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Divinity: Original Sin 2 [Review of the game]

In 2001 Larian Studios lost 90% of her employees, reducing the staff to 3 people, not counting the head of the studio – Sven Vinka. At that time, in the development Divine Divinity experienced almost clinical death. Publishers announced the project “Dead”, threw it to the side of the industry, leaving the studio without a livelihood. Paying the remaining employees from their own savings, eating bread with water, losing precious nerve cells, Sven pulled out his game in a year, in fact, on his own hump. And after 15 years, already owning four branches (including one branch in St. Petersburg), releasing more than one recognized by journalists and public a gaming masterpiece, Sven Vinka, along with his coordinated team, presented Divinity: Original Sin II

And, her mother, how good she is.

Act I: History and preparation for adventure

History continues a thousand with a yoke of yak years after the events of the first part. The adventures of our heroes from the past became half -forgotten legends. But the consequences of their acts can be found today. Worn statues and halls of long -dead tyrants have become the subject of interests of robbers and archaeologists. Cursed creatures lost in the bowels of the depths, were attracted by adventurers. The people living in everyday life (and nonhumans) have to deal with more “pressing” consequences. In particular – with embittered, cruel and bloodthirsty Products of emptiness.

All this menagerie rich in diversity loves to break into the world with the direct, intentional or non -mentioned participation of magicians The source. It’s clear that this regrettable combination of circumstances will cause some reasonable alertness among the broad segments of the population. Which they manifest by setting fire to torches and planting the sorcerer magicians on the pitchfork. The more educated and intelligent layer of society was indignant that the population behaves barbarously, not appropriately modern. And therefore, she quickly organized the “suitcase port-port of joy” system, issued all magicians of the source of collars coming with free forced fixation and unique function of the “muffler”, and sent to the sanatorium for “re-education”.

As you probably, they managed to suggest that our new heroes proudly wear such collars on their necks. And at the time the game starts, they are on the way to the sanatorium. Naturally, no one wants to re -educate. Especially when there is an entrance in such a sanatorium, but the exit, okrom the smoking pipe, is not visible. And it is precisely when you decide that you want to leave this institution only on your two, and not in the form of a smoky cloud, a real adventure, full of intrigues, conspiracies, gray morality, unexpected turns, betrayal and romances with a living skeleton.

For four acts, you will travel along the revyllon, solving its secrets, encountering various parties to the conflict and will make fateful decisions that are somehow reflected on the world around you. And the further the heroes will delve into the events, the more difficult it becomes to determine: who is right, who is to blame. And this applies not only to third -party characters, but also to your Sopartians, and to you yourself in particular.

We will be allowed to advent with a whole set of races, all colors, colors, floors, states of life and a set of crests. Handing people, the stocky gnomes, lanky elves, majestic lizards and mysterious undead, four configuration options (skeletons, you know, not only from people remain) were flooded into possible protagonists and associates.

At the same time, each of the races has its own interesting buns and tea saucers. In addition to various, but familiar bonuses to characteristics (like a freeness of stealth at the gnomes (well, they are small!)), there are more interesting differences. So, for example, lizards can breathe fire on the battlefield. He knows how to win back Carloson and pretend to be the most dead person (non-human), who does not need anything except a jar of potion than you can deceive the enemy. And she also knows how to be treated from poison and is forced to hide her face from mortal people, who is very afraid of walking skeletons. The elves are generally corpses and are able to gobble up parts of the bodies left on the battlefield to learn some interesting thing from the memory of the deceased.

All this is a variety not only for a checkmark. An avid racists will come across all the ways of your adventure, refusing to speak with someone besides their fellow race, interesting locations closed for visiting certain characters (like a fatal fog that kills everyone except undead), as well as additional quests, which cannot be started without the presence of some kind of suspiciously left hand in a bloody puddle. So, tolerant multiculturalism and racial diversity are the key to additional experience glasses

In addition to races, they will let you choose and “Tags“(They Tags) for the character. Similarly called the “background” of the character, expressed in one word. Was your hero a noble nobleman, an experienced soldier, a solder with a thief or someone else – you will be offered to form your own “personality” by choosing a couple of similar tags. In the game itself, this is manifested in additional, sometimes funny, dialogue versions. The nobleman can behave as a pampered bastard and get for it in his noble face, a soldier “in a soldier” will be able to negotiate with a guard, and some mystic will find a common language with some kind of hermit monk on drugs.

