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Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #520725
16/07/14 09:22 AM
16/07/14 09:22 AM
Joined: Jul 2014
Posts: 10
D
dgomez Offline
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dgomez  Offline
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I am sure that the issues which I and Xyst have are connected with 32bit system. I guess we just don't have enough operative memory. And do you know how many people stil have 32 bit system??? How dare you say that this doesn't affect large audiences? Nevertheless, even if i have crashes each 20 minutes, I continue to play and I have played around 54 hours. I have also noticed that in some locations like black cove or Niberheim there are no crashes at all, so it was really great to play there.

Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #520729
16/07/14 09:27 AM
16/07/14 09:27 AM
Joined: Apr 2011
Posts: 1,771
Hassat Hunter Offline

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Hassat Hunter  Offline

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Posts: 1,771
But he didn't say "many" people, he said "everyone"... major big difference.
But I think enough on the subject, the whole last page was just discussion that one post...

Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #520761
16/07/14 10:03 AM
16/07/14 10:03 AM
Joined: Aug 2013
Posts: 53
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Raith Offline
journeyman
Raith  Offline
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Joined: Aug 2013
Posts: 53
People with 32 bit systems are less than human, you should be happy that we haven't hunted you down and eaten you yet.

Click to reveal..
There are people out there that will think I am being serious, they shall be ridiculed.

Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #520762
16/07/14 10:03 AM
16/07/14 10:03 AM
Joined: Apr 2013
Posts: 143
Niedersachsen, Germany
tarasis Offline

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tarasis  Offline

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Joined: Apr 2013
Posts: 143
Niedersachsen, Germany
Yes we need to complain about the lack of patch notes for 1.0.74 wink

also a Larian bod posted on Steam (don't have link to had as I've closed Steam) that at some point there will be a bug fix related to the chests at the Homestead. If you send to much stuff it looks like the stuff is lost, but its really there just not visible in the UI. Apparently they'll either limit the amount you can send OR put tabs on the chest.

Originally Posted By: Raith
People with 32 bit systems are less than human, you should be happy that we haven't hunted you down and eaten you yet.

Click to reveal..
There are people out there that will think I am being serious, they shall be ridiculed.




Those are probably the same people that were outraged the Spielberg shot a dinosaur for sport.

Last edited by tarasis; 16/07/14 10:05 AM.
Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #520772
16/07/14 10:18 AM
16/07/14 10:18 AM
Joined: Apr 2011
Posts: 1,771
Hassat Hunter Offline

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Well, obviously there will be more patches.
People who expected that the first, a week or 1 1/2 after release would fix EVERYTHING only fool themselves, or don't know a thing about game-development.

Yes, I know it's sad your pet-peeve (might it be leech being powerful, or inability to respec lone wolf etc.) isn't fixed yet, but that's no reason to blow it out of proportions, throw around insults or go all out campaign of "Larian doesn't fix it's bugs!" just cause you might need to wait some longer... bugfixing isn't magic.

Re: Divinity:Original Sin Patch v1.0.72 [Re: Xyst] #520794
16/07/14 10:54 AM
16/07/14 10:54 AM
Joined: Jul 2014
Posts: 2
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neviem Offline
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neviem  Offline
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Posts: 2
yesterday my game was running for around 6 hours without any issue at all, but I'm running win7 x64 with 16gb ram.

Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #520827
16/07/14 11:38 AM
16/07/14 11:38 AM
Joined: Apr 2013
Posts: 13
Denmark
Regenuluz Offline

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Regenuluz  Offline

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Posts: 13
Denmark
This seems like a nice patch. Glad for the additional action bars! Though maybe add an option somewhere to set the number of action bars you want? smile

Anyway, off to some more D:OR!

Cheers!


Mikkel - WoOS
Re: Divinity:Original Sin Patch v1.0.72 [Re: Jacob Marner] #520847
16/07/14 12:16 PM
16/07/14 12:16 PM
Joined: Jan 2011
Posts: 25
Sao Paulo, Brazil
Axell Offline
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Axell  Offline
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Joined: Jan 2011
Posts: 25
Sao Paulo, Brazil
Originally Posted By: Jacob Marner
First there was small patch *for the editor*. Then a big patch *for the game* on Steam for 1.0.72.

And later again a small patch for the game. But if you didn't use Steam in-between 1.0.72 and 1.0.74 it will just download them in one go.


Oh that explains it then, thanks. smile

Re: Divinity:Original Sin Patch v1.0.72 [Re: Regenuluz] #520860
16/07/14 12:32 PM
16/07/14 12:32 PM
Joined: Apr 2013
Posts: 465
Jito463 Offline

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Jito463  Offline

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Originally Posted By: Regenuluz
Anyway, off to some more D:OR!

Cheers!


Are you cheating on Larian with another game? You go play Original Sin right now, mister!

oops

Re: Divinity:Original Sin Patch v1.0.72 [Re: Jito463] #520869
16/07/14 12:42 PM
16/07/14 12:42 PM
Joined: Apr 2013
Posts: 13
Denmark
Regenuluz Offline

stranger
Regenuluz  Offline

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Joined: Apr 2013
Posts: 13
Denmark
Originally Posted By: Jito463
Originally Posted By: Regenuluz
Anyway, off to some more D:OR!

Cheers!


