Divinity: Original Sin 2 - Definitive Edition

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Xorn

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alduen

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Patch: 1.09.37

- I will be improving skill visuals next patch along with potentially changing/swapping talents until BG3 has a proper modding situation.

-Changes-

- Reviewed 800 or so generic NPC templates tweaking their stats and resistances. "Nobody" type NPCs starting from Act2 will have a little extra survival. Only about 50% of these entries are actually used but the ones that are used will now pair better with the talent Injector. Some notable NPCs were also changed.
- Adaptive Skin can no longer Stun or Freeze on it's own from being hit.
- Picture of Health Rally Accuracy reduced to 10% from 15%, Perseverance reduced to 4 from 5. Demoralize altered in equal measure.
- Went back to a lua script to control NPC HP Sync issues. A well and functioning one this time that produces no healing numbers. Iterates faster as Lua does and avoids any complications with Decaying status.
- Enemy AI Nullify will now be a little nicer to sparks players. Still needs to be further updated for newer skills.
- Reduced occurrence of Elusive for both versions of the Talent Injector in Act1 & Act2 by 20%.

-Fixes-

- Fixed Resonating Globe from applying Shock instead of Electrify.
- Fixed Jaw Breaker skill from ignoring Silence Immunity.

Patch: 1.09.36

- Sorry for the delay in fixing some bugs. I lost my original configurations due to Windows 11 installing in my sleep. The editor hasn't been updated in so long that things like icons can't be imported in Win 11 either. Good news for translation purposes. All text UUID# have not changed from the previous version and will never change.

-New-

- Added a Revive Sickness mechanic to reduce chain resurrection potency. After the first revive a character will begin a stacking -1 AP penalty, up to -4 until the debuff expires in 2 rounds. If a character never dies more than once every 2 rounds then you'll never notice this mechanic.
- Death Wish re-work. Death Wish now uses all lifesteal values as bonus damage to attacks and magic skills. You cannot lifesteal during this effect.

-Changes-

- Thick of the Fight now requires a melee weapon to cast.
- Call of Blades AP cost reduced to 2 from 3. Extra strikes reduced to 50% from 65%. Return damage increased to 55% from 50%.
- Runic Arsenal skills will now update live on the hotbar when the proper level is reached.
- Ifan's Soul Wolf summons will now update live on the hotbar when the proper level is reached.
- Added a secondary fail safe if Elemental Swarm stalls which will remove them. Timer check reduced to 20s from 30s.
- Knight Regent Acheron Level reduced to 5 from 6.
- Cleaned up Config Orb menu options. Mostly removing redundant "Back" options.

-Fixes-

- Fixed an NPC HP sync issue caused by converting a previous script to Lua.
- Removed Source Titan's HP refresh. With some mods this could soft lock. It instead has double the HP.
- Fixed Windrazor toggle skill from being used by NPCs. Previously just the script was set to player only.
- Fixed NPC Healing Tears status from causing a crash if EUO gave the status to them.
- Fixed Utmost Fury not properly interacting with Perfectionist Talent.
- Removed 5 prototype skills that were never used.
- Added 4 missing statuses from Walk it Off list.
- Fixed Lohse joining the party and having two versions of the Staff of Magus skill.

HotFix: 1.09.35

- Changes -

- Deal Damage as Lowest Resistance function will no longer select Poison against Undead.
- Utmost Fury will no longer target Invisible or Sneaking characters.
- Meteoric Shot blast cone will no longer strike the primary target.
- Increased Armor values for a few Conflux Unique items.
- Excluded Conflux bosses from scaling tweaks in Act3.
- Exanguinating Lash for NPC's now costs 15% HP from 25%.
- Exanguinating Lash damage reduced to 100% from 110%.
- Adaptive Skin Resistance buff reduced to 25% from 30%.
- Dimensional Bolt damage increased to 130% from 120%.
- Ethereal Storm bolt damage increased to 140% from 120%.
- Staff of Magus bolt damage increased to 120% from 110%.
- Call of Blades return damage increased to 65% from 55%
- Pheonix Quiver arrow damage reduced to 75% from 85%.
- Phoenix Quiver charge time increased to 1 hour from 45 minutes.
- Blade Dervish Damage reduced to 45% per hit from 50%.
- Dagger's Drawn damage increased to 70% from 65%.
- Primal Strike damage reduced to 100% from 105%.
- Sawtooth Knife damage increased to 135% from 110%.
- Onslaught damage increased to 65% per hit from 60%.
- Mortal Blow base damage increased to 130% from 120%.
- Night Stalker damage increased to 130% from 120%.
- Runic Arsenal's Focus Rune reduced to 5/10/25% from 10/20/40%.

- Fixes -

- Fixed Pin Down Cripple effect to also work with a sub status of Slowed.
- Fixed Arcanist talent confusing player and enemy versions of granted skills.
- Added an alternate one-time region start HP Sync for inner Fort Joy enemies.
- Added a few missing movement impairing cures to Wraith Form and Berserk Assault shout.
- Fixed an issue where What A Rush buff could stick after leaving the respec mirror.
- Elemental Swarm and Shadow Clone will now avoid Deathfog.
- Fixed Cromdor's mechanic to compensate other mods adding movement speed.
- Fixed 8 skills which had improper turn displays for Slow or Chill.
- Adaptive Skin's status proc now properly uses the owner as it's source.
- Fixed a mismatch Runic Arsenal craft for T2/T3 Vigor runes.
- Fixed Vigor Rune turn reduction causing a loop with Plague status.
- Fixed typo on Tyrant's aura status.

HotFix: 1.09.34

- Changes -

- Runic Arsenal will now un-equip items with runes if you no longer have the talent after exiting the mirror.
- Slime Coated Harpoon bonus damage reduced to 15% from 20%.
- Added HP sync to Act 1. Might have forgotten about the whole boat thing.
- Removed Charm, Entangle and Chicken from AI Cure response. There's one skill for each at this point.
- Inner Demon Demonic Tutelage damage reduced to 70% from 80%.
- Maelstrom had an Immunity status which removed it's Summon scaling. The skill damage has been re-calibrated.
- Sparks and Sabotage now use a cleaner global No-HighGround script.
- Call of Blades return function uses a different method to handle it's damage sources.

- Fixes -

- Fixed Intercept resulting in 0 damage to the owner of the status.
- Fixed Prowler not properly granting High Ground out of stealth.
- Fixed Backstab query script that stopped working with one of the SE updates.
- Fixed Arrow Nova primary explosion hitting twice.
- Fixed miscalculation for King of Terra's Physical damage conversion.
- Fixed Poison Wave not properly knocking down crippled targets.
- Adding missing Thurg Warlord secondary bounce to Equilibrium blacklist.
- Fixed Torturer still claiming it extends new Death Wish duration.
- Fixed Flaming Tongues damage labeling causing more damage than intended.
- Fixed a bad stat entry for NPC version of Assassinate.
- Fixed Arcane Stitch from healing twice.


HotFix: 1.09.33

-Changes-

- Improved performance of both Talent and Boost Injector. There will be less delay when activating and loading into new Acts.
- Created a faster and more reliable method of dealing with client/server HP sync issues which will also improve load speed.
- Retribution 5+ perk will no longer display healing values under 1. Text display has a 1s CD to make it less spammy.
- Updated Caustic Chasm's Corrosive Catalyst damage to reflect recent increase in Acid damage ticks.
- Tweaked Captain Set aura visuals and fixed it from procing AOO with ranged weapons. Re-equip a peice to apply new visual.

-Fixes-

- Fixed a bug allowing Glass Cannon users to proc Perseverance 5+ perk more than once if they still had armor.
- Fixed Perseverance 5+ perk from checking the wrong armor value with Petrify.
- Fixed Picture of Health V2 from counting none Vitality restore values.
- Fixed a hitlayer check allowing Stun variants of Opportunist V2 to strike more enemies than intended.
- Fixed An Maflin from using the old version of Death Wish.
- Fixed some Tiepos.


HotFix: 1.09.32

- Fixed Picture of Health not properly counting cumulative healing.
- Added Picture of Health statuses to Nullify Blacklist.
- Updated alt language xml files.

Patch: 1.09.3

-New-

- Talent Rework - Picture of Health - Gain +3% bonus Vitality for every point in Warfare you have and immunity to Decay. Healing for a cumulative 20% of your maximum vitality demoralizes enemies and rallies allies within 6m. Intensity and duration of these effects increase each time you meet the healing threshold.
- Dual Wielding skill now also grants 2% Crit Damage per rank. This gives slightly higher damage than Scoundrel setting it's role as a proper Offense + Defense stat which it was intended to be.
- New Skill Jawbreaker - Lvl 1, 2AP 4CD Req Shield: Slam the edge of your shield into target enemy's head dealing 110% Shield Armor Damage, causing potential disarray. Applies physical based Silence.
- New Skill Arrow Nova - Lvl 10, 2AP 1SP 4CD Req Ranged Weapon: Launch a payload at target location that explodes dealing 100% weapon damage to enemies in a 3m radius, knocking them down. The payload fans arrow fire within 10m hitting up to six other enemies for 80% weapon damage.

-Changes-

- Added a few spots in Fort Joy where extra items and gold can be found.
- Smoothed NPC scaling in Act3 to be a little more difficult at base values.
- Elusive Talent's retaliation has a better arc and even faster response with a 1s CD period. Careful.
- King of Terra's Physical conversion perk is no longer reduced by Earth resistance but still increased by negative resistances.
- Added a Database flush to Opportunist V2 when combat ends to potentially remove owner handle mismatch.
- Dragon's Talon no longer has Shotgun damage. Each claw deals 80% Weapon Damage instead of side claws dealing 65%.
- Mobile Bulwark now intercepts and reflects all skill projectiles aimed at the barrier while redirecting full damage from auto attacks. It also intercepts all statuses. Grants 25% Glancing Blows and the user takes 20% reduced damage from intercepted projectiles & statuses.
- Removed the Innate Infusion visuals from summon Incarnate.
- NPC Magic and Corrosive damage skills reduced by 20%.
- Challenge now costs 1AP. Now taunts the marked target and all enemies within 4m of the mark. Mark duration increased to 3 turns from 2.
- Deep Freeze damage increased to 170% from 160%.
- Base Trap damage increased to Average Lvl 140% from 135%.
- Manual detonation of traps increased to 75% of base damage from 66%.
- Extravasare damage increased to 40% Avg Level from 33%. It also uses a scaling curve ie 5 turns is 180%.
- Windblade Dance damage increased to 95% from 75%.

-Fixes-

- Utmost Fury retaliation now has a distance check.
- Fixed unintended interaction between Utmost Fury and Elusive retaliations.
- Fixed Talent Injector bug when a character rolls elusive and had Evading skill they could get it again.
- Fixed new Grenadier non-timer based hit detection so it will apply to traps and DoTs as it did before.
- Fixed Vacuum Aura visual rotation.
- Fixed Almira dying due to an HP refresh script being a little too fast.
- Fixed a few missed vanilla undead entries that had Immunity to Poison.


- New Dual Weilding translation keystrings can be found in XORN_DWDAMAGESTRING.lsb


HotFix: 1.09.23

- Changes-

- Opportunist V2 secondary effect damage increased to 105%, 100%, 120% from 90%, 85%, 100%
- Updated Forced Exchange steal buff list.
- Added secondary status ping to refresh HP sync using Boost Injector.
- Dragon's Talon has been given a more distinct target overlay.
- Reduced AI weight action against Shield Block to 0.

-Fixes-

- Fixed some Boost Injector random buffs from not having an owner.
- Fixed typo preventing Oxidizing Spores from reducing resistances.
- Fixed the 6th? Vanilla scroll AP cost inconsistency.
- Fixed Vindication of Gaia tooltip not showing it's dual school nature.
- Fixed a Lua incompatibility with high ground distance and improved hotbar mod.
- Fixed AI weight action conflict with Retribution/Reflect damage.


HotFix: 1.09.21

- Changes -

- Changed all Active Defense statuses to Auras and remade their visuals to avoid odd interactions with AOO status.
- Blacklisted Nullify from EUO random skill generation.
- Dumped old save file DB so Sursia V2 will work with current Act3 sessions.

- Fixes -

- Fixed a missing new Sursia voice line.
- Fixed new mechanic for Sursia happening more often than intended.
- Fixed Poison Potions from being able to Crit due to some HitLayer changes.
- Fixed NPC Ruination Arrow from displaying as Knockout Arrow.
- Fixed a very rare chance persistent combat would spawn voidlings forever with Boost Injector.

Patch: 1.09.2

-Global Damage Hitlayer Changes-

Currently there's nearly no source of "Increased Damage" outside Grenadier so I wanted to streamline the concept a bit more. "Bonus Damage" is a term reserved for skills to make their additive nature more prominent. Some Sneaking/Stealth Bonus Damage will be changed to "Increased Damage" to prevent diminishing the value of using AP to sneak. Some stealth skills already say "Increased". Other special scaling skills like Wake of Phantasms, Ice Breaker and Extravasate will be "More Damage". The reason for keeping specific scaling skills separate from Bonus Damage (which they already were) is to prevent skills like Death Wish from diminishing their unique interactions. Talents will now use the key word "More" as well. In most cases this works the same as it has. It's just to avoid confusion with Stealth damage and skills that said "Bonus Damage" which were in fact cherry picked "More Damage" interactions.

Mathematically this looks like: Damage * (Increased Damage) * (Bonus Damage + Bonus Damage) * More Damage * More Damage = Result.

-New-

- Opportunist V2 - Gain the ability to take advantage of combat conditions allowing attacks of opportunity. These attacks deal 20% more damage. In addition when an opponent is rendered helpless by loss of control statuses take advantage by landing an opposing armor type control status. The resulting effect will free them but deal savage damage and hinder based on the control type. Attacks from this talent are not subject to reflected damage.

Frozen = 120 degree 6m Cone dealing Avg lvl 90% Water/Physical. Applies Blind.
Petrified = 4m AoE explosion dealing Avg Lvl 100% Earth/Physical. Applies Silence.
Stunned = Projectile that forks 2 times dealing Avg Lvl 85% Air/Physical. Applies Dazed.

- Sursia V2 - Probably most "Cool on paper" encounter designs has been reworked. New visuals, tweaked/new mechanics, new voice lines and improved production quality. This is pretty much a new encounter with a few familiar interactions.
- Sleeping Arms Rework - If performed while sneaking and the target is silenced deal 50% increased damage applying atrophy through armor.


-Changes-

- Removed aggro reduction function from Elusive Talent.
- Elusive Dodge animation now has a 500ms check so it doesn't spam. Overhead text will still display live.
- Grenadier script has been updated to maintain it's status bonus until 1s after impact. In case of missing, the status is removed when preparing a skill.
- Elemental Ranger talent deals 20% more damage from 15%.
- Remade Entangle status due to hard coded engine interactions. The status prevents movement despite a character having movement.
- Vitrify, Thick of the Fight, Mark of the Fang, Fated Whisper and Death Wish are now properly additive with their respective damage layer.
- Reduced Damage bonus of Deathwish and Thick of the Fight to 40% max from 50%.
- Vitrify status extra damage bonus to 10% from 5%.
- Reduced Meteor Shower's micro meteor damage to 5% from 15%.
- King of Terra's Oxidizing Spores now reduced physical and earth resistance by -10% from physical only -5%.
- Silencing Stare is now a level 13 skill from 16.
- Scripted combat text now uses keystring for translation purposes. These can be found in Xorn_Overhead_Text.lsb
- Lord of Endless Night's Veil Fracture now costs 2SP from 3SP.
- Adaptive Skin now reduces opposing element by 15% from 10%.
- Soulmate can no longer be cast on enemies.
- Petrifying Touch can no longer target terrain since there's no benefit.
- Enemy AI is now more aware of their stealth bonuses of a few rogues skills.
- Improved description, format and target key colors of 30 skills.
- Character who are charmed will no longer use potions.

-Fixes-

- Fixed Nether Dominance from not teleporting due to a script QRY that never actually worked right.
- Fixed Mask of the Shapeshifter preventing Lizards from getting back their breath attack.
- Fixed missing SP cost on Elemental Swarm from previous rework testing.
- Band of Turmoil will no longer proc Madness due to damage sharing.
- Mask of the Shapeshifter will no longer grant undead racial perks.
- Fixed a poor description for Poison Elixir.
- Fixed Venom Coating not checking for "HitWithWeapon".


HotFix: 1.09.197

-Changes-

- Added a new script for non-player controlled summons to prevent a turn stall bug that can occur from updating stat entries too often. After 30 seconds if the summon does not end it's turn then it will be pinged to reset it's AI grid location and halt an engine loop. A potential fix was also added.
- Charm AP cost reduced to 2 from 3.
- Inner Demon Active Defense damage reduced to 80% multiplier from 100%.
- Characters can no longer swap weapons during a Discipline skill.
- Remade Guardian Angel visual to better fit it's larger size.
- Two Kings United Flame + Ice no longer explodes but causes Piercing DoTs to Crit. This can be further intensified with Fire King's Wrath.

New Elemental Swarm Skill Roster:
Fire: Immolation Aura: Fireball, Super Nova, Flame Breath, Spontaneous Combustion.
Ice: Healing Tears: Restoration, Ice Shard, Frost Breath.
Earth: Cripple on Hit: Fossil Strike, Earth Shard, Whirlwind.
Air: Favorable Winds: Electric Discharge, Dazing Bolt, Vaporize, Thunder Breath
Poison: Venom Coating: Venom Breath, Whirlwind, Blitz Attack.
Blood: Bloodify Surfaces: Decaying Touch, Whirlwind, Mosquito Swarm, Battering Ram.

-Fixes-

- Updated Lua script for Abyssal Gaze. At some point the old script was no longer valid.
- Fixed Geise of the Stalker's mark visual and an inconsistency in tooltip info.
- Fixed a bug that would cause Silence to be removed on turn start from recent Vacuum aura changes.
- Maelstrom Aura no longer damages items.
- "Potentially" fixed the cause of potential AI summons stalling.

HotFix: 1.09.195

-Changes-

- Active Defense Rework: There is a bug with the Vanilla game which causes the owner of an Active Defense to end their turn if they themselves trigger the effect. As a result all such effects have been fully scripted to overcome this flaw. This includes Flaming Tongues, Reactive Shot, Healing Tears, Captain's Set Aura and Inner Demon. These scripted versions emulate the originals but with slight differences. All effect will proc if a character starts their turn in the area. Only one proc can occur on a character per round. Unlike normal Active Defense, moving into an enemy can proc the effect.

- Two Kings United Ice + Fire no longer lingers chill after creating Proliferate status.
- Blacklisted Inner Demon reactive aura from toggling Equilibrium.
- Introduced a lua script to refresh the hotbar and swapped out 6 scripts using an older method.
- Added Crippled, Disarmed and Taunted to Brigand Maneuver's avoidance.
- Phoenix Dive's landing damage is now flagged as a "Melee Hit".
- Conflux Bosses have been blacklisted from EUO duplication even if the player has it enabled.

-Fixes-

- Fixed missing Staff of Magus bolts. No one playing staff out there?
- Fixed a magister in Act 1 from having a nasty skill they were not intended to have.
- Forced new Nullify DB blacklist entries into current saves since it will break otherwise.
- Fixed LoEN Death Coil skill preview path and projectile visual.

HotFix: 1.09.193

-Changes-

- Divine Vigor - Added an OnTurn restore effect to emulate the previous version without movement spoofing. Reverted the previous increase in healing. Removed status shuffling.
- Shield's Up restore value increased to 125% from 100%. This was not synced to other shield skills in an earlier patch when Shield armor values were decreased.
- Haunting Wraith is renamed Wraith Form since the "Haunting" is less prominent. Lifesteal bonus increased to 20% from 15%.
- Death Wish now removes the character's ability to lifesteal from magic attacks instead of reflecting damage.
- NPC Runic Arsenal have three new rolls added. Affliction (Applies random statuses on hit at 50%), Osmosis (Reduces Reflect damage by 20/30/40%) and Potency (Adds % damage as a random elemental on hit). Retribution roll has been swapped out for Vampiric. NPCs also have a chance to roll an extra effect.
- Buffed Gwydian in the oil pits fight a bit more.
- Twin Lords - AI Summons and similar are less interested in attacking an Invulnerable twin.
- Updated LoEN with faster Flag checks for healing/damage sharing. Removed display of less than 1 heal values. Added Global Skill toggle status to Lua table in order to prevent various story events from removing it. Added a DB flush for Owner and Knight's lifesteal values when one dies. It's recommended you re-summon.

-Fixes-

- Fixed Evasive Aura from applying incorrectly on Act2 Executioner.
- Fixed a comparability issue with EUO and Voidwoken Eggs in Act2.
- Fixed Armor potions from potentially procing twice.
- Fixed a math calculation problem with manually detonated traps.
- Fixed new Vacuum aura from applying Silence through armor.
- Fixed new Vacuum aura visual size and made it more transparent.
- Fixed LoEN's Knave summon using low damage daggers.

HotFix: 1.09.191

-Changes-

- Smoke surfaces now "Shrouds" characters inside them. This is similar to blind but with no cure or savingthrow. Added as part of a lua grid tracker and does not linger when you move out of it like Cursed Smoke. This status may later have a defensive function added.
- Increased all sources of smoke surface creation by 1m radius.
- Normalized explosion size and surface creation size of Giftbag mix damage grenades, buffing most.
- Reduced Utmost Fury aggro radius to 8m from 10m
- Mirage Arrow's Shadow clone will now 100% aggro the target you hit with the skill for the first turn.
- Inner Demon now attacks enemies that start their turn in it's 3m radius. Terrify damage increased to 120% Avg lvl Magic damage from 100%.
- Lohse's Maddening Song radius increased to 4m from 3m.

-Fixes-

- Fixed grid snaping for Smoke surfaces.
- Cleaned up Spark controller script.
- Fixed Utmost Fury not granting AOO immunity in time for it's sprint.
- Fixed enemy iteration of characters like sparks from picking Invis or Sneaking characters.
- Fixed Elemental Swarm from using the wrong parent entry for stats.

Patch 1.09.19

-New-

- Talent: Wind Dancer - You have unmatched mobility allowing for more deadly attacks and evasive defense. For every 2m you move in combat gain +1% bonus damage, dodge chance and resistance to elements. Effects last until the start of your next turn. Also gain an additional 1 AP of free movement per turn. (Skills do not count towards movement)

- All characters now have 0.5 AP worth of free movement. Distance increases at half value with movement bonuses similar to The Pawn talent.
- Aura effects have been globally changed. Any instance of damage, destroy armor or CC can only be attempted once per turn. Many effects have been buffed to compensate the previous AP cost to dance back and forth procing auras.
- Opportunist Talent quick tweak. Now deals notably more damage. +40% bonus damage for 1-handed and +30% for two-handed.
- Revamped Global Conflux Status iterations. Outside some behind the scene tweaks, each Conflux status has it's own scripted display for it's name. This means overhead status text will not overload and fail to show the status name.
- Wits now gives 1.5 Initiative per point from 1. Gear that rolls Initiative has been increased in value. This is so players can better define which character they want to go first in combat.
- Vitality rolls on armor other than rings has been increased by 20%.
- Act1 Bone Collector encounter has a more impending phase 2 effect.
- Talent Injector (Normal) has been updated with 50% more talent variety based on (High) which has about 20% more.

-Changes-

- Reverted Affliction Overload Bonus to +7% from +8%. This talent doesn't have the best "middle ground" performance.
- Equilibrium alternating bonus damage reduced to 30% from 40%.
- Divine Vigor Healing/Armor gain increased to 35% + 20% from 25% + 15%. Aura visual lasts 3 turns from 1.
- Improved Parry Master dodge bonus increased to 20% from 15%.
- King of Terra and Storms active skills no longer have a toggle duration. The skill itself maintains a 3 turn CD to switch.
- Front Attack angle increased to 70 degrees from 60 in reference to 360 degrees around a character.
- Spear base damage reduced to 100% from 105%. This added early in development and they now hold very well on their own.
- Haunting Wraith aura damage changed to 60% from 45%. The skill is now 0 AP cost but will cost 1AP on the next turn. Updated visuals.
- Staff of Magus now always refreshes the hotbar for it's 0 AP feature based on the buff being applied.
- Added future Physical Magus bolt to the script. This will be active when Conflux Odin Library is updated.
- Disintegrate damage reduced to 400% from 420%.
- Pyroclastic Eruption increased primary radius damage to 255% from 245%. External projectile damage increased to 140% from 100%.
- Mass Cleanse Wounds, Night Stalker, Hydra's Bile CD reduced to 5. Onslaught CD set to 6, matching Dagger's Drawn.
- Prowler is now a 2AP skill. Damage increased to 110% from 60%.
- Supernova damage increased to 185% from 175%.
- Flaming Tongues is now Blazen Spirit. The skill deals Avg lvl 55% fire damage to enemies who move into the 4m radius and each time an enemy starts their turn in the area. Now applies burning for 2 turns. Updated visuals.
- Vacuum Aura will now update it's Suffocate / Mute statuses live if you leave the aura. Updated visuals.
- Death Wish is now a lvl 9 skill. Deals 50% bonus damage with magic attacks. Take this bonus value as piercing damage. Updated visuals.
- Increased Spread Your Wings flight speed.
- Made Voidwoken in Mordus' cave less oppressive to Air/Water Elements.
- Brand of the Arch Magi will now skip scaling Intelligence if the owner has Equilibrium. This item was a prototype concept for the talent. The damage output without Equilibrium's toggle bonus is the same.
- Reduce the base Initiative of some notable enemies.
- Duelist's Clash and Shield Throw will not ignore silence. The engine considers these magic.

