Divinity: Original Sin 2

Divinity: Original Sin 2

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Roguelike Arena
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Game Mode: Story
Tags: Maps
Tiedostokoko
Julkaistu
Päivitetty
115.846 MB
25.5.2024 klo 5.17
26.4. klo 12.29
10 muutosilmoitusta ( näytä )

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Roguelike Arena

Kuvaus
Roguelike Arena is a level 1-35 adventure module centered on intense, dynamically generated combat arenas. Face progressively tougher encounters, experiment with different character builds, and enjoy high replayability. Whether solo or with friends, this module offers a challenging and rewarding experience with scaling difficulty and extensive preparation options in a comprehensive lobby. Ready up, enter the arena, and see how far you can go!

Feature Highlight
The Arena
The concept is simple: ready up in the lobby, enter the arena through the portal, then either come out victorious or die. After clearing an arena, take your rewards and return to the lobby. Keep repeating this process, facing progressively more difficult encounters. At the same time, become stronger and unlock new stuff in the lobby.

Honour mode is an excellent choice for this module, but there are several systems in place to make it fun and interesting for all kinds of players, regardless of difficulty. Just keep in mind that the primary focus is on combat, so some abilities and talents may be less or not useful at all.

Dynamic Encounters
The mod got its name from using systems similar to those seen in other roguelike and roguelite games. Although dynamic content generation possibilities are fairly limited in the game's modding scheme, this mod makes use of recycling and altering the same assets to create a replica of procedural generation. This means that the elements you'll see are more or less random but unique enough to offer high replay value.

Progression
The adventure starts at level 1 and goes all the way up to level 35. You start with some basic gear and need to clear out arenas to level up, gather loot and unlock new stuff. At some point, you may decide to end the run or keep going. The adventure has no limits other than the game's hard-coded max level, but even then you may keep playing if you are having fun.

The progression in this adventure is significantly faster than in the main campaign due to the lack of story and exploration. You can even skip some of the earlier levels if you find them slow or want to jump straight into the more challenging parts. This makes it easy to experiment with different character builds and party compositions while still pushing you to improve and iterate.

Difficulty Scaling
Encounter difficulty scales based on the number of player characters and takes the lone-wolf talent into consideration. This means that the amount of enemies you face and the rewards you get depend on how many characters are in your party and whether or not they have lone-wolf. The scaling is completely dynamic, so it works even if you change your party mid-game and for party sizes larger than 4 if you have a mod that increases the size limit.

The Lobby
The module has a lobby region that serves a similar purpose to what the Lady Vengeance does in the main campaign: this is where you can barter, craft, respec, etc. There are also a few custom features like the Equipment Statue that allows you to level up your equipment for a fee, the Chest of Fortune where you can gamble for random items, the Recruitment Board where you can obtain customizable companions, the Scoreboard that keeps track of your accomplishments, and a few more. Explore the lobby and check the journal as you progress to see what's available.

Features
Arena
  • 74 enemy templates that can potentially spawn
  • 4 enemy factions: Blackring, Magister, Paladin, Undead
  • 3 tiers of enemies, with higher tiers being stronger but less frequent
  • 249 non-source and 74 source skills that enemies can use depending on their archetype and faction
  • 8 arenas, each with a unique layout and environment
  • 6 environmental events that incentivize positioning and awareness, such as meteor showers and hazardous surfaces
  • 7 combat music, one randomly selected for each battle based on encounter intensity
  • Built-in difficulty scaling based on the number of player characters
  • Progressively harder encounters using random number generation algorithms to keep you on your toes
  • Reward chest after each battle with potentially loads of items
  • Dynamic arena cleanup to start each battle in a fresh state

Lobby
  • Optional mutators to make battles artificially more difficult
  • Ability to level up your equipment for a price to keep using them
  • Customized companion recruitment to build your dream party
  • Ability to gamble away your money potentially for rare and unique items
  • Traders that sell all kinds of levelled items and restock each time you level up
  • Scoreboard that keeps track of your accomplishments, such as kills and arenas cleared
  • A training dummy that you can use to skip some of the earlier levels if you wish
  • Toggleable quick progression mode for those who want to level up faster
  • Magic mirror to respec and customize character appearance at any time
  • An entrance you can use to gracefully end the run at high level

General
  • 130 unique items that you can collect throughout your journey
  • Support for both singleplayer and multiplayer
  • No soft level cap, allowing you to reach level 35
  • No loading screens other than when loading the campaign
  • Journal entries about the most notable features
  • Access to both Bless and Curse
  • And some other less noteworthy features you'll likely come across...

Technical
How to Play
Subscribe to the addon, launch the game and start a new story. You should see a dropdown where you can select Roguelike Arena as the adventure. If there's no dropdown, make sure the mod is correctly installed. You can play both singleplayer and multiplayer. Once the map is loaded, start exploring by yourself or check the journal and follow the instructions. There are several journal entries and dialogs that will help you understand the mod's features.

