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About this mod
Massive gameplay overhaul and content expansion for Divinity: Original Sin - Enhanced Edition.
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This mod does not have any known dependencies other than the base game.
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Mod name Notes Epic Encounters German Localisation File Epic Encounters Polish Localisation File PL Epic Encounters Russian Localisation File - Permissions and credits
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- Changelogs
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Version 1.1.9.5
- Patch 1.1.9.5: This patch will not break your Epic Encounters saved games.
- This is a small patch to fix some bugs--it is also the final patch to Epic Encounters for the foreseeable future. As we prepare to spend our free-time on modding DOS2, we don't have the time to continue updates for this content. We sincerely thank each of you for your interest in this project, and we hope that you will keep an eye out for the Epic Encounters name in DOS2 :)
- Fixed an issue where Attacks of Opportunity were inflicting status ailments even if they had been blocked or missed.
- Wolgraff has been granted 1 additional starting Dexterity, compensating for the issue that he does not have +1 Dexterity from Nimble. Sadly, this fix requires a new playthrough.
- Fixed an issue where Melchior was healing from the death of player-controlled summons.
- Fixed an issue where Mud Spiders in the Phantom Forest were dealing typeless damage; they now deal Piercing damage instead.
- Venomous Strike has had its Untreated Poison application removed, due to technical complications. To compensate, it has been reworked slightly: x1: +25% weapon damage as poison. x2: Damage to +50%. x3: Damage to +100% and 75% chance to Disease for 1 turn. x4: 150% chance to Disease for 2 turns. x5: (unchanged).
- Whirlwind cooldown reduced from 6(4) to 4(2).
- Fixed an issue where the level 20 and 25 variants of Abyss were not providing enough critical chance, due to technical limitations. They now both provide 10% critical chance, and their damage bonuses have been raised to compensate. They are now 37% and 55%, from 35% and 50%.
- Fixed level 25 version of Ghostflame, it now correctly retains its special spell.
- Fixed the appearance rate of Scopes. They should now drop as regularly as Tormented Souls.
- Fixed the display text of some weapon affixes that were incorrectly listing a damage increase where none was present.
- Fixed some typos.
- Various tooltip clarifications.
- Patch 1.1.9.5: This patch will not break your Epic Encounters saved games.
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Version 1.1.9.4
- Patch 1.1.9.4: This patch will not break your Epic Encounters saved games.
- Fixed an issue where Bard reactions were not always working properly. Most significantly, Bard's level 7+ charm removal reaction was not working at all, and shield-block reactions were not consistently working.
- Fixed an issue where explode-on-death creatures were sometimes not functioning correctly. This includes enemies such as Skeleton Bombers, Mecha-Rats, and Red Spiderlings.
- Fixed an issue where Bairdotr was not correctly getting her +1 bonus to Tenebrium in new games.
- Spider Eggs now hatch faster.
- Fixed an issue where some enemies could not correctly cast Winged Feet.
- Fixed an issue where Freezing Trap could explode multiple times simultaneously (seriously this time).
- Freezing Trap's special effect on casting will no longer linger for an extended period of time.
- Chain Lightning's damage increased by about 47.1%.
- Fixed an issue where Colossi in Unknown Kadath could sometimes fail to become hostile.
- Patch 1.1.9.4: This patch will not break your Epic Encounters saved games.
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Version 1.1.9.3
- This patch will not break your Epic Encounters saved games.
- This patch primarily features bug fixes and performance/stability improvements. Some balance changes are also included.
- Solved many instances of script engine failures. To help factilitate this, some animals will no longer eat certain food items placed near them. Additionally, some a animals are no longer affected by Epic Encounters' scripted effects.
- Continued to further differentiate the challenge of Explorer, Classic, and Tactician/Hardcore difficulties. Classic and Explorer should be easier.
- Fixed a bug where self-targeting spells (like Adrenaline or Fast Track) would sometimes do nothing. This change requires that you click-confirm directly on the casting character, but I believe this is a small price to pay for this massive quality of life improvement.
- Fixed a bug that could sometimes cause Alchemist and Chain to cease functioning.
- Lucky Charm has been removed from all enemies. Lucky Charm procs (with lucky initiative in particular) could bring about massive swings in combat tempo without ever offering the player the chance to play around them.
- Many creatures who had a small chance to hard-disable with their default attack now have a high chance to debuff instead. The reasoning is similar to that of the Lucky Charm removal; when the enemy has a 3% chance to freeze you with its attack, its occurance is frustrating due to its incredible impact and infrequency.
- Wolgraff and Bairdotr's special bonuses to Scoundrel/Ranger have been removed and replaced with a free talent. This was done because when either of these reached 6 in one of these abilities, it caused the character to become unable to learn new spells of that school. If your saved game had one of these at 6, reloading should remove the bonus. When starting a new playthrough, Bairdotr now has "Adaptive" for free, while Wolgraff has "Clairvoyant" for free.
- Creatures slain in combat will now be removed from the game-world after the player leaves their area. This change has very positive implications for stability, but some bugs might appear from this. Please let me know if you suspect an issue is caused by this.
- Fixed an issue where some skeletal archers in Black Cove did not have AI scripting.
- Fixed an issue where grenade AI would sometimes throw grenades at single targets near an ally.
- Fixed an issue where some teleport-using AIs would teleport themselves into lava, causing death.
- Fixed a bug where some instances of "Void Regeneration" would sometimes fail to heal.
- Zombie Evelyn is now appropriately "Epic Encounter'd."
- Removed the casting of "Rime" from creatures in Hiberheim and endgame areas.
- "The Guardian" in Hiberheim now correctly deals water and crushing damage, instead of partial fire.
- Fixed an issue where Boreas was not correctly summoning his reinforcements.
- Removed the Spider Queen's "poison triangle" AI.
- Astarte has increased vitality.
- Heat Metal now correctly applies Sunder for 1 round.
- Heat Metal AP cost reduced from 4 to 3.
- Heat Metal cast range increased from 10 to 15 meters.
- Boil cast range increased from 10 to 15 meters.
- Boil now takes advantage of both blood and water surfaces, even when electrified. When electrified, a static cloud is created instead of the usual steam cloud.
- Empowered Bolster now functions correctly.
