Divinity: Original Sin 2

Divinity: Original Sin 2

Ascension
136 Comments
mformetalx1 28 Aug, 2018 @ 5:25am 
When I subscribe to this mod on Steam, I'm not seeing it in the load order for Divinity. Is this a mod or steam issue?
8-bit Ocarina Player 6 Aug, 2018 @ 12:01pm 
Is this getting updates at all?, was looking forward to 0.3
Rainemard 23 Jul, 2018 @ 3:26am 
Hi, it appears it's been a while since an update on this mod and I want to remove/alter a few changes you made, but I'm not quite there yet in modding DoS2. Say I want to adjust the damage of a skill using your mod, where should I change the values? I have the GR2 converter to make stuff readable, but I have the feeling there's some dummy materials in there. I want to change the chill mechanic back to what it was basically, I dislike how it works with fire and I feel it's imbalanced at the state it's in right now. I also want to change Ice Breaker back because it's a fun skill. Thanks in advance for helping out!
Accel 12 Jun, 2018 @ 7:35am 
@Sinistralis Hello, love the mod, i love how you changed so much about the game and the skills but I have a question, how did you code the hydro skill that it heals a percantage of the health?
GooglyMoogly! 14 Apr, 2018 @ 1:14pm 
Can you revert Peace of Mind back? It's utterly useless now. I need it to cure madness/charm.
GooglyMoogly! 13 Mar, 2018 @ 5:11am 
Ice fan doesn't do any damage
Adrien 22 Feb, 2018 @ 7:21pm 
I just started playing with Ascension, and using Ice fan, doesn't do any damage, it leaves behind ice, but never damages anyone.
Sinistralis  [author] 1 Feb, 2018 @ 1:21pm 
It does the listed damage, but it will be off a bit due to damage mods. I believe more tooltip support was added to the game recently though, so that's something I'd like to fix.
Sinistralis  [author] 1 Feb, 2018 @ 1:20pm 
In it's current form, it's possible. The internal version I have was moved to gamescripts and should not conflict but it isn't released yet.

That being said, the patch notes released the past couple of patches fix a lot of issues I have with the editor. Very encouraging. Now if I can just get the damn free time.
Sinriel 31 Jan, 2018 @ 11:46pm 
I'm also wondering if this mod will conflict with the crafting overhaul mod, do you have any idea?
Sinriel 30 Jan, 2018 @ 12:53am 
Hi! Mod looks great, can't wait to try it out.

Do you have any plans on making hybrid builds (warfare/poly/scoundrel+elemental on same characters) viable? The way the base game works you're heavily punished for spliting your stats between Int and Strength/Finesse. Maybe a talent that makes spells scale with your weapon's required stat?

Could you also elaborate on how the physical/earth split on geo spells works? Does it to full damage to both types of armor or does it do half to one and half to another?
Sinistralis  [author] 17 Jan, 2018 @ 7:11am 
The issue with the multi-hit spells is baked into the engine. You have to aim at the feet, or close to them, and even then sometimes it will just not work. I have this issue in the base game as well, many people just don't notice it because the multi-hit spells are terrible.

The API that is given to us has been updated recently though, so I'm going to eventually go back through and clean up some things. I'll see if I can make them work better then.
DaveOfGuy 16 Jan, 2018 @ 7:21pm 
The work you are doing here is truly amazing, I can see how the game would be immensely more fun if some of the planned changes go through, although it does seem like a monumental task. I wish you the best of luck, will be continually checking for updates to this mod.
Iceberg 13 Jan, 2018 @ 10:40pm 
Same with searing daggers, only the surface left behind does damage, not the missile impact.
Sampo Sam 29 Dec, 2017 @ 7:24am 
Not sure if it's an issue to do with ascension, but ice fan is no longer doing any damage at all.
Sinistralis  [author] 17 Dec, 2017 @ 7:16pm 
The short of it is, we finally implemented an Analytics platform at my job and I was put in charge of ensuring it generates value for the company, and that's been consuming most of my free time as I am learning how to deal with managing all the data. The moment I get some free time, I am planning to come back to this (which should be Janruary).

I appreciate everyone's patience and I'm sorry its been so long since an update.
Sinistralis  [author] 17 Dec, 2017 @ 7:16pm 
@Cat Holidays and work are giving me no free time. I'm planning to get back into it Janurary. That being said, they released a lot of support for some things I needed (including better tooltip support!) so I have a lot of revising to do as well.

