The Gazette prides itself on bringing you the latest and greatest breaking news about all things Larian, and the insider stories that go with it.
Yesterday‘s headline was the show-stopping, heart-pounding revelation that “LARIAN STUDIOS IS MAKING BALDUR’S GATE 3!” A teaser trailer of our new role-playing game was unveiled yesterday, and it was so spectacularly intense that the internet went into auto-censorship mode. In case you missed it - and you have the stomach for it - you can find the uncut version here:
https://youtu.be/OcP0WdH7rTs
The Gazette was more than a little intrigued by the mind flayer invasion of Baldur’s Gate. Our best reporter pursued their slimy trail to discover how Larian convinced Wizards of the Coast to let them unleash their madness on the crown jewel of the Sword Coast.
The brave reporter went deep undercover and resurfaced with a harrowing tale involving no less than the brutal abduction of Wizards’ own Mike Mearls! Interpol has been alerted of the situation, and you, dear reader, may rest assured that the Gazette is monitoring the situation closely! In the meantime, please enjoy our full video report:
https://youtu.be/LI4v6hC_rjM
For more breaking news and behind the scenes stories about everything Larian, don’t forget to sign up for our newsletter at baldursgate3.game. You've helped us make two amazing games already, dear reader, and your reactions and feedback as we post updates will be as valuable as ever. We will not be doing any more Kickstarter updates so signing up for the newsletter is the definitive way to stay posted.
You can of course also follow us on social media, and click Youtube’s notification bell, just to make sure you never miss the many shenanigans and investigative journalism to come.
Speaking of social media: try using the hashtags #gatheryourparty, #baldursgate3, and #bg3 when tweeting to see our brand new Mindflayer Emoji!
ALL COMPANY NAMES, BRAND NAMES, TRADEMARKS AND LOGOS ARE THE PROPERTY OF THEIR RESPECTIVE OWNERS.
Here comes the Enhanced Edition
Today is the day!
Our busy little brains and fingers have worked for months and months making Divinity: Original Sin - Enhanced Edition. We've made thousands of changes to the original game, adding controller support, local co-op splitscreen, full AAA voicing, new quests and situations, new difficulty modes, and an entirely new ending featuring several new regions. We’ve put our hearts and souls into the Enhanced Edition, and we’re proud to release it into the world.
If you have Divinity: Original Sin in your Steam library, you are getting this game for free and you will find Divinity: Original Sin Enhanced Edition in your Steam library as a new entry.
It is out now!
In case you're wondering "What's changed?", feel free to peruse the changelog over at the Larian Forums: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=572102#Post572102
The Enhanced Edition and Divinity: Original Sin 2
Hi everyone!
There’s a lot of Divinity: Original Sin news doing the rounds that we’d like to share with you!
First off, soon you’ll get free version of Divinity: Original Sin - Enhanced Edition in your Steam library if you purchased Divinity: Original Sin. That means you’ll then have Divinity: Original Sin & Divinity: Original Sin - Enhanced Edition in your steam library, at no extra cost!
And for you console fans, Divinity: Original Sin - Enhanced Edition is also coming to XBOX One and PlayStation®4 (the console version will be sold separately from the PC version).
Second, we’re currently running a Kickstarter campaign for Divinity: Original Sin 2, the sequel to Divinity: Original Sin!
If you back us now, you’ll get a steam code for Divinity: Original Sin 2 the moment alpha & beta access is available and you’ll also help us make the game better because all the money that goes into the Kickstarter goes directly into the game.
Obviously, you’ll also get a copy of the final game.
More news on Divinity: Original Sin 2 can be found on our Kickstarter page:
In short, Divinity: Original Sin 2, the much-anticipated sequel to Gamespot’s PC GOTY 2014, is a brand new take on the innovative systems that made its predecessor a modern day classic.
Featuring 4-player competitive or cooperative questing, five playable races, and a world that reacts to your deeds, origins, and choices, Divinity: Original Sin 2 will be a storycrafting and gameplay experience unlike anything the world of RPGs has ever seen before.
See you around!
Italian language available
Hi everyone,
The team at Larian is very happy to announce that -- thanks to the impressive efforts of the game's great fan community (Sciarada Team, specifically) -- Divinity: Original Sin is now officially available in Italian.
