Divinity: Original Sin Enhanced Edition

Divinity: Original Sin Enhanced Edition

Epic Encounters
Ameranth  [geliştirici] 6 Oca 2017 @ 16:29
Suggestions and Tweaks
Hi everyone, I hope you're enjoying Epic Encounters thus far!

I'd like to use this discussion as a designated thread for any suggestions or tweaks you might have for the mod. Please understand that, due to technical limitations and time constraints, I can't promise that I'll use an idea that you post, but we'll certainly consider and reply to your thoughts :) Thanks again!
En son Ameranth tarafından düzenlendi; 6 Oca 2017 @ 18:00
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Hey,so i answer here since you said this is the right place.
As i already told you i would llke to see 2 things inside the mod:
1) Healing out of combat
2) Change font

I'm sure that when i'll play the mod i will have more to say
Here's a few "house rules" I'm playing with:
-Skillbooks aren't consumed on use. I really like swapping out loadouts / trying different builds / respeccing, and this simple change makes all of that possible without any of the heartache. Having to buy back books rarely stopped me from respeccing anyway, so I'm very happy to be able to do so without the hassle.
-The regular attack with a bow has an arcing trajectory. I copied the code for this over from FrauBlake's mod to further differentiate the bow and crossbow, although in XC_Bags it applies to every bow and crossbow shot. I wish there were an easy way to apply it to special arrows only when shot from a bow, but I don't think there is, unless you make a whole new item class of special "bolts."

A few ideas I'm kicking around:
-Doing away with level-based talent and skill requirements altogether. May make for some OP early-game possibilities but I feel like the stat recommendations do a good enough job of gating things off.
-Companions come without a single talent or ability point spent (yes, even you, Madora) but come with starting skillbooks. I love full build control.
-Drinking bottles of liquid should give you empty bottles.
-You should be able to use flasks for water balloons.
-Reintroduce Telekenesis but have it add X range to all long-range skills / item throws for each point. And then maybe take the range bonus off Astrologer's Gaze.

Here's a few talent changes I liked from the Scales mod. They may be OP or in need of improvement, but the main point is all of these Talents continue to bore me and I wish they were cooler.
-"Hyperopia now grants you a 10/15/20% damage boost and 15/20/25% hit chance boost for 3 rounds when you hit attacks from 12m or farther, improving your bonuses as you hit more long-range attacks."
-"Anaconda now gives you a 20% to weaken enemies when you deal crushing damage, ignoring saving throws and I think even immunities. Works with all forms of crushing damage, including spells like teleportation."
-"Voluble Mage is now a summoner focused talent with requirements of Willpower 2, witchcraft 2. It gives you an adept witchcraft spell (skillbook) which lets you permanently summon an imp summoner, which can summon fire, air, and ice elementals, and a spider and the undead decapitator. Selecting the talent reduces your constitution by 1."

(From the Scales readme: http://www.nexusmods.com/divinityoriginalsin/mods/68/?tab=9&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fdivinityoriginalsin%2Fajax%2Fmodreadme%2F%3Fid%3D68&pUp=1)
En son Pencey tarafından düzenlendi; 8 Oca 2017 @ 15:03
Ameranth  [geliştirici] 8 Oca 2017 @ 15:03 
Thanks for the suggestions!

- Skillbooks being permanent is an idea I like a lot for being able to experiment more freely, the only problem I have with this is that I think it may have a severe impact on the early/mid game economics. I'm not entirely sure if that's a problem or not, though.

- I originally had the companions with starting books and no points spent as you suggest--but I was worried that it would inscentivize getting each NPC, taking their books, and leaving them immediately. I could potentially give each a unique book, only usable by themselves, requiring X ability points (like 2 soldier in the case of Madora) which grants them all of the spells they have now. Would this be an improvement from the current state you think?

- I like your idea for range modifications but, unfortunately I'm pretty sure it's not doable. Also, I can't remove the extra range from Astrologer's Gaze because it's hard-coded into the talent :(

- I agree that those talents could use some nuance; during development, I wasn't able to come up with any ideas for those that I felt were perfect. Thanks for thoses ideas though, I'll do something with them eventually.
Well, if you wanted to make the early and mid-game economies more punishing to make up for the fact that books are forever, you could cut the price of paintings / gold tableware in half ;)

I think allowing full point allocation for companions would be a boon, even if it does incentivise this one lame, game-y behavior, but that's probably just a personal preference. (I mean honestly, I probably wouldn't even build them differently on most runs, not having full control just bugs me.) If you have the time/patience to make them personal skillbooks, I say go for it.
First of all, great mod! Loving it so far especially the new "gold" abilities that reward hybridization. I haven't seen a mod this high quality since Long War for XCOM so thank you :)

I was wondering if there is any chance of making traps "easier" to deal with? I find that the amount of traps is outright ridiculous in some areas and thus I feel that I always need a high perception main character (marksman or 2H warrior, all else still feel gimped) which limits my party builds. I would like to play something like Tank, DW Rogue, or mage for more variety (or atleast not feel like I have to control the perception character at all times due to them not detecting traps soon enough while they are in the back line). Traps don't seem to add any value, strategic or fun, and only serve to waste time on unnecessary healing (or reloading in a worst case scenario).

