EPIC ENCOUNTERS:

Origins

                        

                        

Divinity: Original Sin II

Overhaul and Expansion Mod

Last updated: 3-10-2023

Created by:

Matteo "Ameranth" T.

Davide "Elric" T.

Dedicated to people like you; thank you.



LINKS



INTRODUCTION


Epic Encounters: Origins is a gameplay overhaul and content expansion mod for the Origins campaign, and is the spiritual successor to our project for the first Divinity: Original Sin game - “Epic Encounters.” The goal of the project is to introduce an immense degree of depth to the game, while also raising the relative challenge presented by its combat encounters. We hope that the end-result of this depth and challenge leave you feeling satisfied after defeating “epic” encounters--or at least satisfied in a journey that ends with a symphony of party-synergy and combo that conquers content.


CORE MECHANICS


ASCENSION

View all Ascension options here

Path Calculator by Pip

Searchable Ascension Overview by Xan

Check out a video of the Ascension here


  • The Ascension is an entirely new means of character progression, accessed through a gorgeous full-screen interface by using the "Meditate" skill (granted in the Origins campaign shortly after waking up on Fort Joy). This feature provides you with a point-allocation system that offers numerous never-before-possible options for character improvement.

  • Sadly, controller mode is not “fully” supported with this feature, but it is still usable with a controller by  entering the free-move mode to mimic a mouse (push in the left stick).
  • Invest Ascension Points to embody aspects of "Force," "Form," "Entropy," "Inertia," and "Life," which house numerous unique character-build-defining effects. We hope this system will leave you excited and overwhelmed with choice as you carve out the shape of your own Ascension.
  • Each party member has 1 Ascension point for each level they have. Additionally, some notable quests grant points too; in the Origins campaign, these are:
  • +1 when you learn Bless.
  • +1 when you unlock your second Source point.
  • +1 when you learn Spirit Vision.
  • +1 when you learn Source Vampirism.
  • +1 when you access the Academy in act 3 for the first time.
  • You can freely allocate/remove your Ascension node choices while out-of-combat on a whim; there is no cost to do so, and we encourage you to rework them frequently! The only restrictions are that you may never invalidate any requirements you are currently satisfying, and you may never remove preceding nodes to a linked node that you currently have allocated (you must remove nodes in reverse-order).
  • For a list of common Ascension bonuses see Ascension Keywords.

SOURCE POINTS

Check out a video about Source Infusion here


  • Source Points are now more fully integrated as a core combat mechanic. Players now generate 1 Source Point at the start of their 2nd, 3rd, and 4th turns each combat via "Source Generation." Some powerful Ascension options manipulate this mechanic, increasing the system’s complexity and increasing build options. Note that although players lose all out-of-combat Source Points at the beginning of each combat, these points return when combat ends (so as not to interfere with out-of-combat source-related quests).
  • Nearly every skill has been rebalanced to cost 0 Source Points by default and given 3 tiers of Source Infusion, radically increasing the number of skills readily available throughout the game. Source Infusion allows you to declare a number of Source Points you want to pay before using a skill, up to 3, by using the “Source Infusion” skill ‘x’ times before your intended skill. The more points you commit, the more powerful the resulting effect. Skills will show you the effects of their Source Infusions 1-3, and each infusion level stacks with those prior--so Source Infusion 3 gives the effects of all three listed.
    The Source Infusion system prevents combat from becoming “front loaded” with high-cost source skills and facilitates interesting shifts in combat tempo during turns where source skills are used.
  • A spell capable of applying a tier III status that is infused with any number of Source points requires 2 fewer stacks of Battered or Harried to do so.


REACTIONS


  • Reactions are a new class of actions performed automatically when their activation conditions are satisfied, and can only be performed when it is not the reacting character's turn (similar to the behavior of Reactive Shot).
  • As opposed to the reactions in Epic Encounters for D:OS1, unless otherwise stated, any given reaction may continue to activate so long as the reacting character can pay the reaction cost. Reactions generally cost 1 AP, but more expensive or free reactions also exist. Some effects may alter the cost of reactions (generally reducing their cost, as in the case of powerful Ascension or Artifact bonuses.)
  • Reactions have a wide variety of build-defining offensive and defensive effects that can range from performing additional basic attacks (as in the case of returning favorites: Predator and Centurion) to healing allies. Ascension bonuses and Artifacts allow a significant degree of freedom and creativity in choosing what reactions you will use and how they will function.
  • In order to create a more consistent mechanic to build a party around, reactions generally activate in response to situations that players can create. This leads to potentially very complex considerations concerning how to spend a character’s AP on any given turn, since in the right party leftover or banked AP could have a great impact when funding reactions. Apart from the generic interest of reactions in making otherwise rigidly turn based combat feel more fluid and dynamic, they encourage players to consider their characters as parts of a single “macro-character,” each trying to activate the others’ effects as efficiently as possible.
  • For descriptions of the most common reactions, see Ascension Keywords.

NUMBER GROWTH


  • Compressed and linearized base Vitality and damage growth, which drastically reduces the difference in raw numbers between levels. As a result, rather than instantly replacing underleveled items, you will find that items can remain relevant longer. Additionally, the numbers you are presented with should feel more intelligible and meaningful, since these values will change much less throughout the game.

ACTION POINTS


  • Doubled all Action Point values, then increased or decreased values from this base.
  • This was done to create greater granularity in AP costs, allowing for far better balancing (since the lowest increment of 1 AP is now comparatively much smaller).
  • Combat movement amounts exist at half their previous values (per-AP) so as to preserve total potential movement.
  • AP cost of Sneaking is still 4, which in conjunction with global AP changes essentially means its cost has been halved.


PLAYER RESISTANCES


  • Player resistances are now capped at 50% by default. You can no longer raise your resistances beyond this amount unless you acquire some talent, Ascension bonus, equipment, or other effect that explicitly states it raises maximum resistance.
  • Gaining immunity or absorption for various damage types has enormous balance implications and should therefore be very difficult to achieve.
  • While player resistances are capped at 50%, you can now benefit from more than +100% of a given resistance from your equipment. In the unmodded game, your equipment could only grant you a total +100% of any resistance before ignoring any excess (from equipment). This becomes relevant in any situation where some effect reduces your resistances since the extra resistance beyond your maximum becomes active in countering said reductions.
  • Example:
  • I have +160% fire resistance from my equipment, but only 70% maximum fire resistance.
  • I suffer a debuff that reduces my fire resistance by -80%.
  • The 90% that I have over my maximum (160 - 70 = 90) counteracts the reduction from the debuff. As a result I still have 70% resistance (my maximum) even while the reduction is active, and another 10% over my maximum ready to counter further effects I might suffer.

