Divinity: Original Sin 2 - Definitive Edition - Larian_Octaaf
Hi everyone,

After our last patch, some players were still affected by a bug involving Tarquin's refusal to move on with his quest in Act 2. With this patch, his stubbornness should finally end. We've tested this patch against all of the remaining Tarquin issues in our support inbox.

Should you still have issues stopping you from seeking out Divinity, please let us know in the comments or contact us through supportdos2@larian.com.

Thank you for your patience!

- The Larian Team
Divinity: Original Sin 2 - Definitive Edition - Larian_Octaaf
Hi everyone,

After our last patch, some players were still affected by a bug involving Tarquin's refusal to move on with his quest in Act 2. With this patch, his stubbornness should finally end. We've tested this patch against all of the remaining Tarquin issues in our support inbox.

Should you still have issues stopping you from seeking out Divinity, please let us know in the comments or contact us through supportdos2@larian.com.

Thank you for your patience!

- The Larian Team
Divinity: Original Sin 2 - Definitive Edition - Larian_Octaaf
Hi everyone,

Unfortunately, we introduced new issues with our big patch from last week. Thanks to feedback via our support channel and forums, we were able to track down and fix the following problems:

  • When the host or client had the Elemental Affinity talent, and the host was standing in a surface, the client's skillbars would be empty after loading a savegame
  • After updating the stats of the Hanal Lechet Axe, some players reported it disappearing completely, instead of returning to the inventory as intended. This was due to an error in updating stats on off-hand slot weapons. This is now fixed, but unfortunately, this does not return the axe automatically.

If you have continued your journey through Rivellon without the axe and would like it restored, please contact our support team at supportdos2@larian.com.

We apologize for the inconvenience the issues have caused.
Divinity: Original Sin 2 - Definitive Edition - Larian_Octaaf
Hi everyone,

Unfortunately, we introduced new issues with our big patch from last week. Thanks to feedback via our support channel and forums, we were able to track down and fix the following problems:

  • When the host or client had the Elemental Affinity talent, and the host was standing in a surface, the client's skillbars would be empty after loading a savegame
  • After updating the stats of the Hanal Lechet Axe, some players reported it disappearing completely, instead of returning to the inventory as intended. This was due to an error in updating stats on off-hand slot weapons. This is now fixed, but unfortunately, this does not return the axe automatically.

If you have continued your journey through Rivellon without the axe and would like it restored, please contact our support team at supportdos2@larian.com.

We apologize for the inconvenience the issues have caused.
Divinity: Original Sin 2 - Definitive Edition - Larian_Octaaf
Hi everybody!

We’ve seen the community feedback to yesterday’s patch and have a hotfix ready for you with the following changes:
  • Fixed additional cases where Tarquin would not return to the Lady Vengeance.
  • Fixed crash related to loading savegames with mods enabled.
  • Fixed incorrect installation path for updating workshop mods.
  • Fixed a crash related to loading a game with items without rune stats.
  • Fixed a looping sound in inventory in certain scenarios.
  • Fixed pickpocketed gold stacks always pickpocketing for max value.
  • Fixed talent ‘The Pawn’ sometimes not triggering in the first turn of combat.
  • GM mode - Fixed missing context menu in Overview Map after deleting a folder in some cases.
  • GM mode - Fixed monsters not being able to attack when player gives them any weapon in weapon slot.
  • GM mode - Tooltips are now displayed correctly for inventory when possessing a creature.
  • GM mode - Fixed crash caused when an addon introducing statuses is removed/turned off.
Divinity: Original Sin 2 - Definitive Edition - Larian_Octaaf
Hi everybody!

We’ve seen the community feedback to yesterday’s patch and have a hotfix ready for you with the following changes:
  • Fixed additional cases where Tarquin would not return to the Lady Vengeance.
  • Fixed crash related to loading savegames with mods enabled.
  • Fixed incorrect installation path for updating workshop mods.
  • Fixed a crash related to loading a game with items without rune stats.
  • Fixed a looping sound in inventory in certain scenarios.
  • Fixed pickpocketed gold stacks always pickpocketing for max value.
  • Fixed talent ‘The Pawn’ sometimes not triggering in the first turn of combat.
  • GM mode - Fixed missing context menu in Overview Map after deleting a folder in some cases.
  • GM mode - Fixed monsters not being able to attack when player gives them any weapon in weapon slot.
  • GM mode - Tooltips are now displayed correctly for inventory when possessing a creature.
  • GM mode - Fixed crash caused when an addon introducing statuses is removed/turned off.
Divinity: Original Sin 2 - Definitive Edition - Larian_Octaaf


Hi everybody!

Our latest update is filled to the brim with updates and fixes reported to us by the community. We want to stress how much we appreciate your feedback. We are doing our best to get as many fixes out you as we possibly can.

We’ve updated the story to include Tarquin’s questline update for existing savegames, and we’ve added many journal updates for the more creative solutions some of you have found. It never ceases to amaze us what some of you can accomplish with system mechanics and a dash of creativity.

Next to a long list of bug fixes, several issues that you reported via our support channels and feedback tool have been fixed.

We’ve also included updates to gameplay, balancing, modding, GM mode, and the Editor (your handy dandy modding tool).

Keep reading for a full list of changes to the game, and follow this link to see what’s new in the Editor.