-Fixes-

- Added missing Overpower armor status to Walk it Off Talent.
- Fixed Incendiary Tempest from potentially applying Stun.
- Fixed Staff presets from forcing Staff of Magus V2. This may not work for other modded presets.
- Fixed low level version of Contamination Boots having an unintended rune slot.
- Fixed an Elf in Arx selling body parts granting the wrong version of new skills.
- Fixed Flaming Tongues from toggling Equilibrium.
- Fixed Burning / Necrofire status from Accelerant not properly updating if it was at 0 turns.


HotFix: 1.09.184

- New -

- Yuri the Avocado wanted Rain Fire.

- Changes -

- Drastically improved the hit targeting of Dragon's Talon and fixed incompatibility with Torturer.
- Empress of Anguish will no longer respond to Surface or DoTs. Defectors now spawn randomly in the area. Defectors are immune to Empress damage as to not ruin a chance for players to interact with the mechanic. This encounter may be reworked in the future.

-Fixes-

- NPCs with Exanguinating Lash are no longer interested in using it under 30% Vitality.
- Fixed a custom script interaction for a vanilla boss in Act3.
- Fixed wording on What A Rush to avoid confusion with the "Sacrifice" key word.
- Fixed a sneaky escape path from The Twins encounter.
- Found yet another vanilla scroll AP cost inconsistency for Flay Skin.
- Fixed a potential script crash in a new attempt to make the end-game fight hard.
- Fixed some tiep0s.

HotFix: 1.09.183

- Captain Armor set will no longer show overhead text apply failed. Intimidation aura is no longer subject to Armor.
- Dragon Talon came out with the wrong ray damage attached. Intended 90% not 120%. Currently all 3 lines converge and hit targets within 1m of the caster. This is intended by design to be a conditional clutch melee skill, not generic damage output.
- Cinder Blitz damage multiplier reduced to 60% from 65%.
- Mirage Arrow increase to 3AP from 2AP. Tried not to increase it's AP cost since it was introduced. Projetile damage increased to 100% from 80%. Clone damage increased by 20%.
- Forced Exchange target range increased to 8m from 2m.

- Fixes -

- Reverted Vitality calculation change for Pact of Shadows.
- Somehow lost the skill entry for Utmost Fury. It's back now.

Patch: 1.09.18

-New-

Pyroclastic Eruption V2 [3AP, 2SP, 5CD]
Force a violent shift in tectonic plates, driving a volatile tumulus to the surface. The rock formation will quickly explode dealing 250% Earth damage to characters in a 5m radius.During its violent eruption, oily slag will blanket the area dealing 100% Earth to enemies outside the targeted location within 15m while covering the area in oil.

Dragon's Talon [2AP, 5CD]
Invoke an ancient dragon claw to your weapon and rake the ground in front of you. Each of three talons. Left, right and center deal 120% Weapon Damage to all enemies in their path towards you. Enemies struck by talons with either no physical armor or magic armor are subject to a dragon's Frightful Presence. Frightful Presence paralyzes characters in fear, unable to take actions.

Retribution now has a Rank 5 perk - Retribution reflects received attack or magical damage back to the attacker. If you have 5 or more ranks in this skill you will restore 10% vitality damage taken from characters at all times.

-Changes-

- Polymorph Fly now gives 1.5s of Floating to prevent "why" axis issues with ground terrain.
- NPCs who use inivs now gain floating. I realize it's kinda nonsense but so is walking right into fire after.
- Adding missing Discipline limitation to Utmost Fury.
- Re-added Leech proc limitation shutdown script. If it procs 10 times within 140ms it will halt for 5s.
- Changed about 5 skills that used a Shock middle-man status to Shock from Electrified surface changes.
- Berserk Assault's Shout now Cripples enemies.
- Phoenix Dive can now apply Cripple.
- All 3 Memory Slot skills have been reduced to 2 due to increasing skill variety.
- Daggers Drawn CD returned to 5 turns from 6.
- Onslaught CD returned to 5 turns from 8. Not sure how I missed this one.

-Fixes-

- Fixed incorrect overhead display on Pact of Shadows when it reduced Vitality to 1.
- Fixed Quest Reward Skills granting Vanilla versions instead of Conflux reworked versions.
- Add Script to remove the Vanilla version of Quest Skills.
- Removed an old refund script for Flowing Recollection allowing two statuses.



Patch: 1.09.170

-New-

Utmost Fury [Lv. 9, 1AP, 4CD, Req 3 Warfare]
-Discipline-
Enter an aggressive stance increasing offense and movement but making it difficult to tell friend from foe. Gain +50% Melee critical chance and 2m Movement. Automatically attack a random character within 10m at the start of your turn. You will also retaliate against melee attacks from the front. While in this stance you are immune to Fear, Charm, Sleep, Disarm, Peace of Mind, Enrage, Far Sight and potions are usless.

Meteoric Shot [Lv. 4, 2AP, 4CS, Req. 3 Huntsman]
Leap to the sky firing an imbued arrow at a character with spectacular speed. The arrow deals 100% Weapon Damage with such force, concussive waves also hit enemies in a 6m cones behind the target.


-Changes-

- Conflux's Vendor trash clearing script is now a Config Orb option for players to chose to use it or not.
- King of Ice no longer creates frozen surfaces while moving. This was mostly for flavor but now has anti-synergy with King of Flames.
- Leech Talent updated to respond to Static Discharge for normal electrified surfaces.
- Affliction Overload damage bonus per status increased to 8% from 7%.
- Increased most DoT damage multipliers by 5% base.

-Fixes-

- Fixed Entangle from being restricted by the global CC script turns check.
- Fixed new terrain targeting for Lord of Night's Shadow Meld.
- Fixed global trap Peace Limit check from not resetting when combat ends.
- Fixed a name mismatch on a method preventing two Idols of Resurrection.
- Fixed Pact of Shadows not checking 49.xx% Vitality properly.


Patch: 1.09.16

-New-

- Conflux will now track items sold to traders and remove these from their inventory every 40 minutes. Keep your favorite traders nice and clean. This feature does not remove story items so you can't accidentally scuff a quest. It piggy backs the base trade generation refresh script and takes effect 30 seconds before.
- Accelerant can now be produced with Necrofire. This was also done for Proliferate a while back.

- AI Action Weight Changes:
- Reflection targeting weight reduced to 0.05 from 0.25. In testing this resulted in the AI being willing to kill itself due to reflect damage even high as 120% in value. The difference in target choice was negligible. There's an increase in weight when attacking would 0 out either armor value.
- Taunted targeting weight increased to 10.0 from 5.0. In testing this resulted in the AI being willing to move up to 10m in distance to the taunter with x3 the armor value of a Glass Cannon character directly next to them. Reflect still had negligible effect on AI targeting. Further distance sometimes resulted in the AI delaying turn due to extreme weight testing. This is not intended to be a 100% chance which is 20.0 weight, just more reliable.
- Shield Block targeting weight reduced to 0.25 from 1.5. While this stat is rather silly, it's been set to the same value AI cares about Accuracy Vs Dodge.

-Changes-

- Re-scripted Lua tooltip override text to also use local XML files for better translation compatibility.
- Added an improved version of the original "No High Ground Distance Bonus" for lua script for teleports thanks to Focus tweaks. This is the version that considered bonus range like Arcanist or Far Sight.
- Reduced Tactician Mode NPC Damage growth to 35% from 40%.
- Optimized old Global Rune Status Proc script. This will improve any potential script lag when inserting/removing runes. Changed Weapon type checks using a Lua custom query that newer scripts use. This is for compatibility with other mods that don't tag their weapons properly.
- Updated Runic Arsenal ranged weapon check for Cleaving runes with newer custom query.
- Increase Rune Status proc chance to 20/25/30/35% from 5/8/10/15% with Giant Mystic at 100% from 50% for 2 turns.
- Increase Dynamic rolled Weapon Status proc chance for 1-handed by 5% and two-handed by 10% for non Hard CC statuses. Added slight weapon variations, Daggers have higher bleed chance, while maces have higher cripple chance. Unique items have also been adjusted along with some creatures including Ifan's Wolf.
- King of Ice's Permafrost Slow Aura increased to -20% from -15% which naturally causes enemies suffering from Congeal to become immobile.
- King of Flames now causes Burning and Necrofire to bypass armor of the talent user. Active skill no longer creates fire surface.
- Thick of the Fight now only applies bonus damage to weapon scaling attacks and skills.
- Spiked Hide now grants 8 Retribution (40% Reflect) from a flat 50% Reflect making it ideal for stacking Retribution.
- Static Cloud Arrow, Poison Cloud Arrow and Steam Cloud Arrow radius increased to 3m from 2m.
- Explosive Arrow damage increased to 95% from 80% Weapon Damage, radius increased to 3m from 2m.
- Elemental Swarm has been set to "base" AI type. Both Swarm and Shadow clone now have Floating status since the flag doesn't work.
- Weakness status increased to -40% less damage from 30%. Disease and Sanguine Mutilation increased to -35% from -30%.
- Vitalize healing increased to 170% qualifier from 165%.
- Arcane Stitch now has healing qualifier 150%. Magic Armor restore reduced to 50% from 100%.
- Flay Skin duration increased to 3 turns from 2. Radius increased to 5m from 4m.
- Living on the Edge and it's Soul Ward have been reduced to 3 turns each from 4 turns.
- Mobile Bulwark Armor bonus increased to 40% from 30%.
- Crippling Blow will no longer snap to targets allowing easier use of it's small AoE.
- LoEN's Shadow Meld skill will now show it's radius for better targeting.
- Normal Electrified surface chance to proc Electric Discharge increased to 30% from 25%.
- Revered Buff now grants +1 SP per turn instead of -3 SP cost.

*Crowd Control consumables re-balance*
Zero cooldown CC options have proven too difficulty to work around so many of them have been changed.

- Removed Charm Scrolls from crafting and treasure tables.
- Tremor Grenade radius reduced to 3m from 4m.
- Knock Down Arrow is now Ruination Arrow dealing 80% Weapon Damage as Magic Damage, applying a scaling Attribute debuff and -15% Vitality. The NPC version of this status reduces damage by -30% to avoid players getting naked mid-fight. Any effect that cures Weakness will cure this effect.
- Charm Arrow is now Silver Arrow dealing 80% Weapon Damage as Physical Damage in a 3m radius applying Bleed for 2 turns. If a character is Undead or Voidwoken the arrow deals +50% Bonus damage.
- Love Grenade is now Vexing Fumes Grenade applying Madness in a 3m radius.
- Mind Maggot Grenade radius reduced to 4m from 6m.

-Fixes-

- Fixed a bug preventing dialog with Malady at the end of the game.
- Fixed Meteor Shower V2 from ending the player's turn before the animation completes.
- Added more delay on Call of Blades Return function to avoid a potential crash.
- Fixed King of Ice Slip immunity from not re-applying after character death.
- Fixed another vanilla game inconsistency for scroll AP cost.
- Fixed an empty status string which would have made Sebille immune to all statuses during Unchained.
- Fixed status toggle with talent removal for King of Terra / Storms. Normally it checks entering combat anyways.
- Fixed Ataraxian Knave's helm physics issue.
- Fixed vanilla Sallow Man Plague description claiming it's removed by Cure Wounds when this was never true.
- Potentially fixed Cremation visual remaining after death. Can't tell if this is SE or order of operations.


HotFix: 1.09.152

- Fixed a HitObject check for Thurg Warlord forked Projectiles.
- Fixed scripting between Player and Enemy version for Vindication of Gaia causing double procs.
- Fixed an Aura status mismatched from reworking King of Ice casuing it to not function properly.

HotFix: 1.09.15

-Changes-

- Switched Lua scripts for Teleports to not gain High Ground Range bonus. The previous one had trouble syncing. The new one does not, however it does not visually display the limitation. It instead shows the player via cursor MaxAP +2 if they try to use the skill in an area with bonus range from high ground. This does however allow players to use the skill with range bonus outside of combat for puzzles or shenanigans. Still much more reliable.
- Added higher Y axis variation for Smoke Surface creation allowing the engine to pick more valid cells. This will ideally improve it's behavior on stairs and steep slopes.
- Added a new lua surface check script thanks to Focus. This allow very accurate interactions with INSURFACE checks for custom statuses and other scripts by making use of server ticks.
- Moved NPC Refresh Vitality/Armor to Lua for things like Flowing Recollection when loading a save. No more random damage in order to Sync client/server stats.

- A previous Conflux mechanic between Braccus and the Kraken has been removed and replaced by a more basic Proc. The previous mechanic was unfriendly to melee heavy groups and this might not be the end-fight in the future. Who knows.
- Electrified surfaces now have a 25% chance when moving through them to discharge electricity. This is a new form of surface created Conflux statuses such as Virulent and Accelerant that were lost due to removing Shock from surfaces to avoid an engine bug. Ideally should make surfaces more dangerous again.
- Runic Arsenal Log entry will now mark itself complete once a Rune is successfully crafted.
- Further Improved the Conflux Config Orb Menu options.
- Weapon and Shield durability degradation reduced to 2 from 6. This puts them in-line with Armor and without ruining any immersion.
- Reduced all Door HP by ~50% and Strong chests are no longer invulnerable.
- Updated old King of Ice and Flames status control scripts to use newer flag boost systems. Also removed the need to display their passive statuses.
- Added 10 newer statuses to Walk it Off Talent.
- Adaptive Skin no longer uses an overlay for each skin type. They were overbearing and being a persistent buff I felt no visual was fine.
- Brigand Maneuvers will no longer be applied by it's sneaking variant option.
- Vitrify now causes friendly fire.
- Set Chicken Claw Scroll AP cost to 2 properly reflecting the skill AP cost.
- Removed Wet from Vindication of Gaia, this could result in Frozen instead of intended Congeal.

-Fixes-

- Fixed out of date description for Glass Cannon Talent.
- Fixed a missing check for Escapist Talent Vs Sleep and Chicken.
- Updated Trap Manual Detonation damage range tooltip display.

HotFix: 1.09.148

- Fixed a redundancy check for the Talent Injector which when loading a new Act could sometimes cause a loop making the map unable to load. This is an odd fickle interaction caused by the map populating, applying a status then removing it because the state is not ready yet then doing it again.
- Added missing Blood Rose Elixir to the "Cannot be removed" lua status script instead of using the same redundancy check.

HotFix: 1.09.147

-Changes-

- Re-added Talent Injector blacklist check on key enemies or encounters with "Xorn_No_Talents" tag. A restart of the function is needed to fix.
- Globally reduced the occurrence of Grenadier talent for the Talent Injector to 10-15% chance from 20-30%. A restart of the function is needed to change.
- Conflux bosses are no longer created as temporary characters due to disappearing if players loaded after killing them. This was original done to reduce save file clutter.
- Reduced the value of Grenades by 30%. Grenades now weigh up to 1 stone from up to 5 stones.
- Trimmed down NPC Grenades in Act 1 / 2.
- Reduced the cost of level 9 vanilla skills to follow Conflux skill prices. Further reduced previous 3SP skill costs.
- Thing from Beyond Disarm chance reduced to 35% from 50%.
- Shadow Clone's base Weapon Damage reduced to 55% from 60%.
- Revamped the Conflux Curator menu options with a back function for each option. It's still more limited than I'd like.
- Filled out AI Terrain weight for Elemental Swarm fully even though they're immune to ground surface. Changed AI behavior to "Berzerker" which tend to not give a damn about most AI weight choices for pathing or reflect damage. Hoping to solve an engine turn stall.
- Added a Joined Party talent skill check to remove skills granted by talents when members join. Normally this was done once they enter combat but this is a little cleaner.
- Increased Grenade damage / status turns for Crafter's Kit Giftbag to match conflux numbers.

-Fixes-

- Fixed Proximity detonation radius mismatch on some traps.
- Fixed enemy Soul Wolf from displaying Ifan's on the skill name.
- Fixed benine console error associated with object fetching for new Avd Stealth script.
- Fixed Equilibrium from writing over custom math damage ranges like belt pistols from Weapon Expansion.
- Fixed a Talent Injector bug from SE V56 update that would prevent Thurg Warlord from changing off-hand damage types.
- Traps from Giftbag Crafter's kit should no longer be sold or dropped.

HotFix: 1.09.146

- Combat Summoning Sickness has been changed to better target it's intended purpose. When a player delays their turn they will be given a status stating that summoning after delaying a turn will result in Summons with sickness. Combat Summoning Sickness will now only trigger if a character with 1+ Summoning skill delays their turn.
- Added a fail safe check for The Deep encounter involving a Dome effect.
- Lord Arhu has been made notably more durable.
- Added about 20 statuses to Bless cure list. Mostly new but some overlooked ones like Atrophy, Blind, Silence and Null Resists. Bless will never remove Unique item effects or statuses produced from a talent or combination of Talents like Two Kings Improved Rime Fire or damage on move from Grips of Despair.
- Added about 5 status entries to Healing Elixir. Improved it's status cleanse description.
- Updated alt language XML files.


HotFix: 1.09.145

- Reverted Heavy Enemies in-game option (I tried). I really wanted all Difficulty options available from inside the game but at this point I feel it would just be easier for everyone if I kept the feature as an add-on mod. There are technically problems with writing to each player's file systems that just isn't worth it.

- Added link to Heavy Enemies Add-on.



Patch: 1.09.143

-Changes-

- Heavy Enemies Revert -
Heavy Enemies the Add-on which increases NPC Vitality from 95% from 200% has been finally made into an in-game option with a minor nuisance. Rather than split the community on difficulty it's just easier this way for min/max builds to use this option and keep Strategist at 95%. I figured most would just play Tactician which was the previous Strategist instead. All the AI improvements, added NPC skills, counter scripts and encounrters are for all difficulty settings. Players didn't "need" to play Strategist for the full experience but I guess that wasn't communicated well enough.
- New Heavy Enemies Difficulty option requires the game itself be restarted to take effect but can be turned on or off at will otherwise.

- Player-Side Information QoL -

- Guerilla Talent will now display an Icon on your character when properly inside Steam/Smoke surfaces letting you know the position is viable.
- Smoke/Steam Surfaces use an invisible status to check with Guerilla Talent which is more accurate than Surface checks for the engine.
- Rampant Growth status no longer also uses the Entangle status Icon. Fire King's Wrath now uses it's own status Icon.

- Globally reduced Accuracy bonus for Strategist and Tactician to 5% from 10%. This was a vanilla setting and decided over time 100% base hit chance is more accurate for interactions with Blind / debuffs and Dodge chance.
- Globally reduced Vitality of most NPCs inside Fort Joy by 30%. "Most" in this case doesn't apply to some entries that are used in other Acts of the game like Animals. The end Act 1 fight uses these same templates so it will be easier. NPCs outside the Fort are otherwise untouched.
- Globally reduced overall Durability of Conflux Bosses in Act 1 by 15%.
- Electrified Water & Blood surfaces will no longer apply Shock. This is due to an engine hard coded issue allowing air damage to Electrify surfaces making it far easier to Stun enemies even with skills not intended to stun. Instead Electrified surfaces will always persist for 2 turns.
- Revamped many AI pathing entries lowering Electrified surface priority equal to Fire surface.
- Increased Blessed Water & Blessed Fire Healing values to 25% Qualifier from 20%.
- Leech Blood is now Qualifier 10% from Percentage 1%. It was a bit too potent on enemies.
- Steam Lance now applies it's status to the caster and creates Blessed Water at their feet. Steam was not used due to Line of Sight. When first applied Steam Lance also heals an additional Qualifier 30%. Surface & status combined provides a more potent initial heal of 130%.
- Comeback Kid now gives 1.5 seconds of Invulnerability after it procs to avoid confusion. A heavy chain of damage procs would cause the talent to not bother displaying it worked in the combat log.
- Intercept Cooldown reduced to 4 turns from 5. Updated tooltip to mention it has no range limit (Currently).
- Guardian Angel Cooldown reduced to 5 turns from 6 and is now a level 13 skill from 16.
- Favorable Winds Cooldown reduced to 5 turns from 6.
- Thick of the Fight Cooldown increased to 5 turns from 4.
- Bloated Corpse and Wind-up Toy are no longer affected by combat Summoning Sickness. Tooltips have been updated.
- Removed Weapon Req. from NPC Nether Dominance. Most have fake weapons but just in case.
- Bone Bladed Cleaver now has a large Earth damage bonus from Light and grants +2 Geo from +1.
- Tsunami now also grants +2 Hydro and it's chance to proc Congeal increased to 20% from 15%.
- Increased the number of two-handed weapons that spawn on vendors. This means 50% more spears should be seen.
- Odin Umbra Expose / Peril statuses added to Affliction Overload's status list.
- Odin Seeking Arrows skill now has an internal CD of 500ms.

-Fixes-

- Fixed a HitType follow through check preventing Call of Blades from procing.
- Fixed Phoenix Feather Quiver from responding to Sabotaged Grenades.
- Fixed Executioner Ninyan in Act2 from losing Evasion Aura.
- Fixed Enemies from not being interested in casting Imbue Elements, Vaporize or Living on the Edge.
- Fixed outdated Leech talent description.
- Intercept will now properly sink duration expired with both characters and not just on death.
- Fixed Odin Voltmaster to use Conflux's strike limited Fulminating Spire.
- Fixed some Vendor skill book level range inconsistencies with Fort Joy. They use different tables than the rest of the game.
- Added Sparking Swings and Fire Trap skills to vendors.


HotFix: 1.09.41

-Changes-

- NPCs will no longer be interested in using King of Terra's active. It's more detrimental if used wrong.
- NPCs with King of Storms no longer cast the skill and instead the effects are applied when combat starts.
- Elusive Talent's 20% Magic Projectile dodge will no longer respond to Traps.
- Unique item Phoenix Quiver will no longer respond to Traps.
- Unstable explosion damage increased to Avg Lvl 55% >= 80% Vitality, 75% and 90% <= 50% Vitality from 45%, 65%, 80%.
- Story Mode aka Game Journalist Mode has been given the original Classic modifiers with +65% Vitality putting it in line with others.
- Tweaked Empress of Anguish's mechanic descriptions to be more direct.
- AI Smoke Cover Projectile Reaction Script updated for new skills.
- Poison Wave now has the Contaminate surface change effect.
- Engine coded events like the Arena and Horror Sleep will no longer be able to remove: Flowing Recollection Vitality/Armor bonus, The Pawn Initiative, Undead Lizard Resistance, King of Flames Resistance, Ice King Resistance and all Chromatic Lizard Resistances.

Patch: 1.09.14

Difficulty revamp 2 of 2:

- Act3 NPCs have been updated and revamped with new skills.
- Act4 NPC have been buffed up in a few weak points with an overall slight increase.
- Advanced stealth has been added. This feature removes Invisible or Sneaking characters from the grid making it impossible to "fish" them using the mouse or by holding CTRL with projectiles. If you guess right, projectiles will hit however there is no display information to aid in guessing.

* Difficulty option for Elite enemies will likely be next update. There's a bit more layers than the original concept.

-Changes-

- Added text to King of Terra Talent explaining Physical damage is scaled by Geomancy.
- Crystalline Barrage's Physical damage projectiles now scale with Geomancy.
- Removed AI interest in using Source Phylactery from Arcanist Talent. It's taking up too much turn time.
- Removed RangeBoost from the Boosts & Buffs Injector. Requires more testing but might be causing projectile issues.
- Resilience Auras have been reduced to +50% Resistance from +75%. These may just get removed all together in the future.
- Notable NPCs and Boss fights are now iterated by either Talent Injector. Conflux bosses are still excluded.
- Majority of NPCs from Act2 onward have 3 starting source points to improve combat diversity.
- A new mechanic has been added to the Horror Sleep Quest to make it more difficulty to zoom though.

