Divinity: Original Sin 2

Divinity: Original Sin 2

Divinity Conflux - Combat Overhaul
Showing 201-210 of 215 entries
< 1 ... 19  20  21  22 >
Update: Jul 22, 2020 @ 11:31am

HotFix V1.05c
- Imbue Elements will again apply Conflux status effects directly which are subject to magic armor (Excluding Proliferate). If the skill fails to produce a Conflux status it will not remove the base status effect. If it does then it will follow the same global Conflux status rules except being restricted to 1 turn applications.
- Smoothed targeting of numerous projectile strike skills. The targeting circle will now always go under targets.
- Fixed Unique item effects from dropping after resurrection and requiring a re-equipping.
- Fixed Lord of Endless Knight Skillbar layout from being somewhat random.
- Changed class presets. This doesn't really fit the concept of Conflux but certain starting talents had to be changed anyways.
- Added Character Creation only versions of each Element for Imbue Elements so it can be taken during character creation. You might find a few alt-presets using it.


- New Skill - Killing Field 1AP 3CD (lvl 9+ War 3) Set a reactive position creating a 6m attack radius around you. You will automatically attack any enemies who enter this area twice with your melee weapon for 65% weapon damage each. While in this Stance you cannot move and unwavering granting immunity to Teleport, Knocked Down, Crippled and Slowed.

Update: Jul 18, 2020 @ 7:38pm

HotFix V1.05b

-Fixed Conflux Talent requirements conflicting with Divine Talents. Sorry guys I didn't know this Giftbag was overriding my mod's Talent settings. You should now be able to pick Glass Cannon with Innate LW and Combat Reflexes should again no longer have any requirements.

Update: Jul 17, 2020 @ 9:53pm

HotFix V1.05b
- True Innate Talents are here. Innate Talents will no longer be removable. Don't worry if you already removed them this is racial array based injection. They're added regardless of any other conditions then cannot be removed.
- Fixed Two Kings United when enemies are inside the Permafrost aura from not producing Proliferate / Congeal.
- Fixed Leech Talent to intercept Electrified Blood surface transforms in addition to Water.
- Fixed Ice King Permafrost Aura from removing Chilled on a game.script Frozen attempt when the target still has Magic Armor. This includes both Chill + Chill and Wet + Chill.
- Fixed overhead status floods which in some cases prevented Conflux status names from appearing when applied.
- Ice King's Freezing Surface has been removed temporarily. This is mostly flavor but it's conflicting with Giftbag#5 bugs on flagging NPC/Summon immunities.
- Changed Imbue Elements Skill to apply a Conflux status directly as long as conditions are met.
- Glass Cannon Talent now reduces the Character's Maximum Vitality by 25%.

- New Skill - Wake of Phantoms 3AP 1SP 5CD (lvl 13+, Necro 3) Awaken countless malevolent spirits as a 10m long wave of torment dealing 100% Physical and Avg Level 125% Magic Damage to all enemies in its path. Destructive power of the wave increases by +5% per meter traveled. If enemies are suffering from Bleeding or Proliferate their blood becomes Desecrated causing additional Magic and Piercing Damage. Desecrate damage gains 50% of the bonuses from both Strength and Intelligence.

Update: Jul 15, 2020 @ 5:24am

Sorry for the back to back updates. Don't code at 6am =/

Update: Jul 15, 2020 @ 3:24am

Reverted: "- Fixed compatibility issue with some LeaderLib features. This involved an Innate Talent flag swap. Players will get a prompt saying points were refunded / added but this is a
Character Creation function being triggered and no Talent points are actually added. If you removed one of the Innate Talents I would suggest adding them back before running this update or you will be given extra Talent points."

Players who don't have the 3 innate talents active when this script is on. *coughcheaters* will get a negative result on maximum talents which causes the value to flip to 255. This Fix has been reverted for now but it WILL be added.

I'll try to give ample warning in some way so players don't get this bug.

Update: Jul 15, 2020 @ 2:21am

HotFix V1.05a
- Fixed Advanced AI database flush after each combat (for real this time).
- Fixed a few missed Skills to EUO Blacklist lua script.
- Fixed Fulmination Spire, Glaciated Force and Avalanching Embrace from giving allies the non-forking sparks buff.
- Fixed Apotheosis Skill UI giving incorrect information about the skill.
- Venom Coating will now Apply Poison for 2 turns in addition to it's damage bonus to help bring it in-line with spark skills.
- Increased Skin Graft AP cost to 2 from 1.