- Horrid Wilting required level increased from 10 to 13.
- Horrid Wilting damage reduced by about 15%.
- Freezing Trap Hydrosophist requirement reduced from 2 to 1.
- Freezing Trap proximity trigger radius increased from 2 to 3 meters.
- Freezing Trap AP cost reduced from 4(6) to 3(5).
- Freezing Trap can no longer damage allies.
- Fixed a bug where Freezing Trap could detonate multiple times when cast within detonation range of multiple targets.
- Cauterize cast range increased from 3 to 5 meters.
- Deadly Spores can now damage (or heal) its caster.
- Ice Walls now suffer about 33% more damage than previously.
- Fossilize Geomancer requirement reduced from 3 to 2.
- Summoned Toxic Horrors' vitality has been reduced.
- Deluge damage reduced by about 14.7%.
- Headless Nick no longer has Bard reactions.
- Fixed an issue where Bard 7+ was not correctly performing Charm removal reactions.
- Fixed an issue where Bard's Shield Specialist reactions were not properly checking for line of sight.
- Damage reflect no longer appears on shields, because it does not work anyway.
- A weapon affix that provided air damage and created water puddles beneath its target now correctly provides water damage instead.
- "Leviathan" artifact unique now correctly shares crafting combinations as a club, instead of an axe.
- "Seraph" artifact unique is now correctly "shardable" at levels 5 and 10.
- "Impaler" unique item now correctly provides 2 reflexes instead of 1.
- "Hibernaculum" artifact unique reworked to provide 100% wet chance, and eventually Chill chance, instead of eventual Freeze chance.
- "Urgency" artifact unique now provides a percentile bonus to movement speed, instead of a static increase.
- The Weresheep armor set's level increased to 20 from 16.
- Fixed an issue where some healing was not working properly when afflicted with Rot.
- Fixed some instances of healing functioning through "Unhealable."
- Fixed an issue where the Homestead skillbook vendors would sometimes carry fewer skillbooks than intended.
- Bowstrings can now stack with one-another.
- Scopes can now stack with one-another.
- Fixed a bug where combining metal armor with an avil was granting initative instead of movement speed.
- The "storage room chest" in Cyseal has had its rewards improved.
- Cosmetic dyes no longer appear on any vendors apart from the Weaver of Time, who maintains a generous stock of all such dyes.
- This patch will not break your Epic Encounters saved games.
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Version 1.1.9.2
- This patch will not break your Epic Encounters saved games.
Another "emergency" patch.
- Fixes an issue where games started on difficulties other than Tactician couldn't open the door to Cyseal.
- Fixes an issue where combining wands/staves/clubs with an anvil would consume the anvil.
- This patch will not break your Epic Encounters saved games.
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Version 1.1.9.1
- This patch will not break your Epic Encounters saved games.
This is an "emergency" fix to Bairdotr and Wolgraff. I am sad to say that those of you who already have them bugged will need to start a new game if you want to have them corrected.
- This patch will not break your Epic Encounters saved games.
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Version 1.1.9
- This patch will not break your Epic Encounters saved games.
- Special thanks to Zenblack and others of the community, whose friendship, work, and guidance proved invaluable throughout the development of this, our most exciting update yet.
- 66 Artifact Unique items have been added to the game. These powerful items are found randomly throughout the game and promote interesting character build options. "Artifact Shards" can be used near a dropped Artifact Unique to increase its level; Artifact Shards can be obtained by combining Artifact Uniques with an Artificer's Stone.
- Many improvements to the stability and performance of the game have been made.
- Addressed the out-of-handles crash that has plagued this game. I estimate that even the most avid crafters/shoppers will now enjoy twice the playthrough longevity.
- AI has been significantly improved.
- AI will no longer stall for unreasonable amounts of time during its turn. Everyone rejoice!
- Some lackluster talents have been reworked to provide exciting mechanics. See the talent section for more details.
- 5 new spells have been added to the game! Anticipate, Bolster, Nature's Fury, Eroding Strike, and Horrid Wilting.
- The creatures created by summoning spells have been improved.
- The unique items of the original game have been retuned. Additionally, multiple variations of most can now appear.
- Continued to fine-tune the scaling system.
- Every encounter in the game has been individually scrutinized and rebalanced. This contributes to a steadily increasing difficulty curve throughout a playthrough, without reliance upon the scaling system to produce challenge.
- Experience rewards from combat have been reduced. Quickly after releasing Epic Encounters, we realized that the scaling system was causing players to become unreasonably overleveled. This change is intended to preserve a much more normal leveling experience throughout a playthrough.
- Continued to support and differentiate Classic and Explorer difficulties.
- Vendor inventories will now clean themselves of unimportant and underleveled items that were sold to them. For existing games with exceptionally overloaded vendors, "fully cleaning" may requir leaving/re-entering the area a few times.
- Vendors now offer fewer, but generally more useful, items.
- Rewards of combat and chests have been significantly improved.
- The Weaver of Time now sells all Dyes and an Artificer's Stone.
- Talents have been added to enemies, allowing you to view an enemies' natural status immunities by examining these talents.
- Source Abomination in the Black Cove now unsummons its crabs when dying or leaving combat.
- Raddagoth now summons two Sand Warriors instead of one Shambler.
- Raddagoth now correctly uses Epic Encounters' spell AI.
- Evelyn can now only maintain Shackles of Pain on a target for 2 of every 5 turns.
- Evelyn will no longer fail to correctly cast her summoning spell when she is surrounded by dangerous surfaces.
- Evelyn now employs her alchemic knowledge in combat.
- Braccus Rex now casts a different spell in place of Meteor Shower.
- Boreas now deals half Crushing and Water damage.
- Raflessia Abominabla is now a dangerous plant.
- Balberith is now a baller.
- Balberith now has Void Regeneration until all of his slaves have been slain.
- Cassandra now begins summoning her undead army immediately as combat begins; Arhu will now better aid the player in this encounter.
- The Weresheep is now an appropriately frightening encounter. Baa!
- Leandra was intended to be a powerful Sourcerer, now she actually is.
- Melchior's Ignorance can no longer be teleported.
- The rabbit, Drog, is not lying.
- Primordial Demicreations' spawns are now easier to kill.
- Fixed an issue where Fragments of Cruelty were not properly stacking on players.