-Fixes-

- Fixed Call of Blades return function having issues determining "Enemy" due to faction conflicts.
- Fixed Captain Set Aura from... PURPLE! It was intended to be lighter in visuals but Active_Defense scaling is wonky.
- Boosted Vetermin's Meteor Shower to insure the LV event goes properly.

HotFix: 1.09.136

- Difficulty Tier tweaks.

-Changes-

- Base Strategist Vitality Multiplier reduced to 200% from 220% and base damage/damage growth reduced to 40/40 from 45/40.
- Talent Injector (Extreme) has been removed while the extra Boosts/Buffs granted by this are now their own difficulty option.
- Added new Boosts & Buffs Injector with more specific archetype boosts like Two-Handed, Dual Wielding and Perseverance. This difficulty option can be used with any other options.

* Note: If you have Talent Injector (Extreme) on when loading a save it will unload itself and you can manually enable (High) + Boosts & Buffs. You may need to disable and Enable Boosts & Buffs before Talents. It seems to stick on the first go due to using different flag methods.

- Fixes -

- Added some missing newer statuses like Two Kings Flame + Air to be removed if the Talent Injector is turned off.
- Fixed Act3 transition re-init for Talent Injector.
- Runic Hammer set to 0 value 0 weight.

Patch: 1.09.135

Difficulty Revamp Part 1 of 2:

- Strategist + Heavy Enemies add-on is now the new base-line for Strategist difficulty. Tactician is the previous Strategist and Classic is Tactician. There is no longer a need for the Heavy Enemies add-on. Instead a "Light Enemies" add-on has been added as a similar github download fashion in case the difficulty is too much for current saves.
- Act 1 NPCs have been revamped with new and changed skills. Mostly after the Fort.
- Act 2 NPCs have been revamped notably due to a large influx of skills around this level range.
- NPCs can better determine multi-hit skill damage so are more likely to use them and less likely to hit allies.
- Vanilla Elemental Skins have been reduced to +40%/-15% for the Enemy Randomizer mod.
- Reduced scaling Dodge for non _Strong templates, added Perseverance to _Strong templates and reduced Dodge of FJ Rangers.

- Giftbag 5 Armor sets have been reworked.
Each piece of armor is now decent on it's own, even when it's first attained. Free Talents have been removed from these armors for obvious reasons. Set bonuses have been toned down so it's not critical to use a full set. Rune Slots have been distributed among different pieces allowing more customization for different builds.
- Devourer - Skin Graft effect has been removed. Damage and healing of the set has been reduced. While This set is still very much a Warfare set it can now fit different types.
- Contamination - Poison Resistance reduced to 100% from 150%. This set now has a dual Geo nature able to mix with Hydro or Aero. Two new skills have been added.
- Vulture - Now has a dual Rogue / Huntsman feel. One new skill has been added.
- Captain - Now has a more Rogue feel. Charm aura has been replaced with an 8m Intimidation aura. The aura bypasses armor with a 15% chance to proc on apply and each turn. One new skill has been added.

* Note non-humanoid characters cast certain skills slowly when the animation isn't in their kit. This will be a work in progress for part 2 of 2.
* Part 2 is less drastic on revamps since Act4 enemies are already big. It will consist of AI improvements like true stealth making it impossible for players "fish" invisible NPCs.
* Extreme Injector "Elites" which are semi-rare NPC mechanics that will drastically change the way players approach an encounter. This will mostly replace the current buff system and blend much better with other ranomizer mods since these effects have their own unique mechanics involved.
* Hopefully AI turn action replacement which makes scripted AI actions smoother.

- New -

- Thick of the Fight V2 - Removed SP cost. This skill is now a proper conflux damage bonus adding 10% per nearby character (including yourself) up to +50%. While this status is active the character cannot stealth.
- Poison Wave V2 - Unleash a 5m wide surging tide of poison dealing 120% poison damage applying poison to all characters in its path, contaminating water and leaving behind poisonous clouds. If targets are Crippled the force of the wave will knock them down, ignoring defenses.

-Changes-

- Runic Arsenal - Rune of Osmosis now reduces Reflected and Deflected damage by 40/60/80%
- Wake of Phantoms can now apply Disarm to enemies with Desecrated Blood.
- Withering Ray damage increased to 150% from 140%.
- Further improved skill description elements. Potentially the last improvement needed besides standardizing "Healing" key words.

-Fixes-

- Slowed Knight Regents new spawn time as it could cause him to skip his jump intro.
- Fixed a redundancy "LeftCombat" event which caused Possession to fail when Mad Immune for certain events.
- Fixed a database clear on one of Bryagh's soul orbs.

HotFix: 1.09.133

- Fixed Call of Blades return function. This Skill came out a little under cooked. Returning blades now hit their origin target in addition to targets on their path. Status Duration increased to 4 turns from 3.
- Slowed Flowing Recollection Vitality refresh ping to make it more reliable.
- Tweaked Knight Regent Archeron to no longer cower for a moment under one of his spawn conditions. He can no longer use other skills if he has extra AP during Phoenix Strike and Phoenix Strike damage increased by 30%. Improved his dialog for story on his purpose and for future voice acting.

Patch: 1.09.132

-New-

- New Skill - Call of Blades - Req. Scoundrel 3, Any Melee Weapon - 3AP 1SP, Lv 5 - Manifest five ethereal blades around you. The blades will launch at characters you successfully backstab dealing 65% Weapon Damage which can also backstab. At any point during this effect you may use the skill again for 1AP to return blades from characters and corpses back to you, hitting enemies in their path. Does not break stealth.

- New Skill - Vindication of Gaia - Req. 4 Geo, 4 Hydro - 2AP, Lv 13 - Furiously slam the ground in a 6m radius around you clearing surfaces dealing 45% Multiplier Earth Damage. Cracking ground creates fissures of steam which quickly rise to the air. Slam again with greater intensity erupting oil from the earth dealing 60% Multiplier Earth Damage. Condense the humidified air into rain and hail pummeling the area dealing 45% Multiplier Water Damage leaving behind water surface.

- Talent Injector (High) has been added. This is Talent Injector Extreme without NPC Boosts or Buffs. This version will overlap less with enemy Randomizer mods while more features are soon being added to Extreme which some might find unfair.

-Changes-

- Flowing Recollection - Re-scripted (again). The effects of this talent will no longer fall off regardless of death, engine scripts or me jumping off a roof. Don't worry, if I survive I will fix however it could possibly break at this point.
- Flowing Recollection - Added a Vitality ping when the game starts to fix client/server de-sync with restoring to max.
- Talent Injector Normal will now be a bit more aggressive in earlier Acts at 2 avg in Act 1 and 2.7 in Act2.
- Talent Injector uses a much larger random seed to further prevent any talent trends.
- Talent Injector increased talent diversity slightly.
- Talent Injector Thurg Warlords are more dangerous. Adding 8 more randomized skills to each element and higher elemental skill boosts.
- Talent Injector Extreme Lowered CON Boost by about 30%. The numbers with Heavy Enemies is a bit silly.
- All-In and Dual Wield Flurry can now target allies again if needed. Lets hope the AI isn't stupid after some tweaks.
- Added an AI tweak to make enemies with King of Flames more inclined to use its active effect. This might hurt a lil.
- Elemental Swarm's Elementals now all have innate effects to improve their usefulness after being reduced to 3 from 4 in number. Fire has Immolation Aura, Water has Healing Tears, Earth Cripples enemies hit by them. Lightning has Favorable Winds Aura and Venom Coating was already previously added to Poison. Lightning now also has Dazing Bolt.
- Throwing Knife, Daggers Drawn and Elusive Retaliation have been given a slight projectile arc.
- Earthquake damage multiplier increased to 120% from 100%. Oil surface size increased to 75 cells from 50. Total number of surfaces increased to 10 from 8.
- Conflux-Line Books have custom descriptions explaining their dual elemental affinity nature.

-Fixes-

- Fixed left over Script extender V56 issues with the Talent Injector causing problems in Act 1.
- Fixed a timer issue with "Remove Annoying NPCs" config option that didn't always teleport bodies into the ocean.

HotFix: 1.09.131

- Fixed a vendor table de-sync with starter skills that were made lower level from a previous patch. They could drop but vendors did not sell them at the appropriate level.
- Reinitialized a one-time fire script to remove Equilibrium status flags from Beast when recruited. Added persistent "Joined Party" check.
- Added a hotbar ping to Staff of Magus skills if the character is below 2AP when attempting to use it for free.

Patch: 1.09.13

-New-

Script Extender V56 is out and required re-scripting some Lua code.
- Forced Exchange
- Sabatons of Living Flame
- Talent Injector
- Talent Injector Extreme
- Equilibrium
- Affliction Overload
- Various AP reduction conditions

-Changes-

- Virulent Status can no longer Crit. This was a byproduct of using status owner's stat scaling.
- Odinblade Vendors have been blacklisted from both Talent Injectors due to a small chance of loading issues.
- Player controlled Summons conjured during combat will now suffer Summoning Sickness which reduces their AP for that round.
- Ifan's Soul Wolf can now use Leap when Silenced.

-Fixes-

- Found a bug preventing Forced Exchange from stealing Evading status.
- Fixed an elusive bug preventing enemy HP from refreshing properly with Extreme Talent Injector.
- Fixed Staff of Magus V2 not properly toggling off it's AP reduction after use.
- Fixed Perseverance 5 Rank perk icons persisting after combat.

Patch: 1.09.124

-New-

Exsanguinating Lash - Sacrifice 25% of your Maximum Vitality cleansing yourself of Bleeding and Proliferate then afflict your enemies instead. Unleash accursed blood from your veins dealing 110% Physical damage over three hits to a Target. The lashing of blood will spread onto 2 enemies within 6m. If a corpse is targeted it will contaminate the blood and create a cloud surface. Contaminated blood can apply Silence and Decaying.

-Changes-

- Added Perseverance perk icons to more easily keep tack of which immunity effects are still in place.
- Phoenix Feather Quiver has been made hotbar friendly. It will now stay on your hotbar when used.
- Trap damage Proximity Detonation reduced to Avg Lvl 135% from 150%. They were providing a too much for little investment.
- Trap damage Manual Detonation increased to 50% of base damage from 33%. Summons remain 25%.
- Sabotage script updated to use flags which are faster and will prevent Chain Reaction bleed over. Most notably when Damage and Surfaces are created at once.
- Sabotage and Mass Sabotage no longer gain High Ground damage bonus.
- All Summons will now bring their owners into combat when attacking a hostile character.
- Thing From Beyond should have a much easier time targeting enemies.
- Lasting Cruelty damage increased to 165% Weapon Damage from 145%. Now if performed while Sneaking deals 25% bonus damage.
- Nether Dominance damage increased to 55% Weapon Damage from 30% and can now make use of Elemental Affinity.
- Dagger's Drawn damage reduced to 65% x5 Weapon Damage from 70% x5. AP cost reduced to 3 from 4.
- Leech Talent now once again restores Vitality for Blood. As issue with Decaying forced a temporary change to Physical Armor.
- Twin Lords Aspect mechanics tweaked to rotate each turn instead of both on the same turn.
- Added a Staff of Magus V2 script for a few NPCs who use the base _Staff template granting them the new version.

-Fixes-

- Fixed a resistance display bug for Ruptured Tendons skill.
- Fixed Fire trap script from running multiple instances with Odinblade's Huntsman.
- Fixed vanilla Daggers Drawn from occasionally showing up in the treasure table.
- Fixed Talent What A Rush icon displaying at 70% instead of 69%.
- Fixed a bug with Sursia calling out a false Cataclysm on death.
- Fixed Dimensional Bolt and Ethereal Storm from not properly considering negative resistances.
- Fixed Odinblade's version of Soothing Cold not having it's initial Magic Armor tick.


HotFix: 1.09.113

-Changes-

- Leech Talent has been re-scripted and updated to perform more accurately. The talent now treats Oil as a positive surface with King of Terra's Earth Imbue or will leech Oil if Physical damage toggled is on.
- Meteor Shower's primary damage increased to 285% from 275%.
- Removed Elemental Damage status application from Staff of Magus V2 since they already create a surface. This was producing a double dip status damage tick. Chilled and Slowed are unchanged.
- Added a Floating effect to Areal Engagement to insure no ground surface damage is taken during it's animation.
- Paladin Cork has been made slightly more durable.
- Buffed a few Unique Shields to compare better with randomly generated ones.
- Tweaked audio effects for voice lines of The Twins encounter.
- Added new Bryagh encounter mechanic voice line queues.

-Fixes-

- Fixed Terrifying Cruelty's Action taken effect spam by working around the nature of NPC actions.
- Updated skill Blacklist for Unique item Phoenix Feather Quiver.
- Added a one time fire script to remove Equilibrium statuses from Beast due to his NPC Battlemage Preset. This was also added the previous controller script.
- Fixed missing re-apply for King of Flames status when revived.
- Fixed missing re-apply for Flowing Recollection status version when revived.
- Fixed improper projectile type used with Air Staff of Magus skill.
- Fixed a Hitlayer order which caused Venom Coating and Rune statuses to not properly transform Poison to Poison(Terra).


Patch: 1.09.9.12

-New-

- Ethereal Storm V2 - 3AP, 2SP - Fracture the ethereal plane for 2 turns causing bolts of erratic magic energy to strike enemies within a 10m radius. Each bolt deals 120% Air, Water, Fire, Poison or Earth damage based on the target's lowest resistance while creating a random surface. During the storm your skills and attacks will warp causing drastic changes from their original form by also hitting targets based on their lowest elemental resistance. This icnludes surface damage and DoTs.

- Staff of Magus V2 - This rework grants staff wielders free semi-AP for damage output which should prove a competitive offensive choice while reducing the need to upgrade for mage types. When you have a staff equipped any magic attack you cast will charge your staff causing Staff of Magus to have no AP cost. Each staff now produces a Bolt, surface and status type based on the damage type of the staff. Staff of Magus deals 120% Multiplier damage (like a spell) in a 2m radius instead of 100% WeaponDamage. CD increased to 3 turns from 1.


-Changes-

- Equilibrium and Affliction Overload are now controlled by a new Lua script.

- Equilibrium Talent:
- Affliction Overload Damage Bonus is now additive with Equilibrium.
- Toggle bonus is a flat additive Damage Bonus of +40% when the boost status is up for attacks or magic.
- Base Damage bonus increased by 40% due to the additive change with Affliction Overload and talent math.
- Now considers off-beat stat based skills such as INT/FIN to Tentacle Lash or INT/STR to Chloroform.
- No longer considers grenades for it's damage increase.
- Math changes give this Talent notably more performance on it's own with a soft cap after heavy investment in both main stats.
Keep in mind main stats are worth more per point than Wits which is what a typical build would invest in after INT/STR/FIN.

- Flowing Recollection has been reverted to using a status for it's "Reduce Requirements of Skills" function instead of a Boost. Boost is generally more reliable however Lone Wolf will double 'Boost' effects and even though this is compensated in script math, the base +2 points from +1 was simply too good. Extra script added to re-apply when a few game events remove statuses.
- Removed majority of Undead NPC Poison Resistance stat entries. This was redundant with the Undead Talent and caused some issues with King of Terra.
- Pressure Spike has been given the Vaporize treatment for Surface transform accuracy and will iterate any surface in its radius not just the exact spot selected.
- Tweaked End-Battle fight mechanic to be a little easier to deal with. It was a bit aggressive for melee groups.
- Act2 GY Heroes encounter and Werewolf encounters has been improved.
- Clouded Minds Unique ring now uses a simple status script to control it's effects. The previous round count method could be exploited.
- Unique staves updated for new Staff of Magus skills. Skills added to global equip/unequip CD tracker.
- Unique Phoenix Quiver damage reduced to 85% Weapon Damage from 100%. Time delay charges just didn't quite compensate it's performance.
- Unique Grips of Despair chance of Critical Failure reduced to 15% from 20%.
- Dimensional Bolt damage increased to 120% from 115%.
- King of Terra's Earthen Affinity no longer has an AP coost and is now a toggle with a 3 turn CD.
- King of Storms is now a toggle with a 3 turn CD.
- Added a script to remove Arrow Spray from NPCs as a temporary solution until all Act NPCs can be reviewed again.

-Fixes-

- Fixed Equilibrium improperly responding to Reflected damage as an attack.
- Added Disintigrate's missing dual nature AP reduction for Elemental Affinity.
- Fixed a bug with Flowing Recollection not properly removing it's Necromancy Lifesteal rank.
- Fixed a hitlayer double dip with King of Terra's Poison Undead feature causing 1/3 damage instead of 1/2.
- Fixed End-Battle fight mechanic from occasionally not functioning correctly.
- Fixed Extravasate damage range not displaying correctly in the UI.

HotFix: 1.09.9.117

- An Act 4 Conflux encounter mechanic radius increased to 3m from 2m.
- Fixed Nullify from removing an Act 4 mechanic status.
- Fixed Living on the Edge target parameter typo preventing it from being used.

HotFix: 1.09.9.116

-New-

Dimensional Bolt now deals 115% from 100% Air, Fire, Earth, Poison or Water damage based on the target's lowest resistance then creates a random surface type. Cooldown increased to 2 turns from 1.

-Changes-

- Removed Twins helm force look effect as this could interrupt attacks of opportunity.
- Prowler will no longer function if the user is immobile.
- Ring of Turmoil now has a 500ms CD.
- Slip and Frozen Immunity for NPCs from King of Ice is now directly applied to stats, circumvent a Giftbag 5 bug.
- Updated Rune Status to use their owner's stats. This will notably improve Burning, Bleeding and Poison damage.
- Reduced WindRazor's Bombard skill to fork once from twice. Reduced Projectile per strike to 4 from 5.

-Fixes-

- Properly set Berserk Assault to 1AP 1SP activation this required editing the editor to allow a 1AP WeaponDamage Shout entry.
- Fixed Ommadon Pylon taking damage from un-owned surfaces.

HotFix: 1.09.9.114

- Removed newer Two Kings bonus status effects from Affliction Overload's status list for consistency. These are essentially free statuses that accompany base versions so counting the same action twice is unnecessary. Rimefire was already not counted by the Talent since it's a free product of Proliferate. Re-initialized Savegame Data.
- Set all storm skills to 2 memory cost.

-Fixes-

- Fixed Equilibrium making UI changes to the primary strike of Spark skills. Note there's a vanilla bug which claims elemental weapon damage like Elemental Arrows is improved by it's Element. This is not correct. %Weapon Damage functions are based on the weapon damage itself and any applied boosts like Runes.
- Fixed outdated Overload status description.
- Fixed a rogue VFX light source for new Meteor Shower.
- Properly set Arrow Storm at 2 memory cost.

Patch: 1.09.113

-New-

Meteor Shower V2 - 3AP 2SP - Evoke a meteoric storm from the stars. Debris from the meteors will randomly scar the area in a 4m radius dealing 15% fire damage. Shortly after, molten meteorites will strike the area dealing 275% fire damage igniting and burning everything in their wake. - A refund/swap script has been added.

Prowler (Req 2 Huntsman lvl 4) Quickly pounce behind a target enemy dealing 70% Weapon Damage while marking the target as your prey then quickly fade back to your original location. If performed from stealth this attack will Backstab using any melee weapon. Enemies marked as your prey grant High Ground bonus to melee or ranged attacks.

-Changes-

- Funneling Aegis Resistance buff reduced to 15% from 20%.
- Disintegrate damage increased to a total of 430% from 420% over 6 strikes.
- Erratic Wisp Resistance buff reduced to 15% from 40%.
- Backlash will no longer break stealth.
- Twins mechanic damage increased by 20%.
- Removed the animations from Twins Unique items.
- Bryagh Unique items raised to lvl 15.
- Appropriation Skill reduced to lvl 4 from 9 and now requires Aero 1 from 2.
- Rain reduced cooldown to 5 turns from 6.
- King of Terra's Active will remove Slow and Congeal when Earthen Affinity returns and the conversion status is over.
- Added an earlier hit check script to Equilibrium improving it's toggle with some skills.
- Whirling Steel will no longer double dip it's strike effect if you start a new spin directly near a target you just hit.
- Berserk Assault Rush cost increased to 2AP from 1AP. This makes the skill less AP efficient on first use but more efficient on the 2nd. First use will cost 1AP + 1SP to activate then 2AP to use and the second at 2AP to use again. The first being 225% vs Avg AP conversion of 235% and the second use 175% vs Avg AP conversion 110%.
- Two Kings (Flame + Storms) Accelerant Resistance reduction increased to 10% from 5%.
- Two Kings (Ice + Terra) Congeal surface is now more visible.
- Overpower is now a 2SP skill and requires 2 memory slots.
- Mortal Blow is now a 2SP skill and requires 2 memory slots. Base damage reduced to 120% from 140%.
- Arrow Storm is now a 2SP skill. Explosion radius increased to 3m from 2m, cooldown increased to 5 turns from 4. An avg of 60% hits = 360% damage will strike a humanoid target.
- Blood Storm is now a 2SP skill.
- Continued UI description and older visual improvements...

-Fixes-

- Fixed a bug that could cause more than one set of unique drops from twins fight.
- Fixed Perseverance 5+ perk from procing vs Knockdown without properly checking armor values first.
- Fixed an editor entry issue that would cause Escapist's Perseverance bonus to be wiped from stat entries.
- Fixed Exhausting Breath from attempting to apply to Ghosts.
- Fixed slight a hit offset with Lunar Pyre's Comet impact.


HotFix: 1.09.9.111

- Fixed an hitcheck between Elemental Ranger and Equilibrium which caused the Magic buff to show on auto attacks for characters who only have Elemental Ranger. This was purely a visual bug.

HotFix: 1.09.109

-Changes-

- Updated Thurg Warlord Spark skill iterator to use Lua instead of bouncing from Osi to Game.Script. This should increase script speed by ~300%. Notably reducing script lag, improving Proc accuracy and overal game performance when striking rapidly.
- Added more middle-man flag Immune script checks for some non-CC statuses like Bleeding Vs Undead.
- Added missing Act 1 entries to Talent Injector (Extreme). This will require resetting the feature if you're in Act1.
- Normal Talent Injector Act 1 Avg increased to 2 from 1.5 then climbs slightly higher for Act2 to help show the feature early game.
- King of Storms/Terra Talent Icons have been given more attention.
- Reverted previous buff to Cryotherapy Magic Armor 250 from 300 and Vitality 300 from 350.
- Perseverance 5+ Bonus now has an overhead text display when it Procs.

-Fixes-

- Fixed a UI error with Equilibrium displaying incorrect values for some skills.
- Pig guardian in Act1 is now properly undead.
- King of Storms/Terra buffs have been added to Walk it Off's buff list so they will not have reduced duration.
- Fixed Cremation visual from not displaying correctly after a recent update.
- Fixed Talent Injector (Extreme) CON Bonus from not refreshing HP correctly.
- Fixed Circle of Elements Aura stacking from multiple sources.
- Fixed a typo for Character Creation presets intended to start with Lucky Charm.

HotFix: 1.09.108

- Fixed potential crash for The Twins encounter involving traps for real this time.

Hotfix: 1.09.106

-Changes-

- Unstable final explosion damage reduced to 30% from 50%.
- Improved Equilibrium's accuracy with toggling it's bonus effect.
- Added failsafe script to Equilibrium preventing it from toggling more than once if a blacklisted effect was triggered.

In testing on the highest potential of screwing with this script. Thurg Warlord + Equilibrium + Spark Skills x2 using Whirling Steel there remained one toggle on Equilibrium's bonus. ~32 hit checks. Damage converted to healing via high resists is not considered "damage" for Equilibrium so it does not currently toggle in this case.


-Fixes-

- Fixed a conflict between Equilibrium and Elemental Ranger auto attacks not properly triggering Equilibrium's bonus.
- Fixed potential crash in The Twins encounter involving proximity detonated traps or other damage sources without owners.
- Finalized a fix for Conflux Odin Library and traps overlapping resulting in multiple instances of damage.
- Grenadier Talent's refund features will now disable itself if Odin's Huntsman is detected.

