Divinity : Original Sin 2

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Divinity : Original Sin 2

Message par Zemeckis le Jeu 11 Jan - 16:06



Tout comme son grand frère, Divinity 2 a fait l'objet d'un KS en 2015 (pour info, le jeu était alors à 27$ en version steam, avec early-access). Et a récolté plus de 2 M$ pour presque 43 000 contributeurs. Et tout comme son grand frère, le jeu est ensuite sorti en boutique (Steam, entre autres).

Ayant beaucoup aimé le 1er, je me suis récemment lancé sur le 2nd. Dans cet opus, pas de mauvaise surprise, mais de gros changements d'ailleurs. On garde la même mécanique, le même jeu, on améliore légèrement le graphisme et on crée une toute nouvelle histoire, avec quelques références au 1er.

Le 1er opus était bon, le 2nd l'est tout autant. Un bon gros jeu de rôle, avec de l'exploration, des combats, des quètes, des dialogues, des choix.



Le jeu reste difficile, il faut donc sauvegarder très souvent. Les quètes ne sont pas guidées, il faudra donc bien les lire, et surtout : enquèter. Tenter de parler aux PNJ, fouiller un peu partout, essayer.

Dans les petites inovations par rapport au 1er opus, certains personnages jouables pré-fabriqués ont une histoire personnelle et des quètes qui vont avec. Sympa. Et autre innovation majeure mais dont je n'ai pas encore trop eu le temps de regarder en profondeur, c'est un mode "Maitre du jeu", qui permet de créer ses propres scénarios, sa propre campagne, et de la faire jouer comme un RPG à d'autres joueurs. Les outils de création ont l'air accessibles, mais bien entendu il faut des idées, du temps et beaucoup d'énergie pour faire quelque chose de beau et intéressant. Steam proposant un workshop, j'espère que des créations fan-made verront le jour.

Coté petits regrets, c'est le manque de visibilité des combats : parfois, les ennemis sont cachés par un décor, et surtout, on ne sait pas trop qui est le prochain à jouer. Enfin si, en sélectionnant l'ennemi un par un, mais c'est fastidieux.
Auter regret, le journal de quète qui bug un peu et qui fait un peu trop fouilli.



Le jeu ayant été un succès aussi bien sur KS qu'en boutique, il y aura surement encore des suites.
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Re: Divinity : Original Sin 2

Message par Aconit le Jeu 11 Jan - 16:25

On l'a fini en duo avec Céline (double manette sur même écran). J'ai adoré ce jeu, on découvre toujours de nouveau truc et le fait de pouvoir jouer à plusieurs rend ça vraiment épique. Seul petit hic à la fin où un élément de la quête principale est tellement dur à trouver qu'on a du aller regarder sur internet après avoir retourné la ville de fond en comble à 2 pendant des heures.

Pour ce qui est de ta remarque à propos de "qui joue quand", normalement tu as la liste des portraits de chaque personnage dans l'ordre de jeux en haut de l'écran.

Sur cette exemple: la c'est le tour du prince rouge, ensuite des 2 merdouilles rouge/verte, puis des 3 merdouille blanche/bleu, puis de Loshe etc.

La grosse barre grise vient séparer chaque tour. A noter qu'on peut être placé différemment entre chaque tour et qu'on peut se retrouver à passer ses tours si on est stun ou autre. A aussi si quelqu'un débute un combat sans nous puis qu'on le rejoint, on joue tout à la fin du tour (et donc pour un rogue, il est possible de laisser l'allié débuter, passer fufu derriere un mob, attendre le tour du dernier joueur, backstab le mob, entrer en combat, jouer en dernier dans le tour, puis jouer en premier dans le tour suivant. Ca fait presque 3 tour enchainés)



Dernière édition par Aconit le Jeu 11 Jan - 16:35, édité 1 fois

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Re: Divinity : Original Sin 2

Message par Aconit le Jeu 11 Jan - 16:34

Ah et puis si jamais tu veux t'amuser à faire un aventure en étant MJ, Céline et moi on est chaud Very Happy

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Re: Divinity : Original Sin 2

Message par Zemeckis le Jeu 11 Jan - 17:29

@Aconit a écrit:Pour ce qui est de ta remarque à propos de "qui joue quand", normalement tu as la liste des portraits de chaque personnage dans l'ordre de jeux en haut de l'écran.

