Divinity: Original Sin 2

cadeau, la version sang

bon apres on voit vite que seule la couleur change, la en eau

Hop hop,

20 heures plus tard je sors enfin de l’île de départ :heart_eyes:

Je commençais à être OP avec mon rogue et sa grosse arbalète, retour sur terre immédiat ^^

Je crois que pour l’instant mon combat le plus éprouvant a été contre des putains de pouletsarretezdevousmultiplieralinfinibordeldemerde :blush:

Bon, d’après ce que le lis, ca vaut ses 45euros…
Je me tate encore n’ayant pas fini le premier mais ayant +30h de jeu dessus tout de même…

Comme l impression d avoir raté ton combat épique :thinking:

Bon sang ! La baston sur le navire “vivant”. Juste fabuleux.

Arrivé niveau 9 à Flottebois.

1 « J'aime »

Moi ca m’a pas pris longtemps. J’ai réussi a freezer les mobs en place rapidement et elle a réussi a caster son truc facile, pouf, fini. J’ai pas eut d’XP du coup vu qu’ils sont pas mort cela dit :frowning:

J’ai récupéré 22000 Xp juste pour le fight du bateau.

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1ere tentative elle est morte, c’etait pas une bonne idée de la téléporter; c est con, ils bondissent…, seconde tentative elle a casté trop vite, j 'ai pas eut le temps de tuer grand chose

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4.3Go de patch, c’est pas ce soir que je vais continuer mon exploration

The third patch for Larian’s hit RPG Divinity: Original Sin 2 is now live on Steam, and it’s a big one. « But big is good because this update should address the most important issues you’ve been flagging, » Larian wrote. « In addition to the obligatory bug fixes and balancing changes, this patch contains a number of content changes that should make your journal clearer and your journey through Arx smoother. »

A few highlights, chosen solely because I find them amusing out of context: Spider legs will now properly prevent players from being webbed; Voidwoken chicken should not be able to absorb Source points; fixed a crash « if you choose to sleep again with lizard after you put on all equipment and the thieves were already killed » (what?); reduced the Chicken form running distance to six meters; and « made Siwan bleed because dialog says Siwan is bleeding. »

Hey, if the dialog says Siwan is bleeding, then Siwan’s gotta bleed. The full patch notes are below.

Improvements and changes:

Improved and added several quest status updates in the Journal
Fixed several quests not closing properly or when expected
Spider legs now correctly prevent player from getting Webbed
Tweaked frequency of certain automated dialogs
Fleeing from combat now pops up the waypoint menu instead of moving you to nearest waypoint
Added several improvements and hints in Arx that tie people together, and that introduce places and characters (e.g. added a thief corpse/ghost in the death-fog storage room)
Save/load screen has been reskinned
Removed camera shake from poison damage over time
Smoke now blocks Attack Of Opportunity
Lowered Persuasion difficulty in Arx
Pressing the right mouse button now stops all characters’ movement chained to the current character
Reskinned lobby and serverlist
Improved Taunting in favour of the Taunter
Optimised performance on certain AI actions
Filter states on inventory are now saved
Made the surfaces created by intersection temporary, but long-lived, instead of infinite (also fixes some surface puzzles)
Reactive Shot now uses equipped weapon stats to calculate damage
Reduced survivability and base damage of Bone Widow
Reduced Chicken form running distance to 6 meters
Small reduction in XP gain in Reaper’s Coast and Council of Seven areas
Fixed melee and rogue archetypes ignoring characters with Stench talent
Fixed Windego’s skills if you meet her in Council of Seven
Made several changes to Captive Deep-dweller in the third round of the Arena in Reaper’s Coast
The puzzle to get to Reimond now has a perception check on the hidden wall, and the wall supports lockpicking
Voidwoken chicken should not be able to absorb source points
Updated stats, skills, loot and archetype of Zaleskar
Lobby browser now shows map names alphabetically
Controller UI shows button hint in dialog windows when you can scroll
Controller type can be auto detected and button hints are shown accordingly
There is now a button to immediately go to the Recipe window (H by default)
In the rune screen, you can now see all runes in all your party members’ inventories
Bug Fixes:

Fixed crash that could happen when putting parent containers into child containers
Fixed crash when you accept a party invitation from a client that has left the game
Fixed crash when attacking ground with a projectile strike type of skill (via script or modding)
Fixed a crash that could happen when loading game or returning to main menu (destroying AiGrid)
Fixed crash if you choose to sleep again with lizard after you put on all equipment and the thieves were already killed
Fixed a Story Patching issue. This prevented certain previous storyline fixes to not be applied correctly.
Fixed a blocking issue in the Hall of Echoes: not having the cloud appear after completing the third part of the ritual and talking to a God
Fixed a blocking issue with characters playing dead during the Kraken combat
Fixed a blocking issue when selecting the option “pick up” when talking to the Parrotplant in Arx
Fixed a blocking issue when saving during Braccus’ dialogue in the endgame scene
Fixed a blocking issue that could happen in a dialogue with Dallis in the endgame scene
Fixed a blocking issue where characters would still be considered in combat in the endgame scene, and nothing would be clickable
Fixed blocking issues caused by story scripting setting items offstage
Fixed a blocking issue with the Pilgrim Door not opening in Arx
Fixed a blocking issue with the crypt puzzle where blocks would rotate 45 degrees instead of 90 degrees in multiplayer or in savegames
Fixed a blocking issue that could happen when being teleported while in the middle of casting a skill
Fixed issue where Gwydian could end up being non-interactable (kill magisters without triggered Gwydian and voidwoken)
Fixed an issue where some companions would not be recruitable after the attack on the Lady Vengeance
Fixed magic mirror portrait rendering
Fixed magic mirror showing encumbered icon
Fixed scrolls not scaling with primary attribute
Fixed desync when using Enrage which could cause lack of crits
Fixed a bug where instakill surfaces would make it impossible to resurrect a character inside them
Fixed several instances where Reactive Shot would not trigger correctly
Fixed Reactive Shot being triggered by invisible characters
Fixed Dome of Protection ignoring vision blockers
Fixed melee attackers sometimes being able to still attack enemies on a higher ledge
Fixed issues with statuses not being set during dialogues which could cause other issues in turn
Fixed some quest markers not showing up for all party members
Fixed a bug with the cat following the last of the players, not the first one
Fixed an issue with Malady having the wrong alignment
Can no longer unassign all characters from a player
Fixed clicking through NPCs, picking up items (often by accident)
Fixed certain limbs not triggering the correct dialogs in Council of Seven
Fixed jump skill issue that allowed players to end up in unintended locations
Fixed combat turn order being broken after character could no longer get a turn
Fixed Magister Julian sending the player East instead of West
Fixed several minor dialog text issues
Fixed several dialog flag issues
Fixed certain waypoints not being activated correctly
Fixed several issues with nodes in dialogs not playing voice file
Fixed several issues with Lovrik encounter
Fixed issue with spirit vision sometimes not working after save/load
Fixed incorrect gender in certain cutscenes
Fixed being able to teleport into the Magic Mirror room
Fixed bartering screen where “Balance offer” would show incorrect gold amount after something was changed in offer
Controller mode: fixed summons not being able to delay their turn
Fixed not getting up after being knocked down or teleported after using Play Dead skill
Fixed issue where disarming a knocked down character would cause character to stand up straight
Fixed issue where certain origin moments were queued one after the other
Fixed issue with story call ItemTemplateRemoveFrom not searching recursively through all inventories inside of the parent inventory
Fixed wrong vision cones (shift) when player has points in Sneaking ability
Fixed issue with White Magister ship not always moving correctly
Fixed pipe exit to escape Fort Joy being easily destructible
Fixed a repeating issue in Beast’s recruitment dialog
Fixed pathfinding issues on Lady Vengeance
Fixed issue with poison surface not spawning correctly under undead party members
Fixed evidence chest not having a tooltip
Fixed several issues related to stealing
Fixed previews of Attack Of Opportunity not always reflecting execution
Fixed AI endlessly complaining about doors being stuck (they will only nag once, e.g. in Arena’s treasure room)
Fixed issue where character could be stuck in combat mode and could never sheathe their weapon (desync issue)
Fixed queueing actions not always picking up item by default
Fixed an issue with skills disappearing from Skillbars or being un-memorised when dragging them around in the skillbar
Fixed make war issues near Gods in Hall of Echoes
Fixed not having anymore source if you want to bless each God in the Hall of Echoes
Fixed notification being sent about un-memorising skills even if character was not under control of the player
Fixed issue when attacking Gareth as he is carrying Jonathan
Fixed possible endgame combat blocker (combat would not start automatically)
Fixed recipe categories
Fixed dead characters getting stuck in Arx Arena combat due to horror sleep status
Fixed turn order issue in the fight for the Lady Vengeance
Fixed a bug where mask of the shapeshifter could shift you back to original shape
Fixed Dream Undone and All-Father, Life-Shaper achievements triggering incorrectly
Fixed several issues with Lohse’s shapeshifted form
Fixed volatile voidlings having incorrect level in Reaper’s Coast
Fixed Arx Death room having puppets that endlessly spawn and die instantly during combat
In multiplayer, use client language setting for showing origin names
Fixed mirror image of a hero character sometimes being wrong
Disabled trading with Kemm when he arrives at Arhu’s
Fixed being moved to a different region altogether after teleporting into Windego’s cell
Fixed Tarquin not telling you about Godslayer and not showing up at the Graveyard
When Malady mentions Tarquin, now set map marker on Tarquin instead of Graveyard cause Tarquin could be at 3 spots
Fixed bug where clearing a keybinding would not be saved
Fixed “glass weapons” not breaking when using with a skill
Fixed issue with Arx pipes puzzle: blessed blood would not propagate correctly
Fixed resurrecting sometimes not adding you to combat
Fixed not being able to receive skill from an item if you already memorised it but don’t meet requirements anymore
Fixed a bug where dismissing henchmen seemed to give them a free talent point after you spent it already
Fixed being able to use projectile strike skills on items or characters that were out of sight range
Fixed characters teleporting automatically
Fixed being able to cast Swap Ground out of sight
Fixed not being able to talk to Gwydian Rince under certain conditions
Fixed being able to use fast targeting to find invisible characters
Fixed leaking PPGammaCorrection shader
Prevented party management tutorials from playing inside split screen character creation
Prevent flee tutorial if no waypoints available
Fixed creating water on top of electrified cursed blood: now leaves electrified water
In controller mode, fixed talking to ghost when ghost was on top of his corpse
Fixed visual effects (e.g. camera shake) playing eternally for second player if he joins game in the middle of the effect
Fixed issue with the camera not going correctly to the origin presentation camera in controller mode
Fixed AI still using taunt when near death or when no allies left
Smoke cloud after using laser ray is now blocking vision
Fixed source lich alignment issues and repeating dialogs
Made Siwan bleed because dialog says Siwan is bleeding
Fixed Almira trade table sometimes generating items of wrong quality
Fixed a bug where Illusionist dungeon objects could become invisible after save-load
Fixed Qanna fighting and talking while petrified
When memorial dig sites are unlocked on map, difficulty check now turns to trivial so you can find them
UI Fixes:

