Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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Epic Encounters
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76.486 MB
Dec 30, 2016 @ 2:45am
Sep 12, 2017 @ 11:00pm
18 Change Notes ( view )

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Epic Encounters

Description
Epic Encounters is a gameplay overhaul and content expansion mod for the main campaign. The goal of the project is to raise the game's difficulty "to eleven" while also providing so much new content that a fresh playthrough will feel--well, fresh. This is to say that a great deal of combat and character features have been reworked and rebalanced while many new features have been added. The content expansion also includes a large, immersive end-game area-set and story line to test even the most experienced and powerful characters.

Listed further below is a short summary of the most notable features. For a full list of the (numerous) changes made within Epic Encounters, see the readme (over 60-ish pages).[www.nexusmods.com]

***YOU WILL NEED TO START A NEW GAME TO USE THIS MOD***


I N S T A L L A T I O N:

At the moment, you only ever need to do this ONCE, updates do not require you repeat these steps. Due to limitations within the game engine, talent descriptions and requirements cannot be uploaded to the steam workshop, therefore you should:

1: Hit the "subscribe" button above.

2: Download the talent text/requirements (Steam Supplement)[www.nexusmods.com]

3: Extract the .zip file into your Divinity: Original Sin - Enhanced Edition installation directory (since you are on steam, this directory is probably something like this: C:\Program Files (x86)\Steam\steamapps\common\Divinity Original Sin Enhanced Edition\

4: Start the game and activate Epic Encounters in the mods menu. Enjoy!


MAJOR FEATURES:

Beautiful, immersive, brutally difficult endgame area-set and story line accessible from the end portion of "The Phantom Forest" within the base game. This content roughly spans character levels 20-25 and will likely offer seasoned, prepared players at least 24 hours of gameplay.

New icons for newly added items/spells, as well some replacements for old content.

45 new spells are added to the game and all previously existing spells have been revised and modified. Most of these spells boast completely new mechanical functionality. Every spell should now feel meaningful and competitive. Check out this awesome .pdf spell chart, by YuukiKoto![www.dropbox.com]

66 Powerful and interesting "Artifact" unique items have been added to the game.

Talents have been reworked to achieve balance and expand build options--many are now completely unrecognizable.

Abilities have been revised, some previously useless abilities (like Charisma or Tenebrium) are very viable and interesting options.

Some abilities and talents now provide special "reactions;" effects that your character can perform when a specific scenario occurs outside of her turn.

Many new status effects are added to the game.

Added MANY new, unique, build-defining weapon modifiers to the game. ***Special thanks to the incomparable Baardvaark for this***

Quality-of-life improvements, like increased run/walk animation speeds for players and enemies, required click-confirmation for self-casting spells, automatic out-of-combat healing, increased gold stack size, and preventing idle animations from playing while it is a player's turn in combat.

Rogue characters will find themselves much more useful and exciting to play with the introduction of the "Chain Bonus" system and scaling backstab damage multiplier.

Respecialization potions allow players to "respec" much earlier than before.

Companions start with most of their attributes/abilities/talents unallocated, allowing players to pursue a greater degree of customization with these characters.

Player maximum resistances are capped at 75%, but this limit can be raised with talents, abilities, and spells.

Perception has been improved.

Healing magic offers a percentage-based heal in addition to previous "flat" healing, allowing these spells to scale much more favorably into the late-game.

Disable immunity system prevents enemies from suffering any given "hard" disable for more than 2 of any given 6 turns, making it more difficult to control combat.

Enemy AI has been vastly improved; creatures will generally be more difficult simply because they behave more intelligently. And they don't stall anymore.

In Tactician/Honour mode creatures have about 67% more vitality than they used to, but some creatures may have less or much more.

Enemy statistic scaling ensures that combat remains challenging even if you've managed to over-level your opponents (note that this is within reason; a level 5 orc will still probably not be challenging to a level 25 character).

Consumables have been rebalanced.

Loot in general has been rebalanced to make all item types feel worthwhile. Additionally, loot can now appear with new effects.

See the readme for the full changelist (over 60-ish pages).[www.nexusmods.com]


Epic Encounters feeling a bit too difficult on Tactician but too easy on Classic?

