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It is with great excitement that we can announce our most ambitious project ever- Divinity: Original Sin 2!

For a very long time, we've dreamed of making a certain type of RPG. Something even bigger, better, and more engaging than Divinity: Original Sin. Now it might finally be within our reach. But we can't reach that dream without your help.

As we made Divinity: Original Sin, our fans and community gave us two things: the freedom to make the game that we wanted to make, and the guidance to make a game that was even better than we planned. Your feedback pushed us in directions we never could have expected, and we're so grateful for that push. Without the community, Divinity: Original Sin would never have been the success that it was, and now we're asking for your support and guidance once again.

On the August 26th we'll be returning to Kickstarter with Divinity: Original Sin 2, but you don't have to wait until then to have your say. We'll want a lot of feedback as we progress, but right now we want to know what YOU want from the Kickstarter campaign. So please head over to our Divinity: Original Sin 2 page to suggest what rewards you'd like to see, and vote on the rewards that others have suggested!

We're very excited for you to get your first glimpse at what we're creating, but if you're going to be at PAX Prime at the end of August then we can go one better, We'll be at booth #6011, where we'll have a playable prototype for you to get your hands on and experience some of the fantastic new features that we've been working on.

Making Divinity: Original Sin with you has been one hell of a ride so far, and we're happy to say that this ride is only getting started

Swen's Blog:
Still buzzing about our announcement of Divinity: Original Sin 2? Swen is! Check out his latest blog for more details on our upcoming game: from how we got here to where we want to go next.

If you don't want to miss anything, remember to follow us on , like us on [url=https://www.facebook.com/LarianStudios]Facebook, and sign up to our mailing list to be the first to know every update. There will be quite a few over the coming weeks!
Post edited August 12, 2015 by Raze_Larian
Will there be certain things substantially different in Original Sin 2? I'm not sure if I'm interested yet, given the fact that I didn't finish Original Sin.

My main problem with the game was that it had too much annoying "management", I'd rather see work automatically.

All those poison and flame ground effect that I always had to manually get rid off after combat for example. Poison on the floor. cast fire on it, now it's flames, cast rain, now there is a gas gloud, cast fire again, now it burns again, cast rain again. All that just to get rid of a little poison puddle. It's just not fun when you do it for the 100th time.

Then the whole trap thingy. Some places were just filled with traps you'd step on like every second and forced me to reload. There's no "rest" button that would instantly heal me outside combat, so I always had to cast heal and more heal and even more heal after every trap. Boring. Or I just reloaded. Not wanna walk into traps? That forced me to move slowly, probably have enough perception to even detect them, if not having to cast a buff that increases it every 30 seconds. Ugh. And whenever a trap was detected, walk back and destroy it. And then there are ground effect again you need to get rid off! You really want to torture me, right?

Also I'd really like item management to be much easier. Having an inventory per-character seems to be an outdated concept and just forces me to give every item around to see if someone can use it. Why can't there be a way to look at some equipment and it will tell for all my characters which stats will improve and which will go down and by how much and what the current value for each character is without having to switch to a different tab? There was no sort function for items inside bags either. At the very least when looting and when buying items from NPCs it should directly be possible to compare the stats for all characters not just for the current one.

Don't let me get started on lava. Sometimes the character walks on it and instantly dies sometimes he refuses to walk on it. In that lava house area I had to reload like every 3 seconds because my character never did what I wanted them to.

One final thing that bothered me is that you directly steal items by clicking on them. It could simply be a misclick or you simply wanted to see if you can open a door and bam the NPC likes you less already. Why not give some confirmation window first for it? Or simply an option that you automatically don't take an item that is not yours when someone can see you?


I really liked the game in general, especially the battles, but all that management in between eventually made me give up on it.
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RyaReisender: My main problem with the game was that it had too much annoying "management", I'd rather see work automatically.
For D:OS, Tornado can clear surfaces and clouds, though is a late game spell. Divine Light can be gotten early (even in character creation), though has an effect in a cone, so would be better at clearing a path than an entire area.
Rain also clears poison, though slower than fire; if you are going to cast Rain to put out the fire, anyway, you might as well start with it.
The surfaces and clouds from spell effects should disappear by themselves shortly after combat.

Per-character (or at least per-player) inventories are necessary for co-op, though this could be handled differently in single player.

There are a couple updates to inventory management in the Enhanced Edition, including the automatic sharing of quest items, keys and shovels, etc.

