Divinity: Original Sin 2

Divinity: Original Sin 2

Airy - Broodlord DE
97 Comments
Mindrivet 11 Jun @ 4:03pm 
Yes its compatible but not great. Summons don't scale well in Conflux due to how flat damage reduction works.
The guy who asked 20 Apr @ 12:05pm 
is this compatible with divinity conflux?
TapeΘΔ 15 May, 2024 @ 7:44pm 
ANGRY COMMENT. SPIDERS. ARE. NOT. INSECTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
cool mod though
Airy Lies  [author] 13 Dec, 2022 @ 12:41pm 
@sion did you click on the shop icon in the spider's dialogue box?
Most DOS2 merchants have that icon to interact with in the top left of their dialogue boxes. That's how you can purchase more books.
sion_reaver 12 Dec, 2022 @ 7:13pm 
So I went to the fellow in the first act, just says the spider bekons to move closer and the spellbooks are below; only there are no spell books. Not sure what gives
jin2000_ren 7 Aug, 2022 @ 8:16am 
I like spider:)
Sitharu Ice'Wolf 27 Apr, 2022 @ 7:57am 
If i'm not mistaken you can transform into a specific damage, may be wrong been a little long since I used this mod. But, it's what a think and there is another mod arorund there the sahpeshifting one I think that let's you be a spider for all the time you want so there's always that.
erickjg 26 Apr, 2022 @ 10:21pm 
This mod would be cool if you can also shapeshift into various spider shapes in the game as well as a druid class mod .
The mod would be perfect with spider expansion and shape change for various types of spiders in the game
Airy Lies  [author] 1 Apr, 2022 @ 7:54am 
the egg summons is sold at the vendor at level 11
RllyDuud 31 Mar, 2022 @ 6:31pm 
Did the egg get removed or you have to find it now? Because the vendor doesn't sell it anymore.
If so, is it a drop from the rogue swarm member?
Eujiboo 4 Feb, 2022 @ 5:16am 
I figured that using them on/around other spiders were in some way "helping" since spiders/spider form walking over webs give a higher movement speed, but so far it hasn't shown any major issues with gameplay. I'll continue playing the mod and hopefully feedback a little more over time!
Airy Lies  [author] 3 Feb, 2022 @ 4:31pm 
The broodmatron is based on a beta model, so it does hang a bit when using spells. I'm not sure how to fix that! While the way DOS2 ai is a bit of a mystery, I pretty sure the way they target their web is Non-Immune enemy -> Immune ally, like friendly spiders. Maybe in an effort to protect them? The webs tend to be strong area deniers regardless, so i haven't prioritized changing the way they shoot. I'm glad you're enjoying the mod!
Eujiboo 3 Feb, 2022 @ 11:03am 
O: Thank you for clarifying! I went with conjurer and summoning but didn't check the available starting skills. It has been fun so far, but realized that sometimes the spiders sometimes shoot its web on team mates. And maybe it's just me but the animation for skills cast by the Broodmatron moves really slow.
Airy Lies  [author] 3 Feb, 2022 @ 6:59am 
Hey Eujiboo, there is no class option for Broodlord, but when creating a character, you can swap out your spells for other starter spells. You should be able to get Summon Larva that way, as it should appear as an option when one of your points is in Summoning.
Sitharu Ice'Wolf 2 Feb, 2022 @ 6:15pm 
Yeah it is Depend on the map yo're is in diferent locations. I think they removed summon larva from the initial skills and there is one Starting one I think, If not if you choose summon and pick the skills you should be abble to pick 2 or 3 if My memory serves me right
Eujiboo 2 Feb, 2022 @ 1:01pm 
Hi! I might sound really dumb here but is this just a trader that sells skill books or is this a class we can pick at the start of the game (because I didn't see an option scrolling through the classes/races) and in "Meets the Swarm" it was written that Summon Larva could be a starting skill.
Daevinski 2 Jan, 2022 @ 7:33am 
It's amazing that you're still working on this mod. I always wanted to try it, but I was not sure with all the stairs bug. But since there's at least a workaround for the issue in this new version, I'll give it a try. :cherrypie:
Airy Lies  [author] 31 Dec, 2021 @ 7:19pm 
New Year’s Patch!
- Four new spells:
Broodlord: Sourceheart
Summon Sourcespire
Shimmer Augment
Shifting Augment
- Bugfixes and Changes:
Chromatic Orb now floats over the ground
Festering Hulk now properly can use its claw attacks
POTENTIAL FIX FOR LADY VENGEANCE BUG AT END OF ACT 1:
If you are stuck, a small egg should now be near the stairs on the ghost ship. Use the egg (right click-> use). This should now bring you below deck.
BUG TESTING IN PROGRESS! BALANCE PENDING! HAPPY NEW YEAR!
Airy Lies  [author] 9 Jul, 2021 @ 9:48pm 
Today's patch is based on some user feedback!

