Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Conflux - Combat Overhaul
 This topic has been pinned, so it's probably important
Xorn  [developer] 9 Jun, 2020 @ 12:11pm
Feedback
Always welcome and interested in community interests with balance and play style options.
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Showing 1-15 of 87 comments
Kotatsu 9 Jun, 2020 @ 9:18pm 
Quick question, are the two source skills that come with the arcanist talent supposed to have generic white and gray scroll icons? They kind of draw my eye negatively on the hotbar. I think it would be better if they were colored.
Xorn  [developer] 9 Jun, 2020 @ 11:16pm 
Originally posted by Kotatsu:
Quick question, are the two source skills that come with the arcanist talent supposed to have generic white and gray scroll icons? They kind of draw my eye negatively on the hotbar. I think it would be better if they were colored.

That's a good point. I changed Two Kings Ice / Fire from their original Talent icons I will give Arcanist abilities the same treatment.I'd say that was just an oversight.
tobyDoge 22 Jun, 2020 @ 7:20am 
Hi! I'm pretty confused about how to craft runes with the Runic Arsenal Talent. Your guide on the website is a little unclear. What is "Runic Hammer + (Cleaving Rune with desired Stat) + (Amulet / Armor Rune of choice)"? I get an invalid combination when I combine the hammer with a summoned weapon rune and a summoned amulet/armor rune.
Xorn  [developer] 22 Jun, 2020 @ 12:05pm 
Originally posted by tobyDoge:
Hi! I'm pretty confused about how to craft runes with the Runic Arsenal Talent. Your guide on the website is a little unclear. What is "Runic Hammer + (Cleaving Rune with desired Stat) + (Amulet / Armor Rune of choice)"? I get an invalid combination when I combine the hammer with a summoned weapon rune and a summoned amulet/armor rune.

You got the right idea.

Sorry it needs to be expanded a bit more to use all weapon rune types. Right now it only works with "Cleaving" weapon runes of the stat you want specifically. This is because just using Cleaving was already about 600 crafting entries with around 1,200 data entries + Scripting and I was quickly losing my mind.

When you summon weapons runes you get Cleaving, Reach and Deflecting. Only use Cleaving with the stat you want when crafting for now.
tobyDoge 24 Jun, 2020 @ 9:55am 
Originally posted by Xorn:
Originally posted by tobyDoge:
Hi! I'm pretty confused about how to craft runes with the Runic Arsenal Talent. Your guide on the website is a little unclear. What is "Runic Hammer + (Cleaving Rune with desired Stat) + (Amulet / Armor Rune of choice)"? I get an invalid combination when I combine the hammer with a summoned weapon rune and a summoned amulet/armor rune.

You got the right idea.

Sorry it needs to be expanded a bit more to use all weapon rune types. Right now it only works with "Cleaving" weapon runes of the stat you want specifically. This is because just using Cleaving was already about 600 crafting entries with around 1,200 data entries + Scripting and I was quickly losing my mind.

When you summon weapons runes you get Cleaving, Reach and Deflecting. Only use Cleaving with the stat you want when crafting for now.

Thanks, noted that there are 3 types of weapon runes. Maybe having pictures on your website would be helpful.

Thank you so much for the mod.
Xujati 25 Jun, 2020 @ 7:18pm 
Hi so a group of friends and i have been playing a 4 man modded DOS2 DE Game. We just finished our last one and started an new adding yours into our already exsisting game. We are currently running "Odinblade's Essential D:OS2 Definitive Edition Mods" the 43 mod pack, the stronger start mod pack, and yours. we didn't have any issues before adding yours but now our host computer has had 3 complete client crashes. They always seem to happen in the middle of combat when when there is alot of elements are on the ground and one of the party's celestial summons dies. please advise are we doing something wrong is it a mix of mods? i poseted this is the bug reports as well but didnt know if this would be a better place for it.
이온 22 Jul, 2020 @ 8:18am 
Hi. I'm doing 4 men party(warrior / archor / mage / summoning 10 with glass cannon) at Reaper's Coast, strategist mode.

Elemental swarm(summoning source skill) is way too OP. They have high hp, high dmg, and even uses skills.

Every enemies can be countered easily by this skill. needs big nerf
Xorn  [developer] 22 Jul, 2020 @ 9:56pm 
Originally posted by ion:
Hi. I'm doing 4 men party(warrior / archor / mage / summoning 10 with glass cannon) at Reaper's Coast, strategist mode.

Elemental swarm(summoning source skill) is way too OP. They have high hp, high dmg, and even uses skills.

Every enemies can be countered easily by this skill. needs big nerf

Hmm.. Elemental Swarm was nerfed not too long ago when two new types were added. They're intended to be a Summoner burst damage tool so the high damage and 3-4 abilities each is somewhat intended but they should be fairly squishy.

