Re: Larian, please, make a full glossary (codex) on the game world in Divinity, icluded in the game
Taril
5 hours ago
Is this really a game changer though? I agree that having a glossary would help, but do you think it is that urgent and that important as Gerrodot (thread author) describes? He is not proposing but urging to ,quote 'please, make a full glossary (codex) on the game world in Divinity, icluded in the game', and also referencing other games from CDPR lol I think it can be quite significant. Not only for new players (Larian themselves want this new Divinity to be accessible to those who haven't played a Divinity game before), but also for the crowd of people who have limited time to play (Thus need a way to recap what is going on between stints of not playing due to IRL commitments) To say nothing for aiding those who just want to keep up on lore and factions during a playthrough. It's not necessary for the game to function, but it can provide a lot of accessibility which is good for making the game playable for a wider audience.
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Overpowered Two-Handed Weapon
btnialan
Yesterday at 11:11 AM
I didn't want to use a two-handed weapon after maxing a sword mastery perk and having Dragon armor set. However, I encountered a two-handed sword and axe that have a passive effect: Frost (2) which basically let you freeze anyone you hit. 100% success rate and works on EVERYONE including the final boss while the magical spell 'frost' can be blocked many times when you try to cast it, most of the really strong enemies have resistance to it. Also, I maxed out the characters agility, so he can better evade and land attacks. My max was 94% to hit and 23% to evade (this includes holy buff that you can learn in the final desert act).
Also, does anyone know what this CHOKE effect do? This is a weapon skill, and can't be learnt, and I was only able to find a definition of it online which seems to be the following:
Choke (without activation) - This spell literally squeezes the air out of the enemy's lungs. A suffocating enemy will not immediately rush into battle.
What does it mean/do?
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Re: Divine Divinity Cut Content
btnialan
Yesterday at 11:01 AM
Well aside from content cut, I would also add QA/testing. I have come across two things that potentially are bugs:
1) Sorry I don't clearly remember but I think it was a plate on the floor in one of catacombs or caves. Basically it is interactive, you click on it and you enter the hidden room that if I remember correctly had a post with a scroll in the center of the room which you can open and read but nothing happens. I did search online and people speculate that Larian built and wanted to use that location but left it unfinished 2) Quest 'Finding the Holy Weapon': if you touch tombs before you find three artifacts and talk to a statue, you can't complete the quest. Is it a bug or a feature?
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Re: Can't change resolution
btnialan
Yesterday at 10:48 AM
Try launching in a window mode. It helped for me. Not sure if the configuration tool allows you to toggle on and off the window mode before launching the game, but you can also make it work if you are on Linux and use Bottles to launch the game, you can enable window mode and resolution before launching
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Re: I would love to see a remaster of this in a modern engine
btnialan
Yesterday at 10:45 AM
I beat this game two times recently, I really like it, but I don't think it is worth remastering. I am skeptical about remasters as what would it be? New graphics but old bugs? New graphics but same mechanics? A little bit of everything? This game is masterpiece, so we should leave it as is. The only way to meet your expectations would be Divine Divinity 2 (not sure if that is even doable with having Beyond Divinity from what I understand is ~20 years after a Divine Divinity's storyline). This way we preserve the old classic masterpiece and create a new chapter with enhancements
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Re: Attention Larian and fans; thoughts on real time pause?
btnialan
Yesterday at 10:11 AM
Sounds like it would make Larian to replace half of their devs just to make it happen  only because it would be a completely different vector of the game development in my opinion. Most of their recent games are turn-based by design and they mastered by now, but this would be a fresh start. Not saying they can't or it won't be successful, just saying it would be a significant shift. Since you mentioned, try Divine Divinity. You can pause the game in real time which is handy.
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Re: New Games - XCOM The next Larian Development?
btnialan
Yesterday at 10:03 AM
This would be an absolute banger!