INITIATIVE


  • Introduction of "Prepared" as a core combat mechanic: whenever a character's turn begins, if the last enemy who had a turn this round has less initiative, the active character is considered "prepared" and recovers +1 additional Action Point that turn, or +2 if it exceeded two-times the initiative contest.
  • This mechanic intends to make Initiative an attractive stat for any character, regardless of the round-robin ordering's influence on it, since you now want to acquire as much initiative as possible to gain Action Points and deny enemy Action Points.
  • This entails that the first character to act in a round is not Prepared (unless rendered such by some other effect); we felt this was reasonable because acting first in combat tends to offer a massive advantage.

DODGE


  • Each time a character is missed by an attack in combat they suffer “dodge fatigue,” temporarily applying -13% dodge chance. This fatigue ends at the start of their turn.
  • This change prevents dodge from becoming a design-space limiting stat while maintaining its relevance as a powerful defensive option; allowing it to be awarded more freely. Also, from a realism standpoint, this simulates the compromised posture one would have after dodging multiple attacks in rapid succession.

RESURRECTION


  • If a player is resurrected in a combat round where they already had a turn, they suffer "Resurrection Sickness" and cannot act again that round.
  • This prevents abuse of resurrection to take infinite turns, but maintains resurrection as a powerful option in emergency situations.

SURFACES


  • Updated many surface descriptions to reflect previously unmentioned properties.
  • All water surfaces now apply Wet.
  • Removed fire visual sprites from all fire surfaces. This change better fits the direction we've taken for them with the new "Scorched" status instead of Burning, and we felt these surfaces were far too loud visually anyway.
  • Instead of Applying Burning/Necrofire, fire surfaces now apply Scorched for 2 turns instead (normal fire cannot detonate Scorched, though, while Cursed can). Cursed fire also applies Terrified I for 2 turns.
  • All frozen surfaces now apply Slowed I for 2 turns (Slowed II if cursed) instead of Chilled. Cursed frozen surfaces also apply Brittle for 2 turns when moving through them.
  • Electrified surfaces no longer disappear after applying a status.
  • Electrified surfaces’ damage is increased by  ~50%.
  • Electrified surfaces apply Charged for 2 turns instead of Electrocuted I/II. Cursed electrified surfaces also apply Weakened II for 2 turns.
  • Webbed surfaces now have a 50% chance (100% if cursed) to apply up to Slowed II for 1 turn (2 if cursed) when moving through them, instead of the old "Enwebbed" status. No longer ignores armor.
  • Cursed Blood and Cursed Blood Clouds now apply up to Vulnerable III for 2 turns.
  • Cursed oil surfaces now also apply Calcifying for 4 turns. No longer has a chance to explode when moving through them.
  • Smoke Clouds of all kinds no longer exist.
  • This was done for a few reasons, but mostly because smoke tends to become abusive when used to fool AI, and because it can become extremely frustrating when small patches of it appear (as its visual is extremely understated).

HIGH/LOW-GROUND CHANGES


  • Damage bonus/penalty from high/low-ground reduced to +/-10%, and Huntsman no longer scales it.
  • This was done because the range advantage from height is borderline insurmountable already, let alone with a notable damage multiplier.
  • Highground now grants additional range at ~60% the rate it used to - meaning you will tend to need a greater height advantage to achieve a similar range bonus.

 

SUMMONING


  • Summons now die immediately when used outside of combat (though they can survive when cast near enough to hostiles to initiate combat).
  • This was done so that we could budget summons as worthwhile AP investments in their own right, since balancing around pre-casting high duration spells is a bit of a fool's errand. Combat balance should hinge on the expected effect of actions taken in combat (minimal pre-casting notwithstanding). We cannot balance around the assumption that players will build a totem farm and an incarnate army before beginning combat--in addition to engaging with free attacks.
  • Totems now have a status that displays their remaining duration.
  • Soul Bond (the bonus to summons from a caster's "Summoning" ability score) has been reworked:
  • Bonuses now increase by 5% per-point in Summoning, down from 10%.
  • Summons now inherit 75% of the summoner’s attributes over ten.
  • Summoning 10 no longer causes Summon Incarnate to create an Incarnate Champion--this transformation now appears as an Ascension feature.
  • Significant (and interesting) support for summoning exists within the Ascension system.
  • We made these changes to improve summon-scaling and interest while increasing the forethought necessary to reach the highest levels of power for summoning builds--simply reaching Summoning 10 did not seem difficult or engaging enough.

 BATTERED / HARRIED, STATUS OVERHAUL


BATTERED AND HARRIED

Check out this video on tiered statuses and Battered/Harried


  • Battered and Harried are stacking debuffs applied (for two rounds) to a creature upon suffering damage equivalent to 7.5% of its total Vitality. Insufficient damage builds toward this percentage and applies a stack once the total reaches 7.5%. Physical damage applies Battered while Magic damage applies Harried; each may stack up to 10. Applying "tier III" of tiered statuses requires and consumes 7 stacks of Battered or Harried, depending on the status. The various statuses blocked by Physical Armor and consuming Battered reduce elemental resistances, meanwhile those blocked by Magic Armor and consuming Harried reduce physical and piercing resistance.
  • Implementation of Battered and Harried achieves a number of important effects:
  • Optimal damage output requires a combination of physical and magic damage.
  • The Binary combat style of "perma-CCing" the battlefield from round one no longer exists, since even tier III statuses do not prevent the target from taking a turn.
  • Stacking powerful debuffs on a target requires significant effort.
  • Characters intending to absorb heavy damage must manage their accumulation of Battered/Harried stacks so that negative statuses do not erode their defenses excessively.
  • Manipulating the growth or expenditure of Battered and Harried through the Ascension system creates new character build options.

TIERED STATUSES

View the full tiered status list here, along with some common non-tiered statuses

Check out this video on tiered statuses and Battered/Harried


  • In addition to the issue of players killing entire armies before the enemy’s first turn, we believe that the game historically suffers from over-prevalence of “crowd control” effects, which shifts the focus of combat toward finding ways to preclude opponents from acting rather than interacting with them. This dynamic can make combat feel binary or repetitive. Nearly all "hard" crowd control options have been removed in favor of effects that weaken the target rather than completely denying them the ability to act, allowing shifts in combat tempo to occur. This status overhaul makes dealing with incoming damage a real concern. You can still heavily debilitate enemies, but it requires much greater effort.
  • Rather than applying CC statuses, debuffing skills apply a "chain" of three status "tiers;" each successive tier in the chain is more powerful than the former, but requires more effort to apply. When applying one of these statuses, you attempt to apply the entire chain up to the listed tier. If the strongest outcome fails, the next highest is attempted instead, all the way down to the weakest, guaranteed effect.