Some of the highlights for this patch include:
  • A “Pick up and send to wares” and “Steal and add to wares” option in the context menu of world items.
  • Several journal entries have been made clearer to the player when the quest is automatically ended for whatever reason.
  • Added several items and related journal updates to improve links between certain NPCs and story lines.
  • A bunch of new effects to ensure certain important dialog options stand out more.
  • You can now examine an enemy, even when it’s not your turn!
  • Multi-region levels now supported in the GM mode.

The Larian Team



Improvements and changes
  • Improved several journal entries to be clearer to the player if quests get closed automatically
  • Added several items and related journal updates to improve links between certain NPCs and story lines
  • Journal update XP gains are now shown alongside the corresponding update
  • Improved performance in very specific locations, related to items being equipped by players or NPCs
  • Added “Pick up and send to wares” and “Steal and add to wares” in context menu of world items
  • Increased prices of unique weapons sold in Arx
  • Added missing weapon skills to unique two-handed weapons
  • Flaming Crescendo should now correctly receive bonus damage from Intelligence
  • Using the Equalise skill is now a hostile action
  • Skills from items now correctly respect weapon requirements
  • Reactive shot no longer deals damage on casting
  • You can now enter Sneak mode after activating the Play Dead skill
  • Added several new effects to make important dialog moments stand out more
  • Adjusted Meistr’s Vault so that it gives a ritual dagger and ritual bowl each time the player opens it, if the player does not have it in his inventory
  • Improved detection for being able to flee from combat
  • Skill preview trajectory should now be more accurate when fighting certain enemies
  • Improved landing position of Backlash skill
  • Blessing an electrified steam cloud now results in a blessed steam cloud
  • Blood Totem is now immune to Decaying status
  • Improved AI behavior that was leading to skipped turns incorrectly
  • Partial Action Points, after moving a small amount, are now saved correctly
  • Added several new icons
  • Framed Frost runes and Framed Thunder runes now have the correct bonuses
  • Fixed several crafting recipes that incorrectly required very specific items or gave incorrect results
  • Items dragged from equipment slot to inventory are now placed in the correct slot
  • You can now examine an enemy, even when it is not your turn
  • Roses increase Wits when consumed
  • When stealing a container, cost of its contents should be added to the cost of the container
  • Demonic Tutelage and Flaming Tongues now attack enemies until their duration runs out instead of only attacking first three enemies
  • Charm is now cleared when the charmer dies
  • Charm is now cleared from summons when the owner is uncharmed
  • Updated several skill tooltips to take into account extra modifiers
  • Updated several audio effects
  • Temporarily allied NPCs no longer have crime investigation behaviors about the crimes they helped commit
  • Henchmen now correctly have Source skills depending on where the player is in the storyline
  • Gratiana now sells back Soul Jars from other NPCs if the player gave them to her
  • End game Arena combat was made clearer to the player. Arena combatants are now clearly marked and they will target each other first
  • Updated Empyreo the Stalwart’s stats and abilities
  • Outlines now include corpses
  • Added player feedback when being Enwebbed, Crippled, Entangled or Encumbered
  • Improved Inner Demon, Demonic Tutelage and Terrify visual effects

