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Community Bug Fixes

community bugs bug fixes

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#21
Livegood118

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Hi again MaxQuest, sorry I didn't mean to drop that big load of things on you and there is no way I'd expect you to fix them all! I just thought I'd look through the talents/abilities and see what jumped out at me and maybe hopefully draw some things to peoples' attention.

 

I'm more than happy to put the time in myself to fix the descriptions of various abilities – it's one of the few things that I can actually do to contribute to this project as I'm not much of a computer person.

 

Perhaps we could put together a spreadsheet for that purpose? 

 

Edit: Also I just had a look through "PillarsOfEternity_Data\data\localized\en\text\game\abilities.stringtable" and it seems like a lot of the ability descriptions are drawing their text from somewhere else i.e. a lot of them say "DefaultText". Maybe they're storing it in the prefabs?


Edited by Livegood118, 01 July 2017 - 06:31 AM.


#22
MaxQuest

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No problem. Maybe we'll manage to fix something from that list.
 

Edit: Also I just had a look through "PillarsOfEternity_Data\data\localized\en\text\game\abilities.stringtable" and it seems like a lot of the ability descriptions are drawing their text from somewhere else i.e. a lot of them say "DefaultText". Maybe they're storing it in the prefabs?

You mean the [<DefaultText>some localized text</DefaultText>] text?
It means that unless specific conditions are met, this (DefaultText) will be used.
As far as I see there is only one specific condition used, i.e. if character is female and <FemaleText/> is not empty, <FemaleText/> will be used instead of <DefaultText/>

Displayed text is not (should not be) stored in prefabs, because it has to be localized.

But there is one thing that puzzles me. I have edited the descriptions of Whispers of Treason and Time Parasite:

<Entry>
  <ID>568</ID>
  <DefaultText>Imparts a bedeviling FOOBAR secret to an enemy that causes its allegiance to bend, Charming them for the duration.</DefaultText>
  <FemaleText />
</Entry>
<Entry>
  <ID>1462</ID>
  <DefaultText>By siphoning power from enemies' souls, the cipher is able to slow them down and increase his or her own speed FOOBAR.</DefaultText>
  <FemaleText />
</Entry>


But ingame I see that only the first one was modified.

P.S. As for spreadsheet, you meant something like this?

Edited by MaxQuest, 01 July 2017 - 09:43 AM.

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#23
Livegood118

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Yeah that's what I was thinking. I've got some time tomorrow so I'll try putting some in then.

#24
Kaylon

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A bit off topic because it's about modding, I was wondering for some time how hard would be to unlock more enchanting recipes for armors/weapons... It would be really cool to have an option in IEMod which would unlock at least some unique enchantments (if not all of them) - it would take a lot of work however because you have to create a recipe for each enchantment...

Tbh I have no idea how enchanting is implemented yet.
But since there is Cladhaliath ingame, and we could choose how to enchant it, I would expect that at least those recipes are already, uhm, 'created'. Maybe they are just set as hidden for the default enchanting...

Cladhaliath is enchanted through a script, not recipes. By recipe I mean the ingredients needed for each enchantment - those probably don't exist and should be created if we want to use the crafting interface. I wonder if there's some sort of table with every enchantment in the game (their enchanting cost exists) and if it's possible to activate them and make them appear in the crafting menu.

 

 

Another big one is about combat ending when you're solo and you become invisible (or under withdraw)...

Should combat:
- just be kept?
- kept, but end if enemies walk away far enough? e.g: {12, perception_range, 20, ?}.
- or it doesn't matter? (because until finding where/how it is implemented, I don't know if this can be done at all)

 

I think the combat should not end as long as you're in their aggro range (12?). That way you can use invisibility to escape by walking away or offensively (to backstab,etc). Also withdraw could be used to escape enemies while solo (enemies walk away from you and combat ends once they're out of aggro range).

 

 

Maybe something can be done also about multiple lashes of the same type to be considered a single lash. For example a paladin with a weapon with burning lash using Flames of Devotion with Enduring Flames and being under Aefyllath Ues Mith Fyr will do 125% burning damage but the DR/4 reduction will be applied 4 times...

Hmm, I am not sure if it is fair, combining them completely.

When a paladin makes a FoD attack with [Intense Flames], [Fire lash] and [Aefyllath Ues Mith Fyr] I would expect:
- 100% weapon dmg vs respective DR, plus
- 25% fire dmg (from aefyllath) vs burning DR/4, plus
- 25% fire dmg (from fire lash) vs burning DR/4, plus
- 75% fire dmg (from FoD + Intense Flames) vs burning DR/4

I.e. combining lashes from same source only:
- FoD with Intense Flames
- Fire lash with built-in burning bonus damage, like [10% Damage as Burn] on Starcaller and Unforgiven flails.