  • Basic Tiered status rules:
  • Tier I requires nothing and always succeeds.
  • Tier II requires the target to have no armor of the relevant type.
  • Tier III requires and consumes 7 stacks of Battered or Harried (Battered for physical statuses, Harried for Magic statuses), ignores armor entirely, and has by far the most powerful effects.
  • Tiered statuses reduce resistance to either physical or magical damage--whichever is opposite to the armor-type they are affiliated with. The reductions are as follows:
  • Tier I: -5
  • Tier II: -15
  • Tier III: -50
  • To illustrate tier III status application: if you try to apply "Squelched III," first the required Harried stacks for tier III are checked; if the target does not have that many, then tier II is attempted instead, checking for its armor. Finally this pattern regresses down to tier 1, which always succeeds as a fallback.
  • I highly recommend you check the full tiered status list for an overview of these statuses, or you can open your journal in-game and check the status entry for a similar overview at any time.

NON-TIERED STATUSES


  • Common damaging statuses scale their tick damage with increases/reductions to their originator's damage, can score critical hits with Savage Sortilege, and can leech with lifesteal. This means that statuses like Poisoned or Bleeding, etc., remain relevant tools (and threats) throughout the game.
  • Most damaging statuses, like Poisoned or Bleeding, now ignore armor--similarly to how they previously were with the Torturer talent.
  • Each element has a non-tiered damaging status, similar to how Poisoned exists for Poison damage:
  • Burning/Necrofire replaced with “Scorched.” When a Scorched character becomes Scorched again, this status is removed and it suffers fire damage.
  • Scorched characters do not ignite surfaces/clouds like Burning/Necrofire did, which helps reduce the rate at which a battlefield’s surfaces devolve into fire.
  • “Brittle” added for Water skills. After suffering 3 stacks of Battered, this status is removed, water damage is dealt to this character, and a 2m frozen water surface is created around it.
  • “Charged” added for air skills. Ending a turn next to another Charged character causes damage to both, and this status is removed from both.
  • “Calcifying” added for Earth skills. A DoT similar to Poisoned/Bleeding, but deals Earth damage.
  • Drunk now raises Power (intelligence) by 2 instead of reducing it by 5 (the debuff stopped making sense after we changed Intelligence to Power). Drunk accuracy penalty increased to -20% from -5%.
  • Becoming Drunk while already Drunk no longer causes Sleeping.


ASCENSION KEYWORDS

Ascension Path Calculator, by Pip.


  • While Ascension provides many bonuses in terms of basic statistical increases (bonus resistances, Attributes, Abilities, etc.), the various “keywords” it grants represent a significant contribution to character build diversification. Ascension keywords generally function like complex Talents that provide a character with some sort of ability that deeply impacts their mode of play (these effects allow the creation of character builds in the true sense, not just different loadouts). Keywords generally provide a base effect that further investment builds upon with various mutators or additional activation conditions. Below you will find a list of the base effects of the available Ascension keywords. 

  • Abeyance:

  • » When Abeyance activates, it instantly heals whatever damage it activated from; at the start of your next turn, suffer that amount +15% as unresistable damage, split evenly between your armors and Vitality. Any remaining damage to armor is instead dealt to Vitality.
  • » Basic activation: If it is not your turn, when you are dealt combat damage equivalent to at least 30% of your maximum Vitality (-0.5% per Inertia or Form embodied, minimum of 20%) at once, Abeyance activates.
  • Adaptation:

  • » When Adaptation is activated, gain or lose up to 30% of your maximum Physical or Magic Armor until their current values equilibrate; loss occurs from the higher of the two values and restoration occurs to the lower of the two values. Additionally, gain a stacking Adaptation status, which lasts for 1 turn, stacks up to 10 and grants +2.5% to FIN, CON, POW, and WIT per stack.
  • » Adaptation skill: 1 AP, no cooldown, activate Adaptation when cast.
  •  Benevolence:

  • » When Benevolence is activated, remove 2 stacks of Battered and Harried from the target and move half these stacks (rounded up) onto yourself. Restore 5% of your missing Vitality per stack of Battered or Harried removed this way.
  • » Gain Mercy, 2 AP, 1 turn cooldown, activate Benevolence on each ally within 8m.
  • Celestial:

  • » 1 AP reaction that restores 15% of target's Vitality (+2% per Life embodied).
  • » This is a Reaction: Reactions are performed automatically when their conditions are satisfied, and can only be performed when it is not the reacting character's turn.


  • Centurion:

  • » 1 AP reaction that performs a basic attack on a target within weapon range.
  • » This is a Reaction: Reactions are performed automatically when their conditions are satisfied, and can only be performed when it is not the reacting character's turn.
  • Defiance:

  • » When you become Flanked, and when you start your turn within 5m of at least two enemies, Defiance activates for 1 turn.
  • Elementalist:

  • » 1 AP reaction, deals elemental damage to all characters within 2m of the reaction's target. When you perform an Elementalist reaction, suffer damage of the reaction's type, equivalent to 10% of your maximum Vitality for each stack of Elementalist you have. Then gain 1 stack of Elementalist, or 2 if using the same element twice in a row.
  • » This is a Reaction: Reactions are performed automatically when their conditions are satisfied, and can only be performed when it is not the reacting character's turn.
  • Occultist:

  • » 1 AP reaction, apply Bane for 2 turns. Bane deals Physical damage to the target at the beginning of their turn. When Bane ends, it deals its base damage +5% per Battered or Harried that the target suffered over its duration.
  • » This is a Reaction: Reactions are performed automatically when their conditions are satisfied, and can only be performed when it is not the reacting character's turn.
  • Paucity:
  • » While active, Paucity grants +15% lifesteal (+2% per Entropy).
  • » Basic activation: Once per round, when you drop to 25% Vitality or below, activate Paucity.
  • Predator:

  • » 1 AP reaction that performs a basic attack on a target within weapon range. If this attack is performed with a melee weapon, it has +30% critical chance. Additionally, if this attack is performed with a dagger, attempt to sneak afterward.
  • » This is a Reaction: Reactions are performed automatically when their conditions are satisfied, and can only be performed when it is not the reacting character's turn.
  • Presence:

  • » Presence is considered active on any allies that are affected by your Leadership.
  • Prosperity:

  • » Basic activation: When you have at least 90% Vitality (-1% per Form or Life embodied), Prosperity is considered active.

