Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

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Epic Encounters
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76.486 MB
30 Dec, 2016 @ 2:45am
12 Sep, 2017 @ 11:00pm
18 Change Notes ( view )

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Epic Encounters

Description
Epic Encounters is a gameplay overhaul and content expansion mod for the main campaign. The goal of the project is to raise the game's difficulty "to eleven" while also providing so much new content that a fresh playthrough will feel--well, fresh. This is to say that a great deal of combat and character features have been reworked and rebalanced while many new features have been added. The content expansion also includes a large, immersive end-game area-set and story line to test even the most experienced and powerful characters.

Listed further below is a short summary of the most notable features. For a full list of the (numerous) changes made within Epic Encounters, see the readme (over 60-ish pages).[www.nexusmods.com]

***YOU WILL NEED TO START A NEW GAME TO USE THIS MOD***


I N S T A L L A T I O N:

At the moment, you only ever need to do this ONCE, updates do not require you repeat these steps. Due to limitations within the game engine, talent descriptions and requirements cannot be uploaded to the steam workshop, therefore you should:

1: Hit the "subscribe" button above.

2: Download the talent text/requirements (Steam Supplement)[www.nexusmods.com]

3: Extract the .zip file into your Divinity: Original Sin - Enhanced Edition installation directory (since you are on steam, this directory is probably something like this: C:\Program Files (x86)\Steam\steamapps\common\Divinity Original Sin Enhanced Edition\

4: Start the game and activate Epic Encounters in the mods menu. Enjoy!


MAJOR FEATURES:

Beautiful, immersive, brutally difficult endgame area-set and story line accessible from the end portion of "The Phantom Forest" within the base game. This content roughly spans character levels 20-25 and will likely offer seasoned, prepared players at least 24 hours of gameplay.

New icons for newly added items/spells, as well some replacements for old content.

45 new spells are added to the game and all previously existing spells have been revised and modified. Most of these spells boast completely new mechanical functionality. Every spell should now feel meaningful and competitive. Check out this awesome .pdf spell chart, by YuukiKoto![www.dropbox.com]

66 Powerful and interesting "Artifact" unique items have been added to the game.

Talents have been reworked to achieve balance and expand build options--many are now completely unrecognizable.

Abilities have been revised, some previously useless abilities (like Charisma or Tenebrium) are very viable and interesting options.

Some abilities and talents now provide special "reactions;" effects that your character can perform when a specific scenario occurs outside of her turn.

Many new status effects are added to the game.

Added MANY new, unique, build-defining weapon modifiers to the game. ***Special thanks to the incomparable Baardvaark for this***

Quality-of-life improvements, like increased run/walk animation speeds for players and enemies, required click-confirmation for self-casting spells, automatic out-of-combat healing, increased gold stack size, and preventing idle animations from playing while it is a player's turn in combat.

Rogue characters will find themselves much more useful and exciting to play with the introduction of the "Chain Bonus" system and scaling backstab damage multiplier.

Respecialization potions allow players to "respec" much earlier than before.

Companions start with most of their attributes/abilities/talents unallocated, allowing players to pursue a greater degree of customization with these characters.

Player maximum resistances are capped at 75%, but this limit can be raised with talents, abilities, and spells.

Perception has been improved.

Healing magic offers a percentage-based heal in addition to previous "flat" healing, allowing these spells to scale much more favorably into the late-game.

Disable immunity system prevents enemies from suffering any given "hard" disable for more than 2 of any given 6 turns, making it more difficult to control combat.

Enemy AI has been vastly improved; creatures will generally be more difficult simply because they behave more intelligently. And they don't stall anymore.

In Tactician/Honour mode creatures have about 67% more vitality than they used to, but some creatures may have less or much more.

Enemy statistic scaling ensures that combat remains challenging even if you've managed to over-level your opponents (note that this is within reason; a level 5 orc will still probably not be challenging to a level 25 character).

Consumables have been rebalanced.

Loot in general has been rebalanced to make all item types feel worthwhile. Additionally, loot can now appear with new effects.

See the readme for the full changelist (over 60-ish pages).[www.nexusmods.com]


Epic Encounters feeling a bit too difficult on Tactician but too easy on Classic?

You can always download the "Normal Tactician Vitality"[www.nexusmods.com] version of the mod from the Nexus Mods page to tone things down a touch. Doing this doesn't even break your save, so you can swap between these two versions whenever you like! Note that you'll need to follow the installation instructions listed there if you wish to use this version, and you'll need to manually update from that page while you are using it.


