Divinity: Original Sin 2 - Definitive Edition - contact@rockpapershotgun.com (Alice O'Connor)

Larian have launched a honking great update for Divinity: Original Sin 2 [official site], now glurping down datapipes to a game near you. It’s a cracking RPG, our Adam’s Divinity: Original Sin 2 review will tell you, though the many moving parts that make it so much fun to mess about with have inevitably left a few little glitches. Today’s patch brings bug fixes, a few prettied-up UI bits, and some balance changes including making Bone Widow less powerful. (more…)

Divinity: Original Sin 2 - Definitive Edition - michael_larian


Like said it´s big. But big is good because this update should address the most important issues you’ve been flagging. 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.

Check it out and remember to leave more feedback for us in the forums!

The Larian Team


    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
Divinity: Original Sin 2 - Definitive Edition - michael_larian


Like said it´s big. But big is good because this update should address the most important issues you’ve been flagging. 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.

Check it out and remember to leave more feedback for us in the forums!

The Larian Team


    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
Divinity: Original Sin 2 - Definitive Edition

Divinity: Original Sin 2 includes a brilliant GM mode, and it's great for storytellers who want a tabletop RPG experience sans the tabletop. It's plenty powerful, and pretty easy to use. If you want to, though, you can dig much deeper. 

Every copy of Original Sin 2 includes a graphical development environment which you can use to mod the main campaign—say, by adding a new weapon or spell—or to make your own original campaign, with custom levels, characters, or anything you want. You can also use the engine to make levels for GM mode, if you want more than the included templates. Essentially, everything used to make the base campaign, which we loved, is available to you for your own mods and adventures. 

If you want to jump in without my help, Larian has already documented the basics on its wiki. Below, I've collected the most vital information from Larian's documents (and my experience) to help anyone get started making a mod for the main campaign, or an entirely new story.

How to set up the mod tools

Larian has put together a simple guide to getting the tools working—it's not hard, but it's understandable if you missed them while focusing on, you know, playing the game.

1. Download the game data

If you own Divinity: Original Sin 2 on Steam, you'll first need to find the game in your Steam library. Right-click it to open the Properties menu. In the DLC tab, check the box next to "Divinity Engine 2 Data." The game should begin updating.

2. Download and set up the tools

Once the data has downloaded, switch to the 'Tools' section of your Steam library. You should have a copy of The Divinity Engine 2. Install it and run it, and it will prompt you for a path to the game data. This is the "Data" folder in your Divinity: Original Sin 2 installation folder, typically C:\Program Files (x86)\Steam\steamapps\common\Divinity Original Sin 2\Data.

If you set this incorrectly, you will not get a warning—the engine will just crash when you try to load a level. It's no big deal, though, as you can fix the setting without causing a crash so long as it's the first thing you do in the engine.

Alternatively: Setting up the tools through GOG

If you bought Divinity: Original Sin 2 on GOG, you just need to download the tools (listed as "Editor" under "Game Goodies"). Extract the "Editor" folder to Divinity: Original Sin 2's 'Data' folder. Run DivinityEngine2.exe, and set the game data path to the Data folder.

How to make a level from scratch

Unless you turned yourself into a fly and lived on the walls of Larian's office for a few months, the mod tools will likely to be a bit daunting at first—it's a system for people who already understand the inner workings of Divinity's engine. But it's actually not too hard to get started, and though documentation is a little lacking at the moment, Larian has a few guides that helped me a lot.

In the video above, you'll learn how to make a level from scratch and use it in GM mode. I suggest watching the whole thing, as it cleared a lot up for me.

How to add a skill to the campaign

Consider this a basic primer for adding a skill and skillbook, but not a comprehensive guide to everything you can or should do when making skills and items. There's a lot of data to explore to make sure your objects work with every system in Original Sin 2, but this will at least get you from launching the mod tools for the first time to testing a new skill in the game quickly.

