Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Conflux - Combat Overhaul
Viser 141-150 af 233 forekomster
< 1 ... 13  14  15  16  17 ... 24 >
Opdatering: 22. maj 2021 kl. 2:37

Opdatering: 22. maj 2021 kl. 2:31

Hotfix: 1.09.48

- Due to instant community feedback. Reverted Unstable Talent removal of erratic alteration transform to normal surfaces. Currently it will now only produce Blessed surface at random.

Opdatering: 22. maj 2021 kl. 2:00

Update: 1.09.47

-New-

- Getting Leadership to rank 5 or above now grants it's bonuses to the owner in addition to allies.

-Changes-

- Ice King Talent's in-combat Ice trail will now also transform blood into frozen blood.
- Unstable Talent's Erratic Alteration function has been removed. In most cases this was just flavor and had no tactical purpose.
- Flowing Recollection Talent now grants an extra memory slot every 4 levels instead of 3 levels.
- Unstable Talent Aoe Damage thresholds increased to 45%/65%/80% from 40%/60%/80%. Radius is still 3/3/4m.
- Blade Dervish will now target only Enemies instead of just non-Allies.
- Provoke now requires a Melee Weapon to use and also grants 25% Glancing Blows for 2 turns when used.
- Elusive Retaliation will now only work against enemies of the character. The Projectile has a slight arch to improve line of sight.
- Dust Blast explosion radius reduced to 1m from 2m.
- Throw Dust explosion radius reduced to 1m from 2m.
- The Deep's AI Pathing has been changed to generally only care about cursed surfaces.
- Cromdor now has the Escapist Talent.
- Bone Collector has 1 additional skeleton. Players can end up dealing with him +1. The encounter has been tweaked closer to it's 2nd revision.
- Ice Lance is now an Enemy only targeting skill.
- Sabotage now has a 2 turn cooldown from 1 turn.
- Global Backstab scaling will now go up to level 30.
- Challenge Heal value reduced to 125% Qualifier from 200%.
- Night Predator's Umbra Predator explosion radius increased to 3m from 2m.

-Fixes-

- Fixed UI display error for Soul Ward.
- Added description to Flowing Recollection specifying it's boosts to not affect damage or restore values.
- Flowing Recollection memory will no longer re-apply when a game is loaded resulting in un-memorizing skills.
- Pyroclastic Eruption creates oil in a 1m radius. This is mostly to avoid confusion for it's damage radius.
- Fixed Runic Arsenal Vigor rune combinations from not applying to appropriate vitality bonus.
- Runic Arsenal's Rune limit per Chest slot has been isolated to the primary offender Devourer's Chest so it should no longer get in the way of typical use.
- Leech Talent fixed a missing status check for Frozen from Frozen Cursed Ice / Blood.
- Escapist will now properly work against Sleep status.

Opdatering: 15. maj 2021 kl. 19:44

Hotfix: 1.09.46

- Fixed new Virulent's Aura damage from being resisted by Magic armor. It will still damage magic armor as intended but not be blocked.
- Sorry for back to back updates.

Opdatering: 15. maj 2021 kl. 17:44

Hotfix: 1.09.45

- Fixed Enemy Turn timer fix-attempt from not clearing it's character database when an enemy ends it's turn resulting in CC and other effects to get pinged and thus removed. Sorry about that. Currently looking for an option that works deeper in the engine as I'm not really behind this method anyways.

Opdatering: 14. maj 2021 kl. 17:41

Hotfix: 1.09.44

-Changes-

- Global Conflux Status Changes-
- Virulent was not always using the status owner's Geo skill to produce it's sub Aura damage resulting in less AoE effect than intended. This has been fixed and should cause Virulent to be a far more dangerous status.
- Necro Fire will now respond to Proliferate and Prolif + Congeal combos. This is around 30 new events added to the global script. The obvious perk of this change is Proliferate can be applied more easily but the bigger change in game play is how Congeal will now more easily overpower Necrofire when conditions are met. Congeal has been a difficult Conflux status to create due to Necrofire in the past so for now this change is not being added to Accelerant + Virulent combos.
- Accelerant will now more likely trigger the AI's pathing control as typical Damage_On_Move statuses but deals more damage.
- Imbue Elements Skill, originally intended as a teaching tool and Hybrid shortcut to Conflux statuses has been a bit abused over time. This is esp the case for Proliferate. As a result Conflux statuses produced in this manner are half potency. Normal Conflux statuses will also override these lesser versions but cannot be produced by a character who currently has the Imbue Elements buff.


