Divinity: Original Sin 2

Divinity: Original Sin 2

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Core Game Rebalance
   
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Type: Add-on
Game Mode: Story
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13.649 KB
11 gen 2019, ore 4:16
17 feb 2019, ore 20:50
14 note di rilascio ( visualizza )

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Core Game Rebalance

In 1 collezione di core one
DOS2:DE mod that coreone currently using
3 elementi
Descrizione
A mod about game re-balancing and increase game difficulty. To my understanding, this add-on would update the stats and no story scripts were changed. The settings should take effect on existing game/act.

This mod would try to address some of the problems or aspects of the game:

1) Make changes to status effect that would be logical
For example, adding debuff for dodging if a character is blinded. There is no penalty in the original/base game.
Adding buff for dodging if a character is hasted, because there is debuff for the Slowed status in the original/base game.

2) Fixing minor bugs like:
Fixing two skills (Backlash and Blitz Attack) that they could be used while movement is 0.
Sparking Swings/Master of Sparks: the sparks does not target invisible enemy characters now.
Uncanny Evasion does not overwrite Evasion Aura now.
Changing the cool down timer of the skills (Mass Corpse Explosion vs Corpse Explosion).

3) Changed the 'data path influence setting'. This would affect how the AI move over hazardous surface. This mod encourage AI move over hazardous surface like fire, blood or poison surface. But discourage them to move over frozen surface (knockdown) and cursed frozen surface (frozen).

4) The AP requirement for some scrolls are changed to match with the skills by using memory.

For increasing game difficulty:

I) Currently more talents are added to the base classes (like Elemental Affinity for casters, Executioner and Picture of Health for melee and etc.). If the enemy inherits from the base classes (casters/rogue/ranger/melee), then they should have the talent.

II) Adding stat buff for selected bosses. For example, Lord Kemm would not slip on ice. He is the leader of Paladin. He would have the best weapon and armor. He would put nails on his boots. But it does not prevent him from getting frozen walking on cursed ice.

Finally check the change notes for the changes in more detail.

If you want more difficulty, it is recommended to install an additional add-on: Enemy Power Unleashed https://steamproxy.net/sharedfiles/filedetails/?id=1630199394 .That add-on would add new skills to the enemies.
If you want extra enemies, check out this add-on too: https://steamproxy.net/sharedfiles/filedetails/?id=1638143440
10 commenti
Бабазаки Гений 6 ago 2022, ore 0:31 
cool
Derpy Moa 28 giu 2019, ore 14:21 
@-Snoopi-

Yeah it did.
Sorry for late reply but there's notification for comment replies
-Snoopi- 2 mag 2019, ore 4:16 
@MagicalPubes

Has the difficulty increased in the later acts?

This is what I am after, as vanilla is too easy on Tactician.
Derpy Moa 15 feb 2019, ore 4:06 
I gotta say, after reaching later Acts this and your Power Unleashed mods do start to change a lot and it's really enjoyable.
Thanks for making them ^^
core one  [autore] 3 feb 2019, ore 0:57 
I had think about adding talents to Act 1 but I had also think about the fight with Dallis in the front gate of Fort Joy. Dallis, Alexandar and the two Gheist are at level 8. It is already a very difficult battle (except use of Death Fog). If this battle is skipped, players may not be able to get the unique items for this battle and the unique items when they met/defeat Dallis again on LV (at the end of Act 1).

Finally, the intention of this add-on is game re-balance, not making the game too difficult (at Act 1).
Derpy Moa 3 feb 2019, ore 0:24 
Well the aim of this mod is to "increase difficulty" so your audience would be people wanting a change in difficulty throughout the whole game.
For Joy/Act 1 is already extremely easy on Tactician so may as well add talents to everything there to prevent it from being a sleep fest after x playthroughs of vanilla.
I obviously understand your thought behind it tho, wanting to add a difficulty curve that increases as you play but still would kindly suggest adding talents to pretty much everything in Act 1 if possible.
core one  [autore] 3 feb 2019, ore 0:15 
@MagicaPubes

It may be too difficult or unfair if the enemies got too many talents than the players at the beginning of the game. So I did not add talents to Magisters in Fort Joy.
Enemies would get more talents as you proceed with later acts.

(Most enemies in Act 1 / Fort Joy use separate enemy classes (other than Ranger/_Ranger_Strong, etc
Derpy Moa 2 feb 2019, ore 23:57 
Are the talents just not working in Fort Joy or am i missing something? Like I examine the Magisters and they all use 0-1 Talent as usual.
core one  [autore] 12 gen 2019, ore 12:32 
@despicablemike
Alright, changed some wordings to avoid spoiler
chairmanhobo 12 gen 2019, ore 12:06 
Lord Khemm spoiler :steamhappy: