Hag quick kill glitch
Arvin Lundstrom
6 hours ago
Auntie Ethel appear at grove and you are able to buy things from her. This evil hag has just 6 HP and it appears you are able to stop her evil actions easy and attack. Auntie Ethel drop to 0 HP in 1 hit but doesn`t die and run away. I went to turn based mode and with rat, raven and mage hand hit her 23 times. Rat infected her but didn`t die and disappear after running some distance. You are supposed to go to blighted village, then south and encounter Auntie Ethel, Johl and Demir conversion. Go to goblin camp, then south. Make raven summon alone fly east downwards to putrid bog. Attack gnarled teahouse alone door with beak attack multiple times. The door is destroyed and you see Auntie Ethel in human form and Mayrina in gnarled teahouse. Attack Mayrina or Auntie Ethel alone with beak attack. Auntie Ethel transform to hag form and die immediately. All hag is dead events is triggered. The putrid bog cutscene happen. When you go to Gale, Wyll or another humanoid player it get black. Now Johl and Demir is trying to talk to Auntie Ethel but she are gone. You can`t talk to them. The redcap blood sages isn`t transformed but doesn`t attack you when they see you. They are supposed to attack you after hag Mayrina cinematic in gnarled teahouse. When humanoids enter gnarled teahouse Mayrina saved and angered cinematic happen in wrong area. Auntie Ethel died before she found cure quest thing is displayed. Other Auntie Ethel quests things didn`t have time to be written and you don`t get them. Mayrina walk to the basement and then spawn at her houseband burial. This make you skip the entire brothers cinematic, gnarled teahouse cinematic, redcap blood sages fight, basement puzzles fights and hag fight with Mayrina with burning cage. These glitches is weird. The Auntie Ethel and Mayrina cinematic is triggered when humanoids enter gnarled teahouse. Summons doesn`t trigger cinematics. You can`t attack during cutscene. When Auntie Ethel or Mayrina is attacked in gnarled teahouse not in cutscene. Game doesn`t know what to do panic and make Auntie Ethel get dead status as solution. You are able to do this with any summon that are able to fly. You are likely able to do this with any summons that are able to jump downwards to putrid bog and don`t die when falling. It`s hilarious that at at grove Auntie Ethel doesn`t die when you hit her 23 times but in gnarled teahouse 1 hit kill her.
0
30
Read More
|
|
Skip Wyll confront Karlach cinematic and other connected glitches
Arvin Lundstrom
7 hours ago
Wyll and Karlach is connected when joining you to playable companion. Wyll appear in grove, join you to find and kill Karlach. He is deceived and Karlach isn't evil which he think. He confront Karlach, learn this and Karlach join. But what happens if you go west to blighted village, north and Karlach join before you talk to Wyll? What will Wyll tell among other tieflings when you already have the monster he wish to kill with you? This possibility isn't displayed. When Karlach has joined Wyll doesn't appear in grove. Does he appear somewhere else or does this remove him permanently? The chosen humanoid which is light brown female gnome ranger black hair in my campaign. If you find and talk to Karlach not with Wyll. Chosen player tell Karlach about Wyll ordered to kill the devil he think she is. Karlach join if you select that in conversion. When you go to camp and to Wyll when playing with Karlach. He react quick but doesn't do any actions or begin cinematic. You are able to do anything with Karlach and Wyll to when you end the day. Karlach is able to attack and pick up 1 Wyll and he doesn't do any actions or begin cinematic. Why doesn't Wyll confront Karlach cinematic begin immediately after you go to camp? The cinematic in camp after end the day is like when Wyll confront Karlach at risen road but not identical. You are able to choose to convince Wyll that Karlach is not evil and Wyll stay. Or not, which make Wyll attack the 4 companions you are playing with. When you kill him it's like when he leave you permanently. Mountain pass githyanki creche areas is act 2 progression. After Karlach join don't end the day. Go to goblin camp, west and enter mountain pass before Wyll confront Karlach cinematic is triggered. Select yes and engine always end day after you enter mountain pass, githyanki creche areas. The Wyll confront Karlach cinematic is skipped and Mizora devil patron cinematic is triggered. Cinematic is as when you convince Wyll that Karlach is good aligned and he get the horns he have long.
