Divinity: Original Sin 2

Divinity: Original Sin 2

Enemy Power Unleashed
18 Comments
Haru Kasugano Jul 15, 2022 @ 8:02pm 
Is this mod compatible with Enemy Upgrade Overhaul?
-Snoopi- Apr 30, 2019 @ 10:13pm 
I fought alot of undead enemies after Fort Joy now. Still not noticing difference. I really hate the enemy AI in this game, they keep doing stupid moves like wasting AP moving a few steps before attacking when they have the opportunity to attack the character without moving a few steps.

They attack one character then in the same round they attack another character, like they are spreading the damage out to my party. By next round I can full heal and gain armor, magic shield back each round when they do this.

They use battlestomp only once in a few hrs of play, and it was on one of my characters that still had full physical armor, WTF? Lol

Plenty more stupid things they do.

Most of this most likely not the mod, but the game mechanics AI, so stupid!



core one  [author] Apr 30, 2019 @ 9:54pm 
It is possible to fight her. Some Youtube videos:
Sin Tee: https://www.youtube.com/watch?v=gZ8pLgFDO6k
Werglia: https://www.youtube.com/watch?v=7xgMLUpYdTI
For my own attempt I use barrels to block, drop Mind Maggot Grenade (one ingredient, mind maggot is in the prison near Kniles, just need to buy empty grenade from traders) on those magisters. I also use rupture tendons invisible, and play dead with Fane.

The skill difference would be larger as you progress with the game.
As far as I could remember there are about one or two skills added to the enemies after Fort Joy. More skills are added to the enemies at later acts, progressively.
-Snoopi- Apr 30, 2019 @ 7:51pm 
no I did not even know you can fight her at the front gates? That is like very early on in the game, your character level will only be very low, how do you fight her at level 5/6? That's impossible isn't it?

Oh, ok so I have to leave ACT I and then check in ACTII for the skill difference?
core one  [author] Apr 30, 2019 @ 7:54am 
This mod add new skills to AI, but didn't change the way that they attack (attack randomly).

Magisters didn't get new skills or power in Fort Joy. You can see the comments in another mod: https://steamcommunity.com/sharedfiles/filedetails/comments/1621250187

BTW, did you fight Dallis in the front gate of Fort Joy? It is already very hard without mod. Dallis and her minion would be at level 8. The players should be at level 5 (or level 6 at max).
-Snoopi- Apr 30, 2019 @ 6:43am 
I am just outside of Fort Joy. I did not notice much improvement in the enemy AI. They still attack randomly and still use underwhelming skills.

core one  [author] Apr 28, 2019 @ 5:57am 
I didn't see he had mentioned the areas that he changed specifically in the mod.

One piece of info about AI from Larian that I read before is:
https://docs.larian.game/Combat_AI
I had read it before and found the setting described in there is very complex. Then I didn't drill down the AI system anymore.

It had tags for AI_PREFERRED_TARGET, AI_UNPREFERRED_TARGET and AI_IGNORED_TARGET. But didn't notice any ways for AI always attack a dying companion.
-Snoopi- Apr 28, 2019 @ 2:46am 
Are you sure AI cannot be modified?

Please check mudknights comments as of today here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1511639381

He explains how to access the AI part and modify them, well atleast I think that's what he tries to explain. I have no idea lol
core one  [author] Apr 27, 2019 @ 10:58pm 
As far as I know the game AI engine decides which players or targets to attack.
-Snoopi- Apr 27, 2019 @ 5:02pm 
Oh there is one crucial element that I wanted to know about.

Is it possible to allow enemies to focus fire down our party members in battle?

For example, as a human we can use our party to focus fire on one enemy to kill it quickly, the enemy AI however, very rarely if ever do that to us. They seem to randomly or arbitrarily chose who to attack. If they could focus fire us down, then that will level the playing field a bit more and add that extra bit of difficulty.
core one  [author] Apr 24, 2019 @ 8:31am 
This mod does not change enemy level or XP.
As far as I know Enemy Randomization give random buff to enemy status but not adding new skills.
If my memory serve, my mod did not update Kraken but it did update Kemm, Isbeil and Sallow Man.

BTW, I had not tried the combination of those mod.
-Snoopi- Apr 24, 2019 @ 7:02am 
Is this mod stable?

OK so I am thinking of using this mod and:
Diving Scaling
50% less exp
Enemy Randomization
Harder Final boss or something similar.

Please let me know what you think and if they would be all compatible.
core one  [author] Apr 3, 2019 @ 6:02am 
As far as I know if you enable the mod (for the first time enabling it only) in the middle of a play through, the enemies should use new skills in the next act.

You may want to start a new game so it would be getting harder as the game proceeds.
-Snoopi- Apr 3, 2019 @ 3:16am 
do i need to start a new game?
core one  [author] Mar 14, 2019 @ 1:40am 
@Snoopi, It made the game harder by letting enemies use more useful and powerful skills.
-Snoopi- Mar 14, 2019 @ 1:35am 
hey, ok so does this mod make the game harder? I want enemies to be able to win just as easily as I can? lol

Tactician was too easy for me.
core one  [author] Jan 23, 2019 @ 1:29am 
@Snoopi

I only know one method to add skills to the enemy: Open the editor to edit each characters and add skills to them. I am not sure about other mods like enemy randomization perform this.

Currently I add more skills to selected enemies/bosses accroding to their class. Like Lord Kemm, he would get battle stomp and battering ram. Some warriors would get both KO skills. If the enemy is an mage/rogue, they should not have warrior KO skills.

If the character do not have existing skills in the Air school, I won't probably add Teleport skill to them. If it's a mage already have Nether Swap, I may add more Air school skills like Teleport to it. BTW, we could also edit the inventory of the characters to add scrolls to them.

-Snoopi- Jan 23, 2019 @ 12:52am 
hi thanks for noticing my thread.

So is point no.3 addressed from my thread?
Like with this mod, do enemies use more of the simple but powerful skills like battle stomp/knockdown, teleport etc?