Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Epic Encounters
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Update: Jan 29, 2017 @ 11:05pm

This patch will not break your Epic Encounters saved games.

- Continued to fine-tune the scaling system.
- Void Dragon now correctly has Epic Encounters' scripting. This will solve many problems with this encounter, including its invisibility and statuses not affecting it.
- Fixed an issue where Hyperacuity was detecting invisible targets even while dead.
- Added item levels 21-25 to the game. After seeing how players were achieving such high character levels, it became apparent that this was a necessity. These new item tiers appear every-other level after 20--so 22, 24, 26, 28, and 30.
- Most NPCs now understand how to handle Tenebrium. This will prevent NPCs from being afflicted by Rot when selling Tenebrium items to them later in the game. Additionally, this should cure any Rot-afflicted NPCs in your current game, if you have any.
- Most major vendors now sell Tenebrium items. There weren't enough opportunities for players to find powerful Tenebrium items throughout the game. Now, once Tenebrium items have been discovered, their trade will rapidly expand.
- Vendors now carry 3 times the gold they used to. This is done to make selling your items easier. Murderhoboing may be buffed by this but, considering you lose a vendor, I think it's still the "short end of the stick" by far.
- The "Adventurer's Weapon Kits" have been renamed, rebalanced, and can now be improved with crafting.
- The "Smokescreen" spell has been renamed to "Sphere of Negation" and now removes surfaces and clouds. It no longer creates steam clouds, as this was far too powerful in conjunction with the spell's Blind chance.
- Various spells have received balancing changes. See below for specific modifications.

- The librarian troupe in Luculla Forest now uses Epic Encounters' AI and boasts more powerful spells.
- The Troll King and his trolls are now more dangerous.
- Sadakandras in Luculla Forest no longer continuously turns to face his most recent attacker (this made backstabbing impossible).
- Zuram Z'Akath now correctly uses Epic Encouters' AI.
- Attenberah's Souls of Desperation are now more dangerous.
- The bridge troll in the Phantom Forest is now more dangerous.
- The "Mushroom Cave" encounter in the Phantom Forest is now more dangerous.
- Icandra now correctly has Epic Encounters' scripting.
- End game Death Knights now correctly have Epic Encounters' scripting. You may have noticed this if you actually tried to kill them without using the kill-rod; sorry!
- Spitfire Totems now correctly have Epic Encouters' scripting.
- Fixed an issue where enemies casting Elemental Havoc could try to cast it on themselves, causing no effect.
- Enemies casting the Earth's Breath spell should no longer miss.
- Improved the AI of Tactical Retreat, Phoenix Dive, and Misty Step.
- Fireball's projectile now follows an arcing path.
- Empowered Fireball damage increased by 25%.
- Balance damage increased by 25% and each tick can now Poison its target.
- Boulder Bash AP cost reduced from 5 to 3(5), damage increased by 20%. Now recommends Geomancer 2 from 1, Intelligence 9 from 8.
- Thorn Cascade damage increased by about 16.7%.
- Deluge no longer creates a Water surface.
- Ice Wall no longer creates additional Ice surface when it is destroyed.
- Mass Slow AP cost reduced from 6(8) to 4(8). Recommended Aerotheurge from 4 to 5, Recommended Intelligence from 12 to 13.
- Chain Lightning cooldown reduced from 10(6) to 7(3).
- Freezing Trap can no longer damage its owner.
- Freezing Trap AP cost reduced from 5(7) to 4(6).
- Flare AP cost reworked from 4 to 3(5). Recommended Pyrokinetic from 1 to 2. Recommended Intelligence from 8 to 9.
- Burning Touch Damage increased by 20%.
- Meteor Shower AP cost reduced from 9(11) to 7(9).
- Meteor Shower "drop" radius reduced from 6 to 5 meters. This will result in an average increase in damage to targets within the radius.
- Hailstorm AP cost reduced from 9(11) to 8(10).
- Bitter Cold AP cost reworked from 2 to 2(4). Recommended Aerotheurge from 1 to 2. Recommended Intelligence from 8 to 9.
- Fixed an issue where Cauterize was doing percentage healing to enemies even if they were niether a Zombie nor Decaying Touched.
- Fixed an issue where Vengeance was attempting to strike non-aligned characters.
- Fixed an issue where Vengeance was attempting to strike characters who are Mazed.
- Fixed an issue where Cloak and Dagger wasn't always preventing damage from Torment.
- Mostly fixed an issue where Torment could deal radial damage around the afflicted target. Targets who Battering Ram through others will probably still cause some incidental damage to those it passes through.
- Pseudo-fixed an issue where Premeditate could be cast out-of-combat when it was granted by an item (it longer gives Chain if used in this way).
- Fixed an issue where Lacerate's Chain x5 bonus wasn't healing on subsequent turns.
- Fixed an issue where Borrowed Time was using Enervate's text for "is still Time-Borrowed."
- Fixed an issue where the enemy variant of Bless wasn't working correctly.
- Added a level 20 base-item for non-tenebrium shields.
- Various tooltip corrections.

