Re: Cannot remove my friends character....
hedgehogs_fly
21 minutes ago
I cannot dismiss my friends character. I did alot of googling and I guess when your friend makes a Dark Urge character..... you can no longer dismiss it. But the problem goes beyond that... the game somehow has designated that my friends character as the main one. All the important cut scenes and dialogues automatically go to the dark urge character. Which really sucks  wish this was known or I would have asked him not to create Dark Urge. Kind of a big bummer.
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Brutal mode mod turns off legendary actions?
Shadowbart
28 minutes ago
Installed brutal mod which makes some fun changes to make the game harder. However, it seems to have turned off legendary actions. I set up a custom with all tactician, which normally does legendary actions, but nope. No diamond skin on you know what, no owlbear mate.
Anybody know how this mod interacts with that?
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Re: Full Character Design ?
Taril
2 hours ago
Just to clarify, MMORPGs have low graphic demands for simple reasons:
- There can be any number of players on the screen at any point in time
- Almost all MMORPGs are really old by now Which is irrelevant to the point. The point is, MMO's that feature body morphing, have very basic implementation of items. Whereby they are just a texture overlaid onto the model rather than a unique item. This is primarily done as a means of optimising performance, but it also allows them to feature body morphing as it's not an issue to stretch a texture to fit (Sort of... You will still get some jank due to stretching/shrinking of the texture) That to me doesnt imply you cannot have high quality graphics and good customization. The conflict isn't high quality graphics and good customisation. The conflict is with animations/item design and customisation. Older MMO's (Like City of Heroes) could do body morphing because it used simple items, where everyone was wearing skintight suits that were simply textures on their body (Which worked well because... It was a Super Hero/Villain game so wearing skintight suits is what you're generally going for) Other games, that use actual models for their items can not facilitate body morphing because it would end up just distorting the items (Or clipping your model through an unchanged base item). You can see this with some older games where this sort of thing happened. Instead, the way that games incorporate model differences (Such as between a singular male and female body) is by creating a unique version of the item for each model, which is of course not feasible for body morphing where you have infinite different size and shapes... Of course, there's the other thing that can be done by certain items which is replacing your characters model with a default one when using the item. This of course disregards your actual customisation and simply forces you into a default model. Then in regards to games with high degrees of customisation, they come with the cost of having more limited animations. Since the bones being manipulated for an animation only look correct when they're in position and customisation modifies their size and position, this causes animations to not work with customisation. You can see this in some older games where if you manipulate your character's face, all their animations break and look awful. So yeah, you can have high quality graphics with good customisation very easily. There are plenty of games that do it. But if typically means that items (If body morphing is included) or animations will not be as good. The better the items and animations are, then you end up with less customisation options so as to facilitate them. It's a trade off. You have to pick which one you prefer and sacrifice the other.
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Re: Enemy Health Turned Off
Shadowbart
6 hours ago
In reality, most fights are one punch kinds of things, one stab (even though attacker may not give up) or one shot. The idea of health draining away until you collapse is what's decidedly unrealistic.
Even D&D itself counsels against thinking, for example, a high level character somehow has more "life force" than a low level one. Instead, you should think of hp as a generalized competency during a fight, until the one and only actual serious hit lands, taking the person down. Such a mess up would tend to happen earlier for the untrained and later for the highly trained.
