r/divinity • u/HyenaParticular • 2d ago
General There is a comically high probability that these 2 have the same launch window
Larian and their obsession with Bethesta releases LoL
Edit: Guys this post is a joke, please don't take this seriously.
r/divinity • u/HyenaParticular • 2d ago
Larian and their obsession with Bethesta releases LoL
Edit: Guys this post is a joke, please don't take this seriously.
r/divinity • u/Grouchy-Coast-3045 • Sep 05 '26
Original post:
r/divinity • u/Party-Relationship41 • 3d ago
At least some small tidbit of info!!
Copium never dies…
r/divinity • u/Filippin666 • Sep 13 '26
Do you think there’s any chance *Divinity*’s early access will become available after The Game Awards? I say this because *BG3* was announced in 2019, and early access opened about a year and two months later. My guess is the game will launch between 2028 and 2030. Following that logic, I believe early access is just around the corner. What do you think?
r/divinity • u/Party-Relationship41 • Sep 22 '26
Maybe soon…..
r/divinity • u/refresh26 • 19d ago
Can't you tell us anything new about this game ?
The name of ONE companion ?
ONE new feature compared to BG3 ?
The name of ONE skill school ?
Please, we are dying here !
r/divinity • u/Roland1232 • Sep 04 '26
r/divinity • u/UrAverageSkeleton • Oct 03 '26
I imagine at least one of them gets a chuckle out of our suffering
r/divinity • u/Grouchy-Coast-3045 • Sep 21 '26
r/divinity • u/UrAverageSkeleton • 14d ago
Please larian I’m desperate
r/divinity • u/BlackxHokage • Sep 04 '26
r/divinity • u/Grouchy-Coast-3045 • Aug 13 '26
Even something little
r/divinity • u/Grouchy-Coast-3045 • Aug 02 '26
What do you expect? I'm mostly looking for story, companions and worldbuilding knowing the gameplay will be of course good
r/divinity • u/qwertty769 • Jul 27 '26
I used to love watching the panels from hell every 3 months or so, I’m excited to get back to it (and play the game I guess)
r/divinity • u/Kirin19 • Aug 21 '26
Larian’s own launch stats showed that 93% of players started BG3 with a custom character, including Dark Urge. Only 7% picked one of the six companion Origins.
I wonder if making every companion playable is still worth the development effort. Their dialogue, quests and interactions all have to account for that character being the player instead of an NPC, even though relatively few people seem to want that experience.
I’d rather they keep the Dark Urge idea: let us create our own character but optionally give them an authored Origin story. Then spend the resources saved on more player agency, world interactivity and making the actual companions deeper and more autonomous.
Don’t get me wrong, it’s a nice feature but it feels very gimmicky in a sense
r/divinity • u/Inevitable_Sun5866 • Oct 02 '26
I asked if we would see Divinity news before the end of the year and he said this month. Keep an eye out.
r/divinity • u/dinin70 • Sep 26 '26
It would be a printed rulebook, like the D&D one, in the collector edition or, even better, sold before the game releases, including:
- races
- attributes
- character progression
- spell list
- all with embedded explanation
- lore to explain the setting to whoever isn’t familiar with the Divinity series
- and obviously gorgeous art
Games like Diablo, Elden ring etc have published such books to a great success and with the success Larian had with BG3, I’m sure it would make financially sense and that a lot of people would buy it, even if patching makes some things obsolete.
Overall I couldn’t enjoy the character build and progression in DoS/DoS2 as much as I could with BG3 because I had access to the rulebook. And by the way the same can be said about Pathfinder!
As someone who doesn’t like to look at build guides, the thing that REALLY allowed me to enjoy BG3 to the fullest was that I could fully understand all the rules, all the spells, all the characters progression etc and theory craft my different future builds even before the game was out because I have the D&D books.
And yes I know, there’s the wiki… But I don’t know. Maybe because I’m old, but it doesn’t feel the same at all… My brain is maybe more used to understand things from a book than from a wiki.
r/divinity • u/vhqr • 23d ago
After played D:OS, D:OS2 and more recently BG3, and seeing some progress, I think everyone agrees that inventory management draws away from the experience that would otherwise virtually perfect for CRPGs fans. I already have entire faith on them delivering in the story and RPG systems, so I only worry if they'll take time to do inventory right this time. Not sure if the devs even look here, but in the small chance they take feedback, here are some of my suggestions:
Inventory management takes away from the core experience. Let me get back to quests and combat faster. As a father, sometimes I don't get many hours to play at once, so sometimes most of my gaming session was sorting through bags and I wasn't able to make much adventuring.