They will allow us the same way, as in the first part, to choose special Perki For characters. They can be both class (like the ability to eat corpses for elves), and acquired during the passage. In the new part there are a little less. Most of the perks went under the knife that increase certain characteristics to the detriment of others, as well as excessively strong abilities.

Do not forget about peaceful skills. We will still be proposed to specialize the members of our team in separate “peaceful” directions. One character, for example, will need to pump theft, another conviction, the third – trade, and the fourth – knowledge of legends to identify especially rare objects.

But the most relish, of course, is to create classes of characters. Although the concept of “classes” finally dissolved in the new part. The appearance of branches such as metamorph and necromancer adding a solid amount of skills, with a wide field of application, allows you to create a variety of combinations.

Instead of some familiar tank, dressed in heavy armor and can only painfully beat with a sword, and make some special twisted with a shield, you can create a more universal character, in addition to combat skills, which owns the basics of geomania to maintain its own armor, knowing necromancy to weaken opponents in close combat, to grow wings and horns to quickly move on the fieldBrand. And now we are ready one close fighting fighter.

If you want to create some kind of nonsense magician, commanding demons and skeletons, and even sitting a curse on enemies? Easy to. It can create an arrow of aerorg, shooting from a deadly crossbow and eluding the enemy with the help of spells of air schools? Easily. Near -fighting magician, owning deadly pyromania, geomantia and hung with a hunger belt, and even capable of launching himself into the air like a cannon core and falling on enemies, exploding a huge pillar of all -consuming flame? No problems. A huge number of combinations of abilities, perks, tags and characteristics allows you to make any character that you have enough fantasy.

Act II: We know the world

Having finally created a part of the part and having gone to explore the nearest surroundings, you will find a detailed, verified, atmospheric and encouraging world. The hard fate will abandon the detachment of heroes to the heavenly islands, arrange a walk in dense forests, offer to walk around the non -fed cities, even for the other world there is time where without him.

It is even more interesting to explore every corner from the fact that each location is made manually. Forget the dozens of square kilometers equally “accidentally” generated wastelands found in every second game. Here to run from one end of the largest location to the other, it will take no more than five minutes. But in these five minutes you will meet so many characters, scenes, treasures and quests, as it does not meet and in everything Fallout 4.

Somewhere on the edge of the map there is a hidden cave with ancient treasures and traps, in which a very rare and unique artifact is stored. Under some bush, a rabbit hid, issuing an interesting and confusing quest. And in that library you will have to play with the most close to the camera ”Point-And-Click“The quest, trying to find a fake book that opens a secret passage in the dungeon.

The game not only likes to offer non -standard situations, it expects a player of non -standard decisions. How many times in RPG you have encountered this situation: in front of you is a closed door, requiring a shamelessly high hacking skill that you do not have. The fact that there is only a pen and one loop from the door itself, and you have a somali in your inventory, the game does not bother at all. Divinity: OS 2 as if he says to us: “Twesh, son, this door with his ax to hell with the dog”. And, characteristic, it works! See a gilded chest behind a closed oak door, and your master? It doesn’t matter, break the door.

They noticed through the lattice a rare artifact lying on the table, and in order to get to it, you will have to go around all the traps and spend ten minutes of real time? Ah, to hell. Teleport directly through the grill who will stop you?

A very strong opponent came across, who in other games hints to us that it is too early for you to meddle here? Speak your teeth with one character and put the barrel filled with oil around the enemy, and then place Faerbol into this mini-Atomic bomb.

Lent to go behind the barrels? And how about slowly retreating from the battle, and then with teleportation to throw off one very very naval enemy, on the other a very very naval enemy, so that they arrange a stabbing between each other?

And who generally said that you cannot sneak past? Or go through a secret hole? Or just charm. Or pass the secondary chain of quests and get a letter on a free passage? The game completely unties the player’s hands and allows him to create what he wants.

The last time you could arrange a real apocalypse on the entire map? To become not only a hero in shining armor or, maximum, antiherous, interspersing the salvation of the world with the theft of tomatoes from the pockets of grandmothers? And right a real villain. Wipe the whole city with a hundred characters from the face of the earth and lose all quests? To arrange a brutal massacre, sending not only nameless characters to the forefathers, but also important characters, women and children for the history. The game does not limit you in any way.

