Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Conflux - Combat Overhaul
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Update: 2 Jul, 2020 @ 9:55pm

V1.04 Patch Notes:
- Fixed The Pawn Initiative bonus from dropping intermittently it will now stick at all times.
- A few extra statuses have been added to Affliction Overload.
- Added Death Knight redundancy flag checks to help prevent flag sticking on character/summon death.
- Fixed Miasma Spire from auto-targeting bodies.
- Fixed Imbue Elements from bypassing Armor on certain Conflux attempt conditions. This skill does not directly create Conflux statuses but instead attempts to create them by applying the secondary status needed for free. Proliferate is the one exception due to global mechanics. Also Added a 500ms CD for multihit skills.
- Traps now have a Peace Mode maximum deploy limit of 3 normal or 1 Mass Traps before being set on a 60 second CD. This has no effect on combat.
- Synced Visuals and Damage of Purifying Blaze and Death Knight's Necrotic Blast.
- Added extra in-game description to Accelerant & Congeal statuses defining that each can remove the other.
- Accelerant no longer makes enemies immune to Stun.
- Witchfire will now apply it's Slow status through Magic Armor if a target is suffering from Bleeding or Proliferate.
- Fixed Cinder Blitz description to correctly state that it applies Shock. Each Lightning strike is now single target.
- Smoothed out Resistances on some specific character templates mostly dealing with fire and water.
- Divine Vigor has been re-scripted to work on a character to character basis but will still respond to AoE healing skills to or from the Talent holder. Aura Radius increased to 5m.
- Fixed Funneling Aegis from providing any healing/buff unless an enemy is part of targeting the skill.
- Fixed Leech Talent from not responding to surface transformations from water/blood to Electrified versions. This works differently than creating surfaces so an extra "ping" code was added to eat the surface before it can cause harm.
- Fixed Freezing Touch not creating a frozen surface without a target.
- Holy Hand Grenade 1, 2, 5! healing increased further to 125% from 100%.
- Surface Cell for absorbed surfaces has been reverted from 8 to 10 due to some changes in surface absorb skills to make them more useful. Oily Carapace is getting some use but not so much Cryotherapy. The Leech Talent restore values have been increased by 20% to compensate.
- Cryotherapy will now Absorb Water-type surfaces for Vitality or Frozen-type surfaces for Magic Armor Healing value for surface type is qualifier 300 from 400.
- Oily Carapace now also grants immunity to Acid in addition to Slow for 2 turns.
- Immolation has been made a separate skill for future compatibility. If any mod changes the Bleedfire skill this originally was you can find the stand-alone version at any Pyro vendor lvl 4+.
- Wind Up Toy Bomber's base scaling Crit bonus reduced to 4% from 5%. 56% at lvl 20.
- Death Knight reduced to lvl 9 requirement so players can have fun with this new summon sooner. Death Coil Reduced to 4 turn CD from 5. SP Cost increased to 2 from 1 and the Summon has been renamed "Lord of Endless Night".
- Vitrification debuff reduced to 5% increased damage taken from 10%.
- Nullify is now a single target instead of 2m AoE.
- A certain Unique elemental sword now does Avg Level damage to better balance between specializations.
- Grenadier Talent Crafting bonus yield increased by about 4x.
- Arsenal's Vigor Rune now also prevents illness related afflictions if the rune reduced an effect to less than 1 turn.

- Ice King Talent V.2 with new mechanics. Characters will still passively emit an aura and create frozen surfaces as they walk. Talent holders also remain Immune to Frozen and Slipping. Enemies within the Aura can be Chilled through Magic Armor though not Frozen until Magic Armor is depleted. Active use of Icy Rebuke will remove Chill from all nearby characters and use it to increase the Ice Nova damage it produces.
- Two Kings United. Part of Ice King V2 comes better synergy with Fire King. When both Talents are taken Proliferate status applications will explode in a 2m Radius. Rimefire becomes Empowered Rimefire offering double values of -20% Fire and -20% Water resists. Chill will remain instead of being consumed by Proliferate and finally Fire King's Wrath's intensity on enemies will directly increase the damage of exploding Proliferate procs up to 150%.
- Both King Talent Active skill UIs have been polished giving better in-game explanation of their passive and active effects.

Update: 24 Jun, 2020 @ 2:13pm

V1.03 Patch Notes:
- Fixed Merging of Damage types when using Runic Hammer on weapons with a non-itemized boost like ones granted by Poison Barrels.
- Fixed the status order of Vitrify so it will attempt to apply Proliferate for 3 turns if the caster has Torturer and otherwise default 2 turns while also improving it's synergy with Imbue Elements.
- Fixed multiple hits of Improved Opportunist attacks from removing more than 1 AP per provoke.
- Fixed Mirage Arrow Clone from gaining Lone Wolf +2AP bonus on it's first turn even though the talent is removed when summoned.
- Fixed Conjure Death Knight not responding with objects targeted on the Summon portion of the skill.
- Summon leashing range reduced to 150m from 500m.
- Dismiss Summon Skill now mentions it's one of the many triggers which cause leashing and it's range is 50m for QoL manual use.
- Fixed Treasure table typo for Mass Poison / Frost Traps.
- New Act 4 Unique encounter has been given a more prominent hint for one of the mechanics.
- Divine Vigor will now respond to the duration ending for Cryogenic Stasis though unlike normal interaction this only functions if the caster used the skill or was the target of the skill. The interaction is intended to improve Stasis' potency as a panic button by granting the boon after the fact.
- A certain Unique item will now react differently if it's user has a certain talent allowing full value of it's scripted benefits.
- Status cures for Vanilla skills have been converted to 100% scripted actions. They were originally about 50% scripted anyways for Conflux status cures but now they will cure intended statuses regardless of the mods being used.

