Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Unleashed
1,900 Comments
rolexgaming28 6 Oct @ 2:54am 
Really like what this mod is doing, but I do prefer having the old armor system. Most of the fights, all you'll be dealing with are status effects. You'd need a dedicated character to deal with status and surface clearing or have skills dedicated to status and surface clearing just to deal with all of it. Its a deal breaker for me, (but I really do like the other features of the mod) unless you can make a version that keeps all the changes besides the armor?
Kalavinka  [author] 5 Oct @ 3:24pm 
You're speaking my language. Huntsman as the new Warfare is a big problem and I can definitely see how it'd end up that way. To be honest, a lot of DU testing never got into the endgame just because there was so much to test and fix.

Regarding long turn counts for statuses, I remember there used to be some wacky bugs. Can you share some build info of the people applying the statuses that end up long, and also the ones receiving?

Intelligence increases status duration, what sort of INT is your applying character at etc
Ben Dover 5 Oct @ 1:34pm 
Amazing mod, makes party variety so much better. I would echo the below in that while every other damage stat has been nerfed to try and make fights longer and more tactical, huntsman is better warfare, multiplying all long range damage and extending the range of the nerfed jumps way beyond what they used to be. Also I don't know is something has changed with that tiny recent patch but we seem to be getting loads of turns on buffs e.g. 9 turn peace of mind.
himera 443 29 Sep @ 3:34am 
And overall game felt easier with this mod on, so maybe you should make it more difficult? Like i was dont thinking at all, dont was using potions, scrolls, grenades, dont was thinking about positioning etc... I think good balaced game should force player to think and use all of the mechanics
himera 443 29 Sep @ 3:26am 
Sorry i mean combat skills. I suggest heavily nerf huntsman combat skill or fully remake it and reduce critical chance of ranged combat skill to like 1.5 or 2. I currently completed 3 arcs on ranged character and it felt to easy (difficulty tactican). Because of all the buffs that are collected during the game, you end up with 80+ percent of critical hit and damage like 1000+ in act 2, so you could basicaly one shot every enemy or end them in one turn
Kalavinka  [author] 29 Sep @ 2:08am 
Which ones in particular?
himera 443 29 Sep @ 12:20am 
Rebalance ranger skills, they are too powerful
Geen 24 Sep @ 1:39pm 
Still the objectively best way to play this game. Ill never understand why the devs used that awful armor system.
Kalavinka  [author] 21 Sep @ 4:34am 
Hey, thanks for saying so! "Active" may be a tad generous as updates are few and far between, but I appreciate it.
KyuZ 20 Sep @ 11:31pm 
Hello, I'd just like to say that its really cool that this mod is still very active and that the creator is still responding to comments! Thank you for your long service.
Kalavinka  [author] 20 Sep @ 6:17am 
Hi Sammael,

Not to be dismissive, but I've got pretty much a whole doc on why turn-skipping status effects needed to be dialled back a lot. Being able to skip people's turns with no way to resist it is a nightmare for balance and gameplay reasons, even if you can only do it on a long cooldown.

If that's not to your tastes, I totally understand.

In Divinity Unleashed, Knocked Down strips dodging, removes 1AP, and reduces movement speed. But if you've suggestions for more interesting reworks, I'm happy to consider them as I'm reviewing crowd control at the moment. A few status effects are too boring for my tastes.
Sammael 20 Sep @ 6:13am 
One thing i noticed right away, fresh gameplay with this mod. Knockdown dont work anymore, enemies just get back up and attack in the same turn, yes i realize that status effects are easy to apply now but knockdown as an example should be a one turn skip. If this makes it a bit easier, sure or adjust cd on such skills to compensate for it.
Luna 17 Sep @ 12:16pm 
All good, I fixed it. The extender didn't properly install. I was a bit of a dummy :)
Kalavinka  [author] 16 Sep @ 8:35am 
@MattMart, did you install the script extender correctly? That's a known issue that occurs when one or more players in the lobby don't have the script extender running. Check out this guide: https://steamproxy.net/sharedfiles/filedetails/?id=2031669903

@Luna, are you running another overhaul that adjusts enemy HP numbers and the like? Things like number bloat fixes etc. DU already fixes number bloat, so they aren't necessary, but you can load them before DU in the load order to minimize incompatibility.
MattMart 15 Sep @ 8:22pm 
Connecting as a connected third player on a different device, every time a status would make me lose a turn, I have my hot bar disabled and can only pass turn
Luna 12 Sep @ 12:43pm 
Not sure if I'm doing something wrong, but as soon as I add the mod to an existing save, all NPCs and item's HP is still left at vanilla values. The mod appears to be working otherwise, but NPC health is basically oneshot in some extreme cases.
Game is in tactician mode and there are no other mods installed.
Kalavinka  [author] 11 Sep @ 10:12pm 
@Dreadp1r4te

Hmmm, I'd have to hard code in some compatibility effects for that.

I'm not really updating the mod as actively but I've made a note to give it a look sometime.

@Ruby Rose

I answered you on our Discord, but for anyone else: it shouldn't break stuff. IIRC I added compatibility code for the combo stuff. I would load Scoundrel last just in case though. Generally, loading Odin's stuff last is mostly advised I thiiiiink?
Dreadp1r4te 11 Sep @ 8:42pm 
You're right, I guess I just never noticed opportunity attacks stopping movement in my previous playthroughs. My mistake!

On the subject of shock/stun, I play with the Elementalist mod from Cleric, which adds even more statust-dependent-special effects - Shell shock, for example, will do bonus damage if a target is knocked down or stunned when you cast it on them. At the moment with DU installed, it doesn't seem possible to reliably achieve that, as the shocked status seems to end as soon as it applies. Can anything be done there?

I've been playing with DU to kind of reevaluate it and it actually feels pretty nice, but I wish combos would work a bit more reliably.
Ruby Rose 11 Sep @ 5:26am 
In regards to putting DU lower in the mod order to have it make changes, wouldn't stuff like odin blades scoundrel overhaul break? Since it adds combo mechanics to its abilities? I find DU’s ability balance changes superior but am conflicted on the compatibility of it all..
Kalavinka  [author] 7 Sep @ 6:35pm 
Hey, that's fair feedback. Thanks.

I'm not sure what you mean by opportunity attacks aborting movement - they always interrupted movement in the base game, and enemies almost always had attack of opportunity by default. The only difference in DU is teleportation skills are reworked.

I agree with you on stun/shocked statuses. While knockdown/shock/stun definitely inhibit enemies' options (they just don't skip turns, which created so many other issues), players aren't likely to feel that unless they're on the receiving end of said statuses, and shocked/stunned are especially boring and on the chopping block for a rework.

I recommend checking out Vanilla+ https://steamproxy.net/sharedfiles/filedetails/?id=2369431031
Dreadp1r4te 7 Sep @ 6:08pm 
Lots of good stuff and well worth a look if you're looking for something different - but for me, breaks too much of the core gameplay.

Why, for example, does opportunity attacks abort the movement? You're pretty much stuck in melee range of multiple baddies now unless you have a teleport type skill available.

Also, the status effect reworks feel wrong. Not being able to stun/knockdown enemies or otherwise inhibit them just feels bad. I get that statuses are overall easier to apply, but that doesn't mean much if they're that much weaker now.

Credit to the author for all the hard work, but not for me I don't think.
RzR⁧⁧Telhalm 6 Sep @ 12:46am 
It depends on what changes you want to take precedence.
If you want DU changes, put it lower.
Ruby Rose 6 Sep @ 12:25am 
Is there a specific mod order I should have for stuff like odinblades? I noticed that the necromancy skills like shackles are still their old things from odinblades necromancy overhaul.
Should I load unleashed after odinblades to keep any new things from it while keeping the balance changes from this mod?
ANONsense 20 Aug @ 7:29am 
Afa
Если тебе что-то конкретное нужно или непонятно могу в двух словах обьяснить , или тебя прям фул док интересовал ?

(Да, и практически всё в самой игре хорошо на Ру язык подтягивает , может каких-то скилов 6 прям фул англ но это фигня )
ANONsense 20 Aug @ 7:26am 
Aaaah lmao
nah that's good
just thought that you're somehow russian but made all things in english.
Kalavinka  [author] 20 Aug @ 4:31am 
Я использую Google Translate, извините, что разочаровываю :р

Рад, что тебе понравилось, Афа. В мод встроена частичная русская локализация, это должно помочь.
Afa 20 Aug @ 4:02am 
Хорошо, я сам это перевел, выглядит многообещающе.
ANONsense 20 Aug @ 3:24am 
Offtop
а о , так на ру можно писать ? бля
что ж ты сразу не сказал то ХД
Kalavinka  [author] 20 Aug @ 2:11am 
Боюсь, что нет.
Afa 20 Aug @ 12:36am 
Есть ли где то русифицированая документация мода?
ANONsense 19 Aug @ 5:47pm 
Yeah thank YOU for your efforts and all that great work.
The feedback is the least ( unfortunate "the only" for now) I can do for you
ANONsense 19 Aug @ 5:45pm 
Oh and I loved how it felt like the different parts of a game he was played and builded differently. (Idk if it's cause of DU or just overall DOS by itself imo its because DU) When you just don't need to outDPS and outArmor your enemies and you playing first like more Earth+Necro (because of Contamination spell and lifesteal ) then you start to be more of a War+Necro w/ supportive earth then you just go full tank support w/ all kinda buffs/debuffs and then you just become fkn bone windmill w/ all the additional Metamorph lvls
ANONsense 19 Aug @ 5:36pm 
Yeah that's true about none of synergy and non-flexible builds in vanilla. Felt that like at the very beggining lol.

I see. In DU I've made an "undying" undead kinda :D
It was Fane tank :D
He dealt almost none dmg but my pal with 2 dd units kill him like 1/10+ battles through all the game when we were fooling around battling each other
He was literal immortal who resisted all kinds of damage heal himself like for any move and breath with tons of poisonous food and smth like 30% lifesteal
There was a time almost at the end of game when he just started to take like 6+ actions on turn. Divinity spell+add turn+like 3-4 spells 1source cost or any other spells + resetCDspell.
And JEEZ how I loved to kill all enemies with ReactiveArmor.It was the only really damaging spell he had but it really cuted heads off. 1k+ dmg per enemy with armor and fully healed back :D
'Twas hella hillarious.
Kalavinka  [author] 19 Aug @ 4:55pm 
Hey, thanks for the awesome feedback <: That really makes my day.

I've got an eye on Aero, and hear you about the CDR. I think it's fine where it's at but it's so easy to be broken that I'm open to this changing. I'm actually planning to overhaul Shocked/Stunned to make them more interesting (among other statuses).

I'm so glad to hear it feels good to experiment with skills and builds. That's what I wanted to go for. I felt like vanilla DOS2 punished you too much for not building certain ways, and most things had barely any synergy with each other.

Unkillable tanks were a thing in vanilla if you maxed Constitution and Retribution. It was kind of a hilarious build really. I remember completing Honour Mode on Lone Wolf with one character as a dedicated meat shield "backup resurrection scroll user" while my main character did most of the killing lol.
ANONsense 19 Aug @ 1:13pm 
OH and thanks for documentation with info about changes!
It's really fancy-looking. I felt like I'm reading a board game rules( board games kinda my water - love it )
ANONsense 19 Aug @ 1:10pm 
This'll be about your last comment.

I don't think your Aero is bad or unappealing but rather I think that it's powerhouse cause of changed statuses and new bonus for skill points

Oh I wish I remembered bugs and if I really had them to give a feedback by now ..
If I return to DU I'll definitely write some if I'll find. But for now I want to try your ...uh...is it previous overhaul ? I've read the bio of it but I was lil bit confused and didn't watch on release date...well yeah I want to try DW now cause it's pretty different
ANONsense 19 Aug @ 12:59pm 
It just feels overall like upgraded OS1 and I love it. There isn't those "CHANCES of statuses" or overpowered skills that can destroy the whole army of enemies in precombat (like it was in OS1 ) .The buffed or totally changed talents are great( the free pawn is god's blessing and I'd say it must be here because of removed speed attribute system) . Attribute points are cool and interesting.
Like Idk I just really enjoying your mod's mechanics.
ANONsense 19 Aug @ 12:58pm 
Overhauling the statuses and talents was fkn massive I think this system is pretty cool cause you never really can stunlock enemies but you can do A LOT and you don't need to pass through armor.
Of course there are people who are smarter than me and who can do some sorta exploits with this mod but I cant. And I'd say the balancing is pretty good.

Alternating of bonuses of skills maybe is kinda busted. Because of aerotheurge I could do some crazy sht with lower skills CD's .
And at some point my other character who was tank became pretty undying because of selfheal bonus armor etc. I'm not sure if you can really do that in vanilla.
But yeah whatever.
ANONsense 19 Aug @ 12:58pm 
Oh I just saw that you wrote here I'm back!

First I should to say "thx" to the Larian besides that they're messed up very hard.
Thx for the support of modding the game and for any other efforts in developing the game.
But I still think DOS1 was better in general and all the way in narration and the story but it's just imo.

I've walkedthrough first game before second so I've hoped that they just took all the better and upgrade all the worse things but it didn't happen and you returned it for me and more to say do the upgrades that was yet bad from the previous part that they decided to leave like it is.

Armor is bad period
You made it similar to OS1 and that's awesome.

(jeez there'll be a lot of words)
Kalavinka  [author] 19 Aug @ 4:05am 
Haha, sort of. I think there are some things in DU that have gone too long unaddressed - though I'm more focused on balance than bugs. I don't have the time anymore to address mod compatibility, and I feel most of that is in a good place now.

In particular, crowd control is on my radar.

I think Shocked and Stunned have been neutered to the point of being boring, which makes Aerotheurge fundamentally unappealing to play. I'm trying to figure out a way to make those statuses more interesting.

I also intend to look at Chicken Form and Sleeping to see if I can make them less frustrating/vanilla-esque. As a lower priority, I want to eye other skills that aren't very appealing, but none in particular are on my radar now except maybe Last Rites.
RzR⁧⁧Telhalm 19 Aug @ 3:08am 
Does this mean Kala is back to modding DU? 👀
Kalavinka  [author] 19 Aug @ 2:55am 
I love getting comments like this every so often. I think vanilla is an incredible game, but also pretty messy!

I'm really glad to hear DU improved the experience for you. What sorts of characters/builds have you been playing and what issues with vanilla did DU solve?
ANONsense 18 Aug @ 11:08pm 
Vanilla sucks
Unleashed is amazing
tysm
I've wanted to throw up on the game before I installed your overhaul. And then I've completed it on Tactician diff
Kalavinka  [author] 15 Aug @ 8:47pm 
Couple fixes.

You can't turn off opportunist.
Accuracy bugs have been fixed.
Guerrilla is on my radar for experimental fixes.
Shocked and stunned will be reworked. Terrified may be too, eventually.
To the summoner struggling with debuffs: that's due to the Pet Pal talent. See ingame text or documentation.
1/3rd HP shouldn't be happening after installing DU - only after removing it...
Prebuff removal is only solution I have to infinite dialog prebuffing and other forms of cheese.
I recommend using Bless a lot if you have difficulty in Act 1 with the Voidwoken fight. Bless no longer costs Source and cursed surfaces make that fight harder. Positioning is key.
Aatrocy 2 Aug @ 5:07pm 
Anyone knows if u can turn off opportunist?
qgmo2009 10 Jul @ 3:38pm 
its great, but guerilla is broken. free sneak at the end of each turn? bruh, its absurd, i literaly park behind enemies and stab untill they die. and since the ai doesnt move or search. i fnished the final fight before EITHER, dalis or or the mage could transform. three turns.
JJ Rasdan 9 Jun @ 5:40am 
Good mod but not without it's issues. Having the chance to build hybird team brings a fresh playthrough, but since also it is an overhaul mod, it changes all stats and abilities and how skills and cc's work. Vanilla builds either buffed or nerfed. Because of that has some balance issues like the skeletons in act 1. I swear Woidwoken fight was tough as nails. 5 skeletons with 600+hp and 20-30 armor was brutal. I had some really fun moments too. I will force myself to finish a playthrough with this mod but I am not sure I will be able to because I want to return to the vanilla armor system and builds so bad.
Hitilit 19 Apr @ 12:39am 
Jesus, now Shock, Taunted, Terrified, Charmed, Stunned, Frozen, Tumble is just a weak debuff. You can't miss a move anymore. Whoever put a debuff on Summon dying, or the cool thing about closing it yourself to boost yourself, is screwed. You broke the summoner class, you're an a$$hole. :cleanseal:
RzR⁧⁧Telhalm 18 Apr @ 6:10am 
Huh.. That's new.
Aurora Kirin 18 Apr @ 6:01am 
Had to remove it, getting accuracy above 100% turns all attacks into misses. No matter what.
Not sure about the exact value, could just be if it's higher than 95% it stops working properly.
Setting a hard-cap to the Accuracy stat should solve this issue.