Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

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samuricex Jul 2, 2014 @ 10:49am
Party size?
I know you can create two characters at the start. But what's the max party size and how fast can you reach it? Do you also get to create the new characters, or do they come pre-made?

Also, how many creatures can one character summon? Only one at a time or multiple?
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Showing 1-15 of 16 comments
randir14 Jul 2, 2014 @ 10:53am 
The maximum size is 4, you gain the other two companions early on in the first city. You can also find 'henchmen' in your hideout, but they don't have personalities like the companions. Each person can have 1 summon at a time.
BoNeZ Jul 3, 2014 @ 5:06am 
I can only have 3 in my party, when i try to get the 4th he says my party is allready too big??
FoulCreature Jul 3, 2014 @ 5:07am 
Did you pick Lone Wolf talent?
BoNeZ Jul 3, 2014 @ 5:09am 
Yes, but i reloaded a save file too before i had Lone Wolf and i still can not hire a 4th.
Dangerman Jul 19, 2014 @ 11:38am 
yah, I'm the same. Can't figure out of to add a fourth party member....Am I just being stupid?!
snugs Jan 2, 2015 @ 9:36am 
looks like this guy never resolved this and said f it.

I guess the real question is this. If it's 4 toon party than why is this only 2 player coop. It's pretty good for "oh hey guys whats a good coop game we can play? Oh i heard that divinity thing was good. Oh its only 2 players? Oh well, that's that then.
Raze_Larian Jan 3, 2015 @ 2:53am 
Originally posted by Froinlaven`:
If it's 4 toon party than why is this only 2 player coop.

Larian wanted to focus on getting single player and 2 player co-op done right (being the majority of the expected demand), rather than spread resources too thin adding dialogue for a third and fourth player.

A mod or hex edit can enable 4 player co-op in the main game, though.
DesSanctYew Jan 3, 2015 @ 3:47am 
I wonder what the maximum with a hex edit is though you said the UI only support 4 max, but IDK if there is a clever way to get around it by having independent parties of 4 players with their own designated separate party UI's that they could see, but other players in the same game couldn't.

I imagine since technically you can have summons and there is a UI for that in place maybe it could be modified to work as a summoned player controlled UI with it's own skills that would bump the net count up to 8 players in essence, but pets themselves would no longer be a part of the game itself.
Kodaxmax Jan 4, 2015 @ 3:22am 
Imagine an mmo with divinitys mechanics and style, that would be cool.
Woland Jan 4, 2015 @ 6:49am 
Originally posted by Invasmani:
I imagine since technically you can have summons and there is a UI for that in place maybe it could be modified to work as a summoned player controlled UI with it's own skills that would bump the net count up to 8 players in essence, but pets themselves would no longer be a part of the game itself.
Well, you can actually have more than one pet's icon near your character's icon.
What you need is a summon, that gets charmed and then you have to resummon a new one during the same turn you get your summon back. Once you get it back, until the end of that turn it'll show that you have two summons on one character (although next turn the older summon will die), thus the UI technically supports multiple summons.
Jupp Jan 4, 2015 @ 8:59am 
Originally posted by kodaxmax:
Imagine an mmo with divinitys mechanics and style, that would be cool.

Yup, would be cool.

But i would be already happy with 32 Player support (64 would be better).
Which should be possible as soon they are done with splitting the engine into an client and an server.

While they are on it, they should also already think about an grouping system.
Having 32+ Players in one group would suck :p
Ishan451 Jan 4, 2015 @ 9:33am 
Originally posted by kodaxmax:
Imagine an mmo with divinitys mechanics and style, that would be cool.

There are a couple old MMOs that are like it, including turn based combat. Not sure if they are active still, but Isometric 2D mmos used to be all the rage in the time of Ultima Online, Everquest and such.
DesSanctYew Jan 5, 2015 @ 9:05pm 
UO was very similar to D:OS, but was real time combat other than that it has huge similarities. D:OS is closer to earlier turn based Ultima games which is kind of what inspired Larian developers from what I've read. It's funny Skyrim was inspired by Ultima as well great sandbox games think alike apparently.
Kodaxmax Jan 5, 2015 @ 11:45pm 
Originally posted by Ishan451:
Originally posted by kodaxmax:
Imagine an mmo with divinitys mechanics and style, that would be cool.

There are a couple old MMOs that are like it, including turn based combat. Not sure if they are active still, but Isometric 2D mmos used to be all the rage in the time of Ultima Online, Everquest and such.
Yes but the graphics and sound design really bring it from ps2 era to "next gen".
DesSanctYew Jan 6, 2015 @ 12:49am 
Originally posted by Jupp:
Originally posted by kodaxmax:
Imagine an mmo with divinitys mechanics and style, that would be cool.

Yup, would be cool.

But i would be already happy with 32 Player support (64 would be better).
Which should be possible as soon they are done with splitting the engine into an client and an server.

While they are on it, they should also already think about an grouping system.
Having 32+ Players in one group would suck :p
You can mod 12 party members on screen with .5 UI scaling for at 1080p. It can actually fit more, but not all party members UI are visible if your resolution isn't high enough to support it.

For example with 1440p you could have 18 party members or 24 party members on a 4k display. Which I'm sure either of those would look sexy be quite a epic larger scale massive battles fight.
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Date Posted: Jul 2, 2014 @ 10:49am
Posts: 16