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Hag quick kill glitch
Arvin Lundstrom
17 hours ago
Auntie Ethel appear at grove and you are able to buy things from her. This evil hag has just 6 HP and it appears you are able to stop her evil actions easy and attack. Auntie Ethel drop to 0 HP in 1 hit but doesn`t die and run away. I went to turn based mode and with rat, raven and mage hand hit her 23 times. Rat infected her but didn`t die and disappear after running some distance. You are supposed to go to blighted village, then south and encounter Auntie Ethel, Johl and Demir conversion. Go to goblin camp, then south. Make raven summon alone fly east downwards to putrid bog. Attack gnarled teahouse alone door with beak attack multiple times. The door is destroyed and you see Auntie Ethel in human form and Mayrina in gnarled teahouse. Attack Mayrina or Auntie Ethel alone with beak attack. Auntie Ethel transform to hag form and die immediately. All hag is dead events is triggered. The putrid bog cutscene happen. When you go to Gale, Wyll or another humanoid player it get black. Now Johl and Demir is trying to talk to Auntie Ethel but she are gone. You can`t talk to them. The redcap blood sages isn`t transformed but doesn`t attack you when they see you. They are supposed to attack you after hag Mayrina cinematic in gnarled teahouse. When humanoids enter gnarled teahouse Mayrina saved and angered cinematic happen in wrong area. Auntie Ethel died before she found cure quest thing is displayed. Other Auntie Ethel quests things didn`t have time to be written and you don`t get them. Mayrina walk to the basement and then spawn at her houseband burial. This make you skip the entire brothers cinematic, gnarled teahouse cinematic, redcap blood sages fight, basement puzzles fights and hag fight with Mayrina with burning cage. These glitches is weird. The Auntie Ethel and Mayrina cinematic is triggered when humanoids enter gnarled teahouse. Summons doesn`t trigger cinematics. You can`t attack during cutscene. When Auntie Ethel or Mayrina is attacked in gnarled teahouse not in cutscene. Game doesn`t know what to do panic and make Auntie Ethel get dead status as solution. You are able to do this with any summon that are able to fly. You are likely able to do this with any summons that are able to jump downwards to putrid bog and don`t die when falling. It`s hilarious that at at grove Auntie Ethel doesn`t die when you hit her 23 times but in gnarled teahouse 1 hit kill her.
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Skip Wyll confront Karlach cinematic and other connected glitches
Arvin Lundstrom
18 hours ago
Wyll and Karlach is connected when joining you to playable companion. Wyll appear in grove, join you to find and kill Karlach. He is deceived and Karlach isn't evil which he think. He confront Karlach, learn this and Karlach join. But what happens if you go west to blighted village, north and Karlach join before you talk to Wyll? What will Wyll tell among other tieflings when you already have the monster he wish to kill with you? This possibility isn't displayed. When Karlach has joined Wyll doesn't appear in grove. Does he appear somewhere else or does this remove him permanently? The chosen humanoid which is light brown female gnome ranger black hair in my campaign. If you find and talk to Karlach not with Wyll. Chosen player tell Karlach about Wyll ordered to kill the devil he think she is. Karlach join if you select that in conversion. When you go to camp and to Wyll when playing with Karlach. He react quick but doesn't do any actions or begin cinematic. You are able to do anything with Karlach and Wyll to when you end the day. Karlach is able to attack and pick up 1 Wyll and he doesn't do any actions or begin cinematic. Why doesn't Wyll confront Karlach cinematic begin immediately after you go to camp? The cinematic in camp after end the day is like when Wyll confront Karlach at risen road but not identical. You are able to choose to convince Wyll that Karlach is not evil and Wyll stay. Or not, which make Wyll attack the 4 companions you are playing with. When you kill him it's like when he leave you permanently. Mountain pass githyanki creche areas is act 2 progression. After Karlach join don't end the day. Go to goblin camp, west and enter mountain pass before Wyll confront Karlach cinematic is triggered. Select yes and engine always end day after you enter mountain pass, githyanki creche areas. The Wyll confront Karlach cinematic is skipped and Mizora devil patron cinematic is triggered. Cinematic is as when you convince Wyll that Karlach is good aligned and he get the horns he have long.
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Re: Are we going to see an Imp companion?
EinTroll
18 hours ago
Considering Dragon Commander is an official entry within the divinity universe, where we see how in the age of Maxos, Imps were a civilization unto their own, and an integral part of the player's council. I shall never forget Trinculo Shortfuse. Somewhere later down the history of Rivellon, the status of races did change, as they are acknowledged in D:OS2, having their own representative of the 7, but the race itself largely absent or exiled from the "civilized" scene. Can't say I remember and lore is never to be considered a strong suite of mine. That said, I don't know enough on how to place all the existing titles of the series on any timeline, let alone when the new title will situate itself within said timeline.