0
20
Read More
|
|
Re: Are we going to see an Imp companion?
EinTroll
7 hours ago
Considering Dragon Commander is an official entry within the divinity universe, where we see how in the age of Maxos, Imps were a civilization unto their own, and an integral part of the player's council. I shall never forget Trinculo Shortfuse. Somewhere later down the history of Rivellon, the status of races did change, as they are acknowledged in D:OS2, having their own representative of the 7, but the race itself largely absent or exiled from the "civilized" scene. Can't say I remember and lore is never to be considered a strong suite of mine. That said, I don't know enough on how to place all the existing titles of the series on any timeline, let alone when the new title will situate itself within said timeline.
In short, I also want to see more imp characters, but only if it makes sense within where and how the game takes place. I can see Fane from D:OS2 passing himself as any regular-ish sized humanoid, but I have trouble seeing an imp pass itself as a dwarf via shape-shifting, due to personality considerations.
14
1,105
Read More
|
|
Re: Sleep/Resting mechanic
Zekur
Yesterday at 08:51 PM
Yeah, 'Tactical resting' seems like such an obvious feature to add in a crpg yet most only do it in a very surface level, and Larian's games are no exceptions.
Realistically though, I doubt it will change in divinity. Larian have never shown any interest in a proper rest system and even when forced to make one in bg3 because dnd they fully focused on the social aspect of it, making it just a hub for companion quests ultimately. If I had to say it fancily, they want to tell a story, not an adventure, and tactical resting would be part of an adventure. But I would be glad to be proven wrong.
1
114
Read More
|
|
Re: Will this game FINALLY take world simulation to the next level?
Taril
Yesterday at 04:00 PM
The main thing is what the focus of the particular game is about.
There are games that put more of the focus on that realism and survival, whereby a large portion of the gameplay is about ensuring that your characters are healthy and are able to rest adequately.
In these sorts of games, resting can be a perfectly fine mechanic. You spend some time each day ensuring you have the resources required to rest and you will rest as and when it is needed (I.e. During evenings when characters are getting fatigued and hungry)
The issue is that for a lot of D&D campaigns (Especially video game ones), this isn't the focus of the game. They are instead more focused on spamming combats and NPC dialogues, the whole idea of "Travelling" and "Survival" is not even a secondary concern, it's all about building smooth-talking warriors.
As such, you end up with the sorts of things like BG3, where resting is a non-consideration and just something you do to recover limited resources. The game just wants you to fight and/or talk to things and nothing more. (This is also incorporated into the world design. Everything is squished down into a very small area because the idea is that you come across combats/dialogue much faster that way)
There are some games where they are a mix of the two, whereby they have some limited "Survival" mechanics (Such as Wartales or earlier D&D editions where ALL characters develop fatigue/exhaustion over time) which promote a general gameflow with regular rests but with the main focus being more on the whole "Combat/Dialogue" stuff.
But at the end of the day, it really is all about what the game is designed around.
There are places where resting as a mechanic can make sense and is incorporated very nicely into the overall game systems. But there are also places where resting as a mechanic makes no sense and just exists for arbitrary reasons.
D&D can be both. Given that it's merely a platform for DM's to craft their own stories (It's "Rules" aren't really "Rules" but more an example of a system that can be used. DM's and players can, and often do, homebrew their own rules to use in lieu of the handbook rulesets). Someone can craft a campaign that focuses more on the nature of surviving as a traveller/sellsword/hero in the making making more use of skills like Survival, Climbing, Swimming, Animal Handling and the like. Or someone can craft a campaign that focuses more on combat, where it's all about throwing the party into fights and getting loot.
