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Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
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Heh, i also had to stop and think about it, took some running around thinking there must be something im missing, i even tried attacking the gods and those vines thinking maybe i need to cut them down or something.
Haha, I did that too: "electricity solves everything!" Fortunately the orc dude didn't seem to overly object to the gnat taking pot-shots at him, although it's not like he was in much of a state to do so. And yeah, I think the current state of the humans' facial choices is a bit... well, let's just say I think it'll be one of the first things that gets modded. I wish I had the talent to do so myself: I don't mind experimenting with outfits and stuff but faces are a bit beyond me.
J'aime le fromage.
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Support
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Support
Joined: Mar 2003
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The Beast isn't undead, but the undead origin will also be available at release, along with custom undead.
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old hand
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old hand
Joined: Mar 2014
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I have no idea how setting treats the undead but logically they should have all other races as a part of them. I did catch somewhere there will be an undead origin character available. Just thought it would be a fun mix.
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enthusiast
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enthusiast
Joined: Nov 2016
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I see people mentioning an undead dwarf, but I don't think that Beast is gonna be the undead origin, notably because there are gonna be -six- origins. Lohse, Sebille, Ifan, The Red Prince, Beast are all the living ones. There's still that unintroduced undead one.
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old hand
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old hand
Joined: Mar 2014
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I forgot to add, the new fight with Radeka is very properly annoying - in a good way that makes you really hate her guts and feel very pleased to beat her and those damn puking bugs and zombies.
Ai is very good there too. I though i was smart to cast pain shackles on her, but she responded by casting pain shackles back onto me. That was a good "what the hell do i do now?" moment.
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Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
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I'm assuming the six origins are as depicted on the previous artwork; and since five of them are accounted for, I'm assuming the sixth is the goth woman...
I was slightly concerned by the fight with Radeka as it looked set to be harder than before: I guess I got through it because I'd made it my penultimate encounter in Fort Joy, it certainly can't be anything to do with my leet strategy since I don't have one!
J'aime le fromage.
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old hand
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old hand
Joined: Mar 2014
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Isnt Sebille already a goth girl/woman?
Yeah, Radeka fight is harder now, which is good. And has different types of enemies too, which is even better. I havent checked but i think those zombies have "reflect damage" skills which makes matters a bit tricky.
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Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
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Hmm, good point. I was thinking of this original cover art: ![[Linked Image]](http://vometia.com/images/divinity/dos2_cover_orig_sm.jpg) which has two "goth women" in addition to Red Prince, Beast, Lohse and Ifan. I'm assuming they're Sebille and our undead chap(ess) but I'm not sure which is meant to be which: at a guess, Sebille is the one modelling the latest fashion in pointy arrows. And of course the characters have mostly changed quite a bit since then anyway.
J'aime le fromage.
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old hand
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old hand
Joined: Mar 2014
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Yeah... i dont think you can use that to compare anymore. I was thinking of the current new loading screen which has Sebille front and center, clothed in very black goth like armor. And she is eating her own flesh, cutting and tattooing her arms and has that whole needle thing. And a lot of psycho angst. Plus she is a rogue by default. So... goth style build looks covered to me.
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Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
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Being dead is quite goth too, though. I admit I'm feeling increasingly forlorn in my hope of seeing a Patricia Morrison lookalike appearing when Mr Avelone is finally done with writing the final origin: we'll probably see another slightly manky skellington along the likes of Zaleskar.
The new art vs. the old art reminds me somewhat of Pratchett's world as imagined by Kirby and Kidby respectively. I'm mostly perturbed by the new Lohse who serves as a perpetual reminder that I need to re-dye my hair.
J'aime le fromage.
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old hand
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old hand
Joined: Mar 2014
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If Chris is writing the undead origin character you can forget it being goth. Or just another skeleton. Mr Avelone... hmpff. Should be Sir Avelone :P
I like both Kidby and Kirby takes and styles. Although i think Kirby fused his peculiar style with Discworld mythos much more in a way. The new loading screen art looks a bit better to me, although the old one was good too. As for the Lohse hair, a bit too much of mr. Truly No One for my taste, but i guess mass market will like the reference. And of course, the in game models are not very alike, unfortunately. Well, the Red prince and Ifan are similar but the girls facial models have been mishandled badly.
