Divinity: Original Sin 2

Divinity: Original Sin 2

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Roguelike Arena
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Game Mode: Story
Tags: Maps
File Size
Posted
Updated
102.839 MB
25 May @ 5:17am
11 Jul @ 11:43am
3 Change Notes ( view )

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Roguelike Arena

Description
Roguelike Arena is a level 1-35 adventure module centered on intense, dynamically generated combat arenas. Face progressively tougher encounters, experiment with different character builds, and enjoy high replayability. Whether solo or with friends, this module offers a challenging and rewarding experience with scaling difficulty and extensive preparation options in a comprehensive lobby. Ready up, enter the arena, and see how far you can go!

Feature Highlight
The Arena
The concept is simple: ready up in the lobby, enter the arena through the portal, then either come out victorious or die. After clearing an arena, take your rewards and return to the lobby. Keep repeating this process, facing progressively more difficult encounters. At the same time, become stronger and unlock new stuff in the lobby.

Honour mode is an excellent choice for this module, but there are several systems in place to make it fun and interesting for all kinds of players, regardless of difficulty. Just keep in mind that the primary focus is on combat, so some abilities and talents may be less or not useful at all.

Dynamic Encounters
The mod got its name from using systems similar to those seen in other roguelike and roguelite games. Although dynamic content generation possibilities are fairly limited in the game's modding scheme, this mod makes use of recycling and altering the same assets to create a replica of procedural generation. This means that the elements you'll see are more or less random but unique enough to offer high replay value.

Progression
The adventure starts at level 1 and goes all the way up to level 35. You start with some basic gear and need to clear out arenas to level up, gather loot and unlock new stuff. At some point, you may decide to end the run or keep going. The adventure has no limits other than the game's hard-coded max level, but even then you may keep playing if you are having fun.

The progression in this adventure is significantly faster than in the main campaign due to the lack of story and exploration. You can even skip some of the earlier levels if you find them slow or want to jump straight into the more challenging parts. This makes it easy to experiment with different character builds and party compositions while still pushing you to improve and iterate.

Difficulty Scaling
Encounter difficulty scales based on the number of player characters and takes the lone-wolf talent into consideration. This means that the amount of enemies you face and the rewards you get depend on how many characters are in your party and whether or not they have lone-wolf. The scaling is completely dynamic, so it works even if you change your party mid-game and for party sizes larger than 4 if you have a mod that increases the size limit.

The Lobby
The module has a lobby region that serves a similar purpose to what the Lady Vengeance does in the main campaign: this is where you can barter, craft, respec, etc. There are also a few custom features like the Equipment Statue that allows you to level up your equipment for a fee, the Chest of Fortune where you can gamble for high quality items, the Recruitment Board where you can obtain customizable companions, the Scoreboard that keeps track of your accomplishments, and a few more. Explore the lobby and check the journal as you progress to see what's available.

Features
Arena
  • 74 enemy templates that can potentially spawn
  • 4 enemy factions: Blackring, Magister, Paladin, Undead
  • 3 tiers of enemies, with higher tiers being stronger but less frequent
  • 249 non-source and 74 source skills that enemies can use depending on their archetype and faction
  • 7 arenas, each with a unique layout and environment
  • 6 environmental events that incentivize positioning and awareness, such as meteor showers and hazardous surfaces
  • 7 combat music, one randomly selected for each battle based on encounter intensity
  • Built-in difficulty scaling based on the number of player characters
  • Progressively harder encounters using random number generation algorithms to keep you on your toes
  • Reward chest after each battle with potentially loads of items
  • Dynamic arena cleanup to start each battle in a fresh state
  • Automatic level-up after every few battles

Lobby
  • Optional mutators to make battles artificially more difficult
  • Ability to level up your equipment for a price to keep using them
  • Customized companion recruitment to build your dream party
  • Ability to gamble away your money potentially for rare and unique items
  • Traders that sell all kinds of levelled items and restock each time you level up
  • Scoreboard that keeps track of your accomplishments, such as kills and arenas cleared
  • A training dummy that you can use to skip some of the earlier levels if you wish
  • Toggleable quick progression mode for those who want to level up faster
  • Magic mirror to respec and customize character appearance at any time
  • An entrance you can use to gracefully end the run at high level

General
  • 130 unique items that you can collect throughout your journey
  • Support for both singleplayer and multiplayer
  • No soft level cap, allowing you to reach level 35
  • No loading screens other than when loading the campaign
  • Journal entries about the most notable features
  • Access to both Bless and Curse
  • And some other less noteworthy features you'll likely come across...