I'm curious if a Giftbag is having unintended interactions with them. They have 15% base armor values and 30% base Vitality. They ideally should die in 1-3 hits depending on Summoning skill and the damage type.
Elephant Shrew 24 Jul, 2020 @ 8:24pm 
^ same problem as Ion actually.playing the medium difficulty: the 4 summons (especially the blood ones) steam roll though an encounter. they take about 4 hits of the same damage type from the stronger mobs (which comes out to 16 strong hits) and do damage like champs. I feel like this is deeply over powered and should be nerfed to 2 elementals instead.
Xorn  [developer] 24 Jul, 2020 @ 10:31pm 
Originally posted by Elephant Shrew:
^ same problem as Ion actually.playing the medium difficulty:.

Originally posted by ion:
Hi. I'm doing 4 men party(warrior / archor / mage / summoning 10 with glass cannon) at Reaper's Coast, strategist mode.

Thanks both for the feedback. Elemental Swarm scaling has been changed pending the next version. They now rely more on the base template's stats and Level with a small boost from the "Infusion" with their Armor / HP around halved.

Previously they stop in their respective schools at 5 by lvl 18 but with higher base damage on skills. Instead the skill damage was reduced on all of them and they scale up to 10 in their schools. This results in around -50% damage when you first get them and -25% by lvl 18..
Arisen 8 Aug, 2020 @ 1:33am 
This is probably not the place to ask, but I've been searching and I was unable to find it so I tried making a mod that allows summoning an ice incarnate from ice surfaces and adds a blessed water and regular ice infusions to round out the elemental infusions. The thing is, it works fine in the vanilla game but it seems certain parts aren't compatible with your mod but I only made it so I could play it with your mod. Currently the four infusions I changed/added work properly and will change the base summons into water, ice, blessed water or blessed ice like they're supposed to, but they can't override any other elemental infusion while this mod is enabled. Is there any way I can make it compatible or if possible could I just send you the files and you could integrate/make it work with your mod (I don't need credit or anything I just want to play it with your mod).
Last edited by Arisen; 8 Aug, 2020 @ 1:33am
Xorn  [developer] 8 Aug, 2020 @ 6:05am 
Originally posted by Arisen:
This is probably not the place to ask, but I've been searching and I was unable to find it so I tried making a mod that allows summoning an ice incarnate from ice surfaces and adds a blessed water and regular ice infusions to round out the elemental infusions.

Naw, it's a good spot. Is this with Pet Power Giftbag? The Giftbags usually take load priority and that one if probably mad I pulled Incarnate over to buff it's stats. I ask because you mention overwriting infusions since they're normally summon on surface buffs.

There's quite a few mods for Petpower compatibility that I could crack open and probably see what causes the issue. If it's not Petpower then I imagine it might just be load priority. I wasn't aware Incarnate had any problems and the Conflux summons aren't designed for that Giftbag so I hadn't really looked into it.

Arisen 8 Aug, 2020 @ 11:05am 
Originally posted by Xorn:
Is this with Pet Power Giftbag? The Giftbags usually take load priority and that one if probably mad I pulled Incarnate over to buff it's stats.

I only loaded your mod and mine (no gifts bags or other mods on a brand new save). When yours is below it in load order it overrides everything and nothing from my mod works, but when mine is lowest on load order the infusions changed/added by my mod work (water, blessed water, ice and blessed ice) but they act like how I described above meaning they won't override infusions not from my mod. For example say I infuse the incarnate in this order

Base summon -> Water infusion -> Fire infusion (is possible)
Base summon -> Water infusion -> Ice infusion (is possible)
Base summon -> Fire infusion -> Water infusion (isn't possible)
Last edited by Arisen; 8 Aug, 2020 @ 8:51pm
♋ Alias 9 Aug, 2020 @ 12:31pm 
Hey, just a minor comment about "Runic Arsenal" to specify it can create rune slot for "Chest Armor" instead of just "Armor" it might be just me, but I did consider (Boots/Legs/Gloves and Helmet) as armor as well, spent 30min figuring it out :D.

Also, loving the mod, divinity feels fresh again, thanks!
Xorn  [developer] 9 Aug, 2020 @ 3:00pm 

I only loaded your mod and mine (no gifts bags or other mods on a brand new save). When yours is below it in load order it overrides everything and nothing from my mod works, but when mine is lowest on load order the infusions changed/added by my mod work (water, blessed water, ice and blessed ice) but they act like how I described above meaning they won't override infusions not from my mod. For example say I infuse the incarnate in this order

Base summon -> Water infusion -> Fire infusion (is possible)
Base summon -> Water infusion -> Ice infusion (is possible)
Base summon -> Fire infusion -> Water infusion (isn't possible) [/quote]

You can send me the files over discord or link them here and I can look into it. Also can add those water conditions to the normal Incarnate summon and see what happens. I didn't touch the skill infusions though so I'm not sure what the problem could be off the top of my head.

Originally posted by ♋ Alias:
Hey, just a minor comment about "Runic Arsenal" to specify it can create rune slot for "Chest Armor" instead of just "Armor" it might be just me, but I did consider (Boots/Legs/Gloves and Helmet) as armor as well, spent 30min figuring it out :D.

Also, loving the mod, divinity feels fresh again, thanks!

It doesn't? That might be the version I'm working on now but it's been changed. The talent overall has unfortunately needed restricting due to Giftbag 5 since it's in danger of becoming a staple which is not ideal for the concepts of this mod.
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