  • Purity:

  • » When Purity is activated, instantly heal 15% (+1.5% per Life embodied) of missing Vitality and armors - also gain a 10m radius aura for 2 turns that restores 8% (+1.5% per Life embodied) of missing Vitality, Magic, and Physical Armor per turn to yourself and allies. 4 turn Cooldown.
  • » Basic activation: When reduced to 30% Vitality (+1.5% per Life embodied) or below, activate Purity.
  • Violent Strike:

  • » If Violent Strike is active when you use a skill, basic attack or reaction, perform a Violent Strike on the first enemy you hit, which deals 30% of your weapon damage to enemies within 2m of that target.
  • Vitality Void:

  • » When Vitality Void is activated, deal piercing damage, split between all enemies within 3m of you, equal to 11% of your maximum Vitality (+1% per Entropy embodied), and you heal for 15% (+2% per Entropy embodied) of this damage. Vitality Void is not affected by increases or reductions to your damage.
  • » Basic activation: Whenever you spend a Source Point in combat, activate Vitality Void.
  • Volatile Armor:

  • » Whenever you suffer damage to armor of the designated type, deal the listed percentage of that damage to all characters within range, as whatever damage type is noted.
  • Voracity:

  • » Whenever an enemy dies in combat, your Voracity effects are granted to you. If the dying enemy was a summon, you are instead granted only 20% of these effects' intended values.
  • Ward:

  • » When Ward is active, gain +10% to all resistances.
  • » Basic activation: After you have suffered total damage exceeding 60% of your total Vitality (-0.5% per Constitution over 10, minimum of 20%), activate Ward for 1 turn.
  • Wither:

  • » Withered reduces the effect of Power by 15% (+2% per your Entropy embodied). Additionally, once per round per target, Wither applies 1 Battered and Harried as it is applied.

SKILLS

View the full skill list here (overview by Pip!)

Check out a video about Source Infusion here


  • Skills that previously created permanent surfaces now do so with a duration instead (most for 2 rounds).
  • Skills that absorbed surfaces to improve their effect now require ~30% less surface for an equivalent effect.
  • Skillbooks that previously required crafting now also appear in the same fashion as normal skillbooks.
  • Unless stated otherwise, spells that previously granted non-percentage movement speed bonuses have had this value halved to normalize their benefit with regard to the AP changes.
  • Nearly every skill has been balanced not to cost source points by default, and has been granted 3 tiers of Source Infusion.
  • Source Infusion tiers are cumulative with preceeding tiers, unless explicitly stated otherwise. When casting a skill with Source Infusion 3, expect the effects of all three listed tiers to stack.
  • Undead racial “Play Dead” is now a low-tier Scoundrel skill that anyone can learn, and Undead instead are given “Vampiric Touch,” which deals physical damage and restores your vitality for an amount equivalent to damage dealt, has a 3 turn cooldown, and costs 3AP.
  • See the full skill list for a description of the changes made to each skill and a catalogue of the various Source Infusions.


ATTRIBUTES


  • Attribute changes contribute to our effort to control multiplicative damage scaling, whose prevalence in the unmodded game allows absurdly high damage outputs.
  • Note that references to the amount of an attribute mean the amount beyond base (10).

  • Strength:
  • No longer increases damage.
  • Now allows the use of heavy armor and shields, which, with the changes to armor requirements, makes strength almost certainly necessary for characters hoping to absorb damage.
  • Now grants +3% bonus to magic and physical armor per point.
  • Finesse:
  • No longer increases damage.
  • Now grants +0.5% dodge chance per point.
  • Now grants a 2.5% chance per point to recover 1 AP when performing basic attacks. If you have more than a 100% chance to recover AP in this way, that surplus becomes your chance to recover 2AP instead. (AP recovery from basic attacks may never reduce the net-cost to less than 2 AP.)
  • Constitution:
  • Vitality bonus reduced from 7% to 6%.
  • Intelligence (Power):
  • Renamed to Power.
  • Now grants 1% critical chance per point.
  • Instead of a specialized bonus for magic damage, now grants +1% to all damage per point, or +2.5% while not wielding a shield.
  • Since shields now provide extremely powerful defenses, this benefit while not wielding a shield was implemented to make using offensive weaponry on damage-minded spellcasters a meaningful choice--this way players cannot simply use a shield and cast spells to gain a defensive bonus without losing offensive power.
  • Wits:
  • Now causes your attacks and spells to apply 3.5% a stack of Battered or Harried to targets damaged, but no longer grants critical chance.
  • Still grants +1 initiative.


ABILITIES


COMBAT


  • Ability changes  contribute to our effort to control multiplicative damage scaling, whose prevalence in the unmodded game allows players to achieve absurdly high damage outputs.
  • All weapon specialization abilities now grant +3% damage per point, down from +5%.
  • All “skill school" abilities now grant +4% damage from Power while casting spells of their type, instead of granting passive damage bonuses. Also, these abilities are now required to unlock Source Infusions 2 and 3, at 5 and 9, respectively.

  • Aerotheurge:
  • Now also grants +2 Initiative.
  • Geomancer:
  • Bonus to armor restoration reduced to 3% per point from 5%.
  • Huntsman:
  • Now also grants +1% accuracy per point.
  • No longer increases bonus damage from height advantage.
  • Hydrosophist:
  • Bonus to armor restoration reduced to 3% per point from 5%.
  • Bonus to vitality restoration reduced to 3% per point from 5%.
  • Necromancer:
  • Lifesteal reduced from 10% per point to 1%.
  • The power of lifesteal increased drastically with the massive increase of player-monster interaction that occurs in any given combat--the ability to gain life while maintaining full offensive tempo has become extremely valuable.
  • Pyrokinetic:
  • Now grants an additional +2% damage from Power per point while directly targeting Scorched characters with Pyrokinetic skills.
  • Scoundrel:
  • Movement speed bonus reduced from 0.5 per point to 0.2.
  • No longer grants any bonus to critical damage.
  • Summoning:
  • Soul Bond mechanics reworked, see changes to Summoning.
  • Warfare:
  • Now grants +1% critical chance per point while Flanked or when directly targeting Flanked characters with Warfare skills.
  • Dual Wielding:
  • Dodge bonus per point increased to 2% from 1%.

  • Two-Handed:
  • Critical damage multiplier reduced from 5% per point to 1.5%.
  • Another problematic source of multiplicative damage, but somewhat less than others due to the danger that engaging in melee combat without a shield poses. Note that as a compromise, Two-Handed melee weapons appear with more sockets than other weapons (see Loot section), and their base-damage is higher than it was previously.
  • Leadership:
  • Range increased from 8m to 13m.
  • Now also increases damage by +2% per point.
  • Resistance bonus per point removed.
  • Improving Leadership is now very well supported in the Ascension feature.
  • Perseverance:
  • Instead of its previous effect, each point grants 1.5 to all resistances, and raises the damage you can take before being Battered or Harried by 10%.

