Oh shit. That's make interesting build possibilities.
Otherwise, I'm actually impressed how few changes, outside the redesigning Act 3 and Arx, there is.
So guess I don't understand how some statuses working through armor makes those statuses useful when you don't have armor?
It means the status won't end if you regain armor and then lose it.
IE: If you apply bleeding and the enemy shields up, it won't end bleeding if you remove the armor before bleeding's timer expires.
Edited by Ghilz on Aug 30th 2018 at 11:31:42 AM
I don't think it did that when I played the game.
Also the patch note is unclear, do you need Torturer to apply them through armor? Or do they always apply through armor and Torturer can do it with more statuses.
Edited by shigmiya64 on Aug 30th 2018 at 12:48:30 PM
8.2 GB update,this is likely getting ready for tomorrow when the activation patch goes live or something
New theme music also a boxPretty sure that's going to be another element of Torturer specifically.
If all those DoTs wear away at armor that would make them especially useful, especially if they're going to raise physical armor to discourage mostly physical builds.
A comedic take on their own patch notes
Is the new patch gonna make Ada Laird shut the hell up, or will I have to continue planning elaborate murder schemes to get rid of her?
Just started the Definitive Edition. Right from the bat, you can see changes. I'm not gonna spoil anything, but it's pretty neat so far.
Somebody once told me the world was macaroni, I took a bite out of a treeKinda surprising they're saying their next game is probably not going to be Kickstarter funded when, as we know, they've had hilarious amounts of success with it. Makes you wonder why. Is their next game's concept just going to be a lot cheaper to implement? Is it so weird they can't expect crowdfunding will go for it? Are they expecting to release so many expacs they'd rather a publisher surely footing it than wearing the will of their fans repeatedly (...probably not that)?
Anyone figure out how to multiselect items on PC?
Or their current games made enough cash to allow them to self-fund.
Divinity Original Sin 2 sold ALOT. And if you count that most of it's development costs were covered by crowdfunding... Basically most of those sales are profit.
Avoiding crowdfunding has advantages. You're not as beholden to an audience. You can also be far more close lip about development, and you're free to tinker more, since you're not married to a concept you sold your backers.
Another possibility is that their next project isn't theirs. They might be tapped to do some licensed work or something. Having two successful kickstarters and well received games under your belt can draw attention.
Edited by Ghilz on Aug 30th 2018 at 1:18:34 PM
Right yeah, "They made so much money" was another I thought of before and promptly forgot before I actually wrote my post.
Edited by VutherA on Aug 30th 2018 at 2:20:36 PM
Something I noted yesterday is that Lockpicking and pickpocket have been merged into 'Thievery'
New theme music also a boxThat's cool. Playing a thief-type character, I appreciate not having to spread my points across any more skills than I already do just to have my bases covered.
On the down side, some people are reporting performance issues with the definitive edition (Larian already released a hotfix) and the combat log appears to no longer autoscroll in the definitive edition.
EDIT: There's a lot of changes that are not in the patch notes.
For example, the guest to find Fara's daughter in Fort Joy has been removed. You can still get the dialogue, but it no longer flags a quest or give you a reward.
Edited by Ghilz on Sep 3rd 2018 at 10:26:30 AM
Maybe I'll wait for the next hotfix. When an update is this big, I usually give it some time.
Disgusted, but not surprised
Did it ever give a reward? Every time I tried to do anything with it just ends without any fanfare.
It gave XP, but no material rewards.
Another change, the guy who asks you to teleport him out of Fort Joy seems to no longer die? at least he doesn't leave a body. Went there. There was a puddle of blood where he usually dies, but no body.
Turns out Teleporter dude is now taken to the torture chamber and found there.
Interesting. He was still killed when I played through again.
Oh, he is dead. Just that his body is moved to the torture chamber. I assume if you follow him so he's in line of sight, you'll see him get killed instead. Otherwise he's moved to the torture chamber.
Maybe it was because I killed Kniles already, but in my recent playthrough his corpse was in the usual spot.
I will say, I expected more out of the Sir Lora thing than a pet that again immediately commits suicide.
He's worse than the damn cat. And he'll steal source puddles and run in front of shriekers.
Patch notes,worth a read
also,there be spoilers in the patch notes
Edited by Ultimatum on Aug 29th 2018 at 12:16:10 PM
New theme music also a box