Divinity: Original Sin 2

Divinity: Original Sin 2

[2nd May update]Skill usability improvements - 28 skills improved, 5 new added
37 Comments
Dr. Butter Buns 13 Sep, 2018 @ 2:00am 
Are you building this for DE?
Dyonisian  [author] 28 May, 2018 @ 10:18pm 
Thanks for confirming that. Yeah I hope they fix it soon.
Xephier 28 May, 2018 @ 8:05am 
@Dyonisian So after extensive testing on mods, it is not your mod specifically, it is the game itself not allowing the second box to show. It is a problem when you select off the monster, but otherwise still useable ability wise.

Hope they change it back/fix it soon
Xephier 28 May, 2018 @ 7:52am 
@Dyonisian The summons are still there, didn't know if it was widespread bug or not, but figured I'd take the time to report it. Went through and doublechecked my mods, it is definetly one that is having trouble even with the multi summon part of the mod. It is still playable, just a small anoyance because if you select off the summon that is not your main one you can't select back on it. Looking more into it now to see if it is your mod specifically or perhaps other multi summon mods.
Dyonisian  [author] 26 May, 2018 @ 11:07pm 
@Xephier Yes, I just read about someone else having the same problem. It's a bug or change introduced by the patch. Are both the summons still there? I can't do anything about it, sorry, it's basically what's happening if you try to have two summons, I can't really code what happens when you try to get two summons.
Xephier 21 May, 2018 @ 8:54am 
So small update, probably from the recent patch, but prior to it when I used the update to summon 2 things, I could see both portraits, now it only shows the portrat of hte last one summoned.
Xephier 16 May, 2018 @ 4:35am 
I suppose, but 80% just feels more frustrating than anything in my opinion. Because it honestly seems like most the time the taunt misses honestly. It is extremely useful to have the increased range, but with the threat of being at 1 HP (despite the buffs to try and protect this) it feels liek having 100% would be more fair than 80%
Dyonisian  [author] 15 May, 2018 @ 9:55pm 
With the normal range you'd be unlikely to get more than 1 enemy anyway, because of ranged attackers.
Dyonisian  [author] 15 May, 2018 @ 9:55pm 
I felt like it would be too OP going from "Not working at all" to "Working 100%", especially with the increased radius. It feels more balanced to me since you can provoke a large spread out group and get most but not all of them.
Xephier 14 May, 2018 @ 9:22pm 
For provoke is there any chance you can return teh taunt chance to 100%? Even if it is not always the most effective debuff, it would be nice if provoke still put it on enemies more often.
Dyonisian  [author] 9 May, 2018 @ 1:09am 
It's kind of hard to fix, because the only way to get provoke to work properly is to reduce HP. But I'll give it some thought, thanks.
Icy Willow 8 May, 2018 @ 8:23am 
Yeah, the first situation. This happen even with Last Rites. I think its pretty OP, because I use Provoke, kill the mob and recover my entire life (thx to necromancy life drain bonus).
Dyonisian  [author] 7 May, 2018 @ 9:25pm 
Can you explain? If you use shackles+provoke, does the damage you do to yourself carry over to the shackled character? If this is the case, does this happen even with Last Rites? Or do you just mean you'll get beat up a lot by everyone so the shackled character will take damage?
Icy Willow 6 May, 2018 @ 10:00pm 
Provoke + Shackles of Pain is very OP ;)
Please fix it ^^
Dyonisian  [author] 5 May, 2018 @ 7:47pm 
Thanks Xephier, I appreciate you testing it out :)
Xephier 5 May, 2018 @ 6:27am 
So tested out all the new summons with the new system, it works fairly well admittedly. No real problems with the dual summoning system, even when crossed with other random mods that add summons. As far as the new assassinate skill for scoundril it is working fine along with all other things added.
Xephier 5 May, 2018 @ 3:36am 
Ah arlighty thankyou =3
Dyonisian  [author] 5 May, 2018 @ 3:23am 
This - Summoning skill changes - You can have 2 active summoned creatures at a time, instead of just 1. The summoning stat increases summons' health etc. by 10% per point invested instead of 5%.
Xephier 4 May, 2018 @ 1:17pm 
What changes were made to summons?
Dyonisian  [author] 28 Apr, 2018 @ 8:50pm 
I agree with you on that, but I'll have to think and research a lot to come up with a way to change necromancy in that way. Just a normal buff would make it too powerful when it's used properly. I'm going to take another look at all the skills and make a few more changes soon.
Xephier 28 Apr, 2018 @ 6:11pm 
Honestly as far as any skills go they can be fairly strong in the right hands. Personally I wouldn't mind seeing necromancy get a bit of a touch up so it can be used in more varied builds and not jutst in the select few where it is OP. But that is my opinion. Either way, like I said, i'll keep an eye out for any bugs!
Dyonisian  [author] 28 Apr, 2018 @ 7:47am 
I'm happy to help, especially since I just started modding and this is a new (and my first) mod. So I definitely want to discover and fix bugs.
I'm not too sure about Bone Widow. I personally thought Necromancy skills were a bit useless and I wanted to buff them, but other more experienced people pointed out to me that Necromancy is OP in the right hands. So I'm not sure what to make of it.
Xephier 28 Apr, 2018 @ 5:50am 
So got to testing it, after a bit of downloading bugginess (had to unsubscribe and resubscribe) the icon is there for Acid incarnate and Cursed lightning is sadly... murdering everything on a rampage of glee. It is working wonderfully! Thankyou again for taking the time to respond to the messages as well as address the issue!