CIVIL


  • Lucky Charm:
  • Chance to produce top-rarity items reduced, to reflect our intent to make these items more uncommon. However your chance to find better-quality items from a Lucky Find now continues to increase beyond 5 points invested, up to 10.
  • Thievery:
  • Now contributes toward detecting hidden objects, at a rate of roughly 5 Wits per point.
  • The amount of hold you can steal has been reduced, and you may only steal from a given NPC once, even with multiple characters using Thievery.
  • This was done to lower the gold gap between “Thievery” games and those without it.
  • Sneaking:
  • Note that while AP values are generally doubled from the unmodded game, Sneak's cost is not--effectively halving it.
  • Bartering:
  • Bartering effectiveness has been raised, which helps make it a more meaningful choice when facing the increased vendor prices. Also, this helps close the gold gap between Thievery and Bartering.


TALENTS


  • All Skilled Up:
  • Combat Ability points increased to 3, from 1.
  • Now requires level 5, from 2.
  • Talent points are worth a lot; this seems far more reasonable considering the other options available.
  • Ambidextrous:
  • Now also causes you to recover 1 AP whenever you perform a basic attack with a free offhand (or 2 AP if you have Single Handed 10 or higher). (AP recovery from basic attacks may never reduce the net-cost to less than 2 AP.)
  • Arrow Recovery:
  • Renamed to “Master Fletcher.”
  • Now also makes your "special" arrows count as basic attacks--allowing them to recover AP from finesse, and enjoy other less-common benefits.
  • Bigger and Better:
  • Attribute bonus increased to 5, from 2.
  • Now requires level 5, from 2.
  • Talent points are gained very slowly; this seems far more reasonable considering the other options available.
  • Comeback Kid:
  • Now restores you to 30% Vitality after avoiding death.
  • Duck Duck Goose:
  • Renamed to “Benevolent.”
  • No longer requires Huntsman.
  • Now also causes you to activate Benevolence on allies within 8m whenever they reach Battered or Harried 7 or higher; once per round, per ally.
  • Elemental Affinity:
  • Now also refunds 1 AP if you are *not* standing in a relevant surface, but your skill targets a point in such a surface. This refund cannot reduce the net-cost of the spell below 2 AP.
  • Escapist:
  • Now grants a 1 AP, 1 turn cooldown 4-meter jump skill.
  • Far Out Man:
  • Renamed to “Astrologer’s Gaze.”
  • Now also reduces the damage you must deal to Batter or Harry a target by 2.5% of its total vitality.
  • Glass Cannon:
  • Now also reduces maximum Vitality and Armors by 35%.
  • No longer incompatible with Lone Wolf.
  • With the changes made to statuses, Glass Cannon needed to impose a new penalty to remain balanced. However because Lone Wolf and Glass Cannon have been significantly rebalanced, they no longer create problems when used together.
  • Guerrilla:
  • Now grants +40% damage, +3% per Scoundrel, while sneaking. This bonus is additive with other damage bonuses.
  • Note that because the mod doubled AP values but did not change the cost of sneaking, this talent makes sneaking a very affordable 3 AP.
  • Hothead:
  • Is now active also while you have Prosperity active.
  • Leech:
  • Now also grants +15% lifesteal.
  • Lone Wolf:
  • This talent is now granted to all characters for free as an innate talent; its effects become active when playing with fewer than 3 party members, as per usual.
  • Armor bonuses removed.
  • Vitality bonus removed.
  • No longer incompatible with Glass Cannon.
  • Lone Wolf should be a playstyle choice, not an obvious power gain (though it still offers significant benefits). These changes allow more freedom in making interesting talent choices with Lone Wolf characters, while removing the unbalanced benefits.
  • In the unmodded game Lone Wolf's main weakness (though not a large one in practice) is that it makes disables far more dangerous than in a four character party. Given that disables essentially do not exist in this mod, this weakness no longer exists--as such, the talent has some bonuses removed to compensate.
  • Mnemonic:
  • Memory bonus increased to 8, from 3.
  • In keeping with the change to Bigger and Better, this talent still provides fewer "net" attribute points than Bigger and Better for Lone Wolves, but otherwise offers an extremely efficient option for utility characters.
  • Morning Person:
  • Now also has the following effect: If at the start of your turn you are not Prepared, you are instead Prepared (with 1 AP recovered) - if you would have normally been Prepared, you recover 1 more Action Point.
  • Opportunist:
  • Now also allows you to perform one reaction each round for 0 AP.
  • Parry Master:
  • Pet Pal:
  • This talent is now granted to all characters for free as an innate talent.
  • Players will now always have a chance to experience Pet Pal content without an objective sacrifice of combat effectiveness.
  • Savage Sortilege:
  • Due to the changes to damage-over-time statuses (like Burning, Poisoned, etc.), this talent now causes those statuses to be capable of critical strikes.
  • Slingshot:
  • Renamed to “Demolitionist.”
  • Now also recovers the first grenade you throw each turn.
  • Now also unlocks Source Infusions for your grenade throws (does not affect “Cluster  Grenades.”):
  • SI1: causes the grenade’s explosion to occur twice.
  • SI2: 3 more repeated explosions at random locations within 3m where the grenade landed.
  • SI3: 2 more repeated explosions at random locations within 3m where the grenade landed. Recover 1SP.
  • Stench:
  • Renamed to “Inconspicuous.”
  • When entering combat, now grants you invisibility until the end of your first turn and causes you to perform a free sneak, in addition to its previous effects.
  • The Pawn:
  • Now grants 1.5 AP of free movement, which in combination with changes to AP, essentially reduces the effect of this talent by 25%.
  • This talent was too powerful, but mostly because other options were bad. It still warranted a slight power reduction, though. It should now compare more reasonably to other talents.
  • Torturer:
  • No longer raises status durations or provides armor-piercing (because the related statuses pierce armor by default).
  • Now does this: Your Brittle status requires 1 less stack of Battered to detonate, your Calcifying status also deals its damage when it is applied, and your Scorched status deals its damage each turn (similar to how Burning used to). Additionally, the base damage dealt by Charged, Poisoned, Bleeding, Acid, and Suffocating, and Corroding is increased by 50%.
  • Unstable:
  • Reworked: No longer causes you to explode when you die, but instead causes you to activate Vitality Void whenever you suffer your fifth stack of Battered or Harried (combined) in a turn.
  • Walk it Off:
  • Now also removes one stack each of Battered and Harried from you at the beginning of your turns.
  • What a Rush:
  • Now activates at 70% Vitality, from 50%, and grants an additional +1 AP Recovery for every 20% thereafter--up to +5 total at 10% or below.
  • (Human Racial) Ingenious:
  • Critical damage multiplier reduced from 10% to  5%.
  • This became excessively powerful when compared to Flesh Sacrifice, which became weaker due to AP values being doubled.