Bug Fixes
  • Fixed Tarquin’s location and dialog after finishing his quest line
  • Fixed sorting by last picked up
  • Fixed ghosts spawning in incorrect locations
  • Fixed auras not correctly reapplying under certain conditions
  • Fixed forced group formation initializing when using certain spells to initiate combat
  • Fixed a problem with characters not following the party correctly anymore
  • Fixed Party Follower NPCs possibly getting stuck in dialog when talking to the wrong Player Character
  • Fixed triggering the unconsciousness of Dallis or Lucian only once if they are lying on a damaging surface
  • Fixed rested status blocking dialog with Malady at the end of the game
  • Fixed Kniles not participating in combat if he's teleported into a closed cage
  • Disabled trading with companions before recruiting them
  • Fixed Dallis’ moving closet on the Lady Vengeance
  • Fixed characters not being reassigned to the correct player after loading a co-op game from main menu
  • Fixed a dialog issue between Fane and Lohse after visiting the Hall of Echoes with Fane. The correct god is now mentioned in the dialog
  • Fixed several dialog issues related to gender
  • Fixed several dialog issues that would result in dialog loops or incorrect flags being set
  • Fixed several XP reward issues related to quests and certain enemies
  • Fixed the Red Prince being invisible during the wagon scene with the Red Princess
  • Fixed flaming pig not being blessed or cursed when talking to a shrine for the first time
  • Fixed a visual issue with electrified surfaces re-appearing after it wears off
  • Fixed an audio issue during the Council of Seven Arena, when talking to the embodiments of the gods
  • Fixed the sewer pipe exit to Fort Joy swamps. It can no longer be destroyed
  • Fixed the Scroll of Atonement disappearing from inventory
  • Fixed the Cathedral door being blocked in Arx
  • Fixed characters becoming stuck after summoning a totem in combat and then running out of combat
  • Fixed being able to save right before entering the magic mirror
  • Fixed being able to use the magic mirror with party followers by using context menu
  • Fixed an issue wherein a player joins the host for the first time and is being assigned the main character when host is controlling a companion
  • Fixed a crash related to dialog flags not being removed properly
  • Fixed Higba incorrectly being a party member later in the game due to Charmed status
  • Fixed a crash related to summoning totems near certain objects
  • Fixed a crash when transitioning to certain regions or instantly reloading the last savegame twice (runtime error)
  • Fixed wrong spirit appearing after killing Jonathan
  • Fixed dialog getting stuck when a charmed character enters the dialog
  • Fixed dialog history not showing up when a client player joins a dialog
  • Fixed a blocking issue during the Kraken fight when instantly killing Braccus during the first turn
  • Fixed turn order issue when characters transform (for example: The Doctor)
  • Fixed several journal updates triggering incorrectly under certain conditions
  • Fixed a crash when trying to teleport an item that has been picked up by someone else
  • Fixed several audio issues with the Kraken combat
  • Fixed several issues related to multiple tutorial messages popping up
  • Fixed Malady thinking Gareth is missing when he has left the area correctly
  • Fixed not being able to re-recruit party members on the Lady Vengeance due to a message saying the party is full
  • Fixed several issues with end game combat when the main character dies, but the player still defeats Braccus
  • Fixed Magister Borris not dropping Ifan’s contract
  • Fixed Ifan having Pet Pal talent regardless of which class you want him to be when recruiting him
  • Fixed Malady’s attitude dropping lower than intended
  • Fixed Jahan becoming hostile on the Lady Vengeance if the player frees the demons
  • Fixed tooltip for Evidence Chest
  • Fixed not being able to deal any damage to a number of specific NPCs
  • Fixed bears attacking when player uses Source Skills near them
  • Fixed not being able to get Infiltration achievement for lockpicking as an undead
  • Fixed Gareth’s dialog on the Lady Vengeance if he followed the path of light in Reaper’s Coast and spared Alexandar
  • Fixed several automated dialogs repeating at incorrect times or too frequently
  • Fixed being able to craft scrolls with important letters, destroying them in the process
  • Fixed Sallow Man dialog. In certain cases, he would not give out the Capacitor
  • Fixed Fane incorrectly being placed into a crime dialog after being dismissed
  • Fixed the Doctor having incorrect stats after transforming
  • Fixed being able to log in with more than 2 profiles when using controllers
  • Fixed being able to flee from certain situations when the player is not supposed to
  • Fixed being able to target corpses correctly when using a controller
  • Fixed dialog not scrolling anymore after loading while in a dialog
  • Fixed Avatar character not being assigned to player anymore after specific party death scenario
  • Fixed alignment issue causing player characters to be neutral after being resurrected
  • Fixed losing Black Rose status effect during certain story events
  • Fixed dialog issue with trespassing in Fort Joy near certain Magisters
  • Fixed Shackles of Pain effect after loading
  • Fixed Throw Explosive Trap skill in Arena Mode
  • Fixed barter trader exploit when using a controller
  • Fixed not being able to disable certain add-ons after campaign creation
  • Fixed various minor animation issues
  • Fixed a dialog issue in when fleeing from the fight with Saheila
  • Fixed Tarquin Skill Book selling issue
  • Fixed several issues related to destroying Soul Jars
  • Fixed target picking issues when near Noxious Voidwoken bodies
  • Fixed an issue with Elemental Affinity not updating the Skillbar correctly in certain cases
  • Fixed some cases when Blitz Attack and Backlash would ignore Ruptured Tendons
  • Fixed several map markers
  • Fixed being able to break the Kraken’s skill “Fate of the Sworn” by spamming ESC as he is casting it
  • Fixed having a summon time out in the Hall of Echoes resulting in the camera going to an incorrect location
  • Fixed empty catacombs pipe puzzle in Arx

UI Fixes
  • Improved tooltips for runes
  • Minimap now shows the direction of pings from other players when they are out of range
  • Fixed tooltips for surfaces not being displayed when using a controller
  • Added extra feedback for controller mode when not being able to pick something up due to not having enough strength
  • Fixed refresh issue of tooltips when players send items to each other
  • Character Creation: players can now edit their name while navigating any tab
  • Assigning points in Constitution in controller mode character screen should not increase Vitality until the point distribution is confirmed by exiting character screen
  • Fixed Direct Connect option in controller mode
  • Fixed being able to see target health bars when it is not your turn in controller mode
  • Updated the Options menu
  • Added UI fallback font for Chinese characters
  • Added turn timer in Arena Mode when using a controller
  • Fixed action bar getting stuck when skill bar is hidden by other interfaces
  • Incompatible saves now have a version indicator on the load screen
  • Fixed an issue in Arena Mode where one player would be unable to select heroes
  • Fixed a blocking issue at the end of the game when you deny Ifan having his revenge

GM Mode
  • Updated music tab. Added new music and fixed several playback issues
  • Added support for multi-region levels in GM mode
  • You can now drag items with or without snapping to terrain (by pressing the Caps Lock button)
  • Fixed inconsistency when spawning and dragging an existing item
  • Fix for characters sometimes not being assigned to anyone when a player disconnects from a GM session
  • Fixed error 300 and error 302 issues and related crash when trying to load zones that had a global entity removed
  • Fixed not being able to see custom stats tab when playing with controller
  • Fixed a crash related to NPCs joining dialog
  • Fixed a crash related to duplicate characters not being cleared correctly
  • Fixed a crash when dragging certain items to inventory
  • Fixed AI type panel and Alignment context menu not closing when GM changes character
  • Fixed an issue causing the encounter panel to display characters in the wrong order if there is a global character
  • GMs are now able to change the layout of add-ons for savegames (active sessions), as well as add new add-ons for already ongoing sessions
  • Fixed player character being teleported incorrectly when GM takes item that player was sitting or lying on
  • Users no longer lose Action Points when the GM manages their items during combat
  • Fixed exported characters not having the correct skills memorized
  • Fixed item use state being broken after GM has moved it to his inventory and back into the world
  • Fixed peace mode after saving and loading
  • Fixed cancel button in Level Templates search field
  • Fixed swapping around items not being synced correctly to clients
  • Fixed being able to load a pin with a deleted scene
  • Fixed Character Sheet background after managing a Character
  • Fixed incorrect tier of items being generated for creatures
  • Fixed GM not being able to do a GM roll during combat when possessing a character
  • Players can now load add-ons when loading a savegame

