Divinity: Original Sin 2

Divinity: Original Sin 2

Not enough ratings
[OLD] Pyrolusite's Grenade Skills - Classic Edition
   
Award
Favorite
Favorited
Unfavorite
Type: Add-on
Game Mode: Story, GM, Arena
File Size
Posted
Updated
1.891 MB
4 Oct, 2017 @ 7:52am
9 Apr, 2018 @ 4:50pm
15 Change Notes ( view )

Subscribe to download
[OLD] Pyrolusite's Grenade Skills - Classic Edition

Description
This mod adds a new set of skills (currently 20) based on existing grenades, distributed between the Huntsman and Scoundrel branches.

Huntsman gets most of the offensive grenades (physical, elemental) while Scoundrel benefits from more utilitarian ones (smoke, blind, disease, knockdown), with a twist : they all scale on Finesse and their respective magic schools. Also, some underwhelming grenades have been buffed to be more interesting (ex: smoke granting invisibility).

My principal balance philosophy for this mod is :
- Higher damage but heavy cooldowns (6-turn CD baseline for offensive grenades).
- If you don't have a grenade, you can't get it's skill equivalent.
- Only one non-source skill for each existing grenade.
- Very powerful CC grenades will be only available in Source variants (Love comes to mind).

Crafting is the only way to get the skillbooks, but some are available at character creation.
Skill descriptions, comparison with their original counterparts and recipes are pinned on the discussion category here : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/1157714598

Should be fully compatible with existing saves. I've done most of my initial tests on an existing Act 1 save and I didn't have any problems.


MOD RECOMMANDATIONS

Crafting Overhaul : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1139958448
Makes it easier for you to craft grenades, and there are lots of cool things in here.


MOD COMPATIBILITY

May not be compatible with other grenades-to-skills mods, because of recipe conflicts.


ADDENTUM

This mod has been designed to be a complement for either a Rogue archetype or a Ranger archetype.
Now, since this mod adds a lot of offensive grenades, it might be possible to go full Artificer, but keep in mind that, given the restrictions above, you'll have to play very bursty, because you'll be out of options after your first two turns.
34 Comments
Pyrolusite  [author] 23 Nov, 2018 @ 2:00am 
It's ported already, with balance changes, I just forgot to mention it here, sorry ! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1507157632
̔ 22 Nov, 2018 @ 4:03pm 
Any word on when this might be ported for the Definitive Edition?
Pyrolusite  [author] 26 Aug, 2018 @ 4:52pm 
Just a heads-up, I do plan on porting this to the Definitive Edition.
Pyrolusite  [author] 21 May, 2018 @ 2:42pm 
I'd definitely do that if I could, but talents are hardcoded, and I didn't find a way to implement that... yet.
Foxtrot 19 May, 2018 @ 8:11pm 
Any chance of making these skills be affected by the Ambidexterous talent? You are throwing a grenade after all
Pyrolusite  [author] 5 Apr, 2018 @ 4:40am 
Started playing again, meaning some updates have been made. Check the changelog for more details.
Pyrolusite  [author] 22 Jan, 2018 @ 2:56pm 
Since I stopped playing this game and I'm busy somewhere else, this mod is pretty much on hold yeah. It still should work, and I do think it's relatively balanced. If it doesn't though, let me know, I'll patch it.
de Grizz 22 Jan, 2018 @ 1:01pm 
any "todo" updates? or this mod dead anymore?
Pyrolusite  [author] 23 Oct, 2017 @ 8:32am 
Well, placing all the existing crafting stations on the beach shouldn't be too hard to do, but again, it would only delay the recipe conflict problem.

The only way I can think of is basically creating a special workbench or item for the mod, needed to craft everything the mod needs, not making it craftable, and spawn it in each act.

On other news, I'm still working on the mod, I changed my todo discussion to add my current progress : https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1157714598/1488861734100900253/
James 18 Oct, 2017 @ 8:17am 
I know, there needs to be a mod to add all of the crafting stations to the beach. I think lady vengence already has them all.

That'd really open things up for modders as a baseline mod to fix the issue.

Else it'd be nice if there was a patch to the game to enable communal vendors, where modders could all add their stuff to a vendor rather than conflicting in what seems like a Replace function rather than an Add function.