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[Topic unik Pc/consoles] ◄•• Baldur's Gate 3 ••► - La légende revient

n°14916511
Joyrock

Transactions (0)
Posté le 06-12-2020 à 01:06:59  profilanswer
 

Reprise du message précédent :
Ha oui sacré amélioration !

mood
Publicité
Posté le 06-12-2020 à 01:06:59  profilanswer
 

n°14916802
Pipould's

Transactions (0)
Posté le 06-12-2020 à 12:10:33  profilanswer
 

Pour moi c'est toujours pas du Baldur's Gate mais bon....

n°14916939
arnyek
Mixologue amateur
Transactions (1)
Posté le 06-12-2020 à 14:21:56  profilanswer
 

Ce ne sera probablement jamais du BG3.
Il faut se faire à l’idée que c’est un bon DO:S 2.5/3

n°14919542
BillyCorga​n
★ Look up here, I'm in heaven
Transactions (3)
Posté le 08-12-2020 à 07:30:24  profilanswer
 

Bon, comme ça manque un poil d'infos et de suivi ( :o ) par ici :

 

The road less travelled is now rewarding...
Our games have always been about rewarding creativity and exploration, but some people were disappointed with the lack of experience rewards for pacifism, and creative solutions that utilize the road less travelled. Patch 3 introduces rewards for avoiding combat situations, whether in dialogue or through exploration and environmental puzzle solving. Now, all you pacifists will be able to carve out a journey more true to your character’s identity. Or, it’ll just offer more options for specific circumstances.

 

Companions will now feel more… companionable
On the topic of behaviour, we’ve certainly noticed your companions were perhaps a little negative at times. We’ve taken steps to move away from frequent nitpicking, so that they’ll start focusing more on the bigger picture. Companions will now be more tolerant. Not nitpicking about every single little thing they don't like but rather focusing on the things they do like while still maintaining their personality and having strong beliefs about certain things. In short, they’ll feel a little more like companions.

 

Dialog skill checks will be less likely to ‘lock you out of content’
Dialogues with particularly harsh or dramatic skill checks have been rebalanced - instead of failing an entire situation based on one difficult roll, you'll have a higher chance of succeeding the roll. This is to stop dice from locking you out of content unless the situation really merits it. Ultimately, however, you’ll still have to flow with the will of the dice.

 

No more micromanaging party jumping
Micromanaging gymnastics probably wasn’t something you thought you’d be doing in the Forgotten Realms, so now when you jump across a gap, for example, your party will automatically jump across it to follow you. Hooray!

 

More adventuring, and less resting
You now get 2 short rests after your long rest. Previously, you only had a single short rest. That’s twice the rest, for the same price! This means you have more uninterrupted adventures, and all the perks of resting.

 

Rebalanced cantrips & fewer surfaces
This was a wildly popular community request. Spells that cost finite resources to cast will now feel much more impactful, as cantrips are now less impactful than ‘true’ spells. This’ll make the management a lot more meaningful, and the ‘true’ spells a lot more rewarding to use. What’s more, we’ve made changes to surfaces, reducing them dramatically to avoid accidents as well as to address other feedback about how combat felt to the community. Fire Bolt, Ray of Frost and Acid Splash no longer create surfaces on impact. Fire Bolt still ignites flammable surfaces, and Ray of Frost still freezes water and blood puddles.

 

UI improvements including spells & inspiration points
Inspiration points are now visible in the UI, so you can actually use them!
You’re now able to select upcasted versions of spells via a separate widget to declutter the hotbar UI, see today’s update video for how that looks. DnD allows a caster to cast the same spell at different ‘levels’, costing different resources and generally producing a stronger effect.
Previously, each level at which a spell could be cast had a separate icon. After a while, this led to tons of icons cluttering up the hotbar and players having to tediously rearrange it on level up. Now all the variations are neatly packed into a fly-out menu inside the single icon per spell.

 