HotFix: 1.09.102

- Escapist now also grants +4 Perseverance.
- Some enemy Perseverance stats have been altered to compensate for changes to Escapist.
- Updated Elusive and a few other function blacklist interactions for fake projectiles.
- Added additional checks for King of Terra and King of Storms Acid/Suffocate in case the source is an aura.
- King of Terra and King of Storms will now have their bonus status for Acid/Suffocate removed if the base status is removed.
- King of Terra's Poison damage function will now extend to summons created by the owner.
- Runic Arsenal's Rune of Shielding will now confirm a hit before taking appropriate action.
- Clouded Minds unique will no longer grant it's effect when the character is revived. It's just a lil too safe.
- Talent Injector - Melee Enemies who roll Thurg Warlord will now be more interested in using their second spark function.
- Mirage Arrow's Shadow Clone dagger damage reduced to 60% from 70%.

-Fixes-
- Fixed a 4 combination deep stack overflow with King of Storms resulting in spamming damage.
- Removed a test event script in the Buff portion of Talent Injector Extreme preventing enemies from gaining their buffs. This does not require a reset.
- Fixed Clouded Minds Unique to rotate it's first round effect when the character delays or ends their turn.
- Added early script intercept to prevent Frozen enemies from being Stunned as a double check for proper status applies.
- Added King of Storms / Terra functions to Nullify Blacklist. This includes their Suffocate/Acid bonuses.
- Added King of Storms compatibility for other mods which add Savage Sortilege. NOTE: The Talent 'may' still show but is deactivated unless the character is intended to have it through normal stats or the Talent Injector.

- Hotfix: 1.09.9.9

- Fixed a missed Surface get owner check from last patch which could return null and cause a crash.

HotFix: 1.09.98

-Changes-

- Poison caused by a King of Terra holder cannot be written over by non-Terra poison sources if the target is an enemy undead. This is an attempt to avoid confusion with the talent against Undead, esp ones who bleed poison that will apply the status to themselves again through surface and start healing again. It also serves to make a King of Terra enemy a little more dangerous to undead characters.
- Knight Regent Acheron will not be using his custom bow model until I can figure out why he likes to unequip it.

-Fixes-
- Added many checks against objects for new statuses to help prevent a giftbag5 bug from crashing the game.
- Added checks against objects for poison and shocked ownership to prevent crashing.
- Fixed Mask of the Shapeshifter from giving Bone offering to non-elf undead.
- Fixed Kings United and Blood Rose Elixir from being removed by certain game events.
- Updated non-English.xml files.

HotFix: 1.09.97

- King of Storm's Electrify perk will now only function in combat.
- Two Kings United Icons will now persist when a character dies and is revived.
- King of Storms now has a skill to activate it's Electrify and 25% increased DoT perks. 0AP, 3CD. This should give better control over when players want to actually electrify everything and allows control over Sapped status to town down DoT damage in case AoEs like Virulent gets out of control.
- For DU users this Active skill is still given to enemies and they're encouraged to use it but it should help as a temporary fix. DU adds Savage Sort via Difficulty settings which will require more scripting through Dynamic.Stats in Lua to scrape out.

HotFix: 1.09.96

- Fixed Elemental Accumulation from forever accumulating statuses.

HotFix: 1.09.9.5

- Added a more aggressive script to remove King of Storms (Previously Savage Sortilege.

**** If you have played Conflux since V 1.09.93 (Uploaded 3 hours ago) and removed King of Storms for any character but do not want to cheat a free talent. Load your save without Conflux enabled. Go to the Magic Mirror and remove all Talents but King of Storms. Then save, enable Conflux, wait 3.5 seconds and play as normal. ****

If you have not played Conflux in the past 3 hours then you do not need to worry about this change.

Patch: 1.09.93

-New-

- Talent Savage Sortilege is gone and now all Magic Critical rolls are controlled by a global ComputeCritical script. This was done to make room for more talents.

- New Talent - King of Terra - Gain 15% Earth Resistance while Slow now has the opposite effect on you. Your Acid status now reduces physical resistance by 5% and poison damage you cause harms enemy undead at 50% potency. At any point you can release your earth affinity transforming skills to physical damage. When combined with an opposing King gain additional perks of Two Kings United. - Active Skill: 1AP 3CD: For 3 turns you lose your Oil Affinity and transform all Earth damage you deal into Physical.

- New Talent- King of Storms - Gain 15% Air Resistance and electrify surfaces by moving or standing in them. Your Suffocation status now reduces Elemental Resistances by 5%. Allies will not be shocked or stunned by skills or surfaces you control. Enemies shocked by you become sapped taking 20% increased damage from DoT effects. When combined with an opposing King gain additional perks of Two Kings United. (DoT effects include Damage on Move)

- Two Kings United (Terra + Storm) - Virulent status becomes Conductive Miasma spreading Poison to enemies within 4m when the target is struck by air damage.
- Two Kings United (Terra + Ice) - Inflicting Congeal will spread the substance in a 3m radius covering other surfaces for 2 turns and apply Congeal to characters who move through it.
- Two Kings United (Fire + Storm) - Characters afflicted with Accelerant suffer -5% Fire / Air resistance and arcs excess electrical build up to enemies within 3m as they moves.
- Two Kings United (Fire + Ice) - Same as previous.

- Aero Skill - Voltaic Ray - Unleash high voltage electricity in a 10m line across the ground dealing 140% damage to all characters in it's path. The arc beam electrifies surfaces and leaves behind electrified steam.
- Huntsman - Ricochet Rework - Ricochet now has "Elemental Accumulation". If a target of Ricochet has an Elemental status such as Burning, Chilled, Proliferate, Accelerant or Slowed the arrow will apply the base status type to the next target struck in the chain. It will accumulate additional status types with each hit. (This effect takes place after Elemental Ranger and cannot Stun or Freeze though it can create Conflux statuses directly by accumulating statuses in the right order)

-Changes-

- From this point "Two Kings United" is a function of combining opposing Elemental King Talents. Fire + Air, Geo + Air, Fire + Water and Geo + Water. These talents are seen as good enough to stand on their own and especially for combinations that already compliment each other. Yes, you can have Two Kings United x4 but there's no "Four Kings United" perk.
- A one time Script will run when starting the game to remove Savage Sort from players.

Armor Potions Revisited: Potions that gain armor have been a bit counter productive to the role of armor in Conflux as a potential preventative and reactionary mechanic while the player generally relies on HP to survive. Potions are easier to craft than scrolls, grant equal armor and gain Geo/Hydro bonuses just as scrolls. This generally results in players who craft having a bit too many backup options even after using their armor skills which also increase their pool values. As result a few global changes have been made:
- Armor potions will now restore armor instead of gaining armor. This means they will not add to maximum armor values.
- Armor potions will no longer gain bonuses from Geo/Hydro schools.
- Armor potions have no duration since their effects are instant. Excluding Stone Skin.
- Armor potions restore 30% more than their original base values.

- Strategist Vitality Difficulty multiplier increased to 95% from 85% making enemies ~5% more durable.
- Talent Leech now restores Qualifier 25 from 15.
- Regeneration from Steam Lance will now stack with other sources of Regeneration including the surface it creates.
- Cryotherapy Magic Armor restore increased to 300 from 250, Vitality Restore to 350 from 300.
- Vitalize will now again target enemy undead characters making it a better dual purpose target AoE Heal.
- Corrosive Touch CD reduced to 3 turns from 5.
- Vacuum Touch CD reduced to 3 turns from 5, Damage multiplier reduced to 70% from 80%.
- Corrosive Spray CD increased to 4 turns from 3. Range reduced to 8m from 10.
- Terrify now has a cooldown of 2 turns from 1.
- Apotheosis no longer grants a memory bonus. The bonus causes more problems than anything else.
- Enemies are now less aggressive with Nullify. They will not always instantly use it but this also makes it harder to bait them.
- Armor values granted by shields reduced by 15%. This is an overdue compensation for added defensive features and increased stats.
- Bouncing Shield Damage increased to 85% from 70%.
- Duelist's Clash Shield damage increased to 85% from 70%.
- Drowning Despair can no longer be applied to the owner or allies.
- Improved the seed count on Extreme Talent Injector to randomize buffs better.
- Talent Injector has been increased to a starting Avg of 2 Talents in Act1 from 1.5 up to 5 Avg from 4.5.
- Talent Injector Extreme has been increased to starting at 5 from 4 ending at 6 Avg. Either Injector will need to be restarted to enable changes.
- Improved alt Summon options by increasing all base stat scaling. The stats are considering the use of Pet Power currently so no new skills are added yet.
- Fire Slug now has Arcanist/Affliction Overload. Oil Slug + King of Terra/Equilibrium. Condor + King of Storms/Perfectionist. Bone Crawler + Living Armor.
- Alt Summon options now have typical Conflux summon Immunity to Charm, Slipping, Madness, Fear along with a few summon specific ones.
- ...Continued work on improving visuals and UI descriptions.

-Fixes-

- Both Talent Injectors will now properly continue to be enabled through Act transitions.
- There's bug for character stats which doubles Physical Resists. Adjusted the few characters who have this stat.
- Blood Rose Elixir is now a status which can more easily be black listed from skill like Nullify.
- Fixed a bug with NPCs who innately had the Arcanist Talent not gaining the appropriate skills.
- Fixed a bug with Heart of the Phoenix not triggering in time to prevent death.
- Fixed a bug with Enemy Nullify making them more aggressive than intended and sometimes removing all statuses.
- Fixed a Ice Slipping checking for Physical armor caused by a previous fix for Twin lords.
- No one saw the Tumble skill. Shhhh.

HotFix: 1.09.92

- Fixed Divine Vigor not responding to incoming heals for the talent owner.
- Fixed an incorrect immunity check against Disarm causing Knockdown to apply.

HotFix 1.09.91

- A Unique wand in Act2 will now use the new Vaporize skill.
- Electrified Water/Blood now has a duration of 3 turns from 2 turns. Added extra checks for applying Shocked.
- Updated the global custom sneaking script to check for skill bonuses more accurately. This portion of the script was for slow animation or multi-hit skills. It will now function for all types.
- Character starting the Saboteur preset with Odin's Huntsman enabled will have their trap replaced with the Odin version.

-Fixes-

- Mask of the Shapeshifter will no longer cause Cromatic Lizard perk to stick preventing characters from getting another idol.
- Fixed Laser Ray's visual.
- Fixed xml typo causing two skills to not show their descriptions correctly. (Odin Library is being updated for some descriptions)
- Fixed Twin Lords Portal from spawning more than once per Act2 session. If you're in Act2 it will stop further portals but not remove created ones.
- Fixed a Giftbag5 bug with Immunity flags causing a crash. Twin Lords is the only case where a certain Immunity is used and wasn't originally fixed.
- Fixed Talent Injector (Extreme) Flag not resetting when switched off and on again. NPC HP would not refill correctly if they rolled CON boost.
- Fixed Void Plagued enemies from granting experience.

Patch 1.09.9

-New-

- Vaporize Rework - Vaporize ground surfaces in a 3m radius turning them into clouds and dealing 65% multiplier air damage to enemies. Enemies within a created cloud are blinded. Allies within a created cloud are cleansed of Petrify, Frozen and Rimefire. No longer has a Poly req. Checks multiple Axis in the radius to transform making it far more accurate than vanilla.

-Changes-

- Corrosive Touch now also applies Disarmed.
- Corrosive Spray destroy armor reduced to 120% from 135%. Range increased to 10m from 8m. Creates Poison Clouds instead of Cursed Poison Clouds. No longer has an SP cost.
- Dwarven racial Petrifying Touch damage increased to 120% from 110%.
- Elemental Arrowheads buff now lasts 3 turns from 2 turns.
- Appropriation range instead to 13m from 8m. CD reduced to 1 turn from 3 turns. The ideal skill to overcome Teleport range limit for items.
- Trap and Spark skills have been given their own custom book icons making it much easier to sort among all the other skills.
- Most previously non-source crafted skills are now available on vendors so players can easily see changes without crafting them.

-Fixes-
- Firebrand has been given a Conflux copy which will be exchanged for the original when the game starts. This uses a two part aura for less confusion on the owner of the status and should also fix the Odinblade Pyro crash with Lord Kemm.
- Explosive Trap will now use a custom projectile improving compatibility with OdinHuntsman's Trap which for some reason uses a different skill but the same projectile. If you had the starter/crafted version of Explosive Trap it would trigger script twice.

HotFix: 1.09.89

- Brand of the Arch Magi will not gain bonuses from the new Talent Equilibrium.
- Changed math for Equilibrium to help calm it down at heavy stat investment.
- Ranger Skill Pin Down is now 2AP from 3. Damage reduced to 100% from 120%. A conditional bonus has been added - If target is suffering from chilled or slowed then Cripple will bypass Armor defenses. This feature is disabled if Odin's Huntsman is detected.
- Ranger Skill Barrage damage increased to 65% WeaponDamage from 60% per shot.
- Ranger Skill Marksman Fang now has conditional bonus. If the target is suffering from Bleeding or Proliferate then apply "Mark of the Fang" for 2 turns. Characters who damage a target afflicted by Mark of the Fang deal 10% bonus damage and Lifesteal this damage regardless of the target's armor values.

- Fixed Bone Offering CD left from testing.

HotFix: 1.09.88

- Fixed Two Character Creation presets having incorrect Combat points (Leadership) causing points to flip.
- Fixed Equilibrium Hit check mismatch.
- Added Odinblade INT weapon compatibility to Equilibrium. Attacks will not benefit from INT if the weapon requires INT to use.

HotFix: 1.09.87

- Actually Fixed double skills in Character Creation.
- Executioner's new features were left out for further consideration. It somewhat competes with Perfectionist.
- Mend Metal / Soothing Cold initial restore 45% not 60% this was a last minute change.
- Cryo Stasis now also makes the character immune to Decaying and Knock Down along with other hard CC effects that aren't Frozen.
- Grips of Despair will not longer proc their effect from DoTs or Surface damage.

Patch: 1.09.86

-New-

- New Talent - "Equilibrium" - Always gain 50% of your Strength or Finesse increase as bonus damage to your spells and 50% of your Intelligence increase as bonus damage to your weapon attacks. When you perform a weapon attack gain +50% additional bonus damage to your next magic attack. When you cast a magic attack gain +50%% additional bonus damage to your next weapon attack.
**If you have All Skilled Up on a character it's recommended to load without conflux. Take the Talent off, make a save then load Conflux and that save.

-Changes-

- Arcanist Talent - Overload now also works for non-magic ranged skills granting +35% Bonus Elemental Weapon damage based on the target's weakest Resistance.
- Arcanist Talent - Overload has been updated with more refined scripting. The bonus damage could miss late strikes of long cast-time skills.
- Enemies are now more keen on using the skills that come with the Arcanist talent.
- Two Kings United - AoE Proliferate piercing explosion increased to 3m from 2m.
- Thaumaturgy Warlord Talent - No longer grants 50% Bonus of STR or FIN to Spell Damage as a more role defining talent was created.
- Thaumaturgy Warlord Talent - Will no longer fork Sparks from characters who are currently Deflecting.
- Executioner Talent - Now also grants +20% Crit chance the first time any character is hit for damage and no longer has a Warfare requirement.
- Executioner and The Pawn are no longer incompatible with each other.
- Perfectionist Talent - Offensive Glancing Blows now also works for ranged attacks.
- Unstable Talent - Updated explosion scripting for faster response and anti-loop checks.
- Flowing Recollection Talent - Now keeps track of the player's memorized skills before entering the mirror and will re-memorize them for slots that are available.
- Empress of Anguish's mechanics have been tweaked to make it more difficult to brute force with Resistances. If you've done this encounter before caution is advised.
- Bone Collector now also has the Escapist Talent.
- Spark skills like Arc Brand and Master of Sparks have been normalized to better fit their role of improving hybrid damage groups. Primary Weapon Damage strike increased to 20% Weapon Damage from 15%, Off-hand increased to 12% from 8%. Primary Strikes being weapon damage based will not benefit from their appropriate damage schools without the weapon itself being that damage type. Spark Projectiles now deal Avg lvl damage 15% from base multiplier 25%. This means projectiles scale better without Intelligence investment but are only affected by Level and the appropriate damage school. **Feedback requested.
- Spark Auras - Reduced the maximum number of charged attacks given to other characters to 8 from 10. Does not count off-hand attacks.
- Mass Resonating Globe has been updated to use the Aura's owner for it's damage output.
- Resonating Globe damage increased to Avg lvl 40% damage from 35%.
- Enemies who roll Thurg Warlord from the Talent Injector are now more keen on using Resonating Globe.
- Gag Order Weapon damage multiplier reduced to 80% from 85%.
- Mend Metal and Soothing Cold now Restore 60% Qualifier when cast and regenerate 30% per turn. Mend Metal now cleanses Acid and Slowed while Soothing cold cleanses Suffocate and Burning.
- Dazing bolt has been given a Dazed effect to better distinguish the skill.
- Dazed Status reduces a character's AP recovery by 1 instead of AP cost.
- Deep Freeze AP cost reduced to 3 from 4. Damage multiplier reduced to 160% from 170%.
- Pressure Spike is now a lvl 6 skill from lvl 9. Reduced damage to 65% multiplier from 70%.
- Supernova now causes Burning status for 2 turns.
- Thing from Beyond will no longer double strike on the turn it's summoned. Weapon damage multiplier increased to 85% from 75%.
- Immolation no longer has a 1 Poly requirement.
- Trap skill descriptions have been changed to show both of their damage detonation types. Proximity damage is not entirely accurate right now.
- Reduced the gold cost of many Conflux skill books.
- A few Conflux skills are now starter skills from lvl 4 so players can start to see build differences even from character creation. Immolation, All Self-Cast Spark skills, Ice Lance, Primal Strike, Circle of Elements, Mirage Arrow, Intercept, Mend Metal, Soothing Cold.
- Added 7 more presets to character creation. Frostfire Mage, Defender, Spell Blade, Warden, Primalist, Arcane Archer, Duelist. Revamped Battle Mage, Wayfarer and Plague Bringer.
- Dragonic Idol weight changed to 0 from 50.
- 3 more buffs have been added to the Talent Injector (Extreme). **Buff Effects have been SysCleared. You will need to restart the Injector for Extreme only**
- A book containing all Grenade recipes will be added to character's inventory once. Use if you want then drop it.

- Continued updates to visuals, Icons and skill descriptions...

-Fixes-

- Fixed Divine Vigor Boon from applying to the wrong target. This happened as result of preventing it procing more than once per heal.
- Updated Elusive Dodge to not respond against some recent "fake projectiles" such as the primary hit of Spark skills which are considered melee.
- Fixed Resonating Globe unintentionally scaling with Intelligence. This skill uses Avg Lvl Damage to be equally good for any Aero build type.
- Fixed Resonating Glove potentially getting more than 3m explosion range.
- Fixed duplicate skills showing in character creation due to different mods overlapping.
- Fixed a vanilla skill damage description link issue for skills that use Avg lvl damage not displaying values correctly.
- Fixed a vanilla skill damage description link issue for Primary Spark Weapon damage from displaying values incorrectly.
- Fixed a script check typo causing Arc Trap do deal half the damage intended.
- Fixed Talent Injecot Extreme from not removing perma buffs when recruiting NPCs.
- Fixed a visual bug where Cremation's AoE would continue past the effect's duration and fixed slight flickering.
- Added slightly longer delay for Medusa Head's Petrify check. It could sometimes beat Walk It Off.
- Fixed Smoke from not being created when targeting a character or object. This may or may not fix the AI from cheating.
- Fixed Smoke grenades applying a 3m surface instead of 4m as the description states.
- Fixed Conflux Bosses unintentionally gaining buffs from Talent Injector (Extreme).
- Abyssal Gaze will no longer function if the user is CC'd and will no longer turn characters if they are CC'd.


HotFix: 1.09.85

- Fixed a multiplayer based targeting issue with a Unique item effect since technically other players are not followers.

HotFix: 1.09.84

- Fixed a savegame database issue for a few players who happen to play within the 2-3 day period a prototype script for Twin Lords was in the compile.
- Fixed new Rupture Tendon's implementation to work properly with the Torturer Talent.
- Removed scripted blood which is impossible to clear for the Twin Lords encounter. Unfortunately this will not work for saves already in Act2.

Patch: 1.09.8

-New-

- The Twin Lords encounter is finally here. It was certainly a task and fun to push what can be done with encounter mechanics. I do hope it was worth it. This encounter is in Act2 and will activate mid-session if needed, much like the later encounters have been scripted.
- Three new Conflux Unique items have been added to the game.
- Talent Injector (Extreme) is here. The normal version scales from an average of 1.5 talents to 4.5 talent by Act 4. This version will start at 4 Talents in Act 1 and end at 5 by Act4. It also has additional boost features like +2-4m Base Range, +2-3m Base Movement, +2 Starting AP, Lifesteal, +Attributes and permanent status buffs. This feature has not really been tested fully for balance but like the normal version, it can be turned off. Icons indicating enemy boost types may be added later.

-Changes-
- Grenadier Talent. Now deals +50% Bonus damage + 2% per character level. In addition Crafter's kit grenades have been integrated into the talent for both damage output and Quick Assembly. Crafting bonus results for new grenades have not been added since this was an older sustain method. Some new grenades may be changed at a later date well as the talent's effect on NPCs.
- All Crafting kit Smoke grenades have been integrated into the Conflux smoke creation scripts.
- Crafting Traps from the Crafters kit has been disabled since there are already multiple trap types. They should not appear on vendors but if they do, know they do nothing.
- Cluster Grenades and Cursed Cluster Grenades damage reduced to 45/55% from 55/65% damage per blast.
- Reverted Lucky Charm's 5+ Rank potency. This was originally diluted because it was simply too good but it also reduced the fun of clicky objects.
- Sawtooth Knife has been given a Sneaking condition. While Sneaking deals +50% Bonus damage and both Bleeding then Gouge bypass Armor defenses.
- Rupture Tendon's damage tick rate has been increased to one per 1.5m from 2m. While Sneaking the damage tick rate is further increased to one per 0.75m.
- Cryo / Mass Cryotherapy icons have been changed to better match their Hunter + Hydro nature. More older Visuals improved.

-Fixes-

- Fixed enemy version of Blade Dervish not requiring a weapon. This never came up until the new encounter.
- Changed Walk it Off and Escapist befits to force through Immunity effects in case other mods introduce such effects.
- Fixed Assassinate's vanilla description to display it's damage range instead of saying it's damage as text.
- Adding missing language xml to Portuguese for bilingual players. This folder doesn't exist in the editor for some reason.
- Fixed a talent Injector bug where talent icons would show even though the feature was turned off and enemies no longer had the talents.


Hotfix 1.09.74

- Fixed a missing rig for Cromdor causing him to still not show.
- Fixed an animation set for Acheron's custom bow so it will animate when firing.

Sorry for the small update so soon. Act2 Twin Lords encounter should be up next with three new custom Uniques.
Hopefully an enhanced version of the Talent Injector will make the update as well.

HotFix 1.09.73

- Fixed a rather nasty file source compile issue with the new custom NPC & Item models which could cause some players to not see them. This required an entire re-import of all assets. The mod might have... slightly increased in size.
- An Act 1 Conflux encounter has been given a new custom model thanks to Majora.

Patch 1.09.71

-New-

Icebreaker rework - Sets off a chain reaction causing ice surfaces to explode and melt dealing water damage to all characters near ice while removing Frozen status. If Frozen is removed from an enemy deal Avg Level 90% Piercing damage to them. Piercing damage gains 100% bonus from your Strength, Finesse or Intelligence, whichever is highest. Radius reduced to 8m from 10m.

-Changes-

- Brand of the Arch Magi now always fires 3 elemental bolts instead of 2-4.
- New Forced Exchange reduced to 5 turns from 6 turns.
- Windblade Dance's revert Teleport window increased by 150ms to compensate any potential client lag.
- Skull Cracker Accuracy debuff reduced to -20% from -30%.
- Reduced Elemental Swarm summon number to 3 from 4.
- Poison Elementals now automatically start with Venom Coating to better fill their roll as melee.
- Water Elementals will now only heal non-Elemental targets.
- Favorable Winds movement speed increased to 2.0m from 1.5m.
- Glass Cannon now reduces Max Vitality by -15% from -20%.
- Lone Wolf now increases Max Vitality by 15% from 20%. Armor now increases by 20% from 25%.
- Mass Sabotage radius reduced to 8m from 10m. It's a little too easy to delete a screen-wide area of consumables.


-Fixes-

- Improved AI reaction script for ranged attacks. They will now focus on direct attackers better.
- Fixed a calculation with Flowing Recollection allowing Lone Wolf to gain 5% bonus on skills due to engine coded double skill bonus.
- Fixed a rare engine surface-based condition which could sometimes cause CC to last 2 turns instead of strictly 1 turn.
- Fixed a potential terrain block due to some hidden objects for the upcoming new encounter.

