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Rapportera problem med översättningen
Not to be dismissive, but I've got pretty much a whole doc on why turn-skipping status effects needed to be dialled back a lot. Being able to skip people's turns with no way to resist it is a nightmare for balance and gameplay reasons, even if you can only do it on a long cooldown.
If that's not to your tastes, I totally understand.
In Divinity Unleashed, Knocked Down strips dodging, removes 1AP, and reduces movement speed. But if you've suggestions for more interesting reworks, I'm happy to consider them as I'm reviewing crowd control at the moment. A few status effects are too boring for my tastes.
@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