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Showing content with the highest reputation on 08/26/20 in all areas
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7 points
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4 points
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Total War: my fleet is caught mid sea by the enemy fleet. A naval battle ensues. It takes place on a forested hilltop. When you can't see the ocean for all the trees.4 points
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3 points
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As with all things gun-related; Gun Jesus will inform you.3 points
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3 points
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5 days left until Crusader Kings 3. I don't usually wait with anticipation for a game's release. And Paradox's Rome Imperator was a disappointment. Although it's better now than when it came out. But this one seems to have a lot going for it.2 points
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2 points
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Dueling Indie game coming to Steam EA at some point: Reminds me of classic Polish film:2 points
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Troy. They got the theme right. The problem of the game is that it is still a Total War game.2 points
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2 points
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Got past the first ending boss in NieR Automata. Knowing what is coming rather helps one prepare. Who'd have thunk? Ending sure was worth sticking around for, start of next chapter was weird...2 points
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2 points
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So it was already tough enough to get gas arrows, now they are one time use. Venom arrows don't seem to do a terribly high amount of damage compared to good ol' reusable arrows either.. my point is... these changes (making the 'special arrows' one time use) makes the bow weaker. A LOT weaker. If arrows are meant to be 1 time use (venom/gas/lure/etc) then they either need to be MORE devastating (as you won't be getting them back, ever) or make more of them per parts. (like 10 venom per drop of poison, and 5 gas arrows per gas sack, etc) to help compensate for this. Also.. quivers. Allow a crafted quiver - this could hold say 50 arrows of 1 kind, taking up only 1 slot (instead of 3, as arrows are one of the few things that stack in 20s) I would like you to keep in mind, creatures hit with arrows from far enough away that they cannot quickly 'pathfind' to the player - are wasted. As the HP lost from the hit, is near instantly restored once they lose aggro from this pathfinding failure. It would be an entirely different opinion if creatures had to eat and rest to recover HP, and always kept their HP rates when lost, allowing hit and run tactics, kiting and the like for tactical strikes, but as we have none of that - most arrows are wasted upon firing, now quite literally deleted from the world. Many that can be retrieved fall into rocks, under the earth, and in other 'can't reach' locations.1 point
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Implement something that can filter the puddles into drinking water. Maybe something like the canteen to scoop up the water then go back to your base and filter it into drinking water.1 point
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Had the blood test yesterday. If I understand things correctly, the results mean that while I can't binge on any sweets (a few squares of chocolate is ok but...), I could eat the occasional bacon burger without guilt. At any rate, at least the numbers are overall good. Triglycerides are in the low/middling "high" range ("very high" starts around 500 - lipase and amylase are pancreas related too). I'd like to get below 200 tho. When I was discharged they were around 1100mg. When first admitted to hospital they were over 2500mg (hence, in part, my utter loopiness). HA. HA. The fires and smokey air curtailed outdoor walks for a bit - think it's better/ok today, time to boogie around the neighborhood. The chair-pedaling is fine/great for basic aerobic but I need the variety. I can't tell if my thighs are getting more muscled again or if it's insulin water retention. Bah, whatever.1 point
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I actually don't like that. It's pretty much a class system but with weak class trees, and tries to hide it by showing all trees at once.1 point
