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I have one question, if possible, what resolution were you playing on? Thanks!
Some people beta testing Divinity: Original Sin 1 and 2 have complained about the text size in that game, and it's quite a bit bigger than some of the text in Regalia. I haven't had to lean in close to the screen to read text in D:OS.
(I can never remember which set of resolution numbers are widescreen and which set are fullscreen.)
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Just remembered another suggestion:
During battles, there are sometimes Challenge objectives, and you can pop up a UI element to show them. You should also include some kind of indication on that element to show if you have met the objectives or if you have failed them. Like turn the boxes green or red, or a red X for failure and a green checkmark for success.
Also another thing I'm uncertain about is the XP rewards for completing the challenges. I haven't completed some of the more difficult ones, but the XP reward seems a little small. But that might not matter if it requires only a fixed amount of XP to reach the next level and not an increasing amount of XP (the usual). Maybe tougher challenges give much higher XP, but I haven't been able to complete them.
Good suggestion on the Challenges, thanks!
Yup, the XP curve for the leveling is flat. So 100 XP always nets you the same % of progress to the next level.
I'd like to at least partly rescind my complaint about the "Don't miss or have an enemy dodge" challenge. I was so focused on using Kay for shields that I forgot about the other part of his Command effect, the thing which forces hits. Some of my issues might be more "needing to get better" and less actual problems. (But not the fishing thing.)
I'm also trying to play more efficiently now that I'm more comfortable with the mechanics, such as being more willing to take health damage if there is a camp node or a return to town coming up. And apparently not acting in a turn also generates shields, which I was unaware of.
I've managed to defeat Signy without her managing to deal any damage, and I was one hit away from succeeding at the "Defeat all enemies in 5 turns" objective on the "Survive for 5 turns" map. I might have made it with a better-timed use of an AoE ability or better cooldown management.
To expand a little bit on the hitting thing, there are skills in the game tagged with the "Always hits" badge - Levant is especially proficient with them. They help quite a bit with that challenge also :)
1) Question: You need to complete a certain number of Kingdom quests to complete a chapter. You can however complete more than the minimum needed. In fact, I think it’s actually impossible to finish Chapter 1 WITHOUT completing several more than the minimum 3 quests. Will extra quests you complete in Chapter 1 count towards your quota in Chapter 2?
2)Will backstabbing or facing direction be important? I haven’t seen that so far in the beta, but if that will matter later on, it might be a good idea to allow you to rotate your character’s facing angle. (And admittedly, a little of the OCD inside me wants to rotate my people just because even if it has no gameplay effect.)
3) Maybe add the red diamond icon for the Authority points somewhere to the Authority Points indicator in the upper left. An LP’er didn’t associate the red diamonds in the skill tooltip with the number at the top left. See this video at 10:50: https://youtu.be/mIOfQ08GfME?t=646
He’s got some other ideas and thoughts as well.
4) You might want to add a thing to the help tips which makes it clear that once your Relationship Points are at 100% with someone, you’ll need to spend a free day with them to unlock the next level, it doesn’t happen automatically at 100%.
5) After Aliss joins, you can talk to Gwen in town. She asks you long you intend to keep that “tattooed, drill-haired” woman around. Aliss doesn’t have drill-hair, and while I can understand Gwen not liking Aliss because they’re more alike in temperament than she wants to admit, I can’t see her using “drill-haired”.
6) I finally managed to complete the Falgarwood Node 1 “Win without losing a single health point” challenge. I was actually surprised I managed to do that one. I didn’t bother with “Only use Signature Attacks”. I got 15 XP for it, which was frankly unimpressive given that challenge is inherently more difficult than most other challenges. I feel it should be 25 or 30 if you can pull that one off. But that one is actually possible even with the Balefolks in their current state. It’s just not possible when you’re trying to complete it with only signature attacks. Either challenge would be fine on their own.
7) I summoned Aliss’s Ultimate ability fire guy, and the next turn I had Aliss use Firefly on him, but it didn’t seem to increase his lifespan like I was expecting it to, as he still despawned after his next turn. I'm sure I hit him with the Firefly spell, and I'm sure that should have worked.
8)The Green Elemite Warriors have two different “Mana Discharges” – one as a skill, and one as an effect. Maybe change the name of one of them to make it a little less confusing. And none of the Green Elemites have icons for their skills yet, which I’m sure is on your list.
EDIT: I'll be spending some time attempting the other dungeons now that I have Levant.
1. Yes, they do. This is the design idea behind them. Any additional kingdom quests completed in a chapter will carry over towards the next one. Also, we'll be increasing the requirements sliiightly in the release version of the game (probably 4 instead of 3).
2. No. We do have a system that recognizes the facing of the attacker relative to the facing of the defender but in the end, there's already a lot of stuff happening in battles and yet another system overlayed on top of everything could be a little hard to bear. In addition with such a large variety of range types and aoe types we believe facings could be quite unintuitive.
3. That's a good suggestion. Either that or an icon that would match the authority bg.
4. Another good suggestion! We already implemented this on our end :) We've also added another message when a quest is blocking your progress.
5. It's about the shape of her bangs, they are indeed "drill-like". Perhaps I am misunderstanding something here?
6,7,8. Noted.
2. Fair enough.
5. Maybe it's a cultural thing, because whenever I've heard hair described as drill-shaped, it means fancy spirals, which somewhat resembles a drill bit with its spiraling grooves. I would describe Gwen as having drill-hair, but not Aliss.
6. 30 XP for not taking any HP damage might be much, but 20 or 25 would probably be good.
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NEW feedback:
7. Under certain circumstances, it can be a little tricky to target enemies with Griffith's Crescent Strike. I'll do a little diagram.
xBx
AGC
A,B,C = enemies
G = Griffith
x = empty square
When using Griffith’s Crescent Strike, it can be difficult to target enemy B for Crescent Strike because enemies C or A are kinda in the way. I think though that this is an error on my part, I might be trying to click on the enemy in B instead of the square B is standing on. When I try and click the square of B instead of the enemy, that works better.
8. Challenge Philosophy / "Only Use Signature Skills"
Maybe I do not understand the philosophy behind some of the challenges. I might be approaching them with an unintended mindset. Maybe I shouldn’t be thinking of them as something which it should be possible to do both of, and instead see them as something which you should pick one to go for, but not both.
For example, Lake Valtyr – “The Heart of Winter” which has the challenges “only use signature skills and “defeat all enemies in one turn”. That map has the parrying skeleton warriors, the piercing shot skeleton arbalists, and the Ice Incarnate. The warriors can make themselves immune to a single attack, the arbalists can shoot you from across the map to your deploy location, and the Incarnate has a lot of HP. I am not at all sure that it is possible to both defeat all enemies in one turn AND only use signature skills.
My attempt at that (using everyone except Kay because he technically has no signature skill) got my entire party easily killed by the enemy long before I even landed a single hit on the Ice Incarnate, much less got close to whittling everyone down to the point where a one-turn rout was possible. I don’t think it would have gone any better if I Kay in and using his signature skill.
Lake Valtyr - "The Reference Strikes Out" – defeat a troll… with only signature moves… with two combatants. … NO. Didn’t even bother attempting this. Full party, full moveset. Trolls hit hard.
Mirkland - "Soggy Woods" - “Only use Signature Attacks” and "Defeat all enemies with one character". On a map with seven enemies, six of which have 15% or higher evasion and only one character has an always-hits signature (not counting Kay's which I can't even use because of the bug).
I have talked about Falgarwood – Shadewater Crossing‘s “Only use Signature Attacks” and “Take no health damage” at length already.
The problem is pretty easy to understand. Challenges are optional, which means the difficulty of the combat is tuned to be challenging even if you are using a full skill set. When you have to only use one move of your skill set, it is a disadvantage which is nearly hopeless to overcome against any decent opponent.
I have not seen any instance where “Only use Signature Attacks” has ever been a practical option when combined with any other challenge. It just cripples your power level and options way too much to make completing the second challenge feasible.
You could make the bonus for managing to complete "Only use Signature Attacks" something high, like 50 XP (15 is not worth bothering for), but I think a better move would be to just outright eliminate "Only use Signature Attacks" from the challenges, because pretty much no one is going to manage accomplishing it anyway.
