Divinity: Original Sin 2

Divinity: Original Sin 2

91 ratings
Summon Rework Friends Forever (Outdated)
   
Award
Favorite
Favorited
Unfavorite
Type: Add-on
Game Mode: Story
File Size
Posted
Updated
6.654 MB
22 Sep, 2019 @ 10:51am
1 Dec, 2019 @ 5:04pm
32 Change Notes ( view )

Subscribe to download
Summon Rework Friends Forever (Outdated)

Description
Note: This is the outdated version and is replaced by Summon Rework Core.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1925516823
Allows you to choose add-ons and tweak it to your desire. If you want switch to new version, simply go to game menu, turn off this mod and and enable the new version, then you are good to go without damaging your saves.


MECHANICS
Will influence all summons including hostile ones. After reaching a certain level, new skill books can be bought from vendors or dropped from loot.
1. All pet summons will have infinite time to stay with you, and they all have their unique uses.
2. As you level up summoning, summons' critical chance will increase.
3. Blood infusion lowers all resistance but increases physical resist stats.
4. You can infuse all your summons. Late-game infusions have been recreated, Necro Infusion (previously Shadow Infusion)& new Warp Infusion spells will suit your summon who does none Physical damage.
5. Multi-infusion spells, time to say goodbye to endless infusion animations.
6. All Infusion effects are re-skinned to make summons more visible.

NEW BOSS & LOOT


1. A new skill book (Book of Independence) can be found where you defeat a well-fed Incarnate and his master near Fort joy beach, where the unique sword Viper's Tongue lies.
Allows you to make AI take control of your summon or companions.

2. A new ring will drop by a wolf named White Foot, who lives in Hollow Marshes,
Unlock a new talent (increase summon limit).

3. Forest Goblin Summoner camped near the broken bridge in Cloisterwood,
Defeat him and you will have his unique gloves, which grants a powerful buff for allies' maximum armor.

4. Crawling Root slaughtered all creatures in Paradise Down, stop him before it's too late. (maybe it's already too late)
A new spear designed for summoners, can switch between two handed and single handed, and summon Crawling Trunk.

5. The Bone Walker has been spotted in Bloodmoon Island, it's going to be a tough fight.
An unique shield that grants a new powerful talent, allows you to deal extra damage to targets.

DEFAULT SUMMONS
1. The black cat familiar now shows his potential for magic and bring great fortune to the party. Can deal back stab damage and boost party luck by 3.
2. Soul wolf is truly a dire wolf, and learns to inflict fear to enemies, all Ifans are having a party now.
3. Incarnate learns taunt and run.
4. The bone pile will serve the torturing purpose and curses enemy.
5. Condor flies high and increases party's range & accuracy.
6. Bloated Corpse doesn't count into summon numbers anymore, and It's normal attack inflict disease to target.
7. The oil blob can blind enemy, and inflict slow via normal attacks.
8. Fire slug learns more fire damage spells, but won't dash anymore.
9. Artillery Plant is now a crowd control master but smells bad.
10. Dragonling's damage has increased.

NEW SUMMONS

Crawling Trunk for a new unique spear weapon, a very handy tank that can protect you.
Rusty’s young brother for an unique dog collar, he's a new pet for those dog lovers, can encourage party members.(near east Driftwood broken bridge)
Warily Rat for a weird huge cheese, can steal coins from targets. (ARX Sewer entrance)
Undead Crawler for Necromancer class at lv4, they deal high physical damage but fragile.
Furious Tide for Hydrosophist class at lv6, can aid and heal your party.
Fire Beetle for Pyrokinetic class at lv7, is a ranged mage.
Source Puppet for Summoning class at lv9, can switch between offense and defense modes.
Suffering Totem for Source Puppet, can chain target with shackle of pain.
Leaf Spider for Geomancer class at lv10, can web targets and deal extra damage to them.
Lightning Frog for Aerotheurge class at lv14, can reflect damage and shock multi-targets.
Unholy Serpent for Necromancer class at lv16, require a sacrifice to be summoned but quite powerful.

SPELLS

Rain of Feebleness can reduce enemies' resistance, and apply your weapon effects.
Chain Ethereal at lv9, cause damage to multiple targets and apply weapon effects.
Amplify at lv14, can Permanently increase a summon's critical chance & Rogue Lore.
Totem Formation at lv16, allows you to summon 4 totems at once, suits those who wanted to play totem rush.

1. Dimensional Bolt & Ethereal Storm now do piercing damage but they only scale with player level (can trigger weapon effects, so you don't have to be a mage summoner anymore, anyone can learn to be a summoner. )

Note: since Dimensional Bolt is now special skill instead of Summoning, you can not choose it from character creation, but if you use default skill set, it will be there, even it looks like only two skills available.

2. Supercharger will give your summon an extra turn after current turn ended.
3. Planar Gateway won't cost source point to use, so do play with it.
4. Inner Demon works without source point and costs less, it will inflict piercing damage and apply weapon effects.
5. Summon totem can now place 2 totems in one turn, they last longer but cool down changed to 3 turns. ( Now the real totem revolution comes)
6. Cannibalize now also increases 15% of your damage for 2 turns.

