Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Conflux - Combat Overhaul
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Update: 31 Aug @ 12:43pm

Hotfix: 1.09.703

- Changes-

- Shadow Clone no longer has the talent Wind Runner (Don't look at me like that). It now has 1m extra movement and double movement speed.
- Throwing Knife damage reduced to 95% from 105%.
- King of Terra's Physical toggle will no longer be removed when combat ends. Intended but it's now a proper toggle.
- Increase 1h / DW Wind Sheer radius to 3m from 2m.
- Managed to fit in an extra toy that didn't make the main patch.

- Fixes -

- Fixed Combat Reflexes not working for certain skills with no Override AP entry.
- Fixed a script race causing loss of AP for dual item equip using the toggle skill.
- Fixed Combat Reflexes flow issue where an immunity or miss/dodge check could cause it to not toggle, leaving the status application as secondary checks. The flow resets each combat unlike Equilibrium. I was trying not to add needless status clutter but some display seems needed.
- Combat Reflexes and Elemental Affinity are now blocked from being taken together in the UI.
- Fixed Elite Doom Status from not being removed when the owner dies.
- Lord of Endless Night's sword is now indestructible. First time for everything I guess.

Update: 29 Aug @ 9:39pm

Hotfix: 1.09.702

- Increase the global timer check for Soul Furnace elite to prevent chain explosions.
- Fixed heavy enemies level 1-6 inverse scaling from affecting origin characters.
- Added a small temp script to remove inverse scaling from origin characters already iterated.
- Fixed Elite Enemies difficulty from iterating twice on the same map it was enabled after reloading.

Update: 29 Aug @ 10:12am

Update: 28 Aug @ 10:00am

Patch: 1.09.70

NOTE: Existing saves must turn on then off the 8AP Giftbag to refresh Osi scripts no longer in use.

- New -

- Heavy Enemies Add-on is now base Strategist difficulty with each tier moving down one. If you need to pick a lower difficulty use LeaderLib or ePip to change the difficulty. The level 1-6 reverse HP curve is in effect for the core mod on all difficulties.

- New Difficulty Option - Elite Enemies. In most encounters one NPC will be rolled as an Elite. This is unlike most "Champions" or "Elites" in that they do not get any stat increase. Instead each posses a distinct and deadly mechanic that forces players to approach the encounter differently. Since each Elite uses custom mechanics this option should blend well with other randomization mods. Currently there are 10 Elite types, I'm shooting for 15-20. Script contains anti-trending logic.

- Combat Reflexes V2 - You dance through battle with fluid precision ignoring attacks of opportunity and swapping weapons without cost. After a melee hit, your next projectile Cripples, bypassing armour. After a projectile hit, your next melee attack Silences, also ignoring armour. Trigger both effects to gain Momentum, reducing AP cost of melee and projectile skills by 1 while increasing movement by 1m. (Not compatible with Elemental Affinity)

- Executioner V2 - You strike with ruthless precision, finishing the weak without mercy. Armour means nothing to a true killer, only the final blow matters. Gain 2 bonus Action Points once per turn after delivering a killing blow. All damage you deal to enemies at or below 20% Vitality is converted to Piercing Damage, bypassing both Physical and Magic Armour. (An Overhead visual will appear on enemies who are 20% or lower HP on an executioner's turn)

- Sadist Rework - Melee attacks draw strength from suffering dealing 10% Fire damage to Burning enemies, Poison damage to Poisoned and Physical damage to Bleeding. Striking characters afflicted by one of these DoT types applies its Conflux variant and extends the base status to its maximum duration. You lifesteal from all DoT damage you cause. When all three base effects fester together, your presence invites Infection.

- Living Armor V2 - Your armour echoes recovery, drawing strength from every spark of life you gain. Restores 25% of any vitality healing or recovery you receive into Magic Armour or Physical Armour. You can swap between armor restoration types at will.