Cross-save is finally here! And it’s finally activated!
Something we’re working very hard on in the background at Larian HQ(s) is our own infrastructure for different services that allow you more freedom in how you play (see, freedom, it’s in the title!) The launcher - which we do not yet have an official name for - is to you just a simple UI layer when you start the game, but behind this are a bunch of people at Larian working on things like today’s cross-save functionality.
It was partially functional between Steam and GoG but we didn’t really want to talk about it widely until we had it working across all platforms we’re currently released on. Now, your Larian account facilitates cross-save via the omnipresent ‘cloud’ the world is always talking about. The best thing is that we’re the ones running this cross-save service, so we’re totally in control of it. This means you’re able to share your saves across Steam, Stadia, Mac, and GoG. If you’re online, your save file will automatically upload to the cloud once it’s created, including all autosaves as you play. In an airport lounge on a laptop? Connect to Google Stadia and continue your adventure, for example. On your MacBook for work? Well… let’s briefly talk about that.
Baldur’s Gate 3 was heavily featured in Apple’s November 10 event. In this event, Apple announced a truly revolutionary new chip: the Apple M1. It’s early days for Baldur’s Gate 3 on the Apple M1 architecture, but native support for M1 is right around the corner. As of today, both Divinity: Original Sin 2 and Baldur’s Gate 3 run on the new range of Macs, but they currently run via Rosetta 2, which doesn’t really make use of the exciting features M1 enables.
Practically, what this means is that you can now play Baldur’s Gate 3 across the whole suite of Apple’s new hardware. Before, you would never have been able to play BG3 on a MacBook Air, and it would have struggled on a MacBook Pro, but even running via Rosetta 2 we’ve been toying around playing Baldur’s Gate 3 on the ‘high’ setting with very little noise, which we think is super cool because it means your experience - when combined with cross-save - is now a highly portable one, ready for when the world starts to behave itself.
If you're lucky enough to have one of Apple’s new Macs, give it a shot today and tell us what you think. Be aware that our friends at Elverils are working hard on M1 native support, which will really make the hardware shine (and the game with it), but this is just the first step in what looks to be a pretty interesting journey into the future of AAA games on ARM architecture.

 

Improvements
Improved character follower movement.
Added an option to hide your helmet in the equipment screen.
Added trajectory preview for force application when using spells.
All characters now correctly stop running when forced turn-based mode is activated.
Companions will now jump to follow the main player character.
Fixed and re-enabled Larian Cross Save between all platforms.
Assorted tweaks to companion approval ratings.
The Combat AI now accounts for falling from jumps.
Changed AI behaviour archetypes for the Boar, Intellect Devourer, and Tiny Spider.
Combat music no longer ends when a character joins combat.
Audio configuration now updates on selection of an option.
In multiplayer, other clients can now hear the dice roll events of a player in dialog.
Decluttered the hotbar UI by allowing selection of upcasted versions of spells with a separate widget.
Improved look of toggle-able Passives that can be added to the hotbar.
Improved some skill tooltips in Character Creation.
Added a tutorial for Inspiration points.
Cinematics: Adjusted emotions and lookats in certain areas.
Cinematics: Camera tweaks and lighting improvements in certain areas.
Cinematics: A large pass of improvements on emotions and attitudes.
Cinematics: Improved fade timings.
Cinematics: Improved blending between poses.
Any dialog associated with a mask will play before equipping it instead of after.
Jumping down a hole now teleports any following characters as well.
Overhauled the sheath/unsheath weapon logic for more consistent behaviour.
Experience is now awarded for avoiding combat and completing smaller side quests.
Added a new sound for rolling initiative in combat.

 

Balancing Changes
Fire Bolt, Ray of Frost and Acid Splash no longer create surfaces on impact. Fire Bolt still ignites flammable surfaces, and Ray of Frost still freezes water and blood puddles. Fire Bolt's damage has been adjusted accordingly
Tweaked default ability distribution for Clerics and Rogues. Clerics start with more DEX to take advantage of medium armor; Rogues start with more INT to open them up for Arcane Trickster archetype.
It is no longer possible to perform infinite actions by moving in and out of a White Spore Cloud in a single turn; the status from a White Spore Cloud should now persist until the end of a character's turn.
Toned down camera shakes for spell prepare effects.
The Shatter spell now works properly with Sculpt Spells.
Melee Sneak Attack now requires a finesse weapon.
Invoke Duplicity now only works properly if the attacker is within 3m of the summon.
Surprised statuses can no longer stack.
Increased price of drow armor to 800 gp.
Allowed effects of multiple Hex spells to stack on the same character.
You can now use Dash while staying hidden (sneaking).
The party can now take 2 short rests per long rest.
The default action on a container's tooltips is now 'Open' instead of 'Pick up'.
Rebalanced difficulty of dialog skill checks.
Changed the melee skeleton's ability from Cleave to Slash to make it consistent with his weapon.
Fixed NPCs not reacting to Hunter's Mark as a hostile action.
Tweaked the AI archetypes of Goblins.

 

Performance and Stability
Fixed not being able to load some saved games.
Reduced long save times - better thread planning for 4-core CPUs.
Improved stability of the Vulkan version.
Fixed a random crash when removing a character that has followers.
Fixed a random crash when switching weapon set while dual wielding.
Fixed a crash when deleting a lot of saved games
Fixed a crash when lock-picking a heavy chest.
Fixed a random crash on passive roll fail.
Fixed a crash that can occur when items fall on top of each other.
Fixed a crash while loading, related to being in a jump state
Fixed a crash when looting several imp bodies in a sideroom in the tutorial.