Update: Jan 22, 2017 @ 9:46pm

This patch will not break your Epic Encounters saved games.

- Continued to tweak the scaling system. Especially with regards to the levels of high-teens and beyond.
- Fixed an issue that was causing the player's camera to fall through the ground in one of the new endgame areas. This was an absurd problem, a bug like this should never have occurred.
- Enemies should now prefer attacking players over NPCs.
- A new master Geomancer spell, "Ruin" has been added to the game and is available from the Earth trainer in Homestead. This spell is intended to provide elemental-damage based builds a means to scale better into the endgame. It's mechanics are incredibly powerful, but difficult to optimize. To read more about this spell, see the readme or go check it out in game (your vendors may need to reset before it appears).
- Fixed an issue that prevented the "Reaper" talent from granting AP. Sorry about this.

- Fixed a rare issue that could cause Blind to leave characters invisible.
- Maradino and his troupe are now more dangerous.
- The Spider Queen's "Cleave" attack's damage now better lines up with its animation.
- Spider Eggs in Luculla forest now correctly have Epic Encounters' scripting.
- Rebirth's "Rage of the Phoenix" buff now also grants +3 Constitution for its duration.
- Blessed Earth Skillbooks are now available from Silverglen and Homestead's Earth trainers (your vendors may need to reset before it appears).
- Resurrect Skillbooks are now correctly available for purchase starting at level 3 (your vendors may need to reset before it appears).
- Conjure Acid Arrow now has a radius of 1 meter, and has a 100% chance to apply Weak to affected targets. Weapon damage multiplier lowered from 120% to 100%.
- Deadly Spores AP cost reduced from 5(7) to 4(6), cooldown reduced from 6(4) to 6(3).
- Enervate success chance increased from 100% to 130%.
- Infect now also reduces the primary target's Grit by 1 for 2 turns (no saving throw).
- Farseer now also grants immunity to Blind for the duration.
- Fixed an issue where Soulsap's saving throws were sometimes not rolled correctly.
- Telekinesis potions are now Metamind potions, but now only have a duration of 3 turns and cost more AP to use.
- Charming Arrow success chance from 85% to 100%, AP cost from 8 to 7, duration reduced from 2 to 1 turn.
- I actually updated the version number displayed in game this time.

Update: Jan 19, 2017 @ 8:51pm

This patch will not break your Epic Encounters saved games.

- Fixed an issue where the game would crash when a character slipped on ice and was subsequently becoming immune to Knockdown.
- Fixed an issue where the game would crash when killing "Floating Watchers" in the Phantom Forest while out of combat.
- Characters who were bugged to be permanently invulnerable should be fixed. If you ever encounter this issue again, reloading the game should fix the problem.
- Characters who had incorrect maximum resistances should be fixed. If you ever encounter this issue again, reloading the game should fix the problem.
- The scaling system has been retuned. Creatures who are only a few levels under the party should now be more dangerous. Conversely, creatures who are many levels under the party cannot scale to unreasonable Grit/Willpower amounts--this limit is based on the party's level.
- Fixed an issue where enemies Charmed outside of combat wouldn't scale.
- Friendly NPCs now scale in Vitality (only vitality). This is so that quest-related characters don't instantly die when faced with attacks from extremely scaled creatures.
- Boss-creatures now only suffer 12.5%, from 25%, of percentage healing when converted to damage.
- Enemies should now use grenades more intelligently. I have replaced the game's original AI for grenades with my own.