Fixed journal map camera clamping
Fixed controller journal marking read quests as new when changing tabs
Fix Take All button sometimes missing on containers
Fix context menu displacement in splitscreen controller UI when opening inventory
Fixed text cutoff issues in some UIs
Fixed AP bar sometimes disappearing in controller mode when switching characters
Controller mode: now show HP bars of characters while it’s not your turn
Controller mode: “invite to party” no longer bypasses the diplomacy manager
Fixed bug where icon of dismissed character would still be shown in party manager
Scrolling through more than four characters in the character-sheet UI now looks good and understandable
Selecting a stack in the crafting UI now shows item splitter
In controller mode, the Skillbar can now be used in combat when it’s not your turn (for browsing, previewing)
Fixed issue when in controller mode player would teleport character or use waypoint while in selector mode, camera would not follow character but would still be locked on selector
Fixed item tooltip still showing after opening a book, blocking the view of the book
Overhead damage numbers displays are now offset, reducing overlap
Fixed missing strings for loca in Roll UI
Fixed text cut offs and button positioning in Inventory and Character Sheet
Fixed scrollbar in inventory sometimes not showing
Fixed message boxes with really long text
Fixed adding to wares sometimes moving wrong item when shift clicking item in inventory
Fixed up/down key assignment confusion on keyboard hotbar UI
Fixed close buttons in controls options not showing warning if there are unsaved changes
Fixed width of statuses in examine UI
Made longer enemy names fit enemy health bars
Fixed max gold amount not fitting in icon slot
Fixed some cooldowns in skillbar showing zero when it should be one
Fixed how main menu and some UIs in GM would handle the Escape button
Fixed dialog cutoffs in split screen when players are in different dialogs
Can now copy paste in direct connect message box
Fixed magic mirror throwing an invalid error message about tags
Fixed “mute sound” option in controller mode menu
Voice label in character creation was sometimes showing wrong name when choosing origin character
Updated backgrounds in the credits screen
GM Mode:

