Divinity: Original Sin 2

Divinity: Original Sin 2

Weapon Expansion (Beta)
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Update: 29 Nov, 2020 @ 6:43pm

0.9.35.1

Changes
  • Fix for Shield Prison's buff continually reapplying.
  • Fix for Dark Dragon Fireball's kill count not increasing and modifying the skill's damage correctly.

Update: 29 Nov, 2020 @ 5:45pm

0.9.35.0

Changes
  • Another fix for unique skills that swap uniques not working.
  • Still tweaking unique progression client syncing/etc. Most uniques now have bonuses at every 2 levels or so, but some require more work to fully implement (bonuses for adding more damage of different types).
    No new updates on getting item requirements to sync live yet (this is cached in the game apparently, so we're waiting on some kind of discover for how to get around that).
  • Added skill icons for the Musketeer mod to the mastery menu, as that mod plans to add its own mastery.
  • Buffed hand crossbow and pistol damage scaling from their mastery rank slightly. This will continued to be tweaked as I test things.
  • Fixed hand crossbow scaling (a typo was preventing it from scaling correctly. Sorry!).
  • Hand Crossbows and Pistols of higher rarity get damage boosts to their calculated damage, like regular weapons do (Epic rarity items tend to get a +15% damage boost for instance).
  • Temporarily disabled deltamod swapping, in lieue of some quest reward screen issues (this is the system that swaps like Quarterstaff Intelligence bonuses for Finesse or Strength and so on).

    The current bonus swap system requires cloning/destroying the original item to change these bonuses, and unfortunately the reward screen is not a fan of that.

    A reworked system is being implemented that changes the boosts on the existing item (it requires syncing said changes to the client). This is about 90% ready to go, pending some solution to make the changes friendly with a save/load.

Update: 30 Oct, 2020 @ 1:47pm

0.9.34.1

Changes
  • Fix for unique skills that "swap" uniques no longer working (required some tweaks since the system has changed a bit to hopefully support people spawning in duplicates, but that needs some further testing).
  • Quick fix for base stat change syncing (few tweaks such as "Damage Type" being "DamageType" in the base state in code.

Update: 30 Oct, 2020 @ 1:00pm

0.9.34.0

Changes
  • Added a temporary workaround for attribute requirement changes on uniques. This will require a save/load currently unfortunately, as we figure out if it's possible to get these stat changes to sync up on the client side of the game (it doesn't sync like regular item stat changes).
  • WeaponEx unique progression bonuses now are "boosts" instead of explicit stat changes - They should reset to their default stat values before boosts are applied currently, to hopefully help existing saves get the correct bonuses.
  • Added some progression bonuses for Balrin's Throwing Axe (wasn't implemented previously since it's a bit of a different unique in how you can change the damage type - This may need some tweaking still).
  • Made Helmsplitter's status effect visible in the UI.
  • Cleaned up the Scepter of Magic Missile's skill text (was an old leftover).
  • The Curse of Muramasa status now increases backstab/critical damage in proportion to your missing health, instead of increasing Scoundrel. The tooltip text has been updates as well.
  • Appended more WeaponEx weapons to various speciality treasure tables (warrior vendor, rogue vendor etc).