 

Fixes
Resolved a multitude of cinematic staging issues.
Fixed incorrect flow in some dialogues.
Characters can now walk to positions even if blocked by an invisible object.
Automatic pathfinding has been fixed for a few specific items.
A weapon that can't be dual wielded will now automatically be equipped by double-clicking on it.
All Passives should now display on the Character Sheet.
In combat, the chance-to-hit preview should now be correct — even if your character still needs to move.
AI melee archetypes now properly calculate damage done to allies and neutral characters. This should reduce unnecessary friendly fire when characters use any area-of-effect attacks or abilities.
Incantation sounds have been restored to some spells.
Summoned guards will now patrol an area before leaving it.
Some dialogs got stuck after being prompted with a Persuasion check roll - these have been fixed.
You can no longer switch weapon sets when casting a spell or moving to cast a spell.
After loading a saved game, quest markers should now correctly disappear when objectives change.
Added input delay to prevent spamming through roll states.
Fixed a desync issue where client characters would move back to their previous positions after a jump.
Journal notifications should no longer get stuck on the screen.
Fixed a bug where visuals wouldn't show up in the Examine window.
Fixed a bug where the player profile would not be created correctly when using specific characters in the profile name.
Profile switching now carries over any changes made to sound settings.
Fixed animation issues when applying statuses to NPCs in forced turn-based mode.
Doors that have been opened now look like they're open.
Scroll of Invisibility now costs the same as scrolls of other 2nd-level spells.
Armor of Agathys now correctly deals 10 cold damage when using a 2nd-level spell slot.
The Life Domain Cleric's version of Cure wounds now heals for 2d8 HP when using a 2nd-level spell slot.
Great Weapon Fighting no longer triggers on ranged weapon attacks.
When wielded two-handed, the quarterstaff now does 1d8 base damage instead of 1d6.
Dissonant Whispers now shows the correct damage values at 2nd-level.
The Mother's Loathing potion now lasts until rest (as stated in the tooltip).
Some broken healing potions no longer display as Superior versions.
When loading a game saved during turn-based mode (on an NPC's turn), characters now have all of their equipment properly equipped.
Characters will now take fall damage when hit by an Eldritch Blast with the Repelling Blast passive feature.
Faithbreaker's weapon action (Absolute Power) now correctly triggers a pushback.
No more UI overlap when 4 players recruit Lae'zel and Us in the tutorial.
Removed trade & attack buttons from Lae'zel's recruitment.
When recruiting Lae'zel, you can no longer gain double XP.
Harpies should now be able to reach more spots in combat.
Journal entry is now correct when players leave without fighting the harpies.
In the Thayan Cellar, skeletons now destroy their caskets when spawning.
Music should now play and transition more cleanly in the goblin camp.
Minthara no longer vanishes after asking certain questions.
The moon puzzle no longer flips the moons after rotating adjacent disks in succession.
The stats of the companion bear no longer have ten times the intended weight.
The dialogue with Ethel and Mayrina's brothers no longer ends early if you side with no one.
Fixed a bug preventing you from picking up the letter to Kagha.
Removed an incorrect music trigger in the swamp.
Lae'zel no longer refuses to speak after the encounter with the Githyanki at the bridge.
When entering the aura of a Sussur Bloom, spells are now correctly disabled in the hotbar.
More general quest fixes and flag check improvements to make the story experience smoother.
Flags fixed in Kagha's denouncement scene to prevent nearly-identical nodes from repeating.
Fixed a custom crime flag when clicking the goblins' beer tub to make sure the right dialogue appears.
Fixed quest-giving and journal flags in the Zhent's shipment situation.
Ensured Arabella dies when she's meant to.
Flow-blocker fixed in Anders' dialogue - it now correctly checks the right flags.
The Thayan undead now has idle behavior.
Flags added to add reactivity to Shadowheart's part of the Arabella court scene.
Edits to Lae'zel's recruitment flags in the plains to better account for the flow leading up to it.

 

:jap:

Message cité 1 fois
Message édité par BillyCorgan le 08-12-2020 à 07:31:18

---------------
Smashing PumpkinsThe Outer Worlds 2AvowedClockwork Revolution
n°14919919
kenshirooo

Transactions (17)
Posté le 08-12-2020 à 11:46:23  profilanswer
 

BillyCorgan a écrit :

Bon, comme ça manque un poil d'infos et de suivi ( :o ) par ici :  
 
The road less travelled is now rewarding...
Our games have always been about rewarding creativity and exploration, but some people were disappointed with the lack of experience rewards for pacifism, and creative solutions that utilize the road less travelled. Patch 3 introduces rewards for avoiding combat situations, whether in dialogue or through exploration and environmental puzzle solving. Now, all you pacifists will be able to carve out a journey more true to your character’s identity. Or, it’ll just offer more options for specific circumstances.
 
Companions will now feel more… companionable
On the topic of behaviour, we’ve certainly noticed your companions were perhaps a little negative at times. We’ve taken steps to move away from frequent nitpicking, so that they’ll start focusing more on the bigger picture. Companions will now be more tolerant. Not nitpicking about every single little thing they don't like but rather focusing on the things they do like while still maintaining their personality and having strong beliefs about certain things. In short, they’ll feel a little more like companions.
 