And such freedom can be traced in all corners of Rivellon. This world is full of unique and interesting characters. The authors of dialogs and the actors of the voice acting tried to invest as much effort as possible in their work. At first glance, the apparent gingerbread world of everyday fantasy hides a whole breakthrough of hilarious, sarcastic, ironic, arrogant, charismatic and simply memorable characters.

The same applies to your companions – if you play without a company of friends, the company can be five original heroes, with its own history, character and view of the world. Here you are undead, the living God knows how many thousands of years and arrogantly looking at the “underdeveloped” races. And the elf-killer who is following the trail of his former slaveholders. And many more, whose stories are much more interesting to learn yourself. Because these are not ordinary stories about the victory of good over evil, but much more realistic, cruel and ambiguous.

The game will have to put you before the hard choice more than once. Not in front of “white and black” or “good and evil” (although this will be found), but before “bad option No. 1 and poor option No. 2”. You will be forced to deprive someone, feel like an egoist and villain, because you cannot please everyone at the same time. And even the most inveterate villains have quite clear and understandable motives that can persuade many players to their side. Constant choice between personal benefits and responsibility, makes each passage unique.

Act III: the storm is coming

But no matter how much the rope is newvegascasino.uk to curl, and the swords from the scabbard still have to get. You will not succeed in passing the game in peaceful ways, how much charismatic and secretive would not be your character. First of all, it is worth talking about radical changes in the combat system. The main innovation was the indicators of physical and magical armor. Now almost every character of Rivellon has iron armor, leather boots or a cloth cloak that gives protection against damage.

As it is not difficult to guess, physical armor protects against blows in close combat and falling arrows. While magical armor is designed to save the character from the damage of magic schools.

In addition to the performance of the role of the “second strip of health”, the armor fulfill the most important task – protect the characters from various effects: knockdown, poisoning, control of reason, combustion, etc.p. This was done so that the famous battery is about the first part of the batteryGlass guns“(called in honor of the attribute” glass gun “, which increases the number of action points due to the vulnerability of the character) did not put the entire enemy detachment in one move on the shoulder blades. Now those players who tried at the expense of high initiative and ability to control the battlefield under one move under their own control will have to be adapted.

It looks like this on the battlefield: all your attempts to influence opponents (by applying any debafs, control spells or discarding blows) must undergo an armor check. If the enemy has enough protection to absorb your damage from the ability, the effect will not pass. It would seem that everything is quite clear, but many players on the first hours of the game racked their heads for a long time, why their ram does not knock down, and their provocation still does not work on the enemy.

Other elements of the combat system were also subjected to changes. A system of action points fell under the knife. If earlier, at the beginning of each course, your character could come down to half the cards, sleep with a waitress in a tavern, buy a couple of potions at a discount, return to the battlefield and find that he had points for blowing, but now all the heroes were prescribed daily reception of the Novopassit bottle with valerian. In the game mechanics, this is expressed by 4 glasses of action for ordinary characters and 6 points actions for characters with the “Lone Wolf” percom. Needless to say, the space for the maneuver has narrowed almost up to one action during the course?

So that life does not seem sweet, to the notorious glasses of actions, a system of initiative fell under the knife. If earlier you could invest in the initiative of the detachment in order to first bring down the deadly rain from the combat shit of various magic and military schools on the enemy, but now the initiative is only affected by the order of the course of your characters. In practice, it looks like a strict series of moves “your”-“strangers”-“their”. You may have a complete detachment of supership beards, but even sleepy and frozen turtles-lovers will receive every even move. This was done, apparently, again for the sake of balance.

Apparently, realizing that with a similar number of actions of actions and the system of alternating moves, each achieved body movement should be justified, the developers sent many secondary skills to the basket. So, for example, combat racks completely disappeared from the game and partially – class treatment skills.

For the rest, with the exception of more minor innovations, the combat system remains similar. The player still has an interactive battlefield, dotted with various puddles, fires, thunderstorm clouds and a bunch of other things, among which you have to maneuver and calculate each move in step -by -step regime.

The player still has an extensive supply of spells and skills at hand, which, with the proper fiction of fantasy, can be used for deadly combo. Teleportation, retreat to the hill to increase damage from small arms, the call of creatures, control spells, the use of the environment – the game provides a huge selection of instruments for deadly.

