Divinity: Original Sin 2

Divinity: Original Sin 2

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Conflux Heavy Enemies Add-On
   
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Type: Add-on
Game Mode: Story
File Size
Posted
Updated
7.787 MB
25 Sep, 2022 @ 3:30pm
23 Nov, 2024 @ 9:47am
2 Change Notes ( view )

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Conflux Heavy Enemies Add-On

In 1 collection by Xorn
Official Divinity Conflux Collection
6 items
Description
Version 1.1

For experience Conflux players or heavily modded sessions.
Increases Vitality Multiplier for Strategist and Tactician from 95% or 65% to 200%.
Good when used in Conjunction with Conflux in-game difficulty options.
11 Comments
ApathicAlpaca 21 Jun @ 2:27am 
Seems turning off the mod (for the first time) does not reduce enemy vitality. I checked in the same act, vitality stays the same. Is this only for 'loaded' mobs or all NPCs (even those you have not discovered yet)?

Question 2, about Conflux in general: Let's say I inspect a leve l5 magister knight. He has a ridiculous amount of armor, like 150 phys and 120 magic.
I can't figure out how this happens even with Conflux. Inspect says he has ~30 armor from equipment, then Strategist difficulty adds 70% to that.
OK, so we're at 50 armor so, not 150.
Is there a hidden multiplier in the mod that triples his armor value?
Or is this caused by injectors? Unfortunately I had turned them on (the normal ones, not sure about buff injector), now when I summon the Conflux NPC and turn them off, nothing changes, armor values stay the same.

Thanks for clarifying. I try to find some way to disable some enemy enhancements to continue my save, right now it's simply frustrating.
Xorn  [author] 11 Mar @ 7:10pm 
@Macharo
Heavy Enemies + In-Game Talent Injector is usually where I point players as a starting point. It's the intended difficulty. When I tried to make it part of the base game I got backlash. I guess players didn't want to pick Tactician instead for some reason. There are other options which work with Conflux like EUO2 (Discord only), Enemy Randomizer (the mod) and a few others.

I've thought about making Escapist more powerful. 3 charges instead of 2 and giving NPCs the Perseverance rank bonus. I don't want to kill CC though and end up with a Sustain + DPS meta instead. I want everything to be viable but I think in cases with high min/max players it's easier for them to rely on the CC + DPS tactic due to damage output.

I'm open to ideas on Discord.

Unfortunately I tried to make Heavy Enemies an in-game option with limited results. It works for single player by writing a json file but it only does this for the host of the game so it didn't work in multiplayer.
Macharo 11 Mar @ 1:48pm 
My friend and I have been enjoying a modded playthrough with Conflux and other mods. But even with this mod enabled, we've managed to overpower most of Act 2 and are nearing Act 3. While we really adore the armor scaling from strategist mode with 200% vitality increase atop of that, we soon realize all we have to do is to rapidly deplete either armor type and apply CC on every turn (pretty much Divinity)

I then tested with other difficulty mods, but the idea of flat % increase for armor/vitality seems off: You either get overwhelmed early game or overpowered in endgame. Plus those mods usually override Conflux's scaling property so mixing them together is not viable either.

Don't get me wrong, I love this balance mod and it's been a game-changer. Essential if you've been playing the game for quite a while and are looking for more thrilling challenges. And that got me thinking, is it possible to configure the scaling multiplier in armor, or even vitality in strategist mode?
Xorn  [author] 27 Jan @ 4:33pm 
@Мифолог
It goes after the main Conflux mod.
You can load and unload it once. It will not sync NPC HP loading a 2nd time if you're within the same Act. It will refresh once you change Acts though.
Mythologist 27 Jan @ 2:17am 
can you switch it on and off at one campaign?
Mythologist 27 Jan @ 2:01am 
mod load order please?
littlek0i 3 Jan @ 1:32pm 
I've tried this with Strategist + both injectors. Party is 2 lone wolves, Ifan (huntsman / summoner) and Sebille (rogue).

lvl3 crocodiles on the beach keep destroying me. But if I disable this specific buff, everything seems alright.

Not sure if it is intended. Maybe HP should scale a little bit smoother. Or maybe I need to bring more cheese (e.g. heavy abuse of new statuses).

It is my first run since the initial playthough many-many years ago, so I barely have any meta-knowledge.

Just wanted to share feedback. Maybe it is alright, and no action is required.
Xorn  [author] 21 Oct, 2024 @ 4:25pm 
@xixonix
It's just power creep counter scaling. After adding so many new skills and reworking every talent in the course of 5 years the bar kept going up on player damage output. When I tried to make it part of the base mod it divided the community.

You may not find it entirely needed in Act1 esp other options enabled.
𝗫͟𝗶𝘅̅𝗼𝗻 20 Oct, 2024 @ 10:08pm 
does this mod do anything besides raising hp 200%? Any extra abilities, talents, feats, or XP gained for the user, etc?

Is this recommended if you're already injecting enemy talents, buffs, etc. and playing on strategist?
Xorn  [author] 21 Oct, 2022 @ 2:55pm 
@Pigeon
No problem. This has always been available. It was just a GitHub download link.
I decided to make it an unlisted mod on Steam so people can add it to collections.