- Exposed Giftbag talents to the game UI allowing players to pick them without using it. More importantly it allows me to add more without dependency. Some of them will not work right now since they're all in one script which I turned off. They'll likely be scripted over anyways.
- Magic Cycles has been replaced with Elementalist..
- Sadist is fixed and working. Thanks to Luxen for the copy pasta.

- Maintenance -

- Consolidated all Rune status effects into one function. 100 events are now one, resolving faster to reduce Hitlayer lag. Remove and Insert your runes.
- Added a Helper function to prevent NULL Character UUIDs passing from the game engine too early producing console errors.
- Added a Lua query for 'fake projectiles'. Some skill checks will resolve faster and can now be updated without purging a database.
- Added a Lua query for 'protected statuses'. Some status effects. Mostly talent based cannot be removed by skills.
- Replaced multiple 'No-Crit' checks with a unified Lua check. This is considerably faster which was needed for early HitLayers to resolve properly.
- Added a more robust overhead text function to directly interact with OHs. This allows style options. Scripted numbers will float like other types.
- Added a Lua based surface creation method for Smoke surfaces. This snaps to grid cells precisely unlike "FindValidPosition" which never actually worked.
- Updated a lot of harmless depreciated Lua syntax. Quite a few still at large. I'm doing this in chunks to insure changes still work.
- Updated all data files to insure no malformed syntax entries. There were a few, which can cause parsing issues.

- Changes -

- Opportunist has been changed. All effects are Cones. It will now consider either the initial CC source or applied CC source as a talent holder to produce it's effects unless the initial is an enemy, in which case it will default to applied source. This allows for turn order to be less restrictive. Having an Opportunist interacts with the entire group. Script has been sped up to accurately prevent duplicate damage instances.
- Wind Dancer has been changed. It now accumulates stacks every 1m instead of every 2m and each stack grants double values for damage and dodge however it now caps at 10 stacks. 20% more damage, 20% dodge and 10% Resist all. At 5+ stacks the talent now weapon strikes each enemy near you once per turn. Improved Status UI and removed shuffling.
- Boost Injector has been tweaked with less chance and lower scaling Constitution boosts. Additional rare boosts have been added such as 5% chance for -1SP costs / +1AP recovery on casters, 5 Ranks of Leadership / Perseverance on melee/defenders/rangers or +50% Crit Chance on Rogues.
- Divine Vigor's Aura will now restore it's owner per turn in addition to allies. Now also restores allies who enter the aura, once per turn.
- Elemental Ranger will now properly consider Torturer for status turns. It will also consider Blessed surfaces.
- Picture of Health no longer increase/decreases healing values. This was a bit of double dip for producing it's effects. Funny as it was for players to drop their pants when Demoralized, a player version of this status has been added which does not alter attributes.
- Perfectionist and What A Rush talents are high offenders for status shuffling. They have been updated with cleaner presentation.
- King of Storms will no longer cause Conductive with reflected Air damage.
- Updated Bryagh encounter with some interaction tweaks and eliminated the chance orbs could linger.
- Updated Sursia encounter Phase 2 to insure all duration statuses regardless of mods will be removed. She restocks arrows and Cataclysm damage doubled.
- Updated Twins encounter to no longer allow double clicking, revealing area setup. The area is more resilient to escape attempts.
- Empress of Anguish can no longer escape her area but neither can players. NPC version has been reduced to scaling -3 from -4.
- Added Piercing to NPC AvgLevelDamage Corrosive/Magic scaling. Damage reduced to 70% from 80%.
- NPC Healing curve no longer includes Lifesteal. Not much difference but wasn't intended.
- Conflux Unique items have had some of their stats and special abilities tweaked or improved.
- Two-Handed weapons can now roll up to +15% Accuracy from +10%.
- Bless updated to remove newer statuses such as Conductive and Demoralize.
- Rune status chance has been increase by 10% per tier. Mystical Frame Runes apply status for 3 turns from 2. Their Skill bonuses are changed to make more sense.
- Weakness status reduces damage by -50% from -40%.
- NPCs that have Elusive gain 5% less chance to dodge.
- Removed Shrouded display status from smoke. It should be easy enough to tell it's obscuring.
- Removed NPC overhead speech and gestures when seeing a player summon.

