Divinity: Original Sin 2

Divinity: Original Sin 2

Combat Rebalanced (Increased Difficulty)
32 Comments
Seven 14 Jan @ 6:33pm 
Is there a version with just the encounters?
Rawr'kraine 🐉 8 Aug, 2023 @ 1:17pm 
Wish it was still being worked on because it's one of the better difficulty mods out there that does more than just stat buffs to change the game in a (somewhat) meaningful way.
Rawr'kraine 🐉 8 Aug, 2023 @ 1:16pm 
And for anyone who's considering using this mod, a fair warning:

The bosses added by this mod aren't hard, their "haha your dead" bullshit hard. Your going to lose party members in a single turn. This mod is best enjoyed with modded classes and a six player party, enjoy!
Rawr'kraine 🐉 6 Aug, 2023 @ 4:09am 
Can't get past this mod breaking vendors entirely, not selling better than common after act 1. If you do plan on using this, be sure to grab mods that boost loot you can find.
Ragnaradi 3 Sep, 2021 @ 2:06am 
@Chaski В чем конкретно дисбаланс? Я сейчас собираю пак себе, присматриваюсь к модам.
я посадил дерево 29 Aug, 2021 @ 3:34pm 
дерьмо не сбалансированное. не советую, хоть и прошёл с этой жижой
Wunni 15 Jun, 2021 @ 10:44am 
just the encounters would be sweet
maxine64 8 Jul, 2020 @ 6:06am 
Yeah, a version with just the encounters would be nice.
Spazz 7 Jul, 2020 @ 6:50pm 
Is there no way to get a version of just the 14 encounters?
contance 19 Jul, 2019 @ 1:22pm 
The mod doesn't make the game more challenging in a meaningful way.

The good:
- Sensible nerfs to adrenaline, elf racial skill, teleport and resurrect
- New fun and difficult encounters keep the game fresh

The bad:
- Compound nerfs kill skills:
* Battle stomp has 4 nerfs. (Friendly fire, lower dmg-multi, double cooldown, warfare dmg%/lvl is low)
* Acid spores cost 1/3 more ap and deals 1/5 less dmg: dmg/ap is halved. Contamination, a level one 1AP skill, is better. Geo is arguably the worst elem. class, but is nerfed harder than either air or fire.
- Skills require twice the investment, killing multi-classing, already dead in the base game.
- Physical resistance. Resistances are meant for skills that don't have hit chances.

These changes don't actually make the game more challenging, as previously powerful builds remain unaffected. For that there are probably better mods out there.

It is still free content and I thank the author for the effort.
-Snoopi- 27 Apr, 2019 @ 9:45pm 
+1 to a standalone version where only the improved AI targeting and skill use is implemented!

Pretty please!
Warfare 11 Jan, 2019 @ 12:35pm 
I'm at the end of Act 2 now. Some comments:
Physical damage now loses to magic one and loses a lot. Probably Warfare should be increased at least to 3%.
Nerfed skills from Polymorph became useless.
Some of the new enemies have around 10 AP, can kill 1-2 members of your party in one turn, and the best thing - cast Invulnerability or Death Grip on themselves, so you can't really kill them. I don't know how these encounters were designed to be dealt with. Any advice?
Doc_Calm 8 Jan, 2019 @ 11:19pm 
DaKatarn maybe right. I had 2 unexplained crashes with this, when i first meet Tarquin in Act 1A, and in Mordus basement when interacting with the skull lock. Also there are too many status effect checks, sometimes they scroll endlessly, until you end a characters turn. Although I left ABST on, so it could be my fault.
DaKatarn 6 Jan, 2019 @ 1:26pm 
Hi and ty for your amazing work. Can you make a standalone version with only new encounters plz? :)
Doc_Calm 3 Jan, 2019 @ 5:07pm 
I'm in Act 1, & my miss % has already increased; that makes me worry about later in the game.
󠁆 23 Nov, 2018 @ 8:22am 
Could you do a standalone mod that improves AI?
maxine64 19 Nov, 2018 @ 2:06pm 
Wouldn't it be better if you used something like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1521012203 rather than rasing their requirements?
Warfare 19 Nov, 2018 @ 1:52pm 
I must say, this is one of the best mods I've seen in the workshop. Even in the first Acts difference is pretty noticeable. A lot of trivial fights became interesting. And new bosses are challenging as hell.
If you ever felt that the game is way too easy, I highly recommend this mod.

