Divinity: Original Sin 2

Divinity: Original Sin 2

Darkest Divinity: Original Dungeon [DEMO]
Bogdan Durden  [developer] 27 Jul, 2023 @ 11:58pm
Suggestions, bugs, ideas for improvement
If you find any bugs or have ideas for improvement, you can submit them here.
No implementation promises, but your ideas can be the starting point for new mechanics or features.
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Showing 1-15 of 18 comments
noppe 28 Jul, 2023 @ 7:55am 
Cool mod idea, wish more modders made stuff like this.

This has a lot of potential with the roguelike elements.

Feedback:
- For map design make sure to take the camera into account. Currently the trees in the camp and the forest arena block vision quite a bit.

- Darkest dungeon has surprise rounds. It could be nice to have it here as well by starting fights the moment you enter an area. Variations could be made where enemies start lumped together or in good positions.

- I love the roguelike elements, but the darkest dungeon light/hunger/stress not so much. In dd the game is designed around those mechanics.
If your plan is to design enemies with abilities which take these mechanics into account then go for it. Otherwise it may be better to just drop these mechanics.

- Currently I can easily heal between battles with abilities, but I'm not sure if I'm supposed to do that. It kind of goes against the risk/reward aspect as resources and health get drained in roguelikes.

- I wouldn't touch accuracy as a debuff too much. Spells can't miss, so unless you add accuracy to spells this doesn't really work as you get more abilities.


Bugs:
- Some rooms have multiple enemies, but can be fought separately.
๖Chaotical 1 Aug, 2023 @ 8:15pm 
Tested the gamemode properly, for about 6 hours. Found a few things.

BUGS:

1. If you start as an undead, you get no starting armour, meaning much harder gameplay at the beginning. Instead of it, you get those damn rags that give zero protection unlike normal armor.

2. Bandits or idc who they are sometimes may spawn on those planks up on the trees. There seems no way on getting up or down from them. If a melee enemy spawns there, it will literally be afk the whole fight, until you somehow manage to kill it from the range, if you have any..
And if it happens to be an crossbowman or an archer, that may be the most annoying/unfair thing, if supported by a tank bandit or smthing.

3. Hunger, tiredness and torchlight status seems to reset to default after each save load.

4. Oftenly, opponents, instead of going for the attack, for some reason decide to simply eat all of their food and buff up with all of their available potions. They almost always drink everything they have, and it doesn't even matter if it will help against their enemy. They will right away chug a potion of magic armor against a full physic dd knight and etc.


SUGGESTIONS:

1. Add a Loremaster to the circle of the camp traders.
If you find any unidentified items, you can't identify them if you don't have a loremaster in your team. Because of it, you have to recruit random adventurer, make him learn the loremaster, THEN you have to buy the identifying glass from the alchemist merchant, and only then you can get your item. This seems wrong, no?

2. Nerf grenadiers. They are too much to handle at the starting levels, and yet after a level up or two they still will be a huge nail in the ass. At least remove the Repair/Fortify skill from them. It won't change much, but at least it will be something.

3. Nerf courage. A really good buff, but personally seems TOO good. I would recommend nerfing it at a bit somehow.
Last edited by ๖Chaotical; 4 Aug, 2023 @ 8:10pm
Krisys 2 Aug, 2023 @ 2:21pm 
Little feedback:

- In addition to the usual origins, there seems to be some "test" origins without source spells offered in the initial selection. There's also some "custom class preset" in the character selection.
- The provision packages are localised in Russian.
Krisys 2 Aug, 2023 @ 2:52pm 
Clicking "take all" on dead enemies' inventories doesn't seem to take their stuff - but you can still take it one by one.
Krisys 2 Aug, 2023 @ 2:58pm 
Interacting with a torch in the inventory seems to not always consume the same stack as the one we interacted with? It's weird
Krisys 2 Aug, 2023 @ 3:39pm 
The platforms in the forest map don't seem to be accessible or targetable, but at least one of them can be litterally walked on by approaching one of its borders.
Krisys 2 Aug, 2023 @ 3:56pm 
Honestly, for now I feel like the food & light systems don't add much except creating some incentive to spend more money than you normally would while adding an unnecessary amount of clunkiness in the interactions - it gets especially weird if you consider that setting stuff on fire around you SHOULD give you light, and that actual food like apples or fish SHOULD replinish your hunger (from what I observed neither seems to be the case). The exhaustion system I can understand, because it makes you cycle through your character pool.

Overall I love the idea, and despite the roughness of the beta, it is pretty fun to play. What I would love to see in the future is:
- More content of course, more battle maps, more enemies, generally more diversity in terms of encounters
- Something that would inject a bit of life in the adventurers you're recruiting - appearance randomisation, more starting presets, etc.
- More life in the dungeon itself, with maybe some kind of environmental storytelling, maybe some quests you could complete within a single run, like saving some lost child or helping a stranded merchant, etc?

Anyway, keep up the good work! That's definitely a cool idea I'll keep an eye on!
Krisys 3 Aug, 2023 @ 2:47pm 
Oh I got a save file corruption in one of the dungeon rooms - when I try to load any of my two saves in this room I get a "The files of mod 'Divinity Original Sin 2' and/or its dependencies are invalid" error. I play with a few other mods but nothing too big. I could provide the save file if you think you can check anything about it.
Krisys 3 Aug, 2023 @ 4:07pm 
Little bug report: reloading the game seems to reset the status of everyone in your team to "rested"
Krisys 3 Aug, 2023 @ 4:10pm 
But maybe it doesn't reflect their actual state because when I launch another adventure with the same cast one of them starts dead right away?? I'm not sure what is going on there.
Bogdan Durden  [developer] 5 Aug, 2023 @ 1:20am 
Thanks for feedback!

Originally posted by noppe:
Cool mod idea, wish more modders made stuff like this.

This has a lot of potential with the roguelike elements.

Feedback:
- For map design make sure to take the camera into account. Currently the trees in the camp and the forest arena block vision quite a bit.

For now those more like a placeholders, but yes, will be working on it too.


Originally posted by noppe:
- Darkest dungeon has surprise rounds. It could be nice to have it here as well by starting fights the moment you enter an area. Variations could be made where enemies start lumped together or in good positions.

Good idea, but probably will not have enough resources (time) to do it. But I wrote it down.

Originally posted by noppe:
- I love the roguelike elements, but the darkest dungeon light/hunger/stress not so much. In dd the game is designed around those mechanics.
If your plan is to design enemies with abilities which take these mechanics into account then go for it. Otherwise it may be better to just drop these mechanics.

Light, hunger, stress mechanics are here to add in strategic part additional layer. Like "preparing for the dungeon", but if it is more annoying than challenging I might rework it. Noted.

Originally posted by noppe:
- Currently I can easily heal between battles with abilities, but I'm not sure if I'm supposed to do that. It kind of goes against the risk/reward aspect as resources and health get drained in roguelikes.

Healing between battles is intentional. As for me, in dd it feels wrong since you have to drag out the fight to let your party use healing abilites.
I have some ideas like to block using skills after room is cleared and make expendable bedroll to heal your party.. but in this case we back to previous issue.. so I will have to heavily rework healing mechanics, like adding temporary HP instead default heal, and empty it after changing a room but again it will cost tonn of time to implement.

Originally posted by noppe:
- I wouldn't touch accuracy as a debuff too much. Spells can't miss, so unless you add accuracy to spells this doesn't really work as you get more abilities.

Good point. So I will have to nerf magic skills (for example add Pathfinder mechanics with restricted amout of spells for use by it level and this way I will also kind of fix healing issue from above) or just get rid accuracy debaffs.. but yet Player must have valuable debuff for lack of resources.. damage reduction maybe.. Noted.

Originally posted by noppe:
Bugs:
- Some rooms have multiple enemies, but can be fought separately.

I partially like this mechanic, since you can use sneaking to kill them one by one, but I definitely should adjust it. Will work on it.
Bogdan Durden  [developer] 5 Aug, 2023 @ 1:52am 
Thanks for feedback!
Originally posted by ๖Chaotical:
1. If you start as an undead, you get no starting armour, meaning much harder gameplay at the beginning. Instead of it, you get those damn rags that give zero protection unlike normal armor.