@TastefulSardine I was worried something like that would happen that I missed. I have it noted for when I get back around to this. Thanks for the report.

@Scarlet It does not stack with faster cooldown, however I have already lowered some cooldowns. Keep in mind that I am balancing around far more spells being available, I'm just not at that point yet and as noted above, unfortunately won't be for awhile.
TastefulSardine 17 Dec, 2017 @ 1:18pm 
Just want to say this is an amazing mod. Having a lot of fun with it.
The problem is cursed ice surfaces just instantly freeze you, which kills you pretty quickly, as there's a lot of cursed ice later on. I think there's some feedback loop problem because it just spams the chilled icon until you're frozen
Peachy 16 Dec, 2017 @ 4:13am 
I really really appreciate the thought and work put into this mod, and while I understand that modders have real lives and don't do this for a living, all the mentions of "these changes will come later," kinda gets me excited? But also is kinda disappointing since there hasn't been an update in a while.

Anyway! Thanks for releasing this and the work on it. It's super cool c:
Shade 14 Dec, 2017 @ 7:29am 
Im a fan of most of your changes; though I have a tiny problemo with the dagger nerf. Crit/sneak/geurilla builds, even with your buffs, are still "meh". I dont think daggers need the 8% damage nerf.

Also: one of the big issues me and one of my friends often find is that the cooldowns for many abilities are just way to long - especially for the 4 elements and scoundrel (especially scoundrel). Im asuming this mod does not stack with the faster mage cooldown mod? ; - ; Id love to use both.
Cybrid 0x0t2md2W 28 Nov, 2017 @ 4:50pm 
I figured from comments and lack of talent mods all over, thanks for confirming it how ever. needs a patch that changes that from larian(if ever). I'll have to try this mod at some point when I'm not toying with the 42 skill mod and a rebalance to see how it mixes combat up. because these changes sound a lot more in depth to give a new or better feel to each class of skills(well magic and ranger?).
Sinistralis  [author] 27 Nov, 2017 @ 11:37pm 
@Cybrid Like 90% of all talents are hardcoded. You can tweak a few values on them but thats about it. There are ways to hack around it but even then it's a bit hit or miss, as some interactons like Elemental Affinity can not be detected or even compensated for. The only choice you have there is to make it impossible to learn.
Sinistralis  [author] 27 Nov, 2017 @ 11:35pm 
I have not. I udpate the readme with where I currently am. Holidays and work have been consuming a lot of my schedule so I havn't had time to work on the mod much, and this will likely continue until the end of the year.
Afrogator 27 Nov, 2017 @ 9:18am 
Maybe I've just misunderstood, but have you implemented the "aim" system for bows/crowssbows yet? I can't seem to get the weapon skill when equipping the weapons.
Cybrid 0x0t2md2W 23 Nov, 2017 @ 2:07pm 
this mod sounds extremely intriguing at the foundation of it. although personally I'd like to also see talents revamped as well. but it sounds like talents are a steaming pile of shitfest that may or may not be hardcoded.
Nordos/atord 22 Nov, 2017 @ 7:08am 
Ice Shard sometimes misses the enemy. Example: Carrion Beetle
Grimm 19 Nov, 2017 @ 8:47am 
Okay could be, I got about 20+ mods including One Man Army, which may be the cause for this conflict. therefore it is good to know that you have already a fix for this issue pending. When will you patch Ascension?
Sinistralis  [author] 19 Nov, 2017 @ 12:36am 
@Grimm In the version of the workshop mod (and nexus), the healing is still done via a charscript, so it's possible that you have another mod installed that overwrites base.charscript and it's loaded after Ascension. If this is the case then yes, the healing will be broken.

The next release has moved all functionality to gamescripts which will make it compatible with any mod.
Nordos/atord 18 Nov, 2017 @ 10:42am 
Hm, for me it does heal the %. Though you have to notice, that the % healing is a second number, so you may have missed it?
Otherwise, do you have some other mods installed? Maybe they conflict...?
Grimm 17 Nov, 2017 @ 12:34pm 
Got a rather annoying + somewhat gamebreaking issue with this mod: The skill "regeneration" doesn´t heal as much as it should. I get the basic healing but not the scaling 2% healing per hydrosoph lvl. Now I get 84 HP healing on Hydro lvl 10.. Please fix if possible. Otherwise I really enjoy this mod!
Nordos/atord 16 Nov, 2017 @ 8:08am 
Any plans on making status (no hard-CC) more common? I don't mean something like curse, but similar to plague debuff: reduce in attributes or damage, in AP recovery or max AP, as well as more positive effects for enemies.
And to counter it, making some spells which are able to 'purge' status, or even rebirth a character.
Something like 'remove all positive effects from target / all enemies or all negative effects from target / all allies' (with the second being a source skill), or a 'rebirth a character in a burst of holy flames', killing it and reviving it with full HP and armor (if possible), surrounded by holy flames (to combat the current curse prevalence :P)