LOOT


GENERAL ITEM CHANGES


  • Loot in the unmodded game is, simply put, unexciting. We think this largely derives from: each item-level offering far superior base-stats than the previous, the triviality of acquiring optimal values of secondary stats, and the fact that item rarities undermine themselves as they shift toward each new "common" category over the course of the game. Our changes to loot primarily aim to solve these problems.
  • Loot generation has been redone entirely, which allowed us to add new loot modifiers and better granularize the magnitude of modifiers as you find higher level equipment.
  • The size of bonuses that can appear on items now varies considerably. This makes it much more difficult (if not nearly impossible) to find items with maximum bonus values. However, the maximum possible values of various bonuses have also increased, creating a chance that more powerful loot than previously possible might appear.
  • Reduced tooltip length for randomly generated equipment.
  • Legendary and Divine items now appear starting at level 1, but are extremely rare. Additionally, the "lowest item rarity" beyond common (white) will always remain uncommon (green).
  • This was done to make Legendary and Divine items feel genuinely special, and to prevent the jarring change of loot quality at levels 9 and 16. In the unmodded game the lowest possible item rarity increases at these levels, causing rare (blue) and epic (purple) items to become very common while removing uncommon and rare items, respectively.
  • Plate armor and shields now require a high amount of Strength to equip.
  • Plate armor and shields now grant high amounts of both physical and magic armor, as well as variable amounts of Physical resistance. This makes plate armor by far the most protective option for any circumstance (though it is the most difficult to wear), and makes it possible to achieve meaningful mitigation against physical attacks.
  • “Robes” armor now implicitly grants a bonus to Memory.
  • Leather armor now implicitly grants a small amount of Dodge.
  • It is no longer the case that a higher-level item necessarily has better base-stats than a lower-level item (though higher-level items have higher possible maximum stats). This will especially be the case when comparing a lower-level-but-higher-rarity item to a higher-level-but-lower-rarity item.
  • Any equipment type can now appear with empty rune socket(s); Legendary equipment can appear with up to two sockets, while Divine and Artifact equipment can appear with up to three sockets. There are some exceptions to this, however:
  • One-handed weapons may only have up to two sockets.
  • Bows and Crossbows may, rarely, appear with three sockets.
  • Two-handed melee weapons appear with one more socket than usual, up to three.
  • Added new item bonuses.
  • Added over 500 new names for magic items to appear with, and removed many that we felt were not quite as "inspired" as we'd prefer.
  • Weapon types have been rebalanced such that all weapons should have the potential to pose as competitive damage-per-AP options.
  • Every weapon type can now appear requiring either Power to equip, or a reduced amount of either Strength or Finesse. These requirements are both higher than the unmodded game’s requirements (which were so low you may have not even noticed existed).
  • Base gold values of equipment have been normalized (increased in most cases)

RUNES

View the full rune list here


  • 19 new basic runes (with four sizes each) have been added to the game, boasting new unique effects!
  • These runes can be crafted with their material + Pixie Dust.
  • The unmodded runes have been rebalanced.
  • Rune Frames have been discontinued. They will not drop anymore, but you can still use those found pre-placed on unmodded runes.
  • This was done because it takes a tremendous amount of extra work to make new runes while supporting frames--we thought it was far more desirable to discontinue frames and have many new, interesting runes, rather than a few new runes supporting uninteresting frames. Also, we do not really agree with the concept of frames anyway; items should be empowered by empowering the item itself, not by empowering its empowerments.
  • Because all items can now have sockets (potentially multiple sockets), some bonuses granted by individual runes have been scaled down.
  • You may only add one rune of a given type (Frost, Flame, etc.) to an item, and in the case of dual-wielding, only one-such rune across both weapons.
  • For example, if you place a giant Jade rune into a 3 socketed two-handed weapon, you may not place a large, medium, or small Jade rune into it as well, but must instead choose a rune of a completely different type, such as Bone, Onyx, etc.
  • This rule does not prohibit the use of two or more of the same rune type in different gear slots; you could place giant Jade runes in your helmet, boots, shield, and weapon, one to each, simultaneously.
  • Removing runes from an item through the "Manage Runes" interface destroys the rune. To retrieve socketed runes, pay the necessary fee and extract them using the "Greatforge" crafting interface.
  • This was done to underscore Runes' intended design as both a gold-sink and commodity, rather than simple power-creep.
  • Raised base vendor price of runes, in addition to the global price increase.
  • Again, this was done to further runes as a gold-sink and commodity.

ARTIFACTS

View the full artifact list here

Searchable Artifact Overview by Xan

Check out this video on using Greatforge to Focalize Artifacts


  • 103 "Artifact" unique items have been added to the game. These top-rarity items appear randomly throughout the game with randomized stats, but each boasts a unique power that cannot be obtained anywhere else. Even more exciting, through our new "Greatforge" crafting feature (accessed through the Ascension feature) you can convert Artifacts into "Artifact Focuses": runes which allow you to confer the Artifacts’ unique powers to your favorite items.


CONSUMABLES


  • Crafting is now prevented during combat.
  • Combat-crafting is a breach of “realism,” and it allows at least one especially busted craft…. :)
  • Potion AP costs are increased from 2 to 3.

  • Healing potions have been reworked to heal a percentage of maximum vitality as well as a (much smaller) flat amount.
  • This should help keep them balanced and relevant throughout the game.
  • All-resistance potions' resistance bonus reduced from 15/50/75 to 10/20/30. Duration reduced to 2 turns at all sizes.
  • These were super overpowered before, but pretty much never necessary. Since resistances now play a much more central role in characters’ defenses, the massive, relatively easily acquired bonus offered by these potions could not remain unchanged.
  • Invisibility potions now also cause the imbiber to sneak, but if used in combat, only apply Invisibility until the end of their turn. Now also increase Sneaking by 1/2/3 for 2/2/3 turns (normal/medium/large).
  • Fixed grenades’ explosion not being “owned” by the thrower when landing in a damaging surface. This would result in the explosion dealing incorrect (usually far lower than intended) damage, among other issues.
  • Grenades' AP cost reduced from 4 to 3.
  • Increases the usefulness of this element of crafting, and increases the viability of Ambidextrous.
  • Grenades' weight reduced from 1.0 to 0.3 or lower.
  • Altered as a quality of life consideration.
  • "Clusterbomb" grenade damage reduced by 50%.
  • They are still likely the most damaging grenades, but without quite so severe a disparity.
  • Glowing Idol of Rebirth can now only affect a character once each combat, and resurrects characters with 45% Vitality (down from 100%).
  • Green Tea no longer reduces AP costs.

