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Divinity: Original Sin

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PC Gamer
title="Permanent Link to Divinity: Original Sin update adds two new companions and a “big coat of polish”">steamcommunity.com

Divinity: Original Sin is a hit, having already sold more than 500,000 units, and while that obviously doesn't put it in the league of Call of Duty it's quite an achievement for an unapologetically old-school, PC-exclusive isometric RPG from Belgium. Even so, the work isn't done yet: The latest update to the game adds makes significant changes to the dialog system and adds two brand-new companion characters.

There are plenty of bug fixes in the new update, the full list of which you can catch over at Steam, but the biggest change (aside from the new NPCs) is the addition of "listening functionality," which allows players to listen to dialogs between characters, and records a full log of what's being said, in case anything is missed. Some tweaks and fixes to the story have also been made, and a "big layer of polish" has been applied to spell and skill effects.

As for the new companions, they're an interesting pair. First is the Bear, actually the ranger Bairdotr, who was born in the wild and raised from a young age by wandering druids. At the beginning of the game, her adoptive father has been kidnapped, and she's in hot pursuit of those who took him. She's immune to Rot, and the stories told to her by her druid family have made her a natural Loremaster.

The Burglar, on the other hand, is the rough-looking Wolgraff, who aspired to be a Source Hunter in his youth but was rejected by the Order because of his inability to speak. Plan B was a life of crime, which he took on somewhat reluctantly; as Larian boss Swen Vincke put it, "He's a good guy who became a bad guy, but probably deep down he still wants to be a good guy." Wolgraff has very high perception, and as you might expect, is handy in the ways of stealth.

The Bear and the Burglar update is free, and is available now from Steam or GOG.
Community Announcements - Larian_Octaaf
Hi everybody,

In anticipation of the launch of the new companion DLC (which will be free for everyone) here is a new update which will further improve the game.

The most notable improvements are the new listening functionality for dialogs when playing in cooperative multiplayer, a big layer of polish on the spell and skill effects and a number of bugfixes. Please note that the new companions will only be available after installing the free DLC (to be released later today) and can only be accessed when starting a new game.


  • Added listening functionality to dialogs. Now you can listen to ongoing dialogs and see the complete history to better follow what is being said.
  • Fixed issue with logging for cooperative dialogs
  • A lot of fixes for savegames that refused to load
  • Sheath/Unsheath fixed timing of attachment of shields.
  • Rare crash fix in specific script calls
  • Rare crash fix in extinguish surface action
  • Fading objects and fog triggers now work for all players instead of just the local player.
  • Fixed issue where rotation on objects could get corrupted, resulting in huge objects
  • Bugfix in character movement while mouse is pressed
  • Fixed some UI's that were always loaded in memory. Now they are loaded when needed.
  • Fixed issue when swapping character during a rock-paper-scissor minigame.
  • Fixed some doors that were blocking after they were destroyed
  • Added text bubble effect above characters in dialog
  • Dragging action will cancel when going into trade
  • Fixed rare crash with attachments on objects
  • Fixed rare issue where the mouse cursor could become corrupted
  • Weight can no longer become negative
  • Character should slide less when arriving at their target position
  • Dragging an item onto a container will put it in the inventory now
  • Correctly substract money when hiring henchman
  • Correctly delete item when adding to an inventory fails.
  • Fixed exclamation mark sometimes being attached wrong.
  • Fixed rare crashes when going to and coming from the Homestead
  • Fixed double spaces in combat log
  • Changed requirement from Crafing to Tenebrium to craft tenebrium weapons
  • Fixed issue with sheath/unsheat after sitting or sleeping
  • Fixed issue with wrong resurrecting event
  • Skillbar items in a container no longer get removed
  • Fix for surface sound underflow
  • Skill are reloaded when switching mods
  • Remove blackrot status when you have tenebrium ability
  • Added "Additional Content" menu to the main menu
  • Fixed issue where characters in combat could sometimes take characters out of the combat into account
  • Fixed issue with disconnected during the rock-paper-scissor minigame
  • Fixed issue where character sometimes dont follow after a load


