Divinity: Original Sin 2

Divinity: Original Sin 2

Not enough ratings
Epitomes of Conflict - Modded Weapon Encounters by Galgamos
   
Award
Favorite
Favorited
Unfavorite
Type: Add-on
Game Mode: Story
File Size
Posted
Updated
2.482 MB
2 Jul, 2023 @ 2:12pm
15 Jun @ 12:11pm
16 Change Notes ( view )

Subscribe to download
Epitomes of Conflict - Modded Weapon Encounters by Galgamos

In 1 collection by Galgamos Snowpaw
Galgamos' Rivellon
11 items
Description
Is the world of Rivellon not challenging enough for your taste?
Do you sometimes wish that there were some more powerful foes to face?

Come and meet the Epitomes of Conflict.
But something seems wrong about them...
7h3!r p0w3r !5 734r!ng 1n70 r341!7y !7531f
.... --- .-- / .-- .. .-.. .-.. / -.-- --- ..- / ..-. .- .-. . / .- --. .- .. -. ... - / ... --- -- . - .... .. -. --. / - .... .- - / .. ... / ... --- / -.-. .-.. --- ... . / - --- / .. -- -- --- .-. - .- .-.. .. - -.--


This mod adds five new boss encounters into the game's main campaign.

These new foes are supremely difficult to beat, but apart from a challenge, they also offer new runes, as well as skillbooks for powerful player variants of some of their signature skills.

To take them down, you will have to either wield immense power, or adjust to their combat mechanics.
Each encounter features completely new, unique skills and statuses that make destroying these Epitomes of Conflict a real challenge.
Four of these new foes are based off of archetypes introduced by the Four Elemental Warriors - Modded Weapon Classes by Galgamos.
The last is a true test of your power, and your ability to adapt and learn will be sorely tried.
Expect to fail a few times, until you understand how each foe functions, and how you can counter its actions.
If you wish to gain an understanding of what each foe expects you to do, then I highly recommend reading their unique status descriptions.



Location Spoilers:

The 1st Epitome awaits you behind the ruins of a prison tower on the island that holds Fort Joy.

The 2nd Epitome has been left in a now demon-ridden construction site, where the very soil of Reaper's Coast itself is deeply drenched in blood.

The 3rd Epitome rests in the flooded remains of a temple on the Nameless Isle. It came for a hunt. Will you be the hunter, or the prey?

The 4th Epitome has landed on a small beach by the conflict-ridden city of Arx. Its comrades are dead, but it will not relinquish its, or their duty.

The 5th Epitome awaits among the carnage that it wrought on the shores of Arx.



GM Mode:

The new enemies and skills added by this mod should be fully accessible to the GM. The bosses are saved as "Characters", and are in the "Enemy" category.

Be aware that the Coxswain and the Ascendant must be spawned with their respective dead allies in order to be feasibly killable.



Addendum

This mod is kept as light as possible.
It requires Four Elemental Warriors - Modded Weapon Classes by Galgamos in order to function. Without it, this mod will not function correctly.

If you see names and descriptions written in Leet and Morse, do not worry, this is intended, and not a bug.

While Norbyte's Script Extender is not required, I would still recommend using it for the overall improvements to stability and load times it offers.
This mod utilises many resources from within the vanilla game of D:OS2DE.
Should you install a mod that changes animations, visual effects (FX), or statuses, this mod will likely be affected as well.



Thanks

Lots of thanks to the nice people on the Larian Discord. Seriously, they're great, and very much willing to help. Special thanks go to Perceux for feedback on boss encounter concepts.
Another round of thanks to u//ChandlerBaggins on reddit, whose feedback gave me a reason to come up with an overhault for the 5th encounter.
Also, another big "Thank you" to LaughingLeader, who, yet again, helped me understand the behaviour scripting in the engine a bit better.
15 Comments
Dęąth Viper 28 Jul @ 2:52pm 
This mod is awesome! I appreciate all the hard work you put into it. Ive been looking into getting back into the modding gig and would appreciate a few tidbits of info on the divinity engine? I added you.
Billhaq "Grimboy" Saltzpyre 22 Apr @ 5:26am 
Your work here is a masterpiece in *optional* boss encounter design. You know those obscenely difficult optional bosses you find in JRPGs that usually require highly specific strategies? This is that implemented extremely well into D:OS2's combat. My party's modlist is a highly broken and unbalanced one, and I love that they finally had to think a little deeper and can't brute force their way through everything. We actually had to sleep mid-fight because it was already late at night and continue the Divine Ascendant battle the next day. My only criticism is that it can be a bit of a slog when the AI decides not to summon certain counters, and instead only wastes rounds with filler enemies.