- Fixed an issue where Melchior was not performing some powerful abilities.
- The orc invasison encounter before Cyseal now has one less archer and there are a few helpful grenades placed prior to it. This is done to allow more starting loadouts some ease in reaching Cyseal; I am not interested in making encounters insane at level one.
- The statue demons before Bellegar are now more dangerous.
- Incandescent Wanderer now reflects 40% of damage taken as fire (Tactician/Honor only).
- The archers in Bjorn's escort ambush now use Misty Step instead of Tactical Retreat; this should prevent them from attacking Silverglen.
- Hiberheim's Guardian now has lower resistances but is much more dangerous.
- The Shambling Oak Control Wand is removed in Tactician/Honor difficulty.
- Hiberheim prison guards now summon Ice Fragment reinforcements.
- Maradino's ghosts now correctly use Epic Encounters' scripting.
- Troll King's guards now summon two Earth Fragment reinforcements when combat begins. Be cautious.
- The solo patroling demons in Phantom Forest now summon powerful and attractive allies when combat begins.
- Imal the Squealer now instantly summons his voices when combat begins.
- Brian now presents the Sourcehunters with their personal chests before the final battle.
- Colossi of Kadath have been reworked, and now treat the player as innocent until proven guilty.
- Some encounters with unreasonable amounts of enemies have been trimmed.
- The Void Aura mechanic has been replaced with "Void Regeneration." Void Regeneration instantly recovers all damage suffered and provides immunity to most statuses. The reason for this change is mostly technical, but it also has interesting implications for dealing with these enemies.
- AI will no longer attempt to heal allies with Headvice.
- Enemies now use more appropriate healing potions and will no longer drink them while Decaying Touched.
- Fixed an issue where Mecha Rat Alphas could, when Muted, use their melee attacks at a distance.
- Voluble Mage renamed to "Occultist" and now requires Tenebrium 3 instead of Willpower 4. This talent has been reworked: now inflicts powerful effects when dealing Tenebrium damage, the magnitude of these effects increase with your Tenebrium skill.
- Machinist renamed to "Alchemist" and no longer grants a bonus to Crafting. This talent has been reworked: now provides powerful enhancements to the Untreated Poison mechanic, the magnitude of these effects increase with your Crafting skill.
- Predator now functions with any weapon type, as long as you are within weapon range of the target.
- What a Rush now grants +1 AP recovery at 50% vitality and for every 10% thereafter. Up to a maximum of +5 at 10% and below.
- Pinpoint now grants +5% critical chance and no longer has any requirement.
- Parry Master now grants +20 Defense rating and no longer has any requirement.
- Overcharge damage reduced by about 17.1%.
- Overcharge is now correctly removed when respecializing.
- Anaconda now causes "Dazed" with Crushing damage and no longer has any requirement.
- Stand Your Ground now requires Geomancer 5 instead of Grit 5.
- Comeback Kid renamed to "Indomitable" and now requires Physique 4 instead of Willpower 5.
- Picture of Health renamed to "Juggernaut" and now grants immunity to Petrification at Soldier 5.
- Packmule renamed to "Brawn" and now grants immunity to Weak at Soldier 5.
- Nimble now grants immunity to Slow at Scoundrel or Ranger 5.
- Philosopher renamed to "Mystic" and now grants immunity to Blind at Witchcraft 5.
- Opportunist no longer has any requirement.
- Physique now grants +5% Poison Resistance per point.
- Lucky Finds can no longer generate arrows or grenades.
- Tricks of the Trade backstab multiplier growth from 0.5 to 0.3 per point beyond 2. This was done to address the damage potential of late-game dagger-wielders; it is still the highest possible Damage-per-AP, however.
- Anticipate, a new Ranger Novice spell has been added to the game. It will appear in Cyseal after entering a new area.
- Bolster, a new Soldier Novice spell has been added to the game. It will appear in Cyseal after entering a new area.
- Nature's Fury, a new Geomancer/Ranger Novice spell has been added to the game. It will appear in Cyseal after entering a new area.
- Eroding Strike, a new Soldier Adept spell has been added to the game. It will appear in Homestead after entering a new area.
- Horrid Wilting, a new Hydrosophist/Witchcraft Master spell has been added to the game. It will appear in Homestead after entering a new area.
- Fixed an issue where Cold Snap was providing less bonus damage than intended.
- Cold Snap AP cost reduced from 4(8) to 3(7).
- Lacerate's heal from Chain bonus can now heal Zombies.
- Lacerate can no longer target oneself.
- Lacerate Chain 4 bonus' Decaying Touch reworked from 100% for 3 turns to 140% for 2 turns.
- Venomous Strike now correctly converts damage to Poison.
- Eye Gouge can no longer target oneself.
- Balance AP cost reduced from 5(7) to 3(5).
- Balance cooldown reduced from 9(5) to 6(2).
- Balance damage increased by about 29%.
- Natural Order damage increased by about 15.4%.
- Natural Order now inherits its damage type(s) from the caster's weapon.
- Execute damage reduced by about 25%.
- Execute's Chain 5 bonus now considers only 50% of the target's remaining vitality to perform a Fatality.
- Avatar of Poison can now be purchased from Arhu and Silverglen.
- Doctor now cleanses Decaying Touch.
- Bless now cleanses Fear.
- Insect Plague success chance reduced from 200% to 150%.
- Stasis Freeze duration reduced from 3 to 2 turns.
- Thorn Cascade cooldown reduced from 6(2) to 5(1).
- Deadly Spores' projectiles now rain down from the sky, similarly to Boulder Bash.
- Deadly Spores cooldown reduced frfom 6(3) to 5(2).
- Meteor Shower's maximum allowed hits on a single target increased from 11 to 15.
- Hailstorm's maximum allowed hits on a single target increased from 6 to 8.
- Rain now douses all fire when it is cast, instead of only most of it.
- Taunt should now work correctly.
- Purifying Fire now correctly cleanses Petrification.
- Rebirth's resurrection now occurs on the caster's next turn, instead of after two turns.
- Maze now clears any of the target's stored AP when a successful save is made.
- Fallow can now heal allied Zombies.
- Fallow can now damage allies with Decaying Touch.
