Divinity: Original Sin 2

Divinity: Original Sin 2

The Musketeer Mod
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Update: Oct 27, 2023 @ 4:21am

1.5.2.0 Quality of Life
I'm not actively maintaining this mod anymore (Sorry about that), but this small patch adds some frequently asked for changes.

Balance & Design
- All Special Reload Skill-Variations no longer cost 1 SP to cast (SP costs reduced from 1 to 0)
- All Special Reload Skill-Variations no longer cost Memory Slots
- [Experimental] Reduced the sound-volume for all Firearm "Fire" SFX

Update: May 13, 2021 @ 9:37am

1.5.1.0 Squashing Bugs
Small patch to fix some bugs and add some QoL changes (Thanks to Nazatur for reporting the bugs).
Also buffing Scattershot a bit, other balance changes will be added in a bigger balance patch that I'm working on.

Balance & Design
- Scattershot Skill Base Damage increased from 50 to 55
- Changed font color for some text in the Mastery Menu to improve readability

Bugfixes
- Tripwire Flare Skill Explosion Radius increased from 1 to 2 (Now matches skill preview radius)
- Blitzkrieg Skill now always grants Blitzkrieg and Hasted Status
- Buckshot Skill now properly knocks down all Marked targets it hits. (Previously only knocked down on direct hit)
- Rend The Marked Skill can cause game crashes in rare instances, so I've added a experimental fix for it

Update: May 2, 2021 @ 2:40pm

1.5.0.0 New Weapon Model

This patch replaced the previous Kar98k weapon model with a new Musket model. No other significant changes are included in this patch.

You can check out the new Musket model on sketchfab as well:
Click here[sketchfab.com]

Concerning balance, I do think the mod is in a pretty good spot at the moment, leaning slightly towards the weaker side. I'm planning on introducing some minor buffs, along with some completely new custom talents in the next patch.

Balance & Design
- Replaced the previous weapon model with a new one that fits the setting and timeline of the game better
- Fixed some typos

Update: Feb 14, 2021 @ 11:46am

1.4.0.0 Balance, Reload, Controller Support

Balance & Design
Rend the Marked is still a hassle to use and often not worth thinking about. I've changed it to better fit it's role as a Execution-Skill by making it deal double damage against enemies at 40% or less Vitality.

- Rend the Marked Skill Damage decreased from 90 to 75
- Rend the Marked New bonus effect: Deals 200% damage against targets at 40% or less of their Maximum Vitality
- All Reload Skills can now be cast when silenced
- Casting any Reload Skill outside of combat will remove the Reload Debuff directly instead of persisting for 1 turn (Using the Bedroll to reload out of combat is still more convenient though!)

Bugfixes
Making the AmmoBar UI split-screen compatible is probably not going to happen, due to the problems complexity. I have spent some time to fix the positioning during split-screen gameplay, but it is not a officially supported feature of mine. (You can still message me about it, but it's not a high priority topic.)

- Positioning of the AmmoBar UI in Split-Screen improved, it is now located above the right side of the Skillbar
- Fixed a bug that caused the AmmoBar to not show Ammunition Consumption/Gain Previews when switching Skillbars in controller-mode
- Improved AmmoBar stability in controller-mode

Update: Feb 7, 2021 @ 2:48pm

1.3.9.0 Balance, Bugfixes, Tooltip Update

Balance & Design
Rend the Marked is very finnicky to use at the moment. Actually executing enemies with it to obtain Rend Stacks is frustrating, as the skill itself doesn't do a lot of damage. Players thus have to "prepare" the kill in advance, which can often lead to accidental kills, ruining the setup. I've thus increased the damage and AP cost in order to make it more fun to use.