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enthusiast
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enthusiast
Joined: Nov 2016
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I can at least definitely see the resemblance in the models for the artwork of most of the characters.
Personally, I really look forward to the undead race / origin, and hope that we're playing a Chosen. I also just sorta want to be able to go around in the death fog in the tutorial and see if there's any loot worthwhile stored near it xD
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old hand
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old hand
Joined: Mar 2014
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Its going to be a poisoned lemon and a soap.
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old hand
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old hand
Joined: Sep 2015
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Just came to the forums to emphasis how much the graphics have been improved in the latest patches. The beginning on the prisoner ship look amazing. The assets and the lights are just top notch RPGish. The animations on the abilities are great and the effects are superb. I love it and I think the art designers should get big kudos for their incredible work!
As a fantasy genre GM myself, it just makes me proud to have backed this game and I am so looking forward to use this awesome tool to create and tell my own adventures.
You are awesome guys at Larian and you will never cease to impress me.
Last edited by Nyanko; 06/06/17 12:08 PM.
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Duchess of Gorgombert
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Duchess of Gorgombert
Joined: May 2010
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Talking of animations, I'd still like the Divinity 2 style ladder animations back... the new one without the handstand is boring.
J'aime le fromage.
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stranger
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stranger
Joined: Sep 2016
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It is common sense to not let prisoners have weapons. There is no sensible reason to allow prisoners to have weapons. Allowing prisoners to carry weapons on the ship is the OPPOSITE OF IMMERSIVE.
No. YOU do not get to tell ME what I feel is immersive. That is for ME to decide. I feel that this, is NOT immersive. The end. See what I did there ? Get rekt. You have your perception of what is immersive, I do that, that other guy does ; and all are valid.
Last edited by vometia; 07/06/17 03:03 PM. Reason: formatting
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veteran
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veteran
Joined: Jan 2009
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You want something objective, okay, have some facts.
Fact: The Magisters want all the Sourcerors locked up in Fort Joy (or dead). Fact: The Sourcerors do not have the option of refusing to be taken to Fort Joy. Fact: The Sourcerors, despite whatever words the Magisters might use, are effectively prisoners. Fact: If the prisoners were to rebel and take control of the ship, that would fail point 1. Fact: Allowing prisoners to have weapons does not help the Magisters at all fulfill point 1, and adds a risk of point 4.
Unless you can dispute any of those points, get wrecked yourself.
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old hand
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old hand
Joined: Mar 2014
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Talking of animations, I'd still like the Divinity 2 style ladder animations back... the new one without the handstand is boring. +2 Handstand animation was fun. I thought its missing only temporarily. Bring it back to rogues Larian.
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journeyman
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journeyman
Joined: Jun 2014
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My key piece of feedback is that the combat difficulty is pretty darned hard on 'Classic' for anyone who isn't a complete Early Access system pro. I played the first game through, loved it. I like lots about this one too, but I am finding Fort Joy extremely tough. The mad knife torturer fight, with flesh golems and 4 silent monks is wayyy too tough for my party at 4th. I realize I'm at the low end of expertise here on these forums: but I'm probably well above average for the public at large and casual players. I worry that they will be put off by the huge ramp in difficulty once you hit the Fort. Those Magisters have tons of armour and healing and tough AoE spells and Tough archers too. And hounds. Sheesh. One other thing: when you kill a Magister who had like 94 points of physical armour, it'd be nice to find at least *one* piece of decent armour to loot. I got nothing from that guy. It stretches belief that every shred of armour on him was irreparably damaged. Despite murdering a whole bunch of people seemingly in full plate armour, my guys are still in "Dandy Blouses" and "Tattered Rags" half the time. It doesn't make a lot of sense, except as a heavy handed game balancing mechanic. I'll await plenty of replies telling me I'm rubbish and just need to git gud and l2p
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old hand
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old hand
Joined: Mar 2014
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That fight is supposed to be very hard. And its optional, since you dont need to fight it at all.
The biggest difference in difficulty of any encounter is level difference. If you do all other quests in the fort you can do it being on same level or even one level above the Flenser and the monks, which makes it much more doable, although not easy. And thats great.
If that is still too difficult, you can just get out of the fort through other ways out and then return later with even more levels and better gear.
There is literally no reason why that or other fights should be nerfed, especially not for some theoretical other players who may not win it whenever they want, without putting some effort into it.
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