Alors oui il y a une liste de portraits, mais si plusieurs ennemis ont le même portrait, on ne sait pas vraiment auquel il correspond. Dans ton exemple, y'a 2 merdouilles qui vont jouer, mais lequel (sur le terrain) est le premier et lequel le second ? Seule solution, passer sa souris sur tous les ennemis du plateau pour mettre en surbrillance, mais c'est fastidieux, alors qu'il aurait été très simple de faire l'inverse, passer sa souris sur le portrait pour mettre en surbrillance l'ennemi sur le plateau.

@Aconit a écrit:Ah et puis si jamais tu veux t'amuser à faire un aventure en étant MJ, Céline et moi on est chaud Very Happy

Faut voir si j'ai le temps et la motivation Cool
Pour l'instant, avec Kinoot, on est au milieu de l'acte 2. Y'a plein de quètes à faire. Quand on aura fini le jeu, à voir sur quoi j'enchaine Smile
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Re: Divinity : Original Sin 2

Message par Aconit le Jeu 11 Jan - 20:21

Effectivement, j'avais mal compris ton soucis. Avec la manette tu fais défiler les personnages avec les boutons RT et LT du coup ca défile assez vite et c'était plutôt bien fait. D'ailleurs au final j'ai eu du mal à revenir au clavier/souris après avoir joué à la manette.

L'acte 2 est sympas mais un peu long, à la fin tu perds un peu le fil de l'histoire à force de faire des quêtes annexes ^^. Vous avez récupérés des points de sources? Ca tabasse sec après les sorts ^^

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Re: Divinity : Original Sin 2

Message par Zemeckis le Jeu 11 Jan - 20:32

On n'en a pas encore récupéré, mais c'est en cours.
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Re: Divinity : Original Sin 2

Message par Zemeckis le Jeu 1 Fév - 17:29

Gros patch aujourd'hui, qui rééquilibre des couts, des prix, des dégats, qui améliore des trucs et autres.

Patch notes v3.0.168.526:

Changes and improvements

  • Added fast waypoint travel via the main map. Clicking waypoints now lets you travel to that location directly

  • Added map markers for sub-region entrances and exits

  • Added a “Toggle Screenshot Mode” button to hide the UI (default: F10)

  • Added range value to ranged skill and ranged skill book tooltips

  • Added sorting to the trade window

  • Added “Sell all wares” option to the controller trade window

  • Added highlighting of new recipes to the crafting window

  • Improved selection of NPCs that have items right behind them. This should prevent accidentally triggering theft behavior

  • GM mode: GM can now set XP gained from monsters

  • Updated and fixed several journal entries



 
Balancing changes

  • Rebalanced trader prices in the Nameless Isle and Arx regions

  • Break the Shackles can be cast while Silenced-- removes Silence and Plague in addition to other statuses

  • Maddening Song now targets only enemy characters

  • Demonic Stare damage and restoration increased by 50%

  • Taunt now pierces Physical Armour, costs 2AP, has a cooldown of 5 turns

  • Incarnate no longer has Taunt on spawn

  • Breathing Bubble now provides Silence immunity

  • Improved scaling of Attribute buff from Encourage. E.g. +2 to Primary attributes at L7.

  • Oily Carapace now removes Slowed

  • Turn to Oil radius increased to 5m

  • Gag Order now costs 2AP, damage increased by 35%

  • Smoke Cover cost decreased to 1AP, increased cloud radius to 3m

  • Black Shroud and Blessed Smoke Cloud now have 4m radius

  • Bleed Fire now decreases Fire Resistance by 20%

  • Wind Up Toy's Suicide now costs 1 AP, deals 15% more damage

  • Dimensional Bolt damage increased by 10%

  • Mend Metal and Soothing Cold armour restored increased by a 35%

  • Cryotherapy now clears Burning and Necrofire

  • Shocking Touch damage increased by 10%

  • Petrifying Touch now costs 1AP

  • Meteor Shower damage reduced by 10%

  • Corrupted Blade damage increased by 30%

  • Corrosive Touch damage increased by 10%

  • Vacuum Touch damage increased by 100%

  • Ground Smash damage reduced by 35%

  • Death Wish no longer deals damage to the target

  • Rain Of Arrows damage reduced by 50% to match other 3SP skills

  • Sabotage range increased to 13m. Only characters with grenades and arrows are highlighted by Sabotage

