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quadrophrenic
Feb 4, 2011

WIN MARNIE WIN


Divinity: Original Sin II is the follow up to 2014's Game Of The Year 2014, Divinity: Original Sin, which is the follow-up to a bunch of other Divinity games that were not as good, all developed by Belgian studio Larian Studios.

Use a bunch of genre buzzwords to describe this game.

Open world D&D-based isometric RPG with turn-based XCOM-like combat system.

What's the story?

Divinity: Original Sin had you playing as two Source Hunters; mercenaries who were employed to track down and apprehend users of Source, a dangerous form of magic. Throughout the course of their journey, the Source Hunters learned more about the true nature of Source as a benevolent, The Force-like power that binds the universe together, but was corrupted by a mysterious otherworldly evil entity known as The Void. Several more high fantasy tropes later, big battle with a big gently caress-off dragon, the vanquishment of evil, calm returns to the world, hurrah hurrah.

Divinity: Original Sin II takes place 1000 years later. Source users are still stigmatized and Source usage is now criminalized. You play as a Sourceror trapped on a penal colony, robbed of your powers, with a bounty on your head, yearning to escape...

What's so great about this game/these games?

It's a lot of everything. One of the things I loved about D:OS was its broad appeal: it combined a really stonkin' fun combat system with witty, concise writing and a beautiful, clean presentation. It had loot. It had surprisingly great music. It had strategic combat with fun elemental skill chains and environmental interactions. It had charming dialogue and memorable characters. From playing a few hours of the beta, it seems that D:OS2 keeps all these traits and makes them even-more approachable and rewarding. The fun dialogue is still in place. The combat is just as rewarding as ever, and in fact a lot of QOL tweaks make it a much more streamlined experience. It's definitely more evolutionary than revolutionary, but if you found the first game as fun as I did, you'll probably want to pick up this one too.

What's different about D:OS2?

A lot of minor differences, but most of the major differences regard the personality and conversation systems. In the first game, personality was gamified through the use of sliding meters that were affected by various in-game actions, which gave your character certain buffs/attributes. It was a neat system, but it was also one of the biggest flaws of D:OS, because certain buffs were better than others, which led to the min/maxing of personality traits, anathema to the kind of "let your own personality come through in-game" motive that Larian seemed to be pushing for. In D:OS2, this system has been completely scrapped. Player characters now have "tags", encompassing everything from race, gender, actual personality traits, moral alignments, addictions, predilictions, to story-driven tags. These tags enable extra responses during dialogue, as well as having other effects. It's sort of like Mass Effect, how being full paragon/renegade unlocked paragon/renegade conversation options, except instead of only two alignments, there's like 100 of them. The rock-paper-scissors system of negotiation has also been scrapped in favor of simple stat checks on persuasion.

All of these changes lead to a system that is perhaps less interactive than the first game, but much more enveloping and much less prone to ludic fuckery. If you are a [HUMAN][FEMALE][ROGUE][MYSTIC][LEADER] tagged character, you can expect (quite frequently!) to be able to employ any one of these traits in the course of conversation, and it really makes personality feel like more a part of the game and less like something you check after every few conversations to make sure you're still getting your +30% AP buff or whatever. I dig it!

When is it out?

RIGHT NOW BUDDY if you don't mind buying early access. The Steam EA beta comes with the first act, with a few central features (namely interparty conversations) as yet unimplemented. I've been playing it a bit for the past couple of days, and it runs like a charm save a few janky camera issues. It feels mostly full-featured. Note, however, that custom characters are disabled in EA: you can tweak a character's starting skillset, but you cannot straight up make-a-man lol I'm dumb. You can totally make a custom character. Dunno how I missed that. The EA beta functions as a preorder and you will receive the game on launch day. The beta costs $44.99 USD. game's out and it's pretty cool yeah!

Tell me about BUILDS

Here's a pretty thorough and well-written short novel about things to consider when building a party, thanks forums poster Harrow!:

Harrow posted:

So, general build advice post. I'm not an expert, but from playing, experimenting, and doing a lot of reading about what works for other people, I think I've synthesized a pretty good "here's what works given the current game balance" thing. If anyone wants to correct me or add anything, please do, especially if you're playing on Tactician and having a lot of success.