 

Don't forget lashes aren't affected by DR penetration, they have no MIN damage and the rare situations when you can stack more than two you have a limited number of uses. But of course FoD+Intense Flames is obvious, Unforgiven/Starcaller also.

 

What about the ranger's abilities?


Edited by Kaylon, 01 July 2017 - 11:57 AM.

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#25
Boeroer

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Don't forget lashes aren't affected by DR penetration, they have no MIN damage and the rare situations when you can stack more than two you have a limited number of uses.


I agree with Kaylon. Most of the time 10% lashes (like on torches, Starcaller, Justice and so on) will do zero damage because they are eaten up by even low DR. This is especially bad with weapons which are fast but have low base damage. Those tiny lashes sometimes manage to get through if you're a rogue or somebody else with very high dmg mods and/or high crit damage mods (which are dmg mods as well ;)).

 

There's a reason why they buffed the monk's Lightning Strikes from 15% to 25%: they didn't do any damage at all. :)

 

If you can stack some lashes those smaller lashes make some sense at least.


Edited by Boeroer, 01 July 2017 - 11:40 PM.


#26
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Another buggy thing:

Invisibility from the Cape of the Master Mystic prevents you to do anything but executing offensive actions. You can't drink potions, do a self buff or whatever. Since the whole thing was bugged as hell in the beginning and still doesn't work 100% properly I guess this one is tricky.

And one could check if the Bartender's Ring works like the hater talents or how it's coded. I guess it's dmg bonus doesn't work with (AoE) spells and DoTs? Just a minor thing though...


Edited by Boeroer, 01 July 2017 - 11:35 PM.


#27
MaxQuest

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What about the ranger's abilities?

I agree with your suggestion regarding Wounding Shot.
Haven't through about Marked Prey yet through.
 

Invisibility from the Cape of the Master Mystic prevents you to do anything but executing offensive actions. You can't drink potions, do a self buff or whatever. Since the whole thing was bugged as hell in the beginning and still doesn't work 100% properly I guess this one is tricky.

This seems to be intended.

There is an implicit check in GenericAbility class:

if (this.CannotActivateWhileInvisible && this.m_ownerStats && this.m_ownerStats.IsInvisible)
{
  this.WhyNotReady = GenericAbility.NotReadyValue.Invisible;
}


It might feel strange, but it matches the PoE idea of being unable to buff yourself unless in danger. This way OBS could make buffs really potent, because there is an opportunity cost.
Or you'd want to be able to buff / drink potions, and these actions to clear invisibility?
 

And one could check if the Bartender's Ring works like the hater talents or how it's coded. I guess it's dmg bonus doesn't work with (AoE) spells and DoTs? Just a minor thing though...

Strange, I would expect Bartender Ring apply a bonus to the same stat as Sanctifier and Ghost Hunter do.

Spoiler


Edited by MaxQuest, 02 July 2017 - 02:14 AM.

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#28
Boeroer

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But you can use buff and potions when using Shadowing Beyond - or can't you? Not quite sure atm.

It might be intended - that's OK. But there's no feedback or any hint why you can't do things. You can click the icon and then it seems your char is going to execute it. But then the "action icon" will be empty and... nothing happens. If you don't pay attention you char will stand there and do nothing.

So either those things like buffs would have to be greyed out - or at least there should be a hint in the description of invisibility and the items/abilites which are connected to invisibility.

#29
Livegood118

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Spent a couple of hours there updating some of the descriptions of attack speed increasing abilities: https://docs.google....Xvsc/edit#gid=0

 

I think most of them are probably an improvement over the original description but I need a reality check before I spend time doing any more.



#30
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Can you guys also add a description that dual wielding already reduces recovery time by 50%? I mean it doesn't, it just doesn't add a penalty like the other styles do - but how can one explain this in an elegant way? And where to put it?

 

Because the game doesn't tell you this stuff.


Edited by Boeroer, 02 July 2017 - 05:58 AM.


#31
Livegood118

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Can you guys also add a description that dual wielding already reduces recovery time by 50%? I mean it doesn't, it just doesn't add a penalty like the other styles do - but how can one explain this in an elegant way? And where to put it?

 

Because the game doesn't tell you this stuff.

 

I can try and figure something out with the description of two weapon style talent. I think this gets it right while still being somewhat immersive:

 

"A character dual wielding weapons negates the 50% recovery penalty applicable to all ranged and melee auto-attacks, often attacking more frequently than characters that use other fighting styles. Specialised training in dual wielding weapons from this talent further reduces a character's recovery time after carrying out a melee attack while dual wielding."


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#32
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Cool! :)



#33
MaxQuest

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Spent a couple of hours there updating some of the descriptions of attack speed increasing abilities: https://docs.google....Xvsc/edit#gid=0
 
I think most of them are probably an improvement over the original description but I need a reality check before I spend time doing any more.

