Elemental Weapon and Magic Weapon disappears on zone change
jcalton
15 minutes ago
I've noticed this before but finally made an effort to save and confirm and test. Unfortunately this party was literally built around having Elemental Weapon on the Fighter! Images are of Elemental Weapon. If you open the images you might see the stats for an item you've never seen before. [img] https://imgur.com/a/rgnlx2j[/img] --Spell cast in Camp. --Game in turn-based mode. --No dipping, no other weapon effects applied. Caster is not doing anything, wielder is not doing anything--nobody does anything, I just hit Leave Camp. My game is heavily modded but as far as I know those mods wouldn't have touched Elemental Weapon or Magic Weapon in this respect. I also tried casting Elemental Weapon on the melee weapon and Magic Weapon on the ranged weapon--both spells disappeared. I have tried this from different save points. I sort of know that there are issues with zone changes and maybe this is one of them...? Does zoning break concentration?
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Re: Will this game FINALLY take world simulation to the next level?
Erwin Smith
2 hours ago
I'm ambivalent about day/night cycles and NPC schedules. They can contribute to the sense of adventuring in a living world. Then I think about waiting for shops to open and looking all over for some an NPC who happens to visit her grandmother in another town on Thursdays, and I'm not so sure. Many open-world work this way. And it's never been a problem for me. I will always prefer a alive world, I want immersion, BETTER than a static world. 👍
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Re: A single sameless map is unnecessary and counterproductive effort
Wormerine
6 hours ago
I think the single map design is beneficial for multiplayer. In my every coop session and freedom it offers does become helpful - in the very least, that for example a coop partner can hop into town and do some shopping without me having to tag along. It is also a unique feature and design of Larian so I doubt it will go away.
That said! If they stick to it, they could design areas with that structure in mind. Act2&3 of BG3 felt far more natural, then act1. A big city consisting of few large maps with stuff tightly packed together, feels like a fair representation of the setting - a countryside where to factions can't locate each other less so. Perhaps also changing perspective when exploring could also make those smaller areas feel a bit more sprawling.
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Re: Wishlist for Divinity
Taril
8 hours ago
My wishlist:
- Return of DOS2 style OST. It was so much more epic and awesome than what BG3 provided. I still get chills when entering Act 2 in DOS2 when you ride in on the ship with the epic music playing.
- Fully voiced MC. Won't happen though because of Larian's commitment to Blank Slate PC's...
- Origin characters for all. Not just the companions of the game turned into Origins where you just play through their story. But unique backgrounds for different races that allows your PC to fit into the game world (You can still keep your Blank Slate character option for those that prefer it). Ideally some of these will have unique prologues and unique interactions with different people/factions.
- Deeper companions. With inter-companion relationships (With some being so hostile towards each other you cannot recruit both). Also, give them some autonomy, don't just make them things you collect and then will happily sit in camp the entire game while you ignore them, despite them having things they want to do...
- Diverse companions. Don't make them all "Pretty" and don't make them all "Nice and likeable". I want variety. I want characters like Astarion that I dislike. I want characters like Beast who's not conventionally "Pretty". But I also want sweethearts like Lohse and beauties like Shadowheart. Having variety makes things more interesting. Especially if the aforementioned depth means they aren't just Pokemans that you collect every run because there's no reason not to.
- Movement and actions to be separated. Much like how BG3 clearly separates Movement, Standard Action, Bonus Action and Reaction. It would be nice if Divinity kept movement and actions separate, meaning that you (Or enemies) can close the distance/reposition and still do something. (Beyond that I'm whatever about it... Going back to AP would be fine as would D&D style combat. I err towards AP as it's more flexible). You can keep "disengaging" competing with actions, but none of that "The best strategy is to stand still and fling ranged attacks at the enemies whom are using all their AP to move closer and so don't fight back" garbage.
- Enemy turn consolidation. If multiple enemies are taking turns in a row between your character actions (Which is common with Larian's love of large numbers of enemies), have them all take their turns simultaneously rather than one-by-one. So that combat can be sped up, especially in large scale fights. (BG3 has hints of this, as multiple enemies just using Dash and moving closer will occur simultaneously)
- Enhanced Surface design. Separate sufaces into dedicated abilities to create and manipulate them. Meaning that someone who chooses not to deal with them, doesn't constantly interact with them. Meanwhile, improving the depth and complexity of surface combinations and interaction. Thus allowing people to build for messing with surfaces or not. Of of the main issues with the system in prior titles is that it is forced upon you (Then of course the whole "Hitting an enemy makes the ground below them into a blood surface... Hence it just devolving into Necromancy abusing Blood surfaces and/or Electrified Water/Blood) which takes any interesting strategy with it and throws it out the window when every battle just becomes one giant electrified blood surface no matter what (With a few exceptions, like that one encounter in DOS2 Act 2 with the blobs of tar where everywhere becomes fire)
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Re: What races are planned for Divinity and party size? Expecting more or less?
ldo58
9 hours ago
I would also prefer a party of four, and not a party of four supplemented by a gaggle of bench warmers back at camp, but four only. I'd rather get to know a smaller group of characters better and not to be fussed because there aren't enough "good" necklaces (or whatever) to go around. IF they would do that, then no lizards please. The Red Prince was probably one of the reasons I gave up on DOS2 fairly rapidly. Nor wpuld I want a Jarjar Binks or anything similar forced into the party.