  • War of the Bloodstones, some mountain men could be neutral during the war
  • Quest blocker in Nadia quest when you talk to Lawrence
  • Arhu thinks that everything you drop in his house is his property, is fixed
  • Issue with killing the Trife with companions without starting the end fight
  • Imps were not appearing on Mac version
  • AI mesh fixes at Baron of Bones house, now the player can teleport the chest in the southern room
  • Items on some graves drop under the ground when dug out
  • You could start a conversation with Lurrean while he was walking away
  • You could ask William to teleport you to Wally once the quest was solved, this is removed
  • Incorrect log entry on mushroom barrier removal
  • Couldn't select enemies that were inside click through bushes
  • Zou could talk to Yox while Frederick was approaching and the quest would hang
  • How to handle Tenebrium quest book had been increased to unlimited uses
  • Cyseal burning ship got a sound event, so you can hear it burn now
  • The Lawrence vs miners situation used to get blocked but that is fixed now
  • Teleport Mirror in Luculla Mines doesn't want to teleport companions

Note: a limited amount of these story fixes require you to start a new game


  • Battering Ram
  • Crushing Fist
  • Cure Wounds
  • Divine Light
  • Dust Devil/Whirlwind
  • Encourage
  • Power Stance
  • Precision Stance
  • Power Stance
  • Precision Stance
  • Minor Heal
  • Slow Current
  • Bitter Cold
  • Headvice


  • Overall audio balance has been updated.
  • The burning ship in Cyseal had sound (burning & sinking) which did not work, this has been fixed now.
  • Player weapons such as Two Handed Sword and Magic Staff got new dedicated sounds when sheathing their weapon.
  • The Orcs in the game now have extra foley sounds including a huge roar, a sobbing orc and a really gross ‘buttscratch’…
  • For the new area, dedicated ambient sounds have been added, as well as custom sounds for a very loathsome druid and some really disgusting fx for certain pigs

MAC Specific:
This update brings all Mac tweaking options into a single place. In order to use it you have to hold 'Command' key on game startup.
The new launcher has options to:

  • Don't show any OS X notification popups while in game. They won't even blink.
  • Disable Touch Support if you feel like it
  • Quickly click on OS X Path control to discover your saves directory
  • Temporarily switch game to windowed mode
  • Precisely track mouse and trackpad gestures and taps
  • Disable hardware fade and gamma effects
  • Enable OpenGL performance tweaks and a heap of assorted workarounds

Divinity Engine Editor:

  • Fixed some problems that existed when loading mods
  • Fixed some memory leaks
  • Added info when trying to save terrain that is not editable
  • Fixed saving new story items
  • Fixed story editor crash
  • Fixed crash when entering game mode
  • Fixed position of camera when switching between cameras

Have fun!
PC Gamer
title="Permanent Link to Larian Studios founder writes about Divinity: Original Sin’s success, what comes next">Divinity

The next few months are set to be dominated by RPGs both big, and big but with a smaller, crowdfunded budget. But whatever the future holds, the genre has already had one great success this year. Divinity: Original Sin was uncompromising in its old-school design, and in being so, provided exactly what many PC RPG fans were looking for. In a new blog post, Swen Vincke, the founder of developer Larian Studios, writes about the game's success, and hints at what will come next.

The post reveals that D:OS has now sold "well over half a million units". The majority of those sales have been through Steam, with only 10% coming from physical retail editions. Vincke explains that the game has paid off the debts incurred in its making, and is now in the "profitable zone". That's like the opposite of Kenny Loggins' Danger Zone.

Vincke goes on to talk about what the studio will be doing next. For the most part, it's more work on the game. "Our plan is to continue supporting D: OS for quite some time as this is the RPG framework on which we ll build our next games," he writes. "We re fooling around with controller support to see if a big screen version with cooperative play would work well, something I m silently hoping for as I think it ll be a lot of fun, more so perhaps than playing coop in LAN with a friend sitting next to you. We re also improving the engine itself as well as adding a bunch of extra features that not only make D: OS more fun and more friendly to players, but that will also improve whatever our next offering will be. We re also adding extra content, like for instance the big companion patch, voiced et al, and I imagine that won t be the last of what we ll add."