Hotfix: 1.09.70

-Changes-

- An Act 3 Conflux encounter which has an RNG element to the fight is now more deterministic.
- An Act 1 Conflux encounter has been reworked Sarfora v2.0.
- An Act 1 Conflux encounter has been given a new custom model thanks to Majora.
- Two Act 3 Conflux encounters have been given new custom models thanks to Majora.
- Two Act 3 Unique items have been given custom models thanks to Majora.
- Knight Regent Acheron now has a fail safe spawn in case Cork decides to go on a marathon instead of talking.
- Empress of Anguish has had part of a mechanic removed which helped players a little too much.
- Added a Region based refresh for the Talent Injector to insure it's working after changing Acts.
- Bows are now 5% less base damage compared to Crossbows instead of 10%. Bows now increase movement by 1.
- Enrage no longer cures Blindness. It cures Taunted and Clear-Minded as before and now grants immunity to Fear, Charm and Sleep.
- Enemy AI will now use Berserk Assault properly by making use of it's secondary hit.
- Runic Shielding Rune visual will now turn off out of combat.
- Projectiles created from Spark skills can no longer benifit from High Ground damage bonus.
- Base High Ground Advantage / Disadvantage reduced to +/- 15% from 20% as incentive to invest in Huntsman.
- Medua Head's Aura can only apply once per target's turn. ie no walking back and forth to break through CC defense.
- New Forced Exchange now has Odinblade buffs added to it's list of statuses to steal.
- Divine Vigor Talent has been giving an internal cooldown to insure it's Boon only procs once per cast.
- Wake of Phantoms' Desecrated Blood no longer deals Magic Damage and increased Piercing to 125% from 75%.
- Vitalize now heals for an additional 10% of the character's Maximum Vitality.
- Healing Ritual's heal value reduced to Qualifier 90% from 100%.
- Continued progress on imporoving older visuals.

-Fixes-

- Fixed a conflict with Berserk Assault and Enrage skills involving Mute.
- Fixed a bug with Guard lasting one additional hit after expiring than it should.
- Fixed a bug with Guerrilla Talent refunding AP if the character was instantly detected.
- Fixed an order or operations flaw in Medusa head's Petrify check against Escapist and Walk It Off.
- Fixed a long time evasive bug with AI-Grid issues for an Act 3 Conflux Encounter.
- Removed a sneaky Flaming Skin scroll. Skin scrolls were previously removed from Conflux.
- Fixed a Forced Exchange teft swap with Aura Spark skills.
- Fixed First Aid not stating it cures Disarm.
- Fixed Vanilla Atrophy status description to name some skills which can cure it.
- Fixed Vanilla Healing Ritual from not mentioning what statuses it cures.
- Fixed Cromdor from targeting his previous position when performing his mechanic if teleported.
- Possession bypassing Madness from two scripted events is no longer item specific in case another mod adds immunity.
- Act 2 Possessed Dwarf's script has been overridden with custom Death Resist to follow the script better.

HotFix: 1.09.65

- Changes-

- Berserk is no longer considered a debuff for purposes of Walk it Off but can now only be cast on self or allies.
- Lord of Endless Night will no longer interact with Resonating Globe due to a 4 layer deep Retribution, shared damage, surface owner, ect bug that was just better to shut down.
- Decaying Touch scrolls now cost 2 AP to use from 1AP. No idea why Vanilla was set to this.
- Forced Exchange can no longer steal buffs cast by players. Cooldown increased to 5 turns from 4.
- Lasting Cruelty from Terrifying Cruelty will now deal Piercing each action instead of just attack or skill. This means using potions, using items, equipping, ect.
- Lasting Cruelty damage per instance increased to 40% bonus from 35% bonus. ~1.5x the damage of Bleeding.
- Master of Sparks has been re-designed as a true aura effect like the other Elemental spark auras added by Conflux.
- A few key NPCs have had their Fire Resistance lowered 5-10%. They were a little off but this was compounded by the Talent injector.

-Fixes -

- Fixed a bug with Mask of the Shapeshifter caused by recently allowing Hirelings to gain Undead Lizard/Elf perks.
- Fixed an AP bug with Combat Reflexes going from main and off-hand.
- Fixed Flay Skin Scrolls from using the older/NPC version of the skill.
- Improved Force Exchange description and added a few buffs that NPCs don't generally use.
- Fixed Aura Sparks counter for non-status owners to be more accurate and a bit more strict.


HotFix: 1.09.64

- Accidentally left a test script for WindRazor in the compile which could cause problems so a quick update was needed.

-Changes-

- Shields Up is no longer affected by Silence.
- Forced Exchange has been reworked. The skill now costs 2AP at 4CD. - "Steal a beneficial status or buff at random from the target enemy. Gain the stolen effect at a new 6 turn duration. This effect will bypass Armor defenses."
- Started swapping out some old Icons for custom ones.

-Fixes-

- Fixed a bug caused when a player with 0 Summoning detonated a trap with a summon.
- Troll's Blood is now a scripted heal to better protect it's impossible to prevent nature.
- Fixed an Armor Potion UI display inaccuracy. Keep in mind it still does not include Lone Wolf bonus.

Hotfix: 1.09.63

- Fixed a Character presets bug which magically caused players to gain enemy versions of the selected skills. A script has been introduced to remove and refund these skills to their proper player versions. There is a small quirk where a skill can poof from a preset but selecting the preset again fixes this annoyance.
- Changed Stat pull checks on Glancing Blows calculations which would cause it's internal randomization to function incorrectly
- Fixed Glancing Blows to linger it's normal value after it's improved value expires if the character attacked during this period.


Hotfix: 1.09.62

-New-

- Encounter Sursia v2.0 - This Conflux boss has been re-scripted with voice acting, better visuals, better mechanic timing and reduced script load. This is one of those ideas that looked better on paper and was generally ruined by the game's AI trying to deal with terrain. It has been notably improved while being reliable and more aggressive.
- A new Modular Add-on for all Odin Class Overhauls has been added to Steam and the Nexus. This will dynamically change UI and stat entries regardless of which mods are active.

-Changes-

- Oily Carapace now also grants Immunity to Stun for 2 turns.
- Farsight no longer has an SP cost and is reduced to 1 memory slot in order to compete with other buffs like Piece of Mind.
- Runic Arsenal Talent's Rune of Shielding no longer grants Armor. This was unintentionally left over after allowing the rune to function for both Physical and Elemental Damage.
- Inert Phoenix Idol description changed to let players know it cannot be crafted in combat.
- Added a refund / removal script for Harmonic Surge as it was reworked and the current books teaches a different version.
- Weapon Special Skill cooldown sharing has been reverted due to a better form of fixing a Vanilla Sucker Punch bug. Each skill CD is now manually tracked per character.
- Sucker Punch now costs 2AP.
- Enemy version of Flay Skin which is still single target has been reduced to -30% Resist All from -50%.
- Leech Talent will now restore Physical armor for Blood and Magical Armor for Water. This change was a better solution to shutting the talent down when the character is Decaying and healing Vitality making it overal more reliable.
- Improved some skill visuals as part of a 2nd round update to older skills.

-Fixes-

- Fixed Sparks Stun / Frozen / Proliferate code layer bug caused by preventing spark skills from producing CC.
- Fixed Voidwoken during Meister's dream from being unintentionally immune still.
- Fixed Aerial Engagement's Landing strike from triggering Phoenix Feather Quiver.
- Fixed 3 missed Clay Guardians that were not flagged off for the Talent Injector.
- Fixed Scripted Madness from Act2 & Act4 Demonic possession from looping due to Ivory Torq of Serenity. The AI normally avoids this but the vanilla scripts of these encounters does not check for Immunity flags. Immunity is removed in this case until the character starts a turn without Madness.
- Added additional CC prevention to Volatile Spirits to ensure they always explode.
- Fixed Ifan's Wolf skill Pack Aggression to check armor values after damage is resolved to confirm statuses.
- Fixed Brigand Maneuvers from not properly checking if an attack is a Hit before applying statuses.

HotFix: V1.9.61

-New-

- Ranger Skill "Aerial Engagement" - Soar sylph imbued wind through the air to target location. Fire arrows down on all enemies within your path dealing 35% Weapon Damage. Land with a crushing wind shear dealing 85% Weapon Damage to all enemies within 2m.

-Changes-

- Funneling Aegis healing values reduced to Qualifier 75 from Qualifier 100. 150% from double. This skill's potency was caught between worlds being too strong at 200% for 4-man while 100% being too weak for Lone Wolf. Hopefully 150% is a nice median.
- Lizard Racial Breath attacks increased to Avg lvl 85% including Drocolich Breath.

-Fixes-

- Fixed Enemy Brigand Maneuvers accuracy when counting against armor values.
- Fixed Brigand Maneuvers' Dodge from functioning with self damage. Most notably Poison Potions for Undead and including AoE skills.
- Fixed reworked Harmonizing Surge to be more accurate in surface changes. Increased Hydro Skill Req to 4.
- Trimed Y axis of Nether Dominance further to prevent it from occasionally failing due to a large difference in Y axis.
- Fixed Flowing Recollection Client / Server de-sync for Vitality when loading a save game.
- Fixed Lizard Breath attacks from unintentionally scaling with Intelligence.

Patch: 1.09.6

-New-

- Perseverance now has a rank 5+ break point bonus for players only. At 5 ranks or higher Perseverance will prevent one CC for each Armor type once per combat and instead restore that armor type. This effect takes place before the Escapist Talent's CC prevention allowing a character with both to potentially avoid up to 4 CC attempts.

-Changes-

- Leadership now grants 2% Resist All and 1% Physical Resistance per rank instead of 3% Resist all and 2% Dodge. Due to the increased radius and break point 5+ rank bonus this Combat skill is a little too strong on Elemental resistances while granting 1% Physical Resistance is more reliable for all character types and avoiding potential dodge stacking issues.
- New Leadership breakpoint bonus of 5+ ranks now scales up to 25 ranks. In addition the effect will now kick in when combat starts instead of the character's turn. The skill's description has been improved to better relate to players on how and when it functions.
- Failed CC attempts due to the Walk it Off Talent will now trigger Perseverance.
- Leech Talent Armor gain increased to 15 Qualifier from 10.
- Some Unique items resistances reduced to 15% from 20%.
- Sabotage / Mass Sabotage per instance damage reduced to Avg lvl 45% from Avg lvl 50%.
- Fated Whisper cone range increased to 5m from 4m.
- Healing from Challenge is now considered Vampiric.
- Resonating Globe can no longer cause stun on attackers or the owner due to blood/water surface transforms.
- Lohse's Maddening Song Magic damage increased to Avg lvl 150% from 135%.
- Sebille's Break the Shackles now has a 1 turn lingering "Unchained" status granting immunity to the effects stated in addition to Frozen, Petrified, Stunned and Knock Down.
- Lord of Endless Night's Wits growth reduced to 5 from 6. Shadow Meld Skill damage reduced to 100% from 110%.
- Cremation, Creeping Death and Corpse Explosion damage multipliers each reduced by 10%.
- Harmonizing Shower no longer lasts 2 turns due to reworking it's functionality. It will now entirely purge all surfaces in an 8m radius replacing it with Rained water.
- Medusa Head has escaped proper CC management due to being an Aura (auras spam their effect until they win). This skill has been re-scripted to follow proper CC layer of Conflux Talents like Walk it Off and Escapist. In addition the Earth Resistance it provides has been reduced to 25% from 50%.
- Sucker Punch now costs 2 AP and damage reduced to 55% as this is technically an unarmed magic attack. Cooldown sync fix is off due to the way the engine handles this skill.
- Wind-Up Toy will now initiate combat for the owner when it strikes a target. This does not break stealth for the owner.
- Wind-Up Toy Detonation damage increased to 135% from 125%.

-Fixes-

- Fixed a Vanilla bug which allowed weapon based skill Cooldowns to reset by switching. All Weapon based skills now share the same cooldown.
- Added Redundancy check for Hirlings not gaining new Conflux racial perks.
- Fixed a bug specific to Conflux bosses which prevented their Perseveration skill from working.
- Fixed order of operations layer which allowed Funneling Aegis to still Crit with it's damage portion.
- Set Poly Flaming Skin Scrolls and similar to minimum lvl 30. They're not in the drop table however. This is a secondary check to prevent them from showing up.
- Fixed Targeting Parameters for Nether Dominance so it can no longer target corpses. Increased Valid Position check to 3m from 2m aiding problems with grabbing enemies on stairs or steep slopes.
- Leech Talent loop halt subscript to trigger on 10 procs within 1s from 4 within 500ms. Some cases when charging long distance the halt could trigger mid charge.
- Leech Talent will no longer harm the user when healing from Blood/Water surfaces while Decaying.
- Fixed visual light flicker with the Cremation skill.
- Fixed a script layer bug which caused Smoke Grenades and Arrows to create smoke at the target position and on the user.


Hotfix: 1.09.50

- Fixed new Self-Leadership feature so it doesn't stack with engine coded leadership. Thanks Ronin.

Hotfix: 1.09.48

- Due to instant community feedback. Reverted Unstable Talent removal of erratic alteration transform to normal surfaces. Currently it will now only produce Blessed surface at random.

Update: 1.09.47

-New-

- Getting Leadership to rank 5 or above now grants it's bonuses to the owner in addition to allies.

-Changes-

- Ice King Talent's in-combat Ice trail will now also transform blood into frozen blood.
- Unstable Talent's Erratic Alteration function has been removed. In most cases this was just flavor and had no tactical purpose.
- Flowing Recollection Talent now grants an extra memory slot every 4 levels instead of 3 levels.
- Unstable Talent Aoe Damage thresholds increased to 45%/65%/80% from 40%/60%/80%. Radius is still 3/3/4m.
- Blade Dervish will now target only Enemies instead of just non-Allies.
- Provoke now requires a Melee Weapon to use and also grants 25% Glancing Blows for 2 turns when used.
- Elusive Retaliation will now only work against enemies of the character. The Projectile has a slight arch to improve line of sight.
- Dust Blast explosion radius reduced to 1m from 2m.
- Throw Dust explosion radius reduced to 1m from 2m.
- The Deep's AI Pathing has been changed to generally only care about cursed surfaces.
- Cromdor now has the Escapist Talent.
- Bone Collector has 1 additional skeleton. Players can end up dealing with him +1. The encounter has been tweaked closer to it's 2nd revision.
- Ice Lance is now an Enemy only targeting skill.
- Sabotage now has a 2 turn cooldown from 1 turn.
- Global Backstab scaling will now go up to level 30.
- Challenge Heal value reduced to 125% Qualifier from 200%.
- Night Predator's Umbra Predator explosion radius increased to 3m from 2m.

-Fixes-

- Fixed UI display error for Soul Ward.
- Added description to Flowing Recollection specifying it's boosts to not affect damage or restore values.
- Flowing Recollection memory will no longer re-apply when a game is loaded resulting in un-memorizing skills.
- Pyroclastic Eruption creates oil in a 1m radius. This is mostly to avoid confusion for it's damage radius.
- Fixed Runic Arsenal Vigor rune combinations from not applying to appropriate vitality bonus.
- Runic Arsenal's Rune limit per Chest slot has been isolated to the primary offender Devourer's Chest so it should no longer get in the way of typical use.
- Leech Talent fixed a missing status check for Frozen from Frozen Cursed Ice / Blood.
- Escapist will now properly work against Sleep status.

Hotfix: 1.09.45

- Fixed Enemy Turn timer fix-attempt from not clearing it's character database when an enemy ends it's turn resulting in CC and other effects to get pinged and thus removed. Sorry about that. Currently looking for an option that works deeper in the engine as I'm not really behind this method anyways.

Hotfix: 1.09.44

-Changes-

- Global Conflux Status Changes-
- Virulent was not always using the status owner's Geo skill to produce it's sub Aura damage resulting in less AoE effect than intended. This has been fixed and should cause Virulent to be a far more dangerous status.
- Necro Fire will now respond to Proliferate and Prolif + Congeal combos. This is around 30 new events added to the global script. The obvious perk of this change is Proliferate can be applied more easily but the bigger change in game play is how Congeal will now more easily overpower Necrofire when conditions are met. Congeal has been a difficult Conflux status to create due to Necrofire in the past so for now this change is not being added to Accelerant + Virulent combos.
- Accelerant will now more likely trigger the AI's pathing control as typical Damage_On_Move statuses but deals more damage.
- Imbue Elements Skill, originally intended as a teaching tool and Hybrid shortcut to Conflux statuses has been a bit abused over time. This is esp the case for Proliferate. As a result Conflux statuses produced in this manner are half potency. Normal Conflux statuses will also override these lesser versions but cannot be produced by a character who currently has the Imbue Elements buff.


- Bleed Fire produced by the Immolation Skill, Fire resistance debuff reduced to -15% from -20%.
- Added a turn delay 30 Second timer to NPCs in attempts to prevent a rare case of AI Projectile Vs Pathing loop issues. Simply wait 30 seconds and let me know if this works. I don't exactly have highest hopes for it given the nature of the loop.
- AI Smoke Cover counter script now has a minimum range of 4m to react against projectiles. The maximum remains 20m.

-Fixes-

- Fixed a sneaky line of code in Killing Field’s script allowing it to still strike twice. This was intended to be changed to one strike a while back and can be attributed to some issues with damage layering of other skills like Sparks.
- Killing Field strikes are now tagged to properly trigger Guard / Single-Handed Glancing Blows. These effects use the same hit layers so it literally had to be called alphabetically. Will be keeping an eye out for any pseudo melee skills that should proc this new feature.
- Whirling Steel damage reverted back to 65% Weapon damage per strike from 60%.
- Elemental Swarm AI pathing has been reduced to non-Poison Clouds, Lava and Deathfog. Technically Elementals are floating but thanks to Giftbag 5 this character flag is not carried over and will take more time.
- Blacklisted Adrenaline from enemy Nullify skill and tweaked a few other entries for AI priority.


Hotfit: 1.09.43

Forgot a requested fix:
- Added turn resriction to Taunt forcing to be removed at the end of the character's turn due to turn rotation orders causing it to last longer than 1 Turn.

Hotfix: 1.09.42

- Fixed Hittype and HitwithWeapon check for Adaptive Skin.
- Reverted NPC Adaptive Skin override script for now. Some scripted skill interactions might have unintended outcomes. ie Getting Frozen mid Whirling Steel. It's a potential mess that turns out will require more thought/time.

Update: 1.09.41

-Changes-

- Ice King Talent - Icy Retribution active skill will now create Frozen Blood instead of Frozen Water if the character is standing in Blood when cast. This includes Electrified, Cursed and Blessed versions though the surface created will remain a standard surface type.
- Icy Retribution Ice Nova explosion radius increased to 3m from 2m.
- Fire King Talent - Fiery Wrath now creates a fire surface and ignites within 4m when used. Damage bonus from this skill has been increased to 75% per turn from 50%, up to a maximum of 300% bonus damage when used and now applies Burning for 2 turns from 1 turn. The Fiery Wrath status remains unchanged.
- Leech Talent - Vitality and Armor restore values have been doubled from 20% from 10% and 10% from 5% qualifier values. This was originally %based restore but proved to be too strong for NPCs after the Talent Injector was introduced.
- Runic Arsenal Talent - Shielding Rune will now protect from Elemental/Magic damage in addition to Physical sources. It will not protect from Piercing.
- Runic Arsenal Talent - Vigor Rune vitality multiplier increased to 10/15/20% from 5/10/15%.
- Conflux statuses Congeal and Accelerant will no longer remove each other but are obviously still counter productive.
- Guard (Glancing Blows) will no longer "snap shot" it's value and instead update the value live. In addition, damage redirection skills like Intercept and Guardian Angel will automatically engage or refresh Glancing Blows without having to strike in melee. After one of these protection skills end; guard is reapplied at its current value for 2 turns, as if triggered normally. This means a protecting tank can maintain Glancing Blows without having to strike in melee for 4 turns total. Glancing Blows will automatically be removed if the character's shield is un-equipped.
- Other Mod effects which cause an enemy to start with a certain Polymorph Elemental Skin are instead replaced with their Adaptive Skin variant. Currently Unique items that grant these skills remain untouched to help them stand out more as a Unique item.
- Wake of Phantoms Physical damage increased to 125% from 100%. Conditional "Desecrated Blood" damage increased Avg lvl Piercing to 75% from 50%. Improve visuals.
- Mirage Arrow's Shadow Clone's base Vitality multiplier reduced to 20% from 25%.
- Summon Maelstrom Tornado damage has been increased to 150% from 125%. Damage statuses increased to 2 turns from 1 and it's ambient turn damage radius increased to 5m from 4m. Remove the damage description from the skill for now as it only served to confuse the real damage output of this skill.
- Wind-up Toy scaling has been reduced considerably. The damage of this skill was doing Multiplier damage instead of Avg level damage. Mixed with a high crit scaling stat was resulting in the ability doing far more damage than intended. The toy can no longer Crit in order to help keep it's scaling more linear. It's cooldown has been increased to 3 turns from 2.
- Summon Incarnate now costs 3ap from 2ap but now automatically grants the Incarnate Power and Ranged infusions. The intention of this change is to save a little memory for Summoners based on the Incarnate compared to other Conflux options. This also makes it more detrimental to allow the Incarnate to die during combat.
- Razor & Wind's unique skill Windblade Dance will now only target enemies.
- The One Shield An Mafin has been given the reworked version of Flay Skin.
- Killing Field damage per strike reduced to 70% Weapon damage from 80%.
- Projectile portion of Melee spark skills reduced to 25% multiplier from 30%.
- Cremation and Creeping Death initial damage multiplier reduced to 180% from 200%
- Corpse Explosion and Mass Explosion damage multiplier reduced to 220% from 250%
- Living on the Edge will now display it's Soul Ward value as "Protection" instead of "Turns" on both the status and examine UI to help avoid confusion with it's mechanics.

-Fixes-

- Ifan's custom Soul Wolf progression Script is now more precise.
- Improved Leech Talent response for non-damage surfaces like Water and Blood.
- Fixed a damage clear layer bug for Wake of Phantoms which prevented it from benefiting from it's +5% distance bonus damage.
- Improved various skill UI descriptions.
- Replaced Breathing Bubble from the crafting list with Resonating Globe and Mass Resonating Globe.

Hotfix: 1.09.40

-Changes-

- Phoenix Feather Quiver now has compatibility with "Rifle" weapon types used by Musketeer and Weapon Expansion mods.
- Removed Bone Collector Venom Aura Throne from the encounter. Despite fixing status crash issues, Aura / Dome effects could still cause a crash. Since this removal Bone Collector itself has a 30% chance to proc Poison. This is intended to compensate in flooding the area with Virulent status.
- Bone Bladed Cleaver now grants +Single Handed and +Perseverance instead of +10% Accuracy.
- Both Intercept and Guardian Angel skills now grant 5 Guard. A 25% Chance to recieve Glancing Blows for 25% reduced damage this bonus does not stack. For players this effect stacks with Single-Handed skill and lasts 2 turns regardless if either skill is removed. Currently Guard remains a player only function.
- Defensive Glancing Blows are now a soft blue/green color while Offensive are a bright red color. Savage Criticals remain Gold.

-Fixes-

- Fixed custom Perseverance script from not procing correctly on NPCs. This broke about two patches ago.
- Fixed a mechanic for Empress of Anguish from being incorrectly affected by a certain Talent.
- Fixed Ice and Air sparks from being able to hard CC (For real this time). Wet status was omitted from the script. In this case Wet status will be replaced by Shocked or Chilled for whichever Spark status is applied. Wet can then still be applied after for CC.
- Fixed visual dummy model from appearing during an Escapist Talent proc.
- Fixed Adaptive Skin in-combat use by allowing the invisible dialog to join combat. The dialog is also no longer timed.

HotFix: 1.09.38

-Fixes-

- Sawtooth Knife will now properly check for the attack to hit before applying Gouge.
- Fixed Pact of Shadows from not granting +1AP on a character's first turn. Improve UI appearance.
- Improved description of Soul Ward status which is produced by the Resist Death skill.
- Added Charmed status to a few AI reaction scripts. Skill parameters and script consider "IsEnemy" differently which could cause rare silly behavior.
- Added a more aggressive measure to prevent Air Spark skills from being able to Stun. Air damage is engine coded to produce Shock on occasion.
- Fixed an order of operations bug with Imbue Elements caused by Water Sparks no longer being able to Freeze.
- Fixed an exploit with Funneling Aegis being able to target the same character with both hits.
- Funneling Aegis is no longer able to Critical Hit.


