Divinity: Original Sin 2

Divinity: Original Sin 2

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Six Man Difficulty
   
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Type: Add-on
Game Mode: Story
File Size
Posted
1.226 KB
6 May, 2019 @ 9:44am
1 Change Note ( view )

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Six Man Difficulty

Description
An Alteration of Tactician Difficulty to the following NPC Stats:

HP = 1300%
Damage = +0%
Physical Armour = +165%
Magic Armour = +165%
Accuracy = +0%

This mod was made with the goal to keep it's normal challenge with the following ideology.

1. Being able to use all 6 Origin Characters.
Use all the Origin characters in one game and see their stories in one go, while keeping the game balance.
You will need a seperate mod to actually play with 6 people, such as "Party Size Evolved" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1503849808&searchtext=

2. Keeping the relative challenge up without randomized NPC buffs or more NPCs.
Everywhere I looked on the Workshop the solution was always one of the two, and I didn't desire to randomise NPC buffs because it either turned the game to save abuse, or radically changed the encounter from what the Larian Developers intended. And it wasn't even in a unique way the Author felt would enhance that particular encounter, because it was always random.

I also didn't care to simply add more NPCs cause sometimes it messed with even engaging the encounter. For a small example, on Fort Joy there is a gravestone where if you dig it a zombie will rise out and attack you. However, if you have more monsters in your game a second zombie will just be standing next to said stone, removing the whole element of surprise, and simply making it two 1 man encounters thus also failing to increase the challenge. As well as having the issue of requiring an XP scale mod to keep balance, which had it's own issues of not being a precise fix so players would start leveling at different points than the Developers originally intended.

3. Giving players the relative flexibility of Lone Wolf without making the game easier.
Maybe this is just me, but I always feel more complete as a character when Lone Wolf is on. I feel like I have a lot to do on my turn, and that I can make any build I envision. While then moving back down to a non-Lone Wolf build always leaves me feeling empty. However, you can't quite have more than 2 Lone Wolves by default and still have the game balanced, hence the need for a custom scaler.

You will need a seperate mod to have everyone treated as Lone Wolf, such as "Wolf Pack": https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1537716324

(Wolf Pack doesn't effect Level 1, if you care about having level 1 buffs too simulate it with a mod like "Stronger Start").
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1644147299

4. Enabling a bit more Control on and Party Synergy on the player side.
I didn't scale up Magic/Physical Armour by the same extent I did Vitality, and boosted Vitality by an extra amount to compensate. This should make enemies just as hard to take down, but require less overall effort before Control can be applied, or until both Physical and Magic users can both widdle down the HP allowing mixed parties to work better together.

5. No Accuracy or Damage Buffs on the NPCs
I found the Damage Buff a bit cruel, and opened 1HKO on Players a lot. And the Accuracy buff made stuff like Dodging builds a bit harder to idealise. So I removed the bonuses, and scaled up Durability to compensate.

However you don't need to have the same goals as listed above to use this mod. If you just want a Difficulty Scaler, these numbers work for you and you have a different goal or modset to make it work for you then go ahead. Use the mods how you want, it's your game to enjoy.

Please note that this is my first mod, so although I would like to say this shouldn't conflict with anything other than other difficulty scalers. I can't say for certain, please let me know in the comments if any bugs or issues pop up and I'll try to fix them.

Special Thanks to Murderbot and LaughingLeader for having helped me learned the basics of modding so that I could make this mod.

BUGS & ISSUES

It seems some people are experiencing a bug where the file types within the mod suddenly change, and that this bug is mirrored in other Difficulty Mods. If you are suffering this issue, try to install it from here:
https://drive.google.com/file/d/1uQzDUYrwDc-njPc9bwCyBC06gjGb2Lxf/view?usp=sharing

And place the file into the following file path:
User > My Documents > Larian Studios > Divinity Original Sins 2 Definitive Edition > Mods

FAQ

Q: This doesn't balance it! Control spam breaks everything.
A: This is an inherent issue with modding as a whole that increases party size, and/or adds more skills. And to my knowledge it's not really something any other approach can fix either. More Monsters limited cause most Crowd Control is Area of Effect, and Randomized Buffs is random, so it won't reliably address it either.

