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#478260 17/01/14 04:03 PM
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Please?

Last edited by Kein; 17/01/14 06:12 PM.
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Hear, hear!

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Where is it lol. A huge patch of 750+MB and no idea what changed? :P not that it matters to me though. I haven't played this game for months.

EDIT: for sure, unarmed abilities were removed.

Last edited by henryv; 17/01/14 04:51 PM.

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A huge patch of 750+MB and no idea what changed?

Well, the steam sub for the game does not exist yet so they can't post it in news/client updates section ie normal way.

We have to wait until someone from devs publish in on forums.

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Planning on playing this build tonight. Could someone make a new bug thread?

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There's a portal now for way point for aesthetics.


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I don't mind me some aesthetics, haha.

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I just noticed that it's actually 1.0.87 not 1.0.86


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Some changes:

  • Your action points are determined differently on the first turn than they are on subsequent turns. On Turn 1, your starting AP is determined by your Speed. With high speed, you start out with a lot of AP. Every turn after the first, your AP is “Recovery AP”, which is based on your Constitution. Any AP that you don’t spend per turn will be shifted to the next turn – up to your Maximum AP cap.

    Some skills will cost more Recovery AP than you get per turn, and so you’ll need a couple turns before you can cast them. Some skills can cost so much AP that you’ll need to save up several turns to use them, and can only cast them once per fight.
  • Enemies are definitely tougher and more numerous.
  • The Zixzax trigger has been removed from the exits to Cyseal - because he is triggered from a certain story event.

Last edited by Stabbey; 17/01/14 09:28 PM. Reason: zixzax
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Yea, I'd like to see a changelog, because aside from some visual and combat improvements I don't know what bugs were fixed and what suggestions implemented, if any.

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Originally Posted by Stabbey
Some changes:
  • Your action points are determined differently on the first turn than they are on subsequent turns. On Turn 1, your starting AP is determined by your Speed. With high speed, you start out with a lot of AP. Every turn after the first, your AP is “Recovery AP”, which is based on your Constitution. Any AP that you don’t spend per turn will be shifted to the next turn – up to your Maximum AP cap.Some skills will cost more Recovery AP than you get per turn, and so you’ll need a couple turns before you can cast them. Some skills can cost so much AP that you’ll need to save up several turns to use them, and can only cast them once per fight.
  • Enemies are definitely tougher and more numerous.
  • The Zixzax trigger has been removed from the exits to Cyseal.


This does make the speed stat irrelevant. I forot how it did in previous patches though. We need to emphasize on constitution now rather than speed. Although the other benefit of speed stat is initiative, I could only notice that we could only take one turn per player. I have to do further testing for this. I had my scarlett going for all speed per level.


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I like the new polish, but would be nice to have the option to turn shadows off rather than just low.

So far it looks like the 2 guards you run into on the beach no longer turn invisible when escorting you.

I think there should be no stat for initiative, just a base, or a very small innate bonus based simply off class perhaps as one does tend to ignore more important combat skill stats in lieu of just being able to do more per turn.

Don't want my wizard to have 100 speed or 100 con and only 8 int
Don't want my warrior to have 50 speed, 50 con and 5 str either, lol

Last edited by Von_Rotten; 17/01/14 06:15 PM.

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Hmm, I seem to recall there was something for the Wizard class that did the same thing as Way of the Warrior and Way of the Ranger. Now it's gone. Strange. And Sourcery still an enigma.
Btw, you can dig up chests now, apparently. I dug one up at the beach.

Last edited by Aramintai; 17/01/14 06:13 PM.
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Originally Posted by henryv
I just noticed that it's actually 1.0.87 not 1.0.86


The file version is 1.0.86.0 weird.

But updated, yes

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There was a tiny 25 MB patch to update from 1.0.86 to 1.0.87.

Some abilities have been removed (Field Medic, Battle Magic, Defensive Magic, Summoning Magic, Slayer). Abilities also require more than one ability point to increase.

Sourcery does nothing until a certain plot point, Aramintai, which probably isn't in the Alpha. Yes, it should be locked until then, but it is not currently.

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Originally Posted by Stabbey
There was a tiny 25 MB patch to update from 1.0.86 to 1.0.87.

Some abilities have been removed (Field Medic, Battle Magic, Defensive Magic, Summoning Magic, Slayer). Abilities also require more than one ability point to increase.

Sourcery does nothing until a certain plot point, Aramintai, which probably isn't in the Alpha. Yes, it should be locked until then, but it is not currently.

Ok, Wizard now seems to be lacking quite a few abilites while other classes do not. Interesting. And also raises a question again - intelligence still supposed to give you more points and since the wizard class doesn't have too many abilities now, he still looks to be OP. Or maybe it's a hint to multiclass?

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Originally Posted by Von_Rotten
I like the new polish, but would be nice to have the option to turn shadows off rather than just low.

So far it looks like the 2 guards you run into on the beach no longer turn invisible when escorting you.

I think there should be no stat for initiative, just a base, or a very small innate bonus based simply off class perhaps as one does tend to ignore more important combat skill stats in lieu of just being able to do more per turn.

Don't want my wizard to have 100 speed or 100 con and only 8 int
Don't want my warrior to have 50 speed, 50 con and 5 str either, lol


Well, tooltip for initiative tells it all now.

Also, noticed the other abilities does not give the benefits for the initiative.

[Linked Image]

Basically, speed is just relevant at the START of the battle not throughout. So, when you expect a boss fight or a long drawn out battle due to an enemy having gazzillion HP, speed is quite irrelevant.


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Another change:

It now automatically uses the nVidia GPU instead of the Intel integrated GPU on a nVidia Optimus laptop.

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A friend tells me that the game now properly stores the explored map in saved games. Big quality of life fix there.


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Sorry for not having a more detailed changelist right now, we were really busy getting everything ready before getting the green light to go live on steam.

There is still the known issues list at http://www.divinityoriginalsin.com/issues.html , which received a small update.

There is no detailed changelist ready yet, but it might still be coming, when we have time to breathe.

ZixZax is still up to his regular antics by the way, you just have to entice him enough for him to come out wink. And if you do get to the shelter plane, there are some small changes there as well.


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