Faheelee’s Mini-Boss Monster Pack (Additional Enemy Encounter Mod + QOL) Ver. 0.18.12 (DE)

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Author: Faheelee

Last revision: 12 Jun, 2019 at 08:25 UTC

File size: 16.55 MB

On Steam Workshop

Description:
What Does this Mod Do?

Adds several encounters to the game, many featuring mini-boss style enemies. Some bosses feature unique equipment or skill books. Currently not a finished mod (8 encounters and 16 unique characters added). This mod has a heavy focus on making unique encounters instead of copy-pasting enemies. Also working on opening up AI pathways.

Disclaimer(s): GIF files have to be under 2mb, so I have preceded most of them with a static image of what it is they are showcasing.

Now working on some courses for college, updates will be slowed. Fort joy completion is scheduled for version update 0.20.

Compatibility

I am ONLY adding stuff to the game, not changing existing encounters. Compatibility, as a result, should not be a major issue with most other mods. My spells are using vanilla assets so any mod (like Divine War) that alters these variables should also be compatible.

This mod is perfectly compatible with Divine War. Make sure Mini-Boss Monster Pack is located below Divine War in load order!

On the topic of scaling mods: I am attempting as best as I can to accommodate both scaled and unscaled encounters. I have done this by making all enemies in encounters the same level as each other, but their stats reflect lower/higher level enemies. This should allow people who aren’t using scaling mods a balanced fight while not making it impossibly difficult for people who are using scaling enemy mods.

I recommend you place this mod relatively high in your load order to avoid any mod conflicts over the AI grid.

Mini-Boss Section of Mod:

Adds several mini-boss style enemies to the game (currently 8 encounters and 16 unique characters). They are spaced out and are placed in areas that should not conflict with other fights (i.e. you aren’t going to have a mini-boss placed into a pack of crocs).

The goal of mini-boss placement is to add new encounters to a playthrough that provide challenge and interesting fights. Ideally the mini-bosses from this mod can meet both of these goals, but balancing fights to be challenging yet fair is pretty hard.

Path Unlocker Section of Mod:

Do you find Divinity Original Sin’s movement across a level to be…inconsistent with itself? For instance, you can walk waist-high in some water but can’t be knee deep somewhere else. Were you ever annoyed at how limited your movement was around beaches/water/small rocks? I was especially annoyed by how limited the movement was around Fort Joy’s beaches, and have started opening up areas that had been closed off by Larian. In my opinion, these areas are wasted space that can be filled with more enemies, and in this mod’s case, MORE BOSSES.

The goal of Path Unlocker is to allow the player different paths from a conventional story mode game. The reason I am including Path Unlocker with the Mini-Boss Monster Pack is two-fold: 1. Opening up different ways to traverse a level allows me to cut off existing paths with new encounters. 2. I can place new encounters in areas that were opened up. Either way, it would be a required mod for the Mini-Boss Pack to function, and I am baking it into this mod instead of asking you to download a requirement.

I’ve uploaded some GIF files at the end of the gallery that showcase what new routes are available to you as the player. These are not all of them, but they do show how much more open FTJ’s beaches are to you. I will eventually add enemies to these routes to incentivize them.

What is the Plan for this Mod?

Currently, I am only working on the Tutorial Boat and Fort Joy. Ideally, there will be (at the minimum) a boss for every character level, and these bosses will be spread throughout the game. There will be a recurring character who will reveal the final boss of this mod to you. >:)

Right now this mod has added mini-boss encounters for levels 1(2), 2, 3, 4(2)**, 5, and 6. Looking to add a level 7 (or another level 5 or 6) boss encounter soon, but haven’t found a good spot yet.

**Parentheses indicates the (number of encounters) i.e. 4(2) means two level 4 encounters.

Seeing as this is effectively a beta, I’m going to be making additions and revisions constantly (as much as my free time allows).

Where are all These Bosses Located?
  • Voidwoken Pup is impossible to miss in the Tutorial Boat
  • Sladug and Gladus are fighting a Ravenous Voidling on the beach as you wake up, save Sladug! (I would be very impressed if you managed to save Gladus).
  • Miles the Undead Ranger is perched on the overpass waiting for an ambush.
  • Brer Glow-Frog can be found in the lava slug cave in FTJ (Fort Joy).
  • Warden Fae and Warden Tamara are located in the prison, they are guarding the stairwell.
  • Masked Man is located outside of FTJ on the beaches. Near to where you come out of the sewer pipe.
  • Giant Enemy Crab can be found near where you wash up onto Fort Joy. Look to the ocean and see if you can find anything new (try moving there too hint hint).
  • Voscas the Silent and his pet Void Beasts are located on the beaches beneath the Skull puzzle area in FTJ.
How was this Mod Balanced?

I balanced this mod using Tactician Difficulty, so it should be perfectly fine for lower difficulties.

As for the balancing on Tactician, I’m really not sure how hard/easy these fights are. This is not to say I don’t have my ideas on what is too weak/too strong, but helping to confirm/reaffirm my suspicions would certainly help me along the way. It’s difficult to gauge what other people might think of the fights, so any reasoned feedback would be appreciated.

Want to make suggestions? Test the mod out and leave a comment!

If you plan to test, I suggest using my Starting Chest Mod for the level 1 gear on the Tutorial Boat. The Overpowered boots in that chest were not used to test these mini-bosses, so you should be fine going in with basic level 1 gear.

Special Thanks!

G the Ripper – Notified me of passive NPCs and provided some great feedback for some of the current encounters.
Kammiu – Alerted me to bosses not spawning in new or old save files.
aqualithe (Nexus) – Found a bug involving spells being overwritten.
DeNarr – Discovered several areas where lines of the nav mesh were blocked.
RzRTelhalm – Provided even more areas where the nav mesh was blocked (and properly used the bug report thread :d).

Final Shabang!

Make sure to keep up with the patch notes in the Steam change log if you are interested in what is being updated.

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