Beyond that, Vincke talks about improving the studio's "RPG craft", and "creating dense game worlds with hopefully new and innovative gameplay systems based on old school values." In essence, their plan seems to be more of the same, using the success of Original Sin as a springboard for future projects.

One thing Larian won't be doing is crowdfunding their future games. "That s not because we re ungrateful of the support we received through our Kickstarter community or because all those rewards caused a bit of extra work, but because I think the crowdfunding pool is limited and it should be fished in by those who really need it. Since we now can, I think we should first invest ourselves and then see if we need extra funds to fuel our ambitions."
PC Gamer
title="Permanent Link to Divinity: Original Sin studio says it wouldn’t “be correct” to crowdfund its next game">4. Divinity: Original Sin

Divinity: Original Sin is a really good game, thanks in no small part to the 19,541 people who threw nearly a million bucks at it on Kickstarter. Yet in spite of that success, and the resulting establishment of Larian as a reliable place for your crowdfunding cash, studio boss Swen Vincke says it probably won't go back to Kickstarter for its next game.

"I hate to think what the game would've been if we didn't have Kickstarter," Vincke told Gamespot, which sounds to me very much like the lead-in to an announcement of a new Kickstarter. But then he changed direction.

"I don't think it would be correct to go and fish in the pool of crowdfunding investment again," he continued. "I think that there's others that could use that investment."

He did say that he hopes to take advantage of community input for future projects, much as it did throughout the development of Divinity: Original Sin, describing it as "a very great positive for the gameplay experience that results at the end of the day." But what those projects might be, he did not reveal.

"There's nothing yet to announce," he said. "It will be very calm on the announcement front for a couple of months, as we're preparing our new things," he said. Larian is currently working on updates to Divinity: Original Sin that will add two new companions to the game, new skills, end-game rebalancing for the warrior and ranger classes, and a "much better, harder difficulty level."

PC Gamer
title="Permanent Link to Show Us Your Rig: Divinity: Original Sin designer Farhang Namdar">Farhang_ShowUsYourRig_Header

Show Us Your Rig is back! We feature the PC gaming industry's best and brightest as they show us the systems they use to work and play.

Farhang Namdar, lead game designer of Divinity: Original Sin, uses three different computers all designed with a different purpose in mind, and has a great sense for interior design to boot. In fact, his living room PC molds so well into its surroundings that, at first, I thought he was just bragging about his immaculately furnished home. Farhang was gracious enough to take some time and show off the rigs he uses, along with the pets that inevitably crawl around them.

What's in your PC?

My work PC:

Motherboard - Asus P9X79

CPU - QuadCore Intel Core i5-2400, 3200 MHz

HDD - Crucial M4-CT128M4SSD2, Samsung 1 TB

Cooling - Scythe Mugen 4

Memory - 8 GB Kingston DDR3-1333 (667 MHz)

Video - NVIDIA GeForce GTX 580

Power Supply - Corsair 650M

Case - Antec One Hundred

Displays - Samsung SyncMaster 2243WM, Samsung SyncMaster 225BW(G)

Most interesting part of this setup is that my right screen can be rotated 90 degrees in order to play Ikaruga the correct way!

My home shooter PC:

Motherboard - GIGABYTE GA-Z68X-UD3H-B3

CPU - QuadCore Intel Core i5-2500K, 3400 MHz

HDD - Crucial M4-CT128M4SSD2, Samsung 1 TB

Cooling - Scythe Mugen 3

Memory - 8 GB Kingston DDR3 1333 Mhz

Video - MSI R6950 Twin Frozr III Power Edition/OC 2 GB

Power Supply - XFX Core Edition 650W

Case - Cooler Master CM STORM ENFORCER

Displays - Samsung SyncMasterSA300

This setup can be seriously over clocked but I never needed to. Also this is the PC I do most of my intimate gaming on, stuff you need a headset for, mostly shooters and such. It's at a desk in my house making it a bit more serious, so all business related things happen on this PC as well.