- Fallow now only drains/heals however much is necessary to fully heal a targeted ally.
- Fallow now drains all AP without healing when cast on enemies.
- First Aid now also cleanses Burning.
- Infectious Flame now jumps to and afflicts up to two additional enemies on its initial cast.
- Enervate AP cost reduced from 4(8) to 4(6).
- Enervate Recommended Aerotheurge from 5 to 4, Intelligence from 13 to 11.
- Curse of Cuts' ticks now have a 100% chance to Curse for 1 turn.
- Flurry cast range increased by 1 meter, to match the range of other melee spells.
- Flurry cooldown reduced from 7(5) to 5(3).
- Wind of Change cooldown reduced from 7(3) to 6(2).
- Rime AP cost reduced from 5(7) to 3(5).
- Impalement AP cost reduced from 4(6) to 2(4).
- Impalement cooldown reduced from 5(1) to 4(1).
- Impalement now damages both target and self.
- Horrific Scream now also inflicts, with no saving throw, -2 Initiative, -1 AP recovery, and -15% chance to hit.
- Finger of Death's secondary effects now more frequently appear.
- Boil damage increased by about 39.2%.
- Boil Hydrosophist requirement reduced from 2 to 1.
- Flare's projectiles are now slightly staggered and cause Burning instead of Warm.
- Vampiric Touch's percentage healing can now heal even Zombie casters.
- Vampiric Arrow's percentage healing can now heal even Zombie casters.
- Heat Metal now has a 100% chance to reduce armor by 20 for 1 turn.
- Fossilize cooldown reduced from 10(6) to 8(4).
- Fossilize duration reduced from 4 to 2.
- Fossilize damage prevention limit increased from 20% to 20% + 3 per Strength above recommended.
- Cruelty AP cost reduced from 5(7) to 4(6).
- Windrun now cleanses Slow.
- Stone Curse's final instance of damage/petrification now also occurs if the target successfully saves at any point.
- Slightly increased the damage of Poisoned and Bleeding statuses.
- Bairdotr has been reworked. She now starts with 1 point allocated in both Ranger and Grit. Additionally, she starts with the +1 to Tenebrium permanent boost (since she cannot get it from the book), also starts with a +1 permanent boost to Ranger. The point allocation change will not be reflected in existing playthroughs.
- Wolgraff has been reworked. He now starts with 1 point allocated in both Scoundrel and Tricks of the Trade. Additionally, he starts with a +1 permanent boost to Scoundrel. The point allocation change will not be reflected in existing playthroughs.
- Due to changes in some item modifiers, existing weapons from saved games may be more powerful than expected. The choice is yours of whether or not to use these items--they are a trophy and can never appear through normal play.
- Spears now have an implicit bonus to Reflexes (defense rating).
- Wands, Staves, and Clubs can now be combined with an Anvil or Pixie Dust to gain the same bonus that a Moonstone would grant.
- Wands can now be granted bonus poison damage with a poison potion, similarly to other weapon types.
- Swords, Clubs, Axes, and Wands may now rarely appear with +1 to Shield Specialist.
- Rubies now grant a vitality bonus, instead of all resistances, to armor.
- Scopes are no longer classified as unique, and can rarely appear on vendors.
- Weapon damage item modifiers are now more varied and common.
- The item modifier "Unbreakable" will no longer appear.
- The item modifier for Charm on hit will no longer appear.
- Item modifiers which provided % healing from instances of damage dealt have been rebalanced to prevent abuse with Comeback Kid/Shackles of Pain/Reflect.
- Some item modifiers that produced overly-long item descriptions have been removed.
- Fancy Feather Amulet now grants +1 Metamind instead of Telekinesis.
- Fixed an issue where Reaper's Revelry was providing less healing than intended.
- Staff of Pergamon is now a level 8 item.
- Nurrid Ovrur Never Empty Beer Mug now always causes the user to become drunk.
- Adventurer's Spire of Conflux now has higher damage, but gains less damage from a crafted base-damage improvement.
- Poison Flasks now deal a small amount of initial damage.
- Large Healing Potion heal amount increased from 30% to 35%.
- Huge Healing Potion heal amount increased from 40% to 45%.
- Large Speed Potion speed bonus increased from 3 to 4.
- Most grenades have been improved.
- Gold stack size increased by one digit.
- Fixed an issue where scaling could fail to occur for creatures who change their faction as combat begins.
- Fixed an issue where Chain could sometimes fail to correctly increase.
- Fixed an issue where Chain could sometimes display incorrectly.
- Prevented more cases where incorrect versions of essences/tormented souls could spawn.
- The demons in Zixzax's demon invasion quest can no longer be exploited to gain experience.
- In the case where a character can attempt both a Bardic reaction and a Centurion retaliation at the same time, the Bardic reaction will now take prescidence.
- Teleportation Pyramid will now sort near the top of the inventory when sorting by type.
- An "Epic Encounters Crystal" has been placed in the Sourcehunters' inventories, indicating whether or not the mod has been correctly installed.
- An Identifying Glass, Mortar and Pestle, and Repair Hammer have been placed in the Cyseal crafting area.
- Adjusted the lens flare settings in Kadath; it is now less aggressive.
- Reduced the collision radius of Mecha Roosters by about 40%.
- Reduced the collision radius of all elementals.
- Sandstorm in Luculla Forest no longer applies the Slow debuff.
- Fire Elemental's Self-Immolate spell now requires click-confirmation.
- Enemy Elemental Havoc projectiles now follow a more linear trajectory.
- Boreas' statues no longer grant bonuses to spell schools, to prevent exploiting them.
- Various text corrections.
- This patch will not break your Epic Encounters saved games.
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Version 1.1.8
- This patch will not break your Epic Encounters saved games.
- Added MANY new, unique, build-defining weapon modifiers to the game. ***Special thanks to the incomparable Baardvaark for this***
- Fixed an issue where low-level, scaled enemies could skip their first turn in combat.
- Fixed an issue where Melchior wasn't properly transitioning through combat phases.
- Fixed an issue where some item modifiers couldn't appear at item levels above 20.
