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Obvs the path issues were there, but I would add another ask - the fight areas with huge amounts of NPCs ( who also easily turn to enemies with collateral damage hits) sometimes became way too long.
I like the concept, but as an example, the fight in the Paladin bridge in Act 2 had so many neutrals added that I would do my team's hits then go get a snack to wait for the 20+ other characters to go through their turn. It was way too long. There was one other that was too excessive as well, but I can't recall the exact one, but I am sure you get the idea.
Awesome work, overall, and glad you're continuing.
Aha, yeah. Thank you for playing the mod. BetterMonsterPlacements honestly was a rough prototype since I learned as I went through the game but I understand what you mean. Both the Paladin HQ and Lone Wolves lumber mill were pretty overpopulated which is certainly something I'm looking to fix when I finish overhauling Fort Joy.
I meant for those locations to be a high tier/high difficulty fight meant for players who's geared up and leveled up as much as they could before. Looking back though, I agree there were too many considering Divinity 2''s combat complexity and crowd control mechanics.
Now I'll be keeping the AI count lower to save time and performance while keeping the fights a challenge. Thank you for your kind words and I'll be working hard on this mod!
A quick question - I was just playing around with a bunch of things and tried this Vanilla. I usually use mods though. I know your last one was mostly meant with Conflux in mind - have you been building this to work well with Conflux? I may start over.
And a couple of quick notes - there is a weird pathing issue on the boat where you fight the magisters back by your blacksmith. You can end up way up on a black area.
The other thing that happened is I had to kill Red Prince on the boat as he didn't leave the basement so I couldn't trigger the scene to get off the boat. And then he never showed up on the beach! (I don't care, but in the vanilla game, even if you kill the companions on the boat, they show up in Fort Joy).
I mainly used Conflux as an example of a combat overhaul mod which is still pretty popular. I wanted my mod to be conflict free with similar mods so people would have that choice and they wouldn't have to pick and choose.
Thank you for the notice, I'll go take a look at those issues in game and see what's up.
Are you saying the whole scene of when you get to the top deck, the whole screen shakes, knocks your char down and then the beach scene isn't playing? Or he wouldn't leave the area after killing the voidlings below deck? That's certainly a problem. Thank you for informing me