Divinity: Original Sin 2 - Definitive Edition

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Faheelee

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gloopiepoopie

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About this mod

Adds several encounters to the game, many featuring mini-boss style enemies. Some bosses feature unique equipment or skill books. Currently not a finished mod (8 encounters and 16 unique characters added). This mod has a heavy focus on making unique encounters instead of copy-pasting enemies. Also working on opening up AI pathways.

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Disclaimer(s): This is mod is not finished, expect constant balance and placement changes.* Also, If you are interested in patch notes, I highly suggest you view the change log on the Steam Page. It is a right pain to make a change log with Nexus's formatting.

The mod's Steam Page will always be more updated than this one. I will only release major versions that I feel confident in here. I am looking for feedback, however, and depending on the frequency of it I may shift my focus more over to Nexus.


What Does this Mod Do?
This mod is a mixed bag of additions but its primary focus is on adding new enemy encounters to the game. I am not touching other aspects of the game that are better suited for other mods (i.e. attribute/overall balance changes to other units). I am ONLY adding stuff to the game, not changing existing encounters or the vanilla systems in place. Compatibility, as a result, should not be a major issue with most other mods.

Mini-Boss Section of Mod:
Adds several mini-boss style enemies to the game (currently 8 encounters and 16 unique characters). They are spaced out and are placed in areas that should not conflict with other fights (i.e. you aren't going to have a mini-boss placed into a pack of crocs).

The goal of mini-boss placement is to add new encounters to a playthrough that provide challenge and interesting fights. Ideally the mini-bosses from this mod can meet both of these goals, but balancing fights to be challenging yet fair is pretty hard.

Path Unlocker Section of Mod:
Do you find Divinity Original Sin's movement across a level to be...inconsistent with itself? For instance, you can walk waist-high in some water but can't be knee deep somewhere else. Were you ever annoyed at how limited your movement was around beaches/water/small rocks? I was
especially annoyed by how limited the movement was around Fort Joy's beaches, and have started opening up areas that had been closed off by Larian. In my opinion, these areas are wasted space that can be filled with more enemies, and in this mod's case, MORE BOSSES.

The goal of Path Unlocker is to allow the player different paths from a conventional story mode game. The reason I am including Path Unlocker with the Mini-Boss Monster Pack is two-fold: 1. Opening up different ways to traverse a level allows me to cut off existing paths with new encounters. 2. I can place new encounters in areas that were opened up. Either way, it would be a required mod for the Mini-Boss Pack to function, and I am baking it into this mod instead of asking you to download a requirement.

Soon I will upload a video on Path Unlocker to showcase what new routes are available to you as the player.

What is the Plan for this Mod?
Currently, I am only working on the Tutorial Boat and Fort Joy. Ideally, there will be (at the minimum) a boss for every character level, and these bosses will be spread throughout the game.

Right now this mod has added mini-boss encounters for levels 1(2), 2, 3, 4(2)**, 5, and 6. Looking to add a level 7 (or another level 5 or 6) boss encounter soon, but haven't found a good spot yet.

**Parentheses indicates the (number of encounters) i.e. 4(2) means two level 4 encounters.

This mod's progress will mostly be limited to where I am in the story, but I will be adding bosses as I move along. Seeing as this is effectively a beta, I'm going to be making additions and revisions constantly (as much as my free time allows).


Where are all These Bosses Located?

  • Voidwoken Pup is impossible to miss in the Tutorial Boat
  • Sladug and Gladus are fighting a Ravenous Voidling on the beach as you wake up, save Sladug! (I would be very impressed if you managed to save Gladus).
  • Miles the Undead Ranger is perched on the overpass waiting for an ambush.
  • The Brer Glow-Frog can be found in the lava slug cave in FTJ (Fort Joy).
  • Warden Fae and Warden Tamara are located in the prison, they are guarding the stairwell.
  • Masked Man is located outside of FTJ on the beaches. Near to where you come out of the sewer pipe.
  • Giant Enemy Crab can be found near where you wash up onto Fort Joy. Look to the ocean and see if you can find anything new (try moving there too hint hint).
  • Voscas the Silent and his Void Beasts are located on the beaches beneath the Skull puzzle area in FTJ.



How was this Mod Balanced?
I balanced this mod using Tactician Difficulty,  so it should be perfectly fine for lower difficulties.

As for the balancing on Tactician, I'm really not sure how hard/easy these fights are. This is not to say I don't have my ideas on what is too weak/too strong, but helping to confirm/reaffirm my suspicions would certainly help me along the way. It's difficult to gauge what other people might think of the fights, so any reasoned feedback would be appreciated.


What are my Current Concerns with the Mod?
This is a list of items that I have on my radar. This list might help you when making a suggestion.

  • The Voidwoken Pup mini-boss might deal too much damage but also dies too quickly (I have already tried to address its massive damage output by giving it a flat 30% 40% dmg reduction). I'm more interested if the boss feels too easy/hard. Should I remove the Voidwoken's poison immunity so that more builds are accommodated?
  • I'm moving the Masked Man to a beach next to the sewers. I also increased his level and stats, let me know if he's too much trouble for a full party.
  • Miles and his goons might be too strong for a level 2 fight. Also, let me know how the spearman AI performs with Miles' fight.
  • The Wardens might feel oppressive with their large skill library (although I have been told this fight is pretty well balanced).
  • Sladug sometimes triggers the two voidlings after his fight with the Ravenous Voidling, a minor issue.
  • I am almost certain that the Brer Glow-Frog encounter is completely unbalanced. Some suggestions with balancing this fight would be greatly appreciated (it is a fun fight though so have at it!).

Compatibility
This mod should be compatible with almost anything, although I cannot guarantee that you will have a balanced experience combining this mod with say, Monster Madness or More Monster Spawns. If you want a butt-load of monster spawns then by all means use all of them together!

Want to make suggestions? Test the mod out and leave a comment!
If you plan to test, I suggest using my Starting Chest Mod for the level 1 gear on the Tutorial Boat. The Kickstarter boots in that chest were not used to test these mini-bosses, so you should be fine going in with basic level 1 gear.