- Venomous Strike has been reworked. Now deals Poison instead of Piercing damage. Chain bonuses are now:
x1: Instantly apply Untreated Poison I.
x2: +45% weapon damage as Poison to target.
x3: Damage to 100%. Applies Untreated Poison II.
x4: 150% chance to inflict Disease for 2 turns.
x5: Damage to 200%. Target is Sickened for 3 turns.
- Increased the number of possible item modifier combinations.
- Weapon modifiers that used to apply Rage or Fortify on your target now apply these effects to yourself.
- The "Unbreakable" item modifier can no longer appear on items other than weapons.
- Armor modifiers that add armor now clearly indicate this fact on the item card.
- Weapon modifiers that add damage now clearly indicate this fact on the item card.
- Awesome Presence's corpse detection radius increased from 4 to 5 meters.
- Rebirth's "Rage of the Phoenix" effect's duration increased from 2 to 3 turns.
- Trip cooldown increased from 5(1) to 6(2).
- Rebirth now triggers normally when a lucky resurrection effect causes the character to resurrect.
- Out of Combat healing now begins about 1.75 seconds slower.
- The-Ghoul-that-Guards-the-Lighthouse now has 2 more Action Point Recovery.
- Enemy AI for Charm will no longer target summons. Ever.
- Fixed an issue where Overcharge could sometimes display its charge icons erroniously.
- The Doctor spellbook is now available for purchase from Cyseal's Fletcher.
- The Summon Undead Warrior spellbook is now available for purchase from Cyseal's Shereth.
- Class presets that used to include the Opportunist talent, without the required 2 Soldier, have been modified to accomodate this requirement.
- Various text corrections.
- This patch will not break your Epic Encounters saved games.
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Version 1.1.7
- This patch will not break your Epic Encounters saved games.
- Adjusted the scaling of endgame bosses at extremely high levels.
- Continued to improve (and optimize for performance) basic enemy AI. These adjustments pertain only to the default attacks of opponents. Mosty notably: enemies will now destroy Ice Walls if they are trapped, enemies will now favor attacking targets who are already damaged, enemies won't mind "ganging up" on one target, and enemies will now treat "invulnerable" players similarly to those with the "Inconspicuous" talent.
- Previously rare skillbooks are more regularly purchaseable. Eye Gouge, Elemental Tortoise, Infect, Summon Undead Decapitator, and Horrific Scream are now available from their corresponding trainers in Homestead.
- Fixed Maze. Sorry about this. Maze was not showing saving throw data, was always lasting 5 turns, and was sometimes allowing the Mazed creature to take a turn while Mazed.
- Void Dragon no longer favors attacking Astarte. It may still attack Astarte, but it won't do so with an unreasonable preference.
- Melchior now wants to fight. I don't even know what to say about this bug... Well, don't expect to beat him now.
- Whispering Repository is now working as intended.
- Casual difficulty now only scales enemies at one half effectiveness.
- Ice Walls are now much more fragile.
- Fixed a rare issue that could cause maximum resistance limiting to be applied incorrectly.
- Improved AI decision making regarding the use of damaging spells to heal highly resistant allies.
- Fixed an issue where the rooftops in one of the new endgame areas were not fading properly when using the tactical camera.
- Fixed an issue where Planar Anchors appeared to be lockpickable.
- Obsidian Colossi are now immune to charm :)
- Undead ambush encounter in Dark Forest's Tomb area is a little more dangerous.
- Enemy "touch" spells now deal their damage as the element of the corresponding type. Damage for these spells was also increased.
- Spiders in the Phantom Forest now have enough Intelligence to reliably cast their spells.
- Baelberith's "Slaves of Torment" now correctly use Epic Encounters' scripting.
- Death Knights now have the "Demon" talent.
- Ruin AP cost reduced from 6(8) to 5(7).
- Daggers Drawn AP cost reduced from 6(8) to 4(8). Recommended Scoundrel level from 4 to 5.
- Tornado can no longer affect its caster.
- Maze can no longer be cast on allies.
- Battering Ram can no longer target items.
- Attonement percentage healing per Strength above recommended reduced from 5% to 3%.
- Fixed an issue where the block reduction reaction from Bard could be reapplied while it was already present.
- Fixed an issue where enemies could try to attack Mazed targets.
- Fixed an issue where Lacerate's Chain bonus could sometimes damage its caster.
- Fixed an issue where Ascendant-level Earth staves had no name.
- Replaced Conjure Poison Dart skillbooks with Lewd Diaries (this skill wasn't supposed to appear).
- Various tooltip corrections.
- This patch will not break your Epic Encounters saved games.
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Version 1.1.6
- This patch will not break your Epic Encounters saved games.
- Continued to fine-tune the scaling system.
- Void Dragon now correctly has Epic Encounters' scripting. This will solve many problems with this encounter, including its invisibility and statuses not affecting it.
- Fixed an issue where Hyperacuity was detecting invisible targets even while dead.
- Added item levels 21-25 to the game. After seeing how players were achieving such high character levels, it became apparent that this was a necessity. These new item tiers appear every-other level after 20--so 22, 24, 26, 28, and 30.
- Most NPCs now understand how to handle Tenebrium. This will prevent NPCs from being afflicted by Rot when selling Tenebrium items to them later in the game. Additionally, this should cure any Rot-afflicted NPCs in your current game, if you have any.
- Most major vendors now sell Tenebrium items. There weren't enough opportunities for players to find powerful Tenebrium items throughout the game. Now, once Tenebrium items have been discovered, their trade will rapidly expand.
- Vendors now carry 3 times the gold they used to. This is done to make selling your items easier. Murderhoboing may be buffed by this but, considering you lose a vendor, I think it's still the "short end of the stick" by far.
- The "Adventurer's Weapon Kits" have been renamed, rebalanced, and can now be improved with crafting.
- The "Smokescreen" spell has been renamed to "Sphere of Negation" and now removes surfaces and clouds. It no longer creates steam clouds, as this was far too powerful in conjunction with the spell's Blind chance.
- Various spells have received balancing changes. See below for specific modifications.
- The librarian troupe in Luculla Forest now uses Epic Encounters' AI and boasts more powerful spells.
- The Troll King and his trolls are now more dangerous.
- Sadakandras in Luculla Forest no longer continuously turns to face his most recent attacker (this made backstabbing impossible).
- Zuram Z'Akath now correctly uses Epic Encouters' AI.