Larian put together a video to celebrate the occasion: https://www.youtube.com/watch?v=GzgR9cWhADE (you can turn on the Italian subtitles)
Work on the translation started in September, and the team has brought in four waves of testers throughout the process to ensure the translation is of high quality. Team leader Giuseppe "Chantalion" Cappariello told us that translating the orc language, finding the right words to make rhymes in Italian, and trying to preserve Larian's "surreal" humour throughout the game has been "delightfully hard and terribly fascinating." Other members of the team include Giuseppe's second-in-command Chris "Patarimanno" Benassi, as well as Marco "Malkot", Luigi "Jakelr", Enrico "Goatboy" and Enrico "Tanosblood".
You can find out more about the translation effort on the Facebook page: https://www.facebook.com/TraduzioneDivinityOriginalSinITA
or on the RPGItalia forums:
http://forum.rpgitalia.net/topic/24798-traduzione-italiana-divinity-original-sin/
Patch v1.0.252.0
It’s time for the first update of 2015!
In addition to a number of bug fixes (thank you for all your feedback!), we’ve gone through all of the encounters in the game and made a ton of balancing changes that we think will make combat even more fun. We’ve also activated the Steam Cloud saves, and we have good news! PC & Mac savegames are compatible. For the modders out there, we can finally release the exporters that will allow you to import your own models and animations into the game.
Here’s the list of the most important changes and a few important remarks about Cloud saving:
Cloud system: When you enable cloud for Divinity: Original Sin, you will see your cloud quota in the save/load screens. Only new savegames will be uploaded to the cloud as they have a new, compressed format. So if you need your latest saves on the cloud, you will have to load them and resave. You will then see a cloud icon next to them. Hover over the different statuses in the save/load screen to see what will be added and removed from the cloud. You can remove saves manually from the cloud by deleting them via the in-game menu. Furthermore, the game will remove older saves from the cloud automatically when you have run into the max amount of cloud save data. Keep in mind that if you use the Steam Cloud for Original Sin, you will be uploading data on a regular basis if you make a lot of saves. Upload speeds will depend on your Internet connection.
FAQ for Cloud:
Do the cloud saves work cross-platform (Mac <-> PC)?
Yes, you can sync from PC to Mac and Mac to PC.
What happens to my old saves?
They remain locally on your current PC. Only new savegames made in patch 1.0.251.0 and beyond will be uploaded to the cloud.
What happens when my quota is full?
Your newest saves are uploaded to the cloud and oldest saves are removed from the cloud. This does not mean you lose your saves. They are just removed from the cloud, but stay locally on your PC.
What do the icons mean in the save/load screens?
"Cloud with arrow" means the save will be uploaded to the cloud upon exiting the game. "Cloud with x" means the save will be removed from the cloud upon exiting the game. A normal cloud means the save is correctly in sync.
How do I turn on/off Steam Cloud?
You can do this by clicking through the following steps: Library > right click on game > Properties > Updates > Steam Cloud > Check or uncheck the checkbox at the bottom.
Note: since the game is DRM-free, it can be started manually from the game folder while steam cloud is syncing. Do NOT do this, as it can possibly corrupt your steam cached cloud files. You will not lose any saves, but the cloud will be confused as to what is in sync and what is not. Please only start the game via steam, if steam is running.
Update:
We added the following hotfixes with 1.0.252.0:
loading of a save with missing mod dependencies now throws correct error message instead of crashing
fixed possible crash during/at end of combat (texture issue)
Bug Fixes:
Gameplay Blocked when talking to Leandra while escaping from Death Knights
Bairdotr party size issue fixed. You were no longer able to recruit a 4th party member. Loading your savegame should allow you to re-hire a 4th companion immediately.
Fixed Homestead room-opening issue if you spoke to Zixzax with a companion first, while other player characters were arriving. If you had this issue pre-patch, you can try loading your save and returning to the Homestead.
Fixed Zandalor being interruptible when you first meet him. This could cause story progression issues.
Evelyn NPC blocked and remains in clinic before and after going through the lair scene
Equipment usable in skill bar
"Send to Homestead" appears in context menu if you start new game after loading save
Change Tenebrium weapon damage calculation: Tenebrium ability is now a requirement and you get the damage boost from your weapon ability
Kickstarter pet black spider should now be the black spider model instead of fleshy spider
Ingame time incorrect after loading a save and then starting a new game
Due to cloud being enabled, the way the player profiles are shown in the game has changed. All existing profiles are scanned and available, instead of only the profiles linked to your steam account.