Still, the first moment we saw that Orphan of Kos looking thing on the beach gazing towards the ocean with dead leviathan-class voidwoken around it? Unforgettable.
Thanks for the experience. There are not many mods like this that add encounters in a creative way.
2290892069 7 Sep, 2023 @ 9:34am 
I install this mod at ACT 2 so I didn't met the first Epitome. I will read the description carefully, but I'm not good at English, sometime I'm not sure if I misunderstand something, haha. Anyway, thanks a lot.
Galgamos Snowpaw  [author] 7 Sep, 2023 @ 9:16am 
@2290892069
The missing statuses is something that I can't change, sadly. As far as I know, there is a limit to how many instances of the same status are retained when the game is reloaded.

1. Yes, it will revive them again. The skill has a short cooldown, but a very high priority, so it will use it again.

2. Remember how it worked for the first Epitome? If not, try reading the phantasms' status descriptions.
The other summons work differently, but they don't interact with the recovery status. Again, try reading status descriptions. :)
2290892069 7 Sep, 2023 @ 8:57am 
Thanks! Status 8!r7h 0f a God works rightly now, but status !mp3rfxxxxxxxx still have a problem, if ASCENDENT suffered many of !mp3rfxxxxxxxx and I load the save at the middle of the battle, some of them were missing (not all of them).
About the battle I still have some questions:
1. Will ASCENDENT revive Epitomes again and again? Since one have to kill Epitomes to lower ASCENDENT's resistance.
2. Can you provide detailed conditions of ending the recover of ASCENDENT? I have killed PH4N745M41 and another summons(I forgot the name, It looks like a deer), but nothing happened to ASCENDENT, he still recovered all armor and health every turn, it that normal?
Galgamos Snowpaw  [author] 7 Sep, 2023 @ 7:17am 
@2290892069
I've looked into the statuses changing on reload, and I think I found what may have cause the issue. One of the Ascendant's scripts was missing a secondary "IF" condition. If it keeps happening, please tell me. Uploading the patch now.

As for killing it:
The Divine Ascendant has a combination of many of the mechanics of the other Epitomes. Counter the allies it revives and the phantasms it summons to lower its resistances and reduce its recovery.
These mechanics only work while it has the "8!r7h 0f a God" status.
It is an especially difficult encounter, and it is meant as a severe challenge. :)
2290892069 7 Sep, 2023 @ 3:01am 
How to defeat DVINITY ASCENDENT? 8!r7h 0f a God add 160% all resistance to him, even I killed the other four Epitomes, he still have 100% all resistance. Phantasm Shell recovers all armor and health every turn, it that mean that I have to kill him in one turn?
When I load a save from the middle of this battle, 8!r7h 0f a God and !mp3rf disappeared and status Ascendent showed up again, I don't know if it is a bug or it conflicts with other mods.
Galgamos Snowpaw  [author] 13 Aug, 2023 @ 7:12am 
@2290892069
There is another chance at their skills, but you cannot gain their runes again.
Alongside its unique loot, the 5th Epitome drops all four Source Skillbooks again.

The bosses are all carefully designed around the areas they appear in. Facing the 1st superboss with more skill options than in act 1 would be a very different fight.
Additionally, editing the campaign maps hasn't been possible since the "Relics of Rivellon" released. Unused spaces in the game are very rare. I wouldn't even know where to place them for repeat encounters.
2290892069 13 Aug, 2023 @ 5:54am 
I have tested and have found the reason. An old version (Language translated version) of Unique Loot Drop causes this problem, when I uses the newest version, all the drops are right.
I am so upset now, it feels like I have lost too much...Is there any chance to battle with them again, in Arx, with higher level of them and more challenging, just like GraveWalker Class did. Also it gives the second chance to those who have missed the boss in the first three Act, I think I may be a good idea. Thanks very much.
2290892069 13 Aug, 2023 @ 5:22am 
All of them, including Paradigms did not drops unique skill book from their own mod, but they drop their weapons, which is said can be obtained only by modder, i don't know why this happened.

One of my other mod (Gravity Magic beta 1.0) have the similar situation, boss in this mod drops the weapen that they should not drop, but they also drop their unqiue skill books, so I can ignore it.
Bosses in my another mod GraveWalker can drop all things correctly.

I have installed over 30 mods, but I have played most of them before, so they should be right.
But one mod is an exception, Unique Loot Drops, I suspect this mod is the reason for all this, I guess it changes the drop rules, and I haven't used it before, this is the first time.