My home HTPC/multiplayer PC:

Motherboard - ASRock H67M-GE/HT

CPU - Intel Core i3 2100 processor 3100 MHz

HDD - Crucial M4-CT128M4SSD2, Samsung 1 TB

Cooling - Scythe Shuriken

Memory - 8 GB Kingston DDR3-1333 (667 MHz)

Video - XFX AMD HD 6950 2GB

Power Supply - Cooler Master G550M

Case - SilverStone SUGO SG02B-F

Displays - Panasonic Viera Plasma 52

This setup started as an HTPC just to view movies, general surfing and such. It was always meant to be connected to the Plasma TV to provide additional functionality, ease of use and entertainment (The PS3 was falling short in every department). I managed to get an AMD 6950 for 50 bucks off a colleague and an extra PSU. Now this setup provides multiplayer fun on the PC, there are four Xbox 360 joypads attached to it and an additional SFIV Tournament Edition Arcade Stick. Trying to relive the old multiplayer feeling in the living room. There are plenty of fun four player games out there. This PC is also the car simulator, there is a Logitech G25 steering wheel mounted on a Playseat connected to this PC.

All the other consoles including the Wii are connected to the TV with four DDR dance mats, guns, guitars, drums etc. However all the consoles do occasionally make a trip to the bedroom where a 42 inch Samsung LCD is located!

What's always within arm's reach on your desk?

A joypad or an arcade stick is really always there. The notebook is also a must, writing things down physically makes me remember them better. And for some reason a fly swatter, though I never really swat flies with it

What are you playing right now?

Divinity: Original Sin, Shovel Knight, Street Fighter IV Arcade Edition, Metal Slug 3, Counter Strike GO, Ikaruga, OutRun 2006: Coast 2 Coast, GRID, Contra 4 NDS. All these games except DOS are round based games or finite games, you die often when playing them and you can play them for a short time. It's very time efficient.

What's your favorite game and why?

I would have to say that my favorite game of all time is Shadowrun on the SNES, I really loved that game, the fact that it had keywords and you could talk to everybody. Everybody was hiding something, the music and the gritty cyber punk atmosphere of the game were very engaging. You could hire npcs to come fight with you, the locations were amazing. They had the hacking mechanic in there and the video phone as well, which was really cool too I mean this was 1993!
Community Announcements - Larian_Octaaf
Hi everyone,

We kept a close eye on your feedback on the latest patch and have put the following hotfixes live:

  • HP Bug on loading
  • Changes to resistance cap that were supposed to be in the patch but did not make it in (zombie talent fix, can go over cap with potions and temporary effects)

We apologize for the inconvenience and if you have any more issues directly linked to the patch, please let us know.
Community Announcements - Larian_Octaaf
Hi everyone,

This update mostly brings some overdue fixes on the code and balancing side of things, although there are some small improvements to UI as well. Several story and ganeplay fixes have also been incorporated.

We've also done some re-balancing in the Dark Forrest area, which should hopefully make things a little more difficult.

You can check out the full changelist below:


Code fixes:

  • Leech only works in your turn
  • Rotation corruption fix in savegames
  • Unique object fix
  • Allow resurrect skills when vision is blocked
  • Added level names to localization
  • Added combination stats to loca parser
  • Added journal to loca parser
  • Fixed loca parsing paths
  • Localization of secrets fixed
  • Fixed bleeding damage scale
  • Next character in UI follows order of the character chain
  • Localized level names in lobby
  • No more invisible armour after character creation
  • No more double dialog log line after load
  • Ability, talent and stat tooltips in character creation take level into account
  • Fixed combinations with skulls, bones and sinew
  • Fixed henchman rotation in henchman ui
  • Updated Iggy, support for a fallback font
  • Fixed faulty dialog cleanup
  • Fixed bad savegame crash, now throws an error
  • Updated Troll and deamon voices to be more brutal
  • Tuned texture streamer to fix some objects using a lower resolution than needed
  • Texture streamer is more responsive now
  • Fixed players not getting the kick or refused connection message
  • Fixed character "walking through walls" when experiencing connection problems

