Having just read through the readme, I'm beyond impressed. This mod looks incredibly well thought out and interactive and engaging. I'm so excited to try this mod and see how it progresses. It's giving me all the same vibes as how much more "Epic Encounters" made me enjoy DOS1. I really like your philosophy on the game and balance and your reasoning seems so solid.
This and "Attributes against status effects" look incredible. That is something design-wise I think would be a great addition to your mod and would allow you a lot more freedom.
Loving the mod so far, however I notice a few skills are not working as they should;
-Searing Daggers and Ice Fan : Multi hit moves just dont work at all, even when aiming either at the feet or directly on the opponent, surface happens but 0 damage or effect on the target. -Poison DOT spells: These seem to be hit and miss in that they should be doing their damage each turn for several turns, but in the log and in floating text I can only see the vanilla poisoned status ticking for any damage. -Chill Stacks: Using this with Enemy Randomization in my load order, which could be causing it, but any aura of frostbite on an enemy, or cursed ice will immediately stack to 5 stacks and frozen in the space of a single turn, making no magic armor against this or just standing in cursed ice a death trap (more difficult than it sounds when some voidwoken bleed cursed ice) -Shatter: Does no damage at all, creates a water puddle beneath the target but no damage. With ice breaker no longer doing damage, ice fan+shatter not working, and lowered damage on some remaining skills, the hydro tree now seems to have almost no damage capability.
Are these known bugsor is it something in my load order causing this? I am using no other mod that modifies the elemental skills or their trees, simply ones like enemy randomization, bard and artificer class, and better crafting. I ask now because I ADORE the mod and the changes it makes, but trying to do a hydro/aero stormchaser mage currently feels more like I just take hydro for rain and that's all. Wondering if a hotfix will be along soon or if it will be the wait for 0.3? Many thanks for the great ideas and great mod!
Hey, my dude. A1 mod right here, but I think monster scaling still might be bundled with it, I'm getting raped by 30 level 3s that are evolving to level 5, adding 50% more physical and magic armor, as well as boosting all other stats by what seem like 13. I'm only hyperbolizing on some of those buffs. Idk what the f*#@ is up with this. Maybe it still has an effect on existing saves? Who knows. Please save me. I don't want to be stuck fighting little level 3 beefboys 42 times, increasing cheese levels to inconceivable amounts every time.
My god, man. I'm go over the readme, and this is... this is amazing, dude.
Like, thank you. Thank you from the bottom of my heart. My greatest disappointment playing Divinity was the massive dropoff in how... smart the combat felt after you leave Fort Joy. I thought, "Wow, cheap movement skills? Cheap healing? Damage skills with soft CC attached, on generally reasonable AP costs and cooldowns? And wow, Incarnates and Totems are neat!"
Then I saw Gag Order, and my heart sank. Then I thought about how Crippling Blow was just a better auto-attack, and it hit me that few if any soft CCs hit through armor, and I stifled a sob. I crafted Bleed Fire, and realized that the best animation on this game (Giant flaming skeleton! Giant! Flaming! Skeleton!) was wasted on perhaps the most incredibly useless skill I've ever witnessed, and I couldn't see Lohse and Sebille's janky character portraits past my tears.
There are so many just... bad, very bad, shortsighted at best decisions made in the later game skills, and I don't know why half of the high-level skills in this game even require point investment. I don't even know why they'd bother making Scoundrel a tree, when Finesse is just the wrong option for any melee damage build in the base game. I love spears! I like spears a lot! The additional range on Spears is neat, but completely worthless in a game where Dex weapons rely on the Warrior skill to do worthwhile damage.
So my point is, this is beautiful. The level of thought you're putting into the incredibly strong base this game has for its combat might be the best thing I've witnessed a mod do. And there's a mod that makes Sebille not look like she's made of beef jerky.
