Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Conflux - Combat Overhaul
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Actualización: 24 JUN 2020 a las 14:13

V1.03 Patch Notes:
- Fixed Merging of Damage types when using Runic Hammer on weapons with a non-itemized boost like ones granted by Poison Barrels.
- Fixed the status order of Vitrify so it will attempt to apply Proliferate for 3 turns if the caster has Torturer and otherwise default 2 turns while also improving it's synergy with Imbue Elements.
- Fixed multiple hits of Improved Opportunist attacks from removing more than 1 AP per provoke.
- Fixed Mirage Arrow Clone from gaining Lone Wolf +2AP bonus on it's first turn even though the talent is removed when summoned.
- Fixed Conjure Death Knight not responding with objects targeted on the Summon portion of the skill.
- Summon leashing range reduced to 150m from 500m.
- Dismiss Summon Skill now mentions it's one of the many triggers which cause leashing and it's range is 50m for QoL manual use.
- Fixed Treasure table typo for Mass Poison / Frost Traps.
- New Act 4 Unique encounter has been given a more prominent hint for one of the mechanics.
- Divine Vigor will now respond to the duration ending for Cryogenic Stasis though unlike normal interaction this only functions if the caster used the skill or was the target of the skill. The interaction is intended to improve Stasis' potency as a panic button by granting the boon after the fact.
- A certain Unique item will now react differently if it's user has a certain talent allowing full value of it's scripted benefits.
- Status cures for Vanilla skills have been converted to 100% scripted actions. They were originally about 50% scripted anyways for Conflux status cures but now they will cure intended statuses regardless of the mods being used.

- Odinblade Necro, Umbra, Spectre, Aero, Hydro and Geo Class Overhauls have been integrated into the Conflux Talents and will now react apropriatley. Please let me know if any of the Conflux Talents are not responding to a status or healing effect from these overhauls and it will be fixed. Also keep in mind Divine Vigor is specific to "Healing Skills" not healing effects ie Cleanse Wounds.
- Odinblade statuses have been integrated into cure skills. Previously there were no cures for various status effects but that is no longer the case. Some of this is future proofing as enemies need to be allowed a chance to remove and recover from status effects. This does not consider "Class Mechanic" statuses.
- "Class Mechanics" from Odinblade mods will for now be ignored by Conflux Talents and Cure skills. Things such as Spectre's Agony, Aero's Conductive or Hydro's Hypothermia. One reason for this is to preserve the intended function of these overhauls and another is simply because there are too many statuses applied in a single skill and it heavily reduces the value of defensive Talents.

Actualización: 19 JUN 2020 a las 7:15

Hot Fix: V 1.02a
-Fixed a typo in Combat Reflexes preventing the swap function from working on off-hand weapons.
Sorry for the back to back updates.

Actualización: 18 JUN 2020 a las 19:15

V1.02 Patch Notes:
- Combat Reflexes Talent has been entirely re-scripted. It now responds to slot type instead of item type to improve compatibility with mods that add new weapon types. It also uses Preset One, Preset Two with a single Swap skill. Previously the script method used to toggle the swap skill added an unnecessary skill to the Talent and would only check for the first instance of the Swap skill on the player's hotbar to toggle. Now it will check all hotbar slots and change them accordingly allowing the Toggle function to sync properly when set on different hotbars. The talent will also no longer grant AP. It is recommended players currently using this talent remove it, exit the mirror and then add it again to insure the new script is kick started.
- Fixed a small line of sight issue if players tried to take a certain unique encounter fishing.
- Fixed a certain Unique encounter in Act3 from not cleaning up after itself.
- Peace of Mind Accuracy Bonus reduced to +15% from +20%.
- Far Sight Accuracy Bonus increased to +20% from +15%.
- Using Teleport Pyramids now costs 3 AP but will disorient it's user for 6 seconds. If the character engages in combat during this period they will suffer -3AP for their first turn.
- Trap skills have been given a complete overhaul with quite a bit of scripting to help them function as intended. Traps will now do less damage when detonated manually. This method will still give them skill bonus, crit, ect of the character who caused the detonation as before but also allow the option for an alternate method using their Proximity detonation for higher base damage without skill / crit interaction. Traps gain diminished bonuses when detonated by a Summon. Roughly 30% of a summons total damage bonus is applied to manual detonation since this method is hardly to be discouraged. In testing on a lvl 16 base-line character with 10 Geo Vs a Buffed + SuperCharged Incarnate the damage difference for non-crit was ~210 for the character and ~265 for the Incarnate and Trap Proximity detonation was ~400 damage. The Tooltip for traps will now state it's manual detonation damage instead of it's proximity damage.
- Added New Unique encounter to Act 4 with a new scripted Unique item. This encounter replaces the beloved Lizard Revenant fight and can be done regardless if the player has already completed the old encounter. Just walk around a bit...
- Elusive Dodge will no longer function when the character is hard CC'd.
- Brigand's Manuver's Skull Cracker will no longer cause Confusion as this mostly just works for the AI using the status on players.
- Ice Lance damage increased to 100% Water damage from 90%.
- Hail Strike damage increased to 45% damage per shard from 40% impact radius increased to 2m and new visual impact added to better emphasis this.
- Meteor Shower explosion radius increased to 4m. Target Radius reduced to 5m. This will roughly double it's avg hit rate. This change is for players only.


- Odinblade's Umbra and Necro Mods cleared for compatibility though note load order will matter with the Necro mod as we both changed some vanilla skills in different ways. Personally I like some of their changes more but in case of Necro -%Vitality is a much heavier cost in Conflux as well. Grab LL's Mod Manager to change mod loading order and place Odinblades on the lower list thus taking priority.
- Odinblade's Aero Overhaul cleared for compatibility. Evasive and Elusive Aura are being intercepted to apply +50% Dodge instead of 90% for this mod though the UI does not yet reflect this. Overall this one has a good amount of power creep and undoes some balance changes.

- Started working on an OdinBlade Conflux Conversion Add-on. This is a seperate mod which would be loaded with priority to allow Odinblade mods to display changed values correctly in the UI and will re-alter some vanilla skills that are simply too powerful in Conflux. "Close enough" is the best I can promise on balance with such a ridiculous number of skill options.

Actualización: 11 JUN 2020 a las 14:43

v1.01 Patch Notes:

- Added a Lua script which allows fully scripted skills such as Conjure Death Knight and Pact of Shadows to properly display their Vitality loss and gains in format and color. Previously this could only be done without text formatting.
- Failsafe prompt after Character Creation has been added in case a player picks an Innate talent. The talent point will now be refunded with an explanation.
- Fixed Menu UI Honor mode still mentioning Tactician instead of Strategist.
- Added all Languages.xml to the mod. These are currently in English but players can enjoy the game in their native language otherwise.
- Arcanist's Source Phylactery and Overload skills now have their own Icons

Remember to re-enable the mod in the game menus after any version update.

Actualización: 8 JUN 2020 a las 22:14