  • Equalize now costs 2AP

  • Door to Eternity now costs 2AP

  • First Aid range increased to 8m

  • Supercharger bonus increased to 70%, tooltip now mentions that it can be cast on totems

  • Arcane Stitch now removes Frozen, Stunned, Petrified, Plague, Suffocating, Poisoned, Burning, Necrofire, Terrified, Silenced, Taunted, Mad

  • Shed Skin now costs 1AP

  • Favourable Wind buff duration increased to 4 turns

  • Flaming Crescendo can be set ignoring Magic Armour. Cost reduced to 1AP, delay before explosion to 1 turn

  • Cannibalise now restores Vitality and Armours equal to what the summon has instead of only half. Cooldown to 2 turns

  • Silencing Stare now destroys Magic Armour in the cone, cooldown increased to 3 turns

  • Necromancer Totems now creates a totem next to every enemy, living or dead

  • Steel Skin bonus increased by 35%

  • Infect damage increased by 40%

  • Fan of Knives damage increased by 25%

  • Soul Mate now shares full Vitality and Magic Armour restoration instead of half. Duration increased to 3 turns, cooldown to 5 turns

  • Flay Skin now costs 2 AP, destroys less Magic Armour, debuff lasts 3 turns

  • Challenge cost reduced to 1 AP

  • Acid Spores now fires 3 spores that each deals more damage, increasing total damage by 8%

  • Farsight bonus range increased to 4m, no longer improves Accuracy

  • Planar Gateway AP cost reduced to 0

  • Cryogenic Stasis heals Undead instead of damaging them, removes Shackles Of Pain

  • Fix Artillery Plant shooting 5 acid spores instead of 1. Its Poison Wave now costs 2AP instead of 4

  • Fix Favourable Wind not displaying entire 10m radius on precast

  • Fix Bull Rush not scaling damage with equipped weapon

  • Fix tooltip of Thick of the Fight not mentioning size of the bonus

  • Blessed water puddles and clouds now remove Necrofire

  • Fix damage boosts on some framed runes not being consistent with unframed runes of same size

  • Shields Up skill now requires another click to confirm activation to make it consistent with other skills

  • Incarnate's Epidemic of Fire that is granted by Necrofire Infusion now correctly costs 2 SP




Bug Fixes

  • Fixed several issues with Lohse’s quest line (relationship, dialogs)

  • Fixed several issues with Withermoore’s quest line

  • Fixed Tarquin not returning to the Lady Vengeance (again!)

  • Fixed Tarquin being hostile while making major story progressions, resulting in Tarquin attacking the player or other NPC’s during certain scenes

  • Fixed incorrect Tarquin dialog after returning to Lady Vengeance

  • Fixed an issue where Malady would sacrifice herself even though the party already knows where to go

  • Fixed an issue where talking to the Lady Vengeance ship head would not summon Malady

  • Fixed an issue where the client would get stuck in a loading screen if the host has certain Mods installed

  • Fixed a rare issue where custom characters would disappear from the party entirely after loading a save. Save games related to this issue should now be fixed

  • Fixed several issues with combat and dialogs at the end of the game

  • Fixed several issues with the use of the Magic Mirror

  • Fixed a crash related to story not being initialized correctly in certain mods

  • Fixed a crash related to loading save games with mods that are no longer installed

  • Fixed a crash related to loading a savegame that had incorrect information on the state of certain surfaces

  • Fixed a rare crash by opening the crafting menu during combat when using a controller