My two cents: - XCOM has lots of games with multiple timelines. Where would Larian's XCOM fit? - Larian's games give you full control and ability to control during the fight while XCOM has a strict positioning format like chess and those objects (i.e. trees, cars, buildings, big rocks) that soldiers can use as covers
I am pretty sure that are much more things to question and discuss
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Will Larian Allow Customizing NPCs in Divinity?
btnialan
Yesterday at 09:57 AM
Just found out we have a 'Suggestions' thread on the forum, so I am copying it from 'Divinity-->General Discussions' over here:
Historically, all RPGs are about creating and customizing your own (main) character, but how about if you could also preset how NPCs and surroundings look like in the game? For example, to be able to adjust the following:
- gender - voice - music / ambient / theme - race - face characteristics - type of weather
Of course, it is pointless to have a setting "make all side quest NPCs to look like chubby elves", and to make it work we need percentages/ratio/probabilities to apply those settings. For example:
- Make side quest NPCs to look like chubby elves - 33% (every third side quest NPC will look like a chubby elf) - Make ALL merchants to look like dwarves with curly hairs - 100% (every merchant will look like dwarf with curly hair) - Make humans to look like this **customize your preferred average look** - 66% (two of three humans in the game will try to look like what you selected with some deviation to avoid having them look alike. However, having 66% already assumes that the rest 34% humans will be randomized in terms of their appearance/face)
Nobody done this yet. This would be a game revolution and an instant GOTY. I don't think this is difficult to implement especially with having AI tools nowadays. Thoughts?
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Re: When is Larian turn to be bought by Microsoft?
btnialan
Yesterday at 09:48 AM
I mean sure, but that would happen on the same day when/if Swen retires meaning it won't be Larian anymore. With all my deep respect to Larian Studio employees and partners who helped Larians to become Larians we know today, I would guess they won't stay if Swen leaves because they could explore other opportunities and start-ups elsewhere as oppose to serving Microsoft by sacrificing creativity. And if they stay because they need a job which is not their fault but how our social/financial system is designed, would it be the same team in terms motivation/creativity/engagement or no? Makes me think of Blizzard and Bioware
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Re: Discord requires a phone number
btnialan
Yesterday at 09:33 AM
Sounds like a typical Discord. Leaking bunch of bio data (faces) and other were not enough, so now it is time to collect phone numbers. Nice. The part that we can't fix is that people comply, they are okay to give up personal information for non-essential services. The moment we stop using Discord, Reddit, etc, the world will start healing
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Will Larian Allow Customizing NPCs in Divinity?
btnialan
Yesterday at 08:45 AM
Historically, all RPGs are about creating and customizing your own (main) character, but how about if you could also preset how NPCs and surroundings look like in the game? For example, to be able to adjust the following:
- gender - voice - music / ambient / theme - race - face characteristics - type of weather
Of course, it is pointless to have a setting "make all side quest NPCs to look like chubby elves", and to make it work we need percentages/ratio/probabilities to apply those settings. For example:
- Make side quest NPCs to look like chubby elves - 33% (every third side quest NPC will look like a chubby elf) - Make ALL merchants to look like dwarves with curly hairs - 100% (every merchant will look like dwarf with curly hair) - Make humans to look like this **customize your preferred average look** - 66% (two of three humans in the game will try to look like what you selected with some deviation to avoid having them look alike. However, having 66% already assumes that the rest 34% humans will be randomized in terms of their appearance/face)
Nobody done this yet. This would be a game revolution and an instant GOTY. I don't think this is difficult to implement especially with having AI tools nowadays. Thoughts?
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invisible main-menu options and crash after selecting an item (Bazzite/Wayland)
btnialan
Yesterday at 07:45 AM
I’m trying to run the CD-installed version of Beyond Divinity on Bazzite under Wayland.
The game launches, but the main-menu options—“New Game,” “Load Game,” “Options,” and “Quit”—aren’t visible. The menu responds to the keyboard: arrow keys appear to move the selection, and pressing Enter produces a response sound, but confirming a selection crashes or closes the game. Clicking the menu doesn’t appear to work.
The opening videos play, but there is no intro text to assess. If I open the configuration tool, its text appears as question marks, so I can’t read its options. After an unsuccessful launch, the game may say it was closed incorrectly and offer to open the configuration tool.
The game is set to windowed mode at 800×600. Different Wine runners in Bottles produce the same menu problem. Faugus can launch it, but the invisible-menu issue also happens there. I haven’t been able to enable D7VK in Bottles which theoretically should be helpful to translate applications into 32-bit format
Any ideas?
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