You can always download the "Normal Tactician Vitality"[www.nexusmods.com] version of the mod from the Nexus Mods page to tone things down a touch. Doing this doesn't even break your save, so you can swap between these two versions whenever you like! Note that you'll need to follow the installation instructions listed there if you wish to use this version, and you'll need to manually update from that page while you are using it.


Know a bit about modding and want to make your own changes to Epic Encounters?

Well you can! Go download the "Epic Encounters Developer Edition"[www.nexusmods.com] and get started! Make sure you don't have the .pak file in your Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods directory if you do this, though. For some easy tweak tutorials and introduction to the scripting of the mod, check out the Developer Edition discussion in the discussions tab.


Mod compilations:
- Epic Encounters + 6 Man Party[www.nexusmods.com], compiled by
Baardvaark.

- Epic Encounters + XC_Bags, compiled by Smarmbot.

- Epic Encounters + XC_Bags + 6 Man Party[www.nexusmods.com], compiled by Smarmbot.

These are separate mods and as such do not have saved-game compatibility with one-another.



U N I N S T A L L A T I O N:

1: Unsubscribe.

2: Navigate to your installation directory.

3: Go to the Data\Localization\English folder, delete english.xml.

4: Go to the Data\Public\Shared\Stats\Generated\Data folder, delete Requirements.txt.

5: Done!



Popular Discussions View All (92)
703
Jul 3 @ 6:45pm
PINNED: Epic Encounters II
HSO3F
566
Jan 17 @ 6:13am
PINNED: Bugs and Grammatical Errors
Ameranth
227
Sep 25, 2020 @ 8:00pm
PINNED: The New Endgame
Elric
1,830 Comments
larryh00ver Jul 7 @ 9:12am 
would be cool to have the changes (new spells etc reworked abilities) without making the game into a bullet sponge simulator, hp and damage of each mob increased by 50000%, each encounter is a raid boss and it isnt fun at all even on explorer difficulty. alas this is 10 years old and nobody cares
Mobbey Jun 29 @ 7:26pm 
is there any chance you could upload a light version of this mod featuring only the bugfixes and QoL improvement?
Lovecraft1986 Jun 20 @ 11:39pm 
Hello. I like to run a double lone wolves tactician setup in the unmodded game and I was wondering if anyone tried that with Epic Encounters (?) If yes, is it viable and could someone give me pointers for recommanded builds ? Thanks in advance.
Rob the Great May 4 @ 1:42pm 
the companions are missing the Grandstander talent in the list of options, is this a bug or is it intended for some reason?
ukdouble1 Apr 13 @ 8:51pm 
In the basement of the Cathedral of the Immaculate, in the center room, next to Leandra's diary, there is no vial of her blood, nor is there a trapdoor (or I with perception 22 can't see it). Is everything okay?
ukdouble1 Apr 5 @ 4:09am 
PS.
The explicit choice of the English language of the game, unfortunately, did not affect the appearance of errors. Of the four elemental statues, only the fire statue could be activated. At the same time, the four charcoal baskets were inactive: they could not be extinguished manually. I left the game and logged in again (I didn't deactivate the mod and didn't activate it again). After that it was possible to activate the charcoal baskets-lights. After that the lightning summoned air spirits and elementals (before quitting the game did not summon them). The rest of the statues also activated and the entrance to the cave opened.
ukdouble1 Apr 5 @ 2:02am 
Game switched to English now.
But the pressure plate in the booby-trapped house in Black Cove may not work because I teleported the Source Abomination there. The monster may have gotten on the pressure plate. The traps in the imps' corrupted forge are working. And even the pressure plates in the tavern basement work. If I run into another pressure plate that doesn't work, I'll post it.
SirLancelot Apr 4 @ 1:36pm 
Double check the language field within the Steam game parameters, just in case.
ukdouble1 Apr 4 @ 10:45am 
I had the Russian version installed, but after installing and activating the mod, all the game text became English.
SirLancelot Apr 4 @ 9:35am 
Now that I think about it... are you playing in english or in any other language? You have to, otherwise will suffer all kind of issues and miss content, descriptions...