There is an indicator when an item is owned, with the cursor changing shape and colour. Sneaking before trying anything NPCs might not like will improve your odds of success and let you know if you can be seen (if so, Sneak will fail).
Thanks for the reply.
For D:OS, Tornado can clear surfaces and clouds, though is a late game spell. Divine Light can be gotten early (even in character creation), though has an effect in a cone, so would be better at clearing a path than an entire area.
I don't have these spells, but in any way, the point was that doing stuff like this again and again is just boring, so why include it in the first place?
Rain also clears poison, though slower than fire; if you are going to cast Rain to put out the fire, anyway, you might as well start with it.
The surfaces and clouds from spell effects should disappear by themselves shortly after combat.
Sometimes the effects seem to disappear, sometimes not. I have a gas cloud north of the starting town I didn't bother to clear that is still there weeks later. Maybe it's related to effects coming from barrels.
Per-character (or at least per-player) inventories are necessary for co-op, though this could be handled differently in single player.
Yeah I guess it should be per player then.
There are a couple updates to inventory management in the Enhanced Edition, including the automatic sharing of quest items, keys and shovels, etc.
That's nice. Not always having to give the repair hammer, disarming tools and shovels around would be great.

Though that wants me to point out something else: All these out-of-combat skills right now only use the value of the character you currently selected, so if you want to buy sometimes you always have to first select the character can haggle best and if you want to open treasure chests you have to select the character that is most lucky. And if you are in a dialogue and notice you've selected the wrong character, you can't simple switch, you first have to end dialogue and open it with another character, that's also a very annoying extra step.
There is an indicator when an item is owned, with the cursor changing shape and colour.
Yeah, it's just that I'd prefer something more like Avernum / Avadon. In Avernum for example when you upon your inventory it will automatically summarize all the items that are somewhat near you and by clicking on them you can take them. Items that you can't just take are clearly labelled "Steal" and if you click on them there will be a security question "Do you really want to steal that item?". In Avadon you simply can't take items as long as you are seen by the owner, I found that even more comfortable. In D:OS you get a red cursor but if you accidentally left click you already directly take the item, even if you can be seen.
Sneaking before trying anything NPCs might not like will improve your odds of success and let you know if you can be seen (if so, Sneak will fail).
I've never used sneaking is that a default action?
In the D:OS EE, in controller mode there is a function to search the surrounding area and bring up a list of items you can pick up or interact with. I don't know if that is available with keyboard and mouse.

Any character can Sneak using the hotkey C or a button under the character portrait beside the skill bar. Boosting the ability level of Sneak will restrict the sight cone of NPCs and make it harder for you to be detected, but just the basic Sneak is fine for stealing in town. Higher levels are useful if playing a backstabbing rogue (with the Guerrilla talent), or if you want to be able to scout enemy areas, bypass opponents or prepare an area before combat by dropping oil/water/etc barrels in strategic locations.
Oh yeah now that you mention it I remember that skill. It's one of the things I don't enjoy in games so I didn't skill it at all. :-)
I'd like to see a second Divinity OS
Post edited September 10, 2015 by ast486
I found the 100% chance to fall down when walking over a dead ice elemental to be a bit much. Doubling movement cost and adding a chance to be knocked down when hit would be one thing, but a small amount of ice so bad that you auto-trip every time unless you have the right shoes is pretty mean.

Sorry this has been a gripe thread so far. I'm looking forward to D:OS2. (But please make the ice a little less frustrating if you haven't already. :) )
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mothwentbad: I found the 100% chance to fall down when walking over a dead ice elemental to be a bit much.
Walk, rather than run. Also, try crafting boots with 9 inch nails.
low rated
You won't get another god damn dime from me. This is the most god awful single player experience ever. It's clear you made this for multiplayer because it's is so god damn unfriendly in single player mode.

From the insane amount of stupid micromanagement (do I really have to ID every magic item I find one by one? Why in God's name must I have to individually heal every party member casting spells one by one after a fight? Why the hell do I have to sit and wait for up to a minute or so for the computer to figure out that an enemy AI's turn is over? There's so much more stupid and annoying crap about this game beyond just that) required to do the simplest god damn things to the worst damn game interface ever to not allowing us to ALT-TAB out of the game to forcing us to use either the keyboard or controller but not both at the same time.

You guys are morons and the people that think this is the greatest game ever are morons. Screw you and your god damn waste of hard drive space.
Post edited April 20, 2016 by drachehexe
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mothwentbad: I found the 100% chance to fall down when walking over a dead ice elemental to be a bit much.
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Raze_Larian: Walk, rather than run. Also, try crafting boots with 9 inch nails.
I didn't even remember that this was a thing. It should automatically smart-toggle walking in this case. There's never a time when I want to run and fall down on purpose.
I love the game. Maybe some people just didn't figure things out?

