Divinity: Original Sin 2

Divinity: Original Sin 2

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Enemy Power Unleashed
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
771.394 KB
20 Jan, 2019 @ 3:06am
2 Mar, 2019 @ 6:34am
15 Change Notes ( view )

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Enemy Power Unleashed

In 1 collection by core one
DOS2:DE mod that coreone currently using
3 items
Description
This add-on adds new skills to the enemies. Common skills include Fortify, Armor of Frost, Haste and etc.
Advanced skills include Bone Cage, Erratic Wisp and etc. Warrior would get more knockdown skills.

Don't be surprised when you see skills like Mass Shackles of Pain and Laser Ray (Cursed).

Checkout the video showcase in here: https://www.youtube.com/watch?v=QH4xQ1u-0II

Check the change log for more details.

It is recommended to use Core Game Rebalance add-on together with this add-on:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1621250187
Core Game Rebalance is an add-on that would add talents to enemies and change some game balance settings. If you want extra enemies, check out this add-on too: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1638143440

Known problems:
1) The new skills added to the enemies would appear in the next act. It is because the data is already in the game save. Looks like it need advanced patching skills (Osiris/scripting) in order to add new skills to existing act. ( According to my question in forum: http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=651622#Post651622 )
The new skills should appear in Fort Joy if you enable the mod before starting a new campaign.

It is recommend to save the game before enabling the add-on, in case anything would be broken.

2) Elemental arrowhead. In the original game without mod, I only see Ifan in Fort Joy (AI) casting it to get the buff. Currently the AI may not be able to cast elemental arrowhead and shoot in the same round. It may just get the buff and move around (it moved because it may want to move near to the character with the lowest armor). This is an AI engine problem.
Check out this post for a discussion about the AI deficiency in this game https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/1734339624801556432/?appid=435150

So Firebrand and Venom Coating is added to some rangers.

3) Blinding Radiance
Some enemies just cast this spell without doing damages. This spell boosts the caster to have 20% more air resistance. Looks like AI consider it is a good buff. But it costs 2AP and the buff for air resistance just last for one turn.

So it may be desirable to allow the caster to cast this spell only if the estimated damage is greater than a certain value. (some settings of the mages were edited in the engine editor)
18 Comments
Haru Kasugano 15 Jul, 2022 @ 8:02pm 
Is this mod compatible with Enemy Upgrade Overhaul?
-Snoopi- 30 Apr, 2019 @ 10:13pm 
I fought alot of undead enemies after Fort Joy now. Still not noticing difference. I really hate the enemy AI in this game, they keep doing stupid moves like wasting AP moving a few steps before attacking when they have the opportunity to attack the character without moving a few steps.

They attack one character then in the same round they attack another character, like they are spreading the damage out to my party. By next round I can full heal and gain armor, magic shield back each round when they do this.

They use battlestomp only once in a few hrs of play, and it was on one of my characters that still had full physical armor, WTF? Lol

Plenty more stupid things they do.

Most of this most likely not the mod, but the game mechanics AI, so stupid!



core one  [author] 30 Apr, 2019 @ 9:54pm 
It is possible to fight her. Some Youtube videos:
Sin Tee: https://www.youtube.com/watch?v=gZ8pLgFDO6k
Werglia: https://www.youtube.com/watch?v=7xgMLUpYdTI
For my own attempt I use barrels to block, drop Mind Maggot Grenade (one ingredient, mind maggot is in the prison near Kniles, just need to buy empty grenade from traders) on those magisters. I also use rupture tendons invisible, and play dead with Fane.

The skill difference would be larger as you progress with the game.
As far as I could remember there are about one or two skills added to the enemies after Fort Joy. More skills are added to the enemies at later acts, progressively.
-Snoopi- 30 Apr, 2019 @ 7:51pm 
no I did not even know you can fight her at the front gates? That is like very early on in the game, your character level will only be very low, how do you fight her at level 5/6? That's impossible isn't it?

Oh, ok so I have to leave ACT I and then check in ACTII for the skill difference?
core one  [author] 30 Apr, 2019 @ 7:54am 
This mod add new skills to AI, but didn't change the way that they attack (attack randomly).

Magisters didn't get new skills or power in Fort Joy. You can see the comments in another mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/comments/1621250187

BTW, did you fight Dallis in the front gate of Fort Joy? It is already very hard without mod. Dallis and her minion would be at level 8. The players should be at level 5 (or level 6 at max).
-Snoopi- 30 Apr, 2019 @ 6:43am 
I am just outside of Fort Joy. I did not notice much improvement in the enemy AI. They still attack randomly and still use underwhelming skills.

core one  [author] 28 Apr, 2019 @ 5:57am 
I didn't see he had mentioned the areas that he changed specifically in the mod.

One piece of info about AI from Larian that I read before is:
https://docs.larian.game/Combat_AI
I had read it before and found the setting described in there is very complex. Then I didn't drill down the AI system anymore.

It had tags for AI_PREFERRED_TARGET, AI_UNPREFERRED_TARGET and AI_IGNORED_TARGET. But didn't notice any ways for AI always attack a dying companion.
-Snoopi- 28 Apr, 2019 @ 2:46am 
Are you sure AI cannot be modified?

Please check mudknights comments as of today here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1511639381

He explains how to access the AI part and modify them, well atleast I think that's what he tries to explain. I have no idea lol
core one  [author] 27 Apr, 2019 @ 10:58pm 
As far as I know the game AI engine decides which players or targets to attack.
-Snoopi- 27 Apr, 2019 @ 5:02pm 
Oh there is one crucial element that I wanted to know about.

Is it possible to allow enemies to focus fire down our party members in battle?

For example, as a human we can use our party to focus fire on one enemy to kill it quickly, the enemy AI however, very rarely if ever do that to us. They seem to randomly or arbitrarily chose who to attack. If they could focus fire us down, then that will level the playing field a bit more and add that extra bit of difficulty.