- Fixed an issue where the game's original Tormented Souls and Essences could still drop, resulting in original crafting uses for these items (Thanks, FrauBlake!). Those of you who have already acquired the incorrect variants will unfortunately still have them--sorry about this!
- Fixed an issue where the out-of-combat healing buff icon would remain on characters who had their healing interrupted by a debuff.
- Fixed an issue where Overcharge's buff icons sometimes weren't fading correctly.
- Enlightened Initiates at the Elemental Forge in Hiberheim are now more dangerous opponents.
- Leandra's trio of summoned Death Knights in Luculla's Mines might actually catch you now.
- Dreksis, in Luculla's mines, is a little stronger now.
- Kaden, in Luculla's mines, is a little stronger now.
- The Spider Queen's collision radius has been reduced by 20%, so she shouldn't be so difficult to sidestep or backstab.
- Spawned Sand Spiders now use the correct Barbed Hair AI.
- The enemy spell, "Bloodletting," now deals damage in addition to its Bleed.
- Rogue elementals in Hiberheim now have enough Intelligence to reliably cast their spells.
- Fixed the AI of an enemy in the Bjorn/Mara ambush who was using Phoenix Dive defensively instead of offensively.
- First Aid's base healing has been increased from 10% to 20%.
- Empowered First Aid now has a 3 meter radius and can no longer affect enemies.
- Soulfire now offers no saving throw for the application of Soulburn.
- Demon reactions' fire damage component has been doubled.
- Rime now continuously creates a 1m patch of ice underneath the target as it moves.
- Overcharge now has a targeting reticle for the radius wherein its projectiles may chain to additional targets.
- Precise Incision's Chain bonus will no longer damage items.
- Players now begin the game with an additional Minor Healing Potion, to allow for a wider variety of starting loadouts to reach Cyseal.


Update: Jan 14, 2017 @ 1:55am

This patch will not break your Epic Encounters saved games.

- Pseudo-support for non-english installations. For those of you who wish to see changed text/descriptions in english, but the rest of your game in your chosen language, we have instructions in the installation for this. Also, if you are interested, we hope to find community members that we can work with to produce translations. We're working on this one.
- Added a minimalistic out-of-combat healing system for player characters. This system is designed only to heal your characters when they are in no possible danger, as a means of expediting the "after combat healing ritual." The specifics are as follows: When your entire party is out of combat, you will begin healing after having not sustained any damage, harmful ailment, or disabling effect for ~8.4 seconds. If this timer is satisfied, you quickly heal to 100% vitality. If at any point during healing any party member enters combat or you sustain any damage, harmful ailment, or disabling effect, healing immediately stops until such a time that its requirements are again satisfied.
- The Status Immunity System now limits the relevant ailments for 2 of every 6 turns, from every 5.
- All Perception-hidden objects in the game now require 2 less Perception to spot. Additionally, the original script used for this was improved greatly--you may even notice a performance improvement in areas where there were many traps, like in the latter portion of the Black Cove.
- Overcharge has been retuned. Whenever Overcharge is cast, you now gain one stack of "Overcharge." Casting Overcharge now costs 20% of maximum life plus an additional 20% per stack of Overcharge, Glass Cannons pay 30% instead, due to their fragile nature. Each round where Overcharge is not cast removes one stack of Overcharge at the beginning of the next turn. (Note that the talent description will remain unchanged until you re-download the steam supplement, the actual spell description is updated, however).
- Fixed an issue with the Adaptive talent that was allowing the character to use reactions from talents that they hadn't yet gotten. Sorry about that one...
- Bard reactions now behave more intuitively. Only one Bard will react to any given "bardic reaction trigger." The Bard that is chosen is whichever has the highest "Bard" score. If multiple Bards have an equivalent score, whichever has the most stored reactions is chosen. Additionally, if a target already has the effects of a Bardic reaction, Bards will not attempt to place the same effect again while it persists.
- Player summons now simulate Blindness just as players do. Additionally, this fixes a rare bug that could cause enemies to remain invisible if a Blind player spent their remaining AP on casting a summon who was next in the initiative order.
- The Source Abomination in the Black Cove has gotten swole. I have modified its AI and it should now be a more challenging encounter.
- Braccus Rex is no longer content watching his underlings attack you. I have modified Braccus' AI; he will now actively seek out players while in combat. Additionally, he will continue to cast powerful spells on the party throughout the entire fight.
- Bellegar will now always fight back if provoked. He used to stand helplessly as he was killed, sometimes. He will now put up much more of a fight.
- Mad King Boreas has been improved. He now summons an additional elemental fragment in place of his old elemental ward. I removed the wards entirely from this fight because they were causing his AI to do very stupid things. Additionally, Boreas now has the "Opportunist" talent and his Intelligence score has been raised.
- Fixed Vitality Link fading after only one hit. Really sorry about this one guys, I have no idea how this happened.
- Enemies should avoid attacking summons more than they used to. As if they had the Inconspicuous talent.
- Enemies who used to only scale by gaining levels now also have a direct stat adjustment. Relying only on level adjustment wasn't cutting it. This should be more appropriate.
- Teleportation Pyramid AP cost from 6 to 9.
- Wonderful new icons have been added to replace a few that we weren't happy with. :)

