Jump to content

Welcome to Obsidian Forum Community
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Photo

Community Bug Fixes

community bugs bug fixes

  • Please log in to reply
99 replies to this topic

#41
MaxQuest

MaxQuest

    (10) Necromancer

  • Members
  • 1459 posts
  • Deadfire Backer
  • Fig Backer

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

 
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).

I have checked, and am able to fix this. I.e. make combat continue if the player is invisible, but there are enemies in range.
This works for Shadowing Beyond.
But there is a problem with Withdraw. IsInvisible() returns false during Withdraw; while GetEnemiesInRange() returns none, even if they are in range.
 

– Make all potions instant use with a longer recovery time and remove the buggy drinking animation

I have checked the animation for drinking potions:
- 3-4 frames delay
- 70 frames (or 2.333s) action (potion effect is applied in the middle of this interval)
- note: it is not influenced by armor, attack speed or dex.

I don't see how to make it instant and add constant recovery instead. But what I can do is speed it up. For example make drinking animation faster: 70 frames => 30 frames. What do you say?

Edited by MaxQuest, 08 July 2017 - 08:36 AM.

  • azathoth23 likes this

#42
Livegood118

Livegood118

    (4) Theurgist

  • Members
  • 371 posts
  • Deadfire Backer
  • Fig Backer

 

 

– Make all potions instant use with a longer recovery time and remove the buggy drinking animation

I have checked the animation for drinking potions:
- 3-4 frames delay
- 70 frames (or 2.333s) action (potion effect is applied in the middle of this interval)
- note: it is not influenced by armor, attack speed or dex.

I don't see how to make it instant and add constant recovery instead. But what I can do is speed it up. For example make drinking animation faster: 70 frames => 30 frames. What do you say?

 

 

 

I've no idea how this would work in practice. My main problem with potion drinking – and I think Boeroer might be able to chime in here – is that sometimes it just completely bugs out. If this helps the problem then great.

 

Going to work on some more descriptions tomo.



#43
MaxQuest

MaxQuest

    (10) Necromancer

  • Members
  • 1459 posts
  • Deadfire Backer
  • Fig Backer

In practice it would look like the character drinks a quick shot.

Regarding potion fizzle: it will help indirectly, because there are less chances something to happen in 15 frames than in 35  :grin:

 

Seriously speaking I have tried to eliminate this fizzling completely. But I cannot replicate it... After 10+ attempts of interrupting the drinker, he just plays the recovery animation and then attempts to consume the potion again. If someone would  find a 100% replicable scenario that would be a good point to start from.



#44
Kaylon

Kaylon

    (7) Enchanter

  • Members
  • 822 posts

It seems Withdraw makes the character "disappear" from the battlefield. If you can't prevent the combat from ending it's possible, at least, to make withdraw last for its full duration and not end at the same time with the combat?

 

PS. Regarding the "fizzling" there's something happening with the scrolls too...



#45
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 7287 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!

Don't know if this will help with the bugfix, but if you pause a LOT (like, every microsecond it feels) during drinking animation and click on that potion symbol again you can prevent the fizzling. Did that all the time during an ultimate run. Superannoying but it prevents that the game finishes the animation without actually drinking the potion.


Edited by Boeroer, 08 July 2017 - 09:17 AM.


#46
MaxQuest

MaxQuest

    (10) Necromancer

  • Members
  • 1459 posts
  • Deadfire Backer
  • Fig Backer
Good news: I am able to correctly detect Withdraw (I was just using wrong character...)
So, if a player character uses Withdraw or Shadowing Beyond, this will no longer lead to combat end. Combat will end through, if there are no enemies in 12 range, for 3 or more seconds.
Note: there are few scripted fights with ForceCombatMode. You won't be able to stop combat by running away from Alpine Dragon for example. But at least, Withdraw and Shadowing Beyond will last for their full duration.

 
Regarding fizzling: still have no clue.

 
Update. Have took a look at a few more things:
 

(Make) Intellect applies to summon durations

I have found how to mod it. Made modifications and added logging... Turns out summon duration was already influenced by INT :)
It just isn't reflected in the tooltip.
 