Modding
  • Fixed an issue with downloading add-ons from the host when entering a multiplayer game
  • Fixed a possible global entity duplication issue when downloading an add-on into an existing campaign
  • New items in mods now get added to an existing savegame if the savegame already contained the mod and the mod is of a newer version than the version in the savegame
  • Mods now get loaded after the lobby screen in order to avoid players having to download mods just to enter the lobby (for Campaign and Game Master)
Divinity: Original Sin 2 - Definitive Edition - Larian_Octaaf


Hi everybody!

Our latest update is filled to the brim with updates and fixes reported to us by the community. We want to stress how much we appreciate your feedback. We are doing our best to get as many fixes out you as we possibly can.

We’ve updated the story to include Tarquin’s questline update for existing savegames, and we’ve added many journal updates for the more creative solutions some of you have found. It never ceases to amaze us what some of you can accomplish with system mechanics and a dash of creativity.

Next to a long list of bug fixes, several issues that you reported via our support channels and feedback tool have been fixed.

We’ve also included updates to gameplay, balancing, modding, GM mode, and the Editor (your handy dandy modding tool).

Keep reading for a full list of changes to the game, and follow this link to see what’s new in the Editor.

Some of the highlights for this patch include:
  • A “Pick up and send to wares” and “Steal and add to wares” option in the context menu of world items.
  • Several journal entries have been made clearer to the player when the quest is automatically ended for whatever reason.
  • Added several items and related journal updates to improve links between certain NPCs and story lines.
  • A bunch of new effects to ensure certain important dialog options stand out more.
  • You can now examine an enemy, even when it’s not your turn!
  • Multi-region levels now supported in the GM mode.

The Larian Team



Improvements and changes
  • Improved several journal entries to be clearer to the player if quests get closed automatically
  • Added several items and related journal updates to improve links between certain NPCs and story lines
  • Journal update XP gains are now shown alongside the corresponding update
  • Improved performance in very specific locations, related to items being equipped by players or NPCs
  • Added “Pick up and send to wares” and “Steal and add to wares” in context menu of world items
  • Increased prices of unique weapons sold in Arx
  • Added missing weapon skills to unique two-handed weapons
  • Flaming Crescendo should now correctly receive bonus damage from Intelligence
  • Using the Equalise skill is now a hostile action
  • Skills from items now correctly respect weapon requirements
  • Reactive shot no longer deals damage on casting
  • You can now enter Sneak mode after activating the Play Dead skill
  • Added several new effects to make important dialog moments stand out more
  • Adjusted Meistr’s Vault so that it gives a ritual dagger and ritual bowl each time the player opens it, if the player does not have it in his inventory
  • Improved detection for being able to flee from combat
  • Skill preview trajectory should now be more accurate when fighting certain enemies
  • Improved landing position of Backlash skill
  • Blessing an electrified steam cloud now results in a blessed steam cloud
  • Blood Totem is now immune to Decaying status
  • Improved AI behavior that was leading to skipped turns incorrectly
  • Partial Action Points, after moving a small amount, are now saved correctly
  • Added several new icons
  • Framed Frost runes and Framed Thunder runes now have the correct bonuses
  • Fixed several crafting recipes that incorrectly required very specific items or gave incorrect results
  • Items dragged from equipment slot to inventory are now placed in the correct slot
  • You can now examine an enemy, even when it is not your turn
  • Roses increase Wits when consumed
  • When stealing a container, cost of its contents should be added to the cost of the container
  • Demonic Tutelage and Flaming Tongues now attack enemies until their duration runs out instead of only attacking first three enemies
  • Charm is now cleared when the charmer dies
  • Charm is now cleared from summons when the owner is uncharmed
  • Updated several skill tooltips to take into account extra modifiers
  • Updated several audio effects
  • Temporarily allied NPCs no longer have crime investigation behaviors about the crimes they helped commit
  • Henchmen now correctly have Source skills depending on where the player is in the storyline
  • Gratiana now sells back Soul Jars from other NPCs if the player gave them to her
  • End game Arena combat was made clearer to the player. Arena combatants are now clearly marked and they will target each other first
  • Updated Empyreo the Stalwart’s stats and abilities
  • Outlines now include corpses
  • Added player feedback when being Enwebbed, Crippled, Entangled or Encumbered
  • Improved Inner Demon, Demonic Tutelage and Terrify visual effects

