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Not sure if that helps, but hopefully it does.
Can you record it and/or send me your modlist in a DM or something please?
People keep reporting this, but they never give any follow-up when I ask about it, and I can't replicate it. @Bog wanted to send me a video, but he couldn't replicate it either.
Origin Skills Rework
Flesh Sacrifice and Adrenaline Quality of Life Change
Physic wands
Better staff of magus
Black pits magisters, I assume?
I did a test in that area and still couldn't replicate the bug...
But since you mentioned AP costs... do you have any mods that change the AP cost of a basic attack?
There aren't any that I know of, but yes, that would cause problems. This mod checks the taunted character's AP before and after each attack, and if it has at least 2, it attacks (or attacks again), and if it has less than 2, it ends its turn (it also checks to see if the taunted unit can move, among other things)
maybe something wrong with ap cost on attack?
only enemies who can spam 7-10 attacks in 1 round is mages/bowmans (aka only ranged attackers)
only effects are taunt
This report keeps popping up, but I can't replicate it, and nobody's ever given any follow-up
Are you using any overhaul mods?
What enemies specifically are having this issue?
And did they have any status effects?
Looks like Divinity Conflux changes the Taunted AI [docs.google.com] so it's most likely a conflict
with additional mods you can also change the way the cooldowns or how long the taunt status works. there are a lot of really fun mods that change how abilities work in every aspect and i love how simple it is to mod this game, so i appreciate this mod for that same reason.
to put things simple, this mod is reliable and it can be even better with other overhaul mods. i think your tanks will be super cool with the taunt ability working like this. so please experiment and go have fun! <3
What I read in DU description, made me uninterested in that mod. It's a problem with all overhaul mods: too many changes, too high chance that certain player wouldn't want them *all*. If only modmakers realised, that the only right way to make overhaul mod is to do it in different versions: full and custom.
For example, Divinity Conflux mod has one of the most needed things in DOS2: *really* big improvement of phys/mag armor for poor AI lads. I would be very, very, very much interested to get *that*...but not together with other unacceptable changes in that mod.
And about absent of tanks in DOS2: you know, it's not a problem really. With right equipment, abilities, tactics we can keep any team member alive in almost any battle, even without use of potions and scrolls.
There are plenty of other mods that can provide what you're looking for.
I'd recommend Kalavinka's Divinity Unleashed
Don't see how this can be possible with only one Provoke ability, which make enemies Taunted for 1 turn and has 5 turns cooldown. And 4m radius. So we couldn't even Taunt most really dangerous enemies who placed on different sides of battlefield(and often on high ground). Unless we can gather them with teleportation spells. But who can do that, don't need to bother with Taunting business, obviously they have other tools.
Larian's will: DOS 2 has no reliable tanks, no reliable healers. Only reliable damage dealers.
to author:
Closer to be "reliable" tank can become with Guardian Angel ability. Still it is far from being truly reliable, but it would be a good mod for improving tanks, if that ability were moved from 16lvl category to, let's say, 9lvl category. This and improved Provoke ability together...well, it may change things.
Did he have any buffs that counteract the -100% movement speed from spirit chains? Like haste, or anything else that might bring his speed above 0%? If a taunted enemy has 0% movement they should just skip their turn.
Are you using any other mods? And what enemies specifically are causing this issue?
Are they ending their turn immediately after?
Taunt only lasts for one round (unless you have a mod that extends it), and a typical (weak) 4 AP enemy really only has enough juice to walk over and smack you once, and then their turn is done.
All jokes aside, thank you for making my Beast tank build useful!
It has compatibility specifically made for Unleashed!
It's a known issue for DOS:2 that'll probably never be fixed
You can go to your
Steam installation > steamapps > workshop > content > 435150 to find all your DOS:2 mod downloads
Then you'll have to manually add the missing mods to This PC > Documents > Larian Studios > Divinity Original Sin 2 Definitive Edition > Mods
This mod should be in the 2454735150 folder, you'll want TauntMakesSense_xxxxxxxx_.pak
That was the most clear example of provoke completely not working and it was so upsetting. I'm hoping this mod fixes that.
The game's documentation says it SHOULD be possible to dodge attacks, but no one's ever seen it happen, so I'm going to have to say NO, it is not possible to dodge the attacks, and the documentation is just wrong
'Ppreciate it!
Do you have any mods that change the AP costs for basic attacks? There aren't any that I know of, but this mod checks to see if the taunted unit has at least 2 AP before attacking, so I suppose any mods that affect the AP costs for basic attacks would conflict.
It's a known issue for DOS:2 that'll probably never be fixed
You can go to your
Steam installation > steamapps > workshop > content > 435150 to find all your DOS:2 mod downloads
Then you'll have to manually add the missing mods to This PC > Documents > Larian Studios > Divinity Original Sin 2 Definitive Edition > Mods
This mod should be in the 2454735150 folder, you'll want TauntMakesSense_xxxxxxxx_.pak
wow is for nerds
Oh, a victim of WOW.