Re: Redoing the difficulty levels: separate Quest Difficulty and Battle Difficulty
Shadowbart
24 minutes ago
As you figured out, there's a story mode where battles are not difficult, for adventures who are more interested in exploration than fighting. The quests are the same either way as far as I know.
Here are some tips:
1. Read everything you find. Most are just flavor, but some are involved in quests. You may see a popup that says check your quest journal J for more details. You don't have to literally read it, just the read mechanic from the right click menu.
2. Explore a lot. Some quest notes are inside locked red chests. You'll have to figure out a way to get at it. Most of these, fortunately, are not out in the open with a dozen people standing around, so hide and waiting a bit for people to wander away works.
3. Check the journal. It usually has a suggestion what to do next. Often it will put something on the map to go to next.
4. Keep pushing into new areas you haven't uncovered in the map yet. This helps for quests (especially higher-level quests) that seem at a dead end.
5. Some quests set things up for later in the game, and you have no access yet. There's quests you get in Act I you have to shelve until Act II or even Act III.
I don't think there's any quest you really need to get done to finish the game, though you may miss out on interesting questlines or "phat loot". IIRC, the fastest speedrun is less than 4 minutes!
1
83
Read More
|
|
Re: Development of Tactical RPG game using the GaaS + Live Ops model
MoloF
1 hour ago
An important note: the development focuses not so much on the game itself, but on the tools used to develop it. In other words, I’m giving full priority to how and by whom the content will be created, so the primary focus is on the tools for developing the game itself.
---
- Rust and the Bevy engine are used as the foundation for writing low-level code. - The Tauri content editor is described in detail; absolutely all entities are visible and fully editable. - Git is used for version control, and LFS for streaming large data sets. - A custom-built world generator ensures a consistent ecosystem; the generator already includes terrain calculation, interaction zones, object placement, and pre-rendering of potential paths the character will traverse. - Data as the source of truth—nothing is made up or hidden; the code is self-documenting and reusable. The CLI integrates with development tools, allowing for agent-based development on top of the game and more efficient world-building.
The toolkit is the foundation for creating and scaling the game; without a community, I won’t be able to build anything truly worthwhile, which is why the focus is specifically on convenience and simplifying development.
2
273
Read More
|
|
Re: Larian needs to make the world of Divinity more interesting! 🙏
TheRomanRuler
7 hours ago
I don't think BG3 being more interesting to you had anything to do with it being Dungeon's & Dragons universe but rather it being game which Larian made after Divinity Original Sin 2.
I do agree that BG3 world was overall more interesting, but D&D even in some ways has less variety and diversity. Larian have been getting much better at things, and i don't think Larian's own world is inherently any less interesting or less varied. Elves are just pointy eared human elves, not flesh eating tree born elves of Larian for example. Dungeons and Dragons started 52 years ago, it has had long head start, and early Larian games were nowhere near same level as BG3, really only DOS2 is comparable but even that was made earlier and ofc without lessons they learned from DOS2. Now they have learned lessons from BG3 and have full freedom to do whatever they want with their universe, there is no way they will make it less interesting than BG3.
I have fully confidence that their next game will be on same level with BG3, and quite possibly much better. Nothing good lasts forever but i have full confidence Larian's golden age is not yet over.
8
509
Read More
|
|
Re: Divinity 2: Developer's Cut tools
cichy45
Yesterday at 07:00 PM
Are you good at blender use? Because I have done some work regarding that. Another tools. This tool: https://github.com/PmNz8/divinity2-model-viewerBrowse and preview supported Divinity II models, CAT/ITEM containers, textures, skeletons and animations, then export visual .d2model packages for Blender. It does not handle collision data, discover every runtime texture dependency, or support every asset layout. This is blender plugin: https://github.com/PmNz8/divinity2-blender-addonImport .d2model packages, edit supported geometry, UVs, materials, textures, existing LODs and animation keys, then export changes for DKS Patch Builder. It does not support collision editing, creating CAT/ITEM containers from scratch, unrestricted skinned topology or skeleton changes, or normal-map pixel export for CAT models. The asset pipeline is tricky. For example, the player dragon’s .cat container contains its own mesh, whose material explicitly references an external diffuse (DM) texture. It has no explicit normal-map (NM) or specular/gloss (SM) binding in the material slots we inspected, yet the game uses an external NM through an unresolved mechanism; SM selection remains unconfirmed. Geometry changes must target the mesh embedded in CAT, while DM and NM edits target their separate texture NIF files. In our player-dragon tests, neither embedding NM pixels inside CAT nor adding explicit links to alternative external normal maps produced any visible effect; replacing the original external NM texture did. The exporter and DKS Patch Builder preserve the recorded resource ownership and texture associations, so supported edits are applied to the appropriate files. However, not all runtime dependencies and edge cases are understood. Assets can also share textures, so editing a texture exported with one .item may affect other objects in the game. A possible next step would be to support importing modified assets as separate resources, with their own texture copies and updated references, so the changes remain isolated to the new asset. This would also require resolving how CAT assets select textures that are not explicitly linked, and ensuring the game actually uses the new asset.
5
400
Read More
|
|
Re: Patvh 8
Halycon Styxland
Yesterday at 04:19 PM
Also, how do I change the marching order of the party, I did it ages ago but have forgotten how  Thats only possible in BG1+2. In BG3, you can only pick the current leader. The other three characters follow sort of randomly.
1
106
Read More
|
|
Spamflood
Halycon Styxland
Yesterday at 04:18 PM
What are they even trying to archieve. This flood of nonsense posts will only enrage people.
Pretty frustrating that nothing can be discussed in the Divinity forum right now though. Not that there was much traffic in this forum to begin with.
0
24
Read More
|
|
|
|