- Rend the Marked Skill Damage increased from 70 to 90, AP cost increased from 2 to 3, Cooldown increased from 3 to 4
- Incendiary Ammunition On-Kill effect damage increased from 20 to 35
- Updated Tooltips of all Reload Variations to more accurately describe their bonus effects

Bugfixes
- Grenade Assault Mastery-Skill now works correctly when used in combat. Previously, allies would not cast Grenade Assault even if they were in range due to a bug
- Rend Stack SFX emitted on scoring a kill no longer stops prematurely
- Fixed an incorrect scaling parameter for Doom Ammunition bonus damage, causing it to deal more damage than intended

Update: Jan 31, 2021 @ 9:49am

1.3.8.0 Balance, Controller, Bugfixes, Talents

New Features
- New Talent-Interaction for Glass Cannon: Restore 1 Ammunition at the start of your combat round, if you are out of Ammunition and have a Rifle equipped.

Balance & Design
The duration of the Marked status matched the cooldown of skills such as Tracking Shot and Death Sentence, meaning you could always apply a new Marked
status as soon as the old one expired.

- Marked Status from Tracking Shot, Death Sentence and Blazing Flare duration reduced from 3 to 2
- Marked Status from Piercing Ammunition + Tracking Shot duration reduced from 2 to 1
- Counterstrike Mastery-Status bonus damage increased from 15% to 30%

Bugfixes
- Positioning of the AmmoBar UI in controller-mode improved, will no longer cause issues with some resolutions
- The Reload-Debuff from special Reload Variations now correctly persists until the start of your next turn
- Grenade Assault Mastery-Skill is now properly granted at Mastery-Level 3 instead of Mastery-Level 2
- Updated tooltips for some Mastery-Skill requirements

Update: Jan 24, 2021 @ 8:55am

1.3.7.0 Controller Support
The AmmoBar UI would not work correctly when playing with a controller and would overlap the skillbar of the player. This patch improves controller support by moving it next to the skillbar and fixing some related bugs.

Balance & Design
- Concentrated Terror Mastery-Skill now correctly requires Mastery-Level 3 instead of Mastery-Level 2

Bugfixes
- AmmoBar UI is placed next to the skillbar when using a controller

Update: Jan 21, 2021 @ 8:28am

1.3.6.0 Concentrated Terror Obtain Level

Balance & Design
- Concentrated Terror Mastery-Skill is now properly granted at Mastery-Level 3 instead of Mastery-Level 2

Update: Jan 10, 2021 @ 6:57am

1.3.5.0 Tooltips and Grenade Assault

Balance & Design
- Bedroll Tooltip updated to show information about auto-reloading your weapon when used out of combat
- Ranged Combat-Ability Tooltip updated to show information about Rifles being affected by it as well
- Grenade Assault Mastery-Skill Damage decreased from 115 to 35

Grenade Assault scales with Finesse, that was something I forgot about when balancing it's damage values. I'm bringing it in line with other skills with this change.

Update: Jan 2, 2021 @ 7:30am

1.3.4.0 - Balancing
Musketeer Skills deal a lot more damage than the game's original Hunstsman Skills. While they should do more damage due to the shorter range of Firearms and the Ammunition restriction, the damage values are still too high.

Balance & Design
- Steady Shot Skill Damage decreased from 105 to 90 and Marked-Damage decreased from 65% to 35%
- Scattershot Skill Damage decreased from 60 to 50 and Angle changed from 30 to 35 and Marked-Damage decreased from 20% to 10%
- Scattershot Skill Description updated to display bonus damage against marked targets
- Buckshot Skill Damage decreased from 100 to 80
- Rapidfire Skill Damage decreased from 65 to 55
- Tracking Shot Skill Damage decreased from 80 to 75
- Final Act Skill Damage decreased from 160 to 120 and Marked-Damage decreased from 75% to 45%
- Final Act Skill Description updated to display bonus damage values instead of percentage
- Grenade Assault Mastery-Skill Damage decreased from 135 to 115

These nerfs might seems to be quite extreme, but especially Final Act was simply extremely powerfull with it's high base damage and 75% bonus damage on marked targets.

Bugfixes
- Concentrated Terror Mastery-Skill is no longer available during Character Creation