Technical
How to Play
Subscribe to the addon, launch the game and start a new story. You should see a dropdown where you can select Roguelike Arena as the adventure. If there's no dropdown, make sure the mod is correctly installed. You can play both singleplayer and multiplayer. Once the map is loaded, start exploring by yourself or check the journal and follow the instructions. There are several journal entries and dialogs that will help you understand the mod's features.

Compatibility
The mod was designed with compatibility in mind. Most other mods should work without additional patches, but keep in mind that depending on their specifics, they may or may not take effect. For example, a mod that adds a new NPC to Fort Joy will obviously do nothing here, but one that changes certain treasure tables or specific items like the bedroll should work here as well.

The following mods contain/require an additional compatibility patch to work properly:

Feedback
Due to the complexity of the mod, it's possible that there are some bugs despite thoroughly testing it multiple times. In case you find an issue, please report it to me through this page or message me directly. I take fixing bugs with high priority because I want to make the experience as smooth as possible.

If there's a mod compatibility issue or concern, you can also leave a message here or find me in private, but it's a complex topic that I may or may not be able to resolve. Criticism, suggestions and general feedback are all welcome. I already have plans for potential future updates, but your feedback and ideas are appreciated nonetheless.
Popular Discussions View All (2)
0
17 Jun @ 12:25pm
PINNED: FAQ, Issues, and Suggestions
Bonesnake
0
16 Jun @ 1:03am
PINNED: Loading Issues and Potential Workaround
Bonesnake
129 Comments
Bonesnake  [author] 11 Jul @ 10:29am 
Sorry I'm not really familiar with mod extracting, but AFAIK you also need the editor files, which are not extracted. Could that be the case?
oinko sploinko 11 Jul @ 8:37am 
Was going good up until I tried to extract and turn the mod back into a project, can't get DE2 to recognize the files despite having the directories set up according to a guide. Help could be good
Bonesnake  [author] 10 Jul @ 9:55pm 
Not at all. Let me know if you need some help with that.
oinko sploinko 10 Jul @ 5:19pm 
If you don't intend on adding Weapons Expanded support, would you mind me making a patch that adds the NPCs?
oinko sploinko 10 Jul @ 12:14pm 
But yeah faster levels would be really nice, i dont have 8+ hours for a decent run rip
oinko sploinko 10 Jul @ 10:36am 
I. Love. This.
MarvinEhre 8 Jul @ 7:19am 
Ah, found it, thanks.
Bonesnake  [author] 8 Jul @ 7:13am 
You can interact with a special dummy to bring up a dialog where you can select what level you want to level up to. This also gives you some gold and increases enemy level accordingly, but you can only do this once and before you enter the arena. There's a journal entry about the feature and it's also marked on the map.
MarvinEhre 8 Jul @ 7:02am 
Sorry to ask, but how exactly does the level increase witrh the dummies work/go?
Bonesnake  [author] 7 Jul @ 9:58pm 
Hey there, thanks for playing and for sharing your takeaways!

Currently it should be anywhere between half an hour and 2 hours per level. However, I'm adding a toggle in the next update that will allow players to have fewer battles per level if they wish. You can also actually start at higher level if you use one of the training dummies in the lobby before you enter the arena. It lets you level up to either level 4 or 9.

There's no one specific target difficulty since the game handles the difference between them automatically. The focus is to be on par with the main campaign's, but there are a few key factors there that can heavily influence combat difficulty, such as sneaking.

I'm already working on adding periodical arena objectives to make things more complex and interesting, but there are many things to consider and I'm working on other projects as well, so I'm not sure when it'll be available. Regardless, great suggestion!