Dialog skill checks will be less likely to ‘lock you out of content’
Dialogues with particularly harsh or dramatic skill checks have been rebalanced - instead of failing an entire situation based on one difficult roll, you'll have a higher chance of succeeding the roll. This is to stop dice from locking you out of content unless the situation really merits it. Ultimately, however, you’ll still have to flow with the will of the dice.
 
No more micromanaging party jumping
Micromanaging gymnastics probably wasn’t something you thought you’d be doing in the Forgotten Realms, so now when you jump across a gap, for example, your party will automatically jump across it to follow you. Hooray!
 
More adventuring, and less resting
You now get 2 short rests after your long rest. Previously, you only had a single short rest. That’s twice the rest, for the same price! This means you have more uninterrupted adventures, and all the perks of resting.
 
Rebalanced cantrips & fewer surfaces
This was a wildly popular community request. Spells that cost finite resources to cast will now feel much more impactful, as cantrips are now less impactful than ‘true’ spells. This’ll make the management a lot more meaningful, and the ‘true’ spells a lot more rewarding to use. What’s more, we’ve made changes to surfaces, reducing them dramatically to avoid accidents as well as to address other feedback about how combat felt to the community. Fire Bolt, Ray of Frost and Acid Splash no longer create surfaces on impact. Fire Bolt still ignites flammable surfaces, and Ray of Frost still freezes water and blood puddles.
 
UI improvements including spells & inspiration points
Inspiration points are now visible in the UI, so you can actually use them!
You’re now able to select upcasted versions of spells via a separate widget to declutter the hotbar UI, see today’s update video for how that looks. DnD allows a caster to cast the same spell at different ‘levels’, costing different resources and generally producing a stronger effect.
Previously, each level at which a spell could be cast had a separate icon. After a while, this led to tons of icons cluttering up the hotbar and players having to tediously rearrange it on level up. Now all the variations are neatly packed into a fly-out menu inside the single icon per spell.
 
Cross-save is finally here! And it’s finally activated!
Something we’re working very hard on in the background at Larian HQ(s) is our own infrastructure for different services that allow you more freedom in how you play (see, freedom, it’s in the title!) The launcher - which we do not yet have an official name for - is to you just a simple UI layer when you start the game, but behind this are a bunch of people at Larian working on things like today’s cross-save functionality.
It was partially functional between Steam and GoG but we didn’t really want to talk about it widely until we had it working across all platforms we’re currently released on. Now, your Larian account facilitates cross-save via the omnipresent ‘cloud’ the world is always talking about. The best thing is that we’re the ones running this cross-save service, so we’re totally in control of it. This means you’re able to share your saves across Steam, Stadia, Mac, and GoG. If you’re online, your save file will automatically upload to the cloud once it’s created, including all autosaves as you play. In an airport lounge on a laptop? Connect to Google Stadia and continue your adventure, for example. On your MacBook for work? Well… let’s briefly talk about that.
Baldur’s Gate 3 was heavily featured in Apple’s November 10 event. In this event, Apple announced a truly revolutionary new chip: the Apple M1. It’s early days for Baldur’s Gate 3 on the Apple M1 architecture, but native support for M1 is right around the corner. As of today, both Divinity: Original Sin 2 and Baldur’s Gate 3 run on the new range of Macs, but they currently run via Rosetta 2, which doesn’t really make use of the exciting features M1 enables.
Practically, what this means is that you can now play Baldur’s Gate 3 across the whole suite of Apple’s new hardware. Before, you would never have been able to play BG3 on a MacBook Air, and it would have struggled on a MacBook Pro, but even running via Rosetta 2 we’ve been toying around playing Baldur’s Gate 3 on the ‘high’ setting with very little noise, which we think is super cool because it means your experience - when combined with cross-save - is now a highly portable one, ready for when the world starts to behave itself.
If you're lucky enough to have one of Apple’s new Macs, give it a shot today and tell us what you think. Be aware that our friends at Elverils are working hard on M1 native support, which will really make the hardware shine (and the game with it), but this is just the first step in what looks to be a pretty interesting journey into the future of AAA games on ARM architecture.
 
Improvements
Improved character follower movement.
Added an option to hide your helmet in the equipment screen.
Added trajectory preview for force application when using spells.
All characters now correctly stop running when forced turn-based mode is activated.
Companions will now jump to follow the main player character.
Fixed and re-enabled Larian Cross Save between all platforms.
Assorted tweaks to companion approval ratings.
The Combat AI now accounts for falling from jumps.
Changed AI behaviour archetypes for the Boar, Intellect Devourer, and Tiny Spider.
Combat music no longer ends when a character joins combat.
Audio configuration now updates on selection of an option.
In multiplayer, other clients can now hear the dice roll events of a player in dialog.
Decluttered the hotbar UI by allowing selection of upcasted versions of spells with a separate widget.
Improved look of toggle-able Passives that can be added to the hotbar.
Improved some skill tooltips in Character Creation.
Added a tutorial for Inspiration points.
Cinematics: Adjusted emotions and lookats in certain areas.
Cinematics: Camera tweaks and lighting improvements in certain areas.
Cinematics: A large pass of improvements on emotions and attitudes.
Cinematics: Improved fade timings.
Cinematics: Improved blending between poses.
Any dialog associated with a mask will play before equipping it instead of after.
Jumping down a hole now teleports any following characters as well.
Overhauled the sheath/unsheath weapon logic for more consistent behaviour.
Experience is now awarded for avoiding combat and completing smaller side quests.
Added a new sound for rolling initiative in combat.
 
