Divinity: Original Sin 2

Divinity: Original Sin 2

Inferni - Hell-bent Rogue Class [DE]
47 Comments
Mareb 5 Jun, 2023 @ 9:53pm 
I know i'm late into the party, but I love your mod. Could I ask for one thing though? I've playing this and I would love this class to be the same but around water-ice damage. It will fit him perfectly. Maybe It's not that much trouble if you add a patch with that?
Lost Crane  [author] 26 Jan, 2021 @ 10:32am 
Sitting outside of fort joy, at a campfire, near Beast
Infinity Squidward 23 Jan, 2021 @ 11:02pm 
Maybe im just dumb but where exactly is the vendor at fort joy?
Lost Crane  [author] 27 Oct, 2020 @ 9:25pm 
Hey Dolphin, I haven't played DOS2 in a very long while, but I will certainly update it if you find any bugs. LMK!
DolphinLord 25 Oct, 2020 @ 8:27pm 
Really great mod man, hope you are still updating it. I'm gonna try it out later today
Lost Crane  [author] 27 May, 2020 @ 9:26am 
Darkness has been given a bit of transparency at 7.5%. I still wanted this skill to be difficult to see into, but I did want it to function in such a way that it's not a complete annoyance for everyone involved too. Expect Darkness to undergo further changes.
Bonking Horse 21 May, 2020 @ 12:18pm 
A promising mod - gotta try it asap. Thanks for sharing :)
Lost Crane  [author] 21 May, 2020 @ 10:30am 
I also added a DE weapon override mod, if anyone is interested in playing spears, swords, or hammers with Inferni.
Lost Crane  [author] 21 May, 2020 @ 9:58am 
I figured out the issue; because I had to republish this from scratch, I forgot I needed to set gamescripts in the project settings. Should be fixed now.
Lost Crane  [author] 21 May, 2020 @ 7:57am 
Hey Amon; By design I wanted Darkness to be inherently difficult to see inside, That said, I can potentially look into adding some transparency.

Thanks for the report on Hell Geysers. I will double check the scripting.
Amon 21 May, 2020 @ 6:18am 
Hey, reporting a bug (Maybe) and a request.

1 - Don't know if it's just me, but the skill Hell Geysers does not work anymore.

2 - To see any character inside the dome created by Darkness, i have to full zoom in the visual, this makes any camera adjustment really tricky. Any way to make the dome more transparent? Ther's totally no vision from outside.

Thx for your work
Lost Crane  [author] 19 May, 2020 @ 8:52pm 
Hello all. I pushed an update tonight. I had to completely restructure my pak from an old backup, so I lost a lot of progress. Please let me know if anything is bugged or no longer working. Any help would be appreciated.
Lost Crane  [author] 18 May, 2020 @ 10:36am 
I'll keep you guys updated for sure. I have done well, I think to balance it at low levels and mid game. There are a few skills which I may need to give a slight nerf to. The hellhound fireball scales a bit too well. I want to add some inherent damage to Hurl Through Hell, and I did notice some coding errors when I looked at it, so I will have to test that a bit more.

