Sorry to bump this for the 10th time, but V1.2 is out!
http://www.nexusmods.com/divinityoriginalsin/mods/68/?Changelog
New skill!
Lockpicking 2: Detonate! Able to sense the weaknesses in objects, you can throw a tiny explosive at a barrel to deal heavy fire damage, detonating the barrel if it contains oil or poison. 10m range, 3 AP, 4 turn cooldown.
Buy it at ranger or rogue skillbook shops (looks like a rogue skillbook).
Leadership
Improved leadership bonuses (except I nerfed the initiative bonus from 5/10 to 3/6/7 and made it provide a primary stat bonus (int/str/dex) at leadership 3+, and a speed bonus at 5+. Made Obedient trait give +1 Bodybuilding (instead of willpower) and +5% elemental resist when in sight of a leader. Bodybuilding instead of willpower just makes it a bit more interesting of a decision, and the resist is a small bonus, but it should be just enough where Independent isn't obviously superior to Obedient. Fixed Obedient only using Leadership 5 bonuses even with leadership 6.
Removed leadership bonuses on loot (though you can still get an extra point with Righteous).
Helping Hand can appear on gloves with leadership 2 requirement, and Inspire on helmets with leadership 3 requirement.
Items
You can now buy Draughts of Endless Health (the 25 AP full heal potion) at potion vendors. Also added Draughts of Endless Poison for zombie characters (25 AP instant huge dose of poison, unlimited use.) In the future, I may change these to a heal over time, area effect skill to reduce the need to drink a potion on all characters and make them effect trap interaction less.
Increased value of rare, epic, legendary, and divine items by 50+%. Hopefully this means good items will be expensive, and while you'll make more money from selling rare+ items, it should be made up by items that you actually want being more expensive.
Increased AP cost of pyramid from 6 to 12. This may seem extreme, but a zero cooldown mass teleport is ridiculously strong. You should have to set up a pyramid transport, not use it whenever you feel like it. I would prefer if the pyramid just teleported the person using it (in combat), instead of everyone chained to that person, because a 12 AP teleport for one person is high, it's just when you're teleporting three people scattered all over to an advantageous position, that's when 12 AP makes sense.
Reduced the resist rubies grant. (May have overnerfed these, but you shouldn't easily be able to get near max resists with just gear/crafting. Might return to normal, but only let you apply rubies to chest armor and shields.)
Skills and Enemies
Tactician NPCs now have +3 initiative. (They may need more, but I just decided to lowball it, especially since I nerfed leadership's initiative bonus. So far though it seems like there's a better distribution of player vs. NPCs going first. If you want to go first, wear initiative gear and stack speed and perception.
Nerfed damage of Earthquake, Flurry, Chain Lightning, Infectious Flame, Deadly Spores, Death Punch, Hail Attack, and Meteor Shower by about 20-30% each.
Rage increases damage by 40% (from 50%) and decreases armor slightly more, but increases your crit chance more.
Nerfed soulsap to -3 Bodybuilding/Willpower (from -5), -30% damage resistance (from -50). Reduced AP cost from 8 to 6.
Halved range of Mass Disease and slightly decreased its radius (1 meter). Dumbest part of the skill is not activating combat with it and using it as a devastating opener, so I think reduced range should help.
Slightly reduced radius of rain of arrows.
Slightly reduced elemental tortoise resist and movement speed penalty (from 40% to 35%)
Buffed Immolate to 250% to apply burning (from 100%) (for a spell that claims it's all about making a target burn, 100% is stupidly low with all the bodybuilding enemies have). Buffed Winterblast freeze chance to 150 (from 100). Buffed Horrific Scream's fear chance to 125% (from 100%).
Reduced Farsight chance to hit bonus from 50% to 35%, but slightly improved the sight bonus from 10 to 12.
Nerfed Oath of Desecration damage bonus from 40% to 35%.
Survivor's Karma now boosts hit chance by 15%, increased crit chance bonus to 10% (from 5).
Increased damage of Splintered Arrow by 20%. (Dunno if this is a good idea or not. Seems like a really low damage ability, but maybe it gets better later? Figure I'm nerfing ranger a lot, he needs some love.)
Reduced range of Drain Willpower from 15m to 10m. (I'm considering reducing the range of a lot of witchcraft spells so its more obviously the close-range schooltree).
Blind now reduces hit chance by 25% (at least until it's fixed).
Fixed Nurrid's endless beer item costing 0 AP instead of 2.