Balancing Changes
Fire Bolt, Ray of Frost and Acid Splash no longer create surfaces on impact. Fire Bolt still ignites flammable surfaces, and Ray of Frost still freezes water and blood puddles. Fire Bolt's damage has been adjusted accordingly
Tweaked default ability distribution for Clerics and Rogues. Clerics start with more DEX to take advantage of medium armor; Rogues start with more INT to open them up for Arcane Trickster archetype.
It is no longer possible to perform infinite actions by moving in and out of a White Spore Cloud in a single turn; the status from a White Spore Cloud should now persist until the end of a character's turn.
Toned down camera shakes for spell prepare effects.
The Shatter spell now works properly with Sculpt Spells.
Melee Sneak Attack now requires a finesse weapon.
Invoke Duplicity now only works properly if the attacker is within 3m of the summon.
Surprised statuses can no longer stack.
Increased price of drow armor to 800 gp.
Allowed effects of multiple Hex spells to stack on the same character.
You can now use Dash while staying hidden (sneaking).
The party can now take 2 short rests per long rest.
The default action on a container's tooltips is now 'Open' instead of 'Pick up'.
Rebalanced difficulty of dialog skill checks.
Changed the melee skeleton's ability from Cleave to Slash to make it consistent with his weapon.
Fixed NPCs not reacting to Hunter's Mark as a hostile action.
Tweaked the AI archetypes of Goblins.
 
Performance and Stability
Fixed not being able to load some saved games.
Reduced long save times - better thread planning for 4-core CPUs.
Improved stability of the Vulkan version.
Fixed a random crash when removing a character that has followers.
Fixed a random crash when switching weapon set while dual wielding.
Fixed a crash when deleting a lot of saved games
Fixed a crash when lock-picking a heavy chest.
Fixed a random crash on passive roll fail.
Fixed a crash that can occur when items fall on top of each other.
Fixed a crash while loading, related to being in a jump state
Fixed a crash when looting several imp bodies in a sideroom in the tutorial.
 
Fixes
Resolved a multitude of cinematic staging issues.
Fixed incorrect flow in some dialogues.
Characters can now walk to positions even if blocked by an invisible object.
Automatic pathfinding has been fixed for a few specific items.
A weapon that can't be dual wielded will now automatically be equipped by double-clicking on it.
All Passives should now display on the Character Sheet.
In combat, the chance-to-hit preview should now be correct — even if your character still needs to move.
AI melee archetypes now properly calculate damage done to allies and neutral characters. This should reduce unnecessary friendly fire when characters use any area-of-effect attacks or abilities.
Incantation sounds have been restored to some spells.
Summoned guards will now patrol an area before leaving it.
Some dialogs got stuck after being prompted with a Persuasion check roll - these have been fixed.
You can no longer switch weapon sets when casting a spell or moving to cast a spell.
After loading a saved game, quest markers should now correctly disappear when objectives change.
Added input delay to prevent spamming through roll states.
Fixed a desync issue where client characters would move back to their previous positions after a jump.
Journal notifications should no longer get stuck on the screen.
Fixed a bug where visuals wouldn't show up in the Examine window.
Fixed a bug where the player profile would not be created correctly when using specific characters in the profile name.
Profile switching now carries over any changes made to sound settings.
Fixed animation issues when applying statuses to NPCs in forced turn-based mode.
Doors that have been opened now look like they're open.
Scroll of Invisibility now costs the same as scrolls of other 2nd-level spells.
Armor of Agathys now correctly deals 10 cold damage when using a 2nd-level spell slot.
The Life Domain Cleric's version of Cure wounds now heals for 2d8 HP when using a 2nd-level spell slot.
Great Weapon Fighting no longer triggers on ranged weapon attacks.
When wielded two-handed, the quarterstaff now does 1d8 base damage instead of 1d6.
Dissonant Whispers now shows the correct damage values at 2nd-level.
The Mother's Loathing potion now lasts until rest (as stated in the tooltip).
Some broken healing potions no longer display as Superior versions.
When loading a game saved during turn-based mode (on an NPC's turn), characters now have all of their equipment properly equipped.
Characters will now take fall damage when hit by an Eldritch Blast with the Repelling Blast passive feature.
Faithbreaker's weapon action (Absolute Power) now correctly triggers a pushback.
No more UI overlap when 4 players recruit Lae'zel and Us in the tutorial.
Removed trade & attack buttons from Lae'zel's recruitment.
When recruiting Lae'zel, you can no longer gain double XP.
Harpies should now be able to reach more spots in combat.
Journal entry is now correct when players leave without fighting the harpies.
In the Thayan Cellar, skeletons now destroy their caskets when spawning.
Music should now play and transition more cleanly in the goblin camp.
Minthara no longer vanishes after asking certain questions.
The moon puzzle no longer flips the moons after rotating adjacent disks in succession.
The stats of the companion bear no longer have ten times the intended weight.
The dialogue with Ethel and Mayrina's brothers no longer ends early if you side with no one.
Fixed a bug preventing you from picking up the letter to Kagha.
Removed an incorrect music trigger in the swamp.
Lae'zel no longer refuses to speak after the encounter with the Githyanki at the bridge.
When entering the aura of a Sussur Bloom, spells are now correctly disabled in the hotbar.
More general quest fixes and flag check improvements to make the story experience smoother.
Flags fixed in Kagha's denouncement scene to prevent nearly-identical nodes from repeating.
Fixed a custom crime flag when clicking the goblins' beer tub to make sure the right dialogue appears.
Fixed quest-giving and journal flags in the Zhent's shipment situation.
Ensured Arabella dies when she's meant to.
Flow-blocker fixed in Anders' dialogue - it now correctly checks the right flags.
The Thayan undead now has idle behavior.
Flags added to add reactivity to Shadowheart's part of the Arabella court scene.
Edits to Lae'zel's recruitment flags in the plains to better account for the flow leading up to it.
 
