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Showing content with the highest reputation on 10/22/22 in all areas

  1. Yes, I would like more "cozy" games, please. Although...I've had enough of "cutesy farming sims" already. But stuff that's more about escapism, cats, exploration, sim-elements, cats, design efficiency, not too complex...anything but pure combat power-fantasy. Edit: oh, and not MT-filled phone/mobile. (vid has language - it's Zero P after all)
    4 points
  2. I'll admit, maybe 1/3 of this goes right over my head, but I still laughed/found it interesting. I've watched quite a few of this lady's vids, I like her.
    4 points
  3. While I appreciate that buttons can be remapped, I really believe that Huck as a default should not be universal to anything you carry and on the RB for a controller. Huck should be a contextual function for actual throwable objects, and therefore on RT while holding them. For example, it is frustrating to accidentally huck a weapon or tool you are carrying, to then have to chase it down and find it during a fight, when RB is better served with something like equipping last used item/tool/weapon (which is what I do) so you can quickly switch between say a melee and ranged weapon, or if you are digging with a shovel to a weapon just used. And when you do have a throwable equipped, like a bratwurst, LT drops it but RT does nothing. By reassigning RB by default and enabling RT to function as Huck with a throwable - including the brat/splatburst as outlined above, spears (LT jabs and RT hucks), and grass planks/weed stems (LT drops/stacks, RT hucks), etc. - this greatly improves contextual actions "in the moment" and expands control options for players. Thank you.
    2 points
  4. After the update “1.0.4”, whenever I go to kill an enemy, my run cycle goes from fast to walking speed and my walking speed even slower. It only fixes itself when I close out the entire game. If I don’t hit any enemies, I’m fine.
    2 points
  5. In the previous topic about the Least Unstable Coil, I listed every spells that work to get every inspirations from the Least Unstable Coil. I didnt speak a lot about Martial Abilities. With multi-hits weapons, like Xefa Empirical Explication, each projectile (and bounce) count as an empowered attack and AoE weapons are similar ; anyway that usualy trigger one (or two) inspirations. But it is possible with at less two abilities to get every bonuses with these weapons : Shared Flame and Eliminating Blow. These two abilities trigger on hit an effect that is considered as a "new" ability-on-hit. Also, Monk are, like often, privileged. Torment Reach/Raised Torment with AoE melee weapon trigger the effect (the cone attack) behind each enemies in the AoE. That count as a "new" ability-on-hit also and proc 1 inspirations per target in the AoE. Whispers of the Wind trigger an attack after each enemies (the invisibility), that trigger the Least unstable Coil each time. But, with every other abilites (Confounding Blow, Arterial Strike, Mule Kick, etc) they normaly dont trigger more than 1 or 2 inspirations, empowering them whit a Monk with Swift Flurry / Heartbeat Drumming can proc a lot of inspirations : The attacks from SF/HbD are also empowered in this case, even if they dont apply the effect of the empowered ability . That work particularly fine with some weapons listed in the topic related to Swift Flurry weapons : swift flurry attacks are also empowered Some related topics : Least Unstable Coil : https://forums.obsidian.net/topic/126433-list-of-abilities-ans-spells-triggering-the-least-unstable-coil/ Swift Flurry weapons : https://forums.obsidian.net/topic/129242-swift-flurry-divine-weapons/
    2 points
  6. By the way: Red Flag Flying causes stacks of Resonant Touch, too. I had over 300 stacks on some enemies sometimes from doing one Whispers of the Wind. This would kill Megabosses in one shot - but he good thing is that Red Flag Flying itself doesn't harm them much - so they drop from full health to zero only by triggering Resonant Touch. So no special "oops I'm bloodied, time to do something nasty" phase.
    2 points
  7. Stay safe @Gorth I took my AR-10 to the range to break in the barrel. I still don't have my scope (it's backordered), but I do have a red dot on a 45⁰ offset mount. If you want to mount both a scope and a red dot, which is a good idea if it's a high magnification scope that's ill suited to short range firing, such as the 4-16X44 scope that's going on my rifle, there are 2 main options: 1) Mount the red dot on top of the scope 2) Mount the red dot 45⁰ offset. I went with option 2. I also have a bipod and a flashlight mounted. All I need now is my scope and some sling mounts. I'll post a picture once the rifle is in its full tacticool glory. Anyway, breaking in the barrel may have been unnecessary as I barely saw any copper on the cleaning patches after the first 2 shots and zero copper after shot 3. I probably could have stopped right there and just started shooting normally, but I went through with the full break in routine. It can't hurt, even if it was likely a waste of time. I also dialed in the red dot while I was at it. I fired the first 15 from the bipod and shoulder fired the last 5. I'm glad I went with a 20" barrel as opposed to 18". It makes the rifle heavier, but it also makes it more front heavy, which is a good thing as the recoil goes mostly straight into my shoulder, rather than having the barrel climb. I'm also glad I splurged for the 2 stage trigger. The trigger on the rifle is awesome, it's super crisp and takes barely any pressure to pull. It's an absolute dream after squeezing a Glock trigger (even if I did improve it a bit) for the last few months.
    2 points
  8. after getting this same problem I took off natural explorer entirely, saved and closed out of the game, loaded back in and I'm still slow as absolute molasses. put the mutation back on and no change to my speed. I'm so freaking slow it's miserable. please fix. this is the opposite of fun.
    2 points
  9. Stay safe. Don't go full apocalypse survivor on us. Being semi-productive with my weekend. Or at least, printing stuff out. sanding things. brushing things with fibreglass resin. more sanding. spraying with primer. Colour testing paint on old and broken prints... Wrestling with that temptation of picking up a resin printer now when I see several special offers, or waiting a month or two when the budget is more sensible but potential inflation racing....
    2 points
  10. Part of me wants to argue that sick burn, but as someone who drives Murican roads for a living, I have no retort.
    2 points
  11. Woh I just discovered something that match perfectely with Mohora & Swift Flurry : Here, my monk have empowered a random weapon ability (I say random because that work clearly with everyone). Because of Mohora, there was a lot of Swift Flurry and HbD proc. And as you can see, every SF/HbD proc are also Empowered! Here, there was 29 Least Unstable Coil proc. Of course, SF/HbD dont affect the target with the ability effect, and Red Flag neither, but SF/HbD scale with PL. I will make a separated post with a link towards this topic.
    2 points
  12. Little update: I emailed support and they said they've passed the information I provided along. Fingers crossed we'll hear something within the next few weeks. They did mention that there's a bug tracker on the Grounded website. I looked on there and unfortunately I can't see this issue on there at all. So again, hopefully the right people see my info and video and they can start investing the issue and maybe find a solution! I'll keep yous updated!
    2 points
  13. After downloading the latest patch, I was noticeably faster at running, which included the Natural Explorer (3/3) perk enabled. However, as soon as I attack or damage any creature in the game, I am PERMANENTLY penalized with a 500% slow to BOTH Running AND Walking. A footbridge I built takes me only 5 seconds to run across in the new patch prior to damaging any creature. However, once I've attacked any creature in the game, that same bridge now takes me 25 seconds to cross while running. That is an insane 5x speed nerf... and its permanent... even if I sleep in my bed, or re-log, or anything. The only fix is to load a save file BEFORE I damage any creature, and then not to engage in combat ever... if a bug attacks me, the only thing I can do is run away, because if I fight back, suddenly I'm moving a a crawling speed. PLEASE FIX THIS !!!
    1 point
  14. After having my curiosity peaked and looking into it a bit, I have created a custom template the community can use to create encounters and run them. I have an idea for the use of this template that I think would be great for the community which I will discuss at the end but for now the technical side. Most people are likely aware of the SpawnPrefabAtMouse command which people often use for testing. There is also the SpawnPrefabAtPoint command which is lesser used but still interesting. To keep it simple, all I have done is create a executable TXT which spawns enemies at preset locations on the Crucible ring (to zone into this map, enable the console, press F11 and type "Crucible" into the search bar, the bottom one is what I tested this on). I have attached 3 TXTs to this post, 1 is called "dummy.txt" which is the template. It spawns 9 dummies in a 3 X 3 grid on the Crucible. What I then did is simply go into the "dummy.txt" and change the creature IDs to whatever I want, close the game and rerun the txt. I attached 2 more TXTs to this post, one is "dragon.txt" the other is "random.txt". "dragon.txt" includes Jaderfelas the Ancient and some other enemies and "random.txt" is just a bunch of stuff I threw it to see if it worked. To modify the TXTs to your desire all you need is the creature IDs, which are harder to find than you might think sadly. This is an incredibly rudementary "mod" if you could call it that but still accomplishes something I have wanted for a while, a custom battle "mode" for deadfire. To run it, paste the TXTs into the following pathway F:\Steam\steamapps\common\Pillars of Eternity II\PillarsOfEternityII_Data\data\batchfiles and just type "exec XXXXXX.txt" into the console with the XXXXX as whatever the name of the txt file is. There is much that can be experimented on with this including other maps, monster types and placements. The placements I used were just ones that worked but there are tons more, I am just not familiar enough with Unity Engine geometry to understand it beyond lots of boring copy paste testing. In my testing there were some issues with certain monsters, for instance the Sea Dragon. The Sea Dragon battle is tied to it's lair and as such, spawning it outside of the lair breaks the fight a little bit. Also, some monsters will fight amongst themselves (this occured with the Memory Hoarder and Steelclad Constructs), which while amusing can impede the intended encounter design. My idea for this "mode" is for the community to come together and effectively create our own Seeker, Slayer, Survivor. I think it would be a great community event where we all come together and create custom encounters for each other to play through and the best can be voted upon to create a series of encounters we can play through as our very own arena gauntlet. That is just a concept to build off this "mode" which I hope people can enjoy/find use for. dragon.txt dummy.txt random.txt
    1 point
  15. Me too, but I am just on 2nd day. It’s easily the most stylish and snappy jRPG I played. It’s been weird so far, but I want to see more.