HotFix: 1.09.37

- Fixed Giftbag 5 bug causing Madness status to bypass character flag entry immunity. Generally given by items.
- Fixed Runic Arsenal with the Talent Injector for rare cases (pretty much Lohse trying to kill Sahela) from retaining altered statuses and flags when she rejoins the party.
- Added a "Fire Once" script to correct any conditions applied to a current save game caused by this bug.

HotFix: 1.09.36

- While fixing a status loop caused by Virulent status and Mobile Bulwark skill the entire skill was re-scripted instead. Currently the skill is considerably faster and more accurate in redirection damage from allies but due to hit order of operations status redirection is not as easy thus the status redirection has been removed however the skill will still Deflect status when an ally is directly targeted.
- Enemies are now more interested in using Berserk Assault.
- New Leech was flagged as Vampiric healing though not Vitality as well resulting in unintended damage from the talent with Decaying.

Patch: 1.09.34

-Changes-

- Talent Injector Difficulty option has had missing entries from Act 1 added into it's data. Many entries in Fort Joy are strictly for that Act and do not follow the Parent tree system the rest of the game uses. Also added a few generic entries that will catch a few minor NPCs later in game which don't follow the normal Parent tree system of character types. Turn this option off and back on to re-initialize, especially if you're currently in Act 1.
- Reworked Berserk Assault, the Two-Handed only source skill. The skill will now charge to a targeted location hitting all enemies as before dealing 75% Weapons damage causing Bleeding for 1 turn. At the end of its charge the character will Slam the ground dealing 100% Weapon damage in a default radius of 1m crippling enemies. The Radius of the Slam attack is increased by 1m per target that was struck while charging to a maximum of 4m.
- Wet Status reduces Air Resistance by -10% from -15%.
- Cloak and Dagger will now remove it's AP cost when used while sneaking instead of refunding the cost.
- Guarding aka Single-Handed description and presentation has been greatly improved. This is the first of a few new Combat/Weapon skill reworks.
- Guerilla Talent now gives +4 Sneaking Skill.
- Improved in-game Sneaking Skill description to better explain it's Conflux AI based interactions.
- Leech Talent has been given a global halt sub-script. In some uncommon cases when standing near a character or object which consistently creates surface Leech could spam it's effects. Now if the Talent procs 4 times within 500ms it will be temporarily disabled for 5 seconds.
- A new joke play mode option has been added to the Conflux Orb under Slight Cheats called "Chaos Wisp Mode'' This gives every character and player in the game permanent Erratic Wisp. Why? Because I could.

-Fixes-

- Fixed Adaptive Skin statuses from not being removed when the skill is unmemorized.
- Increased flag delay on Runic Arsenal to 250ms from 100ms to mitigate flaging order issues for chest rune slots.
- Fixed AI reaction script against Invis Potion use to respond more agressivly.
- Fixed AI reaction script to not ignore being Frozen or Sleeping before responding which could in return remove those statuses.
- Fixed a vanilla script from causing Polymorphed Lizards to gain back their original breath attack when switched to a different type.
- Elemental Ranger Talent will check the weapon type directly via Lua script for better compatibility with mods like Interesting Uniques which do not properly use Weapon type tags.
- Elemental Ranger status application will now properly check if the attack hit or missed before applying.
- Phoenix Feather Quiver will check the weapon type directly via Lua script.
- Phoenix Feather Quiver will no longer trigger for Traps or Sabotage skills.
- Restoring Magic Armor against an NPC's Rampant Growth will now also properly remove it's entangle effect at the same time.
- A script to remove vanilla Flay Skin and replace it with the new version has been added.
- Fixed Ifan's Soul Wolf-line skills shown as "Summoning" school instead of his traditional "Special".
- Walk it Off will no longer reduce the duration of Guarding status.
- Fixed Enemy version of Lunar Pyre to properly deal damage in the correct order.
- Fixed Enemy version of Cinder Blitz not properly teleporting them back to their original location.
- Fixed recruited NPCs from retaining their Talent status Icons though they do not have the talent anymore.
- Fixed a rare but long standing but where weapons could roll a generic damage bonus if they also rolled cleave.

Patch 1.09.31

-New-

- Polymorph's Skin Skills have been combined into one skill "Adaptive Skin''. Choose from any Skin type you wish and the effect is permanent until chosen again for 1SP. Resistance provided has been reduced to 30% with -10% penalty in it's opposing element. Each skin now also causes its respective status effect when the owner is struck by a melee attack. Burning, Slow, Chill, ect.
- Polymorph's Flay Skin skill has been reworked as a 4m radius Shout from a single target. The skill's Magic damage still scales with strength but now has an additional mechanic for it's resistance debuff also scaling with the caster's Strength between -10% to -30% at -1% per 2 Strength. This reduction only affects "Magic Spells". The concept of this change is to improve Hybrid group value by allowing STR based character to greatly aid casters allies. It also has synergy with Thurg Warlord's Magic Spell Bonus improving the "battle mage" play style.
- Single-Handed has been reworked to "Guarding". Each rank grants 5% damage and 5% accuracy as before. In addition when you perform melee attacks while using a shield you gain a status for 2 turns which grants the ability to receive Glancing Blows. Each rank is 5% Chance at 5% reduction with a cap of 100% Chance at 50% reduction. For now this is just to help with gear stats mostly but in the future will play a part in combat skill masteries.
- A stronger Leash penalty has been added. Breaking combat entirely with an NPC will now cause them to fully regenerate Armor and Vitality in 1 second regardless if they have any current status effects. Fear is one exception. Players still have the base 7 second delay. This was left in case players want to test damage, abilities or just fool around.
- NPCs struck by damage out of combat will now reduce attitude towards the players considerably. Don't expect more than a single warning.
- You can now make Sir Lora, The Pest immortal via the "Slight Cheats" option in the Conflux config orb.


-Changes-

- Toned down the Mordus fight and removed Living on the Edge from combat start as it was conflicting with vanilla dialog scripting.
- Reverted Leech to a 2m absorb radius from 1.5m.
- Resistance to All potions will no longer stack with other resistance potions. When used they will override current resistance potions.
- Removed 1 Scoundrel req from The Pawn talent. This is mostly for NPCs with the Talent Injector to avoid potential conflicts.
- Killing Field damage reduced to 80% weapon damage from 90%.
- Whirling Steel damage reduced to 60% weapon damage from 65%.
- Mark of the Stalker reduces Elemental resistances by 10% from 15%.
- Chilled status Water Resistance debuff reduced to -15% from -20%.
- Mobile Bulwark now grants Qualifier 30 Physical and Magic Armor. Equivalent to 75% Fortity and 75% Armor of Frost.
- Cryogenic Stasis now applies Rested for 2 turns from 1.
- Reduced The Deep's starting AP. He should be a little more fair when going first.
- Reduced The Deep's Nightmare Tide damage slightly.
- Added more crates to The Deep's fighting area.
- Reduced Ommadon's Pylon HP to reduce the monotony of his mechanics a bit.
- Bryagh's Warning status has been slightly increased in visuals.
- Thurg Warlord will no longer grant it's STR/FIN bonus to the Projectile portion of Spark skills.
- 2nd Phase of the End Game fight has been given a little twist to make it harder to finish quickly.
- Most Conflux Bosses have had their character portraits remade and custom designed.
- Heavy Enemies Add-on now scales Armor valuea a bit more steep ending around 10% more of each type by lvl 18.

-Fixes-

- Fixed Soul Ward from absorbing healing by damage taken converted due to having resistance over 100%.
- Fixed Cromdor being generated at the wrong character level. He is now properly level 8 instead of level 6.
- Fixed Conflux Talent injector from displaying Talent icon's on companions you've not yet recruited.
- Fixed normal Spark skills from being applied when a Greater version is already in place.
- Enemies with the Troll's Blood Skill (rare) will now be more inclined to use it at the proper time.
- Fixed a status apply / prevent loop for Bone Collector's throne that could cause the game to crash. Seriously if it crashes for anyone tell me.
- Fixed some Tipoes.

HotFix: 10.9.30

-Changes-

- Leech Talent now uses Qualifer restore instead of % based healing. This will level out potency of regen when NPCs have the skill. Currently the healing values are low since the main perk of this Talent is being unaffected by surfaces but may be increased after more testing.
- Reverted Smoke Clouds to their original visibility only obstruction. Allowing them to prevent "Shoot Through" had unintended results with shout based skills not landing. Note with this version the AI tends to cheat with targeting and it's less reliable. Sadly it's one or the other.
- Leech Talent has been re-scripted to ping surfaces a bit quicker.

- Fixed Soul Ward from not procing when a character takes multiple sources of damage instantly.
- Black listed some Bosses and unique encounters from rolling Talents with Talent Injector. It's recommended to turn this off and on to reset it.
- Bless now details more status effects that it can remove.
- Added a secondary check to Perseverance armor restore skill for enemies.
- Fixed Sabotage skill from not penetrating armor for certain statuses.
- Fixed Mass Sabotage damage listener from capturing more than the intended number of damage types.
- Fixed Two King United not allowing Perma Frost's Piercing Chill to occur on a fresh status target.
- Fixed Thing from Beyond AoE toggle issue causing it to not deal damage. Increased visual height to improve visibility.
- Forced Rupture Tendons to abide by Physical Armor resistance. Normally this is engine control.
- Escapist will now show as a Talent on enemies.

HotFix: 1.09.27

- Fixed Hit API layer conflict with Leech on Cursed surfaces causing damage absorption due to improper order or operations.
- Increased Primary Strike of Spark skills to 20% from 15%.

HotFix: 1.09.26

- Fixed a few Conflux skills for NPCs calling scripting twice creating odd behavior.
- Fixed a math calculation with Living on the Edge causing it to proc Soul Ward early.
- Weighted Talents added by the NPC Talent difficulty option are more broad and reduce some defense talents.
- All Talent features added by the NPC Talent difficulty option will show as character statuses when combat starts. (less inspecting required)


Patch: 1.09.25

-New-

- Conflux Config Orb has an additional Difficulty feature which adds Talents to enemies based on a pool for their Archetype i.e Defender, Caster, Melee, Ranged. This feature is intended to add an additional layer to both normal Conflux play and Enemy Upgrade Overhaul play. Talents added are weighted and increase in number as the game progresses.
- Conflux Config Orb's Enemy Talent feature has enhanced support for enemy stats, skills and weapons. As an example if a character rolls Thaumaturgy Warlord they will be given a sparks skill and other skills of the element their weapon damage type changed to. If they roll Elusive they will have increased Dodge chance and potentially gain the Evasion skill. Grenadier Talent will add extra Grenades to the character's inventory. Runic Arsenal will grant random perks of the runes such as Cleave, Reduced first hit of Physical/Elemental damage per turn or Rampant Growth. This feature is intended to add more player-like design to enemies rather than just tacking on talents.
- Conflux Config Orb now has an option to remove annoying loop NPC dialogs in cities that serve no purpose in the game (You know the ones).
- Conflux Unique items will now display they are a "Conflux Unique" so players know which items are coming from what mods.

-Changed-

- Reviewed ~2,000 NPC for newer skills, improved their skill priority usage, encountered skill synergy and brought up dips in difficulty at various parts during the game. Overall Strategist is a little more difficult than before at base.
- Roughly 30% of NPC On-Death Action: Curse, Necro fire or skills like Void Glide have been removed or replaced with non-curse versions.
- Duelist's Clash will only Taunt on it's primary Shield strike instead of both strikes. This was causing issues with Defensive Talents.
- Grips of Despair's debuff proc rate has been reduced to every 1.0m of movement from 0.75m.
- Brand of the Arch Magi's Elemental Strike will always fire bolts as lvl 17. Conflux Uniques were not originally designed to be leveled.
- RindRazor's Hit and Run skill damage multiplier reduced to 75% from 85%.
- Killing Field had improper damage values set. It was intended at 65% x2 but was doing 80% x2. This skill has been changed to only hit once per trigger for 90% damage and will no longer trigger when an enemy leaves the area (Leaving was buggy anyways).
- Mirage Arrow damage reduced to 80% from 100%. Shadow Clone's base damage reduced to 70% from 80%.
- Thing from Beyond's scaling Crit stat reduced to 2 from 3. The creature now has more range of 15m from 13m and greater sight. Its tooltip is improved to explain it's talent feature and now requires Summoning 1 Necromancy 2.
- Removed the weapon swap preset feature from Combat Reflexes. This was mostly flavor and confused some players. It also served little purpose when players could just hotbar their weapons instead.
- Nullify will no longer iterate Spark Aura or sub-Aura statuses due to changes in Sprak Aura mechanics.
- Rallying Cry's base healing increased to qualifier 75% from 50% and Magic Armor restore increased to 35% from 20%.
- Pyro + Aero skills intended to produce the Conflux status Accelerant will no longer stun an enemy leaving it to the player’s decision to progress to Stun or not.
- There can now be only one Idol of Rebirth per playthrough from Dorya via Chrysalis option. If you kill her she will not have it.
- The Phoenix Heart reward from the Trial of Seasons will now grant the player who eats it one self Resurrection at full HP and Armor once. This effect has a warm up time of 10 turns to prevent mid-combat panic buttons but will last afterwards until triggered.
- Cromdor has been buffed and should produce a greater challenge for the last Conflux boss in Act1. He will now drop his loot like all other Conflux bosses.
- The Great Guardian in the Act 3 arena will now break free from stun and become immune after 3 turns. Have fun =D
- Bryagh's Tortured Soul beam damage increased to 600% from 500%.

- Spark skills have been toned down considerably. This was a gross underestimate on my part with layering. Primary Strikes now deal 15% Weapon damage from 50% and their surface transforms have been removed. In many cases this could cause CC on a single strike with the Lightning variant. Magic based Projectiles now deal 30% multiplier damage from 50%. Keep in mind Thurmagury Warlord will add STR or FIN values to the Magic Projectiles of Sparks and unlike Vanilla versions which were already questionable all Sparks Crit and apply status for free. This should keep the bonus damage Vs AP more in-line, esp when layering AoE / Multi-Strike attacks.
- Group based Aura Spark skills now have a limit of 10 procs per turn they can produce. This limitation is only placed on characters who are not the status owner. Each proc will reduce the number until the counter buff is removed. A tracking buff remains for it's intended duration and at the start of the status owners turn the number of charges are refreshed.

-Fixes-

- Nether Dominance should no longer have a small chance of failing if the caster is in an elevated or cramped location.
- Fixed Enemy Blade Dervish from not properly showing it's skill name in the notification UI.
- Pact of Shadows will no longer apply it's buff to temporarily allies to due Charm.
- Slime Coated Harpoon will now properly only Backstab with melee attacks and its own throw skill.
- Fixed Grips of Despair not checking for the hit to land before applying Drowning Despair.
- Fixed Miasma Spire showing it's full terrain range regardless of obstacles. This didn't affect projectiles as they'd still be blocked.
- Fixed Troll Troll script in Act3 from repeating. This was one of the many small character interaction scripts for veterans.
- Added redundancy check for Spark sub-Aura status before allowing a primary strike proc.
- Fixed visual lighting loop on Hailstorm Insignia.
- Added better description to Sursia's Phasing mechanic for non-Super D&D nerds.
- Fixed Sursia's Dome helpers from showing up in combat at times.
- Fixed a potential crash caused by Brownie Throne allowing status to apply causing a Giftbag 5 bug to occur.
- Improved AI-Grid layers in Amadia's Temple to hopefully prevent eternal falling damage.

HotFix: 1.09.22

- Fixed a Giftbag 5 crash caused by Creeping Death and Cremation statuses applying to non-characters.
- Fixed AP timing on Blade Dervish so insure the 5th attack goes through. (This skill is due for some newer script tricks)
- Fixed Whirling Steel + Executioner working a little too well for it's 3rd hit end-turn prevention causing an extra turn.

- Sorry about the frequent updates. I seem to have that "back to work from 2 weeks off" syndrome.

HotFix: 1.09.21

- Thing from Beyond will now last an extra turn. It's damage has been slightly reduced as part of this.
- Status text for Living on the Edge has been properly updated for the new mechanics.
- Affliction Overload Talent has been buffed to 7% per status up from 5%.
- Rain Blood now costs 1 AP for those non-Elf Necros out there. Are they out there?
- Apotheosis now costs 1 AP for real this time.


Patch: 1.09.20

-New-

- New Skill Necro + Pyro "Cremation".
- New Skill Necro + Hydro "Creeping Death".
- New Skill Necro "Thing from Beyond".

-Changes-

- Corpse Explosion is now a Necro 2 Req instead of 1 Pyro 1 Necro.
- Mass Corpse Explosion is now a Necro 4 Req instead of 2 Pyro 2 Necro.
- Mass Corpse Explosion now costs 2AP from 1AP and cooldown increased to 4 turns from 2 turns.
- Both Vanilla Corpse Explosion skills are now considered Necromancy school for affinity purposes and their icons changed accordingly.
- Resonating Globe now has an aura effect to better show it's reactive AoE hit radius.
- Swallow Man's Airborne Plague status will now debuff -10% Armor/M.Armor and -10% Vitality instead of -4 CON.
- Apotheosis reduced to 1AP cost from 2AP.
- Living on the Edge has been reworked. The primary reason for this change is due to problematic design of the original. That is scaling to X + 1. Generally anything scaling to the potential of infinite is problematic. The skill will now prevent death as before then trigger a Soul Ward. The Soul Ward's current value is measured in % on it's status Icon and has a value of the character Maximum Physical and Maximum Magic Armor combined. This is not a snapshot effect. Adding Max Armor value such as Fortify, Magic Shell, Potions or Bone Cage after the Ward is produced will improve its ability to absorb damage. The Ward has a duration of 4 turns.
- Living on the Edge now has a duration of 4 turns from 2 turns.

-Fixes-

- Updated some older Unique item scripts such as Torq of Serenity and Band of turmoil. Improved Icy Serenity FX.
- Thanks to Giftbag 5 it seems Immune flags from custom items don't apply so they're now being manually applied via script.
- Fixed Ice King's freezing trail from working outside of combat.
- Weapons still tagged by Thurg Warlord's Elemental transform will be un-equiped when the talent is removed.
- Encourage will now do a quick script check on the character's Vitality changes to potentially re-apply Perfectionist.
- Fixed Whirling Steel from ending abruptly if it was the last AP used in a turn.
- Improved End Turn timing on Incendiary Tempest if it was the last AP used in a turn.
- Fixed Odin's Umbra Smoke Bomb from not creating smoke clouds due to previous global changes to smoke surfaces.

-Notes-
I'm attempting to push out most skill concepts, fixes, making sure NPCs use new skills properly and balance changes. After which I'll be going through all NPCs in the game refreshing their skill lists, adding bosses and new group tactic AI functions.


HotFix: 1.09.19

- Fixed a Lua Client/Server communication issue to reduced AP for Sabatons of Living Flame.
- Corrupted Blade / Serrated Edge statuses explain their effects better.
- Fixed a API Hit layer conflict between the new Sanguine Blades script and the Global Backstab script which was causing less than intended damage.
- Improved Sanguine Blade's impact FX.
- Increase speed of character iteration for Thurg Warlord secondary sparks which should mitigate nill results on enemies at similar distance.
- Fixed Greater Spark Auras from stacking when cast on different characters.
- Off-hand attacks with the %Weapon Damage portion for primary targets of Sparks will properly deal 50% less damage. This does not apply to Projectiles.

HotFix:

- Accidentally broke Perfectionist Hit flag patch before last. Fixed Perfectionist.
- Grenadier now also grants a 25% chance for "Quick Assembly" to quickly duplicate a thrown grenade at no material cost.

HotFix:

- Forgot to include Divine Talents as a Decenancy last update which can cause issues with Talents and Client.lua script. Sorry about that.

- Added the Conflux-line school tooltip script to show it's dual nature at the bottom of the skill UI. This was held short on the last update since I didn't know how long it would take to get working. Turns out less than a day ¯\_(ツ)_/¯
- Updated Teleport / Nether Swap / Nether Dominance tooltips to explain they do not gain a high ground distance increase.
- LoEN's Summons will find a valid position when summoned. This doesn't stop them from popping up on odd places in narrow areas but it does keep them on the AI grid.

- Fixed Sabatons of Living Flame from not working if the character happens to also have Elemental Affinity.


-New-

- New Talent "Perfectionist" - While at or above 90% Vitality, gain an extra 20% critical chance and the ability to always deal Glancing Blows of 50% damage for dodged or missed attacks. Additionally melee critical hits can become Savage Criticals causing 50% more damage. The chance of dealing a Savage Critical is equal to 25% of critical chance.
- Mystical Frame Masterwork Runes will now have a chance to Proc Bleed Status at 10/20/35/50% chance for 2 turns.
- Conflux-Line Skills now benefit from Elemental Affinity for their Dual Nature. The Skills now have their own custom dual School tooltips.

-Changes-

- NPC Vendors will now refresh their inventory every 40 minutes instead of every hour. This is intended to help gear specific builds and reduce crafting needs.
- Escapist Talent has been improved. It now lasts for 2 CC attempts over 2 turns for each attempt. This means it's protection can theoretically last 4 turns if a CC attempt was made on the 2nd turn. It's protection will now kick in the moment CC is removed instead of on the character's next turn. Self check to prevent protection has been removed mostly due to surface ownership being difficult to track. Visuals have been improved and escape charges now are displayed on it's status icon.
- Circumvented Engine locked UID links for the Talents Two Kings Ice and Fire which now have their own descriptions.
- Target Teleport skills such as Teleport, Nether Swap and Nether Dominance no longer benifit from High Ground distance increase. Teleport has been reduced to 2AP from 3AP and Nether Swap has been reduced to 1AP from 2AP.
- Smoke Cover and Blessed Smoke Cover will now remove Burning status.
- Throwing Knife has been reworked. It now deals 50% increased damage if performed while sneaking (Not Invis). Also now applies Bleeding for 2 turns.
- Corrupted Blades has been improved. The skill will not Apply "Lasting Corruption" for 2 turns which will cause the character to go Mad at any point their magic armor is removed during its duration.
- Sawtooth Knife has been improved. If the Target is suffering from Bleeding or Porliferate now applies Gouge causing the enemy to take 10% bonus Piercing damage from all sources for 3 turns.
- Sanguine Blade now grants +50% damage from +25% if it's bleed / proliferate condition is met. This skill used an older script which has been replaced. The new script will play better with other sources of damage increase.
- Lord of Endless Night will no longer benefit from source puddle surfaces.
- Glass Cannon used an older script controller which has been removed. Now to use this Talent simply remove Lone Wolf from the character using the Conflux Config Orb. You can also use Glass Cannon in place of Lone Wolf for those interested as there is no longer a party size restriction.
- Ice King's Frozen surface creation is back in business thanks to fixing a Giftbag 5 bug causing Slip Immunity to be ignored.
- Bleed status damage has been increased to 50% with a 35% Bonus from 45% at 35% bonus.
- Elemental Mystical Framed Runes have a much higher status proc chance of 10/20/35% and 50% for 2 turns from 5/10/15/25%.
- Thurg Warlord bonus sparks will now produce status effects again. This was removed to prevent CC from getting out of control.
- Air and Ice Spark skills can no longer produce Stun or Frozen status. The primary attack remains unchanged.
- Wake of Phantoms reduced to lvl 12 req from lvl 13.
- Harmonizing Shower now lasts for 2 turns and will neutralize surfaces again on it's 2nd turn.
- Ranger Skill Circle of Elements radius increased to 8m from 6m.
- Necro Fated Whisper's Wracked Spirit debuff causes 10% Bonus Piercing damage up from 5%.
- A popular 1-handed Unique sword's damage bonus has been reduced to 15% from 20% due to it's highly custom interactions.
- Certain boots in Act3 now use true AP reduction instead of an AP refund.

-Fixes-

- Fixed a long standing Giftbag 5 bug which caused NPCs who are immune to Slipping to fall on Frozen surfaces anyways.
- Fixed sources of Smoke surface from not being created due to targeting a character instead of a position.
- Fixed Lord of Endless Night's Veil Fracture to properly be in-combat and once per combat use.
- Fixed LoEN from rolling a rare secondary Critical for it's shared damage.
- Fixed Armor Potions from going through the engine's Game.Math twice resulting in higher than intended values.

-Changes-

- Combat Reflexes Talent now also allows the character to pick up items during combat at no AP cost.

HotFix/Update for 1.09d (Part 1 of 2):

Some changes and new skills are just going to end up leaking into hotfixes that are needed before Part 2 of 2 release.
Probably better off this way.

-New-

- Warfare skill "Whirling Steel" Transform into a cyclone of spinning blades to each of three chosen locations in order. You will barrel through all enemies in your path dealing 65% Weapon damage each time you start a new spin until ending at the last chosen location.