 :jap:  


 
Ils bossent bien chez Larian. J'ai pris le jeu et rapidement désinstallé après le premier jour... je sens que je vais attendre la V1.0 pour me le faire dans de super conditions. Ce jeu devrait être top j'en suis sur  :love:

n°14970192
nico6259
Facilitateur, coach POGNON
Transactions (0)
Posté le 21-01-2021 à 08:45:22  profilanswer
 

[:petoulachi:1]


---------------
Tout pour bien placer et investir : Avenue Des Investisseurs (guides, comparatifs...)
n°14970211
KICKBACK
Je vais te Blitzer!!!
Transactions (0)
Posté le 21-01-2021 à 09:09:05  profilanswer
 

Petite question qui va etre vite repondue je pense, pour les fan de Baldur’s Gate, j’imagine que BG3 est une insulte? :o

n°14970215
arnyek
Mixologue amateur
Transactions (1)
Posté le 21-01-2021 à 09:16:27  profilanswer
 

Le vrai nom du jeu c’est Divinity: Original Sin 3   [:tinostar]  

n°14970276
kenshirooo

Transactions (17)
Posté le 21-01-2021 à 10:12:13  profilanswer
 

Ils auraient vraiment du faire un DOS3 qu'on arrête avec toute cette merde...
Et ça aurait tellement suffit  [:am72:5]

n°14970694
Meganne
Modérateur
Féministe Ardant
Transactions (0)
Posté le 21-01-2021 à 18:02:55  profilanswer
 

KICKBACK a écrit :

Petite question qui va etre vite repondue je pense, pour les fan de Baldur’s Gate, j’imagine que BG3 est une insulte? :o


 [:spamafote] Oui mais faut pas le dire.  
 
 
Et sinon en tant que CRPG tout court, il sera sûrement très bien dans sa version finale.


---------------
#AOC2024 & #2028
mood
Publicité
Posté le 21-01-2021 à 18:02:55  profilanswer
 

n°14970711
arnyek
Mixologue amateur
Transactions (1)
Posté le 21-01-2021 à 18:25:37  profilanswer
 

Il est parti pour être excellent, oui.  
J’ai poncé 2 fois l’EA et j’ai adoré  :love:

n°14979752
Pipould's

Transactions (0)
Posté le 31-01-2021 à 09:37:13  profilanswer
 

KICKBACK a écrit :

Petite question qui va etre vite repondue je pense, pour les fan de Baldur’s Gate, j’imagine que BG3 est une insulte? :o


Oui, je l'ai dit depuis la premiere vidéo de gameplay. Ils n'ont pas su coller a feeling BG...

 

n°14979769
BillyCorga​n
★ Look up here, I'm in heaven
Transactions (3)
Posté le 31-01-2021 à 10:03:22  profilanswer
 

Pour ça il y a les Pillars et dans une autre mesure Pathfinder...


