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I'm playing the game in co-op mode with a friend, and out of the blue there are these invincible opponents that engage us in battle without us having any chance to win against them. As far as I know, there was no warning, no explanation, they're just there, taking all of the fun out of the game by turning a tactical turn-based RPG into a stealth game, and apart from both of us not really being fond of that genre, it's even less fun in co-op mode (noone of our characters is that good at sneaking, only one knows the invisibility spell). We used to play it quite a lot, but stopped there in the mines and sadly haven't played anymore since then.

So, is there any quick and easy way around this section, so that we can continue playing the game the way we enjoyed it?

EDIT: Sorry for the typo in the headline; unfortunately GOG's forum software doesn't allow me to correct it.
Post edited November 01, 2016 by Leroux
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Leroux: only one knows the invisibility spell).
You can go through with one character until you unlock a waypoint further in, or even get to an event at the end of that section.

Apparently you can literally box Death Knights in with crates so they can not come after you.
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Leroux: only one knows the invisibility spell).
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Raze_Larian: You can go through with one character until you unlock a waypoint further in, or even get to an event at the end of that section.

Apparently you can literally box Death Knights in with crates so they can not come after you.
How long is this stealth section?

The crate solution sounds like it might be fun. Btw, we've never tried to flee from combat before; what happens to your position if you do? Are you teleported to a different spot, or are the opponents moved to somewhere else? Do you always come out of the battle on the side where you started it or can you intentionally or randomly leave the combat area on the other side?

Btw, I really appreciate that you as one of the develoeprs take the time to communicate with players. Thanky you! :)
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Leroux: How long is this stealth section?
It is not that long.

Fleeing combat brings you to the nearest waypoint, so back to the start of the mine, if you have not made it to the second one. Getting far enough away from opponents will also break you out of combat, but you would need a way to stop the DKs from following, or slow them down significantly (ice wall, oil, etc, maybe summons or crates/barrels at a choke point).
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Leroux: How long is this stealth section?
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Raze_Larian: It is not that long.

Fleeing combat brings you to the nearest waypoint, so back to the start of the mine, if you have not made it to the second one. Getting far enough away from opponents will also break you out of combat, but you would need a way to stop the DKs from following, or slow them down significantly (ice wall, oil, etc, maybe summons or crates/barrels at a choke point).
Ok, sounds like sneaking with the help of savescumming is still the least complicated way around the death knights. I'd be ready to try it on my own to get us past this section, but unfortunately my friend is hosting the game, so I'll have to convince him not to give up on it yet.

Anyway, thanks for the advice and the helpful insights into how fleeing works!
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Raze_Larian: It is not that long.

Fleeing combat brings you to the nearest waypoint, so back to the start of the mine, if you have not made it to the second one. Getting far enough away from opponents will also break you out of combat, but you would need a way to stop the DKs from following, or slow them down significantly (ice wall, oil, etc, maybe summons or crates/barrels at a choke point).
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Leroux: Ok, sounds like sneaking with the help of savescumming is still the least complicated way around the death knights. I'd be ready to try it on my own to get us past this section, but unfortunately my friend is hosting the game, so I'll have to convince him not to give up on it yet.

Anyway, thanks for the advice and the helpful insights into how fleeing works!
Sneaking is too tedious for me plus you have to save a lot because of the high rate of failure. Use an invisibility potion and get to the second waypoint. Walk the rest to the first waypoint and beam to the second. The second run is short so (I think) even a weak invisibility potion would work but each character will need one. There is some nice loot though at a dead end turn off near where I start my first run (going by way of blasting through obstructions, not by the jail with Dreksissss) that you might want to explore.

Hey, got a question for you: by the jail is a door with some hiding cultists and an undead troll - have you found a way to get past the door?
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lordhoff: Sneaking is too tedious for me plus you have to save a lot because of the high rate of failure. Use an invisibility potion and get to the second waypoint. Walk the rest to the first waypoint and beam to the second. The second run is short so (I think) even a weak invisibility potion would work but each character will need one. There is some nice loot though at a dead end turn off near where I start my first run (going by way of blasting through obstructions, not by the jail with Dreksissss) that you might want to explore.

Hey, got a question for you: by the jail is a door with some hiding cultists and an undead troll - have you found a way to get past the door?
Oh yeah, I actually meant sneaking by invisible, sorry for the confusion. You still have to save and pay attention to the death knights as the duration of the spell is not long enough to get to the second waypoint in one go. But maybe the potions last longer?

Hm, I'm not quite sure what you mean, it's been a while. I vaguely remember there was a fight with a troll and some cultists that we managed to win on the second or third try, but I don't remember anything about a door. I'd check, but like I said, my friend was hosting the game so he's got the savegames, sorry. :/
Post edited November 02, 2016 by Leroux
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Leroux: unfortunately my friend is hosting the game, so I'll have to convince him not to give up on it yet.
He can send you a save, or a Dropbox or Google Drive link, etc, if you want to try again and he doesn't (then you can continue hosting, or send back a save after the mines).
Each save is a folder in the '..\Documents\Larian Studios\Divinity Original Sin Enhanced Edition\PlayerProfiles\<ProfileName>\Savegames_patch' folder.
OSX is the same (~/documents/...) and Linux is similar, with the saves in the home directory.

.
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lordhoff: The second run is short so (I think) even a weak invisibility potion would work but each character will need one.
Isn't the entire party teleported to the end, if they aren't nearby, once a certain point is reached?
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lordhoff: Sneaking is too tedious for me plus you have to save a lot because of the high rate of failure. Use an invisibility potion and get to the second waypoint. Walk the rest to the first waypoint and beam to the second. The second run is short so (I think) even a weak invisibility potion would work but each character will need one. There is some nice loot though at a dead end turn off near where I start my first run (going by way of blasting through obstructions, not by the jail with Dreksissss) that you might want to explore.

Hey, got a question for you: by the jail is a door with some hiding cultists and an undead troll - have you found a way to get past the door?
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Leroux: Oh yeah, I actually meant sneaking by invisible, sorry for the confusion. You still have to save and pay attention to the death knights as the duration of the spell is not long enough to get to the second waypoint in one go. But maybe the potions last longer?

Hm, I'm not quite sure what you mean, it's been a while. I vaguely remember there was a fight with a troll and some cultists that we managed to win on the second or third try, but I don't remember anything about a door. I'd check, but like I said, my friend was hosting the game so he's got the savegames, sorry. :/
I use a strong solution (looks like a filled bottle) and I can make it in the first run. Haven't tried casting the spell. The second run, all you have to do is get past one death knight that goes back and forth a short distance. Once a short ways past he doesn't see you even if the potion/spell wears off. There are three strengths of potions - I don't know which one coresponds with the spell.
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Raze_Larian: He can send you a save, or a Dropbox or Google Drive link, etc, if you want to try again and he doesn't (then you can continue hosting, or send back a save after the mines).
Each save is a folder in the '..\Documents\Larian Studios\Divinity Original Sin Enhanced Edition\PlayerProfiles\<ProfileName>\Savegames_patch' folder.
We may try that, thanks a lot!
Hm, I tried barring the bridge with crates and barrels to keep one of the death knights on the other side and then teleport a second one - the one patrolling the narrow hallway before the temple door - behind that barricade. It seemed like a cool idea, even though it took some time to prepare it, but when I finally succeeded, I had to realize that this doesn't work. Even if you manage to position the crates in a way that the patrolling death knights can't get past them, they glitch through it instead. After I had blocked his path, one death knights kept blinking in and out of existence at a spot on my side of the bridge, and when the party drew near, he started a fight. Quite disappointing.

The game does many things right, but sections like this one also reveal all of its shortcomings. Apart from the bugs and glitches and the issues of positioning due to "path blocked", the zoomed in camera is also painfully inconvenient for stealth gameplay. You can hardly get an overview of your opponents walking paths before they spot you. The invincible but aggressive death knights - who can kill a PC in one round on top of it - really manage to take all of the fun out of the game and turn an enjoyable experience into a really frustrating one that almost makes me want to give up on the game.