- Attenberah's Souls of Desperation are now more dangerous.
- The bridge troll in the Phantom Forest is now more dangerous.
- The "Mushroom Cave" encounter in the Phantom Forest is now more dangerous.
- Icandra now correctly has Epic Encounters' scripting.
- End game Death Knights now correctly have Epic Encounters' scripting. You may have noticed this if you actually tried to kill them without using the kill-rod; sorry!
- Spitfire Totems now correctly have Epic Encouters' scripting.
- Fixed an issue where enemies casting Elemental Havoc could try to cast it on themselves, causing no effect.
- Enemies casting the Earth's Breath spell should no longer miss.
- Improved the AI of Tactical Retreat, Phoenix Dive, and Misty Step.
- Fireball's projectile now follows an arcing path.
- Empowered Fireball damage increased by 25%.
- Balance damage increased by 25% and each tick can now Poison its target.
- Boulder Bash AP cost reduced from 5 to 3(5), damage increased by 20%. Now recommends Geomancer 2 from 1, Intelligence 9 from 8.
- Thorn Cascade damage increased by about 16.7%.
- Deluge no longer creates a Water surface.
- Ice Wall no longer creates additional Ice surface when it is destroyed.
- Mass Slow AP cost reduced from 6(8) to 4(8). Recommended Aerotheurge from 4 to 5, Recommended Intelligence from 12 to 13.
- Chain Lightning cooldown reduced from 10(6) to 7(3).
- Freezing Trap can no longer damage its owner.
- Freezing Trap AP cost reduced from 5(7) to 4(6).
- Flare AP cost reworked from 4 to 3(5). Recommended Pyrokinetic from 1 to 2. Recommended Intelligence from 8 to 9.
- Burning Touch Damage increased by 20%.
- Meteor Shower AP cost reduced from 9(11) to 7(9).
- Meteor Shower "drop" radius reduced from 6 to 5 meters. This will result in an average increase in damage to targets within the radius.
- Hailstorm AP cost reduced from 9(11) to 8(10).
- Bitter Cold AP cost reworked from 2 to 2(4). Recommended Aerotheurge from 1 to 2. Recommended Intelligence from 8 to 9.
- Fixed an issue where Cauterize was doing percentage healing to enemies even if they were niether a Zombie nor Decaying Touched.
- Fixed an issue where Vengeance was attempting to strike non-aligned characters.
- Fixed an issue where Vengeance was attempting to strike characters who are Mazed.
- Fixed an issue where Cloak and Dagger wasn't always preventing damage from Torment.
- Mostly fixed an issue where Torment could deal damage around the afflicted target. Targets who Battering Ram through others will probably still cause some incidental damage to those it passes through.
- Pseudo-fixed an issue where Premeditate could be cast out-of-combat when it was granted by an item (it longer gives Chain if used in this way).
- Fixed an issue where Lacerate's Chain x5 bonus wasn't healing on subsequent turns.
- Fixed an issue where Borrowed Time was using Enervate's text for "is still Time-Borrowed."
- Fixed an issue where the enemy variant of Bless wasn't working correctly.
- Added a level 20 base-item for non-tenebrium shields.
- Various tooltip corrections.
- This patch will not break your Epic Encounters saved games.
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Version 1.1.5
- This patch will not break your Epic Encounters saved games.
- Continued to tweak the scaling system, especially with regards to the levels of high-teens and beyond.
- Fixed an issue that was causing the player's camera to fall through the ground in one of the new endgame areas. This was an absurd problem, a bug like this should never have occurred.
- Enemies should now prefer attacking players over NPCs.
- A new master Geomancer spell, "Ruin" has been added to the game and is available from the Earth trainer in Homestead. This spell is intended to provide elemental-damage based builds a means to scale better into the endgame. It's mechanics are incredibly powerful, but difficult to optimize. To read more about this spell, see the readme or go check it out in game (your vendors may need to reset before it appears).
- Fixed an issue that prevented the "Reaper" talent from granting AP. Sorry about this.
- Fixed a rare issue that could cause Blind to leave characters invisible.
- Maradino and his troupe are now more dangerous.
- The Spider Queen's "Cleave" attack's damage now better lines up with its animation.
- Spider Eggs in Luculla forest now correctly have Epic Encounters' scripting.
- Rebirth's "Rage of the Phoenix" buff now also grants +3 Constitution for its duration.
- Blessed Earth Skillbooks are now available from Silverglen and Homestead's Earth trainers (your vendors may need to reset before it appears).
- Resurrect Skillbooks are now correctly available for purchase starting at level 3 (your vendors may need to reset before it appears).
- Conjure Acid Arrow now has a radius of 1 meter, and has a 100% chance to apply Weak to affected targets. Weapon damage multiplier lowered from 120% to 100%.
- Deadly Spores AP cost reduced from 5(7) to 4(6), cooldown reduced from 6(4) to 6(3).
- Enervate success chance increased from 100% to 130%.
- Infect now also reduces the primary target's Grit by 1 for 2 turns.
- Farseer now also grants immunity to Blind for the duration.
- Fixed an issue where Soulsap's saving throws were sometimes not rolled correctly.
- Telekinesis potions are now Metamind potions, but now only have a duration of 3 turns and cost more AP to use.
- Charming Arrow success chance from 85% to 100%, AP cost from 8 to 7, duration reduced from 2 to 1 turn.
- I actually updated the version number displayed in game this time.
Discuss this update in the discussions section.
- This patch will not break your Epic Encounters saved games.
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Version 1.1.4
- This patch will not break your Epic Encounters saved games.
- Fixed an issue where the game would crash when a character slipped on ice and was subsequently becoming immune to Knockdown.
- Fixed an issue where the game would crash when killing "Floating Watchers" in the Phantom Forest while out of combat.
- Characters who were bugged to be permanently invulnerable should be fixed. If you ever encounter this issue again, reloading the game should fix the problem.
- Characters who had incorrect maximum resistances should be fixed. If you ever encounter this issue again, reloading the game should fix the problem.
- The scaling system has been retuned. Creatures who are only a few levels under the party should now be more dangerous. Conversely, creatures who are many levels under the party cannot scale to unreasonable Grit/Willpower amounts--this limit is based on the party's level.