ITEM VALUES AND VENDOR PRICES


  • Gold values have been reduced while relative vendor prices have been increased, and vendors will pay players less when bartering. These changes make it harder to purchase items from vendors, particularly powerful pieces of equipment.
  • This was done to ensure that item purchases remain difficult, but rewarding, choices throughout the game. Also, this prevents Bartering and Attitude min/maxing from rapidly becoming irrelevant.


AI ADJUSTMENTS


  • It’s not particularly easy to modify AI in DOS2, but we’ve made a few adjustments to make them play a bit more reasonably, given our modded systems. Overall, the AI:
  • Will Source Infuse skills reasonably.
  • Will not cast skills that are generally very niche or difficult for the AI to use optimally.
  • Has less delay between its actions.
  • Is less likely to attack a character who is sneaking or hiding out-of-sight.
  • Is much more likely to attack the “taunter” when it is taunted.
  • Will not ignore “tank” characters as much.
  • Will more often switch its current target to one that is more attractive.
  • Will not ignore characters who are being “ganged-up on.”
  • Is less likely to harm allies.
  • Shouldn’t try to perform “surface interactions” at great cost.
  • Are more likely to brave surfaces to perform desirable actions.
  • These adjustments are intended to help foster an environment where “squishy” characters can live if measures are taken to make enemies avoid attacking them--this replaces the CC that would previously have been required to ensure that a squishy character wouldn’t die (in lieu of killing all threats outright).
  • AI destroys objects that block their paths in a single strike.
  • This handles the case where objects with extreme hit points would essentially disable a battlefield.
  • It shouldn’t be possible to block ladders with objects anymore.
  • The AI doesn’t understand objects blocking ladders, so in many cases one could “cheese” a fight just by placing a cooking pot at the top of ladder, thereby disabling the entire battlefield.
  • Neutral NPCs only get angry at players in combat if the player damages them during the player’s turn.
  • Ex: NPCs should no longer get angry from hitting you and being hurt by Retribution.
  • Fixed some old code in the unmodded game which makes NPCs less likely to find/confront a player who has committed a crime, based on the difference between the player and NPCs’ Wits scores.


MISCELLANEOUS


  • You can now use dyes on your armor and weapons (you may need to re-equip the item if you dyed it while wearing it). This is purely aesthetic, but who doesn't like to customize their look?
  • Your party will now reliably join combat together if they are near any characters in the combat as it starts. This includes characters you may have sneaking around behind enemy lines.
  • Made minor adjustments to some boss encounters throughout the Origins campaign to better align them with our changes.

CLASS PRESETS


  • Starting “class” presets have been reworked to provide reasonable starting loadouts, in light of our changes. These presets are also those that you choose for companions as you recruit them, and are shown in-game before recruiting:
  • Battlemage:
  • 1 STR, 1 POW, 1 CON.
  • 1 Aerotheurge, 1 Geomancer, 1 Persuasion.
  • Blinding Radiance, Fortify, Contamination.
  • Comeback Kid.
  • Cleric:
  • 1 STR, 2 CON.
  • 1 Hydrosophist, 1 Geomancer, 1 Bartering.
  • Restoration, Cleanse Wounds, Fortify.
  • What a Rush.
  • Conjurer:
  • 1 POW, 2 CON.
  • 1 Summoning, 1 Loremaster, 1 Leadership.
  • Dimensional Bolt, Elemental Totem, Summon Incarnate.
  • Escapist.
  • Enchanter:
  • 1 STR, 1 POW, 1 CON.
  • 1 Pyrokinetic, 1 Geomancer, 1 Loremaster.
  • Haste, Peace of Mind, Fortify.
  • Unstable.

  • Fighter:
  • 1 STR, 2 CON.
  • 1 Warfare, 1 Geomancer, 1 Bartering.
  • Bouncing Shield, Provoke, Fortify.
  • Opportunist.
  • Inquisitor:
  • 1 STR, 1 POW, 1 CON.
  • 1 Geomancer, 1 Necromancer, 1 Telekinesis.
  • Fortify, Contamination, Mosquito Swarm.
  • Leech.
  • Knight
  • 1 STR, 1 POW, 1 CON.
  • 2 Warfare, 1 Bartering.
  • Berserk, Battering Ram, Crippling Blow.
  • What a Rush.
  • Metamorph:
  • 1 STR, 1 POW, 2 CON.
  • 1 Hydrosophist, 1 Polymorph, 1 Persuasion.
  • Restoration, Aspect of the Bull, Tentacle Lash.
  • What a Rush.
  • Ranger:
  • 1 FIN, 1 POW, 1 CON.
  • 1 Huntsman, 1 Pyrokinetic, 1 Lucky Charm.
  • Elemental Arrowheads, Pin Down, Haste.
  • Elemental Ranger.
  • Rogue:
  • 1 STR, 1 FIN, 2 CON.
  • 1 Scoundrel, 1 Polymorph, 1 Sneaking.
  • Chloroform, Vault, Chameleon Skin.
  • Guerrilla.
  • Shadowblade:
  • 1 STR, 1 POW, 1 CON.
  • 1 Scoundrel, 1 Aerotheurge, 1 Thievery.
  • Chloroform, Uncanny Evasion, Lightning Bolt.
  • Ambidextrous.
  • Wayfarer:
  • 1 FIN, 1 POW, 1 CON.
  • 1 Huntsman, 1 Geomancer, 1 Bartering.
  • Elemental Arrowheads, First Aid, Fossil Strike.
  • Elemental Ranger.

  • Witch:
  • 2 POW, 1 CON.
  • 1 Hydrosophist, 1 Necromancer, 1 Persuasion.
  • Restoration, Decaying Touch, Mosquito Swarm.
  • Leech.
  • Wizard:
  • 2 POW, 1 CON.
  • 1 Pyrokinetic, 1 Geomancer, 1 Loremaster.
  • Ignition, Searing Daggers, Contamination.
  • Torturer.


DIFFICULTY PROGRESSION


  • To help make your experience the way you want it, we’ve included an in-game options menu, accessed through the Ascension feature, where you can select one of six difficulty presets--or just adjust settings for NPCs yourself--and also find some other toggleable options. The game is designed around play without most of these options, but hey, if you find it fun to tweak things, have at it!

