Divinity: Original Sin 2

Divinity: Original Sin 2

[DE] Rogue Tweaks (with Translations)
40 Comments
ClayMore 16 Nov, 2020 @ 8:12pm 
이 모드 혹시 적들한테도 영향이 있는건가요? [ 아 참 재밌게 잘 쓰고 있습니다~ ]:steamhappy:
庞皮莱姆 8 Oct, 2020 @ 6:54am 
well,man,you really thought a lot and make some interesting changes.however it's still very week and not useful to stealth and assassinate....
Laidback 5 Jun, 2020 @ 1:12pm 
yikes. how about making these changes only affect players?
OneofakindKnight 30 Dec, 2019 @ 4:00pm 
This is a pretty good mod, but getting slept for 5 turns myself and seeing a Crocodillian teleport and disappear are a bit tough. A turn or two off of the Chloroform sleep and cooldown might balance that idk.
It definitely helps with my hit-and-run spellthief I'm trying to play as, but since we don't have much for magic dmg my chloroform rarely sleeps even smaller targets in one go, buffing the Chloroform's magic armor dmg would be very nice.
NOT_YOUR 22 Nov, 2019 @ 4:16am 
잘쓰겠읍니다,,
Deathroll블터 10 Oct, 2019 @ 11:16am 
감사합니다.
잘쓸게요
Favmir  [author] 7 Oct, 2019 @ 10:28am 
@DoRin-E One of the objectives of this mod is to be as compatible and unintrusive as possible, and changing those skills' properties into physical is overstepping the boundaries for that goal. This mod aims to be a direct upgrade to the vanilla with no downsides, so I don't want to make such change. If it did change those skills to be not deal magical damage, it would be problematic for people who want to stick to the vanilla visions provided by game devs.
Favmir  [author] 7 Oct, 2019 @ 10:22am 
@한식구 뭔가 답변이라기엔 너무 늦긴 한데, 나중에 볼 사람들을 위해서라도 해명을 하자면 이 게임이 원래 이동기들이 좀 센 편이라서 밸런스 조정을 제대로 할 거라면 궁수 이동기인 전략적 후퇴와 전사 이동기인 불사조 스킬도 고쳐야 합니다. 하지만 이 모드는 도적만 건드리는 모드이기 때문에 이 모드의 목적을 벗어나는 행위이니까 그렇게 하지 않은 거구요. 은밀한 발걸음에 투명 성능을 넣었음에도 불구하고 여전히 궁수 이동 스킬인 전략적 후퇴와 성능은 비등비등합니다. 전략적 후퇴는 1AP짜리 이동기인데 무려 1AP를 추가로 주는 상태효과까지 걸어주니까 사실상 0AP짜리 이동 스킬이거든요.
Wshams 2 Oct, 2019 @ 7:44pm 
can you make [Gag Order] and [Chloroform] pierce or physical damage? Since I'm playing this mod with DW but they are magic damage :steamfacepalm:
HEY KID IMA COMPUTA 11 Jun, 2019 @ 2:04am 
Can you make an option to disable the cloraform change? I like how the skill is currently TBH but felt underwhelmed by mortal blow and the lack of sneaking.
Elrendar 29 May, 2019 @ 2:19am 
감사합니다. 잘 되는 것 같네요!
Favmir  [author] 27 May, 2019 @ 6:12am 
@Elrendar 새로 추가되는 아이템이 없으니 삭제하면 스킬들의 성능은 원래대로 돌아가고 큰 문제는 없을겁니다
한식구 27 May, 2019 @ 4:17am 
은밀한 발걸음은 고쳐주세요. 1ap에 투명화, 거리 벌리기까지 된다는건 사기같네요.
ap를 3으로 늘리거나 슬롯을 2칸 먹는걸로 변경하는게 좋을거 같습니다.
Elrendar 26 May, 2019 @ 12:14pm 
적용된 세이브파일에서 모드 삭제할 수 있나요?
Favmir  [author] 19 May, 2019 @ 10:54pm 
@S I L E N C E R Thanks!
S I L E N C E R 19 May, 2019 @ 4:35pm 
Hi, Favmir! I have RATED UP & Added this mod (and others) to both:

1. " The Multi-Player Definitive D:OS2 Mod List (2019) " :steamhappy:

2. " The Definitive D:OS2 Mod List (2019) " :2017meatball:

Congrats & Thanks for your awesome mods!
Favmir  [author] 15 May, 2019 @ 9:05am 
@Kwang Dosa 한국어로 나옵니다!
Kwang Dosa 14 May, 2019 @ 11:59am 
한글판에 적용하면 영어로 나올려나요??
Zarcos 14 May, 2019 @ 8:59am 
@Favmir Well, essentially the Chloroform skill only played a role early on in fort joy. Once I reached level 9ish and boarded lady vengeance, my fire mage mostly had a fire debuff on practically everything that had it's magic armor removed, because, that was the only way to remove all their magic armor to then apply chloroform. However, during the fort joy act enemies had low enough magic armor or simply none at all and chloroform would just easily work and kept them out of combat till I was ready to engage them.
케모노프렌즈 12 May, 2019 @ 6:44pm 
감사합니다!
Avatar of Frost 9 May, 2019 @ 11:48am 
Enemies do attack their sleeping allies quite often on my playthroughs - however sometimes they are simply unable to or sometimes if there is only 1 left you could abuse the heck out of them. I definitely feel that 5 turns is too long as well.
Favmir  [author] 9 May, 2019 @ 10:24am 
@Zarcos I see. I was hoping the tactics used by A.I.s where they wake their teammates up with attacks would be frequent enough to not make the skill as OP for the player. I would like to know: how often did enemies used that tactic during your playthrough?
Zarcos 9 May, 2019 @ 10:19am 
My only critique would be the following:

Chloroform:
The change to the sleep duration undoubtedly made this skill more practical for use outside of combat, when aiming to steal from a certain target, but has also made the skill a bit OP when used during battle. Being able to put a target to sleep for 5 turns is quite OP. Most engagements don't even last a whole 5 turns, or not much more than that. You're essentially able to remove that enemy entirely from the battle...which makes OP. **2 turns of sleep while in combat would be more balanced.
Favmir  [author] 3 May, 2019 @ 10:13am 
@후에에에에엥 아드라말리크 외에 평소에 3근원 절멸이 너무 세다고 느껴진 적 있으신가요? 밸런스 피드백은 환영입니다
후에에에에엥 2 May, 2019 @ 11:29pm 
이거 덕분에 돚거 재밌게 했당 근데 악스 와서 진행하는데 돚거로 3근원 관통데미지 주는 스킬 쓰는데 아드라말리크가 한 방에 뒤지는거 보고 좀 충격먹음
Roseluck 26 Apr, 2019 @ 12:32pm 
@Favmir Thanks for the info! With safe-game compatible I mean that I can continue in a safe game by just activating the mod without anything breaking. In other games the mod authors can point out if a mod will not work/break if you do not start a new game. I will try it in Multiplayer tomorrow, I can write here if it works.
Favmir  [author] 26 Apr, 2019 @ 10:04am 
@Roseluck Will it run on multiplayer? On paper, yes, no reason it shouldn't work. I haven't tested myself though.
Favmir  [author] 26 Apr, 2019 @ 10:02am 
@Roseluck I'm not sure what you mean by safe-game, but let me explain as much as I can about the mod. For the most part all of the changes are just stat replacements, which are generally safe and doesn't break the game in any way(at most just mods overwriting each other). The only potential problem would be from the very basic(and only) script that runs when a character uses chloroform. But it's very basic(it's like 5 lines of code) and not likely to cause any serious problems.
Roseluck 26 Apr, 2019 @ 8:36am 
Hey, I am new to modding of Divinity and this mods sounds really good. I have two questions.

1) Is this mod safe-game compatible?
2) Can this mod be used in a multiplayer campaign? (if yes, do all need the mod or only the host of the safe game?)

Thanks!
Favmir  [author] 23 Apr, 2019 @ 8:07pm 
@Avatar of Frost Aww thank you! I'm relieved.
Avatar of Frost 20 Apr, 2019 @ 5:59pm 
So I started using this mod and all aspects of it seem to be working fine. I really like the changes and my rogue is really fun to use. Keep up the great work!
Favmir  [author] 19 Apr, 2019 @ 2:51am 
@Avatar of Frost Thanks! The mod which has priority over the other will overwrite the Guerilla Talent, probably. The way guerilla is modded is that modders simply change one of the two variables which indicates: number of APs the talent will reduce & damage buff percentage. So there shouldn't be any major problems like bronken scripts, in theory.
Avatar of Frost 19 Apr, 2019 @ 2:16am 
Looks very interesting. Will definitely try it out on my next playthrough since I'm looking to do a scoundrel build. Wondering though, I already have a mod that buffs the guerilla talent and wondering if this will clash with that one? I like all the other changes this mod makes though.
Schadenfreude 19 Apr, 2019 @ 1:59am 
@Favmir
As long as it doesn't allow for infinite intervention from outside of combat with constant sleeping, then it seems fine to in my book.

The added CD hurts a bit, but the mod overall makes more than up for it.
Favmir  [author] 18 Apr, 2019 @ 2:42am 
@Schleicherfreund The way I made the change is that sleeping enemies wouldn't start a combat, but if there is already a combat going on you'd included into the combat(turn-based I mean) so it shouldn't break the game. Also I did raise the cooldown up to 4 turns, but can raise it up more if it feels too strong. But I personally don't think 5~6 orlonger cooldown is justified on non-source-tier skills
Schadenfreude 17 Apr, 2019 @ 4:49am 
If you're smart about it Chloroform is an insanely strong CC, due to it's low AP cost and low CD.

With the ability to use it from out of combat ad infinitum it basically means you can permanently keep enemies from taking turns at the mere cost of trying to stay hidden.

Of course anyone has to gauge how much he wants to exploit something, but the added CD on a skill may keep people away from the mod.
Favmir  [author] 16 Apr, 2019 @ 9:44pm 
Updated the mod. Now if you use Chloroform while sneaking it will go unnoticed(Doesn't start combat).
Favmir  [author] 16 Apr, 2019 @ 7:10am 
Updated the mod. Daggers Drawn is reverted back, more skills are adjusted. Please check the changelog for details.
Dayfly 14 Apr, 2019 @ 5:09am 
thx
Schadenfreude 13 Apr, 2019 @ 4:32pm 
I really like the sound of this mod, I was looking forward to a mod that was giving the rogue skills a better stealth-flavour, and while this mod also touches some DPS numbers that's only lightly.

I generally tend to keep away from skills that deal purely Vitality damage, though, because getting that pesky armor off of enemies, to start being able to CC/Debuf, is more valuable to me.
While it can be situationally advantageous to finish off an enemy that's low on Vitality, but still high on armor, or who gets back it's armor after a knockdown/petrify, that usually means you're already winning the fight anyways (I recognize this may be different as a lone-wolf player, though). Also if that's the case, then Mortal Blow will finish the enemy anyways, since he's most likely already at around 20% health.

Thanks for adding to the community!