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Author Topic: Dragon's Dogma II, brehs  (Read 15565 times)

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Let's Cyber

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Re: Dragon's Dogma II, brehs
« Reply #300 on: September 06, 2024, 07:47:47 PM »
I'm speculating here but I believe...

1) DD2 DLC content would have been in the planning stages for a long while.
2) Itsuno leaving wouldn't really impact any potential DLC.  Itsuno wasn't involved with Dark Arisen. It was directed by Kento Kinoshita, who also headed Dragon's Dogma Online.
3) We won't hear anything about DD2 DLC until after Monster Hunter Wilds releases. Maybe at the 1 year anniversary next March.

Itsuno is one of my favorite game directors of all time. Capcom vs. SNK 2. DMC 3 and DMC5. Dragon's Dogma 1 and 2. The man is a legend in my eyes.  Looking forward to whatever he works on next.

Svejk

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Re: Dragon's Dogma II, brehs
« Reply #301 on: September 17, 2024, 04:21:42 PM »
A new patch..  adds a casual mode   :foodcourt
Entire patch notes
spoiler (click to show/hide)
Quote
[PlayStation®5 / Xbox Series X|S / Steam]
◆ Added Features and Adjustments
Adding Casual Mode. *
Reduced inn fees for staying at an inn.
Reduced price of Ferrystones.
More difficult for weight carried to become "Heavy" or "Very Heavy."
Less Stamina expended when dashing outside of battle.
Loss gauge will not increase when selecting "Load from Last Save" after the Arisen dies.
Pawns will recover from dragonsplague without a "devastating calamity" occurring, even if the symptoms progress to a terminal stage.

