Divinity: Original Sin 2

Divinity: Original Sin 2

Vanilla Plus
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Update: Mar 17, 2021 @ 6:09am

# 1.0.7.51
Fixes
* Fixed an issue with Guardian Angel where the aura provider would get a higher amount of damage than expected
* Fixed an issue with Shackles of Pain where reflected damage was scaled whereas it should not
* Damage from Shackles of Pain don't recover Vitality from Life Steal anymore
* Fixed an issue with skill tooltips where having a parameter that is a Weapon entry (such as damaging statuses) would make all damage tooltip equal to this one

Miscellaneous
* Tagged food and drinks unusable by AI, since it's stupid enough to consider that using 4 AP to eat a tactical apple is a good decision in combat
* Enhanced tooltips to take into account Wits bonus if the damage tooltip is the one from a status (such as in Astronomer class)

Update: Mar 16, 2021 @ 7:41am

# 1.0.7.50
Fixes
* Fixed an issue with the Force Fall Damage module where having the Jump version deactivated would still sometimes make character take damage when using jumps
* Fixed an issue with the Real Jumps where they would appear even though the module is deactivated
* Fixed a rare issue happening with skills tooltip where it could change the damage type of it in the client side such as in Astronomer class

Balance
* Increased Reaction Shot radius from 4m to 7m

Miscellaneous
* Changed description of Reactive Shot to explicitly says it requires vision on the target to work

Update: Mar 12, 2021 @ 3:36am

# 1.0.6.49 (Mordus)
Fixes
* Fixed an error popping in the console when hit an item with a crowd-control effect
* Fixed an error in the console when hit an item with a normal attack
* Fixed an issue with the Real Jump module where AI calculations would be wrecked by the hot replacement of the skill
* Fixed an issue with Pet Pal where the debuff would linger when you have only one summon after changing map in Story mode
* Taunted should now make the AI correctly focus the taunter (but it is not mindless either, if it can hit more than just the taunter with an AOE attack, it will)

Balance
* Shackles of Pain duration reduced from 3 to 2 turns
* Shackles of Pain cooldown increased from 5 to 6 turns

Settings
* Merged Story and GM campaign options for NPC correction formula, since the option for GM mode was not working correctly and would use Story mode option instead
* You can now set a Vitality and a Damage multiplier for summons.
* An option is now available to fix the Vitality gap if you enabled Vanilla Plus on a running save or GM campaign.

Update: Mar 6, 2021 @ 3:44pm

# 1.0.5.48 (Ryker)
New Features
* You can now set a Vitality multiplier for players in the options
* You can now set a damage multiplier for Corrosive and Magic damage

Fixes
* Fixed a tooltip issue with storm skills
* Fixed a tooltip issue with Hydrosophist
* Split Demon and Ice King tooltips (credits to Focus)
* Changed combat abilities tooltips to remove values in their fixed description to avoid misunderstanding
* Fixed Lifesteal not being scaled correctly

Balance
* Default skill damage multiplier for wands increased from 2.5% to 5%
* Reduced Bows Finesse requirements from base 14 to 10
* Increased Bows range from 1200 to 1300 (now matching crossbows)
* Increased Bows base damage from 75 to 80
* Increased default Crossbow movement penalty growth from -8 to -12
* Decreased default Crossbow movement penalty from -92 to -88
* Increased Crossbow Finesse base requirement from 14 to 16
* Crossbows are now excluded from Ambidextrous effect
* Steam Lance angle increased from 25 to 35
* Steam Lance base healing amount increased from 75 to 100
* Steam Lance healing effect do not share the same stack than Regenerating anymore, which mean they can be active concurrently
* Steam Lance cooldown increased from 3 to 5 turns
* Food bonus duration greatly increased
* Two Handed Axes base damage range increased from 25 to 30
* Two Handed Axes base damage decreased from 105 to 100
* Teleportation cooldown increased from 4 to 5
* Netherswap cooldown increased from 3 to 4