- Utmost Fury will now also cure the statuses it makes you immune to when used. Movement acceleration time increased.
- Last Rites can no longer Crit the user.
- Overpower cost reduced to 1SP from 2SP. CD increased to 5 from 3 turns.
- Mark of the Stalker will now remove the CharacterStat entry Reflect as well.
- Masked Healing Potions now reflect their Poison counterparts. Void Enriched is equivariant to Large Poison.
- Ifan's Soul Wolf Summon has been reduced in size and can now snap climb ladders.
- Cryogenic Stasis Heal value increased to 175% from 150%.
- Throwing Knife CD increased to 2 turns from 1. Totally not because of Combat Reflexes.
- Extravasate does roughly 50% more damage based on turns

Update: 17 May @ 9:39am

Hotfix: 1.09.71

- Changes -

- King of Storms will no longer increase Surface damage. Unlike Affliction Overload or Grenadier this passive effect felt detrimental much as beneficial. Player side threshold for cumulative damage uses the level leap variable. Starting at 25% until level 9, 30% until level 13 and 40% at level 14+. This should help the talent from being a bit rough earlier in the game.
- Picture of Health now uses the level leap variable. Starting at 38% healing, 35% then 25% at level 14+. This talent could be abused early game.

- Fixes -

- Fixed missing hit check for Berserk Assault Shout Cripple status.
- Fixed eating a leg to gain the old Poison Wave skill.
- Added a Sys flush for Call of Blades in case a game event prevents the skill from clearing properly.

Update: 6 May @ 12:00pm

HotFix: 1.09.7

-Changes-

- Converted No-HighGround script to Lua for faster handling. This is used for skills like Sabotage.
- Moved Bless up in layer detection to circumvent Game.Script interactions like changing Necrofire to Burning and Burning to Holy Fire. While not a bug this is not the intended role of Bless in Conflux as a "Fix my problem!" button.

-Fixed-

- Fixed UserVars for King of Storms bolts to save the owner of the talent instead of the character who caused the threshold limit.

Update: 23 Apr @ 11:11am

- Converted Osi Staff of Magus free AP interaction to Lua for better constraints and server/client sync.

Update: 22 Apr @ 4:43pm

Update: 22 Apr @ 12:25pm

Hotfix: 1.09.6910

- Fixed Hot swap sync issue with Staff of Magus global CD controller.
- Fixed missing visual for Conductive status.

Update: 21 Apr @ 3:43pm

Patch: 1.09.69

- New -

King of Storms V2 - Gain 15% Air Resistance and electrify any surface you move through or stand upon. You and your allies are immune to Shocked and Stunned effects from skills or surfaces under your control. You always deal 20% more damage with DoT and Surface effects. When an enemy is struck by Air damage, they become Conductive, accumulating DoT and Surface damage until a bolt of lightning crashes down upon them. Your Suffocation status now also reduces all elemental resistances by 5%.

King of Storms Bolt Details: Bolt deals 140% multiplier Air damage and will spread Shocked, Wet or Chilled status from the target to enemies within 4m who do not have those statuses. When combined with King of Flames instead the Bolt mutates, always applying Accelerant through defenses. This will not consume a turn of Burning or Necrofire. It will also spread Burning, Necrofire and Accelerant from the target to enemies within 4m who do not have those statuses.

-Changes-

- Created a function to determine custom Status.SourHandle surface owners. Specifically electrified ones which will be more dangerous.
- Forced Exchange AP cost reduced to 1 from 2.

-Fixes-

- Fixed the Hitlayer used to flag Knife throws for spark skills.
- Fixed Mark of the Fang bonus from adding the lifesteal value as well.
- Fixed King of Storms 15% Air Resistance from lingering after talent removal.
- Fixed a typo preventing Perseverance and NPC Brigand Maneuvers Overhead text from displaying correctly.