A separate word should be mentioned by a completely new mode: “Gam-Master”. Such an unpretentious word Larian Studios called the tool for creating and playing board games. It looks approximately as follows:

A group of people under the leadership of one person, responsible “master”, who creates an adventure using the editor. In this editor, the master selects a drawn adventure card, puts a meeting point with different characters, prescribes events and dialogs that can be accustomed to players during the party. The main work for the master is the creation of the so -called “scenes”.

“Scenes” are small points on the trip map. Each of these points is a map made in advance by developers, made already on the game game engine. It is on such a map that players get the opportunity to fight monsters, bargain with the merchant or go through some kind of intricate riddle.

A large archive of already prepared cards, opponents, accessible design, as well as the presence of a Library of Steam mods, allows you to easily combine the atmosphere and entourage of board games with interactivity and depth of the combat system Divinity: OS 2

Act IV: a spoon of a tar

But, as it usually happens, it was not without problems. And sometimes quite serious. In addition to the mentioned taste about the processed combat system, there are much more significant drawbacks.

The main one would like to note the obvious subsidence of the last third of the game. The first thirty hours of the game will be held in magnificent and comprehensively worked out I and II acts. Exciting quests, charismatic characters, interesting scenes, a huge space for research and maneuver are waiting for you. It is immediately clear where the developers have inspiration with a key and enough money.

But already in the act under number III it becomes clear how the locations are poor in random passers -by. How quests are becoming more and more straightforward. Further game is gradually shifting from the “Research-Crossing” concept of “breaking through the hordes of opponents”. Of course, this is somewhat due to the plot and in the same acts the majority of the quest branches of your partners are revealed, but this is not too much comfort.

The fourth act makes you just ask a hundred questions about the game design, which, due to the spoilers, do not want to bring. But to note a completely uneven complexity and the overall study of the final act is simply necessary. Many people can simply begin to disappear or break the quest triggers. Someone will face a non-obvious way of passage, which will have to be sought almost on the pages of Wikipedia. And someone will try to defeat the same group of opponents twenty times because of the controversially worked out battlefield.

In addition to the problems of purely gameplayes, there is a whole pile of problems of technical. About the story with the release of the Russifier after a week and I do not want to remember. Even at the time of writing these lines, when patches bake like pies every few days, a huge number of quests can hang in your magazine until the end of the game. Sometimes, the abundance of bugs can naturally break the side quest and, although you crack, it will not work to advance further. Sometimes in places in the dialog windows the remaining code appear.

But despite all this, on all sagging in the last third of the game, despite the dubious innovations, Divinity: OS 2 is a very good game. A game that gives the player to explore the world as he himself wants. A world that the player will be interested in exploring.

Wonderful and unique characters will let you survive many memorable moments, make you feel your feelings and evaluate the whole depth of their characters. An interesting and worked out combat system will not leave indifferent fans of cozy step -by -step battles. A deep role -playing component will delight the connoisseurs of wagering and the systematic distribution of skills glasses. Colorful world and pleasant music will decorate your adventure all the way.

And if your friends will also play with you, pleasure will increase at times. Without mentioning the enormous potential of reigree due to various passage options, we can say that Divinity: OS 2 – A wonderful and justified goal for spending your money and fifty free hours.

The best comments

In fact, quite mortal.

The whole focus consists in inflicting fatal damage in one reception or blow, otherwise the children simply run away with zero health. In this case, the skill of rage and the skill of the source of the “flutter of blows” was enough.

I agree, a very dubious innovation with this armor, in the first part there were really tactical battles, you can sneak up in the invisible barrels with poison, butter, move away and combine the whole thing, greatly reducing the enemy’s hitpinds, cut off a dangerous close -knit or throw a couple of fiery cocktails to the enemy archers, there was where to walk around, and now, and now, playing for a physicalPati you have only a Wrightklik, nor the strong adversary to cheat in any way, it turns out that the battle turns stupidly in the exchange of blows from the hand, who has won more top -end, now it is impossible to tactfully unwind the obviously more enemy, respectively, all these statements about the trolley using the elements, combining and using the environment does not quite correspond to reality. Fortunately, this is so far only one claim to the game, everything else (at least for the first island) is at an altitude.