You should always save "nine inch nails" to attach to each characters boots. It's one of my best strategies currently: I'm playing 2 lone wolfs on hard - a fighter and a rogue - and since neither are ranged characters, my rogues grenades are essential. I start by tossing a smoke at our feet so the bowmen have to rush in (can't attack us) then I throw frost grenades around the perimeter so almost every enemy falls prone. My characters can easily walk (run) on it due to the nine inch nail attachments, so I make short work of them. I also have the rogue heal from poison, so she throws a lot of poison grenades at the enemy and then enters it to backstab while relatively safe as she's getting healed from it. And I loved the hidden third option of dealing with the 1st side quest of the game, that king oyster - I played the game many times and only this play discovered that one.

I'm playing with the controller now and I love the item search feature.

--------For improvements for the sequel, the first thing that comes to mind is making smoke grenades craftable. they are the only grenade type that aren't and they are a necessity for the style I am playing. Another would be to have new super weapons in the game - craftable or found - but not too easy, in hard to find places that give you a great feeling when coming across one. I haven't found pickpocketing to be very useful, maybe have some of those super weapons or items on characters that you must pickpocket to get - but again don't make it obvious. Maybe some new grenade and arrow types, new spells, possibly some new abilities at level up and some new traits to choose from. Maybe some new landscape interactions.

But as a whole I wouldn't want to see the game change too drastically, this formula is great. Just some added things and a new world to explore and fight. Please don't dumb down the game because of people complaining about traps and such - thats what having a rogue is for. Make it just as challenging as this one, with many character types.

This and Pillars of Eternity are the games I replay the most of the 180 games in my library.

Thanks for the good work!
I found the 9 inch nails for boots, but walk on ice should be automatic (for players and the smarter AI enemies) since run means fall/knockdown. I didn't even know there was walk because the characters already move rather slow I assumed they were always doing a fast-walk or light-jog, not a run. I heard someone made a mod so the characters could run faster (out of battle only?), but never got around to looking for it to try it.

I didn't mind identifying each item, but a more powerful magic identify glass that would Identify all items on your character (or all items in the party) and/or a storekeeper who would identify all items on the character and/or in the party would have been a good idea too.

I never had to wait for the computer to figure out an enemy AI's turn was over, used Tornado to clean gases/fogs & dangerous surfaces and planned for Mass Heal water spell. I did think Tornado should have done some damage for the level it was at and that an earlier basic version of Tornado (a gust of wind?) would have been good.

I tried to have my characters not be thieves (no pick-pocketing or stealing), but I found the game eventually pushed my characters to steal or pickpocket or leave quests unfinished (for example, I lost the argument with Victoria for her amulet & didn't want to kill her since she was the best source for blank elemental scrolls). Not stealing made it financially harder as well until crafting was good (our characters could be crafters & shoppers instead of pick-pocketing thieves - hurrah!), but crafting & shopping had a huge downside for us.

I found crafting to be the strangest and probably unbalanced. $2 ->buy log -> craft 2branches -> craft magic quarterstaff -> Sell for hundreds of $$$. $2->buy butter knife->craft dagger & sharpen ->sell for hundreds of $$$. Apparently, no one else anywhere in the Original Sin world can do that? This and other super financial crafting powers, like certain potions, quickly made money not an issue & strategically it's in my role-played characters best interest to solve their money problems and be wealthy... and I was fine with that since our characters are the rare & powerful source-hunters... but on top of my brother's crafting for his money & crafting his ranger's arrows it unfortunately caused the game-breaking bug of the game's item limit.

I did find it odd the storekeepers remembered every single item we sold, but given even Diablo1 & Diablo2 were much older games and constantly generated new items endlessly in stores & via crafting I never expected an item limit here to be a problem. I understand there's no fix for this, but it would have been nice to be warned - "you've hit 10k items"... "you've hit 30k items"... etc. so we could have tried to avoid the train wreck. Or just nerf crafting so we didn't craft ourselves into the game-breaking bug without knowing. I'm not sure how far back we would have to load an old save & still be able to finish the game & would hate to not go back far enough only to have the problem return or go back too far & waste time. We could start over & simply be pick-pocketing thieves stealing everything and shopping less, but I hate starting games over when I haven't won it yet.

I'm glad to have heard that the game-breaking item limit bug will not be in Divinity:Original Sin2 and will probably put the game on my wishlist since that was our biggest problem with the game.
Post edited July 10, 2016 by PyroDrew
You already made a second one, but the first one is still a buggy piece of sh*t!
Post edited September 19, 2016 by dBLOOD
Would a Radeon R9 200 still be able to play it, even if a bit slower?