Fixed issue that could get your character stuck in skill preview mode after spamming skill keys when leaving a dialog
Mac specific changes:
VideoCardBlackList expanded with all the reported models for Yosemite (Lockup on first screen on old hardware)
OpenGL specific fixes for flickering objects
OpenGL performance improvements
Effects library updated with camera effect
Smoother zoom and scroll
Books rendering issues with OpenGL
Mouse right click in fake full screen was not working
Balancing changes: Cyseal
Chimaera (script improved)
Dietmar (bugfix: enemies won't turn invisible again on save/load)
Lighthouse Horror (bugfix: scripting error)
Black Cove
Crab Summoner (now summons more, hits harder, can teleport back to the player if too far away)
Luculla Forest
Blue Mushrooms (bugfix: summons will not be of a different faction anymore)
Void Shepherd (bugfix: killing the shepherd now ends the fight)
Drunk Goblins (bugfix: goblins were not ending turn when drinking from flower)
Rafflesia (bugfix: now summons level 14 flowers)
Shadow Summoner (now stronger & faster)
Spider Queen (bugfix: now summons level 14 spiders)
Kromkromkris (bugfix: doesn't get attacked by his own summons anymore)
Hiberheim
Boreas (bugfix: made non-teleportable & doesn't move when it's not his turn anymore)
Dark Forest
Anguish Demon (removed one summon, making the fight a bit easier)
Fire Demon (summons void dogs faster)
Kalgruuda Cloudpiercer (doesn't end turn after summoning and summons don't skip their first turn anymore)
Braogg Spiritchaser (doesn't end turn after summoning anymore)
Tunnel Mushroom (made non-teleportable)
Stats changes
Rebalanced Constitution & Damage: from Luculla to Dark Forest, overall, creatures go down faster but deal more damage
Toned down Armor: some Armor scores were too high, resulting in unnecessarily long fight
Rebalanced Initiative: some creatures had too high an Init, others too little. NPC Init scores will now be closer to players' score
Rebalanced Willpower & Bodybuilding throughout the game
Rebalanced physical & magical resistances
Some creatures had high dexterity and were difficult to hit
Pure elementals (fire, water, air, earth) now have proper resistances and immunities
Magic weapons changed (example: a flaming sword would inflict pure fire damage. Now, it inflicts physical (slashing) damage + a fire boost)
Editor Update:
We have supplied a 3DSMax exporter to allow you to import custom animations and models into your mods
Update Version 1.0.219
Hi everyone,
Today's patch contains over 150 improvements and more are coming.
FYI, we'll soon be organizing a Larian Devline where you can talk directly to our developers and suggest further improvements. You'll also be able to tell us what you'd like to see in our future RPGs.
Like us on Facebook or follow us on Twitter to keep up to date on when the first Larian Devline will be hosted.
If you see any update flash by today, we fixed two missing dialogs for French, Russian and German. We also removed "zero width space" characters from all text in the game because our font does not support it and would show a square.
Cheers!
David
Larian Studios
Polish is now available
Hello everyone!
For those of you that speak Polish: rejoice! You can now play Original Sin in Polish!
For those of you that do not speak Polish: you can also try to play it in Polish, but it's one tough language, let me tell you. In any way, we fixed a couple of small issues in English, French, German and Russian as well. (E.g. typos, magically generated items in English...)
Have fun!
Cheers,
David
Update Version 1.0.177
Hi all,
For the recent Mac OS update 10.9.5, we have released a hotfix that solves signature issues.
We seized this opportunity to also fix the combat log disappearing for some of you, and fix jumping journal entries.
If you load a savegame in which the combat log was gone, you may have to drag it above the skillbar to be able to resize it again.
On the Mac version, the GodRays effect was distorted and this was fixed as well.
Have a good weekend!
Update Version 1.0.169
Hi everybody,
In anticipation of the launch of the new companion DLC (which will be free for everyone) here is a new update which will further improve the game.
The most notable improvements are the new listening functionality for dialogs when playing in cooperative multiplayer, a big layer of polish on the spell and skill effects and a number of bugfixes. Please note that the new companions will only be available after installing the free DLC (to be released later today) and can only be accessed when starting a new game.
