterday at 05:36 AM
Has anyone managed to make BG3 run on a linux laptop with intel graphics (Meteor Lake-P)? Mine is stuck at "Generating Shader Cache 62%" for hours - if I leave it running overnight it will crash. I tried:

  • Deleting shader cache directory in steam. It will restart from scratch but always hangs at 62%
  • Using latest mesa
  • Using XE drivers instead of i915
  • Switching between different Proton and native versions in steam
  • Disabling shader cache download in steam options


Nothing makes a difference.


If I switch to DX11, it works but is quite laggy and the sound stops soon after loading the main menu.
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General Discussion Jump to new posts
Re: Mechanics are the most important part to get right. Taril Yesterday at 05:19 AM
Originally Posted by machinus
One of the succeses of the refined D&D class system is that many distinct mechanics and spells are good, so players can choose what is fun and not google "best build"

Though one of its biggest issues is that there's quite a lot of not as good stuff. Then you add on limitations to such things to promote "Different pathways" that just further pushes people towards good stuff.

In fact, it's a sentiment that's been brought up a number of times on these forums. Especially in relation to party size. Whereby things like spell selection pushes them towards the few good spells and there's not enough freedom to pick up or use more niche spells that might be fun.

I.e. Why would a Sorcerer who only gets 3 level 3 spell slots pick things like Daylight, Gaseous Form or Hypnotic Pattern when things like Fireball, Counterspell, Lightning Bolt and Haste exist?

This also ends up being true for classes and subclasses. Many people dunk on Rogue outside of Thief multiclass just for Fast Hands. Why would anyone play a Monk that isn't Open Hand? Why ever play Ranger when Paladin and Fighter (And Sword Bard) exist?

This isn't unique to BG3 either. Thoughout all editions of D&D there's been a constant struggle with class balance, especially in regards to classes like Rogue and Ranger and the absolute stack that is Fighter and their excess of bonuses (Where at times Fighters even pushed out casters because why play a caster and have to suffer through dogwater early game when even your peak is eclipsed by the Fighter swinging his Greatsword 20 times a turn infinite times per day?) and of course scenarios when magic is just utterly bonkers and a single high level caster just wins every encounter alone.

Balance disparities between classes can be a major issue. Both leading to "Obvious Best Builds" but also leading to the easy way out... The dreaded "Homogenization" band-aid. Where classes lose their uniqueness (Thus players their build choice) so they all have the same base kit and thus function around the same power.

The most clear example of this would be the Dragon Age series. Dragon Age: Origins had diverse builds and party compositions that really mattered... Though the result was that Mages are OP. By far. Not only have way more options than Rogue or Warrior but vastly more power to boot. Fastforward to Dragon Age: Wokeguard and classes don't matter, the only difference is what gimmick your ranged attack uses (With a side of resource generation disparity) and party composition doesn't matter because everyone does the same thing regadless of class. Everything is homogenized into pure nothingburgers.

Originally Posted by machinus
A skill system that is too open can remove variability and diversity which makes campaigns feel repetitive and boring. So the class design needs to have some way of keeping characters distinct and allowing many different pathways to be effective.

At the end of the day it's all about providing many options, but having sufficient limitations.

The more options you have, the more diversity you can have.

While the limitations keeps things in check so you can't eat your cake and have it too.

This is the difference between "Good systems" and "Bad systems". A bad system won't have enough options or limitations so builds all end up very samey, either due to lack of choice (Not enough options) or a lack of restriction (Not enough limitation).

It's here that the aspects of "Class" system present itself. A "Class" system inherently has limitations through you only accessing what a class is pre-prepared to obtain. The cost is the lack of options, which can be mitigated by making a LOT of classes and/or having multiclass functionality, but still persists.

It's also where the ability for a "Classless" system to fail is shown. With no inherent limitations, these instead need to be specifically designed and implemented to make it succeed, else it becomes "Master-of-all-trades". But of course the benefit of proper design is unparalleled options.
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Baldur's Gate III - Technical & Gameplay Problems
Request: A Linux MegaThread radelahunt 31/12/25 09:17 PM
Could we please get a Linux megathread for tips and tricks to get it working via Steam in Linux (and/or Steam OS)?

So far I've noticed that on OpenSUSE LEAP 15.6, my ability to play it comes and goes with kernel/nVidia updates. I figured perhaps putting out a MegaThread for people to post within could help consolidate this topic.
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Baldur's Gate III - Build Discussion Jump to new posts
Re: Best none GWM fighter build for Lae'zel Taril 31/12/25 09:04 PM
Originally Posted by Varlak
Is trowing penalized when someone is in melee range of you like archery ?

Yes, if you are engaged then you get disadvantage on throwing just as if you were using a bow (Or non-touch range spell)

Of course, as a Throwing build prioritizes Strength, you are very much capable of Shoving an enemy that is engaged with you away allowing you to then throw without disadvantage.

Not to mention... You can still actually melee with a throwing build. Like, you are very much able to throw at the start of the fight, then when enemies start to get close run in to melee and start meleeing and absorbing damage. You're not necessarily bad at melee, it's just it won't be anywhere near as strong as your thrown attacks (Which are ridiculously strong thanks to Tavern Brawler feat)
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Divinity - Original Sin 2 - Bugs & Technical Problems
Xbox series x memory leak? and crashes DarkWolf500 31/12/25 07:50 PM
As I have been playing, I've noticed that after running the game for some time (maybe an hour or so), I start to experience large performance drops that eventually make the game unplayable. The performance issues are only fixed once I restart the game; it reminds me of some kind of memory leak issue, but I don't know. I've also experienced some crashes, usually right after I complete a quest or fight, and there's a lag spike while I quick-save the game. The save goes through, but the game crashes.
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Divinity - Original Sin - Enhanced Edition Jump to new posts
Missing Profiles on macOS – The "One-Profile-Behind" UI Bug ukaphy 31/12/25 12:58 PM
Hi everyone,

If you are playing Divinity: Original Sin Enhanced Edition on macOS and your newly created profile does not show up in the menu, it is likely NOT a permission or iCloud issue. It is a specific UI refresh bug where the menu always lags one entry behind.

The Discovery: The game successfully creates the profile folders in your local directory, but the UI fails to display the most recently created profile. It only refreshes the list when a new profile creation is triggered.

The Fix:

  • Open the game and create your desired profile (e.g., "MainPlayer"). It will not show up yet.
  • Immediately create a second, dummy profile (e.g., "RefreshDummy").
  • As soon as the second profile is created, the list updates and your first profile ("MainPlayer") will finally appear and is fully playable.


Optional Cleanup: If you want to keep your folders clean, you can go to
Code
~/Documents/Larian Studios/Divinity Original Sin Enhanced Edition/PlayerProfiles
and delete the "RefreshDummy" folder. The game will keep your "MainPlayer" visible in the menu for the rest of your session.

Summary: The UI always hides the latest entry. To see your actual profile, just "push" it into the list by creating a second one right after it.
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Divinity - Original Sin 2 - Bugs & Technical Problems
Can't launch the EoCapp EXE Stenlund 31/12/25 11:59 AM
I have this problem where I can't launch the game through the EoCapp EXE file. I can launch the game just fine through the conventional Larian client. But when I try to launch the game through the EoCapp file, the screen goes black as if to launch, and then it automatically closes down. So far, I have tried to verify the game files, run as administrator and let it pass through the firewall. None of these efforts have been successful. Not sure if it's relevant but I got the game from GOG

Anyway, would be grateful for any help
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