Divinity: Original Sin 2

Divinity: Original Sin 2

Overlord - Necromancy 2.0
 This topic has been pinned, so it's probably important
Razor  [developer] 21 Apr, 2018 @ 1:47am
Bug Report
If anything goes wrong, post it here and I'll try and help you out (with the mod, not your life)
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Showing 1-15 of 53 comments
A minor issue that has happened only a few times: Have you noticed some odd pathing choices for the Lesser Skeletal minions? I notice they seem almost confused during the Lucian fight when escaping Fort Joy as they tend to just 'Derp' when trying to path their way up to the spellcaster on the High Ground,
Razor  [developer] 22 Apr, 2018 @ 10:38am 
@Project129 yeah the AI is very dumb (totem AI) so it doesn't work well when applied to a non-stationary unit, unfortunately I'm not very bright when it comes to AI either, I'm still looking for a way to work around it, if I manage, I'll defnitely patch the mod up.
catacrome 23 Apr, 2018 @ 12:41pm 
One thing ive run into is that it starts me with a party of 4 people and myself and everytime i click party management it crashes the game
Razor  [developer] 23 Apr, 2018 @ 7:11pm 
@Cata I'll look into it
father 1 May, 2018 @ 4:55am 
Does grasp heart function the same way as it did in the previous mod? If so, the latter portion of the spell doesn't work for me.
Razor  [developer] 1 May, 2018 @ 9:39am 
@Sandwich it applies a debuff on the target, dealing piercing damage each turn, if you use the spell crush heart, it'll deals around 3x the damage it deals each turn(25% chance of doing 2x crtical damage) cleaning the debuff and apply atrophy for 1 turn.

I just tested this in the game, works as I explained above, what is the problem you're encountering?
father 1 May, 2018 @ 4:31pm 
@Razor my bad, I don't have the crush heart spell and I cannot find the crafting recipe for it. Am I meant to get it when I craft the grasp heart spell?
Razor  [developer] 1 May, 2018 @ 4:33pm 
@Sandwich, yes, it should be added to you when you craft the Grasp Heart skillbook, I'll double check.
father 1 May, 2018 @ 4:39pm 
Also unrelated the grasp heart stuff, summoned skeletons often appear with the max health increase from summoning ranks, but do not spawn with their max health and instead spawn with their base health with a much higher maximum health
JDandy 3 May, 2018 @ 3:58pm 
My friend and I are currently doing a coop run, he is using the mod class "priest". During combat there are some spells he uses that apply regen effects. Sometimes the ai skeletons may be affected by such effects. When this happen in combat, once the current combat ends the skeletons will engage a new combat with the player controlled priest being the target. is there any way to work around this?
Razor  [developer] 4 May, 2018 @ 6:23am 
@Sandwich I'll check into it

@JDandy the only way would be to turn off the AI on the skeletons or check off the "Initiate Combat" on the priest mod spell, I'm still trying to find a better AI for the summons, someone mentioned something on the comment section, still testing it, will let ya'll know in the next update.
Alaxel 16 May, 2018 @ 6:02pm 
I'm having an issue with my Skeletal Archers not being able to use Tactical Retreat due to not having enough points into huntsman when i have well over the (2) it requires. I'm trying to play a Lone Wolf build and cant seem to get it to work. Any idea what might be causing the problem?
Razor  [developer] 17 May, 2018 @ 1:28am 
@Haliax
The archers were using the player version of tactical retreat, I've switched it to the npc version, in the last patch, should be fine now.
Resh 18 May, 2018 @ 3:51pm 
A friend and I started a playthrough just now. And everytime he summons a skeleton the ai breaks. The skeletons and enemies alike stand there until their turns end. Any body else run into this?
Resh 18 May, 2018 @ 5:02pm 
Scratch that we fixed it, it was another mod that was the problem.
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