Someone started this project 4 days ago on a whim to test the Divinity Engine and found I really enjoyed it. So, I've decided to create my first large mod for Divinity: Original Sin. It will be called Diablo: Original Sin (subject to change) and here's what I have planned:
- 26 hand-crafted levels, including the Hellfire xpack levels, ranging from 64x64m to 512x512m
- New quests (no handholding minimap marks or map markers)
- Traps to detroy your party (they can be disarmed or destroyed from a distance, good thing you have that rogue in your party to locate those traps...)
- lockpicking doors to secret areas
- high perception ratings to discover more secret areas
- co-op puzzles to reach new areas (read your lore to find clues)
- hand-placed unique items
- 1-4 player co-op (or take solo control over your own party of 2-4)
- Full dialogue and lore through books
- music from D1 and maybe D2 since this is a turn based cRPG engine (battle music, atmosphere music)
- dark gritty world, dark gritty dungeons
Plans when the Divinity Engine gets more function
- New/reworked magic schools, spells, spell icons, and combos (Chronomancy, Necromancy, Cryomancy, Holy Magic, to name a few)
- New enemies, new item models
- New crafting recipes
- New hirelings with their own story
What it will not have
- Randomized dungeons
- Clickfest combat
- There is no cow level
Once I have Tristram completed and the 1st level of the dungeon made, I will release a "demo" with very limited dialogue and quests.