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Alright. So I haven't played much of Beyond Divinity, and I don't know if I will. Too much of it feels unfinished or just designed for save/load spamming.

* Ghosts in first level: Open the wrong door at random, die. Not that you have any way of knowing which is which. It's just ctrl+S, ctrl + L to win. Um....... yeah, that's not what makes a game a game.
* Interface wackiness. Going between two character menus is rigged up badly. Press I to open inventory, then press I to close inventory... not bad. But then if you open one inventory, then the other, then press I, then it just toggles between the two. The X to close the window is hidden underneath your portraits, and you have to drag the window down and to the left so that it's half-off the screen in order to either close the window or level up stats. Whoops. There's also no real indication of which character you're leveling up skills for, other than you just remember which is which and which one's open.
* Bug - I don't know how, but on the first level, I somehow ended up on the other side of a wall that had nothing on the other side. I could just run around in the endless darkness. I have a save game of it for the lulz, but... it gets boring pretty fast.

Anyway, I'm not sure I want to wrestle with the interface *and* play the ctrl-s ctrl-l game. I liked DD, but if the first impression is to be believed, then this is simply an unfinished game with save-load gameplay thrown in for no good reason.

It seemed to have potential otherwise, but... man, these basic things. How did it happen?
You can usually see on the mini-map if a cell contains any hostile creatures. The ghosts near the end of the first level can be tough, but by then you should be close to going up a level, so if you leave them for a bit and take out the humans just before the arena, they are much easier to handle.
Did you not run into any tough opponents in DD? I did; I never would have defeated the spider at the bottom of the catacombs had I not found a Burning Wall spell book in Mardaneus' house. South of Aleroth I had to leave a couple heavy orcs until I ran into the traveling merchant on the path to the cursed abbey, and upgraded my sword.
Admittedly BD does have a few instant kill traps (at least playing on tactical/hard), without a spider mine type sound effect warning. There are warnings in some places, though, and summoning dolls (the first of which can be gotten on the second level, after the arena) can trigger proximity based traps (they can not open trapped containers). There is a trap detection skill, but other than a couple places in acts 1 and 2, there are not really a ton of traps.

You can right click on an inventory window to close it. With one inventory window open you can switch between characters with the arrows by their portrait. You can put something in a character's inventory by drag and dropping it onto their portrait in the top right of the screen.

The character's portrait is shown in the skill window, and unless you have two very similar builds, put the skills in the same slots and use the same icons for their skills, it should be easy to tell them apart.

That is a known bug with a character getting through a wall, which is much rarer towards the end of act 1 (once you get to the citadel there are far fewer narrow corridors, etc) and later acts. If the other character takes some stairs, enters and exits the battlefield (once you find a key) or use the teleporter stones (available part way through act 2), it will bring the wayward character back into the normal play area.
Some people have also had issues with alt-tabbing out of the game and back shifting a character's location slightly, which could put them through a wall if they were standing close enough to start with.
Post edited July 17, 2012 by Raze_Larian
avatar
Raze_Larian: You can usually see on the mini-map if a cell contains any hostile creatures. The ghosts near the end of the first level can be tough, but by then you should be close to going up a level, so if you leave them for a bit and take out the humans just before the arena, they are much easier to handle.
Did you not run into any tough opponents in DD? I did; I never would have defeated the spider at the bottom of the catacombs had I not found a Burning Wall spell book in Mardaneus' house. South of Aleroth I had to leave a couple heavy orcs until I ran into the traveling merchant on the path to the cursed abbey, and upgraded my sword.
Admittedly BD does have a few instant kill traps (at least playing on tactical/hard), without a spider mine type sound effect warning. There are warnings in some places, though, and summoning dolls (the first of which can be gotten on the second level, after the arena) can trigger proximity based traps (they can not open trapped containers). There is a trap detection skill, but other than a couple places in acts 1 and 2, there are not really a ton of traps.

You can right click on an inventory window to close it. With one inventory window open you can switch between characters with the arrows by their portrait. You can put something in a character's inventory by drag and dropping it onto their portrait in the top right of the screen.

The character's portrait is shown in the skill window, and unless you have two very similar builds, put the skills in the same slots and use the same icons for their skills, it should be easy to tell them apart.

That is a known bug with a character getting through a wall, which is much rarer towards the end of act 1 (once you get to the citadel there are far fewer narrow corridors, etc) and later acts. If the other character takes some stairs, enters and exits the battlefield (once you find a key) or use the teleporter stones (available part way through act 2), it will bring the wayward character back into the normal play area.
Some people have also had issues with alt-tabbing out of the game and back shifting a character's location slightly, which could put them through a wall if they were standing close enough to start with.
I found the spider in DD to be a bit much, and inconsistent with monsters on the same level. Kiting and potions were enough, but it was a pain. Somewhat satisfying, though, and running away was more of an option. It was also a bit more well-marked as a room that was going to have a tough foe in it than an open-a-door-and-get-two-shotted deal; there's also some goblin in BD who tells you "guess the right door or you die" and... I got the gargoyles... just like the ghosts. Kiting might be possible in BD, but I don't even want to think about how tedious it would be.

I think changing resolutions might help with the interface, too. I later saw that it defaulted to the smallest. I still don't like how esc doesn't just close whatever's open, and the weird inconsistency with the I key.
With the imp that gives you the riddle about one of three doors being safe, I didn't take very much damage from those traps. After just going through the one I was closest to and getting hit, I came back through the safe door, then went through the other trapped door to see if there was any loot in that passage.

In the room with the pentagram, if the levers are pulled from highest to lowest gargoyles will not appear. Even so I didn't find them (or other gargoyles on that level) to be too tough.

Beyond Divinity Strategy Guide


I should have mentioned something about the resolution. I was wondering why you were complaining about having to move the windows around when you were presumably playing on a netbook, and should be used to that.
Post edited July 17, 2012 by Raze_Larian
avatar
Raze_Larian: With the imp that gives you the riddle about one of three doors being safe, I didn't take very much damage from those traps. After just going through the one I was closest to and getting hit, I came back through the safe door, then went through the other trapped door to see if there was any loot in that passage.

In the room with the pentagram, if the levers are pulled from highest to lowest gargoyles will not appear. Even so I didn't find them (or other gargoyles on that level) to be too tough.

Beyond Divinity Strategy Guide


I should have mentioned something about the resolution. I was wondering why you were complaining about having to move the windows around when you were presumably playing on a netbook, and should be used to that.
I don't know if I accidentally skipped a whole lot when I fell in a hole or what. 1-2 guards feels easy-normal, and then random stuff starts two-shotting all the time. The spider in the arena was sort of hardish, but I was winning when I accidentally clicked the hole while kiting. :(

As far as guides go, I think the game has sort of failed if you either have to use a guide or save/load to deal with things. Though if the riddle was supposed to be solvable, the imp vanished so I couldn't get a repeat, Though maybe there's an in-game chat log somewhere...