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Nickesponja

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Nickesponja

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About this mod

Dullahan is a massive overhaul to all the vocations in DD2, which expands their gameplay options while reworking some of the cheesiest and most broken skills in the game, and adding new custom skills for you to play with. On top of that, it's completely modular, meaning you can choose exactly which changes you want.

Requirements
Permissions and credits
Changelogs
Introduction

It shouldn't be surprising to hear that the vocations in DD2 are wildly unbalanced and sort of underdeveloped. They're all serviceable, but some of them have extremely broken or gimmicky skills that turn an already easy game into a snooze fest, and there's a lot of potential for expanding the core kit of some of them, especially Sorcerer which is, in my opinion, a complete mess in vanilla. Dullahan is an overhaul mod that balances the different vocations and taps into this potential, taking the gameplay of DD2 to whole new levels.

For a rundown of which changes affect pawns, check the articles tab. Any percentage based damage changes are applied after flat defense is taken into account, so if you see a "deals 15% more damage" effect, it will make you deal exactly 15% more damage than you would be doing without it. The changes are local only and will not ban your pawn from getting hired online.

Skills added by Dullahan behave like vanilla skills, in that they will show up in the UI with their own names, descriptions and videos.

Showcase videos by Mura Casardis and The Rift:

  


Installation and modularity

Install as usual with Fluffy Mod Manager. Then, in the script generated UI, you can toggle which changes you want. Yes, you can toggle each and every change individually! Although some changes may require a game restart to get toggled properly.

I would advice against unchecking Dullahan.lua in the script runner mid-game, as some changes will not be properly reverted.

Vocation changes

Fighter

  • Using a heavy attack while blocking will trigger a shield pummel.
  • Tusk Toss: charge time reduced from 0.85s to 0.6s.
  • Steeled Foundation: fall damage reduction increased to 50%.
  • True Deflect: increased window from 6 frames to 9 frames.
  • Hindsight Sweep: increased perfect avoidance frames from 8 to 15.
  • Gutting Skewer: increased the speed of the stabs by 12%. While climbing, pulling out the sword after using Gutting Skewer is 30% faster. While using this skill you (and pawns) have 30% damage reduction.
  • Twirling Cut (new skill, replaces Shield Pummel, since you now always have access to it). Spin several times to deliver a multitude of cuts that cover a wide vertical distance.
  • Crossing Maw (new skill): performs two powerful two-handed cuts in quick succession. Great stagger power.
Archer

  • Sliding (dash light attack) now has a few i-frames at the start.
  • Puncture Dart: no longer shakes the crosshair, and it has no damage fall-off now, meaning you can use it as a long range option for sniping enemies.
  • Lyncean Sight: removed damage fall-off and increased damage by 30%.
  • Deathly Arrow: reduced stagger by 20-30%.
  • Heavenly Shot: increased damage by 10%. No longer has damage fall off with distance. Increased stagger to the same value as a perfectly timed Deathly Arrow.
  • Special arrow skills: they can now be used without special arrows, but at an increased stamina cost and reduced speed. For pawns, they can use these skills without special arrows, but they always get the stamina and speed penalties.
  • Exploding Shot: damage and stagger of the explosion reduced by 35% and 33% respectively. No longer deals more damage/stagger at the center.
  • Downpour Volley (new skill): Sends a wall of arrows skyward to rain down on a broad area. Less effective in cramped spaces.
Mage (common skills also affect Sorcerer) 