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I should really get back to learning HOI4, too many games to play now and most of the time I just fall back to FM2018 hah. Today spent some time looking at my retirement and savings investments, realizing they've not grown as much as I'd like, although now is probably not the best time to change it up. Definitely decreasing how much stuff I have in FIs is a good idea.1 point
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That's due to the update. all the grass you cut down and built over has been gone until today. the update changed the terrain in places and caused all grass and such to grow back. I can't even walk through the door of my base, it's got a blade of grass in the center Hopefully, after chopping it down again and removing the stems it will stay away like before.1 point
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A lot of the people in the protests (on either side) are often from out of town and usually they are the most aggressive, violent, and destructive. Not surprising since it isn't their cities being destroyed so they don't give a crap. Not to mention how they disrespect and ignore the parents of the victim who stated clearly they did not want any of this psychopathtic nonsense.1 point
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1 point
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Nah, they can do worse, Americans have to go all in on a bad idea before they realize it's not working Two people dead in Kenosha - https://www.jsonline.com/story/news/2020/08/26/kenosha-shooting-shots-fired-during-protest-injuries-reported/3441271001/ White guy though, so...must be Antifa.1 point
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An AI that doesn't abandon its last city to take to the seas, doesn't demand resources from you as part of a peace settlement for a war they are losing badly and uses an approach to army composition and research different from "eeny meeny miny mo" is not particularly marketable, so they'll continue to focus on sexier features instead because that's what you can take pictures and make videos of. Paradox is in the same boat. I mean, they tried to build something resembling a competent AI for Alien Isolation and make it a central element for the game's marketing. It was both a commercial failure and a victim of IGN's notorious inability to fight their way out of a wet paper bag. It's something of a cult title now but that alone doesn't seem to warrant a sequel. You simply aren't going to find good AI in mainstream games because there is no real market pressure for that. It is what it is.1 point
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It's a good looking outfit, regardless of how I feel about ol' Fidel, or Melania, for that matter. As another example, the Nazis did terrible things, but there's no denying they had impeccable fashion sense. I'm Polish, these people ravaged my homeland and even I can admit they had great uniforms Get rid of the swastikas and that's a very attractive jacket.1 point
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There is nothing I will miss about Trump. Oh, an my fellow Americans, once this is over, no more celebrity President's please. You've been flirting with it over the years. Now you've gotten it out of your system.1 point
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I agree with this. We should be able to build walls or floors through the static items in the game to close the gaps/holes in our bases. It is not a game breaking feature but it actually adds a more realistic base building because in real life we can do these things. We just need an undo button to delete the additional wall/floor we accidentally added inside a static object that we cannot select and remove.1 point
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I'm sure China wants stable trade more than anything else1 point
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Tartuccio is his name. I agree, he is awfully poor. You also describe the contradiction quite well: the setting is trying to be doom and gloom, but many of the characters are pure cartoon stuff. It doesn't really work. However, lots of things in the game do work, and I did enjoy my playthrough. The writing, though, is often simply poor.1 point
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1 point
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Why not? It's a coop game, not a PVP game. There is no good reason why you can't freeform build what you want to.1 point