  • Fixed a rare crash when reloading the same savegame a second time

  • Fixed possible loss of savegame if a crash happens during the saving process

  • Fixed Deploy Mass Traps spawning traps that do not explode

  • Fixed Dragon’s Flight skill causing performance drops

  • Fixed certain NPC’s not being aware of death fog areas

  • Fixed an issue with skills not correctly getting added to or removed from the hotbar

  • Fixed another case of certain stacked items reappearing after saving and loading

  • Fixed several dialog issues related to joining, loading a level, and assigning characters while the host is in dialog with a companion

  • Fixed several minor sound effects issues related to skills

  • Fixed several minor texture issues

  • Fixed origin music not playing correctly in certain encounters

  • Fixed paladins attacking immediately after failing persuasion event at Windego’s prison in Arx

  • Fixed Red Prince’s Achievement “A Dream Undone”

  • Fixed the “Liberator” Achievement

  • Fixed the “Convincing” Achievement from triggering incorrectly

  • Fixed certain items being marked stolen in companion inventories after recruiting them again on the Lady Vengeance

  • Fixed an issue with re-assigning of characters in multiplayer when one of the players was controlling a summon that is no longer under his control

  • Fixed several incorrect crime behaviors in specific encounters

  • Fixed not being able to get spells like Spirit Vision when being over your available memory cap due to items

  • Fixed an issue when clients were connecting to the host while host was still loading into the character creation screen

  • Fixed several issues with Play Dead skill when combining this with other skills or saving and loading while the Play Dead status is active

  • Fixed not being able to easily select characters and objects during the Arena fight in Driftwood

  • Fixed blocking issue when using Time Warp on a delayed turn

  • Fixed companions incorrectly returning to their recruitment spots on the Lady Vengeance after returning from the Hall of Echoes

  • Fixed Cursed Electrified Water and Cursed Electrified Blood surfaces turning into Cursed Water and Cursed Blood surfaces when a player absorbs the Electrified status by walking onto it

  • Fixed summoned characters having blinded status when summoner is blindfolded

  • Fixed certain enemies taking too long to spawn during combat

  • Fixed persuasion feedback when persuasion is impossible

  • Fixed “Steal and add to wares” option not correctly tagging items as wares

  • Fixed Glowing Idol of Rebirth not triggering correctly when the entire parties dies

  • Fixed several smaller issues related to journal updates, NPC alignments, dialogs and specific combats

  • Spoiler: Fixed Ifan not participating in the combat following the decision to deny him his ultimate revenge

  • Spoiler: Fixed eternal imprisonment when killing your romantic partner after the Dark Night of the Soul moment

  • Fixed not being able to re-enter the arena if one of your characters is dead inside of it

  • Fixed a blocking issue when the hosts disconnects and reconnects the controller during a loading screen

  • Fixed certain NPC’s having incorrect talents and resistances after being Polymorphed

  • Fixed several issues related to text cutoff in Russian

  • Fixed an issue related to using a crafting station, which would incorrectly trigger hostile behavior from guards

  • Spoiler: Fixed a blocking issue when saving and loading during the Kraken’s Death scene

  • Spoiler: Fixed being able to make gods vulnerable in the hall of echoes after using Bless

  • Spoiler: Fixed a blocking issue related to a character with the Promise dying during the final combat

  • Spoiler: Fixed a blocking issue related to accepting the Promise with one specific character in a multiplayer game. The end game dialog was stuck in this case




UI Fixes

  • Updated save and load UI’s for controller

  • Fixed a rare issue where the Hotbar would disappear when using a controller after opening and closing several UI’s at the same time

  • Fixed being able to accidentally lose skill points in Character Creation and the Magic Mirror when using a controller

  • Fixed selection of items in rune crafting interface when using a controller

  • Fixed the tooltip for surface and cloud durations during combat

  • Fixed “Delay your Turn” button not being shown correctly during the first round of combat

  • Fixed client Hotbar switching to second tab automatically after loading a save in split screen mode

  • Fixed rune preview tooltips on armour pieces

  • Fixed scrollbar position of the dialog window when using a controller

  • Fixed text overlap in dialog log when the amount of NPC text was too large

  • Fixed issues with controller disconnection during lobby menu

  • Fixed overlapping Hotbars when another player dies while using split screen

  • Fixed a portrait placement issue when using split screen combined with several summoned characters