  • Basic attacks are now faster to start and cancel. Specifically for mage, they deal about 7 times more stagger.
  • Focused Bolt deals 50% more damage and reduces the damage dealt by the struck enemy by 30% for 30 seconds.
  • Moving or levitating no longer affects cast speed.
  • Animations for readying spells have been made 100 times faster. This means you will start the casting animation of the spell as soon as you finish charging it, getting rid of the annoying delay between the two. Note that the actual casting animation remains the same speed.
  • You can now end levitation while casting a spell by simply pressing the levitation button again.
  • Spellhold: no longer penalizes stamina consumption or stamina recovery at lvl 2.
  • High Paladium: now protects allies for one hit instead of two.
  • Empyrean: now deals double damage against undead and 20x damage against non-undead enemies (it's still stronger against undead).
  • Flagration: consecutive hits against the same enemy increase damage by 10% each. Hitting a different enemy resets this effect. Also, Flagration can now be cancelled instantly after casting.
  • Levin: the damage of the follow up strikes ramps up the more times you cast them, up to a limit of 5 times the damage on the 7th hit. However, the stamina cost of these follow ups is doubled, and you can't use items to recover stamina while doing the follow-ups.
  • Frigor: it now has a “sweet spot” mechanic, where it deals 30% more damage if you’re at the right distance from your target, indicated by your character flashing briefly.
  • Solemnity: reduced charge time from 3.5s to 2.5s. Your pawns will now be more consistent at stopping Drakes from casting Meteoron.
  • Celestial Paean: reduced stamina recovery by 70%, but the stamina penalty no longer makes you exhausted when it ends.
Thief

  • A neutral jump after light attacking or dodging will now trigger Concussive Leap.
  • Concussive Leap can now be triggered by pressing the jump button while in the air.
  • Thief now deals 15% extra melee damage when climbing on monsters (but not while standing on them). This bonus doesn't apply to Draw and Quarter.
  • Scarlet Kisses: inputs required to start it decreased from 5 times to 3 times in 1s. Inputs required to hold it decreased from 3 times to 1 time in 1s. Damage reduced by 30% (only in the ground, not if used while climbing).
  • Skullsplitter: increased stamina consumption from 200 to 300. Reduced damage by 35%.
  • Ignited Blades: duration of enchantment increased to 20s (lvl 1) and 30s (lvl 2).
  • Shadow Cloak: enemies are now far less likely to target you while using this skill.
  • Formless Feint: stamina consumed per second increased from 15.75 to 50, and every time you dodge you lose 100 stamina. With a normal ~1000 stamina, this gives you 20 seconds of invulnerability, shortened by 2 seconds every time you dodge.
  • Blades of the Pyre: removed self damage (still sets you on fire), but reduced enemy damage by 50%.
  • Smoke Shroud: reworked into an AoE stagger that can even interrupt bosses, but no longer allows for a critical hit on small enemies. It has progressively increasing cooldowns per enemy (starting at 10s). Whenever a cooldown for a boss is over, your character flashes to indicate this. For pawns, the cooldown is always 60s. The smoke has been made more transparent to prevent visual obstruction.
  • Implicate: increased stamina cost from 125 to 200. Hitting an enemy with it no longer does any stagger. Pulling them afterwards still does stagger, but it's been reduced by 40% (only against small enemies though, for bosses it's still the same). This means you need to actually build into stagger if you want to stagger endgame enemies with one use of the skill.
  • Instant Reset (new skill, replaces Concussive Leap, since you now always have access to it). Reset your body to a neutral position, cancelling any ongoing skill, attack, or stagger (including when you're on top of a monster and you lose balance, which is very nice).
Warrior

  • Heavy attacks are 30% faster, dash light attack and jump light attack are 10% faster.
  • Light attacks now charge faster if you properly time them.
  • Uncharged skills are now faster and consume 30% less stamina.
  • Tidal Wrath: complete rework. You can now choose whether to perform a horizontal or vertical counter attack by using the light attack or heavy attack after blocking with this skill. You can also use barge to cancel the blocking. Increased block angle from 120º to 270º. Duration decreased from 90 frames to 38 frames so you can move faster if you fail the parry. Increased the speed of the startup (7x speed) so you get into parry stance faster (only for lvl2 version). For pawns, the startup isn't faster, but they'll always parry so long as they activated the skill before getting hit.
  • Arc of Might: now has a fixed stamina consumption of 800. Charge time reduced from 7.375s to 6.5s.
  • Diluvian Strike: is faster to use and has less recovery frames. Remember that its damage increases with height, and you now have access to Concussive Leap as Warrior :)
  • Indomitable Lash: reduced charge time from 2.75s to 2.375s.
  • Inspirit: can cancel stagger, and you can't get staggered out of it. Stamina cost increased to 150.
  • Eviscerate (new skill). Quickly impale an opponent, then pull the blade out for more damage.
Sorcerer

