Divinity: Original Sin 2

Divinity: Original Sin 2

Enemy Upgrade Overhaul
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Update: 11 Nov, 2019 @ 10:04am

Changes (v1.2.1.0)
  • Aura and immunity upgrades can now be disabled in the settings menu.
    • Their values have also been tweaked to make them even rarer.
  • Tweaked group rolling - now enemies roll once, the roll is then passed to each group/type to see if it passes, at which point if the type can be rolled on, it rolls once and fetches winning upgrades. This should result in hopefully rarer upgrades staying rare.
  • Lowered bonus resistance for infusion upgrades to 20/30 maximum, from 100.
  • Enemies who have challenge points greater or equal to 20 now gain the boss healthbar visual.

Update: 2 Oct, 2019 @ 5:57am

Changes (v1.1.5.0)
  • Unstable Upgrade Changes
    • Chance lowered to 7% from 20%.
    • Damage lowered to 40% of max vitality from 50%.
    • Explosion range lowered to 2m from 3m.

Update: 24 Aug, 2019 @ 1:18pm

Changes (v1.1.4.0)
  • Armor/Magic Armor upgrades are now disabled if Divine War is active.

Update: 18 Aug, 2019 @ 6:02am

Changes (v1.1.3.0)
  • The "Unstable" upgrade now only hits enemies (i.e. the party), prevent enemies from exploding one another.

Update: 16 May, 2019 @ 11:42am

"Grenade Enthusiast" now only applies to "humanoid" enemies (Dwarf, Elf, Human, Lizard, undead variants).

Update: 5 Feb, 2019 @ 5:42pm

Update: 22 Jan, 2019 @ 2:18pm

Update: 12 Jan, 2019 @ 2:56pm

Added an enemy level cap (35), with the option to disable it in the settings. This is to potentially prevent crashes when an enemy levels above the default level cap (35).

Update: 8 Jan, 2019 @ 9:26am

Quick fix to remove permanent Evasion auras (should last for 1 turn now). Enemies already in combat with permanent evasion will have it removed when you update and load your save.

Update: 6 Jan, 2019 @ 8:57pm