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Smashing PumpkinsThe Outer Worlds 2AvowedClockwork Revolution
n°14980105
monsieurpo​ney

Transactions (0)
Posté le 31-01-2021 à 20:37:26  profilanswer
 

Dans l'autre sens je dirais  :O

n°14996145
BillyCorga​n
★ Look up here, I'm in heaven
Transactions (3)
Posté le 17-02-2021 à 20:04:18  profilanswer
 

Les druides arrivent (entre autre grosse modification du Patch 4) : https://youtu.be/km_qJ_NHjIo


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Smashing PumpkinsThe Outer Worlds 2AvowedClockwork Revolution
n°15003926
Dirty Wing​s

Transactions (0)
Posté le 25-02-2021 à 19:12:08  profilanswer
 

Maj de 38Go sur steam.

n°15004003
true-wiwi

Transactions (0)
Posté le 25-02-2021 à 20:07:22  profilanswer
 

38 Go o_O

 

Espace recommandé 560 Go ? :o


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Sullen and bored the kids play and in this way they wish away each day...
n°15004039
Dirty Wing​s

Transactions (0)
Posté le 25-02-2021 à 20:43:43  profilanswer
 

Le dossier du jeu fait 60,7Go actuellement avec cette mise a jour.
 
ça promet..............

n°15004067
BillyCorga​n
★ Look up here, I'm in heaven
Transactions (3)
Posté le 25-02-2021 à 21:13:12  profilanswer
 

Split large pak files into smaller chunks. This will allow future patches to be smaller in download and install size.  

 

This does mean that this patch will be a much larger initial download.

 

 

:)


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Smashing PumpkinsThe Outer Worlds 2AvowedClockwork Revolution
n°15004101
Dirty Wing​s

Transactions (0)
Posté le 25-02-2021 à 21:53:01  profilanswer
 

Merci pour l'info :jap:

n°15120401
BillyCorga​n
★ Look up here, I'm in heaven
Transactions (3)
Posté le 11-07-2021 à 15:17:50  profilanswer
 

Update 13 de Divinity 3 : https://www.youtube.com/watch?v=F7_lnDAvd9s

 

Le titre devrait sortir quelque part en 2022 (ne rien espérer pour cette année encore).

 

:o

 

Je veux pas dire... mais le suivi du topik est faiblard... même si le jeu est encore en EA.  [:cosmoschtroumpf]

Message cité 1 fois
Message édité par BillyCorgan le 11-07-2021 à 15:25:45

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Smashing PumpkinsThe Outer Worlds 2AvowedClockwork Revolution
n°15120432
arnyek
Mixologue amateur
Transactions (1)
Posté le 11-07-2021 à 16:37:21  profilanswer
 

Je regarde le contenu des MàJ avec intérêt à chaque fois.
J’avais poncé ce qui était sorti au tout début de l’EA sur Steam et maintenant j’attends le jeu complet.
Ça à l’air d’aller dans le bon sens avec des petits ajouts qui renforcent l’immersion.

n°15120433
BillyCorga​n
★ Look up here, I'm in heaven
Transactions (3)
Posté le 11-07-2021 à 16:43:09  profilanswer
 

Oui, par exemple, les campements qui ont enfin lieu là où l'on se trouve c'est tellement mieux. Le reste te sortait totalement du jeu.


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Smashing PumpkinsThe Outer Worlds 2AvowedClockwork Revolution
n°15121136
Schoumy_

Transactions (0)
Posté le 13-07-2021 à 07:58:16  profilanswer
 

BillyCorgan a écrit :


Je veux pas dire... mais le suivi du topik est faiblard... même si le jeu est encore en EA.  [:cosmoschtroumpf]


 
J'arrive pas a me hyper.

n°15121427
true-wiwi

Transactions (0)
Posté le 13-07-2021 à 16:10:11  profilanswer
 

Sparce qu'il manque le semi temps réel[:raph0ux]


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Sullen and bored the kids play and in this way they wish away each day...
n°15122929
BillyCorga​n
★ Look up here, I'm in heaven
Transactions (3)
Posté le 16-07-2021 à 00:02:55  profilanswer
 

Patch 5 disponible.

 
Schoumy_ a écrit :


J'arrive pas a me hyper.

 

Franchement, moi non plus. J'aime pas l'idée d'une EA sur ce type de titre à la base, et quand je vois un Divinity 2.5 en lieu et place de ce que l'on pouvait espérer...
Reste que ce BG3 sera certainement un bon jeu, donc à ce titre je continu de le suivre.
Mais j'espère me hyper à la sortie... et si ce n'est pas pour un BG se sera pour un bon RPG, j'espère.


Message édité par BillyCorgan le 16-07-2021 à 00:04:29

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Smashing PumpkinsThe Outer Worlds 2AvowedClockwork Revolution
n°15122934
Meganne
Modérateur
Féministe Ardant
Transactions (0)
Posté le 16-07-2021 à 00:14:06  profilanswer
 

C'est tout d'même symptomatique qu'on soit là à se répéter façon coué "ouais ce s'ra pas forcément BG core mais très certainement un bon jeu".
Enfin bon. Perso je testerais la version définitive.


