Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Epic Encounters
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Opdatering: 12. sep. 2017 kl. 23:00

Reuploaded to fix a crash when talking to various creatures.

Opdatering: 12. sep. 2017 kl. 13:49

Patch 1.1.9.5: This patch will not break your Epic Encounters saved games.

- This is a small patch to fix some bugs--it is also the final patch to Epic Encounters for the foreseeable future. As we prepare to spend our free-time on modding DOS2, we don't have the time to continue updates for this content. We sincerely thank each of you for your interest in this project, and we hope that you will keep an eye out for the Epic Encounters name in DOS2 :)
- Fixed an issue where Attacks of Opportunity were inflicting status ailments even if they had been blocked or missed.
- Wolgraff has been granted 1 additional starting Dexterity, compensating for the issue that he does not have +1 Dexterity from Nimble. Sadly, this fix requires a new playthrough.

- Fixed an issue where Melchior was healing from the death of player-controlled summons.
- Fixed an issue where Mud Spiders in the Phantom Forest were dealing typeless damage; they now deal Piercing damage instead.

- Venomous Strike has had its Untreated Poison application removed, due to technical complications. To compensate, it has been reworked slightly: x1: +25% weapon damage as poison. x2: Damage to +50%. x3: Damage to +100% and 75% chance to Disease for 1 turn. x4: 150% chance to Disease for 2 turns. x5: (unchanged).
- Whirlwind cooldown reduced from 6(4) to 4(2).

- Fixed an issue where the level 20 and 25 variants of Abyss were not providing enough critical chance, due to technical limitations. They now both provide 10% critical chance, and their damage bonuses have been raised to compensate. They are now 37% and 55%, from 35% and 50%.
- Fixed level 25 version of Ghostflame, it now correctly retains its special spell.
- Fixed the appearance rate of Scopes. They should now drop as regularly as Tormented Souls.

- Fixed the display text of some weapon affixes that were incorrectly listing a damage increase where none was present.
- Fixed some typos.
- Various tooltip clarifications.

Opdatering: 20. juni 2017 kl. 22:01

Patch 1.1.9.4: This patch will not break your Epic Encounters saved games.

- Fixed an issue where Bard reactions were not always working properly. Most significantly, Bard's level 7+ charm removal reaction was not working at all, and shield-block reactions were not consistently working.
- Fixed an issue where explode-on-death creatures were sometimes not functioning correctly. This includes enemies such as Skeleton Bombers, Mecha-Rats, and Red Spiderlings.
- Fixed an issue where Bairdotr was not correctly getting her +1 bonus to Tenebrium in new games.

- Spider Eggs now hatch faster.
- Fixed an issue where some enemies could not correctly cast Winged Feet.

- Fixed an issue where Freezing Trap could explode multiple times simultaneously (seriously this time).
- Freezing Trap's special effect on casting will no longer linger for an extended period of time.
- Chain Lightning's damage increased by about 47.1%.

- Fixed an issue where Colossi in Unknown Kadath could sometimes fail to become hostile.

Opdatering: 14. juni 2017 kl. 21:59

Patch 1.1.9.3: This patch will not break your Epic Encounters saved games.

- This patch primarily features bug fixes and performance/stability improvements. Some balance changes are also included.
- Solved many instances of script engine failures. To help factilitate this, some animals will no longer eat certain food items placed near them. Additionally, some animals are no longer affected by Epic Encounters' scripted effects.
- Continued to further differentiate the challenge of Explorer, Classic, and Tactician/Hardcore difficulties. Classic and Explorer should be easier.
- Fixed a bug where self-targeting spells (like Adrenaline or Fast Track) would sometimes do nothing. This change requires that you click-confirm directly on the casting character, but I believe this is a small price to pay for this massive quality of life improvement.
- Fixed a bug that could sometimes cause Alchemist and Chain to cease functioning.
- Lucky Charm has been removed from all enemies. Lucky Charm procs (with lucky initiative in particular) could bring about massive swings in combat tempo without ever offering the player the chance to play around them.
- Many creatures who had a small chance to hard-disable with their default attack now have a high chance to debuff instead. The reasoning is similar to that of the Lucky Charm removal; when the enemy has a 3% chance to freeze you with its attack, its occurance is frustrating due to its incredible impact and infrequency.
- Wolgraff and Bairdotr's special bonuses to Scoundrel/Ranger have been removed and replaced with a free talent. This was done because when either companion reached 6 in one of these abilities, it caused the character to become unable to learn new spells of that school. If your saved game had one of these at 6, reloading should remove the bonus. When starting a new playthrough, Bairdotr now has "Adaptive" for free, while Wolgraff has "Clairvoyant" for free.
- Creatures slain in combat will now be removed from the game-world after the player leaves their area. This change has very positive implications for stability, but some bugs might appear from this. Please let me know if you suspect an issue is caused by this.


