Divinity: Original Sin 2

Divinity: Original Sin 2

Combat Sneak DE
14 Comments
Bromantic 15 Apr, 2019 @ 2:48pm 
Hi, sorry i know its been a while since you worked on this mod, but how was your playtesting with 1 AP Sneak? On my end it was a bit broken
I would really like to make guerrilla reduce AP cost of sneak by 2 instead of 1, and keep the normal sneak cost to 4 AP
Or making this mod only reduce Sneak cost by 1 AP instead of 2
I dont know if you could help me do it on my end, or publish another version?
Thanks a lot
Slynx Jewel 10 Sep, 2018 @ 5:18am 
well, maybe it was a bug. but after removing the mod everything returned to normal. that's why i've made a conclusion that it was the mod's fault
Xaelyn  [author] 10 Sep, 2018 @ 2:49am 
I dont think so, no

@Slynx Jewel I doubt that is caused by this mod, given that all it does is chage a single value from 4 to 2
Bromantic 9 Sep, 2018 @ 7:43pm 
would it be possible to add a cooldown to Sneak in combat?
Slynx Jewel 9 Sep, 2018 @ 4:34am 
if you'll attack -> sneak during your round and there will be no other targets - enemy will skip it's next turn. that's probably the main reason why sneak was increased in a first place.

ps: to the author. before installing your mod(like 4-6 sept) i could use cloak and dagger to jump into a combat area while sneaking and get into possition. after installing the character immediately joins combat, while still sneaking. is it a bug or a feature? or i've missed a patch?
atletikus 9 Sep, 2018 @ 12:32am 
@Bromantic The DPS is *not* the point. Sneak becoming an WIN-button is. The AI isn't equipped to deal with hidden/invisible enemies in a good way. Lowering AP of sneaking should come packaged with a cooldown for the civil ability from a balacing POV. There is a very good reason Larian made sneaking in combat ineffecient as anything other than a first strike option and/or to gain adventageous positions.
Bromantic 8 Sep, 2018 @ 8:07pm 
making guerrilla reduce 2 instead of 1 seems like a good compromise!
Xaelyn  [author] 8 Sep, 2018 @ 4:31pm 
Doing a playthrough now with a friend who is maining a rogue, so I will find out just how OP 1ap sneak is.
Xaelyn  [author] 8 Sep, 2018 @ 4:30pm 
Might be able to write a script that returns an ap after sneaking if sneak skill is >= 5, but that doesn't help if you wan't to sneak at the end of the turn and the extra ap to do it. Can't add the AP reduction to another talent, though I could increase the reduction from guerilla.
Bromantic 8 Sep, 2018 @ 4:02pm 
@atletikus you realize that Guerrilla only add 40% extra damage? and even using 2 AP to increase your next attack by 40% is not really optimal, sneaking in combat is already really hard
Bromantic 8 Sep, 2018 @ 4:00pm 
1 Ap might be a bit too much yeah, is there any way to make the mod reduce it to 3 AP as optional? or maybe instead you can make it so that another talent also reduce Sneak Cost by 1, so we would need to get guerrilla and that other talent to get to 2 AP
Or simply make it so that when we reach 5 in sneak, we get a Sneak cost reduce of 1
I'm brainstorming
How easy would it be?
atletikus 8 Sep, 2018 @ 4:46am 
The way sneak works I think any AP reduction is OP, especially for Lone Wolf and Glass Cannon builds. I maybe wrong, but you can attack, sneak, attack, sneak with little to no risk right?
Xaelyn  [author] 8 Sep, 2018 @ 1:09am 
Huh, didn't see that in the patch notes, and I haven't actually played yet. It will presumably give you a 1ap sneak since the mode changes the base cost from 4 down to 2. Is that too op?
Bromantic 7 Sep, 2018 @ 11:33pm 
what will happen if we take Guerrilla? since it now reduce Sneak Cost to 3 AP