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#AOC2024 & #2028
n°15179337
Pachacutec
Don't Worry, be happy
Transactions (0)
Posté le 08-10-2021 à 10:38:28  profilanswer
 

Meganne a écrit :

C'est tout d'même symptomatique qu'on soit là à se répéter façon coué "ouais ce s'ra pas forcément BG core mais très certainement un bon jeu".
Enfin bon. Perso je testerais la version définitive.


Soit dans 1 an encore, minimum  [:arantheus]


Message édité par Pachacutec le 08-10-2021 à 10:39:05

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Ha mais moi je l'ai toujours dit!
n°15186302
Pipould's

Transactions (0)
Posté le 16-10-2021 à 09:00:04  profilanswer
 

Certains ont tenté baldurs gate trilogy ? Est-ce mieux que les enhanced édition  ?

n°15186561
Pipould's

Transactions (0)
Posté le 16-10-2021 à 15:20:17  profilanswer
 

Bon, j'ai enfin fini le bouquin...

 


https://i.ibb.co/0JDS3Kk/PXL-20211016-131734951.jpg

 

Ben dis donc..  Dis que j'ai joué aux jeux entre mes 10-14 ans, je me lasse toujours pas de la pâte graphique, des personnages et de l'histoire!

n°15186570
nico6259
Facilitateur, coach POGNON
Transactions (0)
Posté le 16-10-2021 à 15:29:48  profilanswer
 

Pipould's a écrit :

Bon, j'ai enfin fini le bouquin...
 
 
https://i.ibb.co/0JDS3Kk/PXL-20211016-131734951.jpg
 
Ben dis donc..  Dis que j'ai joué aux jeux entre mes 10-14 ans, je me lasse toujours pas de la pâte graphique, des personnages et de l'histoire!


 
 
Idem terminé :D
 
Pas mal mais j'aurais aimé plus en savoir sur l'histoire, les personnages...et puis des images.


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Tout pour bien placer et investir : Avenue Des Investisseurs (guides, comparatifs...)
n°15238038
Profil sup​primé

Transactions (0)
Posté le 15-12-2021 à 21:24:03  answer
 

Pour ça il faut aller sur le livre "Heroes of BG"

 

https://www.dmsguild.com/product/26 [...] ters=45469

 

Et, en option, "Minsc and Boo's Journal of Villainy"

 

https://www.dmsguild.com/product/36 [...] ters=45469


Message édité par Profil supprimé le 15-12-2021 à 21:31:08
n°15238041
nico6259
Facilitateur, coach POGNON
Transactions (0)
Posté le 15-12-2021 à 21:25:56  profilanswer
 

:jap:


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Tout pour bien placer et investir : Avenue Des Investisseurs (guides, comparatifs...)
n°15287919
BillyCorga​n
★ Look up here, I'm in heaven
Transactions (3)
Posté le 18-02-2022 à 02:27:00  profilanswer
 

Patch7 disponible (+30Go).


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Smashing PumpkinsThe Outer Worlds 2AvowedClockwork Revolution
n°15289309
obduction

Transactions (0)
Posté le 19-02-2022 à 19:59:17  profilanswer
 
n°15295468
BillyCorga​n
★ Look up here, I'm in heaven
Transactions (3)
Posté le 27-02-2022 à 10:15:57  profilanswer
 

Je viens d'essayer (une petite heure) le dernier patch, en refaisant le début jusqu'à la page, et c'est pas trop mal.  
C'est plus rythmé et l'interface va dans le bon sens même s'il reste plein de points à améliorer encore.
De même, mais je pense que ça date des patchs précédents, l'ambiance visuelle générale est moins "flashy" et plus sombre / saturé. C'est pas plus mal.


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Smashing PumpkinsThe Outer Worlds 2AvowedClockwork Revolution
n°15296799
true-wiwi

Transactions (0)
Posté le 28-02-2022 à 19:23:23  profilanswer
 

Plus qu'à mettre la pause activable et on est bons en gros :o :o :o


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Sullen and bored the kids play and in this way they wish away each day...
n°15319012
Kstyx

Transactions (0)
Posté le 28-03-2022 à 14:06:17  profilanswer
 

Allez je pose mon  [:michrone]  
 
Même si vu les commentaires je comprends que ce ne sera pas vraiment le BG3 dont on aurait rêvé, ça semble valoir le coup de suivre un peu les développements :)


Message édité par Kstyx le 28-03-2022 à 14:06:40
n°15376668
Yun

Transactions (0)
Posté le 18-07-2022 à 12:21:22  profilanswer
 

[:jcqs]

n°15376700
rampa99

Transactions (0)
Posté le 18-07-2022 à 13:12:36  profilanswer
 

C'est quand les paloufs arrivent ? Je joue toujours un palouf. A deux mains en plate.

n°15376769
vilgefortz
GOOD JOB PUPPY
Transactions (0)
Posté le 18-07-2022 à 14:42:38  profilanswer
 

Des news sur une possible date de sortie d'ailleurs ?

mood
Publicité
Posté le   profilanswer
 

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