All the joking aside, I am astounded, and enthused, and incredibly impressed by the forethought and work and creativity and rationale you're applying in this mod. To Larian's credit, it's the sort of thought only someone with fresh eyes, playing the game from the outside will usually find themselves with, but it's still remarkable.
I'm at the end of the Second Act, and I'd basically ran out of any enthusiasm for the game. This mod, though, makes me want to keep playing. Hell, later on, I'd love to do a full playthrough with the full mod (If you find yourself willing to put the kind of work in this game needs), just to play the version of this game I think we all expected to get.
I'm verbose, and dramatic, and these are all personal foibles I take in stride. But I suck at math, dude, and I've got no attention span for this kind of applied logic, so just... good job, man. This s#*! actually puts a smile on my face.
Good job, man.
Thank you for the time you've invested in this fantastic mod. I really, really hope you keep the momentum to finish it. Even if you can't, just know you've done great work.
I have some really radical, but interesting, ideas that I think everyone is going to love.
I am working as hard as I can to get my skill generator to a point I'm happy with so I can get back to updating this mod. Trust me when I say that doing what I wanted to do without a tool wasn't going to be feasible.
I'm still holding onto hope that Larian releases a surprise update with a lot of API features I requested, which will make life so much easier.
Hey. Excellent work, enjoying it a lot so far. And really looking forward to the future releases. Do you have any tips on how to avoid the 3-Targets-Fan abilities not doing anything?) <searing daggers/ice fan> Greetings
Nope, these abilities were always buggy, and making them more relevant has only exacerbated the issue.
I find I have most success when I aim at the creatures feet, actually targeting the ground in some cases. I've found the higher you target the skill on their body, the more likely it is that the skill just doesn't work properly.
If you note which targets you are having issues with, I might be able to dig into it some more when I get a moment.
Once I do release v0.3, it may be imcompatible with saved games.
I'm still trying to decide if I want to override (thus requiring me to re-evaluate how AI handles each skill, which isnt a bad thing, just front-loads some work) or create skills in isolation and have the AI use the vanilla skills until I get around to changing things.
Just thought I would make a post here real quick. Ascension is still being worked on, I have just found the skill system very lacking and have been figuring out a solution to this. I have one, but it's very messy so I have been building an external tool to help me maange it.
It's coming along nicely though, and in a day or two should be good enough for me to start moving forward again. I have a lot of ideas and I'm eager to get them out to you guys for critique!
Nice to hear! Keep working on it as long as you feel like it. I'm really interested in trying this mod on a whole new campaign maybe in a couple of weeks and see how it's coming along.
101 comments
This and "Attributes against status effects" look incredible. That is something design-wise I think would be a great addition to your mod and would allow you a lot more freedom.
-Searing Daggers and Ice Fan : Multi hit moves just dont work at all, even when aiming either at the feet or directly on the opponent, surface happens but 0 damage or effect on the target.
-Poison DOT spells: These seem to be hit and miss in that they should be doing their damage each turn for several turns, but in the log and in floating text I can only see the vanilla poisoned status ticking for any damage.
-Chill Stacks: Using this with Enemy Randomization in my load order, which could be causing it, but any aura of frostbite on an enemy, or cursed ice will immediately stack to 5 stacks and frozen in the space of a single turn, making no magic armor against this or just standing in cursed ice a death trap (more difficult than it sounds when some voidwoken bleed cursed ice)
-Shatter: Does no damage at all, creates a water puddle beneath the target but no damage. With ice breaker no longer doing damage, ice fan+shatter not working, and lowered damage on some remaining skills, the hydro tree now seems to have almost no damage capability.
Are these known bugsor is it something in my load order causing this? I am using no other mod that modifies the elemental skills or their trees, simply ones like enemy randomization, bard and artificer class, and better crafting. I ask now because I ADORE the mod and the changes it makes, but trying to do a hydro/aero stormchaser mage currently feels more like I just take hydro for rain and that's all. Wondering if a hotfix will be along soon or if it will be the wait for 0.3? Many thanks for the great ideas and great mod!
