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Un nouveau patch pour l'accès anticipé de Divinity : Original Sin 2

par Caparzo 05 Déc 2016 11:54 4

L'un des avantages majeurs de proposer un jeu en accès anticipé sur Steam n'est pas seulement de se faire de l'argent pour continuer le développement en toute sérénité (ou presque), mais d'avoir la possibilité de récolter d'innombrables retour des joueurs et de pouvoir les appliquer. C'est exactement ce que semblent penser les développeurs de chez Larian Studios.

Ces derniers viennent en effet de nous dévoiler un tout nouveau patch ainsi qu'une longue vidéo nous permettant de découvrir le contenu de cette mise à jour pour Divinity : Original Sin 2. Celle-ci apporte un nouveau système d'animations rendant l'action plus viscérale et perceptible, mais tous les personnages et créatures du jeu n'en profitent pas encore. Un nouveau système de statistiques est également disponible. Désormais, par exemple, chacun des points attribués dans la catégorie mémoire donnera accès à un nouveau slot. De nombreuses autres nouveautés sont également disponibles, et je vous invite à lire le changelog ci-dessous.

Sachez finalement que ce patch ne vous permettra pas de continuer votre partie en cours. Vos sauvegardes seront en effet incompatibles. Si vous voulez cependant persévérer avec vos anciennes sauvegardes, vous devrez vous rendre dans l'onglet bêta se trouvant dans les propriétés de Divinity : Original Sin 2 sur Steam et choisir la version ea_version_1 ou ea_version_2.
 

Improvements

Improved player feedback when switching to inactive characters during combat
Improved player feedback it's not possible to perform certain actions
Improved UI sound events
Physical armor and Magic armor now have hit effects
Improved path visualizations in combat
Improved clickable area of listed savegames
Improved and redesigned the bottom bar interface.
Added option to switch between hotbars (up to five)
Chat toggle is now on the bottom bar
Improved lighting and visuals in Blood Rose cave
Improved visualisation of move preview
Improved following behavior when leader of party is in combat
Improved targetting preview when casting teleport skills (out of sight is now properly greyed out)
Tweaked and added several effects
Updated several animations that were not finished yet

Additions

Added new tornado effect and fixed tornado atmosphere settings
Added preview for attacks with multiple projectiles
Added blinking and progress bar in windows (when game is minimized)
Players now get directly assigned a free slot in the arena lobby upon joining
Teams are automatically assigned for AI's in the arena lobby
Added combat log entries for source vampirism
Added more logging stats for balancing reasons
Ifan's recruitment dialog now recognizes and allows Drudanae

Balancing and design changes
Primary Attributes
overhaul

Strength now provides 5% damage bonus and 2% Physical Armour bonus per point-
Finesse now provides 5% damage bonus and 1% Dodging per point
Intelligence now provides 5% damage bonus and 2% Magic Armour bonus per point
Characters now have a base amount of vitality that grows with levels.
Constitution now provides 7% vitality bonus.
Characters now start with 3 Memory Slots and receive 1 free Memory Slot every 2 levels.
Memory attribute now provides 1 Memory Slot per point
Wits now provides 1% Critical Chance and 1 Initiative per point.
Vitality, armour and damage numbers start from lower values, but grow faster each level.

Changes to combat abilities

Combat abilities now give larger bonuses per point and are capped at 10 points.
Previous Defence abilities were removed.
New Defence ability: Pain Reflection. Allows you to reflect 10% of incoming damage back onto attackers per point
Leadership is now a combat ability in Defence category. Allies in 5m range receive 5% Dodging and 5% All Res per point
Changes to talents
Re-enabled Elemental Affinity talent (Reduces AP cost of skills when standing in surface of corresponding element. Does not apply to skills with AP cost smaller or equal to 1)
Added new memory talent: Mnemonic. (adds 3 Memory)
Changed human talent to give bartering instead of leadership