Adding a Portcrystal to Bakbattahl.
Adding "Sovran's Crown," "Sovran's Plate," and "Sovran's Greaves" to the list of items that can be traded with the Dragonforged.
Adding variations to Pawns' idle animations.
Adding animations for when Pawns and the Arisen start dashing.
Adding animation for when the Arisen is riding on a larger enemy that is flying at high speeds.
Making it so that the Main Pawn can be revived an infinite number of times at Forgotten Riftstones.
Adding Polski (Polish) under Display Language in the Language section of the Options menu.
Further fixes to issues around CPU overload in certain situations. **
Reducing frequency of crashes.
◆ Adjustments to Vocations
Fighter
Increasing Strength for all weapons.
Reducing amount of time before stagger damage reactions can be canceled with "Defend."
Reducing charge time for "Tusk Toss." Also reducing timing during which the attack can be canceled while the user is unable to move after activation.
Increasing Strength and Knockdown Power for ""Riotous Fury"" and improving aiming ability on the target of the attack.
Making it so that the lock-on adjusts itself to a different nearby target if the target initially locked on to is defeated mid-attack.
Increasing amount of time an enemy is downed after being knocked down by "Shield Bash." Also increasing Knockdown Power for "Shield Bash."
Increasing aiming ability of "Blink Strike" upon activation. Also adjusting to make it easier to hit locked-on targets with this skill.
Increasing Strength, expanding attack range, improving speed of initial activation animation, and adjusting timing of attack hits for "Compass Slash."
Increasing Strength and Knockdown Power and expanding attack range for "Airward Slash." Also intensifying damage reactions for smaller enemies hit by this skill.
Improving speed of the activation animation for "Gouging Skewer." Also adjusting movement correction for this skill to make it easier to hit the attack target.
Warrior
Extending input duration for "Chain of Blows."
Reducing timing during which "Barge" can be canceled while the user is unable to move after activation.
Increasing Strength for "Arc of Might."
Adjusting strike timing of "Savage Lash" and making it easier to hit larger enemies' weak points while they are downed.
Archer
Reducing charge time and increasing Strength and Knockdown Power for "Dire Arrow." Also extending timing during which a more powerful arrow can be loosed with this skill.
Increasing damage dealt by "Heavenly Shot" and reducing time taken for Stamina to start recovering after activation.
Increasing damage scaling for bow attacks. Also increasing damage scaling for attacks that hit enemy weak points.
Reducing weight of the items "Explosive Arrow," "Drenching Arrow," "Tarring Arrow," and "Blighting Arrow."
Mage
Increasing duration of the Silence debilitation inflicted by "Solemnity."
Increasing distance that flames unleashed by "Flagration" can reach.
Increasing number of times that clusters conjured with "High Palladium" to protect allies can block attacks before they disappear.
Increasing duration of the continuous Health recovery effect of "Argent Succor."
Increasing power of additional lightning bolts summoned with additional button presses when casting "Levin."
Thief
Changing Stamina consumed when using "Blades of the Pyre" from a fixed amount to an amount proportionate to the user's maximum Stamina.
Mystic Spearhand
Increasing Strength and Knockdown Power for "Seching Blade."
◆ Modifications and Fixes
Player
Fixing issue where, after readying and firing the magickal bow as the Magick Archer vocation, readying the bow again resulted in awkward camera movement.
Fixing issue where, when playing as the Warfarer vocation, redoing an enchantment and then using "Rearmament" resulted in the enchantment remaining even after its effect duration had ended.
Fixing issue where changes to Button Mapping settings weren't reflected for the Draw Bowstring control for ballistae.
Fixing issue where pressing "next" during a normal conversation caused the Arisen to perform an action at the same time.
Fixing issue where the Arisen couldn't be revived after falling in a river at certain points.
Fixing issue where the Arisen could clip through coffins and get stuck.
Fixing issue where walking caused Stamina to start recovering more quickly than standing still.
Fixing issue where falling into certain oxcarts with bonnets wouldn't trigger the nullified damage animation.
Fixing issue where the Arisen could fail to cling to a target when using "Gouging Skewer" from a height.
Fixing issue where the Arisen could become stuck while conjuring decoys as the Trickster vocation.
Fixing issues where the Arisen could become frozen in place.
Fixing issue where blocks of ice created by "Frigor" would float in mid-air.
Pawns
Fixing issue where dismissing Pawns inside the rift and then immediately accessing the Riftstone of Remembrance caused dismissed Pawns who were not in the rift to appear on the "Pawns in the Rift" list.
Fixing issue where Pawns of the Archer vocation would behave strangely when firing special arrows.
Fixing issue where actions could be canceled for Pawns with reduced Health.
Fixing issue where the Main Pawn's eyeshadow wasn't applied in the worlds of other Arisen who hired them.
