Divinity: Original Sin 2

Divinity: Original Sin 2

Enemy Upgrade Overhaul
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Update: 11 nov 2019 om 10:04

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 okt 2019 om 5:57

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 om 13:18

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

Update: 18 aug 2019 om 6:02

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

Update: 16 mei 2019 om 11:42

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

Update: 5 feb 2019 om 17:42

Update: 22 jan 2019 om 14:18

Update: 12 jan 2019 om 14:56

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 om 9:26

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 om 20:57