Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Unleashed
Showing 1-10 of 117 entries
< 1  2  3 ... 12 >
Update: Aug 1, 2024 @ 2:20am

Update: Jul 19, 2024 @ 5:54am

2.5.4.3 hotfix

Fixed downright embarrassing skill description issues with the previous changes.

Update: Jul 18, 2024 @ 9:55pm

2.5.4.2 - compatibility fixes

Fixed skill descriptions for Helaene's blacksmith, Feenex's battlepack expanded, and more Odinblade skills.

Update: Jul 18, 2024 @ 9:55am

2.5.3 - compatibility fixes

Bug fixes:
  • Fixed text on Heart of Steel.

Compatibility updates:
  • Fixed descriptions of all other Odinblade overhaul skills, barring one or two exceptions that can't realistically be altered.
  • Fixed unusual behaviors of certain Odinblade overhaul skills.
  • Forced 2AP costs of Vacuum Touch and Corrosive Touch due to their increased power with DU systems.
  • Forced 8CD of Vacuum Aura due to its increased power with DU systems.

Update: Jul 17, 2024 @ 6:09pm

2.5.2 - Compatibility Fixes

Bug fixes:
  • Elemental Affinity surface status resistance now correctly implemented. (Additionally, these have been tweaked to ONLY include the statuses associated with non-cursed surfaces, meaning you're still vulnerable to Necrofire.)
  • Fixed Demon resistance to Burning and Necrofire.
Compatibility updates:
  • Fixed tooltips for Odinblade's Necromancy and Hydrosophist skills. The main exception to this is Death Wish: I think DU's healing prevention is more pertinent information for the player than the damage dealt by Odinblade's version. Cryotherapy is also a little weird with vitality/armour, but it's nothing major.
  • Fixed failure of Hypothermia to apply in certain cases.
  • Implemented override that forces Cleanse Wounds and Mass Cleanse Wounds to cost 1AP, even in overhauls like Odinblade's.
  • Implemented override that forces Cleanse Wounds and Mass Cleanse Wounds to generate blessed water surfaces.

Update: Jul 16, 2024 @ 7:31pm

Minor localization fix.

Update: Jul 16, 2024 @ 6:39pm

2.5.1 hotfix

Burning no longer converts to instant death.

Don't ask.

Update: Jul 16, 2024 @ 5:16pm

Divinity Unleashed 2.5: The Unloved and Neglected Update

This update updates a lot of skills commonly neglected by players to be more useful and interesting.

... What? What did you think the title was referring to?

