Divinity: Original Sin 2

Divinity: Original Sin 2

Not enough ratings
Menace Tanking System (Constitution)
   
Award
Favorite
Favorited
Unfavorite
Type: Add-on
Game Mode: Story
File Size
Posted
Updated
9.037 MB
Mar 12, 2020 @ 4:43pm
Mar 28, 2020 @ 10:39am
4 Change Notes ( view )

Subscribe to download
Menace Tanking System (Constitution)

In 1 collection by DarkAssassiaN
lala 2020
16 items
Description
< >
29 Comments
Thc Mozart Feb 5 @ 3:55pm 
is this mod dead?
SirPrimrose Apr 4, 2020 @ 5:17pm 
I believe your mod is broken friend. We got LeaderLib to make sure and configured it to give a large amount of Menace with Con, but any character can somehow get "Highest Menace" after only generating like 100 menace, whereas the tank generated over 400 in his turn. If you would allow the players to see their current Menace, maybe we could understand why it isn't working, or make the Menace cap (assuming there is one) configurable and much much higher.

Please fix this, we really want to use it in our playthrough since it is a great concept, just horribly broken right now.
AllFenom Apr 3, 2020 @ 7:24pm 
How do you open that settings menu?
Daphne Apr 2, 2020 @ 12:53am 
I feel I need to correct my self as well as bring up a few things... Cycling Menace is unreliable, and so is LeaderLib's tweaks. We even set decay to a crazy number and if there was any improvement, none of us saw it in our 3P co op campaign. We set Finesse, then Wits for a negative Menace stat, that also did not feel like it consistently helped.

All 3 of us are now pretty sure having a cap on Menace is a major factor in this problem.

The epitome of WTFery was 2 people at cap Menace, and one of them somehow passing the other Highest Menace by attacking an enemy... I don't even ;3
Daphne Apr 1, 2020 @ 5:08am 
@Spazz; Risking sounding condescending, a quick band aid fix is to cycle Menace manually with the fact that 100 is the limit. A rough example would be to allow your Tank to always have the highest Menace at the end, by reducing other party members' Menace. Let it decay, sneak, things like that.

You might also want to use the in game adjustments offered by LeaderLib, for the Menace system- Set an attribute to decrease Menace, increase decay rates ETC.

It is my understanding that DarkAssassiaN is considering several ways to approach the issue.
Repaq Mar 31, 2020 @ 8:39am 
Sadly the cap is 100 menace.
Spazz Mar 31, 2020 @ 12:26am 
Also, one character is gaining hundreds of menace a hit, while other are gaining 10-20, yet they hardly ever have the highest menace
Spazz Mar 30, 2020 @ 11:11pm 
It seems that even though a character has the highest menace, other still get targeted just as much as they would normally
Repaq Mar 28, 2020 @ 4:22pm 
I have wits set as my negative menace modifier in my game. It works well.
Daphne Mar 28, 2020 @ 4:13pm 
On a side note, I definitely suggest Sneaking(The actual stat, not the act of sneaking in game) and Wits(Ironically...) should decrease Menace, if you go for a DecreaseAttribute.

Wits because for example in my head it's like... Thinking tactically, not presenting your self as a target to the enemy ETC ETC in a role play sense. It's your "Smarts" but not your intelligence or wisdom let's say. So you'd not be attracting too much attention, striking surgically and methodically - It is even supported by how Wits do increase Crit.

And of course Sneaking because it means you know how to be... Sneaky. IE, not attract attention, be stealthy ETC.