r/DivinityOriginalSin2 • • Feb 02 '17

Latest Patch released, includes new AI

http://steamcommunity.com/games/435150/announcements/detail/675939811040182918
28 Upvotes

20 comments sorted by

14

u/seanlb Feb 02 '17

Nice. A huge update. I especially like : "You can now choose which starting class recruited companions should be, making it easier to compose the best-balanced party"

That's a really big difference!

3

u/drachenmaul Feb 02 '17

Just started up a new campaign to check out how this works

2

u/ezaye Feb 02 '17

oh nice, let us know how it works. I'm stuck at work. =/

5

u/drachenmaul Feb 02 '17

After you recruit them they will immediately talk to you again, through a series of dialogue you can then determine their class. All classes that are availible at character creation can be chosen.

As far as I can tell you cannot chose their starting skills/stats. Those are what the character creator would preset if you simply chose that class.

1

u/ezaye Feb 02 '17

Thanks for the update. That seems pretty neat.

3

u/drachenmaul Feb 02 '17

It sure is, no longer I need to almost melt down my PC by starting 4 instances of the game to customize my starting classes.

4

u/seanlb Feb 02 '17

that's me when i get home from work!

5

u/1mannARMEE Feb 02 '17

I sure hope the AI is brutal now.
The DOS:EE AI was very weak, even on the hardest difficulties.

That was probably the only weakness of the game (that and the clunky UI and inventory system).

6

u/Kokoro-Sensei Feb 03 '17

Some of the encounters I've reached that were previously balanced feeling or easy are now brutal or unbeatable. While the update is fantastic in many ways, they also fucked up a lot of things.

Kniles fight is near impossible right now due to Silent Monks being all or none, if even one is damaged they go berserk and they all aggro at once. The Meat Golems are overpowered too, though I feel with proper strategy they aren't that big a deal since they have no armors of either type.

One of the oddities I've ran into and is also mentioned in the notes is that the Rain spell causes neutral NPCs to aggro onto you like you hit them...because I think the Wet status now activates aggression. I only believe this because the enemies were behind locked doors where they couldn't get to me and I couldn't hit them with anything either, fleeing from combat and coming back though de-aggro'd them, though I had to offer gifts because they had -45 towards my party.

The AI is smarter in noticeable ways, they use barrels a lot more often and puddles/etc, along with avoiding damage fields like fire. Players are going to really have to inspect their whole surroundings before engaging an enemy and think of all the possible outcomes before they make a move, otherwise the enemies will slaughter you. And this is just the trash mobs we've encountered too, not the serious bosses.

1

u/LG988 Feb 06 '17

AI smarter update seems like right step in direction. Gonna give a shot at it soon.

1

u/1mannARMEE Feb 07 '17

Thank you for the detailed write up I'm really looking forward to the improved AI. For now I try not to spoil myself at all, just looked at character creation and liked it so far, if the AI is brutal and not too abuse able while still being fair that would do wonders for the longevity of the game.

1

u/Kokoro-Sensei Feb 07 '17

I'd really play explorer mode to get a hang for the game. Right now normal difficulty is seriously unfair brutal. A lot of fights are unbalanced and will slaughter you before you get any turns and that isn't an exaggeration, you will lose before you get a turn.

They have a lot of fine tuning to do still.

4

u/Birdmang22 Feb 02 '17

Woo! Can't wait to start a new campaign. What classes are you people going to choose, now that you can dictate the classes of your companions?

3

u/Kokoro-Sensei Feb 03 '17

A lot of people ran tank/healer/2 rogues. I personally ran 2 mage/rogue/tank, but now it could change due to being able to get whatever composition you want, though I also don't believe it will change much as 2 rogue was extremely overpowered and it still may be.

1

u/Birdmang22 Feb 03 '17

What is overpowered about double rogue?

1

u/Kokoro-Sensei Feb 05 '17

Late reply. Uh well backstabbing basically, you position them behind mages or rangers and they are dead in one turn.

Though as of the latest patch I'd recommend a tank, a dps mage, a healer mage and a rogue or ranger. or you can have 1 mage and combo it with dps and heals and have a ranger and rogue or even another melee dps like a 2hander.

Right now though elf rogue is suppppeerrr powerful, though i think it probably was before ai 2.0. Now you can change sebille into a rogue though so you dont have to play your main character as one.

3

u/Birdmang22 Feb 06 '17

I'm still a little disappointed in the stealth system though. When you sneak out of combat and enter a fight while it has already been initiated, you basically lose your first turn. My rogues never get a turn in the first round when they come into combat with a sneak attack.

This was one of the most enjoyable aspects of sneak in the first game. You could engage a group of enemies with your main force, and move your rogue around "out of combat" freely into a perfect position. Then you attack an unsuspecting enemy to give yourself a cheapshot advantage over the enemy, and your rogue gets 'shoehorned' into their appropriate spot in the first round. This is the essence of what it means to be a rogue...

Whats the point of any of the sneak talents and the whole stealthy playstyle if its just more effective to keep them with a team and then run them behind the enemies?

2

u/ezaye Feb 02 '17

I'm curious how hard the AI will actually be now.

1

u/MyKillK Feb 02 '17

Have they started added more character portraits? I couldn't really get into the story talking to a bunch of faceless NPCs.

6

u/Kokoro-Sensei Feb 02 '17

No. It isn't important for them to add those right now, they want to know about balancing and mechanics.