Divinity: Original Sin 2

Divinity: Original Sin 2

The Musketeer Mod
MDZ Kimchi  [developer] Dec 12, 2020 @ 2:30pm
Musketeer - Roadmap
More of a personal Todo-List for things that are being looked at for future patches.

  • Update Treasure Tables instead of overwriting them. (For Compatibility with other mods that might overwrite the same tables) (Done)
  • Fix Concentrated Terror Mastery Skill being unlocked too early
  • Investigate Epic Encounters 2 Mod compatibility (Probs not gonna work)
  • Rework Piercing-Ammo with Extender tools (Not feasible after evaluation)
  • Investigate Toggle feature to disable WeaponEx firearms
  • Update missing Mastery-Requirement Translated Strings
  • Controller Support for the AmmoBar UI? (Low prio)
  • Covering Fire AP cost calculation is probably not correct when a character has AP-cost reduction or similiar status effects applied (Low prio)
  • Unique Muskets, Blunderbusses and Matchlocks
  • Projectile SFX for air and earth damage (Concerns runes as well)
  • Update The Website! (Ongoing)
  • Elaborate Balance changes (Done)
  • Add screenshots of new stuff to steam page (Done)
  • Investigate Blazing Flare bonus explosion range. Is it being added twice?
  • Additional Talent interactions (or maybe even custom talents with UI hackery)
  • Buckshot fire surface is finnicky and the tooltip shows a wrong damage value
  • Covering Fire is not castable when Muted
Last edited by MDZ Kimchi; May 3, 2021 @ 12:55pm
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Showing 1-2 of 2 comments
45fg45 May 11, 2021 @ 9:32am 
MDZ Kimchi are you planning create one-handed (hunstman skalling) weapon whith same mechanic or not?
MDZ Kimchi  [developer] May 11, 2021 @ 3:09pm 
Originally posted by PLAINNINE:
MDZ Kimchi are you planning create one-handed (hunstman skalling) weapon whith same mechanic or not?

Would be a ton of work to implement, so not planning on doing that. There are some things that I really want to work on. I might think about single handed firearms after those, but chances are very slim to be honest.
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