Fixing issue where Pawns became immobile during the Talos battle.
Fixing issue where Pawns given the "Go!" command wouldn't gather items.
Fixing issue where Pawns of the Warrior vocation would cease attacking.
Fixing issue where Pawns launched into the air with "Springboard" couldn't climb walls that they should have been able to climb.
Fixing issue where using the "To me!" command after a Pawn offered guidance resulted in the Pawn not guiding the player correctly, even if the player used the "Go!" command.
Fixing issue where Pawns of the Mage vocation would unnaturally loop the same animation.
Fixing issue where "Maelstrom" spells cast by Pawns would diverge from the enemy's location.
Fixing issue where Pawns controlled by drakes would react with dialogue describing their fellow pawns being controlled.
Fixing issue where Pawns couldn't evade stout undead explosion attacks.
Fixing issue where Pawns wouldn't assist when the Arisen was possessed by a phantom.
Fixing issue in second and subsequent playthroughs, where Pawns would guide the Arisen to treasure chests that had already been opened.
Improving Pawn lines to better match circumstances.
NPCs
Fixing issue where Cliodhna would freeze in place after climbing a ladder.
Fixing display issues with Taliesin's hands.
Fixing issue where UI for switching between Pinpoint Volley and Rivet Shot was displayed when Cliodhna used "Conversion."
Fixing issue where Taliesin used dialogue that didn't match the situation after certain quests were completed.
Enemies
Fixing issue where using "Vimtaking Arrow" during "A Scholarly Pursuit" fulfilled the conditions for completing the quest during its initial phase.
Fixing issue where if a dullahan entered a body of water after it was defeated, it would teleport and become frozen in place in a standing position.
Fixing issue where liches' homing attacks ignored the Trickster's simulacrum and attacked other targets instead.
Fixing issue where the lesser dragon would cease to act during "Readvent of Calamity."
Fixing issue where some griffins would circle continuously around a fixed point.
Fixing issue where if a lich was defeated while resurrecting another monster, that monster would still be resurrected.
Fixing issue where rocks falling on a goreminotaur dealt an excessive amount of damage.
Fixing issue where having a Thief pin down a skeleton lord with a heavy attack prevented light attacks from hitting while the skeleton lord was pinned down.
Fixing display issues with some attack effects for lesser dragons.
Fixing issue where torches thrown by enemies would get stuck floating in mid-air.
Fixing issue where targets grabbed by a dullahan's grab attack would drop straight down.
Fixing issue where Thief enemies used "Bump and Lift" even though they are unable to steal items.
Quests
Fixing issue where Pawns would be loaded in as party members if the player selected "Load from Last Save" while exploring solo with Raghnall during "Tensions on the Highroad."
Fixing issue where Pawns followed the Arisen beyond the point where the party was supposed to be separated in "Tensions on the Highroad."
Fixing issue where, after defeating the cyclops in "Beren's Final Lesson," performing certain actions caused the defeated cyclops to resurrect.
Fixing issue where, if certain actions were performed during "Till Death Do Us Part," Gregor wouldn't go home even after being restored to life.
Fixing issue where Higgs's Tavern Stand wouldn't function as a shop under certain conditions.
Gimmicks
Fixing issue where coffins that enemies were supposed to come out of were open from the start.
Fixing issue where ballistae would clip through other objects when the base was rotated.
Equipment
Fixing issue where the armor values of cloaks weren't being applied.
Fixing issue where some leg armors stretched unnaturally.
Display
Fixing issue where a filter-like effect appeared on water surfaces after closing the Shop menu.
Fixing issue where distant shadows looked unnatural.
Fixing issue where some tattoos weren't displayed during cutscenes.
UI
Fixing issue where some text on the title screen wouldn't change to reflect updated language settings.
Fixing issue where skill preview videos weren't displayed on the Weapon Skills screen in vocation guilds under certain conditions.
Fixing issue where some text on images in the Quest menu wouldn't change to reflect updated language settings.
Fixing issue where the quest icon didn't indicate the correct location for Roman during "Steeled Resolve, Blazing Forge."
Fixing issue where message icons would disappear from the NPC Logbook in the History menu.
Sound
Fixing issue where using a Wakestone in battle caused the in-game music track to malfunction.
Fixing issue where riftstone sound effects would be quieter than usual after exiting a riftstone.
Other
Fixing issue where skipping certain cutscenes would result in a black screen.
Fixing issue where changing to certain hairstyles resulted in thinner hair on the top of the head.
Fixing areas where gathering points floated.
Fixing issue in Photo Mode where the Arisen's body remained onscreen, even if the Arisen display setting was set to "off."
[Steam]
Fixing issue where enabling DLSS FRAME GENERATION caused a temporary lag when exiting the Pause Menu.
[close]