1. zombies now move faster!
2. rat nest cost and duration adjusted. Now requires 2 source and lasts for a shorter time
3. tooltip adjusted on zombies, clarifying their ally-throwing capabilities.
Conversely;
4. Festerhulk is now controllable!
5. Minor nerfs ranged swarm spells damaged. Balance always ongoing.
6. All transformations now cost 2 ap to use, up from 1.

Thanks for your feedback, everyone. Balance pending, as always.
Spazz 10 Jun, 2021 @ 4:02pm 
The Broodlord forms feel really overpowered, is there anyway you could make them cost more AP, or source?
Teräs Makkara~ 2 Jun, 2021 @ 3:41pm 
Okay, correction, the zombies DO sometimes use an ability to summon an extra zombie, but that wasn't apparent to us immediately so we thought it was broken. Could clarify that though, that it is the zombie that summons another zombie.
Teräs Makkara~ 2 Jun, 2021 @ 3:34pm 
Noticed during me and my friend's playthrough that some of the summon 10 tooltips don't actually work, like the zombie ones say they're supposed to spawn an extra zombie, but they do not. Also, the festering hulk says that it is put under your direct control, when in fact, it is not.
FlatEarth 2 Jun, 2021 @ 9:51am 
This mod is very fun, but some of the spells are a bit too powerful. Rat nest in particular I like, but it steam rolls just about anything(in act 2 at least). Still I enjoy using this mod and someone in my party always has a few spells from it!
Teräs Makkara~ 28 May, 2021 @ 8:30pm 
Oh yeah, one animation tweak you could possibly do is have the basic zombie you can summon use the running animation instead of the walking animation. Odinblade's zombie summons use the running animation for instance.
Teräs Makkara~ 28 May, 2021 @ 6:24pm 
Thank you for responding, tis a shame that there are things that are outta your control for now. That said, I've been playing it with a friend on classic, lone wolf, and we've been enjoying ourselves. That said.. the polymorph abilities where you can transform into other beasts, the books for them don't mention that for some of them, you have to be wielding a melee weapon/ranged weapon or something else. Having that listed for the books themselves too would be helpful, or remove the weapon restrictions completely.