- Fixed an issue where some skeletal archers in Black Cove did not have AI scripting.
- Fixed an issue where grenade AI would sometimes throw grenades at single targets near an ally.
- Fixed an issue where some teleport-using AIs would teleport themselves into lava, causing death.
- Fixed a bug where some instances of "Void Regeneration" would sometimes fail to heal.
- Zombie Evelyn is now appropriately "Epic Encounter'd."
- Removed the casting of "Rime" from creatures in Hiberheim and endgame areas.
- "The Guardian" in Hiberheim now correctly deals water and crushing damage, instead of partial fire.
- Fixed an issue where Boreas was not correctly summoning his reinforcements.
- Removed the Spider Queen's "poison triangle" AI.
- Astarte has increased vitality.

- Heat Metal now correctly applies Sunder for 1 round.
- Heat Metal AP cost reduced from 4 to 3.
- Heat Metal cast range increased from 10 to 15 meters.
- Boil cast range increased from 10 to 15 meters.
- Boil now takes advantage of both blood and water surfaces, even when electrified. When electrified, a static cloud is created instead of the usual steam cloud.
- Empowered Bolster now functions correctly.
- Horrid Wilting required level increased from 10 to 13.
- Horrid Wilting damage reduced by about 15%.
- Freezing Trap Hydrosophist requirement reduced from 2 to 1.
- Freezing Trap proximity trigger radius increased from 2 to 3 meters.
- Freezing Trap AP cost reduced from 4(6) to 3(5).
- Freezing Trap can no longer damage allies.
- Fixed a bug where Freezing Trap could detonate multiple times when cast within detonation range of multiple targets.
- Cauterize cast range increased from 3 to 5 meters.
- Deadly Spores can now damage (or heal) its caster.
- Ice Walls now suffer about 33% more damage than previously.
- Fossilize Geomancer requirement reduced from 3 to 2.
- Summoned Toxic Horrors' vitality has been reduced.
- Deluge damage reduced by about 14.7%.
- Headless Nick no longer has Bard reactions.

- Fixed an issue where Bard 7+ was not correctly performing Charm removal reactions.
- Fixed an issue where Bard's Shield Specialist reactions were not properly checking for line of sight.

- Damage reflect no longer appears on shields, because it does not work anyway.
- A weapon affix that provided air damage and created water puddles beneath its target now correctly provides water damage instead.
- "Leviathan" artifact unique now correctly shares crafting combinations as a club, instead of an axe.
- "Seraph" artifact unique is now correctly "shardable" at levels 5 and 10.
- "Impaler" unique item now correctly provides 2 reflexes instead of 1.
- "Hibernaculum" artifact unique reworked to provide 100% wet chance, and eventually Chill chance, instead of eventual Freeze chance.
- "Urgency" artifact unique now provides a percentile bonus to movement speed, instead of a static increase.
- The Weresheep armor set's level increased to 20 from 16.

- Fixed an issue where some healing was not working properly when afflicted with Rot.
- Fixed some instances of healing functioning through "Unhealable."
- Fixed an issue where the Homestead skillbook vendors would sometimes carry fewer skillbooks than intended.
- Bowstrings can now stack with one-another.
- Scopes can now stack with one-another.
- Fixed a bug where combining metal armor with an avil was granting initative instead of movement speed.
- The "storage room chest" in Cyseal has had its rewards improved.
- Cosmetic dyes no longer appear on any vendors apart from the Weaver of Time, who maintains a generous stock of all such dyes.