Bug Fixes
  • Fixed Tarquin’s location and dialog after finishing his quest line
  • Fixed sorting by last picked up
  • Fixed ghosts spawning in incorrect locations
  • Fixed auras not correctly reapplying under certain conditions
  • Fixed forced group formation initializing when using certain spells to initiate combat
  • Fixed a problem with characters not following the party correctly anymore
  • Fixed Party Follower NPCs possibly getting stuck in dialog when talking to the wrong Player Character
  • Fixed triggering the unconsciousness of Dallis or Lucian only once if they are lying on a damaging surface
  • Fixed rested status blocking dialog with Malady at the end of the game
  • Fixed Kniles not participating in combat if he's teleported into a closed cage
  • Disabled trading with companions before recruiting them
  • Fixed Dallis’ moving closet on the Lady Vengeance
  • Fixed characters not being reassigned to the correct player after loading a co-op game from main menu
  • Fixed a dialog issue between Fane and Lohse after visiting the Hall of Echoes with Fane. The correct god is now mentioned in the dialog
  • Fixed several dialog issues related to gender
  • Fixed several dialog issues that would result in dialog loops or incorrect flags being set
  • Fixed several XP reward issues related to quests and certain enemies
  • Fixed the Red Prince being invisible during the wagon scene with the Red Princess
  • Fixed flaming pig not being blessed or cursed when talking to a shrine for the first time
  • Fixed a visual issue with electrified surfaces re-appearing after it wears off
  • Fixed an audio issue during the Council of Seven Arena, when talking to the embodiments of the gods
  • Fixed the sewer pipe exit to Fort Joy swamps. It can no longer be destroyed
  • Fixed the Scroll of Atonement disappearing from inventory
  • Fixed the Cathedral door being blocked in Arx
  • Fixed characters becoming stuck after summoning a totem in combat and then running out of combat
  • Fixed being able to save right before entering the magic mirror
  • Fixed being able to use the magic mirror with party followers by using context menu
  • Fixed an issue wherein a player joins the host for the first time and is being assigned the main character when host is controlling a companion
  • Fixed a crash related to dialog flags not being removed properly
  • Fixed Higba incorrectly being a party member later in the game due to Charmed status
  • Fixed a crash related to summoning totems near certain objects
  • Fixed a crash when transitioning to certain regions or instantly reloading the last savegame twice (runtime error)
  • Fixed wrong spirit appearing after killing Jonathan
  • Fixed dialog getting stuck when a charmed character enters the dialog
  • Fixed dialog history not showing up when a client player joins a dialog
  • Fixed a blocking issue during the Kraken fight when instantly killing Braccus during the first turn
  • Fixed turn order issue when characters transform (for example: The Doctor)
  • Fixed several journal updates triggering incorrectly under certain conditions
  • Fixed a crash when trying to teleport an item that has been picked up by someone else
  • Fixed several audio issues with the Kraken combat
  • Fixed several issues related to multiple tutorial messages popping up
  • Fixed Malady thinking Gareth is missing when he has left the area correctly
  • Fixed not being able to re-recruit party members on the Lady Vengeance due to a message saying the party is full
  • Fixed several issues with end game combat when the main character dies, but the player still defeats Braccus
  • Fixed Magister Borris not dropping Ifan’s contract
  • Fixed Ifan having Pet Pal talent regardless of which class you want him to be when recruiting him
  • Fixed Malady’s attitude dropping lower than intended
  • Fixed Jahan becoming hostile on the Lady Vengeance if the player frees the demons
  • Fixed tooltip for Evidence Chest
  • Fixed not being able to deal any damage to a number of specific NPCs
  • Fixed bears attacking when player uses Source Skills near them
  • Fixed not being able to get Infiltration achievement for lockpicking as an undead
  • Fixed Gareth’s dialog on the Lady Vengeance if he followed the path of light in Reaper’s Coast and spared Alexandar
  • Fixed several automated dialogs repeating at incorrect times or too frequently
  • Fixed being able to craft scrolls with important letters, destroying them in the process
  • Fixed Sallow Man dialog. In certain cases, he would not give out the Capacitor
  • Fixed Fane incorrectly being placed into a crime dialog after being dismissed
  • Fixed the Doctor having incorrect stats after transforming
  • Fixed being able to log in with more than 2 profiles when using controllers
  • Fixed being able to flee from certain situations when the player is not supposed to
  • Fixed being able to target corpses correctly when using a controller
  • Fixed dialog not scrolling anymore after loading while in a dialog
  • Fixed Avatar character not being assigned to player anymore after specific party death scenario
  • Fixed alignment issue causing player characters to be neutral after being resurrected
  • Fixed losing Black Rose status effect during certain story events
  • Fixed dialog issue with trespassing in Fort Joy near certain Magisters
  • Fixed Shackles of Pain effect after loading
  • Fixed Throw Explosive Trap skill in Arena Mode
  • Fixed barter trader exploit when using a controller
  • Fixed not being able to disable certain add-ons after campaign creation
  • Fixed various minor animation issues
  • Fixed a dialog issue in when fleeing from the fight with Saheila
  • Fixed Tarquin Skill Book selling issue
  • Fixed several issues related to destroying Soul Jars
  • Fixed target picking issues when near Noxious Voidwoken bodies
  • Fixed an issue with Elemental Affinity not updating the Skillbar correctly in certain cases
  • Fixed some cases when Blitz Attack and Backlash would ignore Ruptured Tendons
  • Fixed several map markers
  • Fixed being able to break the Kraken’s skill “Fate of the Sworn” by spamming ESC as he is casting it
  • Fixed having a summon time out in the Hall of Echoes resulting in the camera going to an incorrect location
  • Fixed empty catacombs pipe puzzle in Arx