Are you cheating on Larian with another game? You go play Original Sin right now, mister!

oops


Whoops, of course I meant D:OS! laugh

Though, I've hit somewhat of a bug. My new save games doesn't work. frown (The save games, after this patch)


Mikkel - WoOS
Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #520873
16/07/14 12:47 PM
16/07/14 12:47 PM
Joined: Dec 2010
Posts: 56
USA
Ailurophile Offline
journeyman
Ailurophile  Offline
journeyman

Joined: Dec 2010
Posts: 56
USA
The teleport bug was great for map hopping areas without close waypoints.

I thought maybe I was the only one experiencing that exploit. It sure was hard to resist teleporting in to places I should not have access to.

The hotbar hotkeys are a welcome addition, now let us bind the individual skills and we'll be set.

Re: Divinity:Original Sin Patch v1.0.72 [Re: Styno] #520887
16/07/14 01:05 PM
16/07/14 01:05 PM
Joined: Aug 2013
Posts: 642
NC, USA
LeBurns Offline
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LeBurns  Offline
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NC, USA
Originally Posted By: Styno
Originally Posted By: hexaae
@Lar_q
Please, can you use also the Steam "Product Updates" section to publish your changelogs? Thank you.
RMB on a game, News, Product Updates on the right...


The changelogs are too long for steam to handle smile


So where are they? I still haven't figured out all that got changed.

Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #520893
16/07/14 01:11 PM
16/07/14 01:11 PM
Joined: Dec 2003
Posts: 843
Krynn
ForkTong Offline

old hand
ForkTong  Offline

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Joined: Dec 2003
Posts: 843
Krynn
I have actually looked for that product updates thing and cannot find where we can actually "post" in it.


Tweeting @forktong
Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #520922
16/07/14 01:40 PM
16/07/14 01:40 PM
Joined: Dec 2006
Posts: 749
Lar_q Offline OP

old hand
Lar_q  Offline OP

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Joined: Dec 2006
Posts: 749
As far as we can see, the large majority of players can play without any stability problems. But there's a group on 32 bit systems which are having a lot of trouble and that's certainly a situation we want to resolve. A lot of effort is going into that now.

Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #520937
16/07/14 01:53 PM
16/07/14 01:53 PM
Joined: Jul 2014
Posts: 11
S
Sherr Offline
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Sherr  Offline
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Joined: Jul 2014
Posts: 11
can someone tell, did they do any skill balance changes? Like buff usless Daggers drawn and such?

Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #521030
16/07/14 03:46 PM
16/07/14 03:46 PM
Joined: May 2013
Posts: 29
Doublefreud * Offline
apprentice
Doublefreud *  Offline
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Joined: May 2013
Posts: 29
Did someone obtain this spell yet ? claphands

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


Meowmic Republic of Sin
Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #521068
16/07/14 04:34 PM
16/07/14 04:34 PM
Joined: Jul 2014
Posts: 459
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Rhidian Offline
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It seems that the folder that Steam Workshop downloads mods (beside the Cow Simulator) to is different than the folder that D:OS looks at for mods, meaning that player made mods from the Workshop won't show up ingame.

Re: Divinity:Original Sin Patch v1.0.72 [Re: Dmnqwk] #521075
16/07/14 04:40 PM
16/07/14 04:40 PM
Joined: Apr 2013
Posts: 1,801
Germany
LordCrash Offline

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LordCrash  Offline

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Germany
Originally Posted By: Dmnqwk
LordCrash, the picture is not very helpful but I can JUST about make out the fact you have a Tenebrium of FOUR.

If your weapon deals Tenebrium damage then 2handed/1handed/bow/crossbow skills become useless and it adds the Tenebrium value instead - since you have a 4 not a 5 in that, it's why you think your damage is off.

I'm having to guess of course, because your picture isn't very helpful but hopefully you'll understand when you check if your weapon does Tenebrium damage if this is the case.


Well, in that case the whole way Tenebrium enchantments work is pointless and counterintuitive imo. Making an ability completely useless after you invested 15 ability points into it and replacing it with a way less effective ability? Wow...


WOOS
Re: Divinity:Original Sin Patch v1.0.72 [Re: Lar_q] #521112
16/07/14 05:16 PM
16/07/14 05:16 PM
Joined: Jul 2014
Posts: 13
Germany
Bl4ckSh33p Offline
stranger
Bl4ckSh33p  Offline
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Joined: Jul 2014
Posts: 13
Germany
Nice list, thank you. smile
Do you think you can add keybindings to switch skillbars in a future update? Or an option to show 2-3 bars at once would be great!

Re: Divinity:Original Sin Patch v1.0.72 [Re: Bl4ckSh33p] #521114
16/07/14 05:20 PM
16/07/14 05:20 PM
Joined: Apr 2013
Posts: 1,801
Germany
LordCrash Offline

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LordCrash  Offline

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Posts: 1,801
Germany
Originally Posted By: Bl4ckSh33p
Nice list, thank you. smile
Do you think you can add keybindings to switch skillbars in a future update? Or an option to show 2-3 bars at once would be great!

They already implemented keybindings to switch skillbars(R and F, can be changed in the game's options) and the increased the number of skillbars to 5 in total. They just forgot to mention that in the changelist. wink

Last edited by LordCrash; 16/07/14 05:20 PM.

WOOS
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