- Fixed an issue where enemies Charmed outside of combat wouldn't scale.
- Friendly NPCs now scale in Vitality (only vitality). This is so that quest-related characters don't instantly die when faced with attacks from extremely scaled creatures.
- Boss-creatures now only suffer 12.5%, from 25%, of percentage healing when converted to damage.
- Enemies should now use grenades more intelligently. I have replaced the game's original AI for grenades with my own.
- Fixed an issue where the game's original Tormented Souls and Essences could still drop, resulting in original crafting uses for these items (Thanks, FrauBlake!). Those of you who have already acquired the incorrect variants will unfortunately still have them--sorry about this!
- Fixed an issue where the out-of-combat healing buff icon would remain on characters who had their healing interrupted by a debuff.
- Fixed an issue where Overcharge's buff icons sometimes weren't fading correctly.
- Enlightened Initiates at the Elemental Forge in Hiberheim are now more dangerous opponents.
- Leandra's trio of summoned Death Knights in Luculla's Mines might actually catch you now.
- Dreksis, in Luculla's mines, is a little stronger now.
- Kaden, in Luculla's mines, is a little stronger now.
- The Spider Queen's collision radius has been reduced by 20%, so she shouldn't be so difficult to sidestep or backstab.
- Spawned Sand Spiders now use the correct Barbed Hair AI.
- The enemy spell, "Bloodletting," now deals damage in addition to its Bleed.
- Rogue elementals in Hiberheim now have enough Intelligence to reliably cast their spells.
- Fixed the AI of an enemy in the Bjorn/Mara ambush who was using Phoenix Dive defensively instead of offensively.
- First Aid's base healing has been increased from 10% to 20%.
- Empowered First Aid now has a 3 meter radius and can no longer affect enemies.
- Soulfire now offers no saving throw for the application of Soulburn.
- Demon reactions' fire damage component has been doubled.
- Rime now continuously creates a 1m patch of ice underneath the target as it moves.
- Overcharge now displays a radius wherein its projectiles may chain to additional targets.
- Precise Incision's Chain bonus will no longer damage items.
- Players now begin the game with an additional Minor Healing Potion, to allow for a wider variety of starting loadouts to reach Cyseal.
- This patch will not break your Epic Encounters saved games.
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Version 1.1.3
- This patch will not break your Epic Encounters saved games.
- Added a minimalistic out-of-combat healing system for player characters. This system is designed only to heal your characters when they are in possible danger as a means of expediting the "after combat healing ritual." The specifics are as follows: When your entire party is out of combat, you will begin healing for after having not sustained any damage, harmful ailment, or disabling effect for ~8.4 seconds. If this timer is satisfied, you quickly heal to 100% vitality. If at any point during healing any party member enters combat or you sustain any damage, harmful ailment, or disabling effect, healing immediately stops until such a time that its requirements are again satisfied.
- The Status Immunity System now limits the relevant ailments for 2 of every 6 turns, from every 5.
- All Perception-hidden objects in the game now require 2 less Perception to spot. The original script used for this was improved greatly--you may even notice a performance improvement in areas where there were many traps, like in the latter portion of the Black Cove.
- Overcharge has been retuned. Whenever Overcharge is cast, you now gain one stack of "Overcharge." Casting Overcharge now costs 20% of their maximum life plus an additional 20% per stack of Overcharge, Glass Cannons pay 30% instead, due to their fragile nature. Each round where Overcharge is not cast removes one stack of Overcharge at the beginning of the next turn. (Note that the talent description will remain unchanged until you re-download the steam supplement, the actual spell description is updated, however).
- Fixed an issue with the Adaptive talent that was allowing the character to use reactions from talents that they hadn't yet gotten.
- Bard reactions now behave more intuitively. Only one Bard will react to any given "bardic reaction trigger." The Bard that is chosen whichever has the highest "Bard" score. If multiple Bards have an equivalent score, whichever has the most stored reactions is chosen. Additionally, if a target already has the effects of a Bardic reaction, Bards will not attempt to place the same effect again while it persists.
- Player summons now simulate Blindness just as players do. Additionally, this fixes a rare bug that could cause enemies to remain invisible if a Blind player spent their remaining AP on casting a summon who was next in the initiative order.
- The Source Abomination in the Black Cove has gotten swole. I have modified its AI and it should now be a more challenging encounter.
- Braccus Rex is no longer content watching his underlings attack you. I have modified Braccus' AI; he will now actively seek out players while in combat. Additionally, he will continue to cast powerful spells on the party throughout the entire fight.
- Bellegar will now always fight back if provoked. He used to stand helplessly as he was killed, sometimes. He will now put up much more of a fight.
- Mad King Boreas has been improved. He now summons an additional elemental fragment in place of his old elemental ward. I removed the wards entirely from this fight because they were causing his AI to do very stupid things. Additionally, Boreas now has the "Opportunist" talent and his Intelligence score has been raised.
- Fixed Vitality Link fading after only one hit. Really sorry about this one guys, I have no idea how this happened.
- Enemies should avoid attacking summons more than they used to.
- Enemies who used to only scale by gaining levels now also have a direct stat adjustment. Relying only on level adjustment wasn't cutting it. This should be a it more appropriate.
- New icons have been added to replace a few that we weren't happy with. :)
- Replaced all copies of skills that shouldn't have been dropping with a "Lewd Diary." I apologize if you found one of these--you weren't supposed to!
- An item that should never have existed "Anguished Soul" now has instructions on it and can never drop again.
- Many of Epic Encounters' enemy statistic buffs are no longer active if the game is on Explorer difficulty.
- Fixed an issue with "shotgunning" spells that could sometimes cause enemies struck by these spells to become immune.
- Fixed an issue that could cause a player's Chain stack buff to not be removed properly, causing a confusing display.
- Fixed an issue where Bard could incorrectly display your reactions recovered if none were recovered.
- Fixed an issue where "Vengeance" was hitting the caster when it was first cast.
- Fixed an issue where Precise Incisions Chain bonus was making a cone of water.
- Squander's weapon damage multiplier has been reduced from 300% to 250%.
- Audacity's AP cost has been raised from 3(5) to 4(6).
- Cauterize's cooldown has been raised from 5(1) to 6(2).
