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Click the Trade Icon... that's it.
At lv15+ each character in your party should be able to handle fights solo in a couple turns if you build yourself correctly on tactician difficulty.
If anyone in your party of friends were using a optimized vanilla unmodded build you'd have the same problems only much worse (1 person ending major fights in 1-2 turns), this is a larger scale problem with the game's coop balance, my mod's summons are weak compared to what you can achieve in the vanilla game as I said previously, for instance this is what corpse explosion damage can look like with a decent build: https://i.imgur.com/nYPHH16.png
I recommend your party to respec your skill points into the proper talent and attributes and your friends should easily outdamage this mod's summoned minions.
What might be the problem?
Also u did amazing work with the mod love it!
this is my first workshop mod for divinity 2 so thanks for useful help (-:
probably a dumb question sorry.
and if he just adds the items to inventor as you level up is a new game required to gain all the spell books as they can't be gained during a play through?
once again probably a dumb question that has already been answered some where
There are other reasons but these two should already be enough to explain why it's preposterous to change necromancy spells' damage type.
I understand why you'd want to do that, but the way this game works prevents it from happening.
There are various reasons for this:
I want to keep all the changes and new spells coherent with vanilla, that's to say I don't want to change how they work at a fundmental level. Changing the damage to magic from phys would mean that necromancy spells no longer scale with Warfare, which is where most of the damage comes from, and as I've mentioned in my earlier reply, changing how scaling works so that Necromancy would now boost necro spells' damage is not possible.
All damaging spells in this mod scale with INT and Warfare, summons scale with summoning.
If you're referring to changing how scaling works for summons, that's hardcoded into the engine and you can't do much about it sadly, hence why summons are heavily reliant on their base stats.
I heavily recommend playing the definitive edition of this game instead of classic.
Once you have a solid build it's very normal for one party member to just murder everything by himself, your ranger should outperform the archers by a lot at level 12, here's a few things you should make sure he has in order for him to perform optimally:
Invest your combat ability points into Warfare until it's maxed before anything else, use the Executioner talent, make sure you're using some core skills like Skin Graft, Marksman Fang, Ballistic Shot and most importantly Teleport, which is needed to set up the two previous abilities (get as many scrolls as you can for both Skin Graft and Teleport).
Thanks :D