Divinity: Original Sin 2

Divinity: Original Sin 2

43 个评价
20% Harder Classic Mode (Definitive Edition Version)
   
奖励
收藏
已收藏
取消收藏
Type: Add-on
Game Mode: Story
文件大小
发表于
1.417 KB
2018 年 9 月 13 日 上午 1:40
1 项改动说明 ( 查看 )

订阅以下载
20% Harder Classic Mode (Definitive Edition Version)

描述
Makes Classic Difficulty a bit harder:
Adds 20% vitality and damage, 20% armor and magic armor to enemies.

It's a small change, but to me, a significant one.
In comparison, on Tactical Mode, NPCs are given +50% to vitality, damage and armor stats.

This was done to make the game a bit harder but without some of the 'overthetopness' of tactical mode (such as more AP to enemies, skills, different merchant prices, inability to change difficulty level back after setting to tactical, etc), and also to create a mid-point difficulty level.
I believe this will make fights more challenging and simply make the game a bit more fun without feeling unfair or as some meta-game in 'cheezing the system', which tactical often turns out to be.

Known Problems:
In areas that the game already has in load, it will not actually add HP to NPCs but only raise their maximum HP. When area loads, it'll be fine.
19 条留言
Super Sexy Soap Turtle 🐢 2024 年 10 月 3 日 下午 7:27 
So after running through the game, it does seem like it works to an extent. The values are still not a straight 20% across the board, but its clearly doing something. I'd recommend 35% though. 20% is still a straight snooze fest
Forky  [作者] 2024 年 8 月 12 日 上午 1:46 
no idea I haven't touched this in like 6 years
Super Sexy Soap Turtle 🐢 2024 年 8 月 7 日 下午 4:25 
So upon loading the mod and comparing it to footage on youtube, it seems that the damage values aren't actually increased by 20% once you enter the gates of fort joy.

For instance, Narin on classic has 81hp, 39 armor, and 35 Magic armor.

If we apply 20% to each of these values we should get 97hp, 46 armor, and 42 magic armor.

Instead, we get 90hp, 44 armor, and 36 magic armor.

Which is a 12% increase to hp, 13% increase to armor and a measly 3% increase to magic armor.

Am I doing something wrong here?
awaggon1 2021 年 9 月 22 日 上午 10:27 
I had added a few other mods that made the game a bit too easy and this has helped to balance it perfectly! A great middle place between normal and tactician difficulty.
eXtonix 2020 年 9 月 17 日 上午 8:54 
Beautiful!
Agtus 2019 年 12 月 23 日 上午 3:36 
Hey, what do you mean by a new area? going to the next act and then the next map? or just entering some hatch means a new area and then the hp will be fine again?
Also, if I reach that next area and then remove the mod, would it be fine?
like no 1100/1000 hp stuff or something
Forky  [作者] 2019 年 4 月 5 日 上午 4:41 
Read the description of the mod.

Start a new game or wait until u reach a new area.
Justin_760 2019 年 4 月 4 日 下午 9:52 
Was going to say great job with the mod, but it doesnt work properly. Numerous enemies have had their MAXIMUM health 20% higher, for example the zombie in Fort Joy had 33/38 health upon spawning, the 20% increase is basically useless because it doesnt change how much health they actually have when spawned. Oh well, guess Ill try another difficulty mod, thanks anyway.
Forky  [作者] 2019 年 3 月 18 日 上午 9:32 
Forander, this seems to me impossible since the mod only changes basically one line of one XML with ONLY the values of dmg/health/armor of NPC opponents.
forandever 2019 年 3 月 17 日 下午 7:25 
Only one problem although i'm not sure of this.
After installing this mod, vedor's selling items are also buffed i think. If this is true.. I think other mods also got same problem.