--In the works--
2 new Necro Skills.
2 New Warfare Skills.
Fix for known issue with Odinblade Geo Corruption Status.

Update: Jul 13, 2020 @ 8:10am

Update: Jul 13, 2020 @ 7:07am

V1.05 Patch Notes:
- Fixed Giftbag #5 Larian introduced Crash dealing with NPC Summons.
- Fixed Scripted AI Nullify actions to check if a character is sneaking or not before casting.
- Fixed Lunar Pyre's Comet collision issues with ceilings.
- Fixed Deflective Barrier skill from working on a few skills that were not intended.
- Fixed Runic Arsenal Shielding Runes working for non-Physical damage types.
- Fixed Witchfire Skillbook inventory sorting incorrectly.
- Fixed incorrect damage values for Funneling Aegis though the base is slightly lower due to now being able to crit. It does not however critically restore. This skill is not intended to Crit and is future proofing for an upcoming Script Extender feature allowing to set a non-crit interaction.
- Fixed Incarnate not being immune to slipping though this does not show up via examine for some reason.
- Summon Maelstrom now has a default (none surface) version which summons normal Tornadoes that clear surfaces, burning and invisibility.
- Added Lua Blacklist script on Boss one-shot Skills for Enemy Upgrade Overhaul mod which should now be fully compatible with Conflux. There's 100 or so total skills added by this mod for bosses, enemies, players, ect so please let me know if any odd or unfair ones pop up.
- Changed Act 4 Unique encounter to hopefully be more intuitive on it's mechanics.
- Added Advanced AI database script Flush to help prevent entry stacking (smoke bombs going into orbit). This was being caused when a triggered AI script occurred but the NPC died before it's turn and thus did not clear the entry.
- Added a Distance check for Invisibility to Advanced AI scripting.
- Early Conflux skills such as Miasma Spire, Cinder Blitz and Judgment of Terra now use manually scripted damage instead of leave action for their secondary damage types. This makes little difference in their function. It's more so the secondary effect takes an "Owner" and the AI + other skills respond properly.
- Added Withering Ray v2. Before public release many early skills were revamped with better visuals and scripting. Withering Ray was not one of them.
- Weaken Status has been reduced to -30% damage from -50%. It no longer reduces Strength but instead reduces Dodge and Accuracy rating by 10%.
- Diseased Status has been reduced to -25% Damage from -35%. It no longer reduces CON but instead reduces total Vitality by 10%.
- Disintegrate is now a single target skill. This required the skill to be written again but no worries a script has been added to swap the skill version for characters who have the previous one.
- The Aura based Spark skills Ice / Earth / Air are now targeted buff skills and can fork to nearby enemies. Much like Disintegrate this required the skills to be written again but a refund script is included for this as well. They will now also properly fork as Spark Master does.
- Added HP restore script in case players enable conflux mid session or in rare cases where enemy HP did not update correctly. This occurs on game start.
- Elemental Swarm can now Summon Blood and Poison Elementals. The skill will also respond to more surface types. In general the color references the Elemental. Electrified / Frozen Blood will result in a Blood Elemental. Earth, Poison and Blood Elementals will also respond to Blessed / Cursed variants of BASE surface types (ie Blessed Oil) since surfaces must now be shared across 6 templates instead of 4.

-Talent Changes-
- Remove Elusive Charm from the Elusive Talent. This was mostly a flavor feature though it did at times allow neutral NPCs to aid the Talent holder in combat. Unfortunately there's not a known way to remove the AoE status text of Attitude change on characters which could be a bit annoying.
- Arcanist Talent Overload Skill is now Combat only.
- Divine Vigor will now respond correctly to Rallying Cry.
- Walk it Off Talent has been slightly reworked. It will no longer respond to Bleed Fire, Lasting Cruelty, Sanguine Blade Debuff and a few other status effects unique to a single skill. The Positive status duration penalty of this talent has been removed. All Buffs will have normal duration. This involved around 80 status entries including the integrated Odinblade mods so please let me know if I missed one.
- Affliction Overload will no longer consider Unique status effects such as Lasting Cruelty, Faerie Fire, Marked, Mugged or Skull Cracker. It has been focused towards status effects which are applied by more than one skill or effect with the exception of Rimefire which has been removed due to its relationship with Proliferate.
- Redundancy script checks have been added to each talent to ensure effects are active after resurrection.
- Removed the AP reduction from Improved Opportunist as this was too detrimental to Enemy AI causing it to often take no actions.