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It's been a while since I played that part of Beast of Winter, so maybe this is contradicted somewhere, but my understanding has always been that the Wheel was a parallel project to creating the gods (and it seems that making the gods durable required the Wheel, so it must have been constructed around the same time). The Engwithans who went to Ukaizo would be from the same generation that built Sun in Shadow and the other god creation centers, and they probably activated the Wheel at about the same time as the rituals to create the gods.1 point
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iirc, there were always some myths about the gods, tons of them - but no gods actually existed. when the engwithans created the gods, they fulfilled existing archetypes and then went on an inquisition making sure only their archetypes existed as a cohesive religion. not all engwithans died to create the gods. otherwise, there would have been no engwithans left to conduct their inquisition to eliminate other belief systems. however, the mass casualties from creating the gods and the fact that the inquisitors were basically sworn to die in secrecy (i think something is mentioned like this by whats-her-face at the end of poe1) probably meant the civilization collapsed over a short period of time. edit - there's some specific additional lore about glanfathans and ondra crashing a moon into eora and what that meant for the engwithans, but i don't remember all the specifics. the engwithans who arrive on ukaizo are the ones set to build the wheel and create the gods.1 point
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Yes. There was also an octopus version, that's the one we tore apart to see the insides, stretch Armstrong was to cool to destroy lol1 point
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is no reason to go to chernobyl to get what you need, but am gonna assure you, it ain't what you want. american badgers is ferocious with more than one nature movie or hunter anecdote revealing how the badger drove off a bear or some other large predator. bear slinks away with an injured snoot, overwhelmed by the snarling fury o' what is essential an oversized weasel. american badgers is already super badgers, but you will never befriend one. HA! Good Fun!1 point
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Greetings all! Caleb back on the forums to attempt to help! Yeah, sorry it definitely is slated for a fix for Tier 2 weeds as soon as we can get it stable!1 point
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Something like a rideable mount for example the ladybug I think would be cool. The ability to build a couple of hangable material containers on the side for stem and plank transport would make larger transporting easier also. It's cool to know that there are so many things that can be added to this already fantastic game, thanks for listening Devs.1 point
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1 point
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Since I'm not sure I'm not all alone here nowadays, just a note for the record that Grim Face finally finished my yet another one completionist/ upscaled/ PoTD/ Trial of Iron PoE/WM1/WM2 run. Each and every quest/task/bounty were resolved one way or another. The only exceptions are some companions' personal quests (Durance, Maneha, Zahua). The rest of the run (after my latest update) mostly mirrored the Gloomy Face's one with slight deviations alone the pass. This time we were able to talk Alpine Dragon out of fighting, completed WM2 main quest and defeated Kraken before going to Cragholdt Bluffs > Mowrghek Ien and fought Adra Dragon long before the end of the run. Having Grieving Mother in the Crew allowed us to accomplish the most clean and perfect Adra Dragon's and Thaos' fights I've ever had. I'm so impressed with her performance that Grim Face graduates to the Deadfire as Priest (Eothas)/ Cipher (Ascendant) Mystic. Final (pre-Thaos) unbuffed Crew stats and equipment. Statistics are sometimes pretty weird since game failed to recognize the characters' achievements right - I've noticed much higher numbers for GM multiple times and she claimed the Adra Dragon herself (not the Hired Mender, whatever it is...) - but whatever: I have many and even more screenshots of the run so will be able to restore more or less detailed updates (in case there are interest and someone out here to read them...) but for the moment I'm eager to graduate into the Deadfire: to be continued....1 point
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1 point