IMO it would make fights a bit more interesting. I would also help promoting support skills, and making bless possible more important (since it should combat most of the effects), etc.
Sinistralis  [author] 14 Nov, 2017 @ 11:21am 
@Nordos Yes to pretty much everything. I am also going to be removing ability passive benefits and replacing them with a passive system. The passive system will allow you to sacrifice AP to enable these passives, and AP will be obtainable through Cunning (Memory), Constitution, and Wits.

Passives will be role-defining. For example, a Warfare/Pyro might get a passive that will increase the chance to trigger fire-based weapon effects by 8% * Pyromancer.

A Huntsman/Aero would be able to deal 80% of their weapon damage as Air, but have their physical component reduced by 60% (Causing them to deal 80% air, 40% phys).

A Summoner/Hydro might be able to instantly teleport a target who was brought under 25% health to their location, and restore 2% * (Summoner + Hydro) physical/magical armor to them for 1 SP. (Spoiler for my plans for Source).


Like I said. I have a lot of plans, but I need to revamp the skill editor first.
Nordos/atord 14 Nov, 2017 @ 10:03am 
On a seperate note: Do you intend for each Magic School to have 'Dual Spells'? Something like Geo/Pyro -> Molten Rock, dealing Fire and physical, or any intent of giving some Ice Spells (Ice Fan for example) an additional physical component, similar to Fossil Strike?
I assume that you will implement both Str and Dex scaling physical damage on spells - do you plan to divide them? For example, giving Fire and Earth str based spells (crushing) and Hydro/Aero dex sclaing spells (slashing), or will they not be divided (for example, having Pyro/Warfare skill that scales with str while having a Pyro/Scoundrel scaling with dex).
Nordos/atord 14 Nov, 2017 @ 4:18am 
Ah, you are right - I did not check the Char screen ...^^
You say that you will implement new ways to heal for undead, will it be based on const as well? How will it be balanced against enemies, will it only affect friendly characters?
Or maybe going a completely different way, forsaking better heal for other possibilities: For example Necro Skills that makes you immune to mind-control spells, while turning you 'undead' (if you aren't undead to begin with), or giving similar buffs. Then again, it would force Undead into Necromancy, making my first point moot.

How will the CC changes play out? For example, do you intend to reduce the chance of CC effects from certain skills and items, or will you rather go the way of CC resistance, and if so, do you plan to make it global? I personally really hate CC effects, both because they make fights too easy, while making them too hard as well. One of the reasons I abhorr the 'Mistake' fight - too much damn CC in that.
Sinistralis  [author] 13 Nov, 2017 @ 11:18am 
@Nordos Poison Resistance doesn't affect undead (if you don't believe me check the character sheet). Part of the trade-off of going undead is that they are more difficult to heal. The new geomancer changes actually improve the situation for undead quite a bit, almost too much in my opinion.

There will be other options in the future to help undead heal, but it will be awhile until I get to that point. I have to basically make my own skill editor to do what I want to do so it's going to be awhile.

Nordos/atord 13 Nov, 2017 @ 9:42am 
Maybe disable the -poison resistance on (if possible frienldy) undead? Since it would otherwise nerf the healing for undead in the long run...
Currently, you get less instant heal anyway, though the total heal will outstrip the hydro heal in early game, that won't be true for later parts in the game (making Undead needlessly necromancy reliable ...)
Sinistralis  [author] 13 Nov, 2017 @ 3:56am 
0% movement disables teleportation skills. Hardcoded into the engine.