-Changes-

- Lord of Endless Night is now a lvl 10 Skill from lvl 13.
- Scripted AI response actions have been slightly increased for Invisibility Potions.
- Physical and Magic Armor potions will now have an overhead display text for which potions type they are.
- Odinblade's Huntsman Overhaul has been Integrated into the Conflux AI and Talent scripts.
- Summons a character owns will now be unsummoned when they enter the Mirror. This is to prevent a minor exploit.

- Elemental Ranger Talent has been upgraded and now also applies Bleeding, Chilled, Shocked, Poisoned or Slowed based on the surface your target is standing in. This status proc includes Auto-attacks and Skills. The Talent now also gives an additional 15% Bonus Elemental damage to all Skill or Special Arrow attacks based on the surface your target is standing in.

-Fixes-

- Fixed Extravasate from not counting Proliferate Turns in it's damage calculation if only Proliferate was consumed.
- Fixed an unnecessary Status duration check that would cause characters who spawn with CC statues like sleep to not have them.
- Fixed Act 4 boss order of operations bug causing one of her mechanics to fail.
- Fixed Nullify to not remove Talent based duration status effects like Elusive Retaliation's Movement bonus or Runic Arsenal's Shielding Rune buff.

HotFix:

- Changed the very strict CC turn duration limit scripting introduced in Oct. The previous script seemed to caused CC effects to randomly fail. ie Battle Stomp would hit two enemies but only Knock Down one of them when both were valid targets. The new script is a bit more cut a dry and no anomalies have been seen through testing.

HotFix:

-Changes-

- Stances are now Disciplines since generally stances are toggle effects while Disciplines are branches of different fighting styles.
- Thanks to a fixed bug in the script extender Killing Field can now be fleshed out as a potent melee area denial / mosh pit. The skill now strikes twice when an enemy enters the area. When enemies start their turn in the area and when they exit the area. Some new visuals have been added.
- Fated Whisper's mechanics have been changed to a status duration triggered teleport. Characters who die with the status active will be pulled through the nether to an ally within 10m and explode instead of being an instant action when the skill is used.
- Provoke cooldown reduced to 4 turns from 5. This includes sub taunts like Ifan's Wolf. Enemy Taunt which a few late game enemies have remain 5 turns.
- Unstable Talent - Removed Cursed Smoke as a possible random surface transform since this was recently made fairly strong.
- Withering Ray is no longer a source skill. It leaves behind blood instead of cursed blood and Weakens as part of it's no Magic Armor condition instead of Curse. The Snake is back also.

-Fixes-

- Fixed Enemy version of Primal Strike to use the updated High Ground script.
- Mobile Bulwark will reduce range by -4m instead of -50%.
- Fixed new Nullify skill description and added Stances to Nullify blacklist. Scripted AI response will also check for invisibility before using this skill. At a later point some scripted responses may be removed for this skill allowing the AI better random use given they use it properly.
- Fixed Giftbag5 foolishness from not applying CC immunity to Knight Regent Acheron when he's aiming.
- Fixed a few Osmosis rune Crafting combine mismatches. This rune will probably get a rework in the future.
- Fixed Intercept Cooldown back to 5 turns accidentally left at 0 from testing.
- Fixed Cleanse Wounds targeting issue caused by a typo.
- Fixed Runic Hammer naming.


V 1.09 Patch Notes (Part 1 of 2):

Version 1.09 has become quite a large project including balance changes, bug fixes, compatibility improvements, skill/talent improvements, new encounters, new talents, new skills and extra mod features. As a result it will be introduced in parts. First being some of the balance changes, mod features, script improvements and bug fixes. The Second part will include NPC / Difficulty balance changes, new skills and new encounters. The main reason for doing this in parts is to perfect what's in the mod then be free to focus on the creativity of new content and ideas.

NOTE: Due to heavy changes in script controllers you may need to re-equip Unique items or re-insert runes for new scripts to take charge.


-NEW-

- Ever wanted to select different character tags like Scholar or Mystic with origin characters? Now you can use the Conflux Config Orb. You can also use the "Slight Cheats" option to enable Scholar + Mystic for free in case you just want to function on those tags. Under this option you can enable the Villain tag as well.
- Five-Star Diner Talent has been reworked. It now doubles the benefits of food and increases the benefits of potions by +50%. Potion effects with a duration are increased by 1 turn.


-Changes / Balance-

- Flowing Recollection now gives +3 base Memory Bonus from +5.
- Stat Increasing Potions have been changed granting +3, +6, +10 from +1, +3, +11.
- Reduced Armor Potion buff duration to 3 turns from 5 turns. This will likely not matter.
- Nullify has been totally re-scripted to iterate character statuses making it more compatible with other mods rather than manually adding statuses to it's script.
- Nullify can no longer remove permanent status effects. This is also part of mod compatibility for it's new script.
- Nullify now removes up to a maximum of 4 Status or Potion effects at random from the target instead of statuses only.
- Forced "High Ground" Skills like Primal Strike and Giese of the Stalker now use a much cleaner script. In addition they gain the innate 20% Bonus which was previously not included since the damage was being calculated differently. As result Primal Strike now Reqs 2 Huntsman and it's Damage multiplier is 110% from 115%. Geise of the Stalker will be watched in the future though this play style is intended to have some healthy damage output so just keeping watch.
- Some Enemy OnHit Status procs have been reduced (ie Skeletal Troll reduced to 30% chance from 80% chance to Knock Down).
- Resonating Globe's AoE Proc damage reduced to Avg Level 35% from Avg Level 40%. This will later be given a visual to judge the AoE radius better.
- Trap Damage of all types reduced to Avg Level 150% from Avg Level 175%.
- Dismiss Summon skill's Leash function is now set to 5m+ so it will always pull your summons.
- Madness, Fear, Charm and Sleep are now under strict scripted 1 turn durations. Like the previously added CC statuses this will circumvent any mods that use these vanilla CC effects.
- Haunting Wraith Lifesteal reduced to 15% from 25% and the skill will no longer grant subskills on use.
- Grips of Despair have been re-scripted to check for Armor values after damage is resolved when applying it's status.
- Rune of Potency has been normalized between 1h and 2h weapons adding 10/20/40 damage.
- Rune of Shielding will now refresh at the end of the character's turn instead of the start since some physical sources like Reflect could technically trigger this Rune diluting its purpose.
- Rune of Deflecting now grants +2/3/4 Retribution instead of 10/15/20% Reflection to stack better for Retribution builds.
- Runic Arsenal Rune Summoning has new visuals and uses quicker animations.
- Thaumaturgy Warlord Talent can now Revert weapons to their original state allowing other characters to use them again.
- Band of Turmoil's Madness proc chance increased to 20% from 15%. Torque of Serenity's AoE Freeze proc increased to 33% from 25%.
- Brand of the ArchMagi now has a per target cooldown of 600ms for Elemental Strike. Each target has its own timer.
- Arrow Spray will now Pierce through one target with each arrow.
- Poison Potions will now "heal" 75% the value of normal Healing Potions on their initial tick.
- Poison Potions can no longer Critically Hit and their UI values are now accurate to the values gained. Both of these are Vanilla bugs/messy design so they've been fixed up.
- Potions have been added to the fight pre-buff blacklist and will be removed when combat starts.
- Odinblade Pyro, Geo, Necro, Aero and Seeking Arrows have been added to the fight pre-buff blacklist.
- Ifan's Soul Wolf has been given a higher Perseverance rating due to previous changes granting NPCs 5% and players 7%. The wolf line also has slightly less HP in return for more of both Armor values in order to make better use of this stat.
- Incarnate Champion's Max HP has been increased by 15%.
- A Script for the Bless Skill has been added for players who enable Conflux mid session granting the Innate Bless skill to characters level 10+. This is a common bug when making the skill require 0 memory.
- Added Redundancy check for Conflux Config Orb in case players happen to sell it. This will check characters when a game is loaded.
- The Conflux Curator is now fully Theft Proof. Keep in mind his books are mostly intended as backup anyways since he will not retain Attitude.
- Grenade crafting materials now have higher vendor spawn priority and spawn in double amounts, x3 for fuses.
- Grenade weight reduced to 0.5 from 1.0 unless they previously weighed less and Grenade crafting material costs have been reduced by 20-40%.
- Summon Maelstrom now deals 35% more damage. Each Tornado deals roughly 2.5x the damage of fireball at 10 Skill. The skill will now cast two Tornadoes on its first turn for a quicker return on it's AP cost. Surfaces created by Tornadoes will now last 2 turns from 1 turn.
- Mobile Bulwark will now prevent status attempts on guarded allies. This does not include surface conversion. Also grants immunity to Blind.
- Reactive Shot now has a 2 turn duration and CD of 4 turns from 2, deals 125% weapon damage and will apply Bleeding + Slowed through Armor Defenses when triggered.
- Killing Field damage increased to 80%x2 per reactive attack. This skill will be compatible with reworked sparks coming later.
- Manually created Smoke Clouds can no longer be shot through making them a severe line of sight advantage / disadvantage.


-Fixes-

- Fixed Flowing Recollection Talent from un-memorizing skills due to a few scripted game events.
- Fixed Leech Talent to respond better with Fire > NecroFire terrain conversions.
- Fixed OdinBlade's Huntsman skill Seeking Arrows from looping with Night Predator by overriding the original script with a Conflux version.
- Fixed Black Shroud skill to its intended 1SP cost.
- Fixed Ifan's Soul Wolf to confirm a hit before applying scripted effects.
- Fixed Rune Status chance for main hand weapons from applying to non-weapon based attacks.
- Fixed Chloroform from unintentionally dealing Avg Level damage instead of stat scaling multiplier.
- Fixed Cleanse Wounds from being unable to target Decaying allies.
- Fixed Runic Hammer's Skill description to properly mention Amulets.
- Fixed Enchant damage type buffs from folding when adding/removing runes using Runic Hammer. Note this will revert the item's damage type if it was morphed by Thaumaturgy Warlord.
- Lord of Endless Night will no longer stick, preventing him from being summoned when certain game events make him poof.
- Grips of Despair will now properly trigger their effects only from valid attack types.
- Every Conflux Unique item now uses Flag checks to prevent other game scripts from temporarily removing their functions.
- Changed Runic Arsenal to use Flags and check Items instead of characters for runes with scripted effects. This corrects any instance where their effects might be removed and also prevents a potential exploit by swapping items during combat.
- Fixed Thaumaturgy Warlord Talent skill from being added to non-player characters like summons from other mods.
- Fixed Thaumaturgy Warlord +50% Magic Damage bonus from affecting Vanilla STR/FIN based skills which technically qualify as "Magic" such as Bouncing Shield, Medusa's Head and Chloroform. This is currently being manually blacklisted.
- Cleaned up Sabatons of Living Flame Script to be more accurate and removed the 1 second cooldown.
- Added Player check for WindRazor / Razor & Wind to avoid weird behavior during the Act3 clone fight.
- Fixed Intercept from unintentionally being able to Crit the Skill owner causing extra damage. Since this is a fully scripted Skill the status owner will also now properly remove the status if the guarded character dies.
- Fixed Game.script iterator from including Ghosts. Things like Phoenix Quiver or double spark statuses will no longer target them.
- Act 3 Boss Sursia will no longer be able to teleport when CC'd though she maintains her one-time 50% HP panic teleport. This boss needs more work if anything maybe just moved so it's not as difficult to control her AI due to terrain.
- Act 1 Boss Bone Collector's spawn script has been changed to a more accurate method to insure he shows up.
- Act 4 Boss Vulpis' mechanics have been made less obscure and those mechanics will now properly halt when out of combat.
- Act 4 Boss Vulpis' mechanics will now properly work on summons. Also removed an incorrect template from her spawn script so the player will always get to experience her spawn visuals.
- Act 3 Boss Ommadon's mechanics now have a little more hints and mechanics no longer have potentially misleading stats. This boss was also freely using the newly remade Caustic Chasm as the Enemy version had not been updated on Source cost causing high damage. Objects in this fight have slightly lower HP, they were unintentionally buffed with a global HP increase made a few patches ago. All together this boss was a bit harder than intended.
- Act 3 Boss The Deep mechanic reduced in radius but increased in damage. This skill is now a shout instead of a projectile for more reliable distance checking compared to the animation / visual effects.
- Modus Akaim's HP has been reduced by 40%. More NPC balance spikes/dips in difficulty are coming in Part 2. This was a notable spike causing some problems in progression or an overly lengthy fight.
- Fixed a few Unique items from not having their base type Heavy Attack skill such as Dallis' Hammer and Tsunami.
- Fixed Summon Maelstrom to be more active and not skip turns.
- Fixed Giese of the Stalker from using the wrong Silence effect intended to refresh the toolbar skills.


- HotFix 1.08f

- Added a few missing buffs to pre-buff removal list.
- Improved AI Scripting for Cure to also react to current Integrated Odinblade CC effects ie. Transfixed / Frog.
- Improved AI Scripting for forced Nullify response to include a few Odinblade buffs.
- Removed AI Scripting for forced Nullify response to Enemy Self Debuffs. This was intended as a human-like panic button if the enemy had a lot of negative status effects active but it also had some conflicting effects with mods which add permanent Auras or Status Buffs to enemies.
- Lowered AI Scripted forced response for Cure to 18m. Still further than most skills but this script also does not account for height added distance.
- Improved AI Scripting to properly check if the caster is Blinded before responding. Missed this simple condition.
- Added more aggressive turn restriction limitations to Hard CC effects. The previous was lower in order and now this check is right up front. Lower in order was intended as as less intrusive quick measure but was still not fully functioning.
- Added aggressive Status to Status CC scripting. ie Shock + Shock = Stunned. On rare occasions this vanilla interaction was being ignored.
- Removed the Create Surface portion of Freezing Touch. This skill still transforms Water to Frozen Water but the creation of a surface made targeting odd.
- Cryotherapy & Mass Cryotherapy will now also apply Rested for 1 turn.
- Cryostasis will now apply Rested for 1 turn after the effect has ended.
- Fixed a bug with Knight Regent Acheron not being immune to CC effects while Channeling due to Scripted Phase 1 & Phase 2 mismatch.
- Fixed Thurg Warlord from incorrectly fetching Spark buff turn times and thus lasting less time than it should.
- Fixed Visual bug with secondary Spark not rendering with Thurg Warlord Talent & Slowed Spark projectile speed slightly. Enjoy the light show.

HotFix: 1.08e

- Fixed a bug introduced with Giftbag 5 which caused crashes when a character status is applied to an object. ie Madness / Charm / Accelerant.
- Fixed Immolation to properly Ignite surfaces by the caster and create fire surface at the target location.
- Fixed Tooltip for Fiery Wrath stating up to 150% when it was up to 200% is possible and Icy Retribution to explain it's bonuses better.
- Fixed Plague Bringer and Witch presets so both will now show properly in character creation.
- Added missing books to the Conflux Curator summon and they will now last 2 minutes up from 1 minute. Keep in mind the Curator only has skills directly added by Conflux and not Vanilla skills which have been heavily altered like Terrifying Cruelty. The Mod responsible for causing Skillbook conflict was found so this feature isn't quite needed now but will be left in the mod pending community feedback.
- Reduced Damage Multiplier of Cluster Grenades from Avg lvl 70% to 55% and Cursed Cluster from 85% to 65%. Increasing both the strike count and explosion radius to make this grenade more reliable also made it a bit too strong esp when used against players. Due to it's random explosion nature it also achieves near full damage potential on large sized enemies.
- Added extra redundancy script to prevent Hard CC effects from applying for more than 1 turn from other mod skill sources.


- Vanilla and Conflux Buffs can no longer be pre-buffed. To better explain the line on "Buff" this includes skills which do not attack as part of their function. Talents and skills which apply a buff as a result of attacking are not affected. Entering Combat with these "buff only" skills like Haste or Fortify will remove the effects.
- This is an early part of V1.09's upcoming balance changes.

HotFix 1.08d

- Fixed Vanilla bug preventing Winter Blast benefiting from Elemental Affinity.
- Fixed potential talent point addition involving Parry Master and the respec mirror.
- Fixed a Treasure Table bug introduced with the last update causing Skill Books to drop more often than intended.
- Fixed Phoenix Fire Quiver from iterating Summons as part of it's targeting script.
- Fixed a bug with Windrazor and Combat Reflexes overlapping.
- Fixed a memorizing bug when toggling Blessed/Cursed Smoke Cover.
- Fixed Sabatons of Living Flame from responding to Brand of the Arch Magi Fire Bolts.

- Reverted radius of Hail Strike to 1m from 2m.
- Blessed/Cursed Smoke Cover will now maintain the last version of the skill cast until manually toggled again.
- Phoenix Fire Quiver now soars down from the sky starting approx +10m above the shooter's position.
- Sabatons of Living Flame will no longer work with Fire Spark procs.

-V1.09 is planned to involve mostly new encounters / items and balance tweaks including updates to NPCs with recent skills.

HotFix 1.08c

- Fixed a rare bug that allowed shields to roll CON more than once.
- Shields will no longer roll Burning/Poison/Chill on touch as these effects are heavy AI aggro deterrents.
- Shield stat randomization has been mixed up for a greater variety including +2 to some combat skills from +1 and +2 Retribution added with X% Melee Damage Reflected as X Damage since damage reflection does not stack this helps make such a stat more universally useful and valued by "thorns" play styles.
- Shields now always have a rune slot. (Least till I figure out why witchcraft is causing randomization problems)
- Brigand Maneuvers and Terrifying Cruelty have been re-scripted to check for Armor / Statuus values aprox 250ms after damage is resolved. Previously they were using the same hit layer as the Global Backstab script and Rune of Potency causing a wider than intended variance in their conditional checks.
- Strategist Vitality multiplier increased by +5%.
- Heavy Enemies add-on Vitality Multipliers increased to 220% from 200%.

- Tactician mode has been altered in scaling from vanilla to a less sharp curved version of Strategist as I believe it was giving players the wrong impression of
- Conflux Add-on IDKFA is being added later today. A separate mod to grab Unique items from various acts players might have missed or want to test out.


QuickFix:
- Flowing Recollection skill bonus / skill memorize issues fixed for real this time. Had to create a totally new script to math the differences in Skill bonuses rather than removing the status itself which is what caused skill removal situations.
- Thaumaturgy Warlord's 50% Bonus damage from Strength to Magic skills has been fixed and now also includes Finesse (whichever is highest).
- Added missing duration to Elemental Swarm Summon Skill.
- Fixed iteration script for Fated Whisper which decided not to join us in the last update.

HotFix V1.08b

- Fixed Knight Regent Acheron Y Axis targeting issue.
- Fixed Flowing Recollection high end memory buff gap for characters with exactly 50 memory slots.
- Fixed Memory bonus counting issue with Flowing Recollection and added Combat Check for it's skill bonuses. They won't be removed out of combat.
- The vanilla Fire-based Sab skill has been reverted so there's no confusion between Conflux and Odinblade's Pyro. You can still find the Conflux version on any Scoundrel vendor but crafting will result in the base fire version.
- Judgement of Terra's Damage multipliers reduced to 60% from 65%.
- Skill books on vendors have been appended for mod compatibility with others who add books to vanilla vendors.
- Fixed Fated Whisper to only iterate furthest Enemy NPCs.
- Fixed a hit prevention bug with Sursia's Cataclysmic Firestorm.

- Improving Smoke tactical value: Cursed Smoke will now Blind through Magic Armor and linger for 1 turn. Blessed Smoke Cover Skill can alternate instead of relying on targeting an enemy for it's Cursed Smoke variant. Simply prepare the skill then right click cancel to switch between types. This will greatly improve it's positioning potential. Black Shroud now also Slows through magic Defenses increasing time characters are stuck inside while blind and suffocating.
- Blessed Smoke Cloud Skill has been detached from it's vanilla version to prevent mod conflicts with it's new mechanics. You can find the Conflux version on any Scoundrel vendor similar to Smoke Cover.

- New Necro Skill added "Extravasate"

- Had more planned for this update but the Talent and Boss bugs were high priority.

QuickFix:

- Added both new and previous scripted events for Phoenix Quiver as the new method has a different dupe issue.
- Fixed Guerrilla talent to trigger off the newly created Sabotage skills. Accidently broke this Talent feature while adding compatibility for Odin's Pryo.
- Added Knight Regent Acheron Dialog fallback aggro in case the script interates one of Odinblade's Huntsman Overhaul summons. This doesn't happen with Incarnate or Conflux summons. I suspect the "Summon" tag is not present or some other interaction but the game considers these players for some reason.
- Added Ommadon Dialog Fallback aggro for the same reason as above.
- Revamped Unique drop Visual/Audio effects to be much more pronounced and hard to miss.

HotFix 1.08a

- Fixed Peace Mode Trap Limit from occasionally not resetting after it's cooldown timer expired.
- Fixed Ice King Passive redundancy events to include combat started as all other talents have. Removal only happens when the character is made Immortal by another game event like an Arena Fight ending. So this is a rare occurrence anyways.
- Added Conflux Orb PetPal Config Flag to Innate Talents to prevent the PetPal Tag from being removed the first time visiting a respec mirror.
- Nullify dispel list has been updated to include a few new statuses like Racked Spirit and Pack Aggression. Adrenaline has been removed from this list. -Stances- from Warfare cannot ever be dispelled by design.
- Fated Whisper will now reliabley teleport killed or nearly killed enemies from it's damage.
- Made Walk it Off Talent buff turn bonus more compatible with custom items and effects that apply permanent statuses.
- Sabotage and Mass Sabotage have been detached from Vanilla skills due to compatibility with Odin Pyro Overhaul. You can still find the Conflux versions on proper Scoundrel vendors and if you're not using Odinblade Pyro then pretty much nothing has changed.
- Fixed a potential dupe bug with Phoenix Feather Quiver.
- Changed Source Talent skills to normal Innate Skills (Morphic Elements, Source Phylactery, Overload).
- Fixed Elemental Swarm (Water) Restoration skill targeting to avoid ally undead or characters with Decaying status.
- Fixed a potential crash with Intercept and Guardian Angel overlapping. Intercept is now fully scripted which as a bonus means these two effects stack multiplicatively reducing damage to a target by 75%. The AI should also use the skill more appropriately. Its duration has been increased to 3 turns from 2 due to turn status rotations.
- Fixed Tooltip for Worm Tremor claiming it applies Poison status when it does not directly do so.
- Changed attack range on Ifan's T2 and T3 Wolf to 1.8m from 2m and 2m from 2.2m
- Hydra's Bile Skill has been given some extra concept visuals.

- Changed Companion pathing AI so it will only bother avoiding Deathfog and Webbed surfaces while following. Manually moving group characters through surfaces out of combat is no longer required and Undead will naturally ignore Deathfog.

- Updated Odinblade Hydro / Geo Add-ons with cleaner UI distinctions added from Conflux.

V1.08 Patch Notes:

- Fixed Leech Talent from not intercepting surface transform to Cursed Water.
- Fixed Funneling Aegis Skill from being able to heal two ally targets due to a previous script change.
- Fixed Imbue Elements from double dipping into the Global Conflux status with Proliferate.
- Elemental Swarm (Blood) will no longer use Rain Blood and instead Bloodify surfaces they move through.
- Fixed Lord of Endless Night Summon Knave from using the wrong weapon set and doing more damage than intended.
- Haunting Wraith Skill now uses a flag system to better insure its effects are removed appropriately at the end of a turn.
- Phoenix Feather Quiver Projectiles have been given a slight arc to help avoid impacting with objects.
- Pact of Shadows' 25% healing will no longer affect Lord of Endless Night however he will still benefit from the +1AP Recovery.
- Parry Master will now prevent Flanking from any number of opponents. Flanking is a stacking debuff per nearby enemy. Previously the first stack was countered but more than that was not. Now Talent holders are immune to Flanking entirely.
- Poison Potions (excluding Elixir) will now heal Undead for 1.5x their value from 2x. This change is largely in part to Virulent status now stacking.

-NEW-

- Ifan's Soul Wolf V2 - Ifan's Wolf Summon line was an early rework that has been given some fresh paint with new skills and visuals.
- Wolves now scale much higher in damage output. Each Wolf Tier also has Innate Bleed status of 10%, 15% and 20% for 2 turns.
- "Vicious Bite" will now apply Proliferate for 3 turns if the target is already suffering from Bleeding thus stacking both DoTs.
- "Pack Aggression" deals heavy damage for 3AP. If the target has no Magic Armor or their Physical Armor is depleted by the attack then all attacks by Ifan gain 5% increased damage while granting him +0.5 Movement and all attacks by Ifan's Wolf apply Slow for 1 turn.
- "Seismic Howl" replaced Battle Stomp with a more custom version which applies Knock Down and also applies Deaf for 2 turns if targets have no Magic Armor.

