Divinity: Original Sin 2

Divinity: Original Sin 2

WotV Campaign Pack - 37 Maps, mobs, and skills (DE)
Showing 31-40 of 53 entries
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Update: 11 Dec, 2018 @ 8:23pm

Added map

Sundered Lands

Changed
Balint sewers - There was a section of a rope bridge that bothered me, I changed the terrain slightly to correct it. Also raised the lower waterway path since the pathing for it was broken for some reason and I couldn't seem to fix it when it was partially submerged in the water.

Update: 10 Dec, 2018 @ 3:53pm

Added Map
Widows Isle

Removed
The follower versions of my NPCs, I couldn't figure it out since I'm not very good at this stuff. Then the wonderful Mr. Heinz234 came out with his follower status mod. So that is a life saver for me.

Updated
Balint City - Fixed pathing issues across the city. Fixed lighting in lower level of barracks.

Balint City Corruption - Same as above.

Kunkuni Woodlands - There was an issue I never caught in engine where one of the islands jump points was slightly to far away to work, adjusted this so you should be able to use jump skills to reach all the islands out in the water. Also changed the lighting in the caverns as I felt they were a bit to dark.

Tilvit Island - Fixed lighting in the upper floor of the barracks.


The Glass Wastes at this point is going to remain as is. It was the very first map I ever made as a way to test the engine out and see how some things worked. I never really had a use for this map aside from being a testing ground, due to this I will no longer be updating and have no plans on finishing this map.

Update: 5 Dec, 2018 @ 10:16pm

Added
Heart of the Maw

Update: 5 Dec, 2018 @ 2:53pm

Added
Base of the Maw.
Some more mobs.

Update: 4 Dec, 2018 @ 10:31pm

Update: 2 Dec, 2018 @ 7:57pm

Added map.
Balint Sewers.

Update: 1 Dec, 2018 @ 12:34am

Visual updates across ALL maps. I don't know if what I did ends up breaking or reseting anyones use of the map or not but if it does I am terribly sorry if you lost any progress on them.

Balint Wildlands - foliage update, map is much more lively looking. Village ground is actually even now with no giant holes, that I can find anyway. Lighting should be fixed in the upstairs inn unless I'm stupid and broke it again.

Balint City - Pathing issues fixed in multiple areas, floating objects fixed.

Dragon Spine - Wall and ground textures fixed. (From what I can tell anyway, the engine shows the textures differently compared to ingame so theres sometimes squares of terrian that don't match in game while looking totally fine in engine.)

Ankari - More grass, the inital idea of this map was to be a section of rolling hills and I felt it needed more grass and foliage to really capture that.

Tilvit Island - Added some mobs, moved some objects slightly and fixed a broken wall. Added a couple of the new statue options that fit the theme. Some foliage.

Vorimtae - Added some objects. Fixed a black void issue beneath the water fall. Fixed a lighting issue. Fixed a pathing issue.

Vorimtae Vault - Fixed a pathing issue.

Added maps.
Sieeth - A large desert coastline.

Titans Peak - A peak above the clouds with a secert hidden even higher.

Added mobs.
Changed the catagories for several of the mobs so they match what they are. Added a couple animals.

Update: 28 Nov, 2018 @ 1:06am

Update: 28 Nov, 2018 @ 12:46am

Update: 28 Nov, 2018 @ 12:28am

Some more mobs.
Things to note about them.
There is a "Follower Ver" of several of them, this is cause I've been playing with scripting and trying to get a few NPCs to follow players around without my influence. Also they should all be under one drop down list now. Should be.

Added Sylvan Prison.
Added Titans Rise.