Divinity: Original Sin 2

Divinity: Original Sin 2

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Divinity Conflux - Combat Overhaul
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345.523 MB
2020 年 6 月 8 日 下午 10:14
9 月 27 日 下午 9:19
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Divinity Conflux - Combat Overhaul

在 Xorn 的 1 个合集中
Official Divinity Conflux Collection
4 件物品
描述
Version 1.09.70



[ko-fi.com]


Simply extract DXGI.dll file to the same directly as EoCApp.exe for DefEd and you're good to go.



Divinity Conflux is a Combat Overhaul mod that aims to be a true class-less system with improved skill and talent synergy. Players are no longer encouraged in having to choose a specific archetype then stack multipliers. Now countless build varieties are available to players in a true make-your-class condition.

Players can not only choose the schools they want to mix but how they want to mix them. A player can choose their schools then also choose to go flat damage, pure status effects or a mix of both adding an entirely new layer to play style options. No longer is status just something that comes with an ability but instead a conscious choice in character building. More emphasis is placed on attaining skills the player wants rather than stacking multipliers.

Includes a new Difficulty mode: Strategist which takes the place of Tactician (this will not show when first loading the mod)- In this mode enemies will smoothly and continuously scale in difficulty apposed to falling off around the end of Act2. This lends to a more consistent need of player attention in combat till the very end of the game as lvl 20 enemies are notably stronger.

NOTE: Strategist Mode has been balanced around a 4man team without additional Class mods.



One major feature of Divinity Conflux are new and powerful Tier 2 Status effects. These statuses help tie the knot on build variety by integrating different elements together on a global scale including Elemental Runes on melee weapon having the ability to proc statuses.



Conflux interactions are not exclusive to a single conversion. If more than one condition is met then multiple Conflux statuses can occur with a single trigger. ie Shocking a target afflicted by Poison and Burning will produce both Virulent and Accelerant.


Many Skills have been reworked for better synergy with their own schools and others. Many have been given conditional bonuses that can be fulfilled granting more powerful effects, more damage or allowing effects to ignore Armor to give a more thoughtful approach to combat.

Some global Statuses such as Proliferate and Congeal can also bypass armor when proper conditions are met adding further intricacy to build setups and ability rotations.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀

Why Armor? Armor in Conflux plays a more preventative and counter-play role. Far more status cures have been added to the game well as Talents to diminish the value of armor. HP to Armor scaling ratios have been changed in addition to changes in enemy damage scaling. There's quite a few moving parts but the main point is that Armor will never be your main source of survival in Conflux and as mentioned there are ways around it.



This is an example of a Defender Template. Defenders have the highest Armor values outside bosses and yet still both combined do not exceed the unit's total Vitality. Add to this additional layering through bypassing armor, talents / skills which prevent status effects and a more thoughtful approach to combat is rewarded.



Enemy AI now has a more human-like response to player actions. They will cure allies of status effects, esp CC. They will attempt to reveal invisible players or disrupt line of sight on themselves and/or allies from a ranged attacker. Enemy AP efficiency has been improved to value more effective skills and enemies now have access to far more skills, talents and consumables which increase as the game progresses.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀



All but 2 Talent have been re-scripted and remastered.

Affliction Overload, Arcanist, Comeback Kid, Combat Reflexes, Divine Vigor, Elemental Ranger, Elusive, Equilibrium, Escapist, Flowing Recollection, Grenadier, Guerilla, Opportunist, Parry Master, Perfectionist, Picture of Health, King of Flames, King of Ice, King of Storms, King of Terra, Leech, Runic Arsenal, Thaumaturgy Warlord, Walk It Off, Wind Dancer, Unstable, What A Rush.



There are further built in features for customizing your experience. Enemy Archetype Talent Injector with a Normal and Extreme version, Immortal Sir Lora, Remove annoying NPCs, Character Tag swapping, Free Mystic / Scholar / Villain, Enable/Disable Innate LW,and clean sold items from vendors. In all it's a good idea to check options in the Config Orb.



There's too much to cover here so please feel free to check out any of the following Links:

Quick Reference Guide [docs.google.com]

Community Discord [discord.gg]

Change Log for the detail reading. [docs.google.com]

Nexus Version Available here. [www.nexusmods.com]



Most Class mods work with Conflux. Players may find LL's Mod Manager[github.com] necessary to get the right mix of features.