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Grim Face (Hearth Orlan, Priest of Eothas) & Co - Part 8 TOC: Again it's about a month since we last heard of Grim Face and his merry band, sorry for that. Due to some unexpected RL events I can't play as much as I wish to though we made quite decent progress and gained two level ups. At the moment we cleared Caed Nua lower levels down to lvl 6, finished all available/remaining act 2 Defiance Bay side quests/tasks (except Cinders of Faith) and also Dyrford Village/Crossing. Most fights were completed via per-encounter abilities and Cipher powers. After gaining Lead Spitter blunderbuss Grieving Mother began to deal just tremendous damage with mindblowing damage numbers, quickly replenishing her focus to fire even more devastating powers! I rarely used guns in PoE1 before but now I just can't turn back, at least not for Cipher characters. Overall there isn't much interesting in those fights to write detailed report so here is a quick rundown and RP choices we've made: Endless Paths of Od Nua. Level 2. Xaurip territory with some lesser Wyrms. Nothing special for level 7 party. Hand and Key armor went to Pallegina. Measured Restraint rapier to Aloth though I don't think he'll ever use it. Level 3. Ogres and thus another difficulty spike. For small groups (2 or 3) we used Whisper of Treason and Mental Binding and that was enough. Since PoE Druids are tough, those Ogre Druids gave us pain and we can't avoid to receive damage so had to rest for healing but also were less stingy with per-rest abilities/spells. Whisper of Treason and Mental Binding are cheap and reliable though and Slicken or Pillar of Faith also help a lot. For Matron Mother Zolla we called for some Beetles followed with Shades, and then charmed her best buffed champion to fight on our side. Expose Vulnerabilities>Combusting Wounds>Shining Beacon spelled their doom. Found another pair of Gloves of Manipulation (seems it's 'all-or-nothing' with those in my playthroughs) and Grieving Mother now wear Rundl's Finery. Level 4. Compared with previous level local Oozes/Trolls/Bugs are like a kids even if pretty sturdy sometimes. Sagani got new bow (Persistence), Eder - a new blade (Resolution sabre with Corrosive Lash) and we made sure to return to previous level to get a Llawran's Stick. Gyrd Haewanes Stenes was fully upgraded there too. Level 5. More Xaurip and mature Drake - the only worthy opponent there. Some Beetles for distraction, Prayer Against Fear, Mental Binding, Whisper of Treason allowed us to deal with their retinue via Expose Vulnerabilities>Combusting Wounds>Shining Beacon combo and being alone the Drake is not much of a threat. Itumaak claimed the trophy (love the last screenshot - pretty symbolic) Level 6. Undead territory. Skeletal Rangers and Wizards are a bit of a pain being out of reach (this is a case when narrow passages aren't a boon for us) but overall the level is easy. Opening the passage to the next level granted us enough exp to level up the whole Crew>lvl8: Grim Face: Mechanics>8, Painful Interdiction Eder: Athletics>5, Apprentice's Sneak Attack Aloth: Athletics>4, Survival>4, lvl4 spell>Confusion, Weapon Focus: Noble Sagani: Lore>7, Weapon Focus: Peasant Grieving Mother: Lore>8, Phantom Foes, Apprentice's Sneak Attack Pallegina: Lore>9, Apprentice's Sneak Attack. Next level have foes with petrifying attacks against which we have no protection as of yet so enough of dungeon crawling and back to the fresh air. First we solved 'The Forgotten' task of which I completely forgot (sorry). We called for Shades and Aloth applied the fresh Confusion spell to the great effect. Grim Face was stunned by the monk but wearing both Blaidh Golan and Ilfan Byrngar's Solace he has impenetrable defense. Shades dealt with the Wizards via draining ranged attacks and the rest soon followed them back to the Wheel. Eder got Sanguine Plate (Crush-Proofed) and now wear it alone with Shod-in-Faith (both activate their build-in abilities on crit). Then we finished 'Missing Sentries', cleared the rest of Heritage Hill district and destroyed the machine on the top of the tower. After little chatting with Lady Webb 'The Final Act' became available for us to solve. We aslo finished 'The Man Who Waits' by taking a position in Uscgrim cell and completed 'The Wailing Banshee'. The worst encounter there was when we were ambushed in an uncomfortable position and had to improvise. We also had to Withdraw Grieving Mother twice since those spirits focused her as a biggest threat (which she indeed is). The next floor encounter is much less difficult. We were able to convince Maerwith