Divinity: Original Sin 2

Divinity: Original Sin 2

Roguelike Arena
293 Comments
Juhamed May 6 @ 2:52pm 
incredibly cool and high-quality mod 12/10:frogzone:
I would like 1-2 more arenas, but otherwise everything is perfect:cupup:
Anthaldin May 2 @ 5:29am 
Best mod ever. I will give you money if we have new maps and enemies, could be incredible.
Bonesnake  [author] Apr 21 @ 9:51pm 
I'll take a look at these, thanks for the reports.
Pyroshrimp Apr 21 @ 8:16pm 
I have a lvl 21 necro im doing, Love it so far. Im killing everything and it's not even close, only complaint is no one is selling any rune frames of power. I only have 50ish int and it sucks.
eon714 Apr 21 @ 6:52pm 
One more potential bug, one character in my party died during a fight before level 4. When the party leveled up everyone got their second source point, save for the character who died. Potentially being dead or getting resurrected caused him to miss the flag for it I'm not sure. I'm going to roll it back and try to win without deaths.

Additional notes: This was a destroy the spirit chickens fight, he was dead when the last chicken was purged by source vampirism. All living characters gained their second source point on level up to 4.

The previous level-up fight to 3 had 3 fatalities, it was a survive event, no apparent issues were experienced.
Bonesnake  [author] Apr 20 @ 8:10pm 
Player characters should have a buff with a star icon that explains the rules. If this is not the case or the fight truly never ends, there's likely a mod incompatibility issue or a game-breaking bug. Let me know if either of these is happening and I'll investigate it.
eon714 Apr 20 @ 4:37pm 
Quick question, is there any information on what the modifiers are and how they work? I have just gotten my first "Undying" modified fight and i cant figure out how this isn't just a instant soft-lock because the tool-tip just explains enemies re-spawn ad infinitum.
Do i have to get a full team wide execute in one hit (extreamly demanding compared to other mods)?
Bonesnake  [author] Apr 10 @ 12:36am 
Yeah, I agree! Thanks for the feedback.
Shao Apr 9 @ 2:47pm 
Thanks! I thought I was going crazy. It's good to know that things will be fixed in the future. Love your mod, keep hard at it!

It would be wise if possible to keep as much variety as possible in the shop for mods like Crafting Overhaul, seeing that the general store sold soap randomly gave me hope that not only your mod makes the game feel fresh, but also adds an rng element to the most random items one person could need.
Bonesnake  [author] Apr 9 @ 1:03pm 
I think you're right: I've checked the treasure tables and the game categorizes the Long Branch as junk for some reason, so it won't even drop as part of the ingredients table. I'll probably include junks in the general trader's inventory in the next update, but until then you might randomly find Long Branches in arena reward chests, rank 1 (weak) enemies, and the Chest of Fortune. There is also a small chance to find them within the containers found inside the lobby, so you might want to check them as well.
Shao Apr 8 @ 4:44pm 
I tested with different saves with and without mods, I am either very unlucky or it could be possibly missing. Seen a lot of items on repeat such as Short Sticks I'd assume Long Branches would be just as common as those since they are a very inexpensive ingredient.
Shao Apr 8 @ 2:02pm 
I've re-rerolled a couple of times! No dice, are the drops pre-defined at creation of the game by chance? So that re-loading doesn't help it?
Bonesnake  [author] Apr 7 @ 9:53pm 
It should drop, unless it's missing from the related treasure tables for some reason. Are you sure it never drops, or it's possible you just didn't encounter it yet? These tables contain tons of items, so finding a specific item might be hard, even if you reroll them several times.
Shao Apr 7 @ 8:59pm 
Is there a reason why the general store cannot drop long branches? It would be nice to have 'em for the crafting overhaul mod.
Bog Mar 31 @ 4:23pm 
first there is bg3 roguelike mod, now this. cool stuff
Bonesnake  [author] Mar 22 @ 9:14am 
Just checked: both hosting and joining works fine for me, so the issue is likely related to another mod or file corruption. The best I can recommend is to disable all other mods (if you have any) and verify integrity of game files. If that doesn't help, I suggest you to Google the issue and try any fixes you find. If you still can't make it work, I can help you debug the issue if you add me.
Lime Mar 22 @ 8:48am 
All players updated to v1.1.1.0 and any way we try to connect it gives the same error.
"Doesnt match servers"
I can send a screenshot if you need
Bonesnake  [author] Mar 22 @ 8:30am 
Depends on what the specific issue is. Are you unable to join/host a multiplayer lobby? The first thing to check is if everyone is on the latest version of the mod. If you can confirm that and share some additional details about the issue, I'd be happy to take a closer look at it :)
Lime Mar 22 @ 8:22am 
Any updates on the multiplayer fix?
Bonesnake  [author] Mar 20 @ 12:58am 
We've started looking at the possibilities, but no specific plans yet.
Spudaroosky Mar 19 @ 10:36pm 
any update on if Unique Loot Drops is being integrated into this?
Bonesnake  [author] Mar 16 @ 4:10pm 
Can you confirm from the in-game mod menu that each of you are on the same version? Should be 1.1.1.0.
Goat In Tie Mar 16 @ 2:27pm 
after today's update i cannot play multiplayer because of files corruption issues (seays the game), even after i uninstalled and reinstalled the whole game and the mod
Bonesnake  [author] Mar 16 @ 1:06am 
That's great to hear, have fun! :)
Ow you Shot me Mar 16 @ 1:01am 
Dude you are awesome! This is my first time playing it and I am blown away!
Bonesnake  [author] Mar 16 @ 12:49am 
Yeah, you're right. I've just checked it and something went wrong while publishing the update to the workshop. I've republished it and tested that it's now working correctly, but you may need to manually move over the update after downloading it. Sorry for the inconvenience
Ow you Shot me Mar 16 @ 12:18am 
Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods

The mod is in this folder as well as the workshop folder, it does not appear in game.
Bonesnake  [author] Mar 16 @ 12:13am 
There's an issue with Steam where it downloads workshop mods but doesn't place them in the game's mods folder. If this is what's happening, you need to manually move the file.
Ow you Shot me Mar 15 @ 11:21pm 
I cannot get the mod to show up in any mod list, have mod downloaded but it will not appear anywhere.
Bonesnake  [author] Mar 9 @ 7:31am 
Currently you automatically level up after 5 battles, but the next update should change it so you gain some XP per battle instead.
Not getting any experience. Playing with Lone Wolf character with 4 player scaling. I'll test further when I have time.
Bonesnake  [author] Mar 9 @ 1:36am 
I appreciate the sentiment, but I believe recognition and community engagement is what helps the most at this point. By showing the mod to your friends and providing feedback, you've already contributed by a lot, so thanks again!
Cyneric Mar 9 @ 1:07am 
Thanks so much! I've shown the mod to a few friends and it's so well done they can't believe it's not by the developers. If you had a donation link or something I'd happily toss some money your way as a thank you for hours of good fun.
Bonesnake  [author] Mar 9 @ 12:33am 
Glad to hear you're having fun! I've checked the noise you mentioned and the desert ambient sounds used for the oasis arena contains a high-pitched sound of an exotic bird. I can see that being intrusive, so I've replaced it with a different one, but there are a few things I need to take care of in the mod before I can push the update.

As for the arena selection, it is completely random, and thus easy to see skewed results. I'd like to keep the randomness to some extent, but I'll think about either a weighted random selection or some kind of manual selection where you can choose one from multiple random options. Great suggestion!
Cyneric Mar 8 @ 11:26pm 
One other question, it seems like the arena maps are heavily skewed in their chance to be chosen. The outdoor sand arena is by far the most common, followed by the beach island, followed by the clockwork arena. I have only ever seen the volcano map twice, and I've never seen the indoor sand arena featured in the first screenshot of the mod page. Am I just terribly unlucky? Would it be possible to implement a choose map feature?
Cyneric Mar 8 @ 11:25pm 
This mod is absolutely amazing. It adds so much replayability to the incredible combat system that Divinity already has, it's incredibly easy to jump into with great features, and the formula of 5 progressively harder waves with a boss encounter than levelling up is incredibly intuitive. I also highly appreciate the chance to level your character at the start and skip to the level you want to play at!

My only gripe with this mod whatsoever, is that on the outdoor sand arena, there's a kitten sound that plays every few seconds. I have otherwise been totally addicted, but the more I play, the more I hear that meow, and it feels like it's haunting me.
Kode Z Mar 1 @ 2:27am 
@< blank > Dropped mjolnir at like level 11 in the arena and immediately respecced. it was a blast, thank you both for the work you guys do. The guys and I do a mix of campaign runs and roguelite arena and the shadow realm addon you did is fun too, sure wish we could take the characters to the arena after the campaign is finished, that'd be perfect lol.
Bonesnake  [author] Feb 28 @ 11:49pm 
That sounds like an interesting idea! We can definitely work something out to make them compatible.
< blank > Feb 28 @ 10:48pm 
I am the author of the mod Unique Loot Drops. My mod adds over 200 hundred unique items to the game. I wrote over 10,000 lines of osiris scrip give them all a truely unique effects.