  • As noted in the introduction, although this project intends to significantly increase the challenge that the Origins campaign presents, we have a different approach to difficulty here relative to our D:OS1 project. Epic Encounters: Origins aims to increase the complexity and richness of D:OS2 systems via careful revision and expansive mechanical additions (Ascension and Source Infusion, to name a couple). Hopefully a significant amount of increased difficulty derives from increasing the overall skill-cap necessary to achieve the highest levels of character power, and that it is necessary to make better choices in combat. We favor a smoother difficulty progression overall here than in our previous work (which started “turned to eleven”) in order to allow players a moment to acclimate to the new content. Fort Joy should provide a reasonably challenging introductory experience while Reaper’s Coast moves into some meatier challenges in earnest. The Nameless Isle and Arx should see robust difficulty increases compared to the unmodded game where the Nameless Isle in particular presents a sort of “difficulty vacuum.” The following list summarizes steps taken that directly influence difficulty via modifications to the monsters:
  • Monster Attribute scaling: the Attribute rework required a revision of monster Attributes so that they could utilize the new behavior of these statistics. Very notably, monsters will now have significant amounts of Power (previously Intelligence) in order to scale their damage.
  • Addition of physical and piercing resistance to monsters: in the unmodded game, the complete lack of physical and piercing resistance juxtaposed with high elemental resistance supports a system where physical damage will always deal the most actual damage. We have granted physical and piercing resistance to monsters in significant quantities in order to create parity between the actual damage output of “physical” and “magical” damage types. In addition to eliminating the intrinsic superiority of physical damage builds, this change allows for greater symmetry between monster and player Vitality numbers. Resistant monsters can take more damage on a smaller Vitality pool, combating the tendency to bloat monster Vitality in order to keep them alive long enough to fight back. This does not represent a simple cosmetic change since tiered statuses allow players to directly interact with monster resistances. For players, this presents an active rather than passive way for monsters to gain toughness.  
  • Monster resist scaling: monster resistances now scale with level to shore up weaknesses to various damage types. The resist scaling system establishes a baseline resistance value that monsters at a given level should have, and awards monsters resistance to all damage types toward this threshold. A slight amount of random variance exists in these resistance awards in order to create some individuality amongst monsters. Note that since this system builds on the monster statistics provided by the unmodded base, it honors the “elemental” nature of certain monsters.
  • Revision of monster Vitality and armor distribution: monsters now have much more evenly distributed Physical and Magical Armor values. Additionally, the overall armor values will tend to be a bit lower than in the unmodded game while Vitality amounts have increased. In the unmodded game, many monsters display massive asymmetry in their Physical and Magic Armor values. This disparity creates an objectively more effective route for one damage type or the other, and reduces the effectiveness of parties using various damage types.
  • Monster AP review: in the unmodded game some monsters suffered from peculiar disparities in their AP Recovery and Maximum AP values; meanwhile, others simply had insufficient AP recovery. As a result certain monsters did not take as many actions per round as intended. Monsters should now tend to match the action-output of players, or exceed it in the case of certain powerful creatures (usually bosses or mini-bosses.)
  • Expanded monster skill sets: monsters now receive skills based on their Abilities scores. For example: monsters with Hydrosophist receive additional Hydrosophist skills and monsters Pyrokinetic receive additional Pyrokinetic skills, etc. The amount of skills received increases with level, and monsters still retain skills assigned to them in the unmodded game. The skill pool this system draws from emphasizes the application of tiered statuses in order to allow monsters to consistently and effectively utilize the Battered and Harried system, which increased challenge without simply increasing raw numbers.


MOD COMPATIBILITY


  • We don’t know how all mods will interact with Epic Encounters, but it’s safe to assume that mods who adjust similar systems will see some incompatibility.
  • Class mods or other mods that add skills will work, but may feel overpowered because some of their skills’ AP costs will not be adjusted to the new doubled amounts.
  • If you have Norbyte’s script extender installed, skills of such mods that use the original game’s “CC” statuses will have these statuses automatically converted to Epic Encounters’ tiered statuses--though the skill descriptions cannot reflect this.
  • Crafting Overhaul mod will result in incorrect AP costs for weapon attacks.
  • We’ve seen that Divine Scaling seems to work for the most part.
  • Vanity DE, Rendal’s NPC armors, and Redress have been specifically considered for compatibility.
  • Portable respec and Fort Joy respec gift bag have been specifically considered for compatibility.
  • Sprinter gift bag works.
  • Gift Bag 5 works (heh).
  • A number of Larian mods from gift bags have compatibility issues, and cannot be removed after being activated, therefore we cannot recommend use of most Larian mods. A warning message will appear when activating a Larian mod which is specifically problematic, though.

FOR MODDERS


  • As a brief overview, the scripting presented in EE Core allow you to:
  • Use a library of helpful generic scripting options. Even things like querying for accurate current/maximum armor/vitality values.
  • Many things you had to do in behavior scripting, we have ways of doing in story scripting.
  • Fire projectiles, cones, and remote damage instances with a source character from story script; do this on an interval for x iterations.
  • Dynamically add an arbitrary amount of any statistic to any character.
  • Add stats in an amount that dynamically scales with an attribute or ability to any character.
  • Make uniques and runes with scripted modifiers.
  • Make spells with your own "Source Infusions" and other scripted effects.
  • Create full-screen interfaces like the Ascension, which are automatically multi-user instanced.
  • Add options to the Ascension/Greatforge.
  • Easily add your own mod settings to the mod settings page.

  • Things you should generally do when doing story scripting with Epic Encounters Core as a dependency:
  • Replace any event catches of StatusApplied() or StatusRemoved() to/from characters with PROC_AMER_GEN_FilteredStatus_Applied() or PROC_AMER_GEN_FilteredStatus_Removed(), respectively (See the AMER_GEN_Statuses Goal for more).
  • Replace any AP or SP additions with PROC_AMER_ActionPoints_Add() or PROC_AMER_CharacterAddSourcePoints().
  • Replace any calls to RemoveHarmfulStatuses() with PROC_AMER_GEN_RemoveHarmfulStatuses() (and of course keep in mind that this call removes all statuses, not just harmful ones).
  • Making these replacements ensures correct sequencing/bookkeeping that enables helpful features of the mod.

KNOWN BUGS


  • We did our best to find and solve as many issues as possible before releasing this project; however, due to the immense size and complexity of it, there are bound to be more bugs we haven’t found. So please, if you come across something broken, tell us about it in as much detail as possible (savegames are a huge help, here) and we will do our best to fix it in a future patch. Feel free to join us on Discord to share bugs with us, or just send bug reports to ameranth.epicencounters@gmail.com.
  • Piercing and Physical resistance cannot be viewed on your character sheet. You can view it by examining the character you're curious about with a different party member--or you can calculate the value yourself. This is sadly a limitation of the game itself, but we felt that the full-integration of these resistances was too important to ignore simply because of this issue.
  • The Meditate UI can have camera issues in multiplayer when locking the camera to another player's character. You can always remedy this by re-selecting your character - or just enjoy the broken views.
  • Meditate UI does not “fully” support controller use, but it is still usable with a controller by entering the free-move mode to mimic a mouse.