Divinity: Original Sin 2

Divinity: Original Sin 2

Vanilla Plus
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Update: Jun 27, 2022 @ 7:09am

# 1.2.15.70
Fixes
* Fixed an issue with Ice King and Corrosive/Magic damage multiplier

Update: Jan 17, 2022 @ 2:00pm

# 1.2.15.69
Miscellaneous
* Removed various useless prints in the console

Update: Jan 17, 2022 @ 1:06pm

# 1.2.15.68
Fixes
* Explosion Arrows damage is now 70% as it's intended to be
* Glass Canon armour nullifier and Savage sortilege critical chance boost are now correctly restored upon resurrection
* Minor and Medium Strength potion stats aren't reversed anymore
* The base Accuracy option now correctly change the base Accuracy of all player characters
* Character sheet damage value and its tooltip is now correctly scaled

Update: Nov 29, 2021 @ 3:09pm

# 1.2.14.67
Fixes
* Fixed an issue with Torturer causing infinite loops and potentially crashing the game in conjunction with other mods
* Fixed an issue with the legacy Teleportation option where enabling it would crash the game on load

New
* You can now change the base accuracy in the options

Update: Nov 10, 2021 @ 4:31am

# 1.2.13.66
Fixes
* Fixed an issue where crossbows penalty wouldn't go away
* Fixed Siphon Poison skill requirement being Geomancer 2 instead of Geomancer 1
* Fixed characters Physical resistance when they have some from their character stat
* Fixed various description mistakes

Balance
* Last Rites now reduce current vitality to 1

Update: Oct 24, 2021 @ 2:18pm

# 1.2.13.65
Fixes
* Fixed an issue with the hotbar behaving weirdly

Update: Oct 23, 2021 @ 11:26am

# 1.2.13.64
Fixes
* Crowd control effects shall now work as intended with Momentum/Lingering
* Perseverance doesn't restore Vitality anymore

Balance
* Dodge fatigue is now gone to be replaced by another system : Warmup. Missing a character will now trigger Warmup on the attacker, increasing Accuracy by the intelligence value for 1 turn, stackable up to 4 times. When the status duration expires, you lose only one stack instead of all of them like Dodge fatigue was doing. Flurry and All-in now provide one stack of Warmup whatever is the outcome of the hit. Bows and XBows now provide a skill named "Aimed shot" : 1 AP, 1 CD - increase the Accuracy by 20+(intelligence-10)x3 and critical chance by the strength value for the next shot. You can restore the dodge fatigue behavior in the options.
* Water balloon and Oil flask base AP cost reduced from 2 to 1

Miscellaneous
* Staggered and Confused different steps now have different icons

Known issues
* Last Rites doesn't behave correctly for undeads
* Damage offhand penalty is incorrect if the Dual Wielding ability of the character is more than 10
* Armours values are wrong after activating the Linear Scaling option

Update: Oct 9, 2021 @ 9:44am

# 1.2.13.63 (Gwydian)
Fixes
* Restored Divine Talents visibility since LeaderLib pruned UI support from its last updates (original code from LaughingLeader)
* Jump skills shouldn't have Real jump equivalent popping up even if the module is disabled
* Using a non-projectile jump while having the Real Jump module shall now properly refund the AP
* Torturer should not make weapon chances to set status to 100% anymore
* Undead can now benefit of food buffs (credits to LaughingLeader for the fix)

New
* Linear Vitality Scaling toggle: you can now change the vitality scaling of the game. The linear scaling, as its name implies, make the vitality grow linearly when leveling up instead of exponentially. This results in a greatly reduced equipment obsolescence and more fair inter-level battles (fighting a lower level is harder but fighting a higher level is easier). This opens up exploration paths you couldn't do before because of the level scaling, so it might be a new way to play the game (and possibly break it!)
* You can now customize the Potion dizziness in the options
* You can now craft poutine by combining Rivellon fries with Cheese in an Oven. Thank me later.


Balance
* Haymaker doesn't ignore the accuracy penalty from higher leveled weapons anymore
* Soft attributes cap is now 30 instead of 40. This can be changed in the options.
* Teleport and Nether Swap now require any enemy to have at least one of its armours depleted to be used. It can still be used on armoured allies and neutrals. This change can be reversed in the modules, since it can potentially break existing combat designs in custom campaigns
* Reduced Critical Multiplier of Spears, Axes, Hammers, Sword, Wands and Staves from 150 to 130, Bows and XBows from 130 to 125 and Daggers from 160 to 150 (unarmed is still 150%). Since critical chance can be obtained much more easily than in vanilla, it has to be counter-balanced by a decrease of their damage (something that was never done since the release, severely impacting combat from middle to end-game)
* Two Handed critical multiplier bonus per point increased from 3% to 4%
* Scoundrel critical multiplier bonus per point increased from 3% to 4%
* Savage Sortilege now gives a flat 10% critical chance instead of multiplying the current critical chance by 1.1
* Executioner movement boost converted from 50% increase to a flat 2m (similar to Haste)
* Knocked down now nullify dodge of the victim
* Breathing Bubble accuracy increased from 10 to 15
* Breathing Bubble duration reduced from 5 turns to 4
* Alcoholic drinks now set Drunk for 300 turns instead of 150
* Some food items now have different, more interesting effects
* Glass Cannon now nullify base armour

Miscellaneous
* Refactored damage code for more clarity
* Performance should be improved in situations where there are a lot of hits done consecutively

Update: Jul 28, 2021 @ 3:07pm

# 1.2.12.62
Fix
* Damage over time tooltips now take into account the corresponding school bonus (e.g. Geomancy for Poison)
* Fixed the tooltip of some talents not being up to date with the changes
* Removed Master Thief until it is reworked and functional

Update: Jul 27, 2021 @ 11:06am

# 1.2.11.61 (Lohar)
New
* Divine Talents Plus module : you can now enable Gift Bag 4 talents with few changes to make them more appropriate with Vanilla Plus gameplay, and without needing to activate the gift bag. You can now have GB4 Talents in GM mode!
* Indomitable now also increase Momentum/Lingering duration by 1 turn
* Soulcatcher have a 1 turn cooldown after the first proc
* Haymaker now convert Critical Chance bonus from Wits to Resistance bypass, and is now incompatible with Savage Sortilege
* Magic Cycles bonus increased from 2 to 3
* Corrogic module : corrosive and magic armour damage are now more useful than ever ! If you deal corrosive or magic damage whereas the corresponding armour is depleted, you will slightly lower resistances in a stackable way, giving you a new way to deal with resistances ! The resistance debuff is proportional to the Corrosive/Magic damage dealt and the Max Vitality of the victim.
* Acid grenade : inflict 80% Corrosive damage and set Acid for 2 turns. Can be crafted by combining a flask with a source of poison and shadow essence. They should appear as starter grenades.
* Silver Powder grenade : inflict 80% Magic armour damage and set Suffocating for 2 turns. Can be crafted by combining a flask with shadow essence and bone dust. They should appear as starter grenades.

Fix
* Mnemonic memory system doesn't take over the permanent boost pool anymore, allowing the Game Master or mods to also influence it
* Momentum/Lingering won't trigger Staggered/Confused if the applied status should be stopped by an immunity
* Perseverance effect will only trigger during combat
* Perseverance status won't trigger anymore if the character has no points in it
* Perseverance effect should now expires as soon as the character get a playable turn instead of lingering if the crowd control effect has been cleared before its expiration
* Perseverance shouldn't be triggered by Force effect anymore
* Fixed Perseverance resistance bonus tooltip
* Fixed Chameleon Cloak skillbook requirements
* Mnemonic and Lone Wolf incompatibility is now two-sided

Balance
* Executioner doesn't provide Haste anymore, but boosts Movement by 50% for 1 turn instead
* Bone Widow doesn't have Bone cage anymore (didn't have the requirements anyway)
* Shackles of Pain and Dominate Mind cannot target characters which still have the corresponding armour up anymore (to avoid misuse)
* Siphon Poison duration increased to 3 turns from 2 turns
* Ice King/Demon corresponding bonus resistance reduced to 20% from 30%
* Walk it Off Physical and Piercing resistance bonuses reduced to 4% per step from 10%
* Walk it Off elemental resistances reduced to 8% per step from 10%
* Steam Lance source point cost reduced to 1 from 2
* Arcane Stitch AP cost reduced to 1 from 2
* Leadership range decreased to 12m from 16m
* Stoneskin potion Dodge boost reduced to -20% from +20%
* Acid now reduce Dodge by 20% instead of reducing physical and piercing resistances