- Odinblade Necro, Umbra, Spectre, Aero, Hydro and Geo Class Overhauls have been integrated into the Conflux Talents and will now react apropriatley. Please let me know if any of the Conflux Talents are not responding to a status or healing effect from these overhauls and it will be fixed. Also keep in mind Divine Vigor is specific to "Healing Skills" not healing effects ie Cleanse Wounds.
- Odinblade statuses have been integrated into cure skills. Previously there were no cures for various status effects but that is no longer the case. Some of this is future proofing as enemies need to be allowed a chance to remove and recover from status effects. This does not consider "Class Mechanic" statuses.
- "Class Mechanics" from Odinblade mods will for now be ignored by Conflux Talents and Cure skills. Things such as Spectre's Agony, Aero's Conductive or Hydro's Hypothermia. One reason for this is to preserve the intended function of these overhauls and another is simply because there are too many statuses applied in a single skill and it heavily reduces the value of defensive Talents.

Update: 19 Jun, 2020 @ 7:15am

Hot Fix: V 1.02a
-Fixed a typo in Combat Reflexes preventing the swap function from working on off-hand weapons.
Sorry for the back to back updates.

Update: 18 Jun, 2020 @ 7:15pm

V1.02 Patch Notes:
- Combat Reflexes Talent has been entirely re-scripted. It now responds to slot type instead of item type to improve compatibility with mods that add new weapon types. It also uses Preset One, Preset Two with a single Swap skill. Previously the script method used to toggle the swap skill added an unnecessary skill to the Talent and would only check for the first instance of the Swap skill on the player's hotbar to toggle. Now it will check all hotbar slots and change them accordingly allowing the Toggle function to sync properly when set on different hotbars. The talent will also no longer grant AP. It is recommended players currently using this talent remove it, exit the mirror and then add it again to insure the new script is kick started.
- Fixed a small line of sight issue if players tried to take a certain unique encounter fishing.
- Fixed a certain Unique encounter in Act3 from not cleaning up after itself.
- Peace of Mind Accuracy Bonus reduced to +15% from +20%.
- Far Sight Accuracy Bonus increased to +20% from +15%.
- Using Teleport Pyramids now costs 3 AP but will disorient it's user for 6 seconds. If the character engages in combat during this period they will suffer -3AP for their first turn.
- Trap skills have been given a complete overhaul with quite a bit of scripting to help them function as intended. Traps will now do less damage when detonated manually. This method will still give them skill bonus, crit, ect of the character who caused the detonation as before but also allow the option for an alternate method using their Proximity detonation for higher base damage without skill / crit interaction. Traps gain diminished bonuses when detonated by a Summon. Roughly 30% of a summons total damage bonus is applied to manual detonation since this method is hardly to be discouraged. In testing on a lvl 16 base-line character with 10 Geo Vs a Buffed + SuperCharged Incarnate the damage difference for non-crit was ~210 for the character and ~265 for the Incarnate and Trap Proximity detonation was ~400 damage. The Tooltip for traps will now state it's manual detonation damage instead of it's proximity damage.
- Added New Unique encounter to Act 4 with a new scripted Unique item. This encounter replaces the beloved Lizard Revenant fight and can be done regardless if the player has already completed the old encounter. Just walk around a bit...
- Elusive Dodge will no longer function when the character is hard CC'd.
- Brigand's Manuver's Skull Cracker will no longer cause Confusion as this mostly just works for the AI using the status on players.
- Ice Lance damage increased to 100% Water damage from 90%.
- Hail Strike damage increased to 45% damage per shard from 40% impact radius increased to 2m and new visual impact added to better emphasis this.
- Meteor Shower explosion radius increased to 4m. Target Radius reduced to 5m. This will roughly double it's avg hit rate. This change is for players only.


- Odinblade's Umbra and Necro Mods cleared for compatibility though note load order will matter with the Necro mod as we both changed some vanilla skills in different ways. Personally I like some of their changes more but in case of Necro -%Vitality is a much heavier cost in Conflux as well. Grab LL's Mod Manager to change mod loading order and place Odinblades on the lower list thus taking priority.
- Odinblade's Aero Overhaul cleared for compatibility. Evasive and Elusive Aura are being intercepted to apply +50% Dodge instead of 90% for this mod though the UI does not yet reflect this. Overall this one has a good amount of power creep and undoes some balance changes.

- Started working on an OdinBlade Conflux Conversion Add-on. This is a seperate mod which would be loaded with priority to allow Odinblade mods to display changed values correctly in the UI and will re-alter some vanilla skills that are simply too powerful in Conflux. "Close enough" is the best I can promise on balance with such a ridiculous number of skill options.

Update: 11 Jun, 2020 @ 2:43pm

v1.01 Patch Notes:

- Added a Lua script which allows fully scripted skills such as Conjure Death Knight and Pact of Shadows to properly display their Vitality loss and gains in format and color. Previously this could only be done without text formatting.
- Failsafe prompt after Character Creation has been added in case a player picks an Innate talent. The talent point will now be refunded with an explanation.
- Fixed Menu UI Honor mode still mentioning Tactician instead of Strategist.
- Added all Languages.xml to the mod. These are currently in English but players can enjoy the game in their native language otherwise.
- Arcanist's Source Phylactery and Overload skills now have their own Icons

Remember to re-enable the mod in the game menus after any version update.

Update: 8 Jun, 2020 @ 10:14pm