- Bleed Fire produced by the Immolation Skill, Fire resistance debuff reduced to -15% from -20%.
- Added a turn delay 30 Second timer to NPCs in attempts to prevent a rare case of AI Projectile Vs Pathing loop issues. Simply wait 30 seconds and let me know if this works. I don't exactly have highest hopes for it given the nature of the loop.
- AI Smoke Cover counter script now has a minimum range of 4m to react against projectiles. The maximum remains 20m.

-Fixes-

- Fixed a sneaky line of code in Killing Field’s script allowing it to still strike twice. This was intended to be changed to one strike a while back and can be attributed to some issues with damage layering of other skills like Sparks.
- Killing Field strikes are now tagged to properly trigger Guard / Single-Handed Glancing Blows. These effects use the same hit layers so it literally had to be called alphabetically. Will be keeping an eye out for any pseudo melee skills that should proc this new feature.
- Whirling Steel damage reverted back to 65% Weapon damage per strike from 60%.
- Elemental Swarm AI pathing has been reduced to non-Poison Clouds, Lava and Deathfog. Technically Elementals are floating but thanks to Giftbag 5 this character flag is not carried over and will take more time.
- Blacklisted Adrenaline from enemy Nullify skill and tweaked a few other entries for AI priority.

Opdatering: 12. maj 2021 kl. 11:08

Hotfix: 1.09.43

Forgot a requested fix:
- Added turn restriction to Taunt forcing to be removed at the end of the character's turn due to turn rotation orders causing it to last longer than 1 Turn.

Opdatering: 12. maj 2021 kl. 10:43

Hotfix: 1.09.42

- Fixed Hittype and HitwithWeapon check for Adaptive Skin.
- Reverted NPC Adaptive Skin override script for now. Some scripted skill interactions might have unintended outcomes. ie Getting Frozen mid Whirling Steel. It's a potential mess that turns out will require more thought/time.

