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Warfare isn't nearly as useful as you'd think, since many of the associated attacks aren't helpful for backstabbing and Scoundrel already gives you a bonus to Finesse-based attacks. The Polymorphing skill Chamelon Cloak gives you two turns of pure invisibility without breaking stealth. If you go for a secondary ability beyond Scoundrel, oddly enough Polymorphing can be helpful, since it lets you fly around and avoid terrain or remove all negative status effects quickly. Throwing Knife and Backlash also lets you deal backstab damage, while Chloroform can knock out an enemy at the end of your turn without breaking stealth. On the skills, Adrenaline is a must for getting enough action points to kill with a backstab in one turn. For your ability points, you want to put your points into Scoundrel for the critical bonus, and of course Stealth for the sneaking. Don't discount Wits though, as you get a bonus to initiative and critical chance. On the attribute side, Finesse is probably a better idea than Strength. ![]() With this build, you always want to be positioned behind an enemy for backstabbing and generally avoiding detection. With any of these builds, you could either co-op or even potentially solo your way through the game. #DIVINITY ORIGINAL SIN 2 MULTIPLAYER HOW TO#Like all DOS2 mods, enabling this will disable achievementsįor those who feel like this game is too much of a "cheat", here is an optional tactician mode difficulty increase mod: įOR MULTIPLAYER: Corex has a great guide on how to play multiplayer with more than 4 player.In this guide, we're going to go over four epic Original Sin 2 builds with vastly different focuses, from a stealth assassin to a masochistic necromancer who revels in taking damage. Please use in co-op multiplayer at your own risk. Also character assignment is pretty funky apparently. There are apparently some issues with getting any dialogue between different characters and players. For those asking about multiplayer/co-op, I haven't tested and I haven't been intending for this to be a multiplayer mod, but apparently it does work to some degree. According to baardvaark the crime system is only scripted for 4 criminals so please be careful if you get arrested. Note that other more important story instances that do reference your companions are intact like They aren't super gamebreaking (you can normally choose the alone options even if you do have a party, it's just that the group option will be gone). I will look to see if I can push fixes for these later, but for now dialogue editing is not enabled in the Divinity Engine. #DIVINITY ORIGINAL SIN 2 MULTIPLAYER FULL#These are not using the party full flag and it may be an overflow error on those specific dialogue choices that I need to manually edit individually. Retains one choice that acts like you have companions with you). Some minor conversations treat you like you are alone if you have >3 companions such as Margo and some of Gawin's dialogue (although Gawin still WARNING DO NOT USE THE DIALOGUE FIX VERSION IF YOU HAVE A CURRENT SAVE, ONLY USE THE DIALOGUE FIX VERSION IF YOU ARE STARTING A NEW GAME. I have not yet tested party decision dialogues yet and I am not sure those are functional for all companions. ![]() ![]() In my testing it seems that this change only effects new games unfortunately. UPDATE: Reflection dialogues have been fixed so that all companions should now comment. I have not looked into any UI or controller interface changes yet, and I suspect it'll either be difficult or maybe even not accessible through the Divinity Engine. There have been reports that this is not compatible if you are using a controller instead of K/M setup, as the controller interface does not allow you to select the additional party members that you can recruit. Barter menu has party members portraits going across the top of the screen but they're all still functional and you can click on all of them. You can also very easily just click on the portraits in the sidebar to switch between characters. It's still completely usable, just the behavior is weird. Character sheet menu is a little wonky if you use the arrows to navigate. However Zlayer has confirmed that dismissing and re-recruiting companions will allow the party size limit to be removed. #DIVINITY ORIGINAL SIN 2 MULTIPLAYER MOD#Note: On existing saves the mod works best without a full party / with no-one yet recruited. I have confirmed that all companions transfer over successfully into Act 2. I've successfully tested out combat, bartering, companion attitude change, full companion quest lines in Act 1, formations, character sheet and inventory menus. I've done initial testing, playing as Fane and adding all the other origin characters in Fort Joy. Initial mod to allow more than 4 followers. ![]()
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