Fixed issue that dragging items to inventory went directly into equipment slot
Fixed issue with loading a savegame while having new active mods
Fixed a crash related to equipment
Fixed broken stats for spawned equipment
Fixed names and labels of several building blocks
Fixed crafting being interrupted by global pause
Fixed Music Assets in mood panel
Fixed several issues on level binding screen
Removed some items from GM menus that shouldn’t have been available
Fixed an issue that could happen where a GM couldn’t seem to place an item or character in a certain spot when not using drag and drop
Fixed issue with adding physical and magical armour to characters
Fixed roll dice UI not showing up on top of some other windows
Fixed copied GM Campaign not showing in the list of My Campaigns until player launches GM Campaign Manager screen
When GM possesses creature, fixed UI showing tags instead of custom stats
Fixed duplication and saving of a shapeshifted character
Fixed issue when GM possessed a creature and could use the party management screen (invite/make war)
Character sheet in GM now uses shortest possible names for stats
Fixed Vignette half showing after spamming show/hide
Fixed being unable to make choice on vignette screen if skill bar is active in controller mode
Fixed player slots drawn outside of the border in the connectivity UI
Fixed ambiance not being saved in GM level
“New vignette” string can now be localised
Fixed « delete » button of exported monsters and items
Fixed groups update after exporting any monster or item
Fixed dragging newly created monsters to encounter pane
Fixed magnifying glass not opening sticky UI when expected
Fixed MoodPanel sometimes breaking after loading
Sound:

Closing inventory / stats now makes sound
Fixed some drop item sounds
Fixed drop sound when splitting items
Trying to equip item without meeting the requirements makes sound now
Fixed music changing to wrong state when switching party members
Fixed voice of black ring reaver ghost in RC
Modding:

Fixed: not being able to publish campaign after user sets dependency add-on for GM
Added extra osiris call CharacterResurrectAndResetXPReward() which resets the resurrected flag of the resurrected character.
Fixed having to create stats twice before it would be committed
Notify user of mods without valid story
Congratulations on making it all the way to the end—as a reward, here’s information on how to set up Divinity: Origin Sin 2’s mod tools, which can make the already excellent GM Mode even better.

Faut parler aux animaux :stuck_out_tongue:

1 « J'aime »

vivi j ai gardé cette habitude du 1er, mais les poulets je les ai loupés visiblement

C’est juste avant d’arriver à Driftwood, quand tu remonte vers le nord depuis la plage, tu tombe sur une petite cabane en bois, avec des poules affolées qui ont perdu leurs oeufs

Peut être que je suis pas bon mais je veux bien admettre que les combats soient difficiles parce que les concepteurs du jeu l’ont voulu ainsi. Mais alors dans ce cas, pourquoi ont ils rendus certains combats inévitable ?
Quand on est avec le prince Rouge, il y a un combat inévitable sauf à éviter une certaine zone qui pourtant est essentielle à la suite du jeu.

Je déteste ça.

Git good. Il y a toujours un moyen de contourner et ruser.

Dans certaines zone de Flottebois, je me fais littéralement violer par les mobs. Et il est très rare que je ne doivent pas ressusciter 1 ou 2 perso après chaque bataille. Tous mes persos sont pourtant niveau 10 et à mon avis bien équipés mais je pense que la région de flottebois n’est pas découpé en zone de difficulté je peux effectivement souvent contourner un groupe de mob niveau 18 et me retrouver dans une zone où je ne me fais plus rouler dessus sauvagement ensuite.

Autant je me suis aussi fait découper en rondelle a plusieurs reprise dans certains coin level 14+(18 max de ce que j ai vu) autant j ai pas eut besoin de les contourner pour trouver des zone a mon niveau
Mais oui, je dois faire attention a la ou je mets les pieds

Et c est vaste, long, et j ai l’impression de ne pas avancer vu la taille de mon questlog et pourtant j y passe des heures
Sans doute trop, et sans doute pas de facon tres efficace a vouloir fouiller chaque recoin, et recommencer certains moment qui ne se sont pas fini comme voulu des la 1ere fois :stuck_out_tongue:

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C’est peut être ça mon problème avec DOS, c’est qu’il faut explorer, mourir, recommencer, chercher ailleurs etc… J’ai pas forcément la patience. A réessayer.

Sinon elle n’existe plus l’option avec les combats faciles comme dans le 1 ?

Si si y a 4 modes de difficulté.