8A. I have completed one challenge which was “Never use Signature skills”, though, and also got the second bonus "Win in 6 turns". (Of course, I was exploiting the bug with Kay’s Signature skill which wasn't considered a signature). I tried that one again without using Kay and only barely managed to survive the 8 turns.
9. Festerlands – “The Mound” Challenge is impossible
Challenge: Win without moving from your deployment positions”… versus a Mirkfrog who can hit you from across the screen without moving from ITS starting position ignoring line of sight, obstacles, maybe Levant’s shield wall, and it’s got a large radius and can hit people who are spread out.
…
Come on now, be sensible with the challenges. I have no characters who can hit anything all the way across the screen and I don't think I'm likely to have any. Ranged enemies and Challenges to not move from your starting location do not work together. That challenge is literally impossible.
10. Enemies sometimes target dead characters.
I’ve seen this in a youtube video, but I’ve also seen it in my own game, a character has died, and enemies keep attacking the spot where they died. Video: https://youtu.be/j8sOZMUg1zU?t=1004
11. I spent the last three days in Chapter 1 spending my hard-earned cash to upgrade buildings: Pathfinder study level 1, Placeholder Inn Level 2, Town Square level 1. After which I returned to the castle screen and discovered that the timer had rolled over to 56 days and I had a new Story quest “Archive Panic”! However, trying to Venture Forth did at least trigger the story cutscene, so I couldn’t actually attempt to go beyond the bounds of Chapter 1.
12. More feedback from someone else:
https://youtu.be/j8sOZMUg1zU?t=704
Combat Log does not make it clear that a character was killed by the Explode ability of a bug.
https://youtu.be/j8sOZMUg1zU?t=895
BUG: Kay glitched out, he targeted Griffith with Command, but it somehow didn't hit him and it left Kay in a state where he was unable to move or act.
Non-complaints/issues
Ha ha ha! I got both the bonuses in Lake Valtyr – Jackfall! Those were “Land all finishing blows with one character” and “Win the battle in 8 turns”. There were explosive beetles, so I left the fragile Signy on the bench. I picked Aliss as the designated kill-stealer. It took 6 turns to finish off the first wave, then there was the second wave of 3 Alfheimr. I killed one quickly with Griffith’s Ultimate and Aliss, then used Levant to knock the second one back, then followed it up with Inferno and Fire Wall to finish it. The third one I moved Kay up to Rend and Griffith to Pinpoint Strike.
Then: Crisis loomed on Turn 8! I had boxed the Alfheimer in completely between my party and a large rock. I could not get an angle on it from Aliss no matter what! I delayed her turn and moved Levant in hopes that he was the one blocking the shot. I also used shield bash to whittle him into one-shot range for Aliss. No luck! Until… I read the description of Firefly again. “Bounces from the target to nearby enemies.” … Nothing in that said that the initial target had to be an enemy… So I bounced the Firefly off of Kay onto the Alfheimer which fell. BOOM, 8 turn bonus DONE, all enemies finished by one character, DONE.
Lake Valtyr – Showtime – I got all the trivia questions right on my first try. Go me! Admittedly the last one was mostly a guess.
Initially we thought that an average player will target one challenge per battle at maximum, hence sometimes the two can negate each other. However now I can see that it can be an annoying approach for a completionist so we'll try to avoid that.
Point 7. seems correct. We went with clicking on cells because it should (at least in theory) make selecting stuff easier, especially for the smaller, agile enemies (like Totaca).
I added bugs from points 10. and 11. to the master list.
Oh and would it be possible for you to tell me what was the situation for enemies attacking dead friendlies? Do you remember what character it was and who or what killed it? It's possible that it happens in a very specific combination of factors.
Also, I am glad that you used the Firefly in a sly way to a great success :). Our internal tester likes to bounce the Firefly of friendlies quite a lot!
Okay, I was wondering if that was the case.
