About this mod
An all-around collection of bug fixes and QoL tweaks meant to improve your experience playing DD2.
- Requirements
- Permissions and credits
- Changelogs
Installation
Install it as usual with Fluffy Mod Manager, by dropping the zip file into the mod manager. Don't forget to install the requirements as well.
Configuration
You can open the main script, _UDD2P.lua (located in gamedir/reframework/autorun), with any text editor. There, at the very start, you'll have config options that you can set to true or false. Every part of the mod is toggleable like this, though a few of the changes are lumped together for performance reasons.
Bugs fixed by this mod
- Some bosses, most notably Griffins, receive about 6 times less damage from arrows than from melee attacks. This difference is so extreme that shooting a Griffin in the head, it won't play the weakspot sound. This patch sets those values to be the same as for melee attacks. It only affects Griffins, Wights and Liches.
- Thief's dash attack is bugged and will miss every other hit if you spam it against an enemy. This patch fixes that.
- Goblin torches can hit you dozens of times in a row if you're near them after they're thrown, resulting in massive damage. This patch makes it so the torches can only hit each character once.
- Shells created by the player don't automatically ignore friendly NPCs in combat. This isn't a problem in vanilla but if you're using Skill Maker or Dullahan with their custom skills, the shells created by those skills will hit friendly NPCs in combat. This patch includes a global fix for that.
- If you break one of the horns of a Minotaur with a melee attack while its charging, your attack will deal 25x more damage to it, often resulting in one shotting the Minotaur. This patch removes that interaction.
- Levin's sound has been bugged since release and won't play all the thunderbolt sounds. With this patch, all of them play correctly.
- Enemies will no longer yeet you off instantly when you're standing on them (for example when you open a Drake's heart while standing on it). Instead, a minimum of 2 seconds spent in the "unbalance" animation are needed before you're yeeted off an enemy.
- NPCs will no longer freak out if you draw your weapons near them. Note that their affinity still decreases.
- Maelstrom and Meteoron's magick damage no longer damages golems. Note that Meteoron's physical damage will still damage them.
- Your damage no longer scales with body size.
- The angle that makes you start sliding on a slope has been increased from 38 to 48. This makes it harder to unintentionally slide down slopes.
- Pawns will no longer die to the brine but they'll spawn back at the position where they jumped off, just like the player.
- Fall damage is a bit more lenient. There are several fall damage options to choose from in the script.
- You can now run during the tutorial.
- Pressing one of the two dialogue skip buttons (A/X on controller, F/Spacebar on keyboard) will now actually skip to the next line of dialogue, rather than simply skipping to the end of the current line of dialogue.
- You no longer need to be near your pawns to trade items with them or change your main pawn's skills.
- Sprinting out of combat and with your weapons sheathed will no longer consume stamina.
- It can now rain at night (yes, it couldn't before).
- Hitting weakspots with magick attacks now triggers the weakspot sound, just like with melee attacks.
- Stray pawns will no longer approach you and force you to talk to them.
- The Wyrmfire visual effect that plays on your gear when it's maxed out has been removed. Credit to Shadowcookie for figuring out a way to implement this that is hundreds of times more efficient than the other mod doing this.
- When you attack or use a skill while your weapon is sheathed, you'll now perform the corresponding attack or skill, rather than just drawing your weapon.
There are still some issues that aren't fixed by this patch either because I didn't know how, or because fixing them might interact negatively with other parts of the game.
- Supposedly, guards in Bakbattahl are meant to either kick you out or attack you if you stay in the city for too long without a permit. But this doesn't happen (or if it does, it's after a comically long amount of time), they simply run up to you and ask you what is your business there.
- Dynamic wounds on bosses were broken by a game update, and they're still broken to this day (at least, I'd like to think they weren't intentionally removed for performance reasons).
- Very rarely, Heavenly Shot will stagger downed bosses before it actually damages them, making you miss your shot.
- Some spell hitboxes are unable to hit certain body parts on bosses. Levin is most notorious for this, it cannot hit a Cyclops eye for example. The spells seem balanced around this so changing this would probably require some balancing for a few spells.
- AoE attacks (mostly spells) can hit several weakspots on Purgeners at once. This doesn't happen for any other enemy in the game, and it makes most spells ridiculously effective against Purgeners.
- When killing an alpha red wolf, all small enemies will flee in fear, rather than just the rest of the wolves.
FAQ
- Some of these overlap with small mods you've already done. Should I uninstall those?
- Some of those "bugs" may have been intended.
- Why remove damage scaling with body size?
- Will you make a script generated UI for the mod?
If you're a modder and you'd like a bug fix you've made to be featured in this patch, please contact me about it.