Would you have any interest in collaborating with me to add the items from my mod to your mod. Or perhaps make a new version of it.

I know that I could just activate both mods. But it would likely destroy the balance of it as my items are a bit strong for the most part. I think it would be something special if we could balance your mod taking my items into account.

One other option would be to help me with how to adjust the balancing so I could make a patch mod to adjust the difficulty of your mod.
Frozen_Starfall Feb 28 @ 6:48am 
best mod,i have great fun in it,please keep updating it
Kode Z Feb 18 @ 3:01am 
The bonus round for a big fight is awesome ty.
Bonesnake  [author] Feb 12 @ 1:31pm 
In that case, I fear the crash might have something to do with MacOS, but I can take a look at the crash log if you add me and send me the file if you'd like. Also, does it crash as soon as they get their turn or something happens before, like an effect or sound playing? This might help narrowing down potential causes.
Guest_1300 Feb 12 @ 1:08pm 
1. Mod is 1.1.0.0 (I downloaded it a few days ago).
2. No script extender.
3. Game file integrity verified by steam (though I don't think thats everything?)
4. I had a few odinblade mods installed but deactivated originally but have replicated the crash with no other installed mods.
I have a crash report now, but yeah not sure what to look for in it.
Bonesnake  [author] Feb 11 @ 7:42am 
Hey there! I remember someone else mentioning a similar issue, but unfortunately that's all. You could check a few things, however:
1. Check if the mod is up-to-date. You can compare the mod's version in the mod menu with the version inside the change notes pages here.
2. You didn't mention it, so if by chance you are using the Script Extender, try without it or using a different version.
3. Try verifying game file integrity.
4. You've mentioned there are no active mods. Does this mean there are mods installed but deactivated? If so, try after uninstalling them. Theoretically mods shouldn't interfere with the game when inactive, but they could have made some changes to files that might cause the issue. Unlikely, but not impossible.
5. If all fails and you'd like to spend some time debugging, I'm happy to help you with and analyze logs related to crashing.
Guest_1300 Feb 11 @ 7:18am 
Hi! I'm having trouble with my game crashing whenever a source beacon starts its turn. No other active mods, MacOS. Do you know anything about this crash?
Jellygrass Feb 3 @ 3:28am 
Thanks for the swift reply. Really awesome mod btw. Enjoy it thoroughly nevertheless :reheart:
Bonesnake  [author] Feb 3 @ 3:10am 
I see where you're coming from, but I believe the current implementation allows different kinds of builds and playstyles to thrive. There are roughly twice as many chickens as there are enemies, so if you have a strong enough build or strategy to effectively kill twice as much enemies as you would otherwise, then yeah, I can see that it might make you feel like the chickens are just a distraction. But even then you may have 1 or 2 rounds where enemies are respawning, so why not purge a chicken or two to end the battle sooner?

Ultimately, I know that if it feels tedious, the intention doesn't matter, so I'll keep your feedback in mind :D
Jellygrass Feb 3 @ 2:43am 
Actually, that is another issue I like to address too. So once you've learned that killing a enemy would ultimately remove a chicken, why should I be focusing on the chicken now when they are prone to be in hard to reach areas and ultimately waste my AP when I could just focus on the bigger threat in the first place. The chicken now becomes a tedious obstacle rather than a challenge sadly and the battle feels like any other non-event battles.
Bonesnake  [author] Feb 3 @ 12:53am 
Thank you for the feedback. You've raised a few points that are worth addressing.

The chicken running below water is a bit frustrating, I agree, but you can click on their portrait to purge them when this happens. I'm not sure the engine allows it, but I'll take a look at the water mesh and see if I can adjust it to allow you to click through it.

The AP cost is actually part of the intended balance. The goal is to manage your resources as efficiently as possible, which depending on your build and arena circumstances might look differently. In your scenario, for example, it's probably better to focus on defending yourself or killing enemies, and then hunt down chickens when you have a spare AP or two. If not, you can still win by purely focusing on enemies, because killing them destroys chickens indirectly as well.
Jellygrass Feb 3 @ 12:00am 
The AP cost to get to the chicken is annoying too high. The spirit vision cause one point, getting to the chicken is another 1-2 AP since the source vampirism radius is so small on ground level, another 1 AP to suck the chicken to oblivion and by that time, I have no AP to defend myself. This and a issue when chicken would get stuck underneath the edge of the water in the beach arena and you have no way to remove or click them and it cost me my honor mode run.