I'm afraid that I don't remember exactly where I encountered the bug of enemies attacking dead party members the first time, but I do remember it was either in Lake Valtyr, Hjorvird, or the Festerlands. I'll try to remember or re-create it. I can verify that it does happen with the Bolefolk in Hjorvidr - "Gyhlag Snowfield", they used Root Attack to target a dead Aliss. I think it might be related to the Bolefolk, I could have seen it on Hjorvidr - Lost and Found.
Question: You have a maximum party size of 6, but you can only deploy 4 in maps. Is the deployment amount fixed at 4 for the entire game, or is it something which changes through upgrades, story progress, or is map-dependent?
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Some feedback for Dungeon Hjorvidr:
Hjorvidr – The Biting Path:
"Forced deployment: All your deployed combatants must occupy pink cells." This seems to be inaccurate, as there are only two pink cells, but once they are filled it switches to Standard deployment, and you can deploy two more people in the blue zones. So it’s more like “All pink cells must have a combatant”.
Hjorvidr – The Biting Path: Challenge: Win the battle without ever moving closer than the maximum movement range allowed.” – I don’t think I understand what this means. Does this mean that if your character can move 5 squares at maximum, you can only move 4 on your turn? Does this mean that you can only ever move 4 squares once in the entire battle?
Hjorvidr – Lost and Found
Falling for the trap is -35 RP with Signy but loot, Leaving it is +35 with Signy and -35 with Levant. Why didn't I get +35 with Levant for falling for the trap? If I have to lose 35 RP with someone, it seems like falling for the trap is the better option since you get more XP (I think) and loot.
Hjorvidr – Bluesong Cavern
Challenge: Only use Signature attacks
Challenge: Win without missing or having your opponent dodge once.
Oh, I found another one of the "Only use Signature Attacks" challenges, and this time it's on a map with lots of exploding beetles which get reinforcements every couple of turns. I just flat out ignore "Only use Signature Attacks" at this point.
But maybe it's not so bad and I wasn't paying attention to the main objective. I think it might have been to kill one or both of the BIG Blue Elemites because I nailed them both and won even though I still had one small one remaining. Maybe that would have worked better.
Hjorvidr – Ghylag Snowfield
Main Objective: “Defeat Two Bolefolks”
Challenge: Win without moving from your starting position.
Challenge: Win without spending any authority points.
*smacks head* Bolefolk are those guys with the 8 tile range basic attack and their AI does not like to engage in melee. That kinda makes it impossible to complete the "win without moving" challenge, so there's no point in it existing.
Oh and as I'm sure you know, "Defeat Two Bolefolks" is actually the DEFEAT condition. There is no Victory condition.
Moving on. You always deploy up to 4 combatants (there are exceptions to that). You can take up to 6 in your active party though and this is mainly to act as a buffer when your combatants are defeated during or to have some tactical flexibility in your deployment setups.
This is a bit difficult to phrase. The idea if there is a pink cell available and you are deploying a combatant, they must take the pink cell. Your suggestion would be a bit misleading because there are situations (Festerlands) when there are more pink cells than 4. As long as all of your dudes and dudettes are deployed on pink cells, it doesn't matter if there are still pink cells remaining.
The idea is in order to complete it you cannot ever move less than your maximum move range allows. You also cannot separate this into smaller movements. If you character can move 5 cells, you will always need to move 5 on your turn.
I am not sure I understand. The victory condition is to defeat two bolefolks - you nail them both, you win. Perhaps I am missing something here :D
Feedback on the challenges goes to the combat designer again, we'll be investigating. Thanks!
In this case, Griffith was killed during Aliss's turn, but that's similar, I guess.
Yes, usually there are 4 or more pink squares, but in that specific map, though (Hjorvidr - The Wilden Path), there were only two pink squares, and after they were filled, then it changed to standard deployment. Removing people from the pink cells made the battle screen complain and insist that the pink squares were filled. I was talking about that specific map, not all forced deployments.
Okay, now I think I understand this better.
I'm referring to this bug which you've apparently already fixed:
http://steamcommunity.com/app/464150/discussions/1/135510669599446957/
When crafting weapons, every single weapon cost the same amount. I assume that they are supposed to be different tiers and that price balance is something which will be coming in the full release.