Amon, I don't necessarily think warfare is needed to make the class effective. I have noticed however that the class does have some difficulty specializing in everything that it needs, so I may lower some requirements for the skillbooks a bit. I will make some tweaks.
Amon 18 May, 2020 @ 7:37am 
Thx for reply Lost Crane. I'm still testing it, feels fun and quite balanced at low levels. Still don't know how it will be in mid/late game.
just one consideration: if i didn' misunderstand the mechanics, the class rely on Scoundrel and Warfare for phisical damage, Pyro for fire damage and summoning for hellhound. Without Lone Wolf, you can maximize 2 skill tree. I'm currently playing a 2 players run, so no issue for me, but i wonder how it is a full party.
Good job here and good luck with your other mod :)
Shimazu 18 May, 2020 @ 3:46am 
Nice to see that even months after you still care about the mod ! ;-) tell us when you update!
Lost Crane  [author] 17 May, 2020 @ 2:19pm 
Shimazu, I did end up checking into the comments you posted last night actually. It seems the coding isn't working as it was initially intended. Definitely have to rework this skill. Thank you for pointing it out.
Lost Crane  [author] 17 May, 2020 @ 1:44pm 
Amon, it's a little bit on the backburner for another mod I am working on, but if you have bugs or suggestions that should be addressed, please let me know.
Amon 16 May, 2020 @ 4:01pm 
Is this still in develpment or is it abandoned?
Shimazu 11 Oct, 2019 @ 1:33pm 
My thanks man Keep in touch.
Lost Crane  [author] 10 Oct, 2019 @ 12:23pm 
@Mazek33n This sounds like a bug; I will have to look into it. It seems to me like the coding isn't working as intended. I have not been on my computer in a very long time, but I am starting to get into DOS2 again recently so I will do some checking for you.
Shimazu 13 Jun, 2019 @ 7:43am 
To be fair could you boost the Source spells too ? The hellish source spell is ok, but for one source you just send them to hell (normally for 2 turns, they oftenly come back after 1 for some reason, while i am stuck in hell one more turn + the 3rd i can't do shit as i reappear it skips my turn) the damage is very low and the only good side is taking someone whatever boss it is.
But on the other side as a source spell it's pretty meh. A little boost would be better.
Shimazu 12 Jun, 2019 @ 10:22am 
I love this class mixed with Umbra and Odinblade's classes. Fits so nice.
Could you though buff the smoke damage and the general damage of the spells as they feel weak to me even at 10 pyro/10 scoundrel or I am missing something or they don't scale ? I'm unsure.
I love to throw people to hell with friends while they manage the rest while I take the boss away and the fight gets different then.
Lost Crane  [author] 15 May, 2019 @ 1:30am 
Honestly, my DOS2 modding has really taken a backseat to other games and life stuff recently. I have not taken an effort to dive back into modding since DE released. I feel bad considering the sheer time I devoted to Engineer but Idk when I will ever finish it at this point and it’s got way to many problems that need fixing. DE broke quite a few physics mechanics and scripting workarounds I was using.
jack_gf7 7 May, 2019 @ 1:32am 
How is that engineer coming along?
Lost Crane  [author] 30 Jan, 2019 @ 2:17pm 
Thanks jaydynamite! Glad you like it!
jaydynamite 30 Jan, 2019 @ 12:47pm 
@Lost Crane Amazing mod. Found the vendor in the opening town as soon as you enter Arx. Well done!
Lost Crane  [author] 28 Jan, 2019 @ 2:30pm 
On the same token, Inferni isn't my only class mod. I have spent significantly more hours creating Engineer; it just hasn't been released because Engineer is a much more cumbersome challenge that required creating countless new 3D models, painting them, and messing around with scripting mechanics that noone has thought of yet.
Lost Crane  [author] 28 Jan, 2019 @ 2:27pm 
I enjoy modding more than playing. It's not really that strange. There's a significant difference between enjoying a game and wanting to create cool content. Not saying I don't enjoy playing; finding a consistent group is an incredible challenge, and I don't enjoy playing solo.
In a Haze 28 Jan, 2019 @ 12:35pm 
@Stick. I was gonna say the same thing. XD
Lost Crane  [author] 27 Jan, 2019 @ 4:11pm 
Skill trader added to Arx. I honestly have never gotten to Arx before so I honestly can't describe the location. I added a picture for visual reference. Sorry guys!

Hellstorm Daggers receives major nerf. The high damage and no cooldown was accidental. Apologies for the oversights. Please let me know if the skill needs more balance tweeks, as this ability still needs more reworking.
Lost Crane  [author] 27 Jan, 2019 @ 3:10pm 
@Lost_soul: It would not be possible to allow characters to see through smoke. Smoke is hard-coded by Larian. I could make dummy smoke but I purposefully chose not to go that route as it would make the entire class identity much different imo.