If you're not sure how to build your team, you probably want to prioritize things in the following order:
  • Damage. Damage is the single most important thing your party needs to have, ideally specializing in physical or magical damage. You'll need to break through a target's physical armor to damage its health with physical attacks, and its magical armor to damage its health with magic attacks. Because physical attacks generally don't tough magical armor, and vice versa, it can be really annoying if your damage is spread thinly across physical and magical. But, perhaps more importantly, damage enables control, which is the next thing on the list. My recommendation, by the way, is to focus on physical damage. Magical damage is very cool, but most of the best sources of it endanger your team just as much as the enemy, and while magic has significantly better AoE damage than physical, I'd argue that AoE damage is not nearly as important as single-target damage in this game.
  • Control. Crowd control is necessary to lower the incoming damage your team is taking. Thing is, it will always fail if the target has the appropriate armor to resist it, which is why you really need to pile on the damage. Until you break the target's physical armor, it can't be knocked down, for example, and it can't be chilled or frozen while it has magical armor. Note that there are a couple of control options that ignore armor, which makes them extremely valuable. Specifically, Aerotheurge spells that teleport a target (like Teleport and Nether Swap) don't care if the target has armor, and anything that slows a target, like oil, ignores armor, too. Once a target's armor is broken, a lot of ability sets have great options for crowd control. One early standout is Chicken Claw (Polymorph), a melee-range spell that turns a target into a harmless chicken for a couple of rounds, effectively removing it from combat for that period of time (or rendering it totally defenseless).
  • Armor recovery. All the rules that apply to enemies apply to you as well: as long as you have armor, you can't be hit with the nastiest control effects. So restoring your own armor is vital to winning the action economy war. Plus, spells that restore a type of armor frequently cure status effects resisted by that armor. Geomancer spells can restore physical armor, and a character with Polymorph or Necromancer also has ways to restore their own physical armor; for magical armor, Hydrosophist is king. This is more important than restoring your health--that's a lot easier to come by, via plentiful cooldown-free potions and spells from a wide variety of ability sets.
As for building each individual character, here's my advice:
  • Focus on one damage attribute, plus Wits and Memory. Rogues and rangers want Finesse; big melee fighters want Strength; mages want Intelligence. After that, everyone needs Memory for more skill slots, and Wits for better initiative (and critical chance, for your attackers). If you have a dedicated summoner/support caster and you don't care at all how much damage their spells do, you can even ignore Intelligence entirely and just go all-in on Wits and Memory. (Incidentally, this also means that Summoning on a physical character is completely viable, though given how powerful totems can be I'd argue a dedicated summoner is a very nice thing to have.)
  • Constitution is secondary at best. If you have a character who uses shields, they'll want some Constitution because it's a requisite to equip higher-level shields. That said, don't fall into the trap of neglecting Wits, Memory, or a damage stat to boost Constitution. Why? By the time an enemy is able to damage your health (which is what Constitution boosts), you're vulnerable to a whole suite of nasty control effects. You don't want to be in that situation in the first place, and once you are, how much health you have isn't really your primary concern. For melee characters, it's much more important that they have high armor, good ways to restore that armor, lots of mobility, and some form of self-healing. Have all of those and you can have base Constitution and still be a tank. (I expect this point to be pretty contentious.)
  • Pick three combat abilities per character and try not to spread too far beyond those. If you hit max level, you can expect to max out three combat abilities at most. At the start, you want at least two points in each non-weapon ability you want a character to use because that'll let you use any skill for that ability you'll find in Act 1. After that, pump up the one with the most useful passive effect. For example, Warfare increases all physical damage you do by 5% per point, while Polymorph gives you a free attribute point for every point you spend in it (which is really, really good). Hydrosophist increases healing you do while Geomancer increases how much physical armor your skills restore. If you have a summoner, the Summoning ability is the only thing that matters when determining how strong your summons are (well, that and your level, but that's going up at its own pace).