In short, I also want to see more imp characters, but only if it makes sense within where and how the game takes place. I can see Fane from D:OS2 passing himself as any regular-ish sized humanoid, but I have trouble seeing an imp pass itself as a dwarf via shape-shifting, due to personality considerations.
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Re: Sleep/Resting mechanic
Zekur
Yesterday at 08:51 PM
Yeah, 'Tactical resting' seems like such an obvious feature to add in a crpg yet most only do it in a very surface level, and Larian's games are no exceptions.
Realistically though, I doubt it will change in divinity. Larian have never shown any interest in a proper rest system and even when forced to make one in bg3 because dnd they fully focused on the social aspect of it, making it just a hub for companion quests ultimately. If I had to say it fancily, they want to tell a story, not an adventure, and tactical resting would be part of an adventure. But I would be glad to be proven wrong.
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Re: Will this game FINALLY take world simulation to the next level?
Taril
Yesterday at 04:00 PM
The main thing is what the focus of the particular game is about.
There are games that put more of the focus on that realism and survival, whereby a large portion of the gameplay is about ensuring that your characters are healthy and are able to rest adequately.
In these sorts of games, resting can be a perfectly fine mechanic. You spend some time each day ensuring you have the resources required to rest and you will rest as and when it is needed (I.e. During evenings when characters are getting fatigued and hungry)
The issue is that for a lot of D&D campaigns (Especially video game ones), this isn't the focus of the game. They are instead more focused on spamming combats and NPC dialogues, the whole idea of "Travelling" and "Survival" is not even a secondary concern, it's all about building smooth-talking warriors.
As such, you end up with the sorts of things like BG3, where resting is a non-consideration and just something you do to recover limited resources. The game just wants you to fight and/or talk to things and nothing more. (This is also incorporated into the world design. Everything is squished down into a very small area because the idea is that you come across combats/dialogue much faster that way)
There are some games where they are a mix of the two, whereby they have some limited "Survival" mechanics (Such as Wartales or earlier D&D editions where ALL characters develop fatigue/exhaustion over time) which promote a general gameflow with regular rests but with the main focus being more on the whole "Combat/Dialogue" stuff.
But at the end of the day, it really is all about what the game is designed around.
There are places where resting as a mechanic can make sense and is incorporated very nicely into the overall game systems. But there are also places where resting as a mechanic makes no sense and just exists for arbitrary reasons.
D&D can be both. Given that it's merely a platform for DM's to craft their own stories (It's "Rules" aren't really "Rules" but more an example of a system that can be used. DM's and players can, and often do, homebrew their own rules to use in lieu of the handbook rulesets). Someone can craft a campaign that focuses more on the nature of surviving as a traveller/sellsword/hero in the making making more use of skills like Survival, Climbing, Swimming, Animal Handling and the like. Or someone can craft a campaign that focuses more on combat, where it's all about throwing the party into fights and getting loot.
As far as Divinity goes, it's been more in that "Combat focused" design rather than the idea of survival. With even "Recovering resources" from rests being a rather minor aspect of the games with very few instances of limited resources (And alternate means to recover them i.e. Eating people's soul)
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Rolan reveal (possible spoiler)
ldo58
Yesterday at 02:25 PM
I accidentally massacred everyone at Last Light Inn. (wrong choice in "welcome" dialogue with Jaheira) Then I had the chance to "talk to the dead" with Rolan. That was interesting. I recommend to do that, if he falls for some reason. Asking his name , he says "Rolan", stressing that it is just Rolan, he has no family name. Asking about his family, he says he has none. You can then ask him about Cal and Lia. He says that they are brother and sister, but that he has no family.
So that was interesting, given Rolan's heavy atttachment to Cal and Lia and his feeling of responsibility towards them, it turns out they are not family in the blood. This could have been worked out further in the story. I guess there was no time to do this.
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