1. Create a new Add-On

Make a new project, and choose 'Add-on' as the type. Also tell it to load data from Story, and to target Story. This will load all the levels, characters, items, and so on from the campaign, and set your mod to modify the story campaign with your changes.

2. Load a level

After creating your project, you'll be prompted to load a level. Click the 'Show Inherited Levels' button in the top right to see levels from the main campaign. I loaded Fort Joy. (You don't have to load a level to start editing skills, but you'll need one open later.)

3. Create your skill

In the upper-right hand side of the menu bar, you'll see a bunch of different icons for opening editors. We want the Stats Editor. Here, you can see (but not directly modify) all of Divinity: Original Sin 2's items and skills. You'll also see a dropdown for your mod with nothing in it. Anything you add there will be added to the game (or modify something that already exists) if your mod is active.

Under your mod's dropdown, hit the + symbol next to 'Skill Data' and select the type of skill you want to add. I chose to add a new Rain spell. This will create a big blank spreadsheet, which is a bit daunting. Since I was just creating a test skill, I opened up Divinity: Original Sin 2's Rain spreadsheet, and copied all the data from the basic Water spell into my Rain spreadsheet. I then changed the name and display name, and set it to create Lava surfaces instead of Water surfaces because I'm a bad person. Make sure you hit the save icon after you're done, and then close the Stats menu.

4. Create a new Root Template for your skillbook

Root Templates define the base version of all the items (and everything else) you see in the game. In the Root Templates window (by default it's below the level view) search for 'BOOK_SKILL' and you'll find all the skillbooks in the game. Right click on one and choose 'Create new from selected...' This will make a copy of the skillbook that you can use for your new skill. 

You'll be prompted to modify your new Root Template after you create it. At the least, you need to change its name before saving it, otherwise it will conflict with the template you're copying from. Do that, and change the display name. Now scroll to the 'Item State' section and click on 'Use Action.' Hit the little '...' prompt to open a new window: this is where you'll tell your skillbook what spell to teach. Open the SkillBookID dropdown and select your new skill. If you don't see it, you may have to go back into the Stats Editor and resave it—make sure you've given it a new name, as well.

5. Put your skillbook into the world

There are lots of ways to populate the game with your new item, whether through enemy drops or as rewards in chests, but for the purposes of testing and this basic guide, I just dragged an instance of my new book onto the ground in the middle of Fort Joy. When you're done, save everything and publish your mod locally from the Project menu. In-game, select it from the mods menu and then load a save or start a new game (you could drop your item in the very first room, if you wanted to test it with a new character). As you can see above, it worked, horrifically.

Where to get help with modding

You may also want to create an Object entry for your skillbook, or change your skill's icon, or add a new effect to the game—there's a ton you can do, so this is just the first step. I'm learning as I go, mainly by referencing Larian's guides and references on the wiki, and that's where you'll want to start. 

If you have questions that aren't answered there, however, check out the mod troubleshooting forum. I've found everyone to be very helpful so far, and your question may already be answered in a thread.

Divinity: Original Sin 2 - Definitive Edition

Yesterday, it emerged one fast-fingered speedrunner had (somehow) bested Divinity: Original Sin 2 in less than 38 minutes. Me? I'm ten hours deep and am still floundering in the game's Fort Joy opening level. 

As such, death has become a semi-constant feature of each of my sessions—which is something Hybrid's Paladin Class mod addresses head on. 

"I started a cleric playthrough and I thought there were not enough healing abilities/cleric type abilities in the Hydrosophist skill tree," says the mod's creator. "So I decided to make a few of my own, and as suggested by the community I have decided to make this more of a class set of skills. 

