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A Necromancer's Crusade - D:OS Mod - Released!

Discussion in 'Codex Workshop' started by SniperHF, Jul 18, 2016.

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  1. SniperHF Arcane

    SniperHF
    Joined:
    Aug 22, 2014
    Messages:
    1,105
    A Necromancer’s Crusade – A Divinity: Original Sin Adventure Mod

    Nexus: http://www.nexusmods.com/divinityoriginalsin/mods/91

    Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=727266488


    Summary:
    Set before the events of Original Sin, two pilgrims are traveling to Rhalic’s Abbey, a holy site dedicated to worship of the Patron God of Humans. At the Abbey, hundreds of years earlier, it is said the Rhalic banished a horde of evil creatures that had pillaged the area.

    No one knows why the undead came in droves, only that Rhalic banished them away. The survivors rebuilt and dedicated their entire existence to praising Rhalic.

    However, another catastrophe will unfold sending the two pilgrims into the depths of the chambers beneath the abbey. Long buried secrets will be surfaced, lost history rediscovered, and a collision course with the Chosen Necromancer himself is ordained.


    Screenshots:

    Show Spoiler


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    Click here for more screenshots



    Features:

    1 or 2 player campaign beginning at level 3

    10+ hours of playtime

    30 custom designed combat encounters

    The First D:OS mod with dual dialog support

    4 maps to explore

    25 hand-placed, custom made unique items

    Tactician mode support for increased challenge



    Trailer:



    Known Issues:

    Show Spoiler


    Bugs:

    Some of the machinist quest items will fall through the floor if you drop them. Don't drop them.

    The map/minimaps on the Parsonage and Ruins maps are incomplete and slightly messed up. It’s caused by a bug in the map generator and I haven’t been able to fix it yet.

    The first time the player goes into the parsonage, the rift travel menu will get disabled. This is to prevent fast travel to waypoints you aren't supposed to be able to access. If you reload a save game the waypoint menu will be accessible again.


    Flee Combat:

    It shouldn't be a huge issue but I'd suggest not using it on any boss fight.


    AI Personalities:

    They should work but are untested.


    Pet Pal Talent:

    Pet Pal is now implemented as of the latest version.


    All Skilled Up Talent:

    If you take the all skilled up talent during character creation you don't actually get the points. Don’t take it with your initial talent points.


    Lone wolf Talent:

    Currently the lone wolf talent is still enabled and works. However the mod is not balanced for it at all since it’s meant for only 2 characters. I Strongly suggest you do not take the lone wolf talent.




    Tips & Information

    1. The mod hasn’t been heavily play-tested, there are probably bugs and if you run into an issue please post the problem. I have some debug options built in that might be able to fix things.

    2. Combat balance skews hard and on Tactician mode it requires much more use of crowd control, status effects, and consumables than the base game.

    3. Enemies will have abilities you don’t necessarily expect.



    Credits:

    Baardvark - Map work on the caves area and initial combat layouts, designed the unique items, and wrote several NPCs.



    Thanks:

    Cadmus and Jean-Francois Gagne from Larian for answering questions.

    mbpopolano24 and Abraxas* for playtesting ANC.

    Roguelike for his D:OS EE utilities.
     
    Last edited: Aug 21, 2016
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  2. SniperHF Arcane

    SniperHF
    Joined:
    Aug 22, 2014
    Messages:
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    Working on a patch for the mod with lots of balance changes and some content.

    Got Pet Pal working tonight:
     
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  3. SniperHF Arcane

    SniperHF
    Joined:
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    Messages:
    1,105
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  4. Why is everything so HUUUUGE in your mod?
     
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  5. SniperHF Arcane

    SniperHF
    Joined:
    Aug 22, 2014
    Messages:
    1,105
    Everything was too small in my last one, went too far the other way in this one.
     
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