Not compatible with other Combat Overhaul mods. Spirit Vision, Animal Empathy Giftbags or free Savage Sortilege. This mod has these functions built in. Also not compatible with Refund Race based Civil Abilities, Additional Summons Pack or Magic Mirror Fix.

If you're interested in translation contact me and get the original English xml file here.[github.com].




Conflux Odin Library - This is a 100% modular add-on for Odin Class mods. It will detect which mods are active and dynamically change UI elements, stats, scripts and some balance tweaks.
Conflux Heavy Enemies Add-on - This add-on notably increases enemy HP scaling and is often seen as the preferred method of play. Also good for heavily modded sessions.
Epip[www.pinewood.team] - UI Enhancments. A very good mod for multiple hotbars, better display of resistances, statuses, customization, dye options. Too many features to list.
Sorcerous Sundries Fix - Pretty much required if you enable this Giftbag with mods.

Enemy Upgrade Overhaul or Enemy Randomizer mods compatible for even greater difficulty.

热门讨论 查看全部(8)
89
16 小时以前
置顶: Bug Reports
Xorn
87
4 月 3 日 下午 2:03
置顶: Feedback
Xorn
28
5 月 23 日 下午 4:20
置顶: FAQ
Xorn
1,202 条留言
Xorn  [作者] 10 月 1 日 上午 10:15 
@Lebdevid
I still have the Russian AI translation on file but I took it out because I was told it was very bad since we use entirely different alphabets. I can put it back up on Github unless you're talking about someone else translated it. You would need to unpack the mod. Insert the XML file and compile it again. It's also now a bit out of date. Everyone who wants to translate the mod seems to back out, probably due to the word count.
Lebdevid 9 月 30 日 上午 2:44 
@Xorn
Hey, I tried do download Russian language pack that was translate from AI and I got a problem with this to download. The website where lead this link doesn`t open. Can you give another link it`ll be really helpfull.
azurenses 9 月 25 日 下午 12:49 
never had weapon expansion so much i can say now, and i don´t touch local mods just delete it because mod manager talks about overwriting local mods when update and i wanted to erase everything i could find for clean install
other thing tbd
Xorn  [作者] 9 月 25 日 上午 8:52 
@azurenses
I had two others report that issue and both times it was Leaderlib and/or Weapon Expansion. One is needed for the other so it's hard to say. I only have two DoHit calculations in Conflux. One is local and would only happen if they used my custom skill with my custom status. It's not possible that one would bleed over. The other is the Sadist fix added update 1.09.70 which both our mods have but mine will not run if those mods are on. Even that would be reserved for Sadist users.

Calling DoHit is the only thing I can think that would cause that that interaction since it's telling the engine to create another hit instance. Not even ComputeHit will do that. It more mutates the current outgoing it. You can try it pure without ModManager? As a user you shouldn't be accessing Local Mods though. You should be using the normal Mods folder. Local Mods is more for development. If you have mods in both folders it might try to run both.
azurenses 9 月 25 日 上午 5:33 
so i boiled it down to elemental damage doing double damage of what it should be with all mods or only with yours. Can´t play divinity without your mod but i die from one spell more or less with test char lvl 1. For the new install a few days ago i deleted all from documents, installpath and modmanager local mods ?
no solution ? :staxelCat: :staxelCat:
Xorn  [作者] 9 月 24 日 下午 9:35 
@Z
It's likely Torturer. The talent itself doesn't actually allow it's statuses to be applied via surfaces. It will override what I scripted for King of Flame also. I will write a work around script for it.
Z 9 月 24 日 下午 2:51 
didnt work. so is it just the save thats messed up? i can start a new save and have it behave normally?
Xorn  [作者] 9 月 24 日 下午 2:41 
@Z
Load the 8AP Giftbag then unload it.
It's possible that script didn't compile again for current saved.
Z 9 月 24 日 下午 1:48 
it seems burning from king of flames isnt piercing enemy magic armor, unless im reading the talent wrong
azurenses 9 月 22 日 下午 3:09 
intended for enemy ok but if i start a new game with nothing but mod manager and osiris extender and your mod of course still got -% life at main character that vanish after kill and revive testet yesterday with all new installed and all mod delete and redownload and of course the wrong damage numbers and pierce through at combat protocol
thanks for your time and mod :dos2skull: