Updates to Angel Mythic path, procedural spawn system update, lots of small (but important) rebalances across a few creature families, and some new spells
Total Summary of the Mod: LINK
Detailed Balance Sheet: LINK
Full Public Patch Notes: LINK
In this patch----------------------
Procedural Spawning System
New Boss-Specific Spawning - Bosses will now be much more likely to come along with buddies to help them destroy your party.
General Tweaks - You will now see, in generally, larger packs of demons at higher levels, and more powerful elite demons will spawn alongside a larger portion of ‘trash’ mob fights especially at these higher levels (early game already has some pretty difficult encounters outside of bosses so this is mainly limited to higher levels)
New Spells
Bestow Rage of the Destroyer (Level 7) - The neutral/evil mirror spell to bestow grace of the champion - this allows the target to convert their CHA stat bonus into additional damage (will also be factored into crits)
Blessing of Elysium (Level 7) - The non-lawful-good mirror spell to bestow grace of the champion. Gives CHA to saves, but instead of immunity to disease and fear, gives immunity to exhaustion (but not fatigue)
Angel Mythic Path Rebalance
Spell Levels - Many Angel spells were pushed into higher spell level brackets to match how powerful they are. A spell that ignores spell resistance, and potentially fears everything in a 50ft cone for 40+ rounds, only giving a single will save to resist, is not a level 4 spell (repel the profane), for example
Improved Halo - Spell resistance from 20 + ML to 25 + ML
Halo - Blinding Light - DC scaling from double to triple ML
Will-DC Counters
In general, willpower DC focused builds, especially by casters looking to abuse Illusion DC and things like “Weird”, can be very overpowering in the late game. To counter this, specific creature sets have had their will-save / will defenses substantially buffed.
The general families of creatures include (to more or less of a degree):
- Priests and “divine casters” (such as the minotaur priests you see later on in the game)
- Succubi and Incubi
- Most Fey creatures
- Lilitu
- Rift Drakes
- Mariliths
- Ooliodroos
- Vampires
- Liches
- Vrolikai
- Some specific forms of Angel (“protector” type)
(And of course golems and devastators, though they weren’t changed and have always been difficult to effect with mind-related magics)
Creature Rebalances
Late-game Demons - Overall accuracy of attacks brought up a bit, mainly on extremely high rank demons that are combat-freaks (Balor, Vavakia mainly).
Dragons - Wyrm and larger dragons had their HP increased a bit, breath weapon tweaked, and AC tweaked (generally slightly lower)
CH 4 Bosses - Tweaked a bit, Hepzamirah/Baphomet fight especially is going to be one of the most difficult fights in the game up until that point. Lore-wise, a party attempting to fight *both* Hepzamirah, a greater demon general, AND a full on Demonlord *INSIDE THE ABYSS*, are going to have a *really* hard time. Normally even a demi-god would struggle with facing those two creatures back to back. Don’t feel bad if you are forced to crank down your difficulty slider to finish the end of Act 4.
Honestly, I think the writers sort of messed up a bit here.. Even a ML 6, level ~18-20 party is not supposed to be strong enough to go face to face against a full-on demonlord, *especially* when the party has to go through a greater demon general first. Baphomet as a non-optional fight should have probably been placed somewhere into the later part of Act 5, not Act 4. It’s a shame that the story assumes that your hero’s party can just plow through demonlords on their own turf in the Abyss.. It really doesn’t make any sense when you then are spending a large chunk of CH.5 fighting “lesser” opponents like normal Balors and even lesser demons. For a party that can destroy demonlords, even armies of mid-tier demons (glabrezu/etc..) should be no problem to steamroll. Oh well.
Spell Rebalances
Bolt of Justice / Storm of Justice - Now uses fortitude instead of reflex as it’s to-save