-Balance Changes-
- Changed Add-on Heavy Enemies to the same Damage scaling as normal Strategist this previously pushed NPC damage slightly beyond Tanking capacity.
- Perseverance for NPCs will now be default 5% recovery per point while players remain 7%.
- Smoothed out Perseverance stat among NPCs to generally not exceed 35% restore. This stat is mostly seen on special NPCs or Strong Defender templates.
- Calmed down Necrowing Voidwoken.
- Added a little more difficulty to Act 1.
- LoEN Conjure (DK) Shadow Meld Damage Multiplier reduced to 110% from 120%.
- LoEN Conjure (DK) Gnashing Impale bonus Lifesteal reduced to +50% from +100% but will now also work without Vitality damage.
- LoEN Conjure (DK) Scaling Base Strength reduced to 7.5 from 8.
- Pyroclastic Eruption damage increased to 300% and has no target limit but no longer has an explosion radius on impact.
- Apotheosis has been reworked a second time. The skill now requires 4 Poly from 5 at 2AP and 0SP cost. Caster will gain +1 SP each turn for 3 turns in addition to the bonus attributes granted by the skill.
- Corrosive Spray Destroy Armor multiplier increased to 135% from 100%.
- Vitrify damage multipliers reduced to 70% from 75%.
- Judgement of Terra damage multipliers reduced to 65% from 70%. No longer applies Congeal and no longer has 1m explosion radius for rock shards.
- Miasma Spire reduced max targets to 6 from 8. Max Range reduced to 8m from 10m.
- Runic Arsenal Reach Runes have been reduced in values to 0.8m, 1.0m and 1.2m from 1.0m, 1.2m and 1.5m.
- Pact of Shadows reverted back to 2AP cost. This mostly adds a conditional of Blood Elemental Affinity.
- Withering Ray V.2 adding some potency to necromancy spell-based damage skills. Deals 145% Physical damage in a 2m wide 20m long ray which applies Suffocating and leaves behind cursed blood which can apply Decaying. If a character has no Magic Armor when struck by this skill then also inflict Cursed and Bleeding.
- Silencing Stare Destroy Armor multiplier increased to 135% from 120%.
- Elemental Swarm base elemental stat scaling reduced to 4 from 5. Fire Elemental has been given a lower damage Elemental variant of Supernova.

Conflux Odin Geomancy Add-on
Corrosive Spray increased to 135% Armor destroyed from 110%.
Throw Dust damage multiplier increased to 90% from 82%
Pyroclastic Eruption multiplier increased to 300% explosion radius removed.
Oily Carapace will no longer cast Fortify for free.
Granite Plating Earth Resistance reduced to 50% from 100%. AP cost increased to 3 from 2.
Titan Form Physical Resistance reduced to 15% from 25%. Vitality boost increased to 25% from 10%.
IronBark Earth Resistance reduced to 25% from 30%. Physical resistance reduced to 10% from 20%.
Nature's Decree AP cost increased to 3 from 2.
Oiled status reduces Earth resist by 10% from 15%
Mend Metal no longer gives an initial 12% bonus restore of Physical Armor when cast.
Oily Touch Multiplier reduced from 115% to 110%.
Natural Remedy mow also costs 1SP.
Mend Metal no longer grants slow Immunity.

Update: Jul 3, 2020 @ 7:13pm

- Hot Fix 1.04a

- Fixed Database conflicts with Lord of Endless Night which includes sacrifice of vitality and number of knights in play.
- Changed new Ice King Talent to use base Chill status interaction instead of stacking a separate "Intense Chill".
- Two Kings United better explains itself including it's bonus of not removing Chill by producing Proliferate status.
- Ice King's Freeze surface transform will now be combat only.
- Incarnate and Lord of Endless Night can no longer slip on ice surfaces. Incarnate can no longer be Charmed.
- Fixed some Tipoes.