- Replaced all copies of skillbooks that shouldn't have been dropping with a "Lewd Diary." I apologize if you found one of these--you weren't supposed to!
- An item that should never have existed "Anguished Soul," now has instructions on it and can never drop again.
- Many of Epic Encounters' enemy statistic buffs are no longer active if the game is on Explorer difficulty.
- Fixed an issue with "shotgunning" spells that could sometimes cause enemies struck by these spells to become invulnerable.
- Fixed an issue that could cause a player's Chain stack buff to not be removed properly, causing a confusing display.
- Fixed an issue where Bard could incorrectly display your reactions recovered if none were recovered.
- Fixed an issue where "Vengeance" was hitting the caster when it was first cast.
- Fixed an issue where Precise Incision's Chain bonus was making a cone of water.
- Squander's weapon damage multiplier has been reduced from 300% to 250%.
- Audacity's AP cost has been raised from 3(5) to 4(6).
- Cauterize's cooldown has been raised from 5(1) to 6(2).
- Tornado's Chill component has been lowered from 100%/2 turns to 80%/1 turn. It's Slow component has been lowered from 100%/2 turns to 80%/2 turns.
- Fireball can now hurt its caster.
- Rain's water creation size has been reduced by about 50%, its Wet duration has been reduced from 5 to 1 turn, its AP cost has been increased from 2 to 3, and its Cooldown has been increased from 4(1) to 4(2).
- Lucky Charm's resurrection effect has been capped to a maximum possible 75%, which is achieved at Lucky Charm 11.
- Lucky Charm's healing outcome should now be able to heal Zombie characters.
- Enemies may now cast "Elemental Havoc" however many times per turn they wish (provided sufficient AP).
- Enemies now cast Headvice the way it was meant to be--with Blind.
- Fire resistance of Snowmen in Hiberheim raised from -200% to -100%.
- Enemies casting Mecha Rooster Flamebreath should no longer cast it such that it misses.
- Enemies casting Winterbreath should no longer cast it such that it misses.
- White Wolves in Hiberheim are now immune to Freezing.
- Those two patroling ice fragments in Hiberheim are no longer useless and are now, actually very dangerous.
- Collision radius of Crabs in the Black Cove has been reduced so that they can maneuver more adeptly.
- The Cultists in Evelyn's laboratory now heal to 100% vitality when using their awkward altar.
- The "Shambling Mound" type of enemy has had its melee damage increased.
- The "Skeleton Bomber" ambush in Cyseal now grants fewer experience points, as the scaling system was causing it to give far more than was expected.
- Shadow creatures surrounding Icara's house in Luculla Forest have been made more dangerous in general.
- Vaelanna's troupe has been made more dangerous.
- Enemies casting Regeneration from scrolls now correctly grant "percentage" healing to the target.
- Poison Slugs now have a much faster movement animation speed.
- The "Inquisitor" loadout no longer incorrectly starts with the "Inconspicuous" talent allocated.
- Minor modifications and fixes to tooltip text on various spells.

Update: Jan 3, 2017 @ 10:46pm

This patch will not break your Epic Encounters saved games.

- Fixed an issue that may have prevented the disable immunity system from functioning in loaded games from a previous patch.
- "Raddagoth" now only summons 3 minions when combat begins. I felt this fight was always very highly tuned and, with the increased difficulty of Epic Encounters, was simply too hard for a level ~6 encounter.
- Modified the tooltip of Deluge to clarify that it deals the listed damage five times.

I was unaware that certain modifications would behave differently when considering saved games from previous patches--I will keep this in mind for future patches. Sorry to those of you who were affected by this bug :(

Update: Jan 2, 2017 @ 9:38pm

This patch will not break your Epic Encounters saved games.

- Players no longer benefit from the Disable Immunity system - I felt this system was helping players more than was reasonable; players already have many tools available to them for removing or avoiding disables.
- Fixed an issue where Disable Immunities weren't occuring as frequently as they should.
- Added a few new spell icons.

- Adjusted the lighting of the players during character creation--Player's faces should now be adequately lit :)
- Fixed Twins-by-Fire-Joined not using its skills sometimes.
- Modified/fixed some spell tooltip text.
- Thunder Jump has been replaced with Wind of Change as a starting option at character creation.
- The small spiders that spawn along with the Source Nightmare in the Black Cove now correctly have Epic Encounters' scripting.

Update: Dec 30, 2016 @ 11:19pm

This patch will not break your Epic Encounters saved games.

- Fixed a rare issue that could prevent new statuses from firing properly.

Update: Dec 30, 2016 @ 2:45am

- Initial upload.