Divinity: Original Sin 2

Divinity: Original Sin 2

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Menace Tanking System
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
9.004 MB
Nov 7, 2019 @ 9:46am
Nov 14, 2019 @ 12:05pm
6 Change Notes ( view )

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Menace Tanking System

Description
The new tanking system that lets you grab the enemy's attention with style!

This mod allows characters to generate Menace. The character in a party with the highest Menace is the character who, 9 times out of 10, will be the priority target for AI-controlled enemies.

Menace scales with Wits (or Wisdom for you Divine War players out there). Each point in Wits adds +1 to your Menace gains and -1 to your Menace decreases (except the -10 Menace deficit each turn).

You can generate Menace in a number of ways:
  • Menace is increased by the same percentage of a target's Vitality you deplete with an attack, up to 20.
  • Menace is increased by the same percentage of a target's Vitality you heal with a spell, up to 25.
  • Critical Hits generate an additional 5 Menace.
  • The flashiest and scariest status effects bestow 10-30 Menace upon the inflicter, severity depending.
  • Certain skills such as Provoke and Bouncing Shield generate 10-30 Menace. Like status effects, these must be discovered through experience.

Notably, Menace depletes by 10 every turn, punishing indolence (or rewarding it, situation depending).

You cannot see your total Menace, only how much Menace was generated or lost by a particular action.

Want to add your own Menace-generating skills and statuses?

Simply add the following DB entries to the INIT section of a story code file in any mod:

Statuses Given
DB_MEN_MenaceStatusesGiven("[status name]",[menace generated]);

Statuses Received
DB_MEN_MenaceStatusesReceived("[status name]",[menace generated]);

Skills
DB_MEN_MenaceSkills("[skill name]",[menace generated]);

For example:
DB_MEN_MenaceStatusesGiven("KNOCKED_DOWN",25);
DB_MEN_MenaceStatusesReceived("ENRAGED",20);
DB_MEN_MenaceSkills("Shout_Taunt",30);

If you're a mod author and want your statuses/skills in the mod, feel free to send me their filenames and some values you think would be appropriate.

If you want to play with Constitution scaling instead, click here.

Thumbnail art by Luna L: Check out her artwork here![www.artstation.com]
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86 Comments
Alexjits May 14 @ 3:53am 
Does this work with Divinity Unleashed at all?
Five Tails May 3 @ 1:11pm 
Is there any way to have a counter going. Tanking is very hard.
Kalavinka  [author] Jan 30 @ 5:45pm 
Glad to hear it! Yeah I made the gain pretty big so you don't have to go 30 Wits 40 Strength or anything ridiculous
LunarSlayer Jan 30 @ 5:38pm 
Honestly after using it for like 30 seconds, it's fine how it is lmao
Kalavinka  [author] Jan 30 @ 4:19pm 
Menace does scale with damage, so you can honestly put a few points into Wits and the rest into Strength. It'll take a bit of experimenting to get a feel for the right threshold.

I don't have a way to change it, no - sorry. I designed it this way to discourage mono-stat builds, as well as to synergize with the Initiative gain from Wits. It's nearly always best for the party tank to act first.
LunarSlayer Jan 30 @ 3:43pm 
Is there a way to set menace to scale with str instead of wits? Struggling to see why my heavy hitter would have to put points into wits just to protect people
brizdeer2000 Feb 8, 2022 @ 6:15pm 
i was able to fix the issue and able to use the mod but i found that summons don't seem to gain any menace value not sure if this is intentional or not but thought ide let you know
Kalavinka  [author] Feb 6, 2022 @ 11:35pm 
Just Steam workshop things! Try restarting your game and it may have downloaded properly. If not, try LaughingLeader's mod manager https://github.com/LaughingLeader-DOS2-Mods/DivinityModManager

It'll automatically detect Steam workshop mods that haven't downloaded successfully
brizdeer2000 Feb 6, 2022 @ 6:56pm 
hey so ive been trying to download this mod and it shows up in my content folder but it wont show up in my mods list for the game is there a reason for this?
bladex07 Apr 18, 2021 @ 8:54pm 
Yeah, I agree with many. Really awesome design/idea. We are enjoying the pseudo tanking but still figuring out which/why X amount of menace is generated. But I have mixed feelings about the AI responding to wayyy across the map. It's probably easier just to make it flat but if there was an intelligence threshold. Less intelligence- target nearest (often attack menace target if they don't resist) and more intelligence had higher resistance to menace and then attack lowest/hp or MVP.