Actually undead gameplay is not polished yet. I would love to have a unique gameplay for them, such as no debaffs for food and moral, but instead may be more difficult start (as it works for now).. but anyway noted. Will change starting gear. Actually will probably add starting gold for party.

Originally posted by ๖Chaotical:
2. Bandits or idc who they are sometimes may spawn on those planks up on the trees. There seems no way on getting up or down from them. If a melee enemy spawns there, it will literally be afk the whole fight, until you somehow manage to kill it from the range, if you have any..
And if it happens to be an crossbowman or an archer, that may be the most annoying/unfair thing, if supported by a tank bandit or smthing.

Noted. Will fix it.

Originally posted by ๖Chaotical:
3. Hunger, tiredness and torchlight status seems to reset to default after each save load.

Noted.

Originally posted by ๖Chaotical:
4. Oftenly, opponents, instead of going for the attack, for some reason decide to simply eat all of their food and buff up with all of their available potions. They almost always drink everything they have, and it doesn't even matter if it will help against their enemy. They will right away chug a potion of magic armor against a full physic dd knight and etc.

This is an AI feature. Since they have it in theirs inventories, they are using it with priority. Not sure how to deal with it, but I dont want weaking them by removing those consumables.

Originally posted by ๖Chaotical:
SUGGESTIONS:

1. Add a Loremaster to the circle of the camp traders.
If you find any unidentified items, you can't identify them if you don't have a loremaster in your team. Because of it, you have to recruit random adventurer, make him learn the loremaster, THEN you have to buy the identifying glass from the alchemist merchant, and only then you can get your item. This seems wrong, no?

At some point - it is nice strategic feature. You have to have kind off a support character for party in hub location, but yet it feels clumsy for now. I dont want to give player ability to easily get rid of "loremaster" mechanic.. but if it is feels annoing I will have to rework it. Noted.

Originally posted by ๖Chaotical:
2. Nerf grenadiers. They are too much to handle at the starting levels, and yet after a level up or two they still will be a huge nail in the ass. At least remove the Repair/Fortify skill from them. It won't change much, but at least it will be something.

I have tested all difficulty levels and only for Tactical level it feels hard.. as it actually should be. Is it this much an issue? It is kind of a feature of Grenadiers.. I will think something. May be will try to change granade setup to make it a bit weaker.

Originally posted by ๖Chaotical:
3. Nerf courage. A really good buff, but personally seems TOO good. I would recommend nerfing it at a bit somehow.

Have some thoughts how to fix it. Noted.
Bogdan Durden  [developer] 5 Aug, 2023 @ 2:19am 
Originally posted by Krisys:
Little feedback:

- In addition to the usual origins, there seems to be some "test" origins without source spells offered in the initial selection. There's also some "custom class preset" in the character selection.
- The provision packages are localised in Russian.

Those origins are placeholders just for testing. Will work with this later, but yes, I might need to remove it from character creation for a while.

Have missed this description. Noted.

Originally posted by Krisys:
Clicking "take all" on dead enemies' inventories doesn't seem to take their stuff - but you can still take it one by one.

I know about this bug, but yet had no idea what causes it and how to fix it properly. Since it is not that serious, will leave it as it is for a while.

Originally posted by Krisys:
Interacting with a torch in the inventory seems to not always consume the same stack as the one we interacted with? It's weird

It is related to clumsiness of light mechanics implementation. I would have to rework it at some point, but since it is kind of minor issue will leave it as it is for a while.


Originally posted by Krisys:
The platforms in the forest map don't seem to be accessible or targetable, but at least one of them can be litterally walked on by approaching one of its borders.

Will check it and fix. Thanks

Originally posted by Krisys:
Honestly, for now I feel like the food & light systems don't add much except creating some incentive to spend more money than you normally would while adding an unnecessary amount of clunkiness in the interactions - it gets especially weird if you consider that setting stuff on fire around you SHOULD give you light, and that actual food like apples or fish SHOULD replinish your hunger (from what I observed neither seems to be the case). The exhaustion system I can understand, because it makes you cycle through your character pool.