UI Fixes
  • Improved tooltips for runes
  • Minimap now shows the direction of pings from other players when they are out of range
  • Fixed tooltips for surfaces not being displayed when using a controller
  • Added extra feedback for controller mode when not being able to pick something up due to not having enough strength
  • Fixed refresh issue of tooltips when players send items to each other
  • Character Creation: players can now edit their name while navigating any tab
  • Assigning points in Constitution in controller mode character screen should not increase Vitality until the point distribution is confirmed by exiting character screen
  • Fixed Direct Connect option in controller mode
  • Fixed being able to see target health bars when it is not your turn in controller mode
  • Updated the Options menu
  • Added UI fallback font for Chinese characters
  • Added turn timer in Arena Mode when using a controller
  • Fixed action bar getting stuck when skill bar is hidden by other interfaces
  • Incompatible saves now have a version indicator on the load screen
  • Fixed an issue in Arena Mode where one player would be unable to select heroes
  • Fixed a blocking issue at the end of the game when you deny Ifan having his revenge

GM Mode
  • Updated music tab. Added new music and fixed several playback issues
  • Added support for multi-region levels in GM mode
  • You can now drag items with or without snapping to terrain (by pressing the Caps Lock button)
  • Fixed inconsistency when spawning and dragging an existing item
  • Fix for characters sometimes not being assigned to anyone when a player disconnects from a GM session
  • Fixed error 300 and error 302 issues and related crash when trying to load zones that had a global entity removed
  • Fixed not being able to see custom stats tab when playing with controller
  • Fixed a crash related to NPCs joining dialog
  • Fixed a crash related to duplicate characters not being cleared correctly
  • Fixed a crash when dragging certain items to inventory
  • Fixed AI type panel and Alignment context menu not closing when GM changes character
  • Fixed an issue causing the encounter panel to display characters in the wrong order if there is a global character
  • GMs are now able to change the layout of add-ons for savegames (active sessions), as well as add new add-ons for already ongoing sessions
  • Fixed player character being teleported incorrectly when GM takes item that player was sitting or lying on
  • Users no longer lose Action Points when the GM manages their items during combat
  • Fixed exported characters not having the correct skills memorized
  • Fixed item use state being broken after GM has moved it to his inventory and back into the world
  • Fixed peace mode after saving and loading
  • Fixed cancel button in Level Templates search field
  • Fixed swapping around items not being synced correctly to clients
  • Fixed being able to load a pin with a deleted scene
  • Fixed Character Sheet background after managing a Character
  • Fixed incorrect tier of items being generated for creatures
  • Fixed GM not being able to do a GM roll during combat when possessing a character
  • Players can now load add-ons when loading a savegame

Modding
  • Fixed an issue with downloading add-ons from the host when entering a multiplayer game
  • Fixed a possible global entity duplication issue when downloading an add-on into an existing campaign
  • New items in mods now get added to an existing savegame if the savegame already contained the mod and the mod is of a newer version than the version in the savegame
  • Mods now get loaded after the lobby screen in order to avoid players having to download mods just to enter the lobby (for Campaign and Game Master)
Divinity: Original Sin (Classic)

It’s no secret that from the start, the Divinity series has had its sights set on respectfully dethroning Ultima 7. "Everything out there after Ultima 7 never did it as good as Ultima 7," Larian founder Swen Vincke once said. It's for RPGs what The Secret Of Monkey Island is to adventures, what Doom is to shooters, and what Shakespeare is to English literature, and not just because it's the last time a game was able to get away with 'thou', 'doth' and the rest of ye olde English without the world justifiably taking yonder piss with a catheter.

It hasn't been an easy road. The first Divinity game suffered from trying to do Ultima 7 without the lessons of first making Ultima 1-6. The passion was there, but the time wasn't right. Similarly, later games soon set a trend of having phenomenal ideas—psychic powers, turning into a dragon, being soul-bonded with a death knight and so on—but without the budget or RPG foundations to really make them sing.

With Divinity: Original Sin though, Larian finally pulled it off, gambling everything on a game that nearly bankrupted them. The multiplayer-first design meant that every system had to be rock-solid, Kickstarter offered both the money and the need to build a reasonable framework, and in those limits, the company's passion and talent finally found the home that it deserved. Fast-forward, and Divinity: Original Sin 2 is even better, tightening up the storytelling, greatly improving the characters and questing, and still overflowing with ideas and humour, without being quite as goofy as its predecessor, and offering a less convoluted but far stronger plot.

In short, I absolutely love Divinity: Original Sin 2. It's one of my favourite RPGs in years, and when I put that in the context of having not liked the original Divine Divinity much at all, that's only to reinforce how glad I am that Larian kept pushing forwards, kept the faith, kept evolving, and finally created a sequel that unquestionably carries the spirit of Ultima while still having its own very different, distinct soul. On any terms, it's an absolute triumph.

But speaking as an old-school RPG fan, how goes its quest to beat it? Is it finally time to stop bringing up the 90s classic in every conversation and move on?

Okay, so the Guardian now looks like a talking Muppet. But he was scary in 1992!

A legend returns

I know it's an unfair comparison, because it’s not really Ultima 7 the Divinity series is going up against, but the legend of Ultima 7—the Platonic ideal of the open world RPG that was established back in 1992. I was thirteen when I not simply played it but got blown away by it. That huge open world. That freedom. The fact that you could bake bread and eat it. It was both a design and technical milestone in an era where 256 colours were still a novelty. The villain could talk to you. In real speech! You could blow up the world with Armageddon!

It s not really Ultima 7 the Divinity series is going up against, but the legend of Ultima 7 the Platonic ideal of the open world RPG that was established back in 1992.