Status: already done
 

Change Mortification of the Soul to per encounter and something like 5 wounds (universally useless ability), perhaps scaling

It's not modifiable from code. But can change via Assets Bundle Extractor:
- amount of wounds you get
- per-rest/per-encounter
- number of charges

I'd say 3 wounds, 1 use per-encounter is ok. Any other opinions?

Status: awaiting feedback
 

Buff to "Greater Frenzy"

It's not modifiable from code.
But in any case, I do agree, it needs a buff. Base Frenzy gives you +4 MIG, +4 CON and speed buff for one ability slot. While Greater Frenzy gives only +2 MIG and +2 CON. It's too low even for a passive.

Unfortunately I don't know how to add some interesting effects via UABE. What I can do, is buff existing stats, for example set it to +3 MIG and +3 CON.

Status: awaiting feedback
 

Fix Empowered Interdiction so it applies to both effects

It's not modifiable from code.
I have inspected Interdiction, Painful Interdiction and Empowered Interdiction via UABE. The thing is: in order to add bonus accuracy, I would have to add weakened effect to the asset of Empowered Interdiction. And this would make Painful Interdiction redundant.

Status: can't fix
 

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...

As I already wrote: it doesn't currently affect DoT effects. And unfortunately I can't fix it due to the way it is implemented.

Status: can't fix
 

Personally I'd like to see (Runner's) Wounding Shot and Marked Prey damage to be calculated based on damage dealt before DR is applied because right now these abilities are almost useless with bows vs high DR enemies.

I have checked Runner's / Wounding Shot. And it seems like it is not a bug, but completely intended by Obsidian.
These abilities affect PostDtDamagePlusDot stat, and indeed use the damage value after DR. (maybe it was done with blunderbusses in mind)
Unless there will be more requests to change it, I will leave this be.

Status: won't fix at the moment
 

Maybe something can be done also about multiple lashes of the same type to be considered a single lash.

I have checked Intense Flames. Surprisingly this was intended as a separate instance of damage. It affects BonusDamageProc stat.
Tbh I still think that it should get combined with FoD for a single instance of 75% burn damage. But can't change it as BonusDamageProc affects some of other abilities as well. For example druid's Wildstrike.

Status: requires investigation
 

Powder Burns is hitting allies standing in FoE (yellow) zone

The code I need to edit is in override member. Patchwork can patch it properly. The game hangs when ranger attempts to make a shot.

Status: can't fix
 
 
 
New UPMod version: 1.01.306 (download)
What's new:
- Consume potions duration reduced from 2.33s to 1s
- Going invisible (Shadowing Beyond, Withdraw) will no longer end combat if there are enemies in range (12 range, 3s linger).

Edit: Check this post for installation notes.

Edited by MaxQuest, 25 July 2017 - 01:50 AM.

  • AndreaColombo, GuyNice and Elric Galad like this

#47
Roufus Quaint

Roufus Quaint

    (1) Prestidigitator

  • Members
  • 9 posts

Wow this looks awesome! I'm planning to do another playthrough with a chanter MC. I just want to clarify if i use this patch, will "the dragon thrashed" chant be affected by scion of flame and racial damage talents like beast slayer, ghost hunter etc.?



#48
MaxQuest

MaxQuest

    (10) Necromancer

  • Members
  • 1459 posts
  • Deadfire Backer
  • Fig Backer
Yeap, Dragon Trashed chant will be affected by Scion of Flame (it's fire component), Racial Slayed talents, plus it will be registered in "Total Damage Done" section on character's sheet :)

Edited by MaxQuest, 25 July 2017 - 01:51 AM.

  • Elric Galad and Roufus Quaint like this

#49
Roufus Quaint

Roufus Quaint

    (1) Prestidigitator

  • Members
  • 9 posts

Nice! Going to start a now game now. It's a bummer that the Powder Burns issue can't be fixed but hey, we can't have everything, right?  ;( I really appreciate the work that you put in making this patch. The world needs more people like you. Cheers! :bow:


  • MaxQuest likes this

#50
Kaylon

Kaylon

    (7) Enchanter

  • Members
  • 822 posts

Nice job.

There was another issue with the rogue I forgot about - while invisible, you can't use any abilities/talents to attack, just the auto-attack. It's possible to fix this?