  • Hybrid characters are great--just don't try to use physical and magical damage on the same character. You can easily have a character with both physical and magical abilities, but I'd recommend against trying to have a character who does both physical and magical damage. They use different stats, for one thing, and it'll also make you run afoul the split armor types. But giving your physical characters support spells is a great idea. For example, Aerotheurge has great support and armor-agnostic control spells, while both Geomancer and Hydrosophist are good for restoring armor and healing, and neither of those care about your Intelligence. And Necromancer really shines on a melee character.
Here are some really strong abilities or ability combinations:
  • Ranged and Huntsman. Bows are fantastic and really versatile, especially if you can stock up a good amount of elemental and status effect arrows. Huntsman gives you even more of a damage bonus for high ground (which you already always want on a ranged attacker), plus mobility, healing, and some great burst damage skills like Barrage. This character's third skill can be anything you want, but I like Aerotheurge, Hydrosophist, or maybe Summoning (but see below).
  • Warfare and Necromancer. Warfare has good melee damage and great control skills. Meanwhile, Necromancer lets you recover health whenever you damage an enemy's health (not armor), and has amazing survivability spells for restoring physical armor or just plain not dying when you're supposed to. Its summon can be really helpful, too, even if you don't have the Summoning ability on this character. One note: Warfare probably doesn't need to go above 5 or so (to unlock the highest-level Warfare skills), because its passive is a 5% increase to physical damage per point, and beyond that point investing in this character's favored weapon type will be better (same damage bonus but with another bonus, like critical chance or accuracy). The exception is if this character also has Intelligence instead of Strength (you might if they're a staff fighter), because Necromancer attacks do physical damage and are therefore boosted by Warfare. Bonus points if this character is undead and also has Geomancer--undead heal from poison, so you can just surround yourself with poison and constantly heal from that and the damage you deal and it rules.
  • Summoning. That's all. Just Summoning. Summons are extremely versatile and strong, and don't give two shits what your character's stats are. Boost this high early and you'll get a major early advantage. If your team is focused on physical damage, try to summon incarnates and totems on pools of blood for bonus physical damage and great physical damage skills; if your team uses magical damage, summon on elemental surfaces instead. I like to pair this with support spells from Geomancer or Hydrosophist, because summoning a totem every turn can really add up, but you could also put this on your Huntsman character or really anything you want.
  • Polymorph on a melee character. Polymorph's best control spells are melee-range, so putting this on an up-close fighter is a real winner. It also has some amazing buffs that a melee character will love. Spread Your Wings lets you fly a far distance every turn for 1 AP and ignore surfaces under you. Heart of Steel is a really strong physical armor recovery spell. Bull Horns gives you a big rush attack similar to Warfare's Battering Ram. Oh, and Skin Graft resets all your cooldowns immediately, which is A+ loving awesome (though it does cost a Source point).
  • Scoundrel on an elf. This is basically "burst damage: the build." Scoundrel gives you good mobility options (like Cloak and Dagger or Backlash), but perhaps more importantly, it also gives you Adrenaline, which lets you "borrow" 2 AP from the next turn. Why on an elf? Because elves can use Flesh Sacrifice for another bonus AP, and why not stack that on top of Adrenaline's bonus? That combination is for those "this enemy needs to die this turn" moments. Hell, this character doesn't even have to be melee--while Scoundrel does give you good melee attacks like Backlash, that bonus AP is useful no matter who you are, and if you want your burst damage right now character to be a ranger, that'll work just fine. Scoundrel's even nice for parties that specialize in magical damage: it has two skills that damage magical armor and set status effects resisted by it (Chloroform and Gag Order).
  • Aerotheurge on anyone. Teleport and Nether Swap let you move enemies (or allies) around the field and don't care about armor. They're awesome. If you take this ability set for nothing else, it's still worth it for those two spells. Spells like Uncanny Evasion are a nice bonus, and if you happen to strip a target's magical armor along the way, getting them wet and shocking them is nice for stunning, too.
As for civil abilities, the good ones are Thievery, Bartering, Loremaster, and Lucky Charm. Persuasion is nice if you want to avoid fighting in some cases. Thievery will make you an absolute fuckload of money if you steal from every merchant you can. Pro tip for picking pockets: distract the NPC by talking to them with one of your characters, then switch to your thief and sneak behind them to steal their poo poo. Once you're done, prepare to run away because NPCs will search for their missing items for a short time. Move a couple of screen lengths away and wait for a minute or two and you're safe.