Compatibility
The mod was designed with compatibility in mind. Most other mods should work without additional patches, but keep in mind that depending on their specifics, they may or may not take effect. For example, a mod that adds a new NPC to Fort Joy will obviously do nothing here, but one that changes certain treasure tables or specific items like the bedroll should work here as well.

The following mods contain/require an additional compatibility patch to work properly:

If you wish to create a compatibility patch or look at the source code, the mod has a GitHub repository here[github.com].

Feedback
Due to the complexity of the mod, it's possible that there are some bugs despite thoroughly testing it multiple times. In case you find an issue, please report it to me through this page or message me directly. I take fixing bugs with high priority because I want to make the experience as smooth as possible.

If there's a mod compatibility issue or concern, you can also leave a message here or find me in private, but it's a complex topic that I may or may not be able to resolve. Criticism, suggestions and general feedback are all welcome. I already have plans for potential future updates, but your feedback and ideas are appreciated nonetheless.

If this is your first time playing the mod, I recommend taking a look at this discussion to avoid common problems and confusions.
Suositut keskustelut Näytä kaikki (7)
8
13.9. klo 17.23
MP Client Crash from Source Beacon
Guildenstern
2
21.6. klo 5.33
Questions/Issues regarding amount of loot, possibly related to other mods(?)
Vel
10
3.8. klo 4.40
TÄRKEÄ: Loading Issue
Bonesnake
348 kommenttia
Bonesnake  [tekijä] 18.9. klo 6.52 
Nice, glad to hear you could sort it out!
bilibili 梅发怒Meifanu 17.9. klo 20.03 
Now, I have learned how to create language XML files from scratch for any mod and have developed a script for this purpose, which is significantly faster than my previous method.
Bonesnake  [tekijä] 17.9. klo 1.48 
That is understandable, and thank you for your hard work! I will look into this issue myself, but if there's something you think I can do with the mod that would help your process, please let me know.
bilibili 梅发怒Meifanu 17.9. klo 1.36 
2、What most people (including myself) previously believed—that simply providing localization-related files as a patch—often doesn’t work in practice. This is because uploading to the Workshop generates a new mod ID, which likely causes the patch to fail, as was confirmed with my localized version of “Majoras - Fashion Sins Chinese.”

3、Some mods even require localization within specific scripts, making it nearly impossible to create a standalone localization patch—examples include “Fury of the Scorned - A Tanking Overhaul Chinese” and “Unique Loot Drops Chinese.”

I apologize, but I currently don’t know how to compile the XML language file for your mod. As a temporary measure, I’ve reverted your mod—along with others that haven’t received author approval—to the second form mentioned above, even though it may not work properly.
bilibili 梅发怒Meifanu 17.9. klo 1.36 
@Bonesnake Thank you for your reply. I've reviewed the website you shared, but unfortunately, it doesn’t mention how to compile XML language files entirely from scratch. I’ve also consulted with other localization specialists (most experienced with Baldur’s Gate 3, though the concepts should be similar) and combined insights from nearly a year of my own experience in localization. Based on that, I’ve reached a few conclusions:

1、Localizing directly using existing XML language files in the mod seems different from Baldur’s Gate 3. In Divinity: Original Sin 2, it appears the author must first manually compile a complete version (in any language). After that, creating a localized XML patch should work—similar to what I did with “Grenadier Chinese.”
smallway 16.9. klo 10.20 
If the localization one can work independently, then it's a copy
smallway 16.9. klo 10.16 
Remove things that does nothing to localization, like story scripts, it will make the original mod a dependency
Bonesnake  [tekijä] 14.9. klo 9.19 
Ah, I see. No worries.

Here's the link to the official wiki: https://docs.larian.game/The_Divinity_Engine_2
And here's the link to the page about localization: https://docs.larian.game/Modding:_Localization

I pretty much use Google to find stuff (e.g. "divinity engine localization"), but you can navigate the wiki just as well (it's English though). We can work together on this if you want, so feel free to add me if any further concern comes up!
bilibili 梅发怒Meifanu 14.9. klo 9.08 
I have set your mod as a dependency. I have been working on localizing mods for about half a year. After some thought, I realize I cannot create patches for these mods separately, mainly due to my lack of technical proficiency, for which I am truly sorry. What I've essentially been doing is just unpacking the mods, finding the parts that need translation, replacing the text, and then re-packing them.

Now, I am hoping to use the official editor for this work, as it might allow me to set up separate language files for the mods. Unfortunately, I am not very proficient with this editor, and I cannot find relevant content or tutorials in my own language. May I ask where I could find usage tutorials for the Divinity: Original Sin 2 official editor?
bilibili 梅发怒Meifanu 13.9. klo 19.11 
I understand your point. When localizing many other mods in the past, I have also tried simply packaging and uploading the translated files as an add-on patch for the original mod. However, many users reported that loading them together either failed to take effect or caused certain functions of the original mod to malfunction—I suspect this may be due to the Steam Workshop generating new mod IDs, which could interfere with compatibility. So far, only the localization for "Grenadier" has succeeded in this approach. To the best of my knowledge, only mods with fully configured language files can work perfectly as an add-on patch.