Divinity: Original Sin 2

Divinity: Original Sin 2

Reforge
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Luduaver Jun 6, 2022 @ 12:26pm
Some ideas I had
First Idea:
There could be an Augment to create rune slots on an item that has no rune slots (Of course it will only be for Amulet, Armor and Weapon. The default items.) and another Augment to increase the amount of rune slots in an item. item you already have (For a maximum of 3 slots).
With that, it would be cool, creating the possibility of using Runes on Unique items that don't have a slot for it or any other item you like and want rune slots on it.

Second Idea:
Augments could have a failure rate depending on how they are being used.
For example, by the combination menu (G button), there would be a 50% chance of the Augment breaking and not changing anything. (Only the Augment would break, the item would remain intact!)
But when using on some table, the workbench for example, would have a 25% rate of Augment breaking. (These numbers are just examples.)

And Refined Augments would have a lower failure rate.
That way, you could balance the way you wanted, even if you managed to pick up multiple items.

In my case, I had Lucky Charm 5 and at Fort Joy I got countless Augments, it was really easy to get them.
I could just sell the ones I wasn't going to use and make some easy money.
Before finishing Fort Joy I already had more than 30 different Augments.
Last edited by Luduaver; Jun 6, 2022 @ 12:30pm
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Luduaver Jun 6, 2022 @ 12:29pm 
It's just ideas.
I don't want to tell you what you should do with your mod!
If you implement them, I will be very happy! :drexcited:
Focus  [developer] Jun 6, 2022 @ 3:33pm 
In regards to rune slots:
I considered making rune slots a reforgeable property when initially designing the mod but ultimately decided against it. Being able to reforge a runeslot on to an item means that it would also need to be reforgeable off the item. Rune slots are also able to grant a greater boost than most stats, which creates a bit of balancing issue where rune slots become the most valuable reforge on any augment that includes them as a reforgeable property.

In regards to reforge chance:
I won't ever be attaching a chance for reforges to fail. I really despise the fail-while-enchanting system of a lot eastern games and do not want to emulate that in this mod. There's already a decent chance to get a reforge that you don't like. Not getting one at all would feel awful.

I would like to do something more with Refined Augments though other than just having them being more convenient to craft with.
Last edited by Focus; Jun 6, 2022 @ 3:38pm
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