Divinity: Original Sin 2

Divinity: Original Sin 2

Inferni - Hell-bent Rogue Class
33 Comments
Gabrilos AI 8 Oct, 2018 @ 1:47pm 
Take your time man, good luck with everything mate!
Lost Crane  [author] 7 Oct, 2018 @ 1:22pm 
Hey all; I am working on preparing Inferni for the move to DE. My computer did not do very well to survive the cross-country move last month. I have the parts for my new PC in the mail, so bear with me a little longer and I promise I will have Inferni up and running for DE soon. I will try to do a port here shortly, but this PC now has quite a bit of trouble running the engine.
Unibot 1 Oct, 2018 @ 11:29am 
Please update for DE
Zeff 3 Sep, 2018 @ 3:50pm 
making this mod updated for DE? would love to keep playing this class :)
Gabrilos AI 7 Aug, 2018 @ 1:50pm 
Really ? Well that's lovely ! haha , thanks for answering man , have a nice day !
Lost Crane  [author] 6 Aug, 2018 @ 11:21pm 
Yes this is certainly possible. You could play both together. In fact, you could play both classes on a single character if desired.
Gabrilos AI 5 Aug, 2018 @ 1:57pm 
I'm not sure this was asked before, if so I'm sorry for asking again. I'm not very knowleadgeable
in regards to Class Mods but I'm currently using OdinBlade Umbra Class which also changes how rogues and their skills work . My doubt is , does both mods work together ? As in I wanted to have 2 rogues on my party , one with the Umbra behavior and the other with the Demonic style. Is that even possible ?
Lost Crane  [author] 26 Jul, 2018 @ 9:05am 
This script is what allowed me to make Hell Geysers. Now, I want to work on a few new devil exlusive skills that will ignite smoke clouds you are standing in, giving the player healing statuses from fire, and also removing the smoke barrier for you and your team. This will provide some much needed utility in that it will allow you to effectively manipulate when and where your smoke surfaces are and apply fire damage and fire healing to yourself or allies. I plan on working on a few new devil-exlusive abilities for this purpose. Hopefully that will add another facet to the gameplay that solves these issues for the player (sometimes). Please feel free to share your thoughts. I suggest trying out Hell Geysers and getting a good understanding of when you can use the ability to your advantage to remove smoke clouds from critical locations.
Lost Crane  [author] 26 Jul, 2018 @ 9:01am 
The second alternative was to create a dummy smoke cloud that is purely a visual effect; but I decided against this because I wanted to class to be a way to provide interesting utility to the fight and not just do massive damage. The smoke cover is truly an important aspect of the class design; it does however force you to play somewhat strategically with a team.

However, there is another option worth considering. I have been wanting to add some healing properties to the demon form itself, and I have come up with some ideas recently that I want to implement. I want to give the demon form even higher fire-resistence to allow for healing from burning conditions. In addition, I have recently figured out a behavior script that finally allows me to transform smoke clouds into fire clouds.
Lost Crane  [author] 26 Jul, 2018 @ 8:56am 
Hey Matthew; so there are a few problems with the idea. The way smoke clouds exist in divinity, they are hard-coded surfaces and there really isn't much change you can make to them. I cannot effectively code a blind into the surface cloud itself because of the fact that Osiris does not have an event for entering, leaving, or when a smoke cloud is created. What that means is the game can never check for these actions occuring in order to apply a status effect.

There are alternatives that I considered because of this, and ultimately decided not to go with for the following reasons.