As far as Divinity goes, it's been more in that "Combat focused" design rather than the idea of survival. With even "Recovering resources" from rests being a rather minor aspect of the games with very few instances of limited resources (And alternate means to recover them i.e. Eating people's soul)
54
9,627
Read More
|
|
Rolan reveal (possible spoiler)
ldo58
Yesterday at 02:25 PM
I accidentally massacred everyone at Last Light Inn. (wrong choice in "welcome" dialogue with Jaheira) Then I had the chance to "talk to the dead" with Rolan. That was interesting. I recommend to do that, if he falls for some reason. Asking his name , he says "Rolan", stressing that it is just Rolan, he has no family name. Asking about his family, he says he has none. You can then ask him about Cal and Lia. He says that they are brother and sister, but that he has no family.
So that was interesting, given Rolan's heavy atttachment to Cal and Lia and his feeling of responsibility towards them, it turns out they are not family in the blood. This could have been worked out further in the story. I guess there was no time to do this.
0
38
Read More
|
|
Re: What a lying, lying game!
Shadowbart
26/05/26 11:30 PM
Starting fight against coffin skeletons outside mirror with Necromancy of Thay. Hit 81% critical miss, nope, awesome power of time reversal Hit Turn ends (level 4) Ripost as someone runs up, hit My turn, critical miss, again, nope, awesome power of time reversal They cycle through their turns, still alive Miss, nope, time reversal One attacks me, critical miss I ripost, critical miss That's 4 critica misses in the first 13 attacks, 2 by me.Next cycle round through them, one does two critical misses in a row. Hit, miss Next cycle round, 4 left, 2 of them do a critical miss Me, critical miss, nope-ing time reversal Hit Go-round, a few hits and misses Me, hit Go-round, 3 left, 2 arrow hits, mitigated by the gloves, one critical miss Me, miss (2) Go-round, miss miss miss Me, critical miss Go-round, miss hit hit Me, miss (4, I need a 5 to hit with my bonuses) Go-round, critical miss, miss, miss Go-round, hit, miss, miss Me, hit (down to 2) Go-round, miss, hit, one runs away, me critical miss on opportunity attack Me, miss 3 Go-round, miss, hit Me, miss 4 (need 5 now that oil of accuracy has worn off) Go-round, miss, miss Me, hit Go-round, miss, miss Me, critical miss Go-round, miss, miss Me, critical miss Go-round, miss, miss Me, critical miss Go-round, miss, hit (gloves mitigate) Me, miss, 2 Go-round, miss, miss Me, critical miss Go-round, miss, miss Me, miss, 3 Go-round, miss, critical miss Me, hit, down to 1 Go-round, hit Me, hit Go-round, miss Me, hit, fight over By my count, including reloads and their swings, that's 18 critical misses in 82 swings. The stats on this are disturbing. Playing "Brutal" mod difficulty, both sides swing with disadvantage. Chance of a critical miss with disadvantage is 1 - chance of not a crit, which is 1 - (19/20 * 19/20) = 0.0975, or a little less than 10%. I thought I'd try Google AI for the fun of it: Chance of a 0.0975 event occuring 18 times in 82 tries AI Overview The chance of an event with a 0.0975 probability occurring exactly 18 times in 82 tries is approximately 0.0522% (or 1 in 1,914). If you are looking for the probability of the event occurring 18 or more times, the chance is approximately 0.0806% (or 1 in 1,240). "About 18" would be a little more likely still. Regardless, even that is wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy out of the realm of reasonable chance. Again, this is all the freaking time. Any explanations? Or does the code have an Exciting-i-nator Engine? What a pretty graph from AI!
19
3,483
Read More
|
|
Re: Door problem still there.
Lotus Noctus
26/05/26 07:29 PM
At least for the pillar bug. This can be easily avoided by changing the camera angle. However, I often run into another problem with prone enemies where the attack goes through but doesn't deal any damage, and the enemy automatically dodges it.
11
4,204
Read More
|
|
|
|