Divinity: Original Sin 2
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Waterzxc

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waterzxc

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About this mod

This mod attempts to introduce more diversity to rogue’s playstyle, and make each Scoundrel Skill has a unique niche that cannot be easily replaced with another skill.

Permissions and credits
Playing a rogue is always fun because of their hyper-mobility and huge burst damage. It’s always satisfying to backstab enemies to death.

However, sometimes playing a rogue could feel like doing the same thing over a million times: get into backstab position, and stab until enemies are dead. It doesn’t help that some of the Scoundrel Skills feel like copy-paste with different debuffs (Sleeping Arms, Rupture Tendon, Corrupted Blade).

This mod attempts to introduce more diversity to rogue’s playstyle, and make each Scoundrel Skill has a unique niche that cannot be easily replaced with another skill.

Introducing the Mark System:
Throwing Knife (renamed: Mark of Assassin) now applies Marked debuff on enemy (Same as Huntsman’s Glitter Dust). 
Rogue players are actively encouraged to put their Mark on enemies before jumping in for a kill.
Some scoundrel skills can ONLY target Marked enemies, while some deal increased damage to Marked target.
Each Mark only lasts for 1 turn, and will be consumed by “Marked target only” skills. This limits the window of power for rogues so they need to time their burst carefully. Fortunately, even if they miss the best opportunity to attack, they can easily reapply the Mark on the next turn.


Summary of changes: (In the link below)
https://docs.google.com/document/d/1T6PzovgpRnOsVHxWGqq_a7JHgLnf92VsrLNHDUGig6E/edit?usp=sharing


How to install:
Put the .PAK file into C:\Users\UserName\Documents\Larian Studios\Divinity Original Sin 2\Mods


FAQ:

Q: Is this mod compatible with saved games?
A: Yes

Q: Game won’t load after installing this mod
A: All override mods need some time to load. Load your saved game, go grab a coffee and come back later.

Q: I have installed the mod and now my rogue cannot target anyone with this ability?!
A: Some scoundrel skills (Sleeping Arms, Sawtooth Knife, Corrupted Blade) require a Marked target. Target enemies with Throwing Knife (renamed: Mark of Assassin) to apply Marked status.

Q: Will the enemy AI adapt to the new skills?
A: Theoretically yes, because I modified the skills within the vanilla game framework. I didn’t introduce any new mechanics to the game. But the AI may not be smart enough to fully utilize the Mark system, or maybe they are just that smart.

Q: Some of the skill tooltips seem really weird….
A: In order to include hybrid damage in some skills, I have to create a couple of new status effects that last for 0 turn and expire instantly as soon as they are applied. They do not show up anywhere during combat, but I cannot remove their names in the skill description.

Q: I lost my invisibility after using Mark of Assassin, why?
A: If enemy has retribution damage, the reflected damage will break stealth.

Q: I notice that the cast animation for backlash and cloak & daggers are changed.
A: Yes, because I like the new animation more than the old ones.

Q: Is this compatible with other mods?
A: This mod modified skill data of most of the Scoundrel Skills and Glitter Dust skill. This mod should be compatible with other mods that do not override the Scoundrel Skills and Glitter Dust.
I also put something in the status effect folder. But those should not cause any problems unless someone put in a new entry with the exact same names as my entry.