to pacify the spirit of her mother and for those troubles Grim Face got Jack of Wide Waters (Slash-Proofed) and Lilith's Shawl. Next we finished 'A Two Story Job' - killed the goons in Copperlane and got the gem ourselves for Abrecan Doemenel. Not that we want to gain their favor but just to lesser the overall reputation drop in the future. Time to tie up remaining loose ends for which we are already overpowered - Lions and Trolls/Pwgras packs in Woodend Plains and dispose of the 'Lord of a Barren land'. I didn't intend to fight Raedric's Guards (there is nothing wrong with those soldiers) but just forgot to equip some Berathian robes and angered the whole floor. Anyway we killed only those who stand on our way to Raedric himself and level 8 crew is just too overpowered for them (and Raedric's crew as well) to pose any meaningful threat. Next was Dyrford Crossing were we cleared the outdoors first and then sanitized the spider infected cave. Korgrak was invited to guard the Caed Nua and Grim Face got a Girdle of Eoten Constitution. Sevis' gang was disposed off to gain pristine dragon egg - with Athletics:5 and Constitution:20 Eder was able to get it without any troubles - and we fought a pack of Forest Lurkers/Pwgra/Menpwgra to get Boots of the Long March. Back in Dyrford Village we got Lead Spitter blunderbuss for Grieving Mother and this is the moment when the true fun began. As I've already mentioned with this weapon Grieving Mother is just a pure nightmare for our foes. We also hit level 9 at the moment: Grim Face: Mechanics>9, Spell Mastery: Armor of Faith Eder: Lore>9, Confident Aim Aloth: Athletics>5, Survival>4, lvl5 spell>Call to Slumber, llengrath's Safeguard, Spell Mastery: Chill Fog Sagani: Lore>8, Heal Companion Grieving Mother: Recall Agony, Borrowed Instinct Pallegina: Lore>10, Athletics>4, Liberating Exhortation. Next we finished 'Cat and Mouth' task killing Medreth and his gang - that's a reputation drop I was talking about - and proceed with 'Blood Legacy'. We entered the Temple via Dyrford Crossing and went straight to Wymund. Grieving Mother helped Aelys, Wyrmund was paralyzed and never recovered, his support got all kinds of afflictions and that's it. Skaen Mind Breakers are dangerous (as all Ciphers are) but we can handle them. Then we spent some time to sanitize the whole Temple having little trouble with that and went for extreme shopping back in the Dyrford Village. With all that done we have little to do now and thus ready to proceed 'Through Death's Gate'. Stay tuned! Current state: to be continued...1 point
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Here's what is in the items.gamedatabundle right now: { "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "Rapier_U_Squids_Grasp", "ID": "a479821c-6fcf-43aa-823c-bcb7aed52697", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 2519, "DescriptionText": 5087, "FilterType": "Weapons", "InventoryAudioEventListID": "88a07545-2f97-4451-a839-4fc61287ea65", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "false", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 35, "IconTextureSmall": "gui/icons/items/weapons/rapier/rapier_squids_grasp_s.png", "IconTextureLarge": "gui/icons/items/weapons/rapier/rapier_squids_grasp_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [ ], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "Rapier", "EquipmentSlot": "AnyWeapon", "AppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/rapier/a_rapier04.asset" }, "ItemModsIDs": [ "460c7401-c1e5-40ca-b11a-1a4da4218378", "8b93c088-542b-46a8-a5a3-df0e74854157", "10cfc93a-a886-41fd-9e79-b891a7cbd40f", "e44c6684-44d3-4574-b9a1-881f0082be0b", "51e9359b-1056-4539-be54-d24c7a1d4c6c" ], "OnEquipVisualEffects": [ { "VisualEffect": "prefabs/effects/abilities/wizzard/fx_citzals_enchanted_armory_sword_wpn.prefab", "AttachPoint": "Fx_Bone_01", "EmissiveColor": { "A": 1, "R": 0.8313726, "G": 0.7764706, "B": 1 }, "EmissiveGlowScale": 1 } ]1 point
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Post the full data object for the item you've created/modified and I'll take a look. I thought I used the rapier model you showed in the screenshot and had no issues.1 point
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Thank you Shadowstrider! Your examples are most helpful for some plan I have!1 point
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I've been playing around a bit with the codes you provided, but I still can't seem to get a glowy rapier. Perhaps the effect does not load retroactively?1 point
