Additional enemy overhauls including the first pass for undead - also some fixes for potential cutscene bugs
v0.465
Total Summary of the Mod: LINK
Detailed Creature Strength/Weakness Sheet: LINK
Full Public Patch Notes: LINK
In this patch----------------------
Enemy Overhaul
**MAJOR** All Undead - Undead creatures of all types have been reworked to now focus on being very difficult to kill, and, as opposed to most other creatures in the game, highly resistant to evil energies (unholy, negative, etc..) *as well as* mythical energy (ie. damage from mythical demons and similar). To support this, most mythic sources of power now do “magic” type damage instead of “divine” type damage. Divine type damage is now usually reserved *only* for beings, spells or abilities that are able to directly tap into actual divine sources of power, and is *much* less common than the base game.
Bringing weapons/spells that are specifically excellent against undead may be a good idea for some encounters...
Minotaurs - Are generally similar to the base game but are much tougher and harder to kill now (they are quite large) - they still have a weakness to reflex and touch related abilities, and also have a low AC - Labyrinth minotaurs are much harder to affect with spells
Sphinxes - Now are very difficult to affect with spells and are harder to kill due to their size - have somewhat similar weaknesses to most other massive creatures in the game
Fixes
- A few small fixes to procedural generation here and there to make sure things like early throwing axes are available
- A fairly large fix for many areas and events in the game where the procedural generator *might have* spawned an enemy creature where it shouldn’t be, potentially causing issues with cutscenes (and other hilarity)