- Tornado's Chill component has been lowered from 100%/2 turns to 80%/1 turn. It's Slow component has been lowered from 100%/2 turns to 80%/2 turns.
- Fireball can now hurt its caster.
- Rain's water creation size has been reduced by about 50%, its Wet duration has been reduced from 5 to 1 turn, its AP cost has been increased from 2 to 3, and its Cooldown has been increased from 4(1) to 4(2).
- Lucky Charm's resurrection effect has been capped to a maximum possible 75%, which is achieved at Lucky Charm 11.
- Enemies may now cast "Elemental Havoc" however many times per turn they wish (provided sufficient AP).
- Enemies now cast Headvice the way it was mean to be--with Blind.
- Fire resistance of Snowmen in Hiberheim raised from -200% to -100%.
- Mecha Rooster Flamebreath should no longer be cast such that it misses.
- Winterbreath should no longer be cast such that it misses.
- White Wolves in Hiberheim are now immune to Freezing.
- Those two patroling ice fragments in Hiberheim are no longer useless and are now, actually very dangerous.
- Collision radius of Crabs in the Black Cove has been reduced so that they can maneuver more adeptly.
- The Cultists in Evelyn's laboratory now heal to 100% vitality when using their awkward altar.
- The "Shambling Mound" type of enemy has had its melee damage increased.
- The "Skeleton Bomber" ambush in Cyseal now grants less exp, as the scaling system was causing it give far more than was expected.
- Shadow creatures surrounding Icara's house in Luculla Forest have been made more dangerous in general.
- Vaelanna's troupe has been made more dangerous.
- Teleportation Pyramid AP cost from 6 to 9.
- Enemies casting Regeneration from scrolls now correctly grant "percentage" healing to the target.
- Poison Slugs now have a much faster movement animation speed.
- The Inquisitor loadout no longer incorrectly starts with the "Inconspicuous" talent allocated.
- Minor modifications and fixes to tooltip text on various spells.
- This patch will not break your Epic Encounters saved games.
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Version 1.1.2
- This patch will not break your Epic Encounters saved games.
- Fixed an issue that may have prevented the disable immunity system from functioning in loaded games from a previous patch.
- "Raddagoth" now only summons 3 minions when combat begins. I felt this fight was always very highly tuned and, with the increased difficulty of Epic Encounters, was simply too hard for a level ~6 encounter.
- Modified the tooltip of Deluge to clarify that it deals the listed damage five times.
I was unaware that certain modifications would behave differently when considering saved games from previous patches--I will keep this in mind for future patches. Sorry to those of you who were affected by this bug :(
- This patch will not break your Epic Encounters saved games.
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Version 1.1.1
- This patch will not break your Epic Encounters saved games.
- Players no longer benefit from the Disable Immunity system - I felt this system was helping players more than was reasonable; players already have many tools available to them for removing or avoiding disables.
- Fixed an issue where Disable Immunities weren't occuring as frequently as they should.
- Added a few new spell icons.
- Adjusted the lighting of the players during character creation--Player's faces should now be adequately lit :)
- Fixed Twins-by-Fire-Joined not using its skills sometimes.
- Modified/fixed some spell tooltip text.
- Thunder Jump has been replaced with Wind of Change as a starting option at character creation.
- The small spiders that spawn along with the Source Nightmare in the Black Cove now correctly have Epic Encounters' scripting.
- This patch will not break your Epic Encounters saved games.
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Version 1.1
- This patch will not break your Epic Encounters saved games.
- Fixed a rare issue that could prevent new statuses from firing properly.
- This patch will not break your Epic Encounters saved games.
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Welcome to Epic Encounters!
Epic Encounters is a gameplay overhaul and content expansion mod for the main campaign of Divinity: Original Sin - Enhanced Edition. 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)--listed below is a short summary of the most notable features.
Please note that, due to the magnitude and nature of changes made within Epic Encounters, you will need to start a new game.
Installation:
- If you have a steam installation:
- Subscribe to Epic Encounters on the steam workshop.
- Download the "Steam Supplement" file here and extract it into your installation directory.
- Start the game and activate Epic Encounters from the Mods menu.
- If you don't have a steam installation:
- Download the "Epic Encounters" file here and unzip it.
- Place epic_encounters_071a986c-9bfa-425e-ac72-7e26177c08f6.pak into your Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods Folder (if you do not have a mods folder here, make one).
- Place the included "Data" folder in your installation directory.
- Start the game and activate Epic Encounters from the Mods menu.
- If you have a GoG installation, be sure your game is up-to-date!
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.
- 45 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. Check out this awesome spell chart, by YuukiKoto!
- 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.
- Added MANY new, unique, build-defining weapon modifiers to the game. ***Special thanks to the incomparable Baardvaark for this***
- Quality-of-life improvements, like increased run/walk animation speeds for players and enemies, required click-confirmation for self-casting spells, automatic out-of-combat healing, 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 from suffering any given "hard" disable for more than 2 of any given 6 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.
- For a full list of the (numerous) changes made within Epic Encounters, see the readme (over 60-ish pages)
Epic Encounters feeling a bit too difficult on Tactician but too easy on Classic?
You can always download the "Normal Tactician Vitality" version of the mod to tone things down a touch. Doing this doesn't even break your save, so you can swap between these two versions whenever you like!Know a bit about modding and want to make your own changes to Epic Encounters?
Download the "Developer Edition" version of the mod and extract it into your installation directory to get the "modder's setup." Check out the discussion on steam for quick modification tutorials as well as a brief introduction to Epic Encounters' scripting.Mod Compilations
- Epic Encounters + 6 Man Party, compiled by Baardvaark.
- Epic Encounters + XC_Bags, compiled by Smarmbot.
- Epic Encounters + XC_Bags + 6 Man Party, compiled by Smarmbot.
These are separate mods and as such do not have saved-game compatibility with one-another.
- Navigate to your installation directory.
- Go to the Data\Localization\English folder, delete english.xml.
- Go to the Data\Public\Shared\Stats\Generated\Data folder, delete Requirements.txt.
- Go to the Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods folder, delete epic_encounters_071a986c-9bfa-425e-ac72-7e26177c08f6.pak.
- Done!
Uninstallation:
- (If using the Developer Edition, you'll need to remove everything it contained, but you know how to do that).