Know a bit about modding and want to make your own changes to Epic Encounters?

Well you can! Go download the "Epic Encounters Developer Edition"[www.nexusmods.com] and get started! Make sure you don't have the .pak file in your Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods directory if you do this, though. For some easy tweak tutorials and introduction to the scripting of the mod, check out the Developer Edition discussion in the discussions tab.


Mod compilations:
- Epic Encounters + 6 Man Party[www.nexusmods.com], compiled by
Baardvaark.

- Epic Encounters + XC_Bags, compiled by Smarmbot.

- Epic Encounters + XC_Bags + 6 Man Party[www.nexusmods.com], compiled by Smarmbot.

These are separate mods and as such do not have saved-game compatibility with one-another.



U N I N S T A L L A T I O N:

1: Unsubscribe.

2: Navigate to your installation directory.

3: Go to the Data\Localization\English folder, delete english.xml.

4: Go to the Data\Public\Shared\Stats\Generated\Data folder, delete Requirements.txt.

5: Done!



Popular Discussions View All (93)
703
3 Jul, 2024 @ 6:45pm
PINNED: Epic Encounters II
HSO3F
566
17 Jan, 2024 @ 6:13am
PINNED: Bugs and Grammatical Errors
Ameranth
227
25 Sep, 2020 @ 8:00pm
PINNED: The New Endgame
Elric
1,850 Comments
Roamer.GFX 6 hours ago 
Traits are bugged in alot of cases. As an example:Lucia and Mallius reports to Selenia about Lighthouse. If you agree with their report you will get +Considerate and +Blunt. If you dissagreee you will get +Blunt and +Considerate. Same same but different :)
This is not the only dialogue choice that is bugged in Epic Encounters and give both Traits so they cancel each other
Roamer.GFX 16 hours ago 
Why character always face to the WEST on casting non-target spell like self buffs.
So i often turn my back to enemy
Nemurase 22 Jun @ 7:27am 
P.S. We also crashed about 30 times throught the game.
Nemurase 22 Jun @ 6:57am 
To everyone saying this is refreshing experience... I imagine you love suffering. biggest regret was that i couldn't uninstall this mod after half of the playthrough. Came here after EE2, which i enjoyed a lot.
The difficulty is teethcrushing. Since the very first fight you feel like a dummy that has twice as less action points as mobs, three time less health and four time less damage.
Imagine you play ranger. Half of your atacks miss, you have 40% accuracy at the start of the game, you deal 40 damage (when you hit) vs enemies that have 600 health. There are 6 enemies. Your only elemental skill is poison, and every enemy, i swear, EVERYONE has poison resistance 60-90, except for you, of course.
Don't want to offend the author, but seeing all the positive comments i've just wanted to leave a warning. Divinity is already difficult at tactitian, and making it 10 times more difficult without possibilty to adjust difficulty is the worst
d^n 19 May @ 4:04pm 
Giving it a go in 2025, seems very good
Basm 4 Apr @ 3:03am 
Friggin sweet!
Pip 18 Mar @ 9:02am 
@HiroTwo you can simply replace the talent lines in your mod with the ones from the EE text supplement.
The file doesn't affect anything other than text.
HiroTwo 18 Mar @ 7:54am 
Hello guy! I really like your mod and I want to play this mod with my language mod which modify English.xml, but the Steam Supply(Talent text requirement) also modify that file too and i can't find the way too merge it. So i think i will keep the langue mod and switch to Steam Supply whenever i need to use talent tab. Does that sound possible or the Steam Supply effect something else rather than Talent text?
BluMuSa ♥ 14 Jan @ 2:49pm 
Oh this mod is the best of best! Thank you for making it! Some battles are too hard XD

But I do want to say that whenever I throw firestorm grenades the game crashes in the next turn, I don't know what really causes this. I tried with several runs, but I do find it that if you verify files after this, the game returns to normal. And I don't know if it's this mod, but let this here if someone needs it.
SirLancelot 12 Jan @ 6:22pm 
@Arctisity

Epic Encounters feeling a bit too difficult on Tactician but too easy on Classic?

You can always download the "Normal Tactician Vitality"[ www.nexusmods.com ] version of the mod from the Nexus Mods page to tone things down a touch. Doing this doesn't even break your save, so you can swap between these two versions whenever you like! Note that you'll need to follow the installation instructions listed there if you wish to use this version, and you'll need to manually update from that page while you are using it.

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You are welcome.