Here's what Hybrid has come up with so far:

  • Holy Blaze: Sets Holy Fire to self, and Regeneration—costs 3 AP, and requires 1 in Hydrosophist, and 1 in Warfare.
  • Righteous Step: Teleport to an enemy and set Clear Minded to self—costs 3 AP, and requires 1 in Warfare, and 1 in Pyrokinetic.
  • Healing Touch: Heal a target for a large amount, melee range—can be self casted, costs 2 AP, and requires 1 in Hydrosophist.
  • Holy Leap: Jump to a nearby location, knocking down and setting enemies on fire—costs 2 AP, and requires 2 in Warfare.
  • Divine Cleansing: Cleanse yourself and enemies around you lighting everyone on fire—costs 2 AP, and requires 2 in Hydrosophist, and 2 in Warfare.
  • Divine Resusitation: Resurrect target ally at 50% Vitality—costs 6 AP and 2 SP, and requires 4 in Hydrosophist.

Hybrid adds that these skills are incorporated into the Hydrosophist Skills' Treasure List, which have also been added to Zaleskar outside of Fort Joy. Hybrid also hopes to add more skills over time—keep an eye on the mod's page for updates, which is where you'll find installation instructions too. 

While we're talking mods, you might want to check out Fraser's early look at what's available. And you might like to read his glowing review of the base game.

STAR WARS™ Knights of the Old Republic™ - contact@rockpapershotgun.com (John Walker)

I’ve recently started playing with a new Dungeons & Dragons group, drafted in after one of their numbers upped and left town. It’s my second time playing table-top D&D, after a splendid stint a couple of years back with Jim Rossignol (late of this parish) DMing, and it’s a properly good time. And what I’ve learned is that it becomes a much better time the more flaws you introduce to your character. Which got me thinking: wow, do PC RPGs not follow that rule at all.

(more…)

Divinity: Original Sin 2 - Definitive Edition

Divinity: Original Sin 2 is a big, beefy game. It's also one that you can, if you are so inclined, play from start to finish in not much more than a half-hour. And if you don't believe me (which would be an entirely reasonable position to take), then watch this video of a guy named Onin actually making it happen. 

This is probably the worst possible way to play an RPG but it's also very typical for speedrunning, as Onin takes advantages of exploits and his obvious familiarity with the game to get through it very quickly. At around the six-minute mark, for instance, he goes after a group of large crocodiles, but only attacks the one that's carrying a particular pair of gloves he needs. He uses invisibility and manages his action points so he can kill and loot the required croc in a single turn, after which he plays dead to end the combat sequence (he's playing as Fane) and then uses the waypoint system to zap back to Fort Joy.   

It's a terrible way to enjoy the sights and sounds of Rivellon, but if you're looking to check games off of your "must play" list, this is how you get it done. But as fast as this time is, Onin may be able to cut it even further: The run shaves more than ten minutes off the 48:25 mark he set last week

For those of you who haven't sunk quite as much time into Original 2 as Onin obviously has, we've got a Beginner's Guide here to help you get started, and a rundown of the best mods currently available—including one that expands the maximum party size, so you don't have to miss out on any NPC personal quests. 

Thanks, Eurogamer.

Divinity: Original Sin 2 - Definitive Edition - michael_larian


There are currently over 500 mods for Divinity: Original Sin 2 on steam workshop!

Are you interested in joining the modding community, making your own maps, characters, classes or many other stuff? Follow Kevin in this first step-by-step tutorial as he shows you how to use the tool by creating your own map and place it into your GM campaign or onto Steam Workshop!

https://www.youtube.com/watch?v=zHf_wNTDNIo

Divinity: Original Sin 2 - Definitive Edition - michael_larian


There are currently over 500 mods for Divinity: Original Sin 2 on steam workshop!

Are you interested in joining the modding community, making your own maps, characters, classes or many other stuff? Follow Kevin in this first step-by-step tutorial as he shows you how to use the tool by creating your own map and place it into your GM campaign or onto Steam Workshop!

https://www.youtube.com/watch?v=zHf_wNTDNIo

Counter-Strike 2 - contact@rockpapershotgun.com (John Walker)

Some have doubted the power of the Steam Charts to change people’s lives. Those people are dead now. Belief in Steam Charts, RPS’s greatest, longest-running, and most industry-revered column, is literally the only thing keeping you alive right now. Don’t be a dead one. Love us. LOVE US. (more…)

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