Perhaps increasing the passive bonus to trap detection on Light Stepper (Hyperacuity) and gating it off behind a higher requirement to compensate? Maybe it's possible to just set traps to being easier to spot with lower Perception or add a large trap detection passive to a ring/amulet? If Bairdotr or a companion could detect them from the back while I control my own character that would also be a great 'fix'. I honestly have no idea if any of these are plausible or balanced.

The new crit bonuses introduced were a good addition to those builds and certainly makes Perception feel like a better investment but it doesn't change the way it feels or plays. Perception still feels like a "gimmick" stat, albeit much more powerful now.

On a side note, when doing chharacter creation with a controller I can't seem to find a way to zoom in on the character so I need to do it with the keyboard then save, quit, and reload with controller. Not a big deal, just wanted to point it out.
Ameranth  [geliştirici] 8 Oca 2017 @ 19:24 
Thanks comptwitt, I'm glad you're enjoying it so far!

I agree with you on the issue of traps, and I think most players probably feel the same way. I think the least intrusive way to deal with it would be to apply a generic reduction to the perception needed to spot traps. In doing so some traps might still be difficult to see, but you could probably see most of them with just Elemental Visions or Hyperacuity.

I'm glad you like the crit stuff--in a perfect world I would have given one of the spell schools to perception, but regrettably, it's not possible to do so.

I'm sorry to say I never did any testing with the controllers; honestly I've hardly used controllers at all :(. Maybe somone who has some experience supporting them can help me out for that issue.
En son Ameranth tarafından düzenlendi; 8 Oca 2017 @ 19:25
is it possible to have a single wepon mod for those who wants to play with only 1 weapon but without shield?
i feel like DW is for warrior or rogue DPS (DP per AP in this game) while single weapon without shield could get some other bonus like movement,backstab damage,dodge.
Ameranth  [geliştirici] 9 Oca 2017 @ 13:09 
That's an interesting idea. I'll look into doing something like this, but I'm not sure if it's possible. It should be possible, but almost all of the scripting queries for what items a character is wearing don't work.
you can create a talent that doesn't allow that gives bonus if the second arm is not used (weapon or shield).
We can use weapons without shield now but if you don't use the shield or another weapon you are losing something

another thing. is possible to now show the rock,the tree or anything else in stealth mode?? it's really bad to see that
Ameranth  [geliştirici] 9 Oca 2017 @ 16:23 
If you're asking if it's possible to remove the sneaking effect that hides you in a rock, etc, there are mods on NexusMods that do this and are compatible with this mod.
ok i'll look into them. Can you send me the files for translation? i'll see if i can do it or not

i can't find the mod,do you remember the name?
En son Theinvoker tarafından düzenlendi; 9 Oca 2017 @ 16:32
Ameranth  [geliştirici] 9 Oca 2017 @ 18:08 
This was the mod[www.nexusmods.com]. I'm not sure which files you're asking for?
I feel like there are a number of missed opportunities in vanilla D:OS EE with weapon types. Unless I'm missing something, a rondel/rapier acts exactly like a dagger and a scimitar acts exactly like a short sword. How easy do you think it would be to make Scimitars dex-based, or (just spitballing here) take backstabbing off rapiers but up their damage and add a defense rating boost/counterattack?
With my first decent play with a buddy (we are only level 12 atm), we have come to the conclusion that cauterize is opopop. Have any basic level of fire resist and health, be able to heal 40%+ max health every single turn.

Also im not sure if the cold snap and boil damage mechanic is fully working. I dont see any damage difference snapping a chilled character versus a frozen one.

After tooling with my wizard for a while, Ive come to the conclusion that every one of my spells should be support or heal based. No dps spell is anywhere close to the abuse i can deal with an overcharge.
I have some feedback on Misty Step. For a somewhat high requirement ability (2 levels in Aerotheurge and 2 in Scoundrel) it does not provide a lot of value. With 1 AP cost it moves my Scoundrel the same distance 1AP normal movement gives me anyway with right equipment.

I would say that it would be fair to make it a 0AP cooldown-based ability. 3 turn CD would make sense on it IMO.

On the topic of combining magic with scoundrel and soldier, since you've introduced mixed skills, I think some of the lower tier magic skills could use lowered requirements on INT (by 2 or 3) so that they are viable on those less INT-focused characters. Invisibility comes to mind first. 10 int to get 100% chance on a 3 AP spell is kind of preposterous.
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