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Multiplayer is available in Divinity: Original Sin 2 in both online and offline versions. Players may enjoy split-screen "couch co-op" or join online sessions from other players, or any combination therein.

Offline Multiplayer in DOS:2

  • In order to play split-screen, players will need to have two controllers, as you cannot play with keyboard/mouse for one person and controller for another person.
  • Launch the game on the host account, and have the secondary controller press start to begin playing.
  • The host account makes progress, and the second account plays a Custom character (not a companion) but does not make progress on their own campaign.
  • Cooperative play has competitive elements, such as distribution of gold and loot not being automatic, and disagreements on quest progression triggering an in-game dispute.

 

Online Multiplayer in DOS:2

  • In order to play online, players will have to create or join a lobby hosted by another player (or player group)
  • As with split-screen, progress is made in the host campaign and not in the local campaign of the character.
  • To join another player's party, simply have someone host the game and find their unique Lobby Name on the Multiplayer screen.
  • As with keyboard/mouse players, split screen co-op players may also host and join online multiplayer games. (you can play split screen and join online multiplayer)

 

 




    • Anonymous

      28 Sep 2017 04:39  

      Can someone utilize the split-screen co-op feature AND play on an online multiplayer server? I have yet to get a straight answer.

      • Anonymous

        25 Sep 2017 18:15  

        If me and a friend already create a game and create custom characters, will an other friend be able to create a custom character after we start? or will he only be able to be the ones with back stories?

        • Anonymous

          19 Sep 2017 22:09  

          Multiplayer is hosted by one player, and the characters are determined by the savegame being loaded. It is not possible to use one character between different saves. Only the characters created for the save are available. Created characters cannot be kicked in the same way as NPC companions, meaning a full player created party has no ability to swap out characters at all.
          As such the best means of enabling character switching for drop in drop out multiplayer is to not create a full party at the start of the game, instead using the NPC companions as vessels for the temporary players' characters.

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