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Divinity: Original Sin II - What's coming next?

Discussion in 'Game/SP News & Comments' started by RPGWatch, Feb 9, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Swen talks about the next steps to develop Divinity: Original Sin II:

    Hi all!

    Thx for all your feedback & for playing! We're taking early access as an opportunity for trying out new things but we obviously also don't want to frustrate you when we err on the wrong side which is why you can expect an update soon that takes care of some of the most pressing issues, specifically the economy, the longevity of certain surfaces and the removal of some cc from the early enemies.

    As we're getting closer to finishing the game and more and more game systems start being activated (we still have a lot of work but for the first time we can actually see the light), you can expect a few more drastic changes. Several of these have to do with the overall experience throughout the entire campaign and the removal of Source surfaces in the early game is related to that. Things like source vampirism, source vision and cursing surfaces are gradually introduced over the main campaign and in the first parts, Source is meant to be something that's hard to get.

    One other pretty big change will be the introduction of the level 1 content, which comes before the area where you are now starting (which is supposed to be a level 2 area). That's why the encounter frequency in the beginning is what it is. That said, we may change it if we still see it as a problem after we added the level 1 content.

    Regarding the starting classes - those too will be changing over the next couple of months as more and more skills (including those of other schools) get completed and talents get finished. Speaking of talents, lone wolf aka one man army will be available at level 1. We just deactivated it for now cause there's some issues with it.

    This was also the first deployment of AI 2.0 and over the coming months we'll continue to work on it. We didn't go over all of the encounters yet to ensure they'd take advantage of it so all you've basically seen so far is AI 2.0 using the skills that were assigned to the enemies under AI 1.0 scripting. Once AI 2.0 is more evolved, we'll start modifying the encounters to balance them for fun. That's also when we'll start handicapping/powering it up to work differently at different difficulty levels.

    I also would like to repeat that we're aware of many of your requests and that a lot of them are on our lists and being discussed. Since it's a long list however, some things may take time to materialise but I did want to make a point of posting here to thank you and to ensure you that the effort you put in posting here is worth a lot to us. It's making the game a lot better, even if from time to time we may screw up as we try out a couple of things.

    Thanks for your patience!

    Swen​
     
    Last edited by a moderator: Feb 10, 2017
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