Divinity: Original Sin Kickstarter Updates #28-29, $758,383 and Counting

Two new updates have gone live for the Divinity: Original Sin Kickstarter campaign, one that showcases, among other things, how powerful the editor is by remaking Aleroth from the original Divine Divinity (that includes all the dialogue and scripted interaction) and another with info on henchmen and companions, and given that the project has picked up pace, there’s a chance we’ll see some of the latter in the game too.

Here’s a snip:

In all our haste to prepare the previous update we forgot to post the video that explained the “henchmen become companions” stretch goal in more detail. This update corrects this horrible mistake.

It also gives us an opportunity to add a bit more information about the “Design A Henchman” tier. Many people have asked us what happens to the henchmen they design if the “henchmen become companions” stretch goal is reached.

The way it is going to work is that the henchmen designed by backers will receive a background from the pool of available backgrounds. And they will have dialogues which correspond to those backgrounds. Additionally there will be companions that we will add to the game and these will be treated differently from the henchmen.

You may wonder why you would still want to hire henchmen if there are companions available. And the answer is that different henchmen will have different strengths and weaknesses as well as different abilities. It is very likely that while playing, you might swap henchmen in and out depending on the challenges you are facing. For instance, when dealing with fire creatures, fire spells actually heal them instead of damaging them. If you happen to have a companion that is specialized in fire spells, he will therefore be of little use. At such a moment it would be very handy to hire a henchman specialized in water spells.

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