Let's Cyber

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Re: Dragon's Dogma II, brehs
« Reply #302 on: September 17, 2024, 05:45:41 PM »
Good lord they buffed the fuck out of the Fighter. Also gave my Faye buffs for not reason. She will now be more OP 8)

I assume this is a prelude to Hard Mode. Getting the balance right and then adding the next difficulty.

MMaRsu

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Re: Dragon's Dogma II, brehs
« Reply #303 on: September 18, 2024, 02:51:10 AM »
Welp... With the recent news of Itsuno dipping out from Capcom all of a sudden feels like quite a blow.  I'm of course glad he seems to be healthy and in good spirits about still making future games somewhere.. But.. is that it for DD2?? No news on an expansion or dlc? I can only hope he's completed it and it will still come, but you'd think he'd stick around to introduce it.  Maybe have something pre-recorded, but that would just give mixed signals.  So it's hard not to believe that that's it.  We just get this base game of DD2. Feels very un-Capcom like to not be throwing or dripping us more content on such a successful game. 

I understand he just mainly directed the game, and the lead designer can still keep the ball rolling (which I believe he was the lead director of DDO), but the sudden departure makes it almost feel like a Kojima/Konami type of split.

I just want some answers.  :stahp

Well it got a decent patch yesterday
What

Svejk

  • Senior Member
Re: Dragon's Dogma II, brehs
« Reply #304 on: September 18, 2024, 09:55:48 AM »
Welp... With the recent news of Itsuno dipping out from Capcom all of a sudden feels like quite a blow.  I'm of course glad he seems to be healthy and in good spirits about still making future games somewhere.. But.. is that it for DD2?? No news on an expansion or dlc? I can only hope he's completed it and it will still come, but you'd think he'd stick around to introduce it.  Maybe have something pre-recorded, but that would just give mixed signals.  So it's hard not to believe that that's it.  We just get this base game of DD2. Feels very un-Capcom like to not be throwing or dripping us more content on such a successful game. 

I understand he just mainly directed the game, and the lead designer can still keep the ball rolling (which I believe he was the lead director of DDO), but the sudden departure makes it almost feel like a Kojima/Konami type of split.

I just want some answers.  :stahp

Well it got a decent patch yesterday
Pondering more on it, I wonder if Capcom wanted him to jump on DD3 immediately, but he was burned out.  I'm sure he's done with DMC too... How could he not be?  I would think they would've given him the liberty of making a new IP, but they couldn't risk it, so he decided to leave.  That's the only thing that makes sense to me atm.  I dunno, but whatever he moves onto doing, I hope he gets a good, home Japanese team, and doesn't sell out to something larger.

Svejk

  • Senior Member
Re: Dragon's Dogma II, brehs
« Reply #305 on: November 18, 2024, 08:45:57 AM »
So apparently, the Steam version is receiving numerous encrypted updates that can be consulted via SteamDB.  The wording accompanying these updates shows the word “DLC” in several cases. 

Oh man... they may actually drop it on us on schedule (Nov '24) according to Ye Olde Capcom leak.  (Supposedly called The Dragon Princess)

Ironically, the deep urge to play some more has been ebbing and flowing again, especially now that my kids are (finally!) playing DD:DA.  Naturally I swing towards what they're into.   I never finished my trophy hunt, so it may be time to eternal return up in dis muhfuggah. 

RE-HYPE GIF TRAIN
spoiler (click to show/hide)






[close]
« Last Edit: November 18, 2024, 08:51:09 AM by Svejk »

Let's Cyber

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Re: Dragon's Dogma II, brehs
« Reply #306 on: November 20, 2024, 07:00:54 PM »
I still think they'll hang on to any update until after MH, so post February. Maybe an outside shot at a Game Awards announcement and March release, I suppose.

I need to clean up some backlog but I'll be swinging back around to grind gold and materials on my other characters. I want my warrior pawn up to lvl. 90 so I have a ways to go.

I had way more fun on my 3rd Dragon's Dogma 2 character than I did playing Veilguard.  :doge

Svejk

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Re: Dragon's Dogma II, brehs
« Reply #307 on: November 25, 2024, 09:01:33 AM »
And just like that, after 10 minutes of play, I'm sucked back in.   :ohyeah  This game still rules hard.  I think I'm ready to finish my trophy hunt, because I couldn't put it down.  It kinda sucks the port crystals don't stay from prior playthroughs, but at least it lets you keep them.  Overall, it gives a reason to trek through this beautiful fucking game.   It's been a few months and updates later, but I definitely notice tweaks here and there.  One in particular, is that they increased jiggle physics... And it's noticeable too, even while I'm still deep in Stellar Blade.  Didn't think I'd notice, huh Capcom.  :nugenix2

Went directly towards the 1st Sphinx location.  However, managed to approach it from the east this time.  Will tackle these first then continue with getting the all maister teachings trophy afterwards.  The Sphinx, I just need to get it's key, which I messed up on last time.  Will make sure I have the unmaker on me this time.

The stars are lining up too, because they FINALLY dropped the OST the other day also...

I still think they'll hang on to any update until after MH, so post February. Maybe an outside shot at a Game Awards announcement and March release, I suppose.

I need to clean up some backlog but I'll be swinging back around to grind gold and materials on my other characters. I want my warrior pawn up to lvl. 90 so I have a ways to go.

I had way more fun on my 3rd Dragon's Dogma 2 character than I did playing Veilguard.  :doge
I just hope whatever they're planning, it better at least equal the greatness of BBI.  If it needs to cook till Summer, let it cook.  I will fucking be there.   MH Wilds will be pretty huge for sure, so I agree that it wouldn't release anytime soon after it.  Hence why I was hoping it'd drop before then, but yeah... BBI caliber could take months of testing if done right.