Changes to weapons

Earth wands were replaced with Poison wands that receive bonus damage from Geomancer ability.
Buffed armor on shields
Gave shields a free skill that recovers their armor
Gave two-handed melee weapons a free skill that unlocks a heavy attack that costs 3AP
Receive a free skill when dual-wielding melee weapons that unlocks a heavy attack that costs 3AP
Free skill for fighting with single melee weapon and empty offhand: 1AP attack that Knocks Down
Attacking with single-handed weapon now costs 2AP (with or without shield)
When dual-wielding, damage of the offhand weapon is halved.
Added free movement if you move less than one meter before attacking
Weapon attacks receive swoosh effects depending on main combat ability
Inquisitor preset now wields a staff and starts with melee skills. (N.B. using Crippling Blow while wielding a staff will use the base elemental damage of the staff and receive bonus from INT since staff is and INT weapon).
Witch and Wizard start with wands
Replaced Sawtooth Knife with Vault in the list of starting Scoundrel skills to increase early game mobility.
Ranger now has Haste instead of Piercing Shot as starting skill

Misc

Increased difficulty for fights level 4 and above. Humanoid enemies now have new skills and engage in combat more aggressively.
Fixed several issues with AI of ranged enemies.
Targetted source skills can never miss. (E.g. Mortal Blow)
Enemy Rage now lasts two turns
Griff now sells weapons
Petrified characters are now immune to Burning
Reduced AP penalty from Slow.
You no longer lose invisibility due to blessed smoke
Rogues should now be able to pickpocket in arena
Increased levels NPCs that help you in the last fight
Cursed oil now has a chance of setting Necrofire instead of Burning
Crocodiles now have magic armor and a stronger bite
Buffed Radeka the blood witch and her minions
Increased damage from Viscous Voidling death explosions
Buffed purged dragon stats and gave him Hail Attack
Tweaked loot drops so that you cannot get two weapons or shields from the same source
Manually placed several weapons throughout the start of Fort Joy
Burning and Regenerate statuses now replace eachother
Petrified status now gives immunity to necrofire and holy fire
Improved closest possible position when using Multistrike skills
Hail strike skillbook now can be found from level one and healing ritual from level 4
You can now knockdown turtles
Improved enemy NPC treasure table drop chance from 1 in 5 to 1 in 3
Haste now costs 0 AP and removes slowed and crippled status
Clear-minded provides more Wits (gives Critical chance and Initiative)
Fixed items being in stuck state when frozen or petrified
Fixed "Walk it off" talent
Assigned colors to unique weapons and NPC weapons
Fixed incorrect pricing for certain weapons
Blinding radiance does not affects neutral NPC's anymore
Characters with zombie talent do not get damaged anymore when using a bed
Ending combat now correctly heals NPC's with Decaying Touch status
Fixed being allowed to learn skills from a skillbook when skill is already known from wearing an item
Fixed enemy NPC's from regaining AP incorrectly after setting a status on them
Hasted and slowed now also modify starting AP, so you will start combat with one more AP if you are hasted
Set correct loot for barrels
Enemy immunity skills should now make them immune to both damage and statuses