Opdatering: 26. maj 2017 kl. 13:34

Patch 1.1.9.2: This patch will not break your Epic Encounters saved games.

Another "emergency" patch.

- Fixes an issue where games started on difficulties other than Tactician couldn't open the door to Cyseal.
- Fixes an issue where combining wands/staves/clubs with an anvil would consume the anvil.

Opdatering: 25. maj 2017 kl. 14:50

Patch 1.1.9.1: This patch will not break your Epic Encounters saved games.

This is an "emergency" fix to the Bairdotr and Wolgraff bug introduced with patch 1.1.9. I am sad to say that those of you who already have them bugged will need to start a new game if you want to have them corrected.

Opdatering: 25. maj 2017 kl. 14:47

Failed upload.

Opdatering: 24. maj 2017 kl. 17:57

Patch 1.1.9: This patch will not break your Epic Encounters saved games, but does require a redownload of the steam supplement for talent modifications[www.nexusmods.com].

- Special thanks to Zenblack and others of the community, whose friendship, work, and guidance proved invaluable throughout the development of this, our most exciting update yet.
- 66 Artifact Unique items have been added to the game. These powerful items are found randomly throughout the game and promote interesting character build options. "Artifact Shards" can be used near a dropped Artifact Unique to increase its level; Artifact Shards can be obtained by combining Artifact Uniques with an Artificer's Stone.
- Many improvements to the stability and performance of the game have been made.
- Addressed the out-of-handles crash that has plagued this game. I estimate that even the most avid crafters/shoppers will now enjoy twice the playthrough longevity.
- AI has been significantly improved.
- AI will no longer stall for unreasonable amounts of time during its turn. Everyone rejoice!
- Some lackluster talents have been reworked to provide exciting mechanics. See the talent section for more details.
- 5 new spells have been added to the game! Anticipate, Bolster, Nature's Fury, Eroding Strike, and Horrid Wilting.
- The creatures created by summoning spells have been improved.
- The unique items of the original game have been retuned. Additionally, multiple variations of most can now appear.
- Continued to fine-tune the scaling system.
- Every encounter in the game has been individually scrutinized and rebalanced. This contributes to a steadily increasing difficulty curve throughout a playthrough, without reliance upon the scaling system to produce challenge.
- Experience rewards from combat have been reduced. Quickly after releasing Epic Encounters, we realized that the scaling system was causing players to become unreasonably overleveled. This change is intended to preserve a much more normal leveling experience throughout a playthrough.
- Continued to support and differentiate Classic and Explorer difficulties.
- Vendor inventories will now clean themselves of unimportant and underleveled items that were sold to them. For existing games with exceptionally overloaded vendors, "fully cleaning" may require leaving/re-entering the area a few times.
- Vendors now offer fewer, but generally more useful, items.
- Rewards of combat and chests have been significantly improved.
- The Weaver of Time now sells all Dyes and an Artificer's Stone. Various new dyes are also included on this vendor.
- Talents have been added to enemies, allowing you to view an enemies' natural status immunities by examining these talents.

There are many more changes, but the full list is too large to post here. You can see the full list here[www.nexusmods.com].

Opdatering: 21. feb. 2017 kl. 16:44

This patch will not break your Epic Encounters saved games.

- Added MANY new, unique, build-defining weapon modifiers to the game. ***Special thanks to the incomparable Baardvaark for this***

- Fixed an issue where low-level, scaled enemies could skip their first turn in combat.
- Fixed an issue where Melchior wasn't properly transitioning through combat phases.
- Fixed an issue where some item modifiers couldn't appear at item levels above 20.
- Venomous Strike has been reworked. Now deals Poison instead of Piercing damage. Chain bonuses are now:
x1: Instantly apply Untreated Poison I.
x2: +45% weapon damage as Poison to target.
x3: Damage to 100%. Applies Untreated Poison II.
x4: 150% chance to inflict Disease for 2 turns.
x5: Damage to 200%. Target is Sickened for 3 turns.