I ran into this as well and have addressed it, just havn't released it yet. Thanks for letting me know!
Vonriel 13 Nov, 2017 @ 12:04am 
Have you looked into the way chilled interacts with slow? Hit an enemy with Hail Strike followed by Fossil Strike today, the -50% and -60% slows appeared to reduce its move speed so far that it was either unable to or unwilling to try to move. Immobilizing a melee enemy is bad enough, but with the range boost provided by height advantage, I'm wondering if the AI would even be smart enough to still use mobility skills in their arsenal to get closer (Phoenix Dive, etc.), or if it would simply turn into a hard cripple if you were outside their attack range. A cripple that could be applied through any amount of armor.
Sinistralis  [author] 9 Nov, 2017 @ 8:27am 
@huisn764 Feel free to check out my skill generator. It's where all of my time has been going the past few weeks and why Ascension hasn't been updated lately. I'm still working on getting it feature-complete in regards to Ascension, but it supports remote damage currently and I'm working on DoTs. I still need to implement the functionality of Searing Daggers/Ice Shards, and then I'll be doing the mechanic required for my Huntsman rework.

I made the generator capable of being clean even when multiple mods use it, but I could still use more feedback incase I'm too focused on it's use with Ascension. It requires no coding knowledge, only an understanding of how to work with JSON and following a couple of examples.

I will probably end up making a UI for it at some point, but not anytime soon.
huisn764 8 Nov, 2017 @ 6:52pm 
I have to say, this mod is really impressive and I'd love to play with it once it's finished. I love that it introduces several mechanics are not possible/ limited in the Stats Editor.

At the risk of sounding like I'm promoting myself, I just wanna say that I've a made a few mods that also tried to increase skill and weapon diversity. Most of my stuff are poorly made coz the Stat Editor is the only thing I know, but I hope that you will find some of my ideas interesting, such as the "mark" system for Scoundrel and "Stance" for polymorph. If you do like them, you can put these ideas into your mod. Or you can just ignore this post if you've already got other ideas.

Anyway, keep up the good work!
Sinistralis  [author] 25 Oct, 2017 @ 1:34pm 
@all

Great news, I have figured out a way to get around requiring base.charscript edits for now, which should make this mod compatible with any other mod in the sense that other mods won't cause my custom skill logic to completely break.

Additionally, I am going to be changing how I handle skills. I will no longer to extending a base skill. I will be creating my own, which means mods that make skill edits won't conflict with this mod more, they will just be completely ignored.

The top will be implemented in v0.3. The bottom might not happen until v0.4, depending.
Sinistralis  [author] 25 Oct, 2017 @ 1:01pm 
@Mont I just tried to reproduce this on the current version of the mod and I couldn't.

This used to be a bug, don't get me wrong. It was caused by 2 sources of poison fighting for dominance because I had the order of operations wrong. I would recommend re-installing the mod or changing your mod order so the game re-builds the story code.
MNT 25 Oct, 2017 @ 11:31am 
@Sinistralis I'm on 2.1
Sinistralis  [author] 24 Oct, 2017 @ 3:21pm 
@PeteyD That sounds like one of your mods is editing base.charscript. Odds are moving my mod to the bottom has caused the mod making the edit to break and you havn't noticed yet.

Nothing I can do about that unfortunately, Larian has not given us a way to inject scripts into base files. If 3rd party modding supports springs up we can solve this, but ideally this would be built into the tooling.
James 24 Oct, 2017 @ 3:08pm 
Ok, not sure if it's an update to one of the mods that fixed it, or moving Ascension to the bottom of the load list. But it works properly now.

It was on everything, physical aspect simply disappeared.
Sinistralis  [author] 24 Oct, 2017 @ 8:05am 
@Schrodinger Yes

@PeteyD Did this happen to occur on fire slugs or another enemy?

@Mont By Poison do you mean the new DoTs? Also do you have the newest version? I'm fairly sure I fixed that issue already.
Schrödinger's Skill 24 Oct, 2017 @ 2:57am 
Is dazing bolt supposed to be able to select allies as it's random target?
James 23 Oct, 2017 @ 7:11pm 
Strange. Earth spikes still cost 3 points, but I'm not seeing any physical damage.
MNT 23 Oct, 2017 @ 4:41pm 
I was having some problems in my game with poison interactions, I would get poisoned by two different sources and on my next turn when the game calculated the damage tick from both my character would explode for like double their max health lol
Sinistralis  [author] 23 Oct, 2017 @ 11:14am 
Dropping a quick comment for everyone. v0.4 is taking awhile because I am looking into a number of system ideas that are going to allow for much greater itemization in the future, and is also going to be a core aspect of the Huntsman changes. See the readme for more details near the bottom if interested.

I am also working on converting a number of O(n) lookups into O(1) lookups after finding out the scripting engine supports dynamic function invocation, saving me a giant if/else chain when looking up skills.

v0.4 is going to take awhile to come out but it will pave the way to more design choices. I appreciate your patience.