The best thing you can do here, in my own opinion is to restrict the amount of crowd control in your party, or spread it in more build types. Cause the only thing that can truly address this concern is advanced modding rewriting the whole system, and something that is honestly beyond the scope of this beginner mod.

And even if/when my modding skills improve, it will likely be made part of a new mod instead. So as I don't suddenly add new features to peoples current playthroughs that they did not consent to.

Q: Does is this apply to pre-existing saves?
Sort of? The way Divinity 2 Scalers work are that it is applied when an Act is first loaded. So any Acts you have loaded before activating this mod won't be affected, but any Act you load afterwards will. For this reason I recommend you only use this Mod with a New Game.
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This mod but with a +70% damage boost (for you sadists out there) by Misha
77 Comments
Gwazi Magnum  [author] 5 May, 2022 @ 6:53am 
@GrayShadow12 not with the mod inherently. You'd have to make a mod yourself with the values you wanted. However, that is literally all this mod is, editing a handful of numbers with the Divinity 2 Engine.
Grayshadow12 4 May, 2022 @ 5:53pm 
i like this mod but is there any way to tweek the values? like...the first void enimes i fight have 300 hp and i deal 3 at best in damage so its a bit much imo lol tho i like the lack of extra damage from the enemy. my tanks being 1 shot turn one fking sucked in tactican mode. but yeah is there a way we can tweek the numbers ourselves?
Gwazi Magnum  [author] 12 Feb, 2022 @ 12:42am 
@CaptainKampfkeks It'd likely be screwy if not unplayable. Screwy because as detailed in #4 of the Mods design goals, it scales Health more than the Armours as to encourage physicals and magic users to work better together. But as Divnity Unleashed removes the armour entirely it then alters the balance that this mod was designed around.

Unplayable because (and this is guesswork, so I never dug around in the mods code), it still seems to use the pre-existing armor values for it's damage reductions. So this mod then adding a x165% multiplier to it could throw that completely out of whack.
CaptainKampfkeks 7 Feb, 2022 @ 3:37am 
This looks like what I've been looking for! However, I'm looking into heavily modding my game, so I wonder how this plays with Divinity Unleashed and their armour overhaul?
Leon The Hero 22 Aug, 2021 @ 5:14pm 
@Gwazi Magnum
I'm always ready to help my buds
Gwazi Magnum  [author] 22 Aug, 2021 @ 11:20am 
@Snowflake Leon seemed faster to the draw than I was, but he is correct. It works with existing saves, but will only play to future acts. So it is recommended you start a new save with this.
Leon The Hero 16 Aug, 2021 @ 4:24pm 
@Snowflake
This mod (and any others that change enemy stats) only takes effect when a new act is loaded (Fort Joy, Reaper's Coast, etc.), so it CAN work on an existing save, but it won't change anything until you move on to the next area.
MonochromeFairyTTV 16 Aug, 2021 @ 5:15am 
Unless I'm blind it doesn't say whether it works with a existing save, does it?
Priestelar 2 Jul, 2021 @ 12:17pm 
i LOVE that you put Leon's comment in the mod images XD :pug:
Gwazi Magnum  [author] 23 May, 2021 @ 11:04am 
@Marc I hear that concern, there inevitably are going to be balance elements of the game compromised by this sort of mod.

Though to make a buff to piercing damage like that would fall under where I made this comment in the mod description:
"And even if/when my modding skills improve, it will likely be made part of a new mod instead. So as I don't suddenly add new features to peoples current playthroughs that they did not consent to".

Granted, my skills really haven't improved. Shortly after finishing maintenance on this mod (as no bugs ever arose) the Mod tool started acting strangely and no longer recognising or accepting files.

But for me to make a tweak like that would basically be adding an extra mechanical step beyond the mod's scope, and would set precedent for more and more changes over time. Something which can be ill-advised given any change I make like that will envitably alter the gameplay for anyone currently mid-playthrough with this mod.