So far it is working wonderfully! I will definetly make sure and keep you in the loop with any other bugs that come up!

Also wanted to ask your opinion on Bone Widow? I know this is completely to the side of the bug testing, but was curious if you had any plans for it?
Dyonisian  [author] 28 Apr, 2018 @ 4:03am 
Hey Xephier, I somehow forgot to set the skillbook up properly for CursedElectricInfusion. Fixed that now. Fixed the summoning icons too, it was because of an annoying bug with typing the names for the icons. Thanks again for pointing it out, please test it out and let me know if it works now.
Xephier 26 Apr, 2018 @ 7:55pm 
Always happy to help, will keep you posted if anything else comes up! Looove this and can't wait for more.
Dyonisian  [author] 26 Apr, 2018 @ 11:42am 
A couple of the skills do have ? symbols, for whatever reason I couldn't find a straightforward way to fix it. I'll take another look at them.
Dyonisian  [author] 26 Apr, 2018 @ 11:41am 
Warfare I get what you're saying but I don't a 100% agree with you. I don't think I want to nerf skills just because no one except a hardcore player would use such a mod. But I'll keep it in mind
Dyonisian  [author] 26 Apr, 2018 @ 11:40am 
Hey Xephier, I'm glad you liked it. I'll try to take a look at those bugs. Thanks for testing the summons extensively. I'm sorry for the trouble.

KKorner thanks for the compliment and suggestion. I'll take a look at it. If not, I might know another mod that changes Bleed fire, and I'll link you to it.
Obvidian 26 Apr, 2018 @ 9:03am 
Great mod! any plans to make changes to bleed fire? its a cool concept, but at this time its quite useless.
Xephier 25 Apr, 2018 @ 6:08pm 
Just realized I probably should say more detail on the crash (also sorry for spamming, love the mod, just hoping this gets fixed =3) So I can craft the book itself fine, but whenever I view the description or try to hover over the book it immediatly crashes me. If I do manage to get it as a skill (done with a bit of finagling to auto teach my character it using another mod) It crashes me if I try to view the details on the skill itself.
Xephier 25 Apr, 2018 @ 5:34pm 
Sorry if this is not the right spot, but bugs i've found is the cursed electric is making my game crash. Anytime I make it, the moment it is done crafting my game immediatly crashes. And as said before teh acid infusion's symbol is just a big question mark
Xephier 25 Apr, 2018 @ 7:19am 
Acid Infusion's symbol is just a question mark.
Warfare 20 Apr, 2018 @ 9:02am 
Shield Throw, Teleport, most of the physical skills with control. Lot of them, just check any decent build guides. You can make other skills overpowered to the same level, but it will decrease the game difficulty even more. And the game already feels pretty easy even on the first walkthrough. On the second one even Hardcore difficulty feels like walk in the park.
Dyonisian  [author] 19 Apr, 2018 @ 8:49pm 
Which skills would you call OP? I'm not sure everyone would appreciate the idea of skills they enjoy using being nerfed. This way I feel you can still use those if you want, but you can still rely on other skills if you like the idea of them more.
Warfare 19 Apr, 2018 @ 6:40am 
Buffing skills is ok idea, but you should nerf OP skills first, or it won't make any change.
Dyonisian  [author] 18 Apr, 2018 @ 12:14pm 
Hey, thanks, let me know what you think about it. 40 mods is a lot! Guess this will be the ultimate compatibility test too.
Bleedeagle 18 Apr, 2018 @ 11:09am 
Pretty interesting! Will be testing it out, tho i have like 40 mods enables so may have to look at my order