Something I like to do is to use my Bartering character to just gift an NPC a few hundred gold to max out their disposition, then trade for what I want, then steal back as much gold as possible. With just one Thievery character, I find it's easier to get everything I want from an NPC's inventory that way, at least before getting Thievery to a truly high level so I can take a lot of value in one go. Do note that you can only steal from an NPC once per character ever, so make the most of each thievery session.

quadrophrenic fucked around with this message at 18:37 on Sep 19, 2017

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Orange DeviI
Nov 9, 2011

by Hand Knit
Is it known whether you can save characters in this one? As in, use a character I built in solo play in someone else's game?

cant cook creole bream
Aug 15, 2011
I think Fahrenheit is better for weather

quadrophrenic posted:

the game will be out December this year.

Where is this coming from? I heard it will take a bit more than that.

Phlegmish
Jul 2, 2011



I'm so stoked for this. I'm deliberately not playing Early Access so as not to spoil myself.

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe

killstealing posted:

Is it known whether you can save characters in this one? As in, use a character I built in solo play in someone else's game?

Doesn't seem like it. But you can take control of the companion characters for drop in play and they're really well done this time.

Air is lava! posted:

Where is this coming from? I heard it will take a bit more than that.

The kickstarter originally had early access in Summer and the game by year's end, but Larian's said that it'll probably slip a month or two.

Buckwheat Sings
Feb 9, 2005
God I hope it's a bit easier and they lay off with that ONE LEVEL HIGHER, YOU'RE hosed poo poo. Basically gave the game a very strange weird feeling that was less on adventure and more just looking at levels and trying to figure out the straight path they want me to take despite pretending otherwise.

Also I hope they don't give up for their late game content. The last bits of the first felt like they just randomly placed bad guys in the zones.

Clever Spambot
Sep 16, 2009

You've lost that lovin' feeling,
Now it's gone...gone...
GONE....

Buckwheat Sings posted:

Also I hope they don't give up for their late game content. The last bits of the first felt like they just randomly placed bad guys in the zones.

The first area of the EA version seems less dense than the first area of the first game, which to me implies more focus on the later areas but obviously we wont get confirmation until its for real out.

Jastiger
Oct 11, 2008

by FactsAreUseless
Went to character creation. Looks amazing. I want to use their backstories, but i kinda dont because i like doing my own thing. So exciting!

Everdraed
Sep 7, 2003

spankety, spankety, spankety
I played this for thirty hours and it's very good. There's definitely some alpha issues though, the biggest one probably being the way attributes are handled where they give a sliding scale of bonuses or negatives based on your level.

That means having 15 int swings from +30% magic damage at lvl 1 to -20% a few levels later. I can't say it felt like it mechanically impacted my play very much (later levels spawn equipment with hefty attribute bonuses, ie I found some purple boots that gave +7 int), but the notion of each new level making you seemingly get worse on paper unless you pump a single stat does feel weird and seems to discourage multi class builds. I'm guessing they'll probably mess around with it or tweak the system in general, people on their forums have been pretty noisy about it haha.

Also there's a new Memory attribute which dictates how many skills you can actively use, with every two points in memory giving you one skill 'slot.' You start at 10 memory so have 5 slots and can utilize 5 active skills which can be switched out for any skill you've learned whenever you're not in combat. Now some later skills can take 3 slots (and I'm assuming eventually more) by themselves so you won't have the crazy 'each of my characters has every good ability of every class' builds from D:OS1, at least not as easily.


Anyway I enjoyed the alpha's content a lot, especially its main quest progression which has a really robust number of ways to 'resolve' it. Compared to the first game its narrative seems significantly more compelling, pulling you along at a good clip with major goals and overarching direction. I had issues with losing steam doing all the content for 1's first big town, so was pleasantly surprised by how well this map held my interest.


Jastiger posted:

Went to character creation. Looks amazing. I want to use their backstories, but i kinda dont because i like doing my own thing. So exciting!
The game recommends using one of those pre-constructed characters and after playing as the lizard (the Red Prince) I'd agree with it. There's a LOT of content for each of those characters and while I think they're all recruitable companions within the game, having one of them be the player character felt like it added a lot of interesting details and ways to resolve interactions. Very minor example: A crab made fun of me when I said red dudes should stick together, so I blew it up!!

Pet Pal Still Owns.

quadrophrenic
Feb 4, 2011

WIN MARNIE WIN
Pet pal is mandatory

Orange DeviI
Nov 9, 2011

by Hand Knit

quadrophrenic posted:

Pet pal is mandatory

It really is

Clever Spambot
Sep 16, 2009

You've lost that lovin' feeling,
Now it's gone...gone...
GONE....

Everdraed posted:

That means having 15 int swings from +30% magic damage at lvl 1 to -20% a few levels later. I can't say it felt like it mechanically impacted my play very much (later levels spawn equipment with hefty attribute bonuses, ie I found some purple boots that gave +7 int), but the notion of each new level making you seemingly get worse on paper unless you pump a single stat does feel weird and seems to discourage multi class builds. I'm guessing they'll probably mess around with it or tweak the system in general, people on their forums have been pretty noisy about it haha.

IIrc this is basically how the attributes/levels worked in the first game, it was just completely obscured to the player so no one noticed or cared.

