Hello everyone! I am proud to finally announce the first release of our project of the last ~4 months for the Enhanced Edition: Epic Encounters!
In the final stages of development, I had some problems getting the files packaged correctly. Thankfully, I was helped by a few of our members here--so thank you,
SniperHF and
Abraxas*!
Of course, also a big thank you to
Norbyte, without whom most modding wouldn't happen at all.
You can grab the mod on Steam, but you'll probably (not strictly necessary) also want to get the English.txt and requirements.txt from my Nexusmods page. You can also just download the package directly from the Nexusmods page if you prefer:
http://www.nexusmods.com/divinityoriginalsin/mods/103/?Below is a bit of a description of the mod and its major features, but there is much, much more than is listed. Happy New Year to all of you!
Epic Encounters is a gameplay overhaul and content expansion mod. The goal of the project is to raise the game's difficulty "to eleven" while also providing so much new content that a fresh playthrough will feel--well, fresh. This is to say that a great deal of combat and character features have been reworked and rebalanced while many new features have been added. The content expansion also includes a large, immersive end-game area-set and story line to test even the most experienced and powerful characters. For a full list of the (numerous) changes made within Epic Encounters, see the readme (over 60-ish pages) here:
http://www.nexusmods.com/mods/573/readmes/Epic%20Encounters_readme.txt MAJOR FEATURES: Beautiful, immersive, brutally difficult endgame area-set and story line accessible from the end portion of "The Phantom Forest" within the base game. This content roughly spans character levels 20-25 and will likely offer seasoned, prepared players at least 24 hours of gameplay.
New icons for newly added items/spells, as well some replacements for old content.
39 new spells are added to the game and all previously existing spells have been revised and modified. Most of these spells boast completely new mechanical functionality. Every spell should now feel meaningful and competitive.
Talents have been reworked to achieve balance, some of which are now completely unrecognizable.
Abilities have been revised, some previously useless abilities (like Charisma or Tenebrium) are very viable and interesting options.
Some abilities and talents now provide special "reactions;" effects that your character can perform when a specific scenario occurs outside of her turn.
Many new status effects are added to the game.
Quality-of-life improvements, like increased run/walk animation speeds for players and enemies, required click-confirmation for self-casting spells, and preventing idle animations from playing while it is a player's turn in combat.
Rogue characters will find themselves much more useful and exciting to play with the introduction of the "Chain Bonus" system and scaling backstab damage multiplier.
Respecialization potions allow players to "respec" much earlier than before.
Companions start with most of their attributes/abilities/talents unallocated, allowing players to pursue a greater degree of customization with these characters.
Player maximum resistances are capped at 75%, but can surpass this limit with talents, abilities, and spells.
Perception has been reworked to grant +2.5% critical chance and +1 initiative per point above 5, making it an incredibly desirable attribute for now-possible "crit-based" builds.
Healing magic offers a percentage-based heal in addition to previous "flat" healing, allowing these spells to scale much more favorably into the late-game.
Disable immunity system prevents enemies and players alike from suffering any given "hard" disable for more than 2 of any given 5 turns, making it much more difficult to control combat.
Enemy AI has been improved greatly; creatures with special skills will generally be much more difficult simply because they will use these abilities much more intelligently.
In Tactician/Honour mode creatures have ~67% increased vitality, but some creatures may have less or much more.
Enemy statistic scaling ensures that combat remains challenging even if you've managed to over-level your opponents (note that this is within reason; a level 5 orc will still probably not be challenging to a level 25 character).
Consumables have been rebalanced.
Loot in general has been rebalanced to make all item types feel worthwhile. Additionally, loot can now appear with new effects.