Seems about right. I have also answered some of your questions.
 
Btw, what do you think if we'd substitute "recovery time" with "recovery duration"?
I am not a native speaker, but it sounds to me that 'time' is something exact, a point on timescale like 18:15 o'clock; while duration indicates an interval.

P.S. If you want I can make editing of that spreadsheet private, and send you an invitation. Or we can leave it public, but make a backup (just-in-case).
 

"A character dual wielding weapons negates the 50% recovery penalty applicable to all ranged and melee auto-attacks, often attacking more frequently than characters that use other fighting styles. Specialised training in dual wielding weapons from this talent further reduces a character's recovery time after carrying out a melee attack while dual wielding."

Perfect. I would just remove the last "melee" mentioning, because TwoWeaponStyle affects Long Pain too, no?

Edit: checked, Long Pain is affected by TwoWeaponStyle.

Edited by MaxQuest, 02 July 2017 - 08:06 AM.

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#34
Livegood118

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Btw, what do you think if we'd substitute "recovery time" with "recovery duration"?
I am not a native speaker, but it sounds to me that 'time' is something exact, a point on timescale like 18:15 o'clock; while duration indicates an interval.

P.S. If you want I can make editing of that spreadsheet private, and send you an invitation. Or we can leave it public, but make a backup (just-in-case).
 

"A character dual wielding weapons negates the 50% recovery penalty applicable to all ranged and melee auto-attacks, often attacking more frequently than characters that use other fighting styles. Specialised training in dual wielding weapons from this talent further reduces a character's recovery time after carrying out a melee attack while dual wielding."

Perfect. I would just remove the last "melee" mentioning, because TwoWeaponStyle affects Long Pain too, no?

Edit: checked, Long Pain is affected by TwoWeaponStyle.

 

 

1. Making the spreadsheet private is probably a good idea. I'll send you a PM with my account details. Still 100% welcome comments from other people though on how it's progressing.

 

2. edit: nvm - recovery duration is better


Edited by Livegood118, 02 July 2017 - 10:34 AM.


#35
Phenomenum

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I'm sorry guys, but if you will do what you want to do...then, maybe, you can change descriptions of afflicions? For example - Stuck and Blinded supress each other in Reflex and Deflection (-20), they not stack, but tooltips says otherwise. If you want put in order this ****, maybe you can add to afflictions description few words about supressing?
Want to help you somehow, but don't know - am not a programmer or so... all i know is how to unpack and tweak assets, using extractor. I have 2-3 hours each evening to spent. GMT +3.
Can i help you with something?

#36
Phenomenum

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Just started new run with your patch and saw a strange thing in log:
Spoiler

It's Act 1, and i don't know how this man (or his wraith) reveal himself at this moment :blink:
Wtf? Is this original game bug or not? Haven't notice it before...

Edited by Phenomenum, 02 July 2017 - 09:06 PM.


#37
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Another thing:
Spear Spider has -15 DR reduction, Spear Spiderling has -10 DR - and this information not reflected in encyclopedia. Haven't check other enemies.
At least on PotD. Weird thing.
Spider in Cilant Lis have -25 damage reduction. Is this intended or not?

Edited by Phenomenum, 02 July 2017 - 09:40 PM.


#38
MaxQuest

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Just started new run with your patch and saw a strange thing in log: (image)
It's Act 1, and i don't know how this man (or his wraith) reveal himself at this moment :blink:
Wtf? Is this original game bug or not? Haven't notice it before...

I see this bug for the first time. But it is not related or caused by UPMod :)

Probably some of level designers copy-pasted/forgot Gramrfel somewhere in textures, as it's quite unlikely for Od Nua to be connected with Margran's Fork.
 

Spear Spider has -15 DR reduction, Spear Spiderling has -10 DR - and this information not reflected in encyclopedia. Haven't check other enemies.

Some of spiders have very high DR penetration. But this is not reflected in the Bestiary, because BestiaryEntry does not list DR Pen.
 
 
P.S. I have found that damage dealt by Recall Agony is influenced by Might. I.e. 39% at 20 MIG, 23,7% at 3 MIG. I can fix it, or leave as is (but we'll update it's tooltip). What do you say?

Edited by MaxQuest, 03 July 2017 - 01:46 AM.

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#39
Boeroer

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Spear spiders' high DR penetration is correct.



#40
Flix

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Btw, what do you think if we'd substitute "recovery time" with "recovery duration"?
I am not a native speaker, but it sounds to me that 'time' is something exact, a point on timescale like 18:15 o'clock; while duration indicates an interval.

 

"Time" is also used to indicate a period of time, i.e., duration.  I would hesitate to change the names of some basic game terms unless they were really misleading.

 

BTW, great work with this idea.  Project is looking good so far.


Edited by Flix, 04 July 2017 - 05:21 AM.






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