  • Fixed missing icons for journal updates in certain situations

  • Fixed not being able to open the connectivity menu in the character creation screen when using a controller

  • Fixed being able to repick heroes after setting ready state in the Arena Lobby when using a controller

  • Fixed not being able to see high ground bonus damage on certain skills when using a controller

  • Fixed difficulty setting text overlap in the game options screen when using a controller

  • Fixed the summon’s amount of Source Points not always being correct



 
GM Mode

  • Fixed Character sheet tabs after possessing a creature

  • Fixed a crash on clients that do not have a character assigned during GM rolls

  • Fixed a crash related to the host having certain mods enabled (like Bard and Artificer classes)

  • Fixed several issues with scrollbars not appearing correctly

  • Fixed camera position when double clicking on an item in the GM’s item sheet

  • Fixed a blocking issue related to disabling add-ons and loading saves related to that mod

  • Fixed GM being able to invite players while still in prepare mode

  • Fixed stats for items that are increased in level through the Item Sheet. Their stats are now properly adjusted to their level

  • Fixed surfaces dealing incorrect amount of damage when placed by GM



 
Modding / Editor (link to larian forum)[larian.com]

  • Painted instances are now saved in level templates. (Not in this patch: New instances are not correctly saved for inherited levels)

  • Ctrl+z no longer requires multiple actions to undo moves/rotates/..., depending on how many objects are selected

  • Localization modding support added: Localization files are now read from mod folders as well (same folder structure as Data/Localization/{YourLanguage}/..., but now also in Data/Mods/{YourMod}/Localization/{YourLanguage}). Support for new files as well as overriding existing Localization files with the same name

  • Video modding support added: .bik files now supported. Videos are now loaded from mod folders as well (same folder structure as Data/Localization/{YourLanguage}/Video, but now also in Data/Mods/{YourMod}/Localization/{YourLanguage}/Video). Support for new files as well as overriding existing videos with the same name

  • Right click > Move to Level now works properly instead of creating a _merged.lsf file

  • Open File dialog (single file) now returns the first selected file when multi-selecting

  • Less sporadic camera jumps

  • Possible crash fixed when checking out level data when generating the AI grid

  • Mod load order fixes (load order internally would not always match with the settings in cases where add-ons depended on other add-ons)

  • Fix for "Can't load texture for preview of icon!" on opening character Icon dialog

  • Import visual resource browser now default searches for .lsm instead of .gr2

  • Terrain Painter: Terrain selection overlay now hides while editing the terrain

  • Journal Editor: Possible crash fixed when opening the quest overview with 2 quest pages open

  • Instance Painter now saves its settings better

  • Animation Resource Editor: Animation text keys can be added via right click

  • Level browser: Level thumbnails for Larian levels now visible

  • Level browser: Basic and Empty level blueprints now have the correct icon and banner

  • Added new ShowNotification parameter for CharacterAddSkill in story (it already existed in behaviour script)

  • Added new ItemLevelUp and ItemLevelUpTo calls in story

  • Added new GetSurfaceTurns query in story and behaviour script

  • Added new ItemGetRuneItemTemplate query in story and behaviour script

  • Added new ItemInsertRune and ItemRemoveRune queries in story and behaviour script

  • Added new RuneInserted and RuneRemoved events in story and behaviour script

  • Added new ItemAddBoost call and ItemHasBoost query in story and behaviour script

  • Added new OnCharacterStartAttackObject and OnCharacterStartAttackPosition events in story and behaviour script

  • The GetStatusTurns query in story and behaviour script now returns -1 instead of 0 for statuses with infinite lifetime

  • The ItemGetStat query in behaviour script can now also get information about the following properties: VitalityMax, PhysicalArmor, PhysicalArmorPoints, Movement, Fire/Earth/Water/Air/Poison/Piercing/Physical/Corrosive/Magic/ShadowResistance, Initiative, Willpower, Bodybuilding

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Re: Divinity : Original Sin 2

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