Divinity: Original Sin 2

Divinity: Original Sin 2

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Conflux Heavy Enemies Add-On
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
7.787 MB
25 Sep, 2022 @ 3:30pm
23 Nov, 2024 @ 9:47am
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Conflux Heavy Enemies Add-On

Description
Version 1.1

For experience Conflux players or heavily modded sessions.
Increases Vitality Multiplier for Strategist and Tactician from 95% or 65% to 200%.
Good when used in Conjunction with Conflux in-game difficulty options.
15 Comments
nerfmyexistence 29 Aug @ 1:55am 
@xorn you are 100% correct. i spent a while longer playing with it even going as far as disable other buffing mods and going back to olds saves before act 2 and then disabling mods but the necro dog still had close to 3k armor collectively. I had to start multiple new campaigns with different mods disabled and start them at act 2 and i found that enemy randomizer is extremely buggy and when disabled 90% of my campaign oddities went away i also found that sourcery sundries breaks enemy randomizer as well as a couple other mods including the crafting extended mod included in the gift bag as well. When i disabled enemy randomizer i stopped getting insanely over inflated damage and armor valuesand the bone golem went from doing 1500 damage per turn to 1100
Xorn  [author] 28 Aug @ 8:43pm 
@nerfmyexistence
It sounds like you have some other mod screwing with NPC scaling. At no point do enemies have more of both armor types added together than their total HP which is a big clue. The damage scaling is identical to base strategist also. Enemies just live a bit longer.

This is a pic of the Necro Dog's Armor/HP for comparison. https://i.imgur.com/OXgrfWK.png
It's base damage is about 320 with +80% from Difficulty modifiers.
nerfmyexistence 27 Aug @ 10:00pm 
Hi, im playing a heavily modded (mainly class mods like odin blade and helaene, also enemy randomizer and more enemies mod.) but ive noticed the scale of combat from act 1 to 2 is little bit to intense for me. I had lots of fun in ACT1 and i combined the mod with double enemy spawn with random buffs. So it essentially spawns 2x the enemies and applies random buffs. This combined with ACT 1 is great and creates intense fights. However there is a massive spike in damage and armor between ACT 1 and ACT 2. Late Act 1 enemies go from taking 4-6 hits to kill a player and cumulative armor values between 500-1000. Early Act 2 enemies past the initial executioner magister battle however start out with base damages around 400-800 per attack rendering party members being one shot and cumulative armor values between 2k and 6k an example is the dog fight in the cemetery. For this fight I included some OP abilities i had banned myself from using because they trivialized fights in act 1.
nerfmyexistence 27 Aug @ 10:00pm 
With a lone wolf warrior with 150% life steal and 25 points in warfare and 5 points in two handed with a 100% crit chance and level 11 armor and my other enemy buffing mods disabled im still dying on turn 1 with 1000+ health aand 200 of each armor types. The dog its self has has roughly 3k cumulaitve armor and 1k health and is able to deal 800 damage after summoning a bone golem thats capable of dealing 1500 in one turn. The golem its self also has a cumulative armor value of 3500 with 1700 health. This is just to much for me and makes purchasing armor essentially useless because it becomes the equivalent of a naked no leveling dark souls run. Do you have an option available that is little less scaling that i can substitute for act 2 in the meantime while i wait to see wait act 3 and 4 are like?
ApathicAlpaca 21 Jun @ 2:27am 
Seems turning off the mod (for the first time) does not reduce enemy vitality. I checked in the same act, vitality stays the same. Is this only for 'loaded' mobs or all NPCs (even those you have not discovered yet)?

Question 2, about Conflux in general: Let's say I inspect a leve l5 magister knight. He has a ridiculous amount of armor, like 150 phys and 120 magic.
I can't figure out how this happens even with Conflux. Inspect says he has ~30 armor from equipment, then Strategist difficulty adds 70% to that.
OK, so we're at 50 armor so, not 150.
Is there a hidden multiplier in the mod that triples his armor value?
Or is this caused by injectors? Unfortunately I had turned them on (the normal ones, not sure about buff injector), now when I summon the Conflux NPC and turn them off, nothing changes, armor values stay the same.

Thanks for clarifying. I try to find some way to disable some enemy enhancements to continue my save, right now it's simply frustrating.
Xorn  [author] 11 Mar @ 7:10pm 
@Macharo
Heavy Enemies + In-Game Talent Injector is usually where I point players as a starting point. It's the intended difficulty. When I tried to make it part of the base game I got backlash. I guess players didn't want to pick Tactician instead for some reason. There are other options which work with Conflux like EUO2 (Discord only), Enemy Randomizer (the mod) and a few others.

I've thought about making Escapist more powerful. 3 charges instead of 2 and giving NPCs the Perseverance rank bonus. I don't want to kill CC though and end up with a Sustain + DPS meta instead. I want everything to be viable but I think in cases with high min/max players it's easier for them to rely on the CC + DPS tactic due to damage output.

I'm open to ideas on Discord.

Unfortunately I tried to make Heavy Enemies an in-game option with limited results. It works for single player by writing a json file but it only does this for the host of the game so it didn't work in multiplayer.
Macharo 11 Mar @ 1:48pm 
My friend and I have been enjoying a modded playthrough with Conflux and other mods. But even with this mod enabled, we've managed to overpower most of Act 2 and are nearing Act 3. While we really adore the armor scaling from strategist mode with 200% vitality increase atop of that, we soon realize all we have to do is to rapidly deplete either armor type and apply CC on every turn (pretty much Divinity)

I then tested with other difficulty mods, but the idea of flat % increase for armor/vitality seems off: You either get overwhelmed early game or overpowered in endgame. Plus those mods usually override Conflux's scaling property so mixing them together is not viable either.

Don't get me wrong, I love this balance mod and it's been a game-changer. Essential if you've been playing the game for quite a while and are looking for more thrilling challenges. And that got me thinking, is it possible to configure the scaling multiplier in armor, or even vitality in strategist mode?
Xorn  [author] 27 Jan @ 4:33pm 
@Мифолог
It goes after the main Conflux mod.
You can load and unload it once. It will not sync NPC HP loading a 2nd time if you're within the same Act. It will refresh once you change Acts though.
Mythologist 27 Jan @ 2:17am 
can you switch it on and off at one campaign?
Mythologist 27 Jan @ 2:01am 
mod load order please?