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As I mentioned, I haven't played with item/weapon modification much. If I had to guess, the watcher's blade visual might actually be baked into the model, and the emissive color just sets some element's glow color. That's what I get for just grabbing a random example. Try this: "OnEquipVisualEffects": [{ "VisualEffect": "prefabs/effects/abilities/wizzard/fx_citzals_enchanted_armory_sword_wpn.prefab", "AttachPoint": "Fx_Bone_01", "EmissiveColor": { "A": 1, "R": 0.8313726, "G": 0.7764706, "B": 1 }, "EmissiveGlowScale": 1 }], I slapped that on to the model of the rapier (as well as Modwyr) from your screenshot, and I had a glowing weapons. Technically speaking this is the visual from Citzal's summoned greatsword, but it's pretty close to the visual of the watcher's blade. You should be able to use any of these attach points. Since some items are using skeleton attach points (RightHand), it's probably safe to say you should be able to attach to any skeleton element. "AttachPoint": "Fx_Bone_01", "AttachPoint": "EmissionMesh", "AttachPoint": "RightWeapon", "AttachPoint": "RightHand", Here is a list of some of the Visual Effects from the items.gamedatabundle. Since some of these appear to be ability vfx, it's probably safe to say you should be able to use any of the visual effects from the abilities.gamedatabundle as well. "VisualEffect": "prefabs/effects/abilities/wizzard/fx_citzals_enchanted_armory_sword_wpn.prefab", "VisualEffect": "prefabs/effects/abilities/wizzard/fx_citzals_enchanted_armory_morningstar_wpn.prefab", "VisualEffect": "prefabs/effects/abilities/druid/fx_great_sword_firebrand.prefab", "VisualEffect": "prefabs/effects/abilities/wizzard/fx_citzals_spirit_lance_weapon.prefab", "VisualEffect": "prefabs/effects/abilities/priest/fx_spiritual_weapon_berath.prefab", "VisualEffect": "prefabs/effects/abilities/priest/fx_spiritual_weapon_eothas.prefab", "VisualEffect": "prefabs/effects/abilities/priest/fx_spiritual_weapon_magran_sword.prefab", "VisualEffect": "prefabs/effects/abilities/priest/fx_spiritual_weapon_skaen_club.prefab", "VisualEffect": "prefabs/effects/abilities/priest/fx_spiritual_weapon_skaen_stiletto.prefab", "VisualEffect": "prefabs/effects/abilities/wizzard/fx_concelhauts_parasitic_staff_wpn.prefab", "VisualEffect": "prefabs/effects/abilities/wizzard/fx_llengraths_warding_staff_wpn.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_hel_beckoning.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_torchflame_wpn_green_unique.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_torchflame_wpn.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_lantern_flame_wpn.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_candle_flame_prop.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_lethandrias_devotion.prefab", "VisualEffect": "prefabs/effects/abilities/priest/fx_spiritual_weapon_gaun_lantern.prefab", "VisualEffect": "prefabs/effects/abilities/chanter/fx_animated_great_sword_summon.prefab", "VisualEffect": "prefabs/effects/abilities/chanter/fx_animated_pike_summon.prefab", "VisualEffect": "prefabs/effects/abilities/chanter/fx_animated_wand_summon.prefab", "VisualEffect": "prefabs/effects/abilities/chanter/fx_animated_war_bow_summon.prefab", "VisualEffect": "prefabs/effects/abilities/cast/fx_cast_cipher_generic_head.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_engoliero_me_espir_wpn.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_sun_and_moon.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_magistrates_cudgel.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_thundercrack_wpn.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_animancers_sabre_blade_wpn.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_grave_calling.prefab", "VisualEffect": "prefabs/effects/items/weapons/fx_blackbow_wpn.prefab",1 point
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1 point
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Yep. I haven't played with weapons as much, so I don't know how this will play out. From what I know, using the example TT1 posted: "EquipmentType": "Dagger", "ProficientAbilityID": "8c37d2f5-2aa5-4906-a2b1-5bca96a0dce2", You will need to find a rapier in the items data and confirm the correct values. If you want the rapier animations, I think you have to change these: "AnimationStanceID": "42de436a-5f52-4bc5-8310-076eb320abc4", "AttackID": "afdf01d1-970c-4d0a-98a9-338a2f7052e9", You can also apply visual effects. A simple one from the watcher's blade: "OnEquipVisualEffects":[ { "VisualEffect":"", "AttachPoint":"EmissionMesh", "EmissiveColor":{ "A":1, "R":1, "G":1, "B":1 }, "EmissiveGlowScale":1 } ],1 point