As for the ghost ship stairs, I would suggest to move the nonfunctional staircase/the proper staircase around a bit, so that it's more apparent that you can interact with the right one. It took a bit for us to find that out by chance and my friend noticing that it highlighted a thin part of the actual staircase.
Airy Lies  [author] 28 May, 2021 @ 6:16pm 
Note, its only the first version of the ghost ship too, not even the second. Again, beyond me why. Thank you for your support :)
Airy Lies  [author] 28 May, 2021 @ 6:15pm 
As for animations, those are out of my modding knowledge, so there are no plans to adjust them. The Infested One and Broodmatron use beta models with all their glitchy goodness, so no clue why they have it randomly go flying.
The stairs is an odd occurrence, dating back to earlier versions of the mod. For whatever reason, the stairs went missing for me in the base game at some point, and I added another stair to allow progression. The bug was eventually fixed, but I left the stairs in due to both stairs disappearing when i removed the new one. As such, the second one should be tilted to allow progression. The gods only know why that is, but not much I can do to remove it at this point. Since it no longer prevents progression, I've put it to the side.
Airy Lies  [author] 28 May, 2021 @ 6:09pm 
Hello Teras, thank you for your comments.
Balance is always a bit on an issue when it comes to summoning mods, and when you summon multiple minions, it becomes an even bigger issue. I play on tactician 4man most of the time, and find a good balance using a select group of minions to supplement damage dealers or the front line. It does tend to bloat the battlefield when using nothing but Swarm summoning spells, especially when those summons can also summon. Balance changes to individual summons do occur, but I currently do not play this game much anymore, hence the slow updates. I may at some point create a submod with highly nerfed stats to compensate for easier difficulty and Summoning Level bonus, but this mod will prob not be changed so drastically.
Teräs Makkara~ 28 May, 2021 @ 2:33pm 
Okay nevermind, it doesn't softlock you, but for some reason this mod adds ANOTHER staircase above the actual one, meaning you can click slightly around the staircase to interact with the staircase below the modded nonfunctional one to go in.
Teräs Makkara~ 28 May, 2021 @ 2:31pm 
Okay, it has been confirmed, this mod makes it so that after you do the fight against dallis, the figure and the monks and shit, when you're on the ghost ship, you cannot go into the ship, soft locking you completely.
Teräs Makkara~ 11 May, 2021 @ 9:12am 
Also the infested one and probably a few other summons have some glitchy animations, the infested one specifically having an idle animation where it just floats in mid-air for some reason. Ran to the character limit on my previous comment, so I do wanna say I really love the idea and concept for this mod, and with some tweaks it definitely could be my favorite mod.

Making the bug's turns go by faster via faster animations or such would also help this mod fit better for a multiplayer session, coupled with of course making them less overpowered.
Teräs Makkara~ 11 May, 2021 @ 9:10am 
I really love the idea of a more insect controlling class, and while in concept this one is something I'd really enjoy, it has a few flaws.

I played solo on classic with lone wolf, and it didn't take me long to notice how boring and overpowered it can be. You basically go into battle, you summon your various bugs and insects, around 6 units in total or more even in early game already, then you sit back and watch the game play itself, the enemies focusing mainly on your bugs, the bugs doing their lengthy animations to attack and overall wiping the floor with the enemies.

I have not tested out the actual damaging magic skills, so on those I can't say much. If I were to suggest on how to balance and make the bugs more fun, I'd probably try and make their animations and movement faster to make their turns go by faster and either make the various bugs more squishy or alternatively have some of the multi-summon skills summon less bugs, from 3 bugs per skill to maybe 2 at max.
Feline Pawtism 9 Mar, 2021 @ 8:56pm 
I'm not sure if it's specifically this mod, or some strange interaction between this and others, but as far as I can tell in my install this mod was the culprit for the stairs on the Lady Vengeance after the "tree" not work. I spent about 6 hours testing, with clearing the level caches, using different mod groups, and repeating the previous boss battle with each attempt, and ended up narrowing it down to this one.

I'd try to give some ideas of what I think might be happening, but unfortunately I have almost no experience with authoring DOS2 mods, so... I got nothin'. Especially since it's one of those levels that the game apparently reuses, so why it works in one instance but not another is beyond me.
Jim Lahey 14 Nov, 2020 @ 11:08pm 
Ah, I see we have another person of culture with your name.