-New Warfare Skill-
https://i.imgur.com/r3OMPCF.png

- Stances are active in script. These are not toggle skills as typical but instead treated as heavily defined buffs. Only one Stance can be active at a time.

- Base Smoke Cloud Surface transforms have been removed from the game. ie Fire will no longer create smoke when it expires. Smoke does serve a tactical purpose with Line of Sight but the general consensus is that it's mostly annoying. Purposeful creation of Smoke Clouds like Smoke Cover or Smoke Grenades will retain their 2 turn duration. This does not include Blessed / Cursed versions. Feedback on this change is much appreciated as it does change Melee Vs Ranged combat globally.

-SKILL BALANCE CHANGES-
- Many things have been added since beta and as result AP guidelines need to be updated since some modifiers are not as needed if at all. The Conflux line of skills are now x1.2 multiplier from x1.3 - x1.4. Poison multiplier is x1.15 from 1.25x while dagger skills no longer have a base +5% though most dagger skills have previously been reduced.

- Mirage Arrow's Shadow Clone now has a max AP of 4 from 6. This generally means if CC'd it will not have 2 extra AP when it takes it's next turn. Shadow Clone now has The Pawn talent to compensate for any movement potential loss and should now produce more steady DPS while it survives.
- Lord of Endless Night Base STR and CON set to 7 from 7.5 Wits increased to 7 from 5, Summoning Skill reduced to 3 from 4 and Accuracy reduced to 100% from 105%.
- LoEN Base Crit scaling set to 2 from 4. This Crit different is 37% from 52% at lvl 18 and 32% from 48% at lvl 12.
- LoEN Skill - Essence Drain Armor bonus reduced to 15% from 30% (affected by Summon-Link Bonus) and the Damage Bonus of +20% has been removed. With Crit / Accuracy changes this should still be well worth the cast.
- LoEN Skill - Gnashing Impale damage multiplier reduced to 110% from 120%.
- LoEN Skill - Death Coil damage multiplier reduced to 150% from 175% but Source cost reduced to 1SP from 2SP.
- LoEN Skill - Viel Fracture radius reduced to 5m from 6m.
- Poison Flask / Cursed Poison Flask and Mustard Gas Poison duration increased to 3 turns from 2.
- Cluster Bomb / Cursed Cluster Bomb Burning duration increased to 3 turns from 2. All DoT based Grenades should now have +1 turn duration.
- Hydra's Bile damage multiplier reduced to 55% from 60% per projectile.
- Miasma Spire Lightning damage portion reduced to 65% from 70%.
- Cinder Blitz damage multipliers reduced to 65% from 70%.
- Vitrify damage multipliers reduced to 60% from 70%
- Lunar Pyre total Fire damage reduced to 195% from 225% and Ice Comet damage reduced to 165% from 180%.
- Incendiary Tempest total damage reduced to 165% from 180%.
- Disintegrate total damage reduced to 420% from 480%
- Crystalline Barrage's Piercing portion of damage changed to Avg level 150% from multiplier 150%.
- Terrifying Cruelty multiplier reduced to 145% from 150%.

HotFix 1.07d

- Flowing Recollection will no longer unmemorize skills due to it's scaling Memory Bonus dropping on death. Vitality Bonus from this Talent has been reduced to 3% per 5 memory slots from 5%. This talent is intended as a utility, support and hybrid enabler not a full on tank talent.
- Settled down Sursia's GPU hatred. Added a delay after her death before a mechanic fades.
- Fixed one of the lesser non-boss scripted encounter interactions from re-initializing after being triggered once.

HotFix 1.07c

- Fixed Phoenix Feather Quiver character interaction script from including players in it's targeting.
- Fixed Knight Regent Acheron from reverting to Neutral if leashed.
- Rearranged events during Ommadon's new dialog to prevent certain shenanigans.
- Fixed Sursia's mechanic to occur more reliably and enhanced the visual to hate your GPU.
- Conflux Curator will no longer offer skill books for sale.
- Applying Nullify Status to non-players will now be considered a hostile act.
- Fiery Wrath skill from Two Kings (Fire) is now properly an Innate skill.
- Base Water Infused Incarnate can now be summoned from Frozen Water or Blessed Water.
- Fixed some new keystring entries and Tipoes.

HotFix V1.07b

- Polished Act 1 encounter Knight Regent Acheron. Improved his intro to give players more time to prepare. Attached his intended dialog conditions. Fixed animation override and CC conflicts though he can be CC'd to prevent his mechanics keep in mind he's intended to be immune during them. This is also better displayed via status conditions.
- Polished Act 3 encounter Ommadon. Added Dialog interaction, reduced his starting AP to 4 from 6, added better visuals to a mechanic and reversed / changed values on another of his mechanics to better show the source of a condition effect. This reverse also fixes a rare bug causing his stats to not update properly.
- Fixed Phoenix Feather Quiver origin coordinates bug when dealing with heavy Y axis differences. The effect of this item will no longer respond to auto-attacks. This is more due to a technical limitation than design choice.
- Fixed duration of Conflux Sparks AoE skill to 3 turns from 2. This happened when they were recently converted to Target skills from Shouts.
- Fixed Thaumaturgy Warlord in multiplayer to return a converted item back to its owner instead of the host.
- Fixed Runic Weaponry in multiplayer to return a runed or un-runed item to its owner instead of the host.
- Added redundancy re-apply checks to Conflux Config Orb for the PetPal tag including when Thurg Warlord (Previously PetPal) is removed.
- Empress of Anguish's mechanic is now more rewarding making it easier to turn the tide on the fight by using it.
- Brigand Maneuvers now uses a different script check for it's conditions allowing damage to resolve before applying conditional effects.
- Lasting Cruelty now also uses different script checks allowing damage to resolve before applying conditional effects.
- The above two skill changes have a slight rounding variance on armor vs apply conditions. ie Being ~1% off from breaking armor might result in a null response but this is still far better than its previous binary check of armor or no armor before damage is resolved.

HotFix V1.07a

- Today Larian fixed the Perseverance skill 8 months in waiting. Since the scripted version Conflux uses layers well between Walk it Off and Escapist I decided to break it again rather than rework all that code. It will likely cause less problems than trying to re-write three global scripts.
- Fixed Phoenix Feather Quiver from being able to circumvent it's internal cooldown by shooting at very long range thanks to height.
- Fixed a dialog derp with Conflux Config Orb saying Petpal was disabled though it was enabled.

V1.07 Patch Notes:
- Fixed Tsunami from creating more than once instance of Rain per attack and now has slightly more battlemage stats.
- Fixed Killing Field Skill to ignore Silence.
- Fixed new Sabotage "Chain Reaction" mechanic from chain-chain Reacting. This was not a loop however the effect could trigger itself under certain conditions causing more than the intended damage instances.
- Fixed a rare bug allowing shields to roll CON stat more than once. This is so rare it's hard to 100% verify. Please let me know if you find any Shields with higher than +6 COM (lvl 20).
- Fixed Runic Arsenal Chest Armor from double flagging and not allowing a Runic Arsenal rune to be inserted again. As a fix to players who currently have this problem the Runic Hammer forge Rune Slot function will now clear the flag on an item so simply removing and reforging the slot will fix the flag issue.
- Tightened "Runic Arsenal Runed" Flag timer to 100ms from 500ms. It was technically possible to have an item get flaged if the player removed a rune quickly enough.
- Fixed a bug allowing the Overpower skill to stack it's bonus Armor.
- Fixed innapropriate warning trigger from occuring after the death of an Act 1 boss.
- PetPal is no longer a Talent and can now be Enabled / Disabled using the Conflux Config Orb. By default this is Enabled. If players have the PetPal talent it will be removed and replaced wuth the character Tag this Talent grants for animal interactions.
- Sparking Swings and Master of Sparks have been given their own "Status On" visual effect similar to other Conflux spark skills.
- Grips of Dispair will no longer break CC effects due to a scripted "cower" animation they previously caused.
- Improved the HP stat value rolled on Shields.
- Conflux Unique item descriptions have been improved and are hopefully more eye catching for players interesting in their effects.

- New -
- Talent Rework - Mnemonic is now Flowing Recollection.
- Talent Rework - Petpal is now Thaumaturgy Warlord.
- Act 1 Boss Encounter Knight Regent Acheron with a new scripted Unique item.
- Act 1 Boss Encounter Bone Collector with a new scripted Unique item.
- New Skill Fated Whisper (lvl 9+ Req. Necro 3)

- Balance Changes -
- A new Combat Mechanic has been added. "Leave Combat Penalty". If a character leaves combat while allies are still in combat and does not have the Combat Reflexes Talent they will be penalized if they enter the same combat instance by having their first turn skiped. This mechanic is intended to hinder Source Bedroll and Skill Cooldown exploitation.
- Lord of Endless Knight has been reverted to a lvl 13+ requirement.
- Lord of Endless Night Atraxian Summons have had their damage output reduced by ~30%.
- Leech Talent has been enhanced to absorb Cursed Surfaces for an addition of 9 more surface types it can protect and restore from.

HotFix 1.06a
- Fixed a certain new scripted effect from displaying it's buff left over from testing... Shhh, you saw nothing.
- Fixed possible misleading tooltip with Sab skills and added mention of it's chain reaction properties.
- Fixed Sab / Mass Sab not showing on Rogue vendors though they can still be crafted same as before.
- Fixed Nether Dominance teleport issue dealing with elevation differences. Also added the book to Aero vendors.
- Fixed Funneling Aegis de-Sync (third times the charm before just re-scripting the skill from the ground up).
- Fixed Odin's Umbra Class stance switch from not updating the UI quickly enough.

-Balance Tweaks-
- Ice King and Fire King Active skills now have a cost of 1AP. In many cases these were just being used for free damage and while they're intended to increase their respective damage schools it was found much of the time it's better to spam than take advantage of their conditional bonuses.
- Affliction Overload Talent has been reduced to 5% per active status from 10%. Held off on this for a while but feedback has shown it was just too strong.
- Terrain Transformation now has 0 AP cost but it's cooldown has been increased to 4 turns from 2.
- Funneling Aegis now restores twice the value. For 2 AP it was a little weak so see how this works out. CD increased to 4 from 3.

V1.06 Patch Notes:
- Fixed Funneling Aegis de-sync caused when changing it from a status proc to direct damage. It should no longer have issues not granting it's bonuses to allies. Water / Earth Resistance has been reduced to 20% each from 25%. Keep in mind the damage is still slightly lower given the ability Crits and this is not it's intended interaction for now.
- Fixed Crash issue with Conflux + Odinblade Geo Corruption Status.
- Fixed Lord of Endless Knight flag not resetting with Act changes. So many Summoner deaths...
- Fixed extra Character Creation preset names and appearances to better represent their play styles.
- Fixed Elemental Swarm Lightning from now being created via Electrified Water/Blood.
- Fixed Wind Up Toy from using Avg Lvl Damage instead spell based Damage. This resulted in no scaling from it's stats and doing far more damage than intended.
- Fixed a few sneaky Enemy stat templates that missed the Conflux Armor / HP ratio changes.
- Improved Many information heavy skills and their formatting which includes the Conflux skill-line "Intended status applications' '.
- Circle of Elements now also grants +15% Poison Resistance.
- New In-game Configuration Tool added. Right now this just disables / enables Innate Lone Wolf and Pet Pal but will have future functions. If you lose this item it can be crafted using two sheets of paper. This item is added when the game starts but only once.
- Runic Arsenal will now respond to any weapon rune type for Crafting, not just Cleaving runes. Also the Colored weapon rune used will no longer be consumed in the crafting process. This should help a lot with inventory management, crafting speed and reduce confusion when using rune recipes. Simply pick a color and go.
- Added a few more skills to Enemy Upgrade Overhaul blacklist.
- Re-Added refund script for Source Sparks skills and Disintegrate due to a copy + paste typo. This will remove the now dead previous versions regardless.

- Sabotage Remastered - This might seem like 2 simple skills but It's been intended for them to have good synergy with certain play styles for a while now. The bonus effect of Guerilla Talent hinted at this. Both Sabotage skills have been scripted similarly to Talents creating entirely new interactions.
- Sabotage will now deal Avg Level 50% Damage (similar to grenades) in a 3m radius for each item destroyed. The Damage type is based on the item destroyed.
- Damage is affected by level and appropriate skill types but not attributes.
- Status effects created by Sabotage will ignore Armor Defenses and have a duration of 2 turns. Status type is based on the item destroyed.
- Only one damage instance per damage type can occur however Sabotage can chain react causing multiple instances of other Damage types thanks to Conflux and Surface interactions. For example if you Sab a Molotov and Freeze Arrow you will cause both 50% Fire and Cold then 50% Piercing from the Proliferate status they create while Earth and Poison on a Fire surface will have a similar result due to the surface exploding for fire damage.
- Both Sabotage skills have had their Pyro requirements removed and books changed to Scoundrel. They are still attained by the same crafting method but can also now be bought from Scoundrel vendors. Req for Mass Sabotage increased to 3 Scoundrel.

-Balance Changes-
- Apotheosis can no longer be cast out of combat due to its new mechanics.
- Elemental Swarm base Vitality reduced to 10 from 20 and Armor reduced to 8 from 15. Base template has been given 3 in each Element to scale damage better with level. This is additive with their respective "Infusion" bonuses. At the same time base skill damage of all skills has been reduced to compensate for the scaling improvement. These guys were pushing a little too hard early in the game and the new method puts them at about -50% damage output when first attained and -20% damage output by level 18.
- Glass Cannon Vitality penalty changed to -20% from -25%.
- Runic Arsenal will no longer allow unintended item types to slot it's Runes and is limited to one Arsenal Rune per valid item. This is a less intrusive method of dealing with the Talent and Crashbag#5 Armor sets. The reasoning for this is to maintain competitive Talent options. The Armor sets essentially remove any reasonable alternative.
- Lohse's Maddening Song increased to Avg lvl 130% Magic Damage from 100%.

- New Skill - Nether Dominance 2AP 5CD (lvl 9+ Air 2, War 2) Pull target enemy through the ethereal plane relocating them near your position. Doing so causes 30% Weapon Damage. If the character dies within one round of being affected by Nether Dominance the cooldown for the skill is reduced by 2 turns. If the character dies on the same turn as casted the cooldown is instantly reset.
- Rework Skill Caustic Chasm V2 3AP 1SP 5CD (Lvl 10+ Geo 3) Break the earth apart causing a chain reaction of erupting oily earth and corrosive fumes dealing 200% Earth damage in a 4m radius. If targets in the area are already afflicted with Acid then instead of applying Acid cause a Corrosion Catalyst to occur melting through Armor instantly with an intensity based on the combined Acid turns currently on the target and the amount normally applied by Caustic Chasm.


HotFix V1.05b
- True Innate Talents are here. Innate Talents will no longer be removable. Don't worry if you already removed them this is racial array based injection. They're added regardless of any other conditions then cannot be removed.
- Fixed Two Kings United when enemies are inside the Permafrost aura from not producing Proliferate / Congeal.
- Fixed Leech Talent to intercept Electrified Blood surface transforms in addition to Water.
- Fixed Ice King Permafrost Aura from removing Chilled on a game.script Frozen attempt when the target still has Magic Armor. This includes both Chill + Chill and Wet + Chill.
- Fixed overhead status floods which in some cases prevented Conflux status names from appearing when applied.
- Ice King's Freezing Surface has been removed temporarily. This is mostly flavor but it's conflicting with Giftbag#5 bugs on flagging NPC/Summon immunities.
- Changed Imbue Elements Skill to apply a Conflux status directly as long as conditions are met.
- Glass Cannon Talent now reduces the Character's Maximum Vitality by 25%.

- New Skill - Wake of Phantoms 3AP 1SP 5CD (lvl 13+, Necro 3) Awaken countless malevolent spirits as a 10m long wave of torment dealing 100% Physical and Avg Level 125% Magic Damage to all enemies in its path. Destructive power of the wave increases by +5% per meter traveled. If enemies are suffering from Bleeding or Proliferate their blood becomes Desecrated causing additional Magic and Piercing Damage. Desecrate damage gains 50% of the bonuses from both Strength and Intelligence.

HotFix V1.05a
- Fixed Advanced AI database flush after each combat (for real this time).
- Fixed a few missed Skills to EUO Blacklist lua script.
- Fixed Fulmination Spire, Glaciated Force and Avalanching Embrace from giving allies the non-forking sparks buff.
- Fixed Apotheosis Skill UI giving incorrect information about the skill.
- Fixed compatibility issue with some LeaderLib features. This involved an Innate Talent flag swap. Players will get a prompt saying points were refunded / added but this is a
Character Creation function being triggered and no Talent points are actually added. If you removed one of the Innate Talents I would suggest adding them back before running this update or you will be given extra Talent points.
- Characters is Dialog can no longer be buffed until Dialog has ended. This is a character specific block.
- Venom Coating will now Apply Poison for 2 turns in addition to it's damage bonus to help bring it in-line with spark skills.
- Reverted AP cost of Teleport back to 2AP and Netherswap back to 1AP The point of this increased cost was to hinder Teleport Bots a bit.
- Increased Skin Graft AP cost to 2 from 1.

Divinity Conflux V 1.05 Patch Notes:

V1.05 Patch Notes:
- Fixed Giftbag #5 Larian introduced Crash dealing with NPC Summons.
- Fixed Scripted AI Nullify actions to check if a character is sneaking or not before casting.
- Fixed Lunar Pyre's Comet collision issues with ceilings.
- Fixed Deflective Barrier skill from working on a few skills that were not intended.
- Fixed Runic Arsenal Shielding Runes working for non-Physical damage types.
- Fixed Witchfire Skillbook inventory sorting incorrectly.
- Fixed incorrect damage values for Funneling Aegis though the base is slightly lower due to now being able to crit. It does not however critically restore. This skill is not intended to Crit and is future proofing for an upcoming Script Extender feature allowing to set a non-crit interaction.
- Fixed Incarnate not being immune to slipping though this does not show up via examine for some reason.
- Summon Maelstrom now has a default (none surface) version which summons normal Tornadoes that clear surfaces, burning and invisibility.
- Added Lua Blacklist script on Boss one-shot Skills for Enemy Upgrade Overhaul mod which should now be fully compatible with Conflux. There's 100 or so total skills added by this mod for bosses, enemies, players, ect so please let me know if any odd or unfair ones pop up.
- Changed Act 4 Unique encounter to hopefully be more intuitive on it's mechanics.
- Added Advanced AI database script Flush to help prevent entry stacking (smoke bombs going into orbit). This was being caused when a triggered AI script occurred but the NPC died before it's turn and thus did not clear the entry.
- Added a Distance check for Invisibility to Advanced AI scripting.
- Early Conflux skills such as Miasma Spire, Cinder Blitz and Judgment of Terra now use manually scripted damage instead of leave action for their secondary damage types. This makes little difference in their function. It's more so the secondary effect takes an "Owner" and the AI + other skills respond properly.
- Added Withering Ray v2. Before public release many early skills were revamped with better visuals and scripting. Withering Ray was not one of them.
- Weaken Status has been reduced to -30% damage from -50%. It no longer reduces Strength but instead reduces Dodge and Accuracy rating by 10%.
- Diseased Status has been reduced to -25% Damage from -35%. It no longer reduces CON but instead reduces total Vitality by 10%.
- Disintegrate is now a single target skill. This required the skill to be written again but no worries a script has been added to swap the skill version for characters who have the previous one.
- The Aura based Spark skills Ice / Earth / Air are now targeted buff skills and can fork to nearby enemies. Much like Disintegrate this required the skills to be written again but a refund script is included for this as well. They will now also properly fork as Spark Master does.
- Added HP restore script in case players enable conflux mid session or in rare cases where enemy HP did not update correctly. This occurs on game start.
- Elemental Swarm can now Summon Blood and Poison Elementals. The skill will also respond to more surface types. In general the color references the Elemental. Electrified / Frozen Blood will result in a Blood Elemental. Earth, Poison and Blood Elementals will also respond to Blessed / Cursed variants of BASE surface types (ie Blessed Oil) since surfaces must now be shared across 6 templates instead of 4.

-Talent Changes-
- Remove Elusive Charm from the Elusive Talent. This was mostly a flavor feature though it did at times allow neutral NPCs to aid the Talent holder in combat. Unfortunately there's not a known way to remove the AoE status text of Attitude change on characters which could be a bit annoying.
- Arcanist Talent Overload Skill is now Combat only.
- Divine Vigor will now respond correctly to Rallying Cry.
- Walk it Off Talent has been slightly reworked. It will no longer respond to Bleed Fire, Lasting Cruelty, Sanguine Blade Debuff and a few other status effects unique to a single skill. The Positive status duration penalty of this talent has been removed. All Buffs will have normal duration. This involved around 80 status entries including the integrated Odinblade mods so please let me know if I missed one.
- Affliction Overload will no longer consider Unique status effects such as Lasting Cruelty, Faerie Fire, Marked, Mugged or Skull Cracker. It has been focused towards status effects which are applied by more than one skill or effect with the exception of Rimefire which has been removed due to its relationship with Proliferate.
- Redundancy script checks have been added to each talent to ensure effects are active after resurrection.
- Removed the AP reduction from Improved Opportunist as this was too detrimental to Enemy AI causing it to often take no actions.

-Balance Changes-
- Changed Add-on Heavy Enemies to the same Damage scaling as normal Strategist this previously pushed NPC damage slightly beyond Tanking capacity.
- Perseverance for NPCs will now be default 5% recovery per point while players remain 7%.
- Smoothed out Perseverance stat among NPCs to generally not exceed 35% restore. This stat is mostly seen on special NPCs or Strong Defender templates.
- Calmed down Necrowing Voidwoken.
- Added a little more difficulty to Act 1.
- LoEN Conjure (DK) Shadow Meld Damage Multiplier reduced to 110% from 120%.
- LoEN Conjure (DK) Gnashing Impale bonus Lifesteal reduced to +50% from +100% but will now also work without Vitality damage.
- LoEN Conjure (DK) Scaling Base Strength reduced to 7.5 from 8.
- Pyroclastic Eruption damage increased to 300% and has no target limit but no longer has an explosion radius on impact.
- Apotheosis has been reworked a second time. The skill now requires 4 Poly from 5 at 2AP and 0SP cost. Caster will gain +1 SP each turn for 3 turns in addition to the bonus attributes granted by the skill.
- Corrosive Spray Destroy Armor multiplier increased to 135% from 100%.
- Vitrify damage multipliers reduced to 70% from 75%.
- Judgement of Terra damage multipliers reduced to 65% from 70%. No longer applies Congeal and no longer has 1m explosion radius for rock shards.
- Miasma Spire reduced max targets to 6 from 8. Max Range reduced to 8m from 10m.
- Runic Arsenal Reach Runes have been reduced in values to 0.8m, 1.0m and 1.2m from 1.0m, 1.2m and 1.5m.
- Pact of Shadows reverted back to 2AP cost. This mostly adds a conditional of Blood Elemental Affinity.
- Withering Ray V.2 adding some potency to necromancy spell-based damage skills. Deals 145% Physical damage in a 2m wide 20m long ray which applies Suffocating and leaves behind cursed blood which can apply Decaying. If a character has no Magic Armor when struck by this skill then also inflict Cursed and Bleeding.
- Silencing Stare Destroy Armor multiplier increased to 135% from 120%.
- Elemental Swarm base elemental stat scaling reduced to 4 from 5. Fire Elemental has been given a lower damage Elemental variant of Supernova.

Conflux Odin Geomancy Add-on
Corrosive Spray increased to 135% Armor destroyed from 110%.
Throw Dust damage multiplier increased to 90% from 82%
Pyroclastic Eruption multiplier increased to 300% explosion radius removed.
Oily Carapace will no longer cast Fortify for free.
Granite Plating Earth Resistance reduced to 50% from 100%. AP cost increased to 3 from 2.
Titan Form Physical Resistance reduced to 15% from 25%. Vitality boost increased to 25% from 10%.
IronBark Earth Resistance reduced to 25% from 30%. Physical resistance reduced to 10% from 20%.
Nature's Decree AP cost increased to 3 from 2.
Oiled status reduces Earth resist by 10% from 15%
Mend Metal no longer gives an initial 12% bonus restore of Physical Armor when cast.
Oily Touch Multiplier reduced from 115% to 110%.
Natural Remedy mow also costs 1SP.
Mend Metal no longer grants slow Immunity.