Update: 24 Oct, 2020 @ 3:15pm

0.9.33.0

Changes
  • Removed old WeaponEx dialog menu (using the Mod Settings menu instead).
  • Added listener frameworks for equipment / status events
  • Reworked Balrin's throwing axe mechanics in a Lua script
  • Remove the Prepare Balrin's Axe skill (deprecated)
  • Apply Balrin's retrieval damage through Lua, added a hit flag preset
  • Reduced Balrin debuff if the axe is removed
  • Moved Sucker Punch add/remove logic to Lua
  • Reworked unique auto-leveling so it can be disabled
  • Moved unique progression data to a separate script
  • Added some more failsafes for opening the mastery menu if the client's ID is unset
  • Setup a system to block arrows on firearms / prevent arrow projectiles from runes
  • Relocated init event, call item equipped events on players
  • Swapped to the new tag event system
  • Swapped mastery menu request value to the client character's NetID
  • Double handcrossbow equipping is now blocked
  • Fixed some more typos from a bad refactor
  • Fixed some description param placeholders
  • Tweaked unarmed / empty hand check
  • Fix for anim set overrides not being set
  • Fix for unarmed Sucker Punch not being removed when it should
  • Fix for unique stat changes not syncing with the client
  • Moved unique auto-leveling option to the "Unique" section in Mod Settings
  • Fix for Chaos Slash's description/name
  • Uniques now have progression, meaning they gain new bonuses at various levels (every 2 levels or so).
  • Moved Katana combo/finisher logic to Lua, reworked turn end status listeners
  • Reworked katana combo system, removed old script code
  • Setting up Vanquisher's Path mechanics
  • Tweaked Helmsplitter to reduce armor by a percentage
  • Setup an initial framework for pistol bullets to apply statuses on hit
  • Reworked unique scripts to support "copies" and tweaked stat syncing
  • Reworked attribute requirements changes so they don't destroy the item/clone it
  • Removed some old/deprecated Osiris script rules
  • Set up a way to save/load unique base stats before being modified by a save
  • Added a new script for registering mastery data, added support for extra rank text
  • Reworked Blade of Basilus mechanics
  • Added status/combat log text for Basilus haunted mechanic
  • Tweak to make Basilus' haunted damage use only the dagger
  • Skills that scale with a unique weapon, like Balrin's Axe and Blade of Basilus, now only scale with that weapon. Their skill damage has been increased to compensate
  • Mastery rank up text is only displayed as status and combat text for now, since notifications apparently display to all players in multiplayer
  • Added the "Unbreakable" flag to other uniques
  • Removed Dagger weapon type name override, so "Dagger" will now show up instead of "Blade"
  • Tweaked Pacifist's Wrath weapon type name
  • Added a failsafe to move linked items out of the vending machine
  • Removed random bokken weapons out of the vending table (unique only for now)
  • Implemented the katana vault mastery bonus
  • Reworked how linked uniques are saved
  • Gave Eruption an innate skill (the other skill is gained at level 4)
  • Unique requirement changes with attribute tokens should now persist, but this may need additional testing
  • Added the Strange Machine's missing crafting inregients table to its list of treasure (contains attribute tokens)
  • Make sure deltamods aren't being swapped for unique items

Update: 12 Oct, 2020 @ 6:39pm

0.9.31.2

This updates requires LeaderLib 1.7.4.0 or higher.

Changes
  • Quick fix to restore some uniques to the vending machine (Death's Edge, Anvilmar, Power Gauntlets, Devil Hand). These were secretly on the new custom origin characters. Sorry!
  • Tweaked the WeaponEx vendor's treasure a bit, as there were way too many items being generated.
  • Fixed a few typos from a bad refactor in some specific item tooltip code.

Update: 12 Oct, 2020 @ 4:47pm

0.9.31.1

This updates requires LeaderLib 1.7.4.0.

Changes
  • Swapped Sucker Punch when unarmed for a derivative (works the same way). The game apparently has a lot of weird hardcodedness when it comes to Sucker Punch, in that it will keep removing it during certain triggers if you lack a weapon. This should fix the Gravewalker-related preset + tutorial bug posted in the comments.

    Update: 12 Oct, 2020 @ 3:23pm

    0.9.31.0

    This updates requires LeaderLib 1.7.4.0.

    Changes
    • Fix for unique items possibly being moved back to the vending machine. Again.
    • Fixed Throw Weapon not returning the weapon on kill (lua scripting rework).
    • Fixed quivers not recharging (lua scripting rework as well).
    • Fixed quiver-granted arrows not being removed when leaving combat.
    • Added descriptions for dual shields (still WIP).
    • Fixed Musketeer skills getting the gun FX overrides (not intended - may have prevented their statuses from applying due to a game bug).
    • Fixed Shield Cover counter-attack issues (lua scripting rework).
    • Mainhand dual shields display their weapon type as "Dual Shields" now.

    Update: 10 Oct, 2020 @ 10:24am

    0.9.30.1

    Changes
    • Fix for unique items possibly being moved back to the vending machine.
    • Fixed a missing "&" in the katana gameScript.

    Update: 9 Oct, 2020 @ 9:26pm

    Quick re-upload since the divinity editor reverted my version change again (argh!).