Opdatering: 12. maj 2021 kl. 1:45

Update: 1.09.41

-Changes-

- Ice King Talent - Icy Retribution active skill will now create Frozen Blood instead of Frozen Water if the character is standing in Blood when cast. This includes Electrified, Cursed and Blessed versions though the surface created will remain a standard surface type.
- Icy Retribution Ice Nova explosion radius increased to 3m from 2m.
- Fire King Talent - Fiery Wrath now creates a fire surface and ignites within 4m when used. Damage bonus from this skill has been increased to 75% per turn from 50%, up to a maximum of 300% bonus damage when used and now applies Burning for 2 turns from 1 turn. The Fiery Wrath status remains unchanged.
- Leech Talent - Vitality and Armor restore values have been doubled from 20% from 10% and 10% from 5% qualifier values. This was originally %based restore but proved to be too strong for NPCs after the Talent Injector was introduced.
- Runic Arsenal Talent - Shielding Rune will now protect from Elemental/Magic damage in addition to Physical sources. It will not protect from Piercing.
- Runic Arsenal Talent - Vigor Rune vitality multiplier increased to 10/15/20% from 5/10/15%.
- Conflux statuses Congeal and Accelerant will no longer remove each other but are obviously still counter productive.
- Guard (Glancing Blows) will no longer "snap shot" it's value and instead update the value live. In addition, damage redirection skills like Intercept and Guardian Angel will automatically engage or refresh Glancing Blows without having to strike in melee. After one of these protection skills end; guard is reapplied at its current value for 2 turns, as if triggered normally. This means a protecting tank can maintain Glancing Blows without having to strike in melee for 4 turns total. Glancing Blows will automatically be removed if the character's shield is un-equipped.
- Other Mod effects which cause an enemy to start with a certain Polymorph Elemental Skin are instead replaced with their Adaptive Skin variant. Currently Unique items that grant these skills remain untouched to help them stand out more as a Unique item.
- Wake of Phantoms Physical damage increased to 125% from 100%. Conditional "Desecrated Blood" damage increased Avg lvl Piercing to 75% from 50%. Improve visuals.
- Mirage Arrow's Shadow Clone's base Vitality multiplier reduced to 20% from 25%.
- Summon Maelstrom Tornado damage has been increased to 150% from 125%. Damage statuses increased to 2 turns from 1 and it's ambient turn damage radius increased to 5m from 4m. Remove the damage description from the skill for now as it only served to confuse the real damage output of this skill.
- Wind-up Toy scaling has been reduced considerably. The damage of this skill was doing Multiplier damage instead of Avg level damage. Mixed with a high crit scaling stat was resulting in the ability doing far more damage than intended. The toy can no longer Crit in order to help keep it's scaling more linear. It's cooldown has been increased to 3 turns from 2.
- Summon Incarnate now costs 3ap from 2ap but now automatically grants the Incarnate Power and Ranged infusions. The intention of this change is to save a little memory for Summoners based on the Incarnate compared to other Conflux options. This also makes it more detrimental to allow the Incarnate to die during combat.
- Razor & Wind's unique skill Windblade Dance will now only target enemies.
- The One Shield An Mafin has been given the reworked version of Flay Skin.
- Killing Field damage per strike reduced to 70% Weapon damage from 80%.
- Projectile portion of Melee spark skills reduced to 25% multiplier from 30%.
- Cremation and Creeping Death initial damage multiplier reduced to 180% from 200%
- Corpse Explosion and Mass Explosion damage multiplier reduced to 220% from 250%
- Living on the Edge will now display it's Soul Ward value as "Protection" instead of "Turns" on both the status and examine UI to help avoid confusion with it's mechanics.

-Fixes-

- Ifan's custom Soul Wolf progression Script is now more precise.
- Improved Leech Talent response for non-damage surfaces like Water and Blood.
- Fixed a damage clear layer bug for Wake of Phantoms which prevented it from benefiting from it's +5% distance bonus damage.
- Improved various skill UI descriptions.
- Replaced Breathing Bubble from the crafting list with Resonating Globe and Mass Resonating Globe.

Opdatering: 6. maj 2021 kl. 13:46

Hotfix: 1.09.40

-Changes-

- Phoenix Feather Quiver now has compatibility with "Rifle" weapon types used by Musketeer and Weapon Expansion mods.
- Removed Bone Collector Venom Aura Throne from the encounter. Despite fixing status crash issues, Aura / Dome effects could still cause a crash. Since this removal Bone Collector itself has a 30% chance to proc Poison. This is intended to compensate in flooding the area with Virulent status.
- Bone Bladed Cleaver now grants +Single Handed and +Perseverance instead of +10% Accuracy.
- Both Intercept and Guardian Angel skills now grant 5 Guard. A 25% Chance to recieve Glancing Blows for 25% reduced damage this bonus does not stack. For players this effect stacks with Single-Handed skill and lasts 2 turns regardless if either skill is removed. Currently Guard remains a player only function.
- Defensive Glancing Blows are now a soft blue/green color while Offensive are a bright red color. Savage Criticals remain Gold.

-Fixes-

- Fixed custom Perseverance script from not procing correctly on NPCs. This broke about two patches ago.
- Fixed a mechanic for Empress of Anguish from being incorrectly affected by a certain Talent.
- Fixed Ice and Air sparks from being able to hard CC (For real this time). Wet status was omitted from the script. In this case Wet status will be replaced by Shocked or Chilled for whichever Spark status is applied. Wet can then still be applied after for CC.
- Fixed visual dummy model from appearing during an Escapist Talent proc.
- Fixed Adaptive Skin in-combat use by allowing the invisible dialog to join combat. The dialog is also no longer timed.