- Increased the number of possible item modifier combinations.
- Weapon modifiers that used to apply Rage or Fortify on your target now apply these effects to yourself.
- The "Unbreakable" item modifier can no longer appear on items other than weapons.
- Armor modifiers that add armor now clearly indicate this fact on the item card.
- Weapon modifiers that add damage now clearly indicate this fact on the item card.
- Awesome Presence's corpse detection radius increased from 4 to 5 meters.
- Rebirth's "Rage of the Phoenix" effect's duration increased from 2 to 3 turns.
- Trip cooldown increased from 5(1) to 6(2).
- Rebirth now triggers normally when a lucky resurrection effect causes the character to resurrect.
- Out of Combat healing now begins about 1.75 seconds slower.
- The-Ghoul-that-Guards-the-Lighthouse now has 2 more Action Point Recovery.
- Enemy AI for Charm will no longer target summons. Ever.
- Reloading your game will fix erronious display of Overcharge icons.
- The Doctor spellbook is now available for purchase from Cyseal's Fletcher.
- The Summon Undead Warrior spellbook is now available for purchase from Cyseal's Shereth.
- Class presets that used to include the Opportunist talent, without the required 2 Soldier, have been modified to accomodate this requirement.
- Various text corrections.

Opdatering: 8. feb. 2017 kl. 19:35

This patch will not break your Epic Encounters saved games.

- Adjusted the scaling of endgame bosses at extremely high levels.
- Continued to improve (and optimize for performance) basic enemy AI. These adjustments pertain only to the default attacks of opponents. Mosty notably: enemies will now destroy Ice Walls if they are trapped, enemies will now favor attacking targets who are already damaged, enemies won't mind "ganging up" on one target, and enemies will now treat "invulnerable" players similarly to those with the "Inconspicuous" talent.
- Previously rare skillbooks are more regularly purchaseable. Eye Gouge, Elemental Tortoise, Infect, Summon Undead Decapitator, and Horrific Scream are now available from their corresponding trainers in Homestead.
- Fixed Maze. Sorry about this. Maze was not showing saving throw data, was always lasting 5 turns, and was sometimes allowing the Mazed creature to take a turn while Mazed.
- Void Dragon no longer favors attacking Astarte. It may still attack Astarte, but it won't do so with an unreasonable preference.
- Melchior now wants to fight. I don't even know what to say about this bug... Well, don't expect to beat him now.
- Whispering Repository is now working as intended.
- Casual difficulty now only scales enemies at one half effectiveness.
- Ice Walls are now much more fragile.

- Fixed a rare issue that could cause maximum resistance limiting to be applied incorrectly.
- Improved AI decision making regarding the use of damaging spells to heal highly resistant allies.
- Fixed an issue where the rooftops in one of the new endgame areas were not fading properly when using the tactical camera.
- Fixed an issue where Planar Anchors appeared to be lockpickable.
- Obsidian Colossi are now immune to charm :)
- Undead ambush encounter in Dark Forest's Tomb area is a little more dangerous.
- Enemy "touch" spells now deal their damage as the element of the corresponding type. Damage for these spells was also increased.
- Spiders in the Phantom Forest now have enough Intelligence to reliably cast their spells.
- Baelberith's "Slaves of Torment" now correctly use Epic Encounters' scripting.
- Death Knights now have the "Demon" talent.
- Ruin AP cost reduced from 6(8) to 5(7).
- Daggers Drawn AP cost reduced from 6(8) to 4(8). Recommended Scoundrel level from 4 to 5.
- Tornado can no longer affect its caster.
- Maze can no longer be cast on allies.
- Battering Ram can no longer target items.
- Attonement percentage healing per Strength above recommended reduced from 5% to 3%.
- Fixed an issue where the block reduction reaction from Bard could be reapplied while it was already present.
- Fixed an issue where enemies could try to attack Mazed targets.
- Fixed an issue where Lacerate's Chain bonus could sometimes damage its caster.
- Fixed an issue where Ascendant-level Earth staves had no name.
- Replaced Conjure Poison Dart skillbooks with Lewd Diaries (this skill wasn't supposed to appear).
- Various tooltip corrections.