As for Cauterazors, I absolutely think you are using the ability wrong. The idea behind Cauterazors is to give you the ability to execute and then punish enemies that have low magical armor or negative resistance to fire damage. Additionally it adds versatility to the rogue to allow you to assist allies in cc'ing by taking out enemy magic armor. It isn't meant to be toggleable. It's absolutely a playstyle mechanic you are forced to play around.
Lost Crane  [author] 27 Jan, 2019 @ 3:04pm 
I'll add the guy for arx
Lost Crane  [author] 27 Jan, 2019 @ 3:03pm 
Awkward. I forgot to add the cooldown after testing. Thanks for the comment lost soul. That was completely my mistake.
jaydynamite 27 Jan, 2019 @ 11:51am 
@Lost Crane...other modders use the main city for vendor placement.
jaydynamite 27 Jan, 2019 @ 11:50am 
@Lost Crane...could we please have this mod available for Act 4 (Arx). I really want to try this mod out. Thanks!
lost_soul 27 Jan, 2019 @ 5:59am 
Couid you have a spell that turned your normal attacks into fire attacks for a few rounds (but then could you have the option of turning it off in case you need to do physical dmg)
lost_soul 27 Jan, 2019 @ 5:57am 
Also with the see in darkness skill.. maybe this will make it even more OP but i thouight i could use it to see through smoke clouds but it didnt work that way. With Cauterize it is a very interesting idea and game mechanic.. hard to code?..but you start with physical dmg then do magic dmg for the next 2 rounds, splitting the dmg is left effective (particularly against one opponent). So ive stopped using cauterize (maybe im not using it correctly)
lost_soul 27 Jan, 2019 @ 5:52am 
Hi Lost Crane, thanks for your comments. Im lvl 12 now. Hellstorm Daggers- too much dmg, 12 daggers doing 115+ each for magic dmg? With no cool down. you can do it twice per turn (lone wolf, adrenalin etc) for >2000 dmg at lvl ~10. Is it meant to be that good (i guest linked to high scoundral requirement). Been fun though!
Luna Starfrost 27 Jan, 2019 @ 5:44am 
Can you please put a cheat chest on the beach of fort joy, because then I will be a happy person. ':>
Lost Crane  [author] 27 Jan, 2019 @ 5:02am 
My best example of this is with Darkness. Initially, Laughing Leader and I debated, or speculated moreso, that enemies probably wouldn't use the Darkness for cover because even though they see invisibility as a positive flag, they don't necessarily see blindness as being frivilous enough not to override the benefit of invis. To my pleasant surprise in testing, enemies actually PREFERRED to go into the bubble, sometimes making the entire enemy team group into it.
Lost Crane  [author] 27 Jan, 2019 @ 5:00am 
It's worth mentioning that smoke is completely hard-coded by Larian. What I mean to say is that the way smoke clouds, and more specifically the smoke clouds in this mod, are just basic mechanics that Larian designed. The way they work can't and hasn't been changed by me; if you experience issues targetting inside smoke or hitting enemies, that is a mechanic coded by Larian and was the intent of smoke clouds.

Keeping this in mind, understand that the point of this class is to provide unique obstacles in combat that, if used correctly, can provide cover for allies or yourself, as well as to enemies. Smoke is a universal cover; expect AI to use them accordingly.
Lost Crane  [author] 27 Jan, 2019 @ 3:51am 
The devil form buffs can probably change a bit; I am still working on the design but it is a very slight damage buff with the guaranteed critical. Additionally, it gives haste and dodge chance inside smoke. So if this isn’t working as intended let me know but you are supposed to want devil form in hard fights to give you survivability inside your own smoke.
Lost Crane  [author] 27 Jan, 2019 @ 3:48am 
Hey lost soul thanks for the comments. The Hell Geysers weren’t intended to do a lot of damage. The idea behind that skill is too clear out smoke so the players can see and apply burning to enemies. The smoke abilities are absolutely intended to block vision and apply cover and make fighting difficult. You can sometimes attack and target with abilities inside the smoke, but it is inconsistent by design from Larian. This is intentional and meant to balance the class and provide unique strategy. Cauterazors is high requirement because of what it allows you to do. The ability provides pure magic damage weapons woth high damage. It allows you to switch to magic damage over physical on command.
lost_soul 27 Jan, 2019 @ 12:23am 
Hi again, with the darkness its difficult for the player to see thru, adds to realism. Smoke stance (devil) gives +70% crit? But backstab isnt helped by crit chance...mabe it should be some bonus dmg (maybe 15-20%)? And lvl8 hell geyser did only 7 fire dmg (e.g. undead medhat)...
lost_soul 26 Jan, 2019 @ 8:02pm 
Hi Lost Crane. Thanks for mod. Just trying it but the smoke gets in the way of my skills like backstab. Is that planned or maybe it's just how I'm using the skills? And cauterize needs 6 scoundrel and 2 pyro.... Seems high requirement for skill available at level 4.
Digan 26 Jan, 2019 @ 8:12am 
Ah Awesome^^ thx for the de re-release :) much appreciated ^^
Lost Crane  [author] 25 Jan, 2019 @ 1:13pm 
Sorry for the very delayed release guys. Life got crazy from moving across the country and starting a career. Enjoy!!