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This page was last updated on 17 May 2025, 4:45PM
- Changelogs
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Version 1.05c
- ALL CHANGES AS OF THIS POINT ARE POSTED IN THE "DOCUMENTATION" SECTION README.
- ALL CHANGES AS OF THIS POINT ARE POSTED IN THE "DOCUMENTATION" SECTION README.
- ALL CHANGES AS OF THIS POINT ARE POSTED IN THE "DOCUMENTATION" SECTION README.
- ALL CHANGES AS OF THIS POINT ARE POSTED IN THE "DOCUMENTATION" SECTION README.
- ALL CHANGES AS OF THIS POINT ARE POSTED IN THE "DOCUMENTATION" SECTION README.
- ALL CHANGES AS OF THIS POINT ARE POSTED IN THE "DOCUMENTATION" SECTION README.
- ALL CHANGES AS OF THIS POINT ARE POSTED IN THE "DOCUMENTATION" SECTION README.
- - Added Character Creation only versions of each Element for Imbue Elements so it can be taken during character creation. You might find a few alt-presets using it.
- - New Skill - Killing Field 1AP 3CD (lvl 9+ War 3) Set a reactive position creating a 6m attack radius around you. You will automatically attack any enemies who enter this area twice with your melee weapon for 65% weapon damage each. While in this Stance you cannot move and unwavering granting immunity to Teleport, Knocked Down, Crippled and Slowed.
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Version 1.05b
- 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.
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Version 1.04a
- - Fixed Database conflicts with Lord of Endless Night which includes sacrifice of vitality and number of knights in play.
- - Changed new Ice King Talent to use base Chill status interaction instead of stacking a separate "Intense Chill".
- - Two Kings United better explains itself including it's bonus of not removing Chill by producing Proliferate status.
- - Ice King's Freeze surface transform will now be combat only.
- - Incarnate and Lord of Endless Night can no longer slip on ice surfaces. Incarnate can no longer be Charmed.
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Version 1.03
- - Fixed Merging of Damage types when using Runic Hammer on weapons with a non-itemized boost like ones granted by Poison Barrels.
- - Fixed the status order of Vitrify so it will attempt to apply Proliferate for 3 turns if the caster has Torturer and otherwise default 2 turns while also improving it's synergy with Imbue Elements.
- - Fixed multiple hits of Improved Opportunist attacks from removing more than 1 AP per provoke.
- - Fixed Mirage Arrow Clone from gaining Lone Wolf +2AP bonus on it's first turn even though the talent is removed when summoned.
- - Fixed Conjure Death Knight not responding with objects targeted on the Summon portion of the skill.
- - Summon leashing range reduced to 150m from 500m.
- - Dismiss Summon Skill now mentions it's one of the many triggers which cause leashing and it's range is 50m for QoL manual use.
- - Fixed Treasure table typo for Mass Poison / Frost Traps.
- - New Act 4 Unique encounter has been given a more prominent hint for one of the mechanics.
- - Divine Vigor will now respond to the duration ending for Cryogenic Stasis though unlike normal interaction this only functions if the caster used the skill or was the target of the skill. The interaction is intended to improve Stasis' potency as a panic button by granting the boon after the fact.
- - A certain Unique item will now react differently if it's user has a certain talent allowing full value of it's scripted benefits.
- - Status cures for Vanilla skills have been converted to 100% scripted actions. They were originally about 50% scripted anyways for Conflux status cures but now they will cure intended statuses regardless of the mods being used.
- - Odinblade Necro, Umbra, Spectre, Aero, Hydro and Geo Class Overhauls have been integrated into the Conflux Talents and will now react apropriatley. Please let me know if any of the Conflux Talents are not responding to a status or healing effect from these overhauls and it will be fixed. Also keep in mind Divine Vigor is specific to "Healing Skills" not healing effects ie Cleanse Wounds.
- - Odinblade statuses have been integrated into cure skills. Previously there were no cures for various status effects but that is no longer the case. Some of this is future proofing as enemies need to be allowed a chance to remove and recover from status effects. This does not consider "Class Mechanic" statuses.
- - "Class Mechanics" from Odinblade mods will for now be ignored by Conflux Talents and Cure skills. Things such as Spectre's Agony, Aero's Conductive or Hydro's Hypothermia. One reason for this is to preserve the intended function of these overhauls and another is simply because there are too many statuses applied in a single skill and it heavily reduces the value of defensive Talents.
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Version 1.02a
- - Fixed typo preventing Combat Reflexes from working on off-hand weapons.
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Version 1.02
- - Combat Reflexes Talent has been entirely re-scripted. It now responds to slot type instead of item type to improve compatibility with mods that add new weapon types. It also uses Preset One, Preset Two with a single Swap skill. Previously the script method used to toggle the swap skill added an unnecessary skill to the Talent and would only check for the first instance of the Swap skill on the player's hotbar to toggle. Now it will check all hotbar slots and change them accordingly allowing the Toggle function to sync properly when set on different hotbars. The talent will also no longer grant AP. It is recommended players currently using this talent remove it, exit the mirror and then add it again to insure the new script is kick started.
- - Fixed a small line of sight issue if players tried to take a certain unique encounter fishing.
- - Fixed a certain Unique encounter in Act3 from not cleaning up after itself.
- - Peace of Mind Accuracy Bonus reduced to +15% from +20%.
- - Far Sight Accuracy Bonus increased to +20% from +15%.
- - Using Teleport Pyramids now costs 3 AP but will disorient it's user for 6 seconds. If the character engages in combat during this period they will suffer -3AP for their first turn.
- - Trap skills have been given a complete overhaul with quite a bit of scripting to help them function as intended. Traps will now do less damage when detonated manually. This method will still give them skill bonus, crit, ect of the character who caused the detonation as before but also allow the option for an alternate method using their Proximity detonation for higher base damage without skill / crit interaction. Traps gain diminished bonuses when detonated by a Summon. Roughly 30% of a summons total damage bonus is applied to manual detonation since this method is hardly to be discouraged. In testing on a lvl 16 base-line character with 10 Geo Vs a Buffed + SuperCharged Incarnate the damage difference for non-crit was ~210 for the character and ~265 for the Incarnate and Trap Proximity detonation was ~400 damage. The Tooltip for traps will now state it's manual detonation damage instead of it's proximity damage.
- - Added New Unique encounter to Act 4 with a new scripted Unique item. This encounter replaces the beloved Lizard Revenant fight and can be done regardless if the player has already completed the old encounter. Just walk around a bit...
- - Elusive Dodge will no longer function when the character is hard CC'd.
- - Brigand's Manuver's Skull Cracker will no longer cause Confusion as this mostly just works for the AI using the status on players.
- - Ice Lance damage increased to 100% Water damage from 90%.
- - Hail Strike damage increased to 45% damage per shard from 40% impact radius increased to 2m and new visual impact added to better emphasis this.
- - Meteor Shower explosion radius increased to 4m. Target Radius reduced to 5m. This will roughly double it's avg hit rate. This change is for players only.
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Version 1.01
- Added a Lua script which allows fully scripted skills such as Conjure Death Knight and Pact of Shadows to properly display their Vitality loss and gains in format and color. Previously this could only be done without text formatting.
- Failsafe prompt after Character Creation has been added in case a player picks an Innate talent. The talent point will now be refunded with an explanation.
- Fixed Menu UI Honor mode still mentioning Tactician instead of Strategist.
- Added all Languages.xml to the mod. These are currently in English but players can enjoy the game in their native language otherwise.
- Arcanist's Source Phylactery and Overload skills now have their own Icons
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