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@Luna, are you running another overhaul that adjusts enemy HP numbers and the like? Things like number bloat fixes etc. DU already fixes number bloat, so they aren't necessary, but you can load them before DU in the load order to minimize incompatibility.
Game is in tactician mode and there are no other mods installed.
Hmmm, I'd have to hard code in some compatibility effects for that.
I'm not really updating the mod as actively but I've made a note to give it a look sometime.
@Ruby Rose
I answered you on our Discord, but for anyone else: it shouldn't break stuff. IIRC I added compatibility code for the combo stuff. I would load Scoundrel last just in case though. Generally, loading Odin's stuff last is mostly advised I thiiiiink?
On the subject of shock/stun, I play with the Elementalist mod from Cleric, which adds even more statust-dependent-special effects - Shell shock, for example, will do bonus damage if a target is knocked down or stunned when you cast it on them. At the moment with DU installed, it doesn't seem possible to reliably achieve that, as the shocked status seems to end as soon as it applies. Can anything be done there?
I've been playing with DU to kind of reevaluate it and it actually feels pretty nice, but I wish combos would work a bit more reliably.
I'm not sure what you mean by opportunity attacks aborting movement - they always interrupted movement in the base game, and enemies almost always had attack of opportunity by default. The only difference in DU is teleportation skills are reworked.
I agree with you on stun/shocked statuses. While knockdown/shock/stun definitely inhibit enemies' options (they just don't skip turns, which created so many other issues), players aren't likely to feel that unless they're on the receiving end of said statuses, and shocked/stunned are especially boring and on the chopping block for a rework.
I recommend checking out Vanilla+ https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2369431031
Why, for example, does opportunity attacks abort the movement? You're pretty much stuck in melee range of multiple baddies now unless you have a teleport type skill available.
Also, the status effect reworks feel wrong. Not being able to stun/knockdown enemies or otherwise inhibit them just feels bad. I get that statuses are overall easier to apply, but that doesn't mean much if they're that much weaker now.
Credit to the author for all the hard work, but not for me I don't think.
If you want DU changes, put it lower.