changing Divinity

in tactician and honour mode Defined recognizable groups and archetypes for orcs, goblins, immaculates Overhauled the Troll Kings cave Overhauled the end fight completely All archers must. Near the zombie carriage, a pitch dark tunnel was added. The 'Two-handed weapons' theme now focuses on slow, powerful strikes with a good chance of inflicting monstrous crit, while 'Dual-wielding' is centered around striking multiple hits more and more rapidly as the player levels up the ability.) Vendors sell much better loot Magical items are. New animations for Deers, new animations for Dogs, new animations for Jellyfish2. Completely new cutscenes, created Blood Altar, created picnic and suntanning art assets. The undead fight north of the wolves, added Poisonous Mushrooms around the area that archers can shoot if the player is standing too close to them.

New traps have been added, making perception, tactics/puzzles, and simply moving around in the world a lot more challenging. In the Witch Cave in Luculla, added a character that can foreshadow what the Witch will reveal. Old quests updated and reworked, companions now banter and argue with one another. Bibius and Junius get help from their dog Tuesday. Changed the appearance and the stats of the false Source Hunters in the Cyseal mirror dungeon fight. If it were up to me, Id minimally add two Runes that did just that, but I would like to see even more Runes that add even more types of bonuses (perhaps ones that affect Skills). Well just have to wait and see. Portraits for all abilities, new portraits for more NPC variations and for more specific NPCs. You need the Soul Forge spell from Cassandra and there are different ways to handle this. Adding something like 1 Resistance to elemental damage per point inequalities In Todays System of Capital Punishment would make this more useful, at least to tank builds. Anything new is immediately the main topic.

changing Divinity

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