Skill changes:
  • Corrosive Touch AP cost reduced to 1 from 2.
  • Corrosive Touch damage multiplier decreased to 60 from 70 (healthy reminder that THE ACID STATUS ALSO HURTS A LOT.)
  • Elemental Skin skills changed to be permanent, but now grant -100% resistance to their elemental weakness from -50%.
  • Steel Skin no longer grants physical armor, but gives 30% physical resistance and numerous immunities, at the cost of +30% vulnerability to most elements. Additionally, characters with Steel Skin no longer create blood surfaces when wounded.
  • Wet Immunity added to Icy Skin.
  • Elemental Infusions corresponding to different elements are now stackable. To remove any infusion, simply unlearn the corresponding skill temporarily.
  • Elemental Infusions now give appropriate 100% elemental weaknesses (from 20% weaknesses).
  • Elemental Infusion skills now each grant an additional, relevant skill to the recipient. The Source infusions add two skills total, including the corresponding non-source infusion bonus skill.
  • Flaming Tongues radius increased to 4m from 3m, and it now applies a Burning aura. You'll never guess what new skill Fire Infusion summons just got.
  • Fire Slug now has 200% fire resistance from 120%, and 65% vitality from 50%.
  • Fire Slug's Slug Rush AP cost reduced to 1AP from 2AP, cooldown reduced to 3 from whatever it was (I forgor).
  • But because the biggest problem was how boring the skill is, Fire Slug has a new passive effect: it reduces fire resistance of enemies in melee by 25%. Have fun.
  • Healing Tears cooldown reduced to 4 from 5. I want to do something else with this skill, but I don't know what. It's pretty practical with the DU healing buffs at least, just slept on.
  • Acid Spores now directly apply Acid for 1 turn.
  • Hungry Flower's Acid Spore ability reworked:
    • 1 turn cooldown (from 2)
    • Applies Acid for 2 turns
    • Radius extended to 17m from 13m
    • Deals lower damage, but damage scales heavily with distance (true to its development name, "Artillery Plant").
    • If you played Divine War, this is basically a callback to the Chaos Elemental or whatever it's called.
  • Breathing Bubble DELETED from the GAME for being HORRIBLE.
  • Breathing Bubble begrudgingly restored to the game and reworked: cooldown and duration decreased to 4 from 5, and castable while Silenced. The effect can now be consumed with a separate 0AP skill ("Deep Breath") to reduce the cooldown of your most recently used skill by 2.
  • The above changes apply to Mass Breathing Bubbles as well.
  • Red Prince's Demonic Stare damage multiplier increased to 110 from 90
  • Mass Cleanse Wounds AP cost changed to 1 from 2, cooldown to 4 from 6
  • Oily Carapace AP cost changed to 2 from 1, heal ratio changed from 400 to 200.
  • Oily Carapace has a new effect: for up to 3 turns, blocks a total amount of damage equal to the amount healed (based on nearby oil surfaces).
  • Mass Oily Carapace AP cost changed to 3 from 2. It benefits from the changes to Oily Carapace. I'll figure out what to do with Cryotherapy later. No inspiration really struck, and I'd hate to force it.
  • Shocking Touch damage multiplier increased to 130 from 110.
  • Terrain Transmutation cooldown lowered to 1 from 2. (Yes, I know what you're doing with it. No, I haven't thought of a suitable nerf that isn't too heavy-handed just yet.)
  • Cannibalise cooldown increased to 5 from 2, AP cost increased to 2 from 1.
  • Cannibalise now additionally grants the summoner every status effect and infusion active on the summon, as well as all source points the summon had. I'm sure I'm going to need to readjust this at some point. But what the hell, it's fun.
    I did tackle the obvious, however: The +25% damage boosts from Warp, Power, Ranged and Shadow infusion get turned into +10%s on a non-summon character.
  • Cannibalise now reduces summons under the effect of Door to Eternity to 1HP instead. (It still strips infusions, though.)
  • Smoke Cover cooldown reduced to 2 from 3. (It's worth noting the skill was already down to 3 from vanilla's 5, and that the skill also triggers Sneaking when used. That wasn't documented before, for whatever reason.)

Ability changes:
  • Pyrokinetic now considers characters in any kind of fire surface to be "ignited" for the purposes of its passive effect, regardless of whether they have Burning or Necrofire. (These situational bonuses do not stack, meaning enemies are only required to be either in a surface OR on fire.)

Talent changes:
  • Elemental Affinity now makes you immune to the corresponding statuses of ground surfaces you stand on! Buuuut...
  • Elemental Affinity now makes you deal -20% damage overall.

    This change will be controversial, I know. The general thinking is that this talent is not only utterly broken and impossible to balance otherwise, but it was also asymmetrical in that sitting on an electrified water surface for Aerotheurge bonuses was just an extremely Not Fun experience.
    This immunity does not apply to Decaying for balance reasons.
    We'll see how this all plays out. I'm bound to see some angry comments in about 2 months' time from players who suddenly noticed the change. But if you're like me, even just knowing you *could* have chosen Elemental Affinity and trivialized the damage/action economy at any given moment haunted you all the way through every playthrough.

  • The Pawn (innate) now gives 0.5 AP's worth of movement from 0.4 AP (2.5m free movement from 2m).
  • Demon now grants immunity to Burning and Necrofire.
  • Ice King now applies Chilled to all enemies starting their turns within 3m.
  • Walk It Off now removes all temporary statuses on the character when they use a rush or self-teleport skill. This talent also has a very special interaction with Nether Swap. :) See if you can figure out what it is.

Mystery changes:
  • Two years ago, I started changing some things in this mod, planning another update. What did I change? WHO KNOWS! I don't remember!! Have fun!!!

Misc changes:
  • Documentation updated to more accurately reflect the states of numerous skills, including some that were changed before this update but not correctly documented (for 2 years!!!).

Update: Jan 15, 2022 @ 6:14am

Update: Jan 14, 2022 @ 7:55am