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Re: Attractive romance options + Better character creation
Ixal
11 hours ago
I'm quite sure that, after what Swen said in the Reddit AMA to the "lizard romance" thing, we'll get some lizard companion options. Wasted in case of me because I neither find lizards "hot" nor do I like them otherwise and will try my best to not have one in my party, but probably fullfilling the wishes of a lot of other people. Which again shows that tastes differ. And that we need a wide variety of options. They want to have something to generate the same kind of buzz than BEAR SEX!!!!!!!. Just bigger bears does not work, so lizard sex it is.
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Re: Games that made us gamers
Pypweltaren
13 hours ago
A long time ago, back when dinosaurs ruled the earth, I lived on a distinctly uncivilised continent, teeming with Canadians and other wildlife. I read, probably in PC Gamer at the time, about this small Euro RPG published by CDV with a silly name. When I tried it, I was hooked: the world of Divine Divinity was fully interactive, the game didn't take itself seriously, and I was really engrossed in Rivellon, and promptly registered here as DEATHATTHEDOOR.
That was back in 2003, and I no longer have this account. Many people I spoke to here have moved on, but it's nice to see AlrikFassbauer still posting after all these years. I've since moved continents, got a job in the industry, played many great games, but Divine Divinity is probably the reason I am still playing today. Very few games since have managed to recapture the sheer sense of wonder I first experienced at the tender age of... however old I was back then. This is really interesting
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DOS2 vacation
teltow
Yesterday at 02:02 PM
This is my second Larian game after BG3. And again I have the impulse to go on vacation just to play the game more. Also, I'm feeling stupid to never ever have even considered to play round based isometric games until BG3. I thought they were not for me. Oh boy was I wrong.
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Re: Apparel and Appearance
Tav'ith'sava
Yesterday at 01:15 PM
AD&D (2e) is a lot more restrictive about giving out magical items at all. The standard rules even explicitly rule out shops for magic equipment. Unless you're using some pre-rolled characters for a specific setting, you start the game with standard equipment only. But even if you stick to non-magical items, adventurers are much more likely to pick up "exotic" items along the way. While on the quest to find the Jewel of Arugandha, they stumble through an ocean journey with several ports along the way, then a desert setting, a foreign city with little contact to the outside world and finally a jungle setting with the lost temple of Xanu-Ri before heading back with lots of gold to spend. When they return, they will have picked up foreign ideas, new concepts and a taste for exotic spices. Maybe they've merely brought more durable backpacks, swords made of better steel or clothing that is cut more comfortably or better suited for their combat style than their old robes. To the local villagers they may not necessarily look as cool as they think, though. Add flashy magic effects and you end up with a hoard of running jokes, because I have yet to adapt armor dyes to 2nd edition rules.
Wildshape is a 5e-thing, so I have no idea how it exactly works in tabletop D&D. In 2e, druids use a variation of the Shapechange spell that explicitly states only clothing and one item held in each hand transforms into the new shape. An AC bonus from a shield you're not holding surely doesn't make sense, unless it's like a stable area effect. But, there are items, at least one of them a dagger, which will give you an ability buff merely through skin contact or being on the body. These can then lead to better AC, ThAC0 or whatever. As for the huge chain mail shrink-fitting for a halfling or gnome, that would depend on the item and its specific enchantments. Some will only fit dwarves, other can be used from anything from a kobold up to an ogre. Again, 2e is a different game from 5e, although some naming conventions remain. The systems aren't compatible.
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Pick up Bug still here PS5
Batschisane
Yesterday at 11:44 AM
Hello, I am new her, hope this isn't a double post...
I just have encountered the pick up bug...
I play on a PS5
All my characters are unable to pick up items from the ground anymore...when I go to the item and try to pick it up, the character freeezes and can't be moved anymore and neither does it pick up the item...switching to another character just yield the same result
Now i was searching around in the web for solutions, but none of them worked so far...
Killing the character and reviving(like some do suggest) it doesn't do anything...
Holding the x button and pressing map button does open a menue, but i still cannot pick up unless it is an weapon or other equipment, then i can equip the item with the compare function... but this doesn't work for non equipment items
But the biggest problem: i cannot pick up items that i need to finish quests!
Right now I am on the rooftop in Rivington where the Gale's cat is sitting with the pile of letters, and I cannot pick up the letters to finish this quest...
I spent more than 100 hours in this game so far and I love it...and I don't wanna have wasted all that time for naught...
Can anybody help ?
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Re: Switch 2 sound problem on bluetooth headphones
ihadim
Yesterday at 10:23 AM
Having the exact same problem. Noticed it this morning when I started playing DOS2 (NS2 edition) during my commute.
Didn't have any issue on Switch 1.
I use Sony earbuds wf-1000xm3.
Important update : I noticed I encounter the problem on every games on the Switch 2. So it seems that the issue comes from the console.
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