Divinity: Original Sin 2

Divinity: Original Sin 2

Random Elite Enemies
20 comentarii
雅賽蘿拉0w0 6 febr. la 8:39 
very godd
Figaround 8 iul. 2020 la 6:22 
Is it compatible with the Enemy Upgrade Overhaul mod?
XxTheFerretxX 24 aug. 2019 la 23:18 
It's pretty meh overall, you don't get any rewards, nor is there any balancing at all. If you like a challenge, then it's fun. The only problem is sometimes you have a level 3 dog that has permanent chains, and demonic madness. This mod literally chooses from (what feels like) any spell in the game, and plops it onto an elite enemy. We've wiped 4 times thanks to this mod alone, due to unfortunate rng. If you intend to play hardcore, do not use this haha!
Bok 24 nov. 2018 la 16:33 
Haha just got three of my characters one-shotted before I even had the chance to do anything (at the beginning of the fight). As much as I love a great challenge, this needs some balancing.

Not sure what exactly the elite skeletton did but he threw two fireballs on my guys. First one on two of my guys - killing them both with one shot, then shooting another fireball to kill my third character.

That being said I'm very intrigued about this mod. I already love the mod "Enemy Randomisation" and I think this will combine perfectly with that mod. Love that enemy elites can have so many different skills and you never know what you get.

Keep up the good work!
Unfulfilled Desires 15 nov. 2018 la 1:41 
But does it also increase the kind of loot they would drop?
[+] JimmyJimJames 5 nov. 2018 la 16:10 
Is there a way to either increase the chace for Bosses to get this or make it so they always do? i would love that
[+] JimmyJimJames 5 nov. 2018 la 16:09 
love the mod thank you
-Snoopi- 30 oct. 2018 la 1:36 
is this mod the same or similar to enemy ranomization and would they both conflict?
rz zombie 29 oct. 2018 la 15:14 
i cant seem to get this mod to show up on my mod list. anyone know of a fix?
Bielsabub 27 oct. 2018 la 1:13 
Noticed a little bug with this. I started a new playthrough and when Lohse was attacking Saheila in the Elf cave in Fort Joy she got the elite mini boss buff. Now she's back in my party she still has the buff as well as some new innate skills. If I disable the mod and reload - the buff is gone but the innate skills remain - If I then reenable the mod the buff also comes back
ProjectPT 18 oct. 2018 la 23:36 
Does this mod keep Tactical Difficulty in mind? planning on an Honor run with a friend and want some hell, but doable with a few restarts and not 100% cheese
SimranZenov  [autor] 6 oct. 2018 la 21:26 
@MagicalPubes
I fixed the issue with the skills.

Thanks for the feedback :)
Derpy Moa 6 oct. 2018 la 20:55 
Also uhm, setting random skills to 0 doesn't work. Enemies still get skills and more than one.
Derpy Moa 6 oct. 2018 la 18:12 
For example Knight could be themed around Warfare CC and that would be displayed next to the ELITE buff. This way you know what it'll do and how to counter it.
This Archetype option should use the "number of random skills" option too and not have hardcoded amount of skills.

Not sure if possible but is there a way to add something like "extra skills + list" in the tooltip of the ELITE buff? Would be even better for the know your enemy and how to deal with him thing.

As for stats, they seem fine, wouldn't really suggest changing much except for making the increased movement optional, like a separate setting just for movement.
Could go nuts and increase it by 100% then or something just for fun when bored.
Derpy Moa 6 oct. 2018 la 18:12 
Thanks for posting it. Looks like its indeed a percent then?

As for balance, all your settings seem to be able to be turned off so it'll be more of a "set your own difficulty" type of mod I guess?
Personaly i turned off random skills because the randomness is not something I enjoy.
Maxed out the difficulty and a lv2 anemy used some skill that silenced me then froze me and almost 1 shot me.

I see 2 suggestions for the random skill feature:
1. Make it customizable like I said, let the player decide which skills the enemies get.
2. Assign Archetypes as another option with configurable chances for each.
Archetypes can be the default character creation presets using themed skills so you know what you're up against from the start of fight.
SimranZenov  [autor] 6 oct. 2018 la 17:41 
@MagicalPubes
I posted the stats for each difficulty just now. Let me know if you have any recommendations. I can mod, but I'm not that good with balancing things. I would love to know any advice you might have.

As for the skills it's random from a list of every enemy skill in the game (minus those that are specific to bosses or flying creatures)
Derpy Moa 6 oct. 2018 la 17:08 
Holy shit this is the perfect difficulty mod.

Few questions tho:
1. The Elite Buff states +2% movement, is this an actual perfect or flat movement? Just making sure.
2. If i initiate combat by backstabbing, how does stat scaling exactly work? Does it first substrat my damage done to him before combat then adds the percentage buffs to whats left?
3. Any list of what random skills are possible to get? Are they actual skills or scrolls?

Customization right now is really good but a way to customize which spells they can get would be nice too. Not exactly a fan of randomness in what the enemies get so if for example i could pick that they ALL get Adrenaline and Cloak and Dagger that would be insanely good.
SimranZenov  [autor] 2 oct. 2018 la 15:06 
@Zorden
-Elite is just a status effect + skills for existing enemies. The loot will be the same.
-Bosses can become Elite
-There should be no conflicts

Zorden 2 oct. 2018 la 10:52 
Hi there!

I like the idea, but the description is so short I have a few questions in mind:

Do Elite monsters drop better loot? Or is it just to adjust difficulty and spice things up?
Can a boss become Elite?
Does this mod work with Enemy Randomization? In that mod there is a chance monsters become Champions, and I feel that might cause compability issues. I am not a modder so I am just guessing?