#51
fiddlesticks

fiddlesticks

    (2) Evoker

  • Members
  • 97 posts
  • Pillars of Eternity Silver Backer
  • Kickstarter Backer
  • Deadfire Gold Backer
  • Fig Backer

(Make) Intellect applies to summon durations

I have found how to mod it. Made modifications and added logging... Turns out summon duration was already influenced by INT :)
It just isn't reflected in the tooltip.
 
Status: already done

 

Wait, seriously? All this time, I thought they deliberately decoupled summons from Intellect for balancing reasons. That sure would have been useful to know during my solo runs. :wowey:



#52
MaxQuest

MaxQuest

    (10) Necromancer

  • Members
  • 1459 posts
  • Deadfire Backer
  • Fig Backer

@Kaylon, I'll take a look on weekend.

 

@fiddlesticks, Yeap. The tooltip can show you: 30s. But if your chanter has 20 INT, the summons will actually last for 45s.



#53
Xaratas

Xaratas

    (6) Magician

  • Members
  • 701 posts
  • Pillars of Eternity Backer
  • Kickstarter Backer
  • Deadfire Silver Backer
  • Fig Backer

 

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."

 

 

That looks like a text for the loadingtips file.



#54
Carioz

Carioz

    (0) Nub

  • Initiates
  • 2 posts
  • Pillars of Eternity Backer
  • Kickstarter Backer
  • Deadfire Backer
  • Fig Backer

Would it be a worthwile fix to make all elemental - mundane dual damage type weapons have the elemental damage type as the first (like Bittercut)?

This way they would all benefit from the elemental talents.

An incomplete list would be:

 

Durance's Staff

Curoc's Brand

Stormcaller *

Bittercut *

 

(* should already have the elemental damage type first)

 

A few of the summoned weapon probably have the elemental damage type second



#55
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 7287 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!
I would like that.

#56
Lampros

Lampros

    (6) Magician

  • Members
  • 670 posts

Hmmm, this seems like a total overhaul. Is it possible for you to make a version that does not change anything but permits DoT and aura damage to be registered in the character sheet?



#57
MaxQuest

MaxQuest

    (10) Necromancer

  • Members
  • 1459 posts
  • Deadfire Backer
  • Fig Backer
As requested, here is the stripped version that includes only the #1 fix (i.e. fixes DoT and Direct damage (like that from Recall Agony) not being registered in Total Damage secion on character sheet)

To avoid confusion, it is called DTMod. Download: link.

P.S. Since UPMod incorporates this fix as well, do not use them both at the same time.

Edited by MaxQuest, 10 September 2017 - 01:24 AM.


#58
Dr <3

Dr <3

    (6) Magician

  • Members
  • 776 posts
  • Deadfire Silver Backer
  • Fig Backer

i know that i'm totally out of time, but if it is possible to give to the player the possibility to cast some chiper's power also on self, not only on ally (in particular amplified wave, soul shock, amplified thrust, pain block, going between).

 

Thanks a lot to the job done until now



#59
MaxQuest

MaxQuest

    (10) Necromancer

  • Members
  • 1459 posts
  • Deadfire Backer
  • Fig Backer
Yeap it's possible, and afaik it doesn't contradict the lore?: "From the brîshalgwin, the animancers learned that Glanfathans had developed mental abilities that allowed them to perceive and contact what animancers categorized as "housed" souls, i.e., souls held within a physical vessel." - i.e. the soul should be housed, but it's not mentioned anywhere if the own soul is ruled out.
So the only concern is balance. Personally I don't see what would change in a full party environment, but it would definitely buff cipher's solo capabilities. Is this ok?


Also, what's your stance on Reaping Knives and Stasis Shell?

Edited by MaxQuest, 02 October 2017 - 02:46 AM.


#60
Boeroer

Boeroer

    Arch-Mage

  • Members
  • 7287 posts
  • Location:Bucharest, Romania
  • Lords of the Eastern Reach Backer
  • Deadfire Backer
  • Fig Backer
  • Black Isle Bastard!
Casting Reaping knives on oneself is a bit uneffective. But why not make it possible?





Also tagged with one or more of these keywords: community, bugs, bug fixes

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users