Divinity: Original Sin 2

Divinity: Original Sin 2

Luminary
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Update: 31 Jan, 2022 @ 8:45pm

  • Added additional checks to prevent crashes caused by unmovable-type objects from being pulled in with Binding Glow.
  • Slightly increased the delay between strikes of Light Hole.

Update: 30 Jan, 2022 @ 1:34pm

  • Luminary books now have a unique model when placed in the world.
  • Added crafted skill Light Infusion.
  • Added crafted skill Luminous Infusion.
  • Added incarnate skill Light Hole (granted by Luminous Infusion).
    See the skills document here[docs.google.com] for more information.

Update: 27 Jan, 2022 @ 2:04pm

  • Added localization files for several languages. These will still be in English but are needed for Luminary to work on non-English clients. If you are interested in translating the mod into your language, let me know and I can replace the English files with your translation 🙂

Update: 24 Jan, 2022 @ 8:41am

  • Preparations for public release.
  • Edited some descriptions.

Update: 21 Jan, 2022 @ 12:00pm

  • Added light damage staffs and light damage 1H maces to luminary vendors.
  • Updated several skill icons.
  • Reworked how enemies are pulled with Binding Glow. They'll no longer stack on top of the caster, but are instead spread tightly around the caster. The pull also checks the weight of the object but no longer requires them to be Prismatic.
  • Prestidigitation now requires a Dagger and is no longer a light damage skill. It will steal an extra item when Backstabbing.
  • Chromatic Concord changed to give 2 turns of having all incoming direct damage reduced by the character's highest resistance stat. Status VFX updated.
  • Added innate light resistance to characters across all Origins levels. The application should mimic Larian precedent, e.g. commoners won't have many adjustments while more unique enemies are more likely to have to have a resistance or weakness.

Update: 31 Oct, 2021 @ 1:41am

  • Adjusted Radiantstriker VFX.
  • Reworked Prominence VFX and skill icon.
  • Fixed Nameless Isle vendor dialog.
  • Added -20% Light Resistance to Odinblade's Terrifying Cruelty status effect.

Update: 27 Oct, 2021 @ 4:53am

  • Updated some icons.
  • Adjusted some skill descriptions.
  • Adjusted random blessed surface creation to create surfaces that the caster is the owner of

Update: 25 Oct, 2021 @ 11:02pm

  • Fixed Prismatic damage being calculated off the character triggering the effect instead of the character that originally set the status in some circumstances.
  • Improved random blessed surface generation code.
  • Variegated Skin now creates a 1m random blessed surface under the caster.
  • Nacreous Flare explosion radius and blessed surface radius increased to 2m.
  • Adjusted Nacreous status vfx to pin it to the afflicted object's Dummy_BodyFX bone.
  • Aster Echo adjustments:
    • Memory cost reduced from 3 to 2.
    • Now always hits 3 times.
    • Prismatic enemies take additional damage and empower your Intensity if set when hit.
  • Primordial Light adjustments:
    • Memory cost reduced from 4 to 3.
    • Blessed surface size increased to 2m.
    • Can now target allies. Allies hit are Blessed for 1 turn instead of being dealt damage.
    • No longer explodes for bonus damage when hitting Prismatic targets.
    • Damage increased by 20%.

Update: 24 Oct, 2021 @ 5:08pm

  • Fixed issue with Chase the Dark not increasing the caster's intensity in certain circumstances.
  • Adjusted Binding Glow description to reflect that it won't pull enemies that can't be teleported.
  • Increased Photon Burst intensity duration bonus to a max of 4 turns.
  • Adjusted Photon Burst description to reflect that it always sets Prismatic on the caster.

Update: 23 Oct, 2021 @ 4:56pm

  • Pierce the Veil now more strictly checks for magic-exclusive attacks. This means hits like Staff of Magus will not be affected as that is a weapon-based attack.
  • Binding Glow no longer pulls non-teleportable characters and Grounded characters.
  • Twin Refulgence cooldown is set back to 5 turns.
  • Fixed Aster Echo not echoing based on the caster's Intensity.