Update: Jul 2, 2020 @ 9:55pm

V1.04 Patch Notes:
- Fixed The Pawn Initiative bonus from dropping intermittently it will now stick at all times.
- A few extra statuses have been added to Affliction Overload.
- Added Death Knight redundancy flag checks to help prevent flag sticking on character/summon death.
- Fixed Miasma Spire from auto-targeting bodies.
- Fixed Imbue Elements from bypassing Armor on certain Conflux attempt conditions. This skill does not directly create Conflux statuses but instead attempts to create them by applying the secondary status needed for free. Proliferate is the one exception due to global mechanics. Also Added a 500ms CD for multihit skills.
- Traps now have a Peace Mode maximum deploy limit of 3 normal or 1 Mass Traps before being set on a 60 second CD. This has no effect on combat.
- Synced Visuals and Damage of Purifying Blaze and Death Knight's Necrotic Blast.
- Added extra in-game description to Accelerant & Congeal statuses defining that each can remove the other.
- Accelerant no longer makes enemies immune to Stun.
- Witchfire will now apply it's Slow status through Magic Armor if a target is suffering from Bleeding or Proliferate.
- Fixed Cinder Blitz description to correctly state that it applies Shock. Each Lightning strike is now single target.
- Smoothed out Resistances on some specific character templates mostly dealing with fire and water.
- Divine Vigor has been re-scripted to work on a character to character basis but will still respond to AoE healing skills to or from the Talent holder. Aura Radius increased to 5m.
- Fixed Funneling Aegis from providing any healing/buff unless an enemy is part of targeting the skill.
- Fixed Leech Talent from not responding to surface transformations from water/blood to Electrified versions. This works differently than creating surfaces so an extra "ping" code was added to eat the surface before it can cause harm.
- Fixed Freezing Touch not creating a frozen surface without a target.
- Holy Hand Grenade 1, 2, 5! healing increased further to 125% from 100%.
- Surface Cell for absorbed surfaces has been reverted from 8 to 10 due to some changes in surface absorb skills to make them more useful. Oily Carapace is getting some use but not so much Cryotherapy. The Leech Talent restore values have been increased by 20% to compensate.
- Cryotherapy will now Absorb Water-type surfaces for Vitality or Frozen-type surfaces for Magic Armor Healing value for surface type is qualifier 300 from 400.
- Oily Carapace now also grants immunity to Acid in addition to Slow for 2 turns.
- Immolation has been made a separate skill for future compatibility. If any mod changes the Bleedfire skill this originally was you can find the stand-alone version at any Pyro vendor lvl 4+.
- Wind Up Toy Bomber's base scaling Crit bonus reduced to 4% from 5%. 56% at lvl 20.
- Death Knight reduced to lvl 9 requirement so players can have fun with this new summon sooner. Death Coil Reduced to 4 turn CD from 5. SP Cost increased to 2 from 1 and the Summon has been renamed "Lord of Endless Night".
- Vitrification debuff reduced to 5% increased damage taken from 10%.
- Nullify is now a single target instead of 2m AoE.
- A certain Unique elemental sword now does Avg Level damage to better balance between specializations.
- Grenadier Talent Crafting bonus yield increased by about 4x.
- Arsenal's Vigor Rune now also prevents illness related afflictions if the rune reduced an effect to less than 1 turn.

- Ice King Talent V.2 with new mechanics. Characters will still passively emit an aura and create frozen surfaces as they walk. Talent holders also remain Immune to Frozen and Slipping. Enemies within the Aura can be Chilled through Magic Armor though not Frozen until Magic Armor is depleted. Active use of Icy Rebuke will remove Chill from all nearby characters and use it to increase the Ice Nova damage it produces.
- Two Kings United. Part of Ice King V2 comes better synergy with Fire King. When both Talents are taken Proliferate status applications will explode in a 2m Radius. Rimefire becomes Empowered Rimefire offering double values of -20% Fire and -20% Water resists. Chill will remain instead of being consumed by Proliferate and finally Fire King's Wrath's intensity on enemies will directly increase the damage of exploding Proliferate procs up to 150%.
- Both King Talent Active skill UIs have been polished giving better in-game explanation of their passive and active effects.