I'm only hyperbolizing on some of those buffs.
Idk what the f*#@ is up with this. Maybe it still has an effect on existing saves? Who knows. Please save me. I don't want to be stuck fighting little level 3 beefboys 42 times, increasing cheese levels to inconceivable amounts every time.
Like, thank you. Thank you from the bottom of my heart. My greatest disappointment playing Divinity was the massive dropoff in how... smart the combat felt after you leave Fort Joy. I thought, "Wow, cheap movement skills? Cheap healing? Damage skills with soft CC attached, on generally reasonable AP costs and cooldowns? And wow, Incarnates and Totems are neat!"
Then I saw Gag Order, and my heart sank. Then I thought about how Crippling Blow was just a better auto-attack, and it hit me that few if any soft CCs hit through armor, and I stifled a sob. I crafted Bleed Fire, and realized that the best animation on this game (Giant flaming skeleton! Giant! Flaming! Skeleton!) was wasted on perhaps the most incredibly useless skill I've ever witnessed, and I couldn't see Lohse and Sebille's janky character portraits past my tears.
There are so many just... bad, very bad, shortsighted at best decisions made in the later game skills, and I don't know why half of the high-level skills in this game even require point investment. I don't even know why they'd bother making Scoundrel a tree, when Finesse is just the wrong option for any melee damage build in the base game. I love spears! I like spears a lot! The additional range on Spears is neat, but completely worthless in a game where Dex weapons rely on the Warrior skill to do worthwhile damage.
So my point is, this is beautiful. The level of thought you're putting into the incredibly strong base this game has for its combat might be the best thing I've witnessed a mod do. And there's a mod that makes Sebille not look like she's made of beef jerky.
All the joking aside, I am astounded, and enthused, and incredibly impressed by the forethought and work and creativity and rationale you're applying in this mod. To Larian's credit, it's the sort of thought only someone with fresh eyes, playing the game from the outside will usually find themselves with, but it's still remarkable.
I'm at the end of the Second Act, and I'd basically ran out of any enthusiasm for the game. This mod, though, makes me want to keep playing. Hell, later on, I'd love to do a full playthrough with the full mod (If you find yourself willing to put the kind of work in this game needs), just to play the version of this game I think we all expected to get.
I'm verbose, and dramatic, and these are all personal foibles I take in stride. But I suck at math, dude, and I've got no attention span for this kind of applied logic, so just... good job, man. This s#*! actually puts a smile on my face.
Good job, man.
Thank you for the time you've invested in this fantastic mod. I really, really hope you keep the momentum to finish it. Even if you can't, just know you've done great work.
Have a good one, man.
- Jack
I can't wait for some more updates, but reading through the ReadMe, this seems really cool.
I have some really radical, but interesting, ideas that I think everyone is going to love.
I am working as hard as I can to get my skill generator to a point I'm happy with so I can get back to updating this mod. Trust me when I say that doing what I wanted to do without a tool wasn't going to be feasible.
I'm still holding onto hope that Larian releases a surprise update with a lot of API features I requested, which will make life so much easier.
Excellent work, enjoying it a lot so far.
And really looking forward to the future releases.
Do you have any tips on how to avoid the 3-Targets-Fan abilities not doing anything?) <searing daggers/ice fan>
Greetings
I find I have most success when I aim at the creatures feet, actually targeting the ground in some cases. I've found the higher you target the skill on their body, the more likely it is that the skill just doesn't work properly.
If you note which targets you are having issues with, I might be able to dig into it some more when I get a moment.
I'm still trying to decide if I want to override (thus requiring me to re-evaluate how AI handles each skill, which isnt a bad thing, just front-loads some work) or create skills in isolation and have the AI use the vanilla skills until I get around to changing things.
It's coming along nicely though, and in a day or two should be good enough for me to start moving forward again. I have a lot of ideas and I'm eager to get them out to you guys for critique!
Cheers.