Good point about fire and light. I have some thoughts how to make it work together.
About food - it is currently should work as you said, "food" tagged items, such as apple, must replinish hunger, but the weird thing is, not every food item is "food" tagged. For example "fish" tagged as ingredient but not as a food. I might have to think a workaround or rework of this system, but will leave it as it is since it will cost too much time for me.
Systems are clunky, yes, but I really want to leave them at some point in the game.

upd. Actually it is a bug not related to description above :D It was a false lead.
Fixed.

Originally posted by Krisys:
Overall I love the idea, and despite the roughness of the beta, it is pretty fun to play. What I would love to see in the future is:
- More content of course, more battle maps, more enemies, generally more diversity in terms of encounters
- Something that would inject a bit of life in the adventurers you're recruiting - appearance randomisation, more starting presets, etc.
- More life in the dungeon itself, with maybe some kind of environmental storytelling, maybe some quests you could complete within a single run, like saving some lost child or helping a stranded merchant, etc?

Anyway, keep up the good work! That's definitely a cool idea I'll keep an eye on!
More content = more time for development. Sadly for me now time is restricted, so I will try to focus on mechanics and gameplay polishing parts more than on a content part but yet will try to have a balance.

Anyway thanks for interest. I really appreciate your feedback.

Originally posted by Krisys:
Little bug report: reloading the game seems to reset the status of everyone in your team to "rested"

But maybe it doesn't reflect their actual state because when I launch another adventure with the same cast one of them starts dead right away?? I'm not sure what is going on there.

Noted. Will have a look.
Last edited by Bogdan Durden; 5 Aug, 2023 @ 5:39am
The Archivist 10 Aug, 2023 @ 9:05am 
I've noticed what appears to be a bug. After sending Origin characters into reserve and doing a dungeon with hired adventurers, there is a chance that putting Origin characters back into the party from reserve will strangely revert them to level 0 with no combat skills. (My scoundrel, Necromancer, Summoning skills were all set to 0 after re-entering the party)

As for ideas, I might recommend adding a "Leader's Tent" area that contains some amenities that are currently missing, such as a Mirror so that players can respec or customize the appearances of their characters, a persistent stash chest, a proper bed to show your status and to recover after an expedition and, if possible, a respawning penny bun mushroom that reloads every time you return to the camp, allowing one free health potion sip when you return - if you have an empty bottle. Also maybe a bucket in the corner next to a tree for... "flavor." After all, where does the leader go when nature calls?

Another suggestion is likely one already in progress. Make the cells larger, but not rounder. Allow your procedural rooms to create paths and increase the variety of spawned props to include various plants you can pick, tents, rocks that can be used as cover, maybe have a cell be a bandit camp with a chest or two with random items protected by enemies, etc.
Bogdan Durden  [developer] 12 Aug, 2023 @ 7:12am 
Originally posted by The Archivist:
I've noticed what appears to be a bug. After sending Origin characters into reserve and doing a dungeon with hired adventurers, there is a chance that putting Origin characters back into the party from reserve will strangely revert them to level 0 with no combat skills. (My scoundrel, Necromancer, Summoning skills were all set to 0 after re-entering the party)

Haven't been able to reproduce this bug. Could you please send game save file at the moment before recruiting your char back? Or may be describe sequence of actions if you been able to reproduce it by your own.

Originally posted by The Archivist:
As for ideas, I might recommend adding a "Leader's Tent" area that contains some amenities that are currently missing, such as a Mirror so that players can respec or customize the appearances of their characters, a persistent stash chest, a proper bed to show your status and to recover after an expedition and, if possible, a respawning penny bun mushroom that reloads every time you return to the camp, allowing one free health potion sip when you return - if you have an empty bottle. Also maybe a bucket in the corner next to a tree for... "flavor." After all, where does the leader go when nature calls?

Will surely be added in some form in next content update. Thanks for idea.

Originally posted by The Archivist:
Another suggestion is likely one already in progress. Make the cells larger, but not rounder. Allow your procedural rooms to create paths and increase the variety of spawned props to include various plants you can pick, tents, rocks that can be used as cover, maybe have a cell be a bandit camp with a chest or two with random items protected by enemies, etc.

I get the idea, but yet not sure of how to properly balance those features since even now fights are a bit easy if you separate them among the room.
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