Mac specific:

  • Fixed story random problem
  • Fixed memory crash
  • OpenGL experimental mode
  • Fixes to OpenGL renderer
  • Using ‘Terminal’ app you can now enable following tweaks:
    1) Precise mouse tracking for low-end systems and for ‘touch’ to click functionality: defaults write com.larian.dos DelayMouseClicks -bool true
    2) Completely disable any ‘bleeding’ notification centre popups: defaults write com.larian.dos DisablePopups -bool true
    3) Enable performance GL tweaks: defaults write com.larian.dos EnableExperimentalGL -bool true

User Interface:

  • Added sorting in trade UI
  • No graphical artefact in scrolling of saveload, options, ...
  • Player portraits chain fix
  • Panel position reset fix
  • Improved long text visibility in dropdown menus
  • Enlarged container UI limit

Story and gameplay:

  • Made summons a bit less interesting for default targeting (AI)
  • Totem should not debuff specializations
  • Clarified error message during character creation when you don't have required skills or talents
  • Fixed end dialog on some dialogs
  • Added sound effect to burning ship
  • Fixed quest lose condition of burning ship
  • Removed burning status when ship is destroyed
  • Fixed the gossip keyword
  • Fixed philospohy of death, book and quest
  • Fixed Snorri tomb icon
  • Moved William water well, he got back at the wrong location
  • Fixed the prison key, it used to lie on the ground but now it's in the guards pocket
  • Hiberheim watcher synchronizaiton fix, the trap is always in sync now
  • Lawrence and Nadia dialog fix
  • Removed Free personality, changed Spirit to Free Spirit personality
  • These are all combat fixes, also most DF characters have been remade with new root templates because the level override didn't always work
  • turn ramon's chest indestructable

Note: for story and gameplay fixes, it is possible that a new game has to be started since not all story fixes can be pushed into existing savegames.

Editor fixes:

  • Fixed painting terrain corruption
  • Fixed ai grid save problem
  • Fixed problem with loading certain mods
  • Fixed crash when entering game mode
  • Crash fix in script parsing
Community Announcements - Larian_Octaaf
We have updated version 1.0.107 with the following hotfix:
- German and French : fixed missing dialogs (male/female speaker issue)

The Divinity Engine:
- Fixed issue with not being able to correctly update existing mods on the workshop
Community Announcements - lar
Hello everybody!

We had a small holiday to recuperate from the release but are back now and are going to continue with updating and improving Divinity:Original Sin.

Expect new companions, plenty of quality of life improvements (in the game at least ;) ) and more from us in the coming weeks.

Today's update includes a number of fixes and also introduces UI scaling.

Just go to options/game and use the UI scaling slader if you the user interface is too small/large for you.

Here is the list of other changes:

Introduced UI scaling
Fixed translations of the journal, level names and secrets
Fix for corrupted packed files
Fixed the modding menu
Fixed Henchman XP issue when hiring
Fixed status icons being empty when a character is charmed
Fixed issues when characters stopped following each other
Fixed crash when closing trade before icons are loaded
Fixed invulnerable status of death knights being reapplied after save/load
Minimap moved back to top layer
Fixed rare crash when resurrecting
Fixed Henchmen changing visual after save/load
Fixed race condition with cooperative dialogs
Improved memory footprint on win32
Fixed enemy portrait targeting with special arrows

Editor fixes

AI grid generation fix
It's now easier to add new scripts
Fixed a number of crashes
Improved error reporting when there's an issue with file copying
Remove Perforce status icons if you don't have perforce

Have fun!

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