Even the problems of the 2nd half of the game should be attributed to the completely sagging development of the character. Back in the middle of the 2nd act, it is quite possible to get all skills in general for the necessary specializations and all. Further, the fighting is not able to provide anything new at all, only if you do not specifically redistribute skills in order to at least somehow diversify. In a compartment with an abundance of battles in 3-4m acts-this is spilled into an unrealistically routine race, where each group of mobs is killed by the same set of skills for 20 hours.
This is in addition to the general dullness and not work of the 4th act – it just kills the whole impression of the game. After a detailed immersion in the fighting, the opponents are no longer any ways to provide, there are no development, only monotonous plugging: D
P.S. The only difficult battle is the final. And not because of the enemies, but because because of completely broken scripts – it never started. I never thought that it would be so difficult for the final bos to fight you: D everything else in the 4th act of the hybrid team is not able to contrast anything at all due to the abundance of control. Control of the mind + transformation into chicken + pumped calling and necromancy are so strong that any super-linked bos, even surpassing level 1-2, is not able to contrast the player (

There are also questions about physical. And the magician. Armor. I play the classic myself, the following: the lizard is a fighting magician with pyrokinesis (on a physical. armor is sharpened);Dwarf – a warrior with a shield and geomancy (similarly, on a physical.armor);Elf is a heart-Aeroturg (magician.Armor and all arising);undead, non-chromdrosophist (also a magician.armor). At the moment, my party has a level 13, I will pass drifvud.

Turning to the structure. All this armor is very annoyed by moments. The benefits of the combinations of the elements have become less, since they simply do not work until you get the armor, which affects the dynamics, delaying the battles. Of course, they can say, they say, the game has become more tactful, although I saw the benefits of tactics just in the flight of the fantasy of the environment, while now it is necessary to conduct preliminary affection with the enemy so that shock or burning acts on it, everything is like that. It is noteworthy, the enemies, in turn, still manage to magically shoot my own armor quickly, whether it be almost 200 physical.protection or as much magical. Particularly allowed me to feel the boss Mordus, how I was burning on him.

There is a feeling that somewhere in the game the rules are still violated, giving the enemy NPC. From which the enjoy is flying away. They made it right with OD, it was probably worth stopping this Russian the field of experiments (but not with magic, it is magnificent). For myself, I decided that the first OS was still more honest in terms of battles, since not all and not always at the first passage could blur a large number of these same, creating the effect of a glass gun, but did not take this opportunity. As a result, the whole battle was exactly what a puzzle in which the player decided how to use a particular ability, quickly and most efficiently as possible. This is not enough for a new game. Perhaps if a modification of the removing type of armor appears, I will test my second or third passage with it.

I think it was worth mentioning an unobvious at first glance the consequence of the introduction of physical and magical armor: it is more profitable for the party to specialize in one type of damage. Either physics or magicians.

No, I have no doubt that there are people who are capable of turning in any pose and any composition. Yes, and the composition of enemies is also different, and the sweethearts have high armor, magicians – high magical armor, so it is more profitable to hammer them with the appropriate characters. But still one direction of damage in most cases is simpler and more profitable.

Well, the complexity of the unbalanced seemed, but that was in the first part. Somewhere up to 12-14 levels, I had interesting battles, forcing me to think, after-some kind of migration without replaying.

I advise you to sharpen one character for a skill exchange for trading. And throw him absolutely all the rubbish for sale. Thus, gold will always be enough for the purchase of shmot. I am currently passing the forest of massacre and paradise meadows in Drifvud, I had 20,000 about everything about everything, with each new level I bought an epic or divine gear (well, it falls from enemies), but it is always about 5,000, on the scrolls of the resurrection that cost a penny.

About the armor. Balance between physical. And the magician. It will not work to find armor, the magician will always miss phrases, and the warrior of magical protection. Therefore, I recommend that you enlist the support of geomancy and hydraulic focus, because these branches allow you to restore the armor of the whole batch.

Theft, by the way, is logical. I do this: I speak my teeth with one character, I creep on the back in Stals and do the job. Naturally, it all depends on the skill of theft.

Mind, there, with each island, a wild leap in the experience gained. One or two packs of light opponents in the next island will be blocked … Yes, damn a bunch of missed quests of the previous island. If the pump is real, then, it seems to me, at 1-2 levels.

I could be mistaken about complexity, because I haven’t reached the final yet. Now at the level 18 (5 chapter).