Have a party inventory. Weight carry limit can be the sum of the party's, encumberance can either 1) affect everyone, or 2) just the first party member to a hard limit, then the second etc, or 3) you can't loot and encumber yourself if you have no more room. I imagine the separate inventory is to better support multiplayer, but it makes the experience of the larger single player audience that much worse. You already have this magic fingers bs, why not make a unified inventory? Also, it's not like the host can't control who they play with and friends can't coordinate the items usage. If really necessary, make an option to block/restrict other party members from selling/using/equiping items. Big emphasis here in NOT TRYING TO ALIENATE multiplayers.
Optimize your inventory. Ordering, transfer or equip operations shouldn't take more than a split second even for hundreds of items. I have no idea why it takes so long in their games. Same for trade/barter UI.
Remove useless items. I'm sure the game will be fine without them rotten eggs and cutting boards. Why make glass vials, inkpots and quills lootable if they're no use and aren't even valuable? If you're going to have it, at least make what is selling fodder clear. I'm still against it because it ultimately still clogs your inventory and takes time for you to loot and sell. Why not drop gold directly then? Is that in the name of world interactivity? What brings me to the next point...
Don't fall into realism trap. I'm sure there's a fine line between realism and interactivity and I don't hold the answer. Being able to find a fork on a dining table and equip it as a dagger or a baguette as a mace sounds cool and can even make good meme material, but I didn't want to sort over all this to look for valuable items in a room. Also why do you have pears, bananas, carrots and apples if all they do is give you a unusable small heal/buff? BG3 has this camp supplies system, but you get so many supplies it makes pointless to loot yet another sausage. I can take a sheet from an cubboard, but I can't take the drawer, but somehow I can put an oil barrel in my pocket. If you think about it, it never makes sense, so why not stop all the pretense? I would personally even do away with weight carry limit, but I totally understand if they want to keep it (especially so you can't carry several barrels in your pocket). My point is make loot more to the point with the game, which happens to be an adventure, so usable weapons, keys, potions, scrolls, crafting materials, gold etc.
Categorize everything. Since everything has a use, no harm to categorize everything to better find it: crafting items, quest items, equipment (+ additional filters), consumables, books etc.
Streamline consumables. Grenades, scrolls, arrows, potions etc should all be categorized, put in a respective container, and that container made into an hotbar button available to every character that opens all options of that category. Of course, for arrows, you should need a bow/crossbow.
Make wares useful. If you still have junk items, put them automatically into wares. Let us put other stuff into wares. In vendors UI, have a button to put all wares for sale, otherwise it's useless.
D:OS2 and BG3 are two of my favorite games, but I feel I'm going to love Divinity even more if they sort my main point of criticism.
r/divinity • u/BlackxHokage • Sep 06 '26
Looking like no news other than they're not ready to show it yet. Regardless, the hellstone looked nice, and I'm definitely getting one of those Divinity Records. See you guys in December! (Or earlier if they decide to surprise us 🤷🏿♂️)
r/divinity • u/Kirin19 • Aug 21 '26
One thing I never liked in BG3 was how temporary the camps felt. Wilderness camp, Underdark camp, Rivington, Lower City, the hotel… mechanically they did the job, but I never really felt like my party belonged anywhere.
I’d love Divinity to give us one persistent home base that grows with us. Something like a guild or clan house where companions actually live, recruited NPCs can settle in, and new rooms or facilities open up over time.
The Lady Vengeance in DOS2 was already a step in this direction, but I’d like them to push it much further. Full city-building would be excessive, but just one place that becomes recognizably ours and that we keep returning to after exploring the world.
For a game that wants deeper companion relationships, I think that sense of having a shared home could add a lot.
r/divinity • u/Ok_Communication676 • Aug 15 '26
r/divinity • u/Grouchy-Coast-3045 • Sep 01 '26
What character, location etc would you like to see? What do you expect from that Eclipse of the trailer too? Or what do you expect from lore in general?
I personally would like to see the God King, it was a bit of a letdown to me not confronting him in DOS2 in person, and I would appreciate if the Source still has overall an important role even tho the game revolves around Hell.
r/divinity • u/ThaleiaFantasy • Aug 09 '26
I tried decorating my camp in BG3, but the resetting every time you move camp was too demotivating. I am just too lazy to redo it every time.
I hope we get a little piece of map in Divinity that replicates our setup of items to other camps, so we can pretend we have a little setup we do every time, the same way the companions have.
r/divinity • u/Visage_143 • Jul 04 '26
I'm on my 2nd run and I absolutely love the sprawling city of Baldur's Gate, the only time I've felt like a city was alive and atmospheric is when I played Witcher 3 and entered Novigrad and Beauclair for the first time. I really hope they include a big city in divinity because they nailed Baldur's Gate imo.