  • Basic attacks now restore stamina and can be chained quicker.
  • Burst bolt charges faster and deals 50% more damage.
  • Miasma (new skill, replaces Galvanize): the caster corrupts holy magic to summon a dark mist that periodically damages enemies. Deals physical damage. You can only summon one at a time.
  • Ingle (new skill): looses a ball of fire that explodes upon contact, engulfing both the target and surrounding foes. Use R3 or the middle mouse button to switch between manual and automatic targeting.
  • Brontide (new skill): lightning courses through the user, turning light and heavy attacks into powerful lightning strikes. Use heavy attacks for mid range and light attack for short range lightning strikes.
  • Serac (new skill): coats the user with ice, turning light attacks into ice shards. Use Bursting Bolt or use the skill again to end the effect with a powerful ice blast. During the duration of the effect, you're immune drenched, frostbite, and ice-bound. However, getting covered with fire or oil will remove the ice, ending the effect.
  • Hagol: reduced cast time from 5 to 4 seconds.
  • Decanter: slows down enemies it hits by 50%, and its stamina cost is a constant drain while channeling it rather than on cast.
  • Seism: base damage now scales with magick, instead of a weird combination of strength and magick.
  • Augural flare: increased cast time from 3.5s to 7.5s. Reduced damage by 35%. Will no longer fizzle out early.
  • Meteoron: no longer deals physical damage. This means it's no longer the uncontested best choice in every scenario.
Mystic Spearhand

  • Complete rework of Redouted/Forbeding Bolt:
    • Redouted Bolt has a faster shooting animation and deals damage.
    • Forbeding Bolt deals twice as much damage as Redouted Bolt.
    • First level charge of Forbeding Bolt is almost instant. However, it no longer slows down enemies or allow you to use Scattering Bolt. Instead, it's used for staggering small enemies quickly and for mobility and i-frames through Quik Fot.
    • Second level charge of Forbeding Bolt charges as fast as the first one used to (2 seconds) and slows down enemies as usual. But its slowdown duration is now equivalent to what the first level was before. And of course, it allows you to use Scattering Bolt.
    • The slowdown from Bolt (including Moment's Charge) on bosses is now 50% instead of 70%.
  • Complete rework of light and heavy attacks:
    • They are faster (from 5% to 20% speed increase, depending on the attack).
    • Light attacks and heavy attacks that hit two times: first hit now has as much stagger as the second one. For the heavy attacks, overall stagger has been reduced by 30% to compensate (total stagger is still higher than vanilla).
    • Winding cut finisher move is 20% faster.
  • Mystic Spearhand now deals 15% extra melee damage when standing on monsters (but not when climbing on them, and not while the monsters are knocked down).
  • Winding Cut: reduced required inputs to start from 4 in 0.45s to 4 in 1s. Now only 1 input every second is required to get the faster cutting speed and to continue holding it. Max duration increased from 10s to 20s.
  • Quick Fot and Scattering Bolt: increased the time window for getting them from 6 frames to 12 frames. Scattering Bolt now has a short slow time effect that makes it easier to time Quick Fot after it.
  • Seching Blade: can only summon one blade now, but it shoots out four projectiles at once.
  • Unto Heven: now deals damage and has better tracking. The camera is no longer fixed while using it.
  • Mirour Shelde: you no longer recover stamina while it's active, even with Ravinour's Hond. Now costs 35% of your max stamina.
  • Skiedragoun's Feste: increased jump height from 3 to 5. Now you can consistently get on top of most monsters.
  • Ravinour's Hond: reduced drain amount by 35%.
  • Magike Speregonne: crosshair no longer shakes.
  • Moment's charge: no longer consumes health, and now has access to what before was the longer slowdown of level 2 Forbeding Bolt. However, it consumes 35% of your max stamina now. Do note that in the script UI, this change is under Forbeding Bolt due to how interconnected these two are.
  • Ruinous Segil (new skill): Implants a magick sigil into the ground. Any enemy that draws near is hit with a devastating blast of energy.
  • Magike Canon (new skill): Conjures a sphere of magickal power. Strike it to fire spellshot at foes.
Magick Archer