Everdraed
Sep 7, 2003

spankety, spankety, spankety
I can't say I remember anything like that for the first game myself, but it wouldn't surprise me at all. Since spell damage also scales up by level I doubt I'd have noticed any weirdness if int just said 'more makes your spells stronger!!' The described benefits for raising attributes / skills felt pretty minor in general though, so mostly I just held onto points in case specific breakpoints such as needing more skill slots or new spells requiring specific magic schools rolled around.

dordreff
Jul 16, 2013

Buckwheat Sings posted:

God I hope it's a bit easier and they lay off with that ONE LEVEL HIGHER, YOU'RE hosed poo poo. Basically gave the game a very strange weird feeling that was less on adventure and more just looking at levels and trying to figure out the straight path they want me to take despite pretending otherwise.

Also I hope they don't give up for their late game content. The last bits of the first felt like they just randomly placed bad guys in the zones.

Just be a wizard. Manipulating terrain effects was borderline broken and strategically applied magic could chump almost anything in the game.

evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious
Blowing up barrels in this game is amazing even when compared to the last game, I think. Most stuff just dies instantly to a barrel explosion and the stuff that does not just burns up the next turn. Sadly they are rather sparse, but the game would be too easy if there were more of them.

Random Asshole
Nov 8, 2010

What's the tone of the writing like, overall? I liked a lot of the IDEAS in Original Sin, and it sounds like some of my pet peeves are getting fixed (the aformentioned level up OR DIE thing), but the real deal-breaker was the writing lurching violently from genuinely pretty funny to mostly serious to painful knock-knock joke level humor... mainly that third part.

Dr. Video Games 0112
Jan 7, 2004

serious business

Buckwheat Sings posted:

God I hope it's a bit easier and they lay off with that ONE LEVEL HIGHER, YOU'RE hosed poo poo. Basically gave the game a very strange weird feeling that was less on adventure and more just looking at levels and trying to figure out the straight path they want me to take despite pretending otherwise.

Also I hope they don't give up for their late game content. The last bits of the first felt like they just randomly placed bad guys in the zones.

There was SO much broken poo poo you could do in the first game, even after they patched out half of it some months after release. The later levels reminded me of Diablo 2, less RPG more just a field of mobs and loot to raid through with all story context and (horrible) puzzle elements gone. The game itself reminded me of Diablo 2 in the sense that if you build properly and try for an optimized build, the challenge becomes how to handle being so overpowered and cruising through everything, but if you build incorrectly and you're new to RPGs just clicking random stat points the game punishes you hard. I sincerely hope they retain that aspect and look forward to breaking open another campaign.

Perhaps a hamster
Jun 15, 2010


quadrophrenic posted:

If you do mind buying early access, and hey man I'm not here to judge, the game will be out December this year.
Yeah, no, unfortunately it's definitely not going to be out December this year, that release date is over a year old. In all the recent interviews Swen's been saying it'll definitely slip into the next year and I remember seeing "later in 2017" bandied about too, so it could be anything from 2nd quarter of 2017 (if they take the same amount with EA as the first D:OS) to the end of 2017.

Buckwheat Sings posted:

God I hope it's a bit easier and they lay off with that ONE LEVEL HIGHER, YOU'RE hosed poo poo.
Just alpha impressions, but so far I did find it easier to beat higher level enemies than in the first game, at least two levels higher parties seem perfectly fine as long as you're liberally using all your consumables. Then again, since it's only EA I'm not sure if that's by design or just balance being a bit off as of yet.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


How come Stabbey_the_Clown didn't create this thread.

tight aspirations
Jul 13, 2009

quadrophrenic posted:

the follow-up to a bunch of other Divinity games that were not as good

Divinity 2 was better than D:OS :colbert:

Dark_Swordmaster
Oct 31, 2011
Finally a chance to get my old college D&D group back together via the internet!

AKA

Wait, I need two more people this time?


I'm EXTREMELY excited for this one, especially since even after dozens of hours in Pillars of Eternity I would still pick Original Sin over it.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender
December? :lol: I wouldn't expect this game to be out before June 2017. Larian likes to take their time.

ZearothK posted:

How come Stabbey_the_Clown didn't create this thread.

I've been pretty busy with various things and never got around to it. But thanks to quadrophrenic for picking up my slack. I appreciate it, really.