EDIT: Ok, it seems I've found a way around that last patrolling knight near the temple door. It still required quite a bit of patience and savescumming, but it was doable.
Post edited November 03, 2016 by Leroux
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Leroux: Hm, I tried barring the bridge with crates and barrels to keep one of the death knights on the other side and then teleport a second one - the one patrolling the narrow hallway before the temple door - behind that barricade. It seemed like a cool idea, even though it took some time to prepare it, but when I finally succeeded, I had to realize that this doesn't work. Even if you manage to position the crates in a way that the patrolling death knights can't get past them, they glitch through it instead. After I had blocked his path, one death knights kept blinking in and out of existence at a spot on my side of the bridge, and when the party drew near, he started a fight. Quite disappointing.

The game does many things right, but sections like this one also reveal all of its shortcomings. Apart from the bugs and glitches and the issues of positioning due to "path blocked", the zoomed in camera is also painfully inconvenient for stealth gameplay. You can hardly get an overview of your opponents walking paths before they spot you. The invincible but aggressive death knights - who can kill a PC in one round on top of it - really manage to take all of the fun out of the game and turn an enjoyable experience into a really frustrating one that almost makes me want to give up on the game.

EDIT: Ok, it seems I've found a way around that last patrolling knight near the temple door. It still required quite a bit of patience and savescumming, but it was doable.
Around a loop that passes a pack of hiding imaculates and a barricade that needs destroyed? Oh, and lots of landmines?
Post edited November 03, 2016 by lordhoff
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lordhoff: Around a loop that passes a pack of hiding imaculates and a barricade that needs destroyed? Oh, and lots of landmines?
Yeah. What I did was teleport back to both towns and buy a Walk in Shadows skillbook in each, then have two of my characters put a point in Scoundrel and learn those spells, so that three out of four were able to use it (one character already knew it). Using the second waypoint as a base, I sent out one invisible PC towards the minefield, and when the death knights weren't looking I cast a spell on an oil barrel so that everything would explode, before I ran back to the base. Then I sent the next invisible PC to cast a rain spell on the burning field and come back. Then I would sent them one by one over to the fence behind the minefield, three via using the invisibility spell, one by sneaking past when the knights weren't looking. Then I entered the camp, convinced the Immaculates within not to fight me (although I did fight them later on), and carefully explored the alternative path to the temple door.
Post edited November 03, 2016 by Leroux
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lordhoff: Around a loop that passes a pack of hiding imaculates and a barricade that needs destroyed? Oh, and lots of landmines?
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Leroux: Yeah. What I did was teleport back to both towns and buy a Walk in Shadows skillbook in each, then have two of my characters put a point in Scoundrel and learn those spells, so that three out of four were able to use it (one character already knew it). Using the second waypoint as a base, I sent out one invisible PC towards the minefield, and when the death knights weren't looking I cast a spell on an oil barrel so that everything would explode, before I ran back to the base. Then I sent the next invisible PC to cast a rain spell on the burning field and come back. Then I would sent them one by one over to the fence behind the minefield, three via using the invisibility spell, one by sneaking past when the knights weren't looking. Then I entered the camp, convinced the Immaculates within not to fight me (although I did fight them later on), and carefully explored the alternative path to the temple door.
This game does well with multiple methods.
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Leroux: Yeah. What I did was teleport back to both towns and buy a Walk in Shadows skillbook in each, then have two of my characters put a point in Scoundrel and learn those spells, so that three out of four were able to use it (one character already knew it). Using the second waypoint as a base, I sent out one invisible PC towards the minefield, and when the death knights weren't looking I cast a spell on an oil barrel so that everything would explode, before I ran back to the base. Then I sent the next invisible PC to cast a rain spell on the burning field and come back. Then I would sent them one by one over to the fence behind the minefield, three via using the invisibility spell, one by sneaking past when the knights weren't looking. Then I entered the camp, convinced the Immaculates within not to fight me (although I did fight them later on), and carefully explored the alternative path to the temple door.
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lordhoff: This game does well with multiple methods.
Speaking of multiple methods and the mentioned bit about how getting far enough away breaks combat, that makes me think -- if you have only one character there and they turn invisible and move off at full speed, what will the Death Knights do? I get the feeling Walk in Shadows will last plenty long enough to get far enough away. Hmm -- now I have to try this next time. Not really a fan of stealth, but it's short and only one time, so I'm okay with that. Makes it all the sweeter to murder Death Knights later on.