The first alternative was making adding the blind status to the smoke cloud. There are a few reasons this was decided against. Smoke Clouds already have a blinding property innate so its redundant; additionally it unnecessarily changes smoke clouds for the whole game, and not just the smoke clouds created by Inferni.
DeadBoii 25 Jul, 2018 @ 5:27pm 
Hey! This is a pretty cool mod, it feels like you are a Ninja of the Hidden Mist! but Is there any way you could make a version of this that has Innate Devil Sight, and add some sort of Blinding effect to the smoke screens?
I tried using this class while playing with a friend and the Smoke Clouds are a huge detriment to team play with the vision blocking and the fact enemies can enter your smoke and not have any negative effects at all. maybe adding a Blind effect to the Smoke Screens so enemies cant just enter them and wreck you alone inside since this isnt really a tanky class, half the time I was in the smoke clouds getting hit really hard. Thanks!
Lost Crane  [author] 25 Jul, 2018 @ 3:28pm 
Firkin, thanks for the advice; I will try to add some more stuff; I have really been working on another class mod so I put this one on the backburner a bit but I still try to make changes as you guys mention them. Thanks for the comments guys.
Firkin 25 Jul, 2018 @ 1:53pm 
Mod description could really use some more intel (skill cost, balancing etc). Seeing pictures of the art and the skills would also be really nice.
WordBearer94 24 Jul, 2018 @ 6:38am 
Hey there, nice to see someone else do something demonic with the game. It was a missed opportunity with the developers and good work on the mod :)
Lost Crane  [author] 19 Jul, 2018 @ 12:31am 
I will say that I made the class as an archetype of rogue; however, I will consider making a seperate spear override add-on for you. :gearthumbsup:
Lord Nikon 18 Jul, 2018 @ 5:38pm 
I like this class but I would probably change the dagger requirement on some skills so I can use a spear.
Chance 3 Jul, 2018 @ 8:27pm 
neat ill give it a whirl then
Lost Crane  [author] 3 Jul, 2018 @ 7:57pm 
The trader is in fact located on the Lady Vengeant, so you can find him in act 2; look at the top level front crow nest, up the ladder near the front of the ship. You should see Zed standing up there near the mast. Let me know if you aren't seeing him there. I set him to Global, so I can script him on stage in the rest of the acts very soon.
Chance 2 Jul, 2018 @ 5:28pm 
Seems neat but needs a vendor on lady vengeance so people like myself can use joyless begginings mod and play the class without doing fort joy.
Lost Crane  [author] 2 Jul, 2018 @ 7:35am 
I am working on a couple trap-like abilities that have yet to be finished actually. I wanted an effective way to keep people in smoke, so I am working on caltrop and ball bearing trap abilities.
de Grizz 2 Jul, 2018 @ 4:53am 
very good job :steamhappy:
with this mod there is a feeling of playing for a ninja or an assassin.
lacks a couple of skills to set traps for full immersion as it was in games for D&D. :steammocking:
Plopp 30 Jun, 2018 @ 1:37pm 
A common location for trader past Act 1 is on the lady vengeance
Lost Crane  [author] 28 Jun, 2018 @ 7:44pm 
Hey Adi, I have not implemented a way to acquire the skills after Act 2 yet; mainly this is because I have not actually familiarized myself with the game past the bulk of Act 2. I wasn't sure where to put a trader in that regard. I can try to implement it somehow.
Adi 28 Jun, 2018 @ 3:52pm 
Is it possible to get this skills after Act 2? I`m on the Nameless Isle and there`s no trader on my ship. Thanks for the mod.
老白 27 Jun, 2018 @ 11:39pm 
这是什么鬼?这么恐怖
Brutal-V 27 Jun, 2018 @ 10:33am 
Thanks mate, this one is gonna be fun for sure :steamhappy:
Lost Crane  [author] 27 Jun, 2018 @ 10:16am 
Hey guys; the Inferni character creation preset is now available. This one is for you Brutal_V. Keep in mind that scoundrel 2 is required for the skills. Please enjoy!
Lost Crane  [author] 26 Jun, 2018 @ 11:19am 
Hey everyone! A few major changes just got implemented that will affect existing saves if you continue a file with this mod active. You may lose Smokescreen as a memorized ability because the data files were changed for that ability. Smokestep has now been split effect-wise. Smokescreen is now one of the split versions of Smokestep. One creates smoke surfaces after teleporting, the other teleports after creating surfaces. This gives you much more utility in terms of engages and disengages and how you want to play the class, heavily increasing the mobility available for pure scoundrels.

Without A Trace is the new invisibility spell that players will have to relearn in existing saves.
Lost Crane  [author] 25 Jun, 2018 @ 3:25am 
I will consider changing up the skill requirements for some of the abilities today and adding a preset for character creation. Currently, the only skills I see viable for character creation are Smokescreen and Smokestep. I may consider dropping their requirements to 2, which would mean you can only take those skills if you spec purely into scoundrel in character creation, or you start with lone wolf.

The incentive to take Pyrokinetics is intentional. I completely intend to add skills that ignite smoke cloud surfaces and add fire damage to the class. However, I can see your point on purely smoke based skills. I will consider making some revisions.
Brutal-V 25 Jun, 2018 @ 2:45am 
Being able choose the skills in the character creation screen whould be nice I think. But in order to do so, you should also consider removing at least some of the "mixed" skill requirements. As far as I am concerned, you can basically make most of the skill require just the scoundrel skill.
Lost Crane  [author] 24 Jun, 2018 @ 7:51am 
Hey everyone, I have added 2 new abilities. I still haven't tested them outside of the engine. Let me know if you have any problems.
Lost Crane  [author] 23 Jun, 2018 @ 5:37pm 
Hey guys, Sorry to all my previous subscribers; this mod has been reposted and is now ready to play. I have done some more initial playtesting and this time I have effectively been able to remove the bug. Let me know if you experience any problems or compatibility issues. So far I have played with quite a few other mods with no issues like before.

Thanks to everyone for checking out my mod, and enjoy!
♥ Tkiebs ♥ 23 Jun, 2018 @ 3:02pm 
OMG I LUB