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Most Overhaul mods do not get along. I couldn't recommend it.
We also treat Armor in a very different method and I feel that wouldn't translate well.
The mission disappears? Sorry I don't fully understand.
It might be fine. It might cause problems an hour later. I can't recommend enabling or disabling mods mid play through but you can roll the dice.
That's not a complaint. Just wondering about the intention here.
As an aside, what are the chances of a version without free pet pal? I know I'm probably in the minority here for wanting it.
It does to an extend in that enemies the AI scripting and extra skills globally. The scaling remains the same but enemies have more options over vanilla. No plans for non-petpal version as of yet.
I mean i had lots of fun in a playthrough with conflux, but i wish i could use those neat new spells using Divinity Unleashed, because of the way CC works there
Already spent 5 turns afk because of vanilla/Conflux CC system on Strategist, they shred my Magic Armour like paper lmao
Not currently though I've gotten requests for both skills and talents. It's just just a lot of code and statuses. Most the Conflux skills are script in some manner to get their hybrid nature.
Not sure how 5 turn CC is possible though. There are so many cures and preventatives in Conflux. Bless being the always easy "Fix my Problem" skill but yea Armor goes away quickly for a more / counter move approach to CC.
Is that specific boss omnocron IIRC. Supposed to see 300 degree angle?
take 90% less damage until altars are down.
altar only take about 9 dmg per hit.( so bout 12 hits per altar)
Cheers.
Yea, He has two mechanics going on and he's built in reverse to how normal bosses are designed. He is one of the hardest bosses also. Most bosses start with 3+ SP and 2 or so Source Skills. He starts with 0 SP and has 7 or so Source skills BUT he only has 4 or so non-Source skills.
Sadly he's another situation where Odinmods can screw with his original design since Odinmods blanket add skills to NPCs and he's designed to have a very limited number of normal skills.
The general approach is to put support and multi-hit skills on his Pylons and DPS on his Infusions. Reactive effects like Resonating Globe work well on Pylons. This way you'll starve him of SP until you can bring down his defense. That will keep his damage output to roughly 40% his capacity. Knocking him down from high ground also drops his damage output.
He is intended to have 360 vision. This was due to sneaking shenanigans. He also has a dialog timer for the same reason.
Spells like Fulminating Spire, are they suppose to be able to stack?
Like i can cast the same skill with more than one character and now my attacks hit for x amount of times more with the magic skills. Making dual wielding very strong. i think with 2 AP melee hi i do 6 hits plus more if there are x amount of targets in the area for the hits to bounce. Also add more if you use a skill like whirlwind which then i think it feeds the machine with the extra hits bouncing. Often finishing in 1 turn. ( using Teleport too make them in range mind you.
No, they're not intended to stack. It's likely some confusing between the main aura and the sub aura in scripting spark procs from the rework I recently did.
Also Spark off-hand procs are dealing full damage instead of the intended 50% off-hand which is being addressed next patch. The point of Sparks being half based in Weapon Damage was to add value to 2handers or sword n' board not make duel wield broken =D