Don't think I don't notice you referencing Bravely Default with Airy Lies.
(*'-') 11 Nov, 2020 @ 6:05pm 
Thank you for this Airy! Loving it so far.
Airy Lies  [author] 6 Nov, 2020 @ 5:05pm 
that tooltip needed to be fixed; damage to everyone is intentional. thanks for letting me know.
Vipirio 4 Nov, 2020 @ 5:59am 
the 1 source cost deepwyrm has this burrow spell that deals dmg on the location where you send it to and it says enemy but it hurts your characters too is that suppose to happen?
RzR⁧⁧Telhalm 28 Sep, 2020 @ 4:18pm 
Ah, fair enough.
Was just curious if that was intended, as I believe it also happens with the fire-hounds as well.
Airy Lies  [author] 28 Sep, 2020 @ 4:09pm 
originally it was supposed to be one at a time, but I decided to let it spawn one per enemy hit. The hitbox is not that wide, and the spawned minions are weak enough that the extra spawns are a fun bonus when your summon aims right. I'd like to hear what ya'll think, tho. Would you prefer if the zombies only spawned one?
RzR⁧⁧Telhalm 27 Sep, 2020 @ 9:51pm 
Is 'Zombie Partner' supposed to give a 'partner' for every enemy hit or is it supposed to be 1 at any time?
Airy Lies  [author] 11 Sep, 2020 @ 2:36pm 
Update: Decided to try adding some custom Infusions called Augments as spells, giving you new ways to adapt your swarm. Planning to have a wide variety, so keep tuned. As always, if you have any ideas, put them in the Idea discussion.
RzR⁧⁧Telhalm 4 Sep, 2020 @ 1:23pm 
@Coumbee probably as it only adds skill but I'd suggest using Divinity Unleashed over DW. Kalavinka himself suggests using DU in every way over DW.
SeaStorms 4 Sep, 2020 @ 12:22pm 
Is this mod and spells compatible with Divine war?
Airy Lies  [author] 15 Jul, 2020 @ 5:17pm 
thanks Specsops. Although updates have slowed down due to real life stuff, I plan to keep adding content to this mod when I think of a fun idea. Thanks for your support!
specopsbarton 14 Jul, 2020 @ 9:28pm 
@Airy Lies Thank you for this mod! I hope reward I gave you will encourage you to work more on your mod! :)
Tippey 9 Mar, 2020 @ 2:09am 
Thanks for the quick and informative reply,
keep up the great work! :cozyspaceengineersc:
Airy Lies  [author] 8 Mar, 2020 @ 5:53pm 
hey Tippey, this is intended. Void tentacles is made a a strong supporting skill, breaking magic armor and providing some meat shields for a summoning hydro build. If the tentacles could do HP damage, the entire spell becomes much, much stronger, and would have to be rebalanced. I prefer it to be easy to use as a supporting role. Although their use wains when magic armor is broken, I feel that this is justified due to their power, ability to distract foes, and apply curse.
Tippey 7 Mar, 2020 @ 7:30pm 
The void tentacle's ranged attack only does magic armor damage ( does 0 damage if the target has no magic armor) is this intended?
RzR⁧⁧Telhalm 28 Feb, 2020 @ 5:06am 
https://cdn.discordapp.com/attachments/340700796448407563/682936329616883746/unknown.png

I don't know specifically for what summons this happens, might just be these two, but while playing through a LW run with a friend, and hitting these inadvertently causes you to 'Start War' with the summoner, even if you're in the same party.
RzR⁧⁧Telhalm 25 Feb, 2020 @ 9:10pm 
https://cdn.discordapp.com/attachments/340700796448407563/682081241037668360/unknown.png
https://cdn.discordapp.com/attachments/340700796448407563/682091381107458060/unknown.png

Half-Eaten Zombie/Zombie gives experience if they die in combat.

Noticed it when I summoned the Half-eaten against the crocs that give the teleport gloves and it gave everyone in the party 200 EXP.

Tested it with a friend:
Made war
Summoned the Half-Eaten Zombie/Zombie
Had her kill them
It only gave Ifan the 200/300 EXP.