  • Core attacks (Quickfire and Rivet Shot/Pinpoint Volley): no longer deal physical damage.
  • Quickfire (basic attacks without aiming): now has three times more magick damage and three times more range, and much better tracking.
  • Replaced heavy attack (Conversion) with Archer's kicks. This includes the leaping kicks in the air, after which you can shoot. Remember that you can still use Conversion by pressing R3 or the mouse wheel while aiming.
  • Replaced running light attack with Archer's slide (it also has iframes).
  • Made Conversion while aiming MUCH more responsive.
  • Sagittate Avalanche: reduced magic damage by 25%, no longer deals physical damage.
  • Ricochet Hunter: reduced damage by 35%.
  • Boltchain Stake: now deals 5x more dazed status (yes, it was that bad).
  • Lifetaking Arrow: increased stamina cost from 150 to 350, and it no longer deals any stagger.
  • Martyr's Bolt: no longer consumes loss gauge, but you can't heal while charging it, and it will leave you almost exhausted when it ends. Against bosses, it will deal up to 3 healthbars of damage, based on how much you charge it. Against regular enemies, its damage has been reduced based on how many targets it has. So it will no longer deal arbitrarily high damage on large groups of enemies.
Trickster

  • Drifting Brume (charged attack) has been replaced with Suffocating Shroud.
  • Basic attacks are now faster.
  • Effigial Incense: out of territory damage reduced from 1000 to 0 (clone no longer dies quickly when you play Warfarer and change weapons).
  • Aromatic Rally: no longer damages pawns. Duration reduced to 5s (lvl 1) and 10s (lvl 2). Stamina cost increased from 300 to 500.
  • Fragrant Alarum: now restores stamina to the whole party while channeling it, making it actually useful.
  • Vorpal Effluvium: (new skill, replaces Suffocating Shroud, since you now always have access to it): 30 seconds buff that speeds up your censer attacks even more and makes them deal actual damage. They still do barely any stagger, so your clone is still very necessary.
Warfarer

  • Rearmament no longer costs stamina.
New skill IDs and names

Here are the IDs for the new skills, as well as the names of the lvl1/lvl2 versions, for modders and people who want to make them compatible with skill swappers or Warfarer mods. For reference, Rearmament is 100 and Blades of the Pyre is 101, the highest vanilla skill ID.

  • Impale/Eviscerate: 102
  • Ingle/High Ingle: 103
  • Brontide/High Brontide: 104
  • Serac/High Serac: 105
  • Crossing Bite/Crossing Maw: 106
  • Perilous Segil/Ruinous Segil: 107
  • Magike Slinge/Magike Canon: 108
  • Cloudburst Volley/Downpour Volley: 109
Compatibility

There's a lot of overlap with Ordinary Offensive Magic and Variable Magic, so if you use those mods, don't change the same things that Dullahan changes, or turn off Dullahan's changes for the relevant attacks/spells. Dullahan is not compatible with other mods that change vocation skills, obviously. It is compatible with ReDogmafication, but turn off Dullahan's no unsheathe feature to avoid overlap if you're using both mods.

Credit

  • EXXXcellent for teaching me how to set specific motions.
  • alphaZomega for the code on how to play sounds, and for ScriptCore and EMV in general.
  • Mura Casardis for being an amazing playtester without whom my skills wouldn't be half as cool, and for making the showcase video.
  • kagenocookie for teaching me how to do a bunch of things, most notably importing custom skill videos into the game.
How to support my mods

Dullahan has taken many, many, many hours of my life to develop. It's come such a long way since versions 1.X and 2.X that had 10 separate files for each vocation if you wanted modularity. If you'd like to support the mod and my work, you can do it here: https://ko-fi.com/nickesponja