OTHERS
Many tweaks in this mod changed existing summon or skills, so other mods modified the same stats will have compatibility problems. Therefore, adding new things to the game won't have any issue, and move this mod under other mods' order may overwrite stats and solve BUGs.



If you enjoy the journey with me, a LIKE and FAVORITE will support me a lot.
Popular Discussions View All (3)
13
17 Nov, 2019 @ 5:32pm
PINNED: BUG report
Cheshirecrow
6
23 Nov, 2019 @ 1:07pm
PINNED: Your suggestions, new things you want for summon class
Cheshirecrow
2
28 Oct, 2019 @ 8:57am
PINNED: The design ideas (why I designed things this way)
Cheshirecrow
83 Comments
Cheshirecrow  [author] 1 Dec, 2019 @ 7:25pm 
@Averagedog Thanks for test that out, I’ve heard people complaining about summoning class being too OP at early game, especially when you have lone wolf talent that doubles it’s points similar to your case. So I tend to only make quality of life tweaks for early game that won’t really boost your summon’s stats.

Therefore, as you move to late game you may notice this mod take significant overhaul to entire summoning experience. Although you may not be able to get as strong as ranger or Mage class to have almost one hit kill everything, summoning can be so much fun now.
Averagedog 29 Nov, 2019 @ 9:03pm 
So, long story short, I currently don't think your changes to the cat or your warrior infusion or totems are overtuned. I would also urge you to balance as if there were no other stat boosting mods in play. Lucky Break allows you to start the game with 6 attribute points, 6 skill points, 6 civility points and 4 talents. I started with 3 points in summoning and the other 3 spread out in other skills. By level 5 I have 10 in summoning due to gear and some points put in.
Averagedog 29 Nov, 2019 @ 9:01pm 
Holy crap... just wow... Level 5 Mc, When infused this thing had 100 armor 100 magic armor and 200 health. The ultimaet ability did about 88 Damage in a massive 4/5 of the screen AOE of doom. The best part? the oil fields happened to spawn on a fire... It was a fun thing. My MC has been reduced to pure support spending his turns summoning totems and aiding allies.

I think it only feels super strong right now because I lucked out on summoning gear and intentionally put most of my points into summoning when I started with 6 skill points due to the lucky break mod. If I had like 6 summoning at most with gear, it would probably feel a lot more balanced right now. But then again, Fort Joy is just the very first area.

As a side note, the cat summon is very fun to use because of its base game leap ability combined with the backstab ability you gave it. With backstabs with my higher than normal summoning skill deals about 50 damage at level 5.
Averagedog 29 Nov, 2019 @ 9:00pm 
Alright. I am Just about done with Fort Joy. I am playing the game on Tactician mode. With this Mod and a couple of the Radiant mods including the Tiger one I've been having a blast. I also used the "Lucky Break" mod to increase my build options knowing that later in the game it will get very hard. So, in the area right behind the main gates where Paladin Cork is, I aggroed like 5 to 6 enemies. At this point due to some lucky gear finds, I already had my summoning skill to level 10. I used the Radiant Mod Tiger and infused it with your Warrior Infusion. Since I hit summon level 10, this thing got its 4 AP ultimate ability where is brings out a shockwave of Earth Damage, spawns oil fields, and attempts to petrify enemies.
Averagedog 29 Nov, 2019 @ 8:32am 
I see, Hopefully when you do separate out the features into another add on, it doesn't break my game.
$.$ 29 Nov, 2019 @ 7:01am 
草,真就传送点旁边放怪,认真的?
Cheshirecrow  [author] 28 Nov, 2019 @ 7:36pm 
@Averagedog currently it’s scaling with both character level and summoning school level. As you level up, summons increase their base stats, for instance add more points to warfare skill, or maybe their leadership. But your summoning level is what makes them even more powerful. (they can be quite weak by default, and that’s why you still want invest in summoning)

For the second question, no summon have a second form yet. But there may be one granted by a unique, that can evolve several times. I’m separating all boss and uniques to another add on, so that can only happen after.
Averagedog 28 Nov, 2019 @ 1:35pm 
Question: Do summons scale with character level or summoner level? I am trying to plan out a new run. I usually play as the Red Prince so I can get the dragonling summon later... but your changes to Ifan's wolf makes me want that more too. But I always want Ifan to be the ranged damage guy.

Second. When Summoning hits level 10 the Incarnate grows bigger into its second form. Do any of your new summons do this as well?
Cheshirecrow  [author] 27 Nov, 2019 @ 7:53pm 
@Viceroy I guess it’s mostly a network issue. Actually it happened to me a few times when I play with friends who live out of my region. But the reasons are unknown, may be they blocked part of data when I uploaded (since I’m living in a restricted country) this mod. I will re-upload the file later today. Before that, you can try switch your controlled character or change host to see if that works.
Viceroy 27 Nov, 2019 @ 1:01pm 
Any idea why when i play with a friend recently when this mod is activated it is fine for me but his spells are all different, unclothed and has movement of 0?