@Ozymandias
There's a small bug - the Teleportation Glove in Fort Joy uses the old version of Teleport skill. If you could fix it, it would be great.
-Snoopi- 7 Nov, 2018 @ 2:31am 
anyone finished the game with this mod?

What is the balance like?
-Snoopi- 15 Oct, 2018 @ 5:57pm 
Even though I havent tried the mod yet, I really like the aspect of:

"Adjusted the base AI so now it more likely to focus fire and attack low hp targets. Some bosses will have custom Ai profiles that make this aspects even more pronounced.

Adjusted AP/SP cost of some of the enemy versions of skills, so that the AI will consider them worth using/will use them more often."

Can you tell me what skills will the enemy consider using more frequently? I hope it will be really effective skills like teleport, nether swap, chicken claw and battlestomp etc. Because I find it really crap that I can use such skills whenever I want and I always do to much great effect in battle, yet the enemies in Vanilla never do the same!

I don't suppose you would make ONLY these 2 features of the mod as a stand alone file/mod would you? ;)
Ozymandias  [author] 14 Oct, 2018 @ 11:43pm 
@-Snoopi-
As far as i know, DE haven't changed things a whole lot in that regard.

For new enemies/items to spawn you need to either enter a new act or start a new playthrough.

"Tougher Bosses" is not fully compatible with my mod. Stat entries for enemies will get overwritten one way or the other depending on the load order.
-Snoopi- 13 Oct, 2018 @ 7:16am 
-Snoopi-
1. So what was the Tactician like in DE without mods. Was it balanced and challenging near the end or was this mod created because it was still too easy after progressing far into the game(DE)?

2. I have already played through most of Fort Joy, do I need to start a new game with this mod?

3. The other mods I have been using is 'Enemy Randomisation' and 'Tougher Bosses'. Should either of them be disabled and or become redundant if I use this mod?
Ozymandias  [author] 5 Oct, 2018 @ 8:03pm 
@GreppiM
If you link the original and mention my name, then sure.

Fights in the sewers should be fine.
maxine64 5 Oct, 2018 @ 8:43am 
Can I publish a modified version of your mod? Giving you the credit.
maxine64 5 Oct, 2018 @ 7:24am 
Maybe after that puzzle, before going where Lucian is? I think that place would be great for a fight.
maxine64 5 Oct, 2018 @ 6:52am 
I don't think you can, wouldn't it be a better idea to have him below Lucian tomb? Right before the "POWER" puzzle.

And what about the ARX sewers fights? They changed the sewers a lot.
Ozymandias  [author] 5 Oct, 2018 @ 6:34am 
@GreppiM
Checked triggers in the editor - fights will overlap. Can't you kill him before visiting the tomb though, and hence prevent him from spawning there?

I don't really have the plans on creating separate versions/updating the mod, atleast in the near future (don't have the time/interest).

You should be able to extract the mod files using https://docs.larian.game/Pak_Extractor_Guide , modify the .txt files to your liking, then pack it back again.
maxine64 5 Oct, 2018 @ 5:07am 
The*
maxine64 5 Oct, 2018 @ 5:06am 
Basically a mod that just adds the new encounters without he other stuff,.
maxine64 5 Oct, 2018 @ 4:30am 
Or a version with less severe nerfs? 2% warfare is way too low.
maxine64 5 Oct, 2018 @ 4:24am 
Also could you make a version without the higher ability requirements?
maxine64 5 Oct, 2018 @ 4:20am 
Karron Is in Lucian tomb, do these fights override?