Classic. I will leave tactics for reprint, as with the previous part.
I looked. Opponents that I come across now are mainly 16-17 levels. There is a distillation at 1-2 levels somewhere.

Well, I can’t say anything from the classics. Loner passed on tactics. I left the classics on ko-Op. In it, the relative simplicity is compensated by the non -use of actions in the team.

You gave me hope_)) I really tried several times and did not work out, so now not a single asshole would leave me. I remember someone called my lizard ugly ..

Except for a bug in which all sorts of barrels, etc.p. They glue with each other, you can interfere with a corpse/barrel/chest/(substitute the right) teleport and actually light up what you wanted.

It’s simple, I’ll tell you by example. Here I have a Feyn (Maine) Lousa Beast Ifan, if you spin the valve with a fog in Arks, then the beast and Ifan automatically, due to its worldview, become enemies and immediately attacked me, Ifan had 5k/2k/2k in my life/Mbroni, and when he had an enemy for me8k/3k/3k (I have a skinny crossbowler), the beast, respectively, in Pati 8.5k/7k/3.5k, and as an enemy 12k/10k/5.6k, and the number of moves in the same magical way becomes larger, by eye also 50% (t.e. up to 6). Oh yes, they also use their skills from all learned, and not just those that are remembered when they are under your control. I go through tactics.

I have not reached the Arks yet, but this NPC was playing back on the bosses. Suppose the eternal Etra. She first calls on two dogs, imposes mass cooling, and even the source steals twice. This is not at all 6 OD. This attitude is very annoying. But, I want to note that she and the boss, so far the most interesting and, most importantly, quite passable at 14 level.

P.S. Now the level of my party is 16, sharply felt a decline in difficulties in ordinary battles. Recently I fought out a loan in paradise meadows, I just did not feel it. The same with stripping sawmill. The level of the Mordus has not beaten up yet: D

I already understood about geomancy and hydraulic focus. But not really money. Although, today it was possible to rob a couple of sellers in Drifvud. Nevertheless, I am dressed not in level, from this the problem. In any case, the problem solved.

The review was good, it was nice to read, I almost finish the passage in the coop with my friend 🙂

I like it, although this is the first step -by -step party RPG in my life. We can say that I lost a step-by-tactical virginity. The only thing is that in the second act my characters are very bad with armor, I don’t know where to get normal skin. But I still can’t rob anyone, they constantly notice, even to be invisible. I experienced a cool, but at the same time annoying moment. During the battle with Alexander and the ancient worm, Alexander Lying the first, the worm followed. So this worm collapsed on Alexander and did not let me converge it. A little upset. I have such a company-the main character of a tank-nocromancer, Cecil as a killer, Fein made a magician as a magician (geomantium hydraulic fosterism), and Lawrence as a callman. And something seems to me, not the best composition. The topic with different armor does not really like it, to be honest. But okay, let’s see.

Yes, it will be more profitable. But no one forbids to create a motley party. Of course, it will be more difficult, but in each game there is “light and simple” and “complex and more interesting” way of passing. I myself took place for the first time by a group imprisoned for physical damage. And he cried very bitterly when in the fourth act he ran into a bunch of opponents with armor, which were in very uncomfortable positions for long -range battle (the main damage was caused by the archer).

And the difficulty is a relative business. On the contrary, it seemed to me that the closer the end, the more difficult the opponents become. The problem is also that due to its location and a huge number of quests, the player can gain just a lot of experience, while the “average” player who misses a certain share of the quests was used to calibrate complexity.

So, if you clean every corner, pump out the maximum experience from each oncoming quest and fight with each opponent, you can get as a result of a dimmed character that easily endures most opponents. But the fourth act will still be difficult ¯ \\ _ (ツ) _/¯.

To arrange a brutal massacre, sending not only nameless characters to the forefathers, but also important characters, women and children for the history. The game does not limit you in any way.

Generally okay, quest characters die perfectly, it’s good. And at the children, you look, and the mod will come out soon.

You will not succeed in passing the game in peaceful ways, how much charismatic and secretive would not be your character.

And this is sad, really wanted to play for the nyash-pacifist. In the game, personally in my modest look, there are too many fights. And we only fled from the fort, and you say that more – more.

For text +, there are small errors, just like in DOS2 itself, but this is not critical_)

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