I have been playing the alpha a bit, even though playing too much of the alpha and beta for the first game really burned me out on the full game. It's largely for that reason that I'm going to try avoid playing the origin stories until the full game is out. I've rolled up a dual-wielding Dwarf Rogue.

Lunatic Sledge
Jun 8, 2013

choose your own horror isekai sci-fi Souls-like urban fantasy gamer simulator adventure

or don't?
Hey. If nobody's mentioned it yet: both players in online co-op can make their own characters. Player B just has to join Player A while they're still in the character creation screen.

It might have taken us a hot minute to figure that out.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
With the sequel in Eearly Access, I should probably finally play the first Original Sin, which I grabbed before it was done and told myself I'd finally play it when it was more developed :downs:

You know, while I'm going back across other games I own like "Holy gently caress, I finally beat Skyrim's main quest the other day"

Dark_Swordmaster
Oct 31, 2011
Make sure to play with a buddy! It's even better with a friend.

Savage For The Winjun
Jun 27, 2008


play with 3 friends and behold as you fail to achieve anything short of murdering the entire town

frank.club
Jan 15, 2011

by Jeffrey of YOSPOS
Man I have 30 hours in os1 and never got past act 1. I gotta change that

George Sex - REAL
Dec 1, 2005

Bisssssssexual
I played a good long time of the first one while in alpha and had a good time, but got burned out on an unfinished product. Sapped, I lacked the will to dig into all the new features that looked so cool. Never again, early access. Never again...

How is it though? Fun?

Clever Spambot
Sep 16, 2009

You've lost that lovin' feeling,
Now it's gone...gone...
GONE....
They built on all the good stuff of the first while minimizing the stuff people didn't like. Its real fun and so far the story/writing seems interesting.

Have they said anything about controller support for the released version? I am really enjoying playing through the first game with a controller.

woodenchicken
Aug 19, 2007

Nap Ghost
How's the new composer?

Stephen9001
Oct 28, 2013

woodenchicken posted:

How's the new composer?

Serviceable.
(This may or may not be an understatement)

I can have moments of... eccentricity and sometimes be quite curious about things. Please forgive me if I do something foolish or rude.

Rabelais D
Dec 11, 2012

ts'u nnu k'u k'o t'khye:
A demon doth defecate at thy door
The dialogue hasn't actually improved all that much; it's more mature, yeah, but still deathly boring for some reason.

I have to keep reminding my co-op partner to actually read what people say and not jump from fight to fight but I struggle to follow my own advice.

The game isn't all that different from the original, but more of the same isn't a bad thing in this case.

quadrophrenic
Feb 4, 2011

WIN MARNIE WIN
Hey has anyone figured out how to switch party formation? I seem to recall also that in D:OS your party would fan out a bit at the start of battle and that doesn't seem to be happening in this game. I keep getting nuked by a fire spell or somesuch at the start of battle :/

Orange DeviI
Nov 9, 2011

by Hand Knit
Is that cat wizard back

double nine
Aug 8, 2013

Is Bellegar back?

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe

killstealing posted:

Is that cat wizard back

It's over a millenium since the previous game.

Dark_Swordmaster
Oct 31, 2011
That's one thing I loving hate about fantasy settings. In just over 2000 years we've advanced in technology by so much and yet here in these worlds with magic they sometimes loving regress...

Zore
Sep 21, 2010
willfully illiterate, aggressively miserable sourpuss whose sole raison d’etre is to put other people down for liking the wrong things

Dark_Swordmaster posted:

That's one thing I loving hate about fantasy settings. In just over 2000 years we've advanced in technology by so much and yet here in these worlds with magic they sometimes loving regress...

Divinity is really weird about it. Dragon Commander has you on a futuristic airship with a jetpack while you command armies made up of robots, zepplins, tanks etc.

Its set 8800 years before Original Sin.

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

Dark_Swordmaster posted:

That's one thing I loving hate about fantasy settings. In just over 2000 years we've advanced in technology by so much and yet here in these worlds with magic they sometimes loving regress...

To be fair, real-world history has plenty of its own eras of technological regression, usually tied to the fall of large empires.

It's totally plausible that a magic-fueled societal collapse would have similar results to, say, an atomic-weapons-fueled societal collapse.

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Dark_Swordmaster
Oct 31, 2011
Yeah but fantasy worlds tend to last for thooooousands of years without any sort of progress. Like no one's even attempting science. I realize science is heavily invalidated when people who wiggle their fingers can do anything they want but it's one of me genre pet peeves. It's never big enough that it ruins anything for me but it's just one of my personal issues with it.

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