Update: Feb 16, 2021 @ 3:57pm

# 1.0.5.47 (Arhu)
Fixes
* Fixed an issue with Oil weapons not dealing proper damage
* Fixed an issue with the Real Jump module where NPCs would still have duplicates (again!). The new fix removes automatically an incorrect jump if it's used when the module is enabled. That way, there's no risk of duplicates and it's more user friendly for the GM.
* Momentum and Lingering cannot stack anymore

Balance
* Incarnate changes :
- Reduced base Constitution from 1.5 to 1
- Increased base Vitality from 15 to 25
- Increased base Armor and Magic Armor from 10 to 20
- Removed the damage penalty growth (was -1% per level)
* Champion incarnate changes :
- Reduced base Constitution from 3 to 2
- Increased base Vitality from 25 to 35
- Increased base Armor and Magic Armor from 15 to 30
- Removed the damage penalty growth (was -1% per level)
- Removed the flat 50% damage bonus
* Decreased abilities points provided by elemental infusion from 5 to 3 and from 10 to 5 for Source variants
* Power, Far sight, Shadow and Warp infusions now increase base Vitality by 15% each
* Oily blob :
- Reduced base Vitality from 55 to 40
- Reduced base Geomancy from 7 to 2
* Fire slug :
- Reduced base Pyrokinetic from 8 to 2
- Nullified Single Handed
* Bone Pile :
- Nullified Single Handed
- Nullified Warfare
- Nullified Resistances
- Reduced base Vitality from 60 to 50
* Bomber :
- Bonus damage of 25%
* Elemental Totems :
- Removed the damage penalty growth (was -1% per level)

Comments
* I know that a lot of people have been complaining about the incarnate nerf and because of it there's no point playing Summoning. This is wrong, and I'll explain why :
- The incarnate is surely much more fragile than before. However, its AP cost efficiency is still very high - meaning that with 2 AP you deal more damage than an average hit (since the summon has 4 AP during its turn). Yes, it's probably too fragile right now so I adjusted the HP scaling to be a slightly higher at low levels, so it can actually take 2 full normal hits before dying and without any strong Summoning investment.
- For people who says that vanilla summoner was trash, they definitely played it wrong. Vanilla champion incarnate is insanely strong, it has a hidden +50% damage bonus and is extremely bulky. Summoning is actually one of the most OP things in the original game.
- "If the incarnate is nerfed then summoning bad" : no. Summoning is also all the supporting skills around it - and no, the incarnate isn't the only summon out there. The Bone Widow is terrifying even in vanilla, the Fire slug and Artillery plant both deals insane amounts of damage, ... You can play summoning without the Incarnate as your main summon. And that's what Vanilla+ try to encourage. The incarnate is nerfed because way too versatile for the effort it requires to make it work in vanilla, so each summon shall now be plainly considered instead of mindlessly throwing the same incarnate in every single battle of the game.
- I can foresee people complaining about a lot of nerfs that happened in this update. Before you yell at me, please read what's following : in this update, all summons (except totems and bomber) deal a more than decent amount of damage with proper investment in Summoning. How could I say that ? There is a damage scaling called AverageLevelDamage which basically takes the level scaled damage and apply the expected average growth from Attributes and Abilities bonuses. It corresponds to a 2AP 100% damage hit - what we can call a "normal" hit. If the damage of a 2 AP hit is under this value, that mean the origin is most likely not optimised enough. If the damage is equal or above, that mean the origin is decently optimised and in the extreme cases min/maxed. I compared the damage of each summon to this value at low, mid and high level. With proper investment in Summoning, they ALL do the at least AverageLevelDamage, and with full investment in Summoning it goes even beyond. So I do not make changes on something because "I don't like this or that". I make changes by considering real values.
- Don't mistake Summoning for what it's not. Yes, the summons might not make as much damage as that rogue or that mage, etc... So what ? All classes shall be able to do the same amount of damage ? Summoning is probably one of the worst ability possible to make burst damage. It is however extremely good at sustaining constant damage all the time while the caster can soak a lot of hits and provide its summons and teammates a lot of support. Summoning is also very good combined with another abilities and fit very well for a Ranger. Keep in mind that your summons are not just damage makers, but they also occupy space on the battlefield and can be a real annoyance for the enemies. A summoner is not, however, a main damage dealer. If it's what vanilla made you believe because of broken scalings and questionable balancing, then you might be deceived by Summoning in this mod. There are many other mods out there that makes Summoning very powerful - you might consider use one of them with Vanilla+ if Summoning sounds underwhelming for you.
- The philosophy of the mod is to stay true to vanilla. The issue is - Summoning is the ability that have the most flaws in the original game, so there's no obvious anchor on what direction I shall go. I decided to make Summoning a versatile ability since there are already a lot of ways to do burst damage and do some Michael Bay-grade styled builds.

In summary, I decided to revise all summons for this update since I probably neglected them too much before. I'm open for suggestions but please provide tangible explanation for me to work with.

Update: Feb 9, 2021 @ 12:10pm

# 1.0.5.46
Fixes
* Fixed (again) some issues with the CC system.

Update: Feb 9, 2021 @ 1:01am

# 1.0.4.45
Fixes
* Fixed some status not correctly triggering Momentum/Lingering and Staggered/Confused

Update: Feb 7, 2021 @ 10:50am

# 1.0.3.44 (Alexandar)
Fixes
* Deactivating the Real Jump module should correctly restore the old jumps
* Activating Real Jump should not create a duplicate of the skill for NPCs anymore
* "Pure" (None) damage type won't be ignored anymore, which was ultimately affecting some mods like Odinblade's Necromancer overhaul
* Cleared some debug prints from the console
* Fixed an issue related to skill damage tooltips
* Sucker Punch can now be casted while being Muted
* Fixed an issue where the custom bonuses from attributes would require to invest a second point to take effect. The counterpart is these bonuses will be granted with a delay of 10 server frames (~ 330ms) after you click the buttons
* Reworked Mnemonics code so changing the Memory boost in GM mode is now possible again without being instantly shut up by the mod
* Ranged penalty won't display on ranged weapons anymore if you set it to 0

Balance
* Changed Dragon Blaze, Demonic Stare, Blinding Squall and Terrify scaling from AverageLevelDamage to BaseLevelDamage for consistency with the new attribute system
* Dodge and Critical Chance gain from equipments random generated bonuses (aka DeltaModifiers) are now halved considering the amount you can gain naturally through stats
* Runes are not concerned by the Dodge bonus cut anymore
* Default bonus accuracy from Intelligence is now 2
* Warfare Physical damage boost is increased from 3% to 4% per point
* Last Rites damage increased from 50% of Max Vitality to 90%
* Elemental skins doesn't provide Momentum and Lingering anymore but instead reflect damage and inflict the corresponding status on contact
* Fire and Poison skins reflect 40% damage and inflict Burning/Poisoned on contact
* Ice and Electric skins reflect 20% damage and inflict Frozen/Stunned on contact
* Duration reduced from 3 to 2 turns (vanilla)
* Opposite element weakness increased from -30 to -40
* Two Handed Swords and Crossbows Accuracy bonus increased from 5 to 10
* One Handed swords Accuracy bonus increased from 2 to 5

Settings
* You can now modify critical chance to backstab bonus in the settings if LeaderLib is enabled (Default : 0.5)
* You can now modify the duration of Momentum and Lingering, so you can put their duration to 0 to completely disable the CC system extension

Modules
* New module : Dual CC Resistance. When activated, Momentum and Lingering are both triggered together when recovering from a hard CC whatever is its nature.

Known issues
* Weapon-enhancing skills (e.g. Venom Coating) damage tooltip is still lying on its true value (to my defense, it was also lying in the base game!)

Update: Jan 26, 2021 @ 3:36am

# 1.0.2.42
Fixes
* Fixed typo in Intelligence description
* Changed All Skilled Up description for something less confusing (thanks beccarte)
* Fixed the armour penetration system not working
* Fixed the resistance bypass system not working with the last update of LeaderLib

Known issues
* Attributes descriptions won't display correctly on Character Creation presets

Update: Jan 21, 2021 @ 1:46pm