Never mind that games like Minecraft have long since surpassed its scripted, largely sign-posted crafting, or that the combat was dreadful, or that the world isn’t actually THAT big if you take a step back. No game will never supplant my love of Ultima 7 because no matter how much tech or how much brilliance you put it in it, it will never fill my soul with the magic that those chunky VGA sprites and a few speech files did back then. The same goes for many longtime RPG players, who hold Ultima 7 in high esteem - perhaps even Vincke himself. And no, you'll never experience that same feeling now, if you play Ultima 7 in a world with the likes of Planescape: Torment and Skyrim and Dragon Age. You missed it. Sorry.

At the same time, Ultima 7 doesn’t just cast a shadow. In being that illusion of a perfect RPG, even if in practice it’s far from it, it offers a great guiding light for Divinity as a whole—highlighting both how far it’s come, and where the issues still are. Again, it’s come a hell of a long way. As much as I hate to say it, Divinity: Original Sin 2… deep breath… is a better game than Ultima 7 in pretty much every way, from the depth of its world simulation to its raw mechanics and combat and character building. Certainly, as a standalone adventure.

But what more might it be? What else has Ultima 7 to teach?

Pathfinder

Let’s start with the world. By far the worst part of both D:OS and D:OS 2’s design is that they pretend to be an open world, but they’re not. In practice, there’s a strict path that you’re meant to follow around the world. Trouble is, it’s unmarked, usually makes little logical sense, and is managed by the fact that enemies with even a slight level distance on you are notably more powerful and will typically squish you flat.

To use Reaper’s Coast as an example, you start on a main road leading north, with a town off to the west. Despite the map pushing you onwards and upwards, exploring that way only going to lead to your death. The design actually wants you to go into down and poke around there. While less problematic than some of D:OS’ pathing, this fights against both your natural inclination to explore, and often the drive of your character’s own quest at that, and the fact that the goal of the map is open in a similar way as Baldur’s Gate 2’s second chapter—to hook up with Sourcerers and learn from them, in essentially isolated modules that feel like you should have more freedom than you do.

The world had never seen realistic worlds like this in the 90s. Not just seen, but been able to poke around in detail.

Let’s compare to Ultima 7. One of the big lies of Ultima 7 is that it’s an open world game. This is true to a point, in that you can go almost anywhere, but in practice the intended journey around it is linear (this is why when you die, you return to the same place to be told where the people you’re chasing have gone next, to put you back on the correct course). The map itself is then typically controlled not by beef-gate monsters and impossible fights but environmental hazards like poison swamps and locations it’s pretty clear you’re not equipped for. It’s a far more naturalistic approach than just throwing in some assassins or similar to block the way, especially when the scenery itself can convey the hint that you’re getting out of your depth.

Whether Divinity wants to convey the feel of an open world or not, this is something that needs improving next game. This doesn’t mean dragging the player around by the ears or cutting out exploration, just better guidance. More clearly name checking the next camp they have to go to. Having extra NPCs and encounters point them in the right direction, and making the map progression feel like encountering natural resistance instead of punishment for not reading the map designer’s mind. The guards in Reaper’s Coast who warn you away from one of the local evil Sourcerers are a great example of D:OS2 addr—you’re welcome to ignore them and head off into a spooky part of the map anyway, but it’s on your own head.

The old school vs. the new order

When you ve got as many characters and subquests as a modern narrative game, a notepad doesn t necessarily cut it.

On a similar level, and this isn’t unique to Divinity by any stretch, D:OS2 features a lot of old school moments where the designer’s intent simply isn’t clear and intuition doesn’t cut it. Many older fans chafe at modern niceties like flags on maps and being led through every step of a quest, and that’s fine. The catch is that you can’t simply remove them without having something to take their place, especially with a map and suite of skills as big as D:OS2’s. I remember not being able to find a location I ‘knew’ was on a creepy island because I was failing a stat check, despite it being on my main character’s critical path. Later, almost at the end of the game, being Mr. Clever about one puzzle solution involving a judgemental statue meant never even speaking to the character who was meant to tell me how to get past a later puzzle. Cue a vast amount of frustration and resorting to Google.

Now, Ultima 7 offered no in-game quest log at all. True. It was the era where you were expected to have a notebook on standby. However, it was good at directing players to the next location, and its puzzles and situations weren’t typically that complicated when you arrived. For all the baking bread talk and world simulation going on, dungeons tended to be about basic stuff like pressure plates and dragging things onto things versus pen-and-paper style adventure modules.

When you’ve got as many characters and subquests as a modern narrative game, a notepad doesn’t necessarily cut it. Modern narrative driven RPGs offer far more tools and possibilities than the Avatar and friends had, and that player feedback is important. It’s not a question of dumbing down, but designing so that the player can better intuit what the designer wants. After all, in real life if someone asked you to deliver a package, you could at least outright say “OK. Where to, exactly?"

Amongst DOS:2 s best ideas, the conversations let you mentally fill in dialogue with how your character s would talk.

What we fight for

Most of this is of course implementation rather than design philosophy per se, and again, D:OS2 is a massive jump over its predecessor. The same applies to the story. It’s a wonderfully simple concept where all your party members are competing to become the next Divine, against a background of wider political and metaphysical messing around. It’s a fantastic RPG story because it’s simple enough to grasp and appreciate the implications of, wide enough to allow more or less any smaller story within its confines, and feels both epic and personal. It’s not as complex as, say, Planescape Torment, but it works in a similar way.

The Ultima games from Ultima 4 onwards were overtly About Something in a way that very few RPGs manage to be.

