Community Input, Kirill Live Tonight, 3K Likes
It's sometimes held against us, but we think very highly of our fans and our community. We end up calling NPCs after them (hi Arhu), we create encounters with them (hello Shrimpo). We also don't just take their feedback for granted: we often find valuable ideas in their posts, ideas that we implement, changes that we do make...
Divinity: Original Sin will not be treated differently. We are for instance taking another look at the RPG system, taking your feedback into account. We are reading your forum posts, your comments on Kickstarter, your private messages and emails, and even if we don't always find the time to answer, we do pick out the things that we think are important or fun. Here are two examples.
The following message was sent to Swen, and unfortunately, it will not be implemented as a surprise, it will just be implemented.
"Sorry for two PM's in one day, this idea I want hidden and made as a surprise if you like it enough to implement.
(...) fire can burn the skin off a zombie and they become a skeleton. When they became a skeleton, their traits and attack methods changed to that of a skeleton. Their HP remained where it was from the initial attack of the fire or previous attacks. The fire would simply burn off their skin over a few attack rounds (...)
Since so much detail has gone into this, that would be interesting to have implemented."
Thanks to this successful Kickstarter, we can give monsters more interesting behaviours, more specific attacks and powers (and weaknesses), so why not create this effect for the zombies? As it turns out, an unknown scribe had already reported on this in his "Source User's Guide To Adventuring". What a coincidence!
Excerpt from "A Source User's Guide To Adventuring"
"One of the more nasty encounters you can have with the undead, is to be attacked by zombies. Many make the mistake of underestimating these dim-witted corpses and very often they are regretting their hubris as their innards are being drawn from their shredded bellies.
Zombies are slow, yes, but they are highly resilient to most weapons you can carry, and -neither fearing nor feeling pain- they'll pursue their prey relentlessly. My advice would therefore be to play a little trick on them that makes these putrefying pests a lot easier to deal with.
The trick? Fire! If you are versed in the basics of Source wizardry, conjuring a searing fireball is easy as pie, so cast a barrage of flame and admire your handiwork as the flesh burns right off your assailant's bones. It won't be defeated just yet, but it will be a zombie no longer! You'll now be fighting a skeletal warrior, and you can imagine how much more effective your trusty war hammer, mace or mallet will have suddenly become!"
Visuals: Ambient, Bloom, Fog, Contrast
Our art director, Koen Van Mierlo, dived in, and had the following to say:
"While working on the lighting and colors of the environments, I had to take into account the speed of the characters and the pace of combat. I had to make sure the visuals were not interfering with game play: I had to strike a good balance between clarity and nice looking visuals. We noticed that high contrast imagery was hard to read and was affecting game play too much; so we decided to go for less contrasted environments.
Combat and movement speed have since changed a lot, and this meant that certain decisions regarding game play and visual clarity were not necessarily valid anymore. So after reading the forum post of Xodetaetl, Swen asked me to reiterate on the lighting to see if it would be possible to increase the contrast. So that's what I did. Now that we have more time to iterate over the game, thanks to this Kickstarter, I tried out different settings. I ended up toning down the ambient settings, decreasing the bloom, tweaking the fog distance settings and tampering with the contrast values."
Here are the results of his tamperings.
Here are URLs to the full HD screenshots of the above:
Kirill on Twitch TV
Don't forget! In exactly two hours, Kirill will perform a live concert especially for you. You don't need a ticket, you don't need to go anywhere, it's streaming live over this wonderful thing we call the internet.
You can follow the live stream on the following URL: http://www.twitch.tv/larianstudios
Or if you can't make it, we will post the video on our Youtube channel later: http://www.youtube.com/larianstudios
Yesterday, we hit 3000 likes on our Larian Studios Facebook page. That means: 3 encounters with Bellegar in Divinity: Original Sin. Can we make that 4000?
And in closing
Not all fan input will make it to the game. Because sometimes... you really are... Sick Things... (But that's okay. So are we.)