Code:
Added listening functionality to dialogs. Now you can listen to ongoing dialogs and see the complete history to better follow what is being said.
Fixed issue with logging for cooperative dialogs
A lot of fixes for savegames that refused to load
Sheath/Unsheath fixed timing of attachment of shields.
Rare crash fix in specific script calls
Rare crash fix in extinguish surface action
Fading objects and fog triggers now work for all players instead of just the local player.
Fixed issue where rotation on objects could get corrupted, resulting in huge objects
Bugfix in character movement while mouse is pressed
Fixed some UI's that were always loaded in memory. Now they are loaded when needed.
Fixed issue when swapping character during a rock-paper-scissor minigame.
Fixed some doors that were blocking after they were destroyed
Added text bubble effect above characters in dialog
Dragging action will cancel when going into trade
Fixed rare crash with attachments on objects
Fixed rare issue where the mouse cursor could become corrupted
Weight can no longer become negative
Character should slide less when arriving at their target position
Dragging an item onto a container will put it in the inventory now
Correctly substract money when hiring henchman
Correctly delete item when adding to an inventory fails.
Fixed exclamation mark sometimes being attached wrong.
Fixed rare crashes when going to and coming from the Homestead
Fixed double spaces in combat log
Changed requirement from Crafing to Tenebrium to craft tenebrium weapons
Fixed issue with sheath/unsheat after sitting or sleeping
Fixed issue with wrong resurrecting event
Skillbar items in a container no longer get removed
Fix for surface sound underflow
Skill are reloaded when switching mods
Remove blackrot status when you have tenebrium ability
Added "Additional Content" menu to the main menu
Fixed issue where characters in combat could sometimes take characters out of the combat into account
Fixed issue with disconnected during the rock-paper-scissor minigame
Fixed issue where character sometimes dont follow after a load
Story:
War of the Bloodstones, some mountain men could be neutral during the war
Quest blocker in Nadia quest when you talk to Lawrence
Arhu thinks that everything you drop in his house is his property, is fixed
Issue with killing the Trife with companions without starting the end fight
Imps were not appearing on Mac version
AI mesh fixes at Baron of Bones house, now the player can teleport the chest in the southern room
Items on some graves drop under the ground when dug out
You could start a conversation with Lurrean while he was walking away
You could ask William to teleport you to Wally once the quest was solved, this is removed
Incorrect log entry on mushroom barrier removal
Couldn't select enemies that were inside click through bushes
Zou could talk to Yox while Frederick was approaching and the quest would hang
How to handle Tenebrium quest book had been increased to unlimited uses
Cyseal burning ship got a sound event, so you can hear it burn now
The Lawrence vs miners situation used to get blocked but that is fixed now
Teleport Mirror in Luculla Mines doesn't want to teleport companions
Note: a limited amount of these story fixes require you to start a new game
Effects:
Battering Ram
Crushing Fist
Cure Wounds
Divine Light
Dust Devil/Whirlwind
Encourage
Power Stance
Precision Stance
Power Stance
Precision Stance
Minor Heal
Slow Current
Bitter Cold
Headvice
Audio:
Overall audio balance has been updated.
The burning ship in Cyseal had sound (burning & sinking) which did not work, this has been fixed now.
Player weapons such as Two Handed Sword and Magic Staff got new dedicated sounds when sheathing their weapon.
The Orcs in the game now have extra foley sounds including a huge roar, a sobbing orc and a really gross ‘buttscratch’…
For the new area, dedicated ambient sounds have been added, as well as custom sounds for a very loathsome druid and some really disgusting fx for certain pigs
MAC Specific:
This update brings all Mac tweaking options into a single place. In order to use it you have to hold 'Command' key on game startup.
The new launcher has options to:
Don't show any OS X notification popups while in game. They won't even blink.
Disable Touch Support if you feel like it
Quickly click on OS X Path control to discover your saves directory
Temporarily switch game to windowed mode
Precisely track mouse and trackpad gestures and taps
Disable hardware fade and gamma effects
Enable OpenGL performance tweaks and a heap of assorted workarounds
Divinity Engine Editor:
Fixed some problems that existed when loading mods
Fixed some memory leaks
Added info when trying to save terrain that is not editable
Fixed saving new story items
Fixed story editor crash
Fixed crash when entering game mode
Fixed position of camera when switching between cameras