So why does Ultima 7 still feel like it has an edge? A couple of reasons. The first is that its world of Britannia is a place that doesn’t simply have lore, but history. You’ve visited it as the same character, and adventured with the same Companions, and seen the same towns many times over. It’s like a virtual home away from home, kept interesting by the constant changes to the status quo in each game—in Ultima 7, the biggest being that you’ve been gone for 200 years and life has moved on without you. You see it as you explore, both in the stories you hear and the quests you complete, and in the incidental details as people go to work, go to bed, head to the local tavern, and otherwise show off all kinds of NPC scheduling fun that’s all the more incredible for how hard that stuff is for games even twenty-five years later.

That sense of life would of course be wonderful to see in Divinity. However, even excluding it and focusing on the sense of Home that Ultima 7 offered, it’s not hard to see how the series has squandered its potential somewhat and doesn’t have the same foundation. The big reason is that despite all the games being set in the world of Rivellon and having a few recurring characters, each game time-jumps and focuses on completely different areas each time. They’re connected by lore, yes, but that’s not the same visceral sense of returning to a beloved world that you get in long running series like, say, Tex Murphy’s Chandler Avenue and Monkey Island’s corner of the Caribbean, nor are there many familiar characters there to greet you and feel like old friends who are glad to see you back.

Now, there’s nothing wrong with this approach per se, but it does mean that the familiar tends to be mechanical, like the Pet Pal perk, or mythological like its pantheon of gods, versus recurring characters to deal with on a more human level, like Bracchus Rex, Damien and of course Lucian the Divine.

It s such a pretty world. Some trips to further flung areas would be fun in the next game though.

The second is that while their success has arguably been overly glorified over the years, the Ultima games from U4 onwards were overtly About Something in a way that very few RPGs manage to be. Ultima 4 of course was about becoming a hero, Ultima 5 about the misapplication of justice, Ultima 6 about racism and tolerance, Ultima 7 about corruption and the power of religion, and Ultima 8 about a hero forced into a position of doing evil for the sake of the greater good.

(We don’t talk about Ultima 9).

Specifically, Ultima 7 features persuasive moral philosophy and shows how it can be perverted to promote selfishness and obedience to a cause, the much denied but blatant fact that the villains are a pastiche of Scientology, and smaller stories involving many important themes of the time such as drugs and the growing violence of the media, as seen by the fact that your first encounter is a bloody sacrificial murder site full of assorted giblets.

This isn’t to call out Divinity: Original Sin 2 for not following the same storytelling path. Both its main story and its character based plotlines are excellent. It is however a big part of Ultima’s core design philosophy—that RPGs can be about more than gods and monsters and saving the world. Though nothing else has truly surpassed it, bits of that have wormed their way into many RPGs since, to make them more than the sum of their adventures. Planescape has ‘What can change the nature of a man?’, while Fallout followed both its catchphrase ‘War never changes’ and the unspoken ‘even as the world does’ in developing its world.

These are the touches that help a story really resonate; to sink their claws in and stick with you as meaningful long after the credits rolled. That resonance is also a big reason why other classic RPGs like Might and Magic and Gold Box games may be beloved by fans, but the likes of Ultima and Wasteland remain nothing short of legendary decades after their time.

Dialogue hasn t necessarily aged well. Making it worse, Lord British here is from 20th century Earth.

A legacy within reach

The Divinity series isn’t quite at that level yet. But as I said at the start, that’s not intended as a criticism—talking in these terms, and about that possibility, is intended as a huge compliment. Nothing has ever gotten closer to beating Ultima 7 at its own game, and that includes its sequels. To accomplish that and still have time for ideas as great as Pet Pal, talking to ghosts, and a campaign that works just as well if you play it straight or if you team up with friends and murder everyone Diablo-style is nothing short of incredible.

The fact that there’s still inspiration to be taken from the classics is honestly exciting, especially after seeing the love and commitment in every part of the jump between D:OS and D:OS2. Maybe the next Divinity: Original Sin will finally push over the edge, or maybe the company will go in a different direction entirely—to take the vast amount learned so far and create something that’s entirely their own, as, say, Troika did with Vampire: Bloodlines, Toby Fox did with Undertale and BioWare did with, ooh, let’s say 2.9 Mass Effects.

But that’s for tomorrow. For now, let’s stick with what really matters. Whether Ultima 7 can ever officially be ‘beaten’ or not, nobody has come half as close as Divinity: Original Sin 2. It’s a great RPG on its own terms. It does the greatest RPG of all time proud. Most of all though, it should give RPG fans everywhere reason to be excited about the future of both the Divinity series, and the as-yet unknown promise of anything else Larian might have bubbling away over in its labs. Anyone else’s fingers crossed for urban fantasy?

Divinity: Original Sin 2 - Definitive Edition - contact@rockpapershotgun.com (Adam Smith)

“Hello, do you think you’d be able to perform the voice of a pile of corpses, a bull, a deer and a painting?”

When the decision was made to have Divinity: Original Sin 2’s dialogue fully voiced, the sheer quantity of text seemed like the biggest hurdle but I hadn’t considered the difficulty that casting some roles would involve. Voice actor Jay Britton, who has worked on TV and radio as well as games, including Elite Dangerous and The Journey Down, revealed the full list of 35 characters that he played in Larian’s RPG. It ranges from apparent fantasy staples such as Pilgrim and Lizard Skeleton all the way to Pile of Corpses, Dead Civilian, Bull and Deer. It’s as good a brief summary of the weirdness threaded through this wonderful RPG as anything I’ve seen and I asked Jay which was the most memorable character of the lot.

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