Bug Fixes

Fixed several crashes
Fixed hiding helmet causing bald characters
Fixed charm skill fumbling too much
Fixed client player being stuck in options menu when server reloads
Fixed client player(s) issues if host loads single player savegame
Fixed not being able to select eighth profile
Fixed "Your Turn" staying on screen after combat
Fixed NPC alignment issues
Fixed controls settings being applied to different profiles on the same machine
Fixed arena npc's having low stats after first starting a campaign in explorer mode
Fixed being able to talk to characters behind closed doors
Fixed being able to learn skills by getting 1 point in them from items. You now need at least one base point of a skill school to be able to learn spells
Fixed corpse explosion on using source vampirism
Fixed armor values displayed incorrectly after loading in combat
Fixed surface tooltips for certain surface combinations
Fixed momentarily seeing an empty level when accepting invitation from arena lobby
Fixed characters receiving fire damage after blessing a fire surface
Fixed invisible rogues being followed by the camera, indicating their position
Fixed being able to target enemies in sneaking (arena)
Fixed overlapping tooltips (range indication and surface information)
Fixed incorrect message when savethrowing out of a status
Fixed issue with base vitality being calculated incorrectly on enemies
Fixed Map not updating upon selection of a lobby in the lobby browser
Fixed not getting error message when not connected to Community/Platform server
Fixed spamming immune text when forcing application of a status
Fixed Surrender button being available in campaign mode / not being available in arena mode in certain cases
Fixed crash when putting something inside the Unusually Large Orange
Fixed crash related to creation of surfaces
Fixed issue being unable to unlearn skill from memorized skills
Fixed HP amounts for items with very low HP
Fixed Funny Meat not dropping
Fixed physics for orange container
Fixed Staff of Magus being present in skill list when selecting inquisitor class
Fixed skills getting added to the skillbar twice
Fixed infinite combat loop when several combats are joined together
Fixed getting stuck when picking up an item while sneaking
Fixed issue with guard button being enabled correctly
Fixed "can't reach" issue when trying to talk to someone that is not visually blocked
Fixed being able to start the game without selecting any skills
Fixed crash related to dashing through a campfire
Fixed characters not being able to perform attack of opportunity during first turn of combat
Fixed Multistrike skills landing on characters outside of weapon range
Fixed setting warm on items when dousing them to avoid spamming of statuses
Fixed Human female portrait aligmnent going wrong sometimes
Fixed Attack of Opportunity triggering on multistrike and rush skills
Fixed Players being able to start an arena match when host is spectator
Fixed crash when client leaves arena lobby while game is starting
Fixed starting dialog for illusion dungeon statue
Fixed Accuracy boost from gear not being applied correctly
Fixed vitality tooltip when your CON is below 10
Fixed Battering ram skillbook being unsellable
Fixed being able to target self with Source Vampirism
Fixed Attack of Opportunity not triggering for NPC's that are running away from characters
Fixed tooltips for skills that restore hp and armor (they now take into account bonuses from abilities)
Fixed inconsistent tooltip size formatting
Stop party from doing formation when sneaking or going invisible
Fixed issue that having more than one partymember could cause getting double or triple XP reward for party
Fixed black or grey loading screen when switching party member right before loading a savegame
Fixed duplicate recipes in crafting interface
Fixed "can't see" message when targetting yourself
Fixed pickpocketted items going missing sometimes
Fixed being able to wear a bucket on your head for all races
Fixed Exter's dialog after Gareth dies to Magisters
Fixed blocked dialog after winning arena under fort joy but dying right after
 

Commentaires (4)

#2

ninheve
Grand chevalier

Impressionnant, c'est un vrai accès anticipé au moins, ca sert à quelque chose en dehors de l'aspect financier.
#3

Chedden
Novice

Encore du bon boulot de la part de Larian studio. Et il ne fait aucun doute qu'ils vont continuer sur leur lancée.
Aucun regret d'avoir KS pour ma part, j'ai hâte de voir le jeu terminé !
#4

flofrost
Grand chevalier

Impressionnant, c'est un vrai accès anticipé au moins, ca sert à quelque chose en dehors de l'aspect financier.
Ce jeu comme le précédent d'ailleurs ne m'intéresse pas, mais en effet, ça fait plaisir de voir ça. Tout les dév ne sont donc pas passés en mode crevards, tout espoir n'est pas perdu.
#5

Poutounours
Villageois

J'espère surtout qu'ils vont mettre le paquet au niveau de la trad FR et que tout sera prêt Day One...

Parce que bon, même si j'ai aimé le 1, je me souviens qu'il avait fallut attendre plusieurs mois et pas mal de patchs pour avoir une version FR vraiment complète à 100%.

Avec la quantité de thune amassée depuis, maintenant ils n'ont plus vraiment d'excuse pour se foirer.




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