    1 point
  16. I made some new try : With the Belt of Magran's Chosen, the battlefield become very ... hostile , really useful to use WotW but also : Mob Stance, each solo target die and immediatly another nearby enemy die, and then another one etc... With on top Clear Out with, in main hand, Mohora, Fighter-Monk is also very strong for mass-murder. I'm going to try with the CP Backstab (flat raw damage instead of %damage), and with Carnage but without the CP fix (in vanilla, attack from offhand proc a carnage from main hand) Edit : even under Vanishing Strike effect, the raw damage fro Backstab doesnt work on Red Flag proc. Only the Mohora attack trigger vanilla Carnage on offhand.
    1 point
  17. So I started the Javamatic, went down to make the repair for 'power' decided to go off and finish my collectables, kill the Dr. And a few in game days and a new version of the game passed. Then I went back and now I have no prompts at the calculator, or the machine itself where you insert the ingredients. The screen isn't on on the calculator and the zipline works backwards now. Taking me up instead of down. Any solutions or is anyone having similar problems? I'm pretty disappointed that I've put a good amount of time into this to get all the collectables bar no.6 Misc (currently bugged) to be stopped at the end of the game by a bug that blocks any progress. Hopefully theyll sort a patch out because I'm not feeling to run all this again!
    1 point
  18. I noticed this using it on Xoti my last run. I think CP limits it to 25 stacks/enemy before you have to release it though, so sadly didn't see any huge spikes like that. But was still pretty devastating.
    1 point
  19. Kahua Hozi I think, or only Mohora, actually I was investigate about the potential multiple proc of ability effects (but that doesnt work). Mohora (+ whatever else) is nice on a SF/Confounding Blow by the way, removing deflection at max (of the ability potential) in one attack!
    1 point
  20. Even if you think, that Russians can’t get anymore low with the handling of their mobilisation, you will be surprised once again
    1 point
  21. Thanks! More potential fun for shadow dancers......
    1 point
  22. Unfortunately there does not seem to be conditions like this in the AI. You might consider having your caster cast it when health drops below a certain threshold, since if you're losing health you've likely lost the spell, unless of course you're playing a blood mage.
    1 point
  23. Same here, I just want to finish the game but the button isn’t working and I can’t talk doctor
    1 point
  24. Edit: I don't think this is quite what they meant when they said "Kill the chicken, scare the monkey."
    1 point
  25. Stardew Valley is anything but cozy when you're sprinting across town to try to beat the clock. Sure, sometimes failing to do so might mean waiting until the next day. But it could also mean waiting to the next *year*. ETS2 is cozier now that I have €30M so when a stupid car rams me coming out of a toll gate, I don't get angry at unjustly being fined €400. Instead, I will gladly rack up another few sets of €400 fines to make sure the lesson sinks in. EDIT: To be fair, the AI mostly behaves reasonably outside toll booths and double-lane roundabouts. Maybe the devs just made a mistake and put the American AI into the European version of the game.
    1 point
  26. That's my problem, usually, with the so-called "cozy" games: I get totally bored with them pretty quickly and then never ever return to them again. And often I then feel like I didn't get my money's worth from the game.
    1 point
  27. Let me know what you think. It's odd to feel an uncanny valley effect for the entire series, and I wonder if it is just me finally going off the deep end, or on purpose.
    1 point
  28. This same situation happens to me when I unequip the mutation. Even happens underwater in the Koi Pond. Please fix this ASAP.
    1 point
  29. Same here... they totally messed the game up... as soon as I damage any creature in the game, from that point on, forever... I run or walk at a snail's pace.... its about a 500% difference in speed for me (I timed it). The new patch screwed me up so bad, that I can run across a bridge I built in only 5 seconds before I damage a bug. But once I attack anything in the game, now it takes me 25 seconds to cross that same bridge.... that is a 500% slow down in speed. What am I supposed to do for the rest of the game? Avoid all combat? What is the point of the game anymore? I can't do anything unless I want to spend hours just slow-moving everywhere.
    1 point
  30. check the comments. Someone replied to me explaining what happened. Good luck!
    1 point
  31. If memory serves me right, there's one in the stump underneath it. and one very high up by the wheelbarrow, you'll have to climb the vines. I got told that the I've you're looking for was actually moved
    1 point
  32. Hi, the "Pistol_U_Ecceas_Arcane_Blaster" is the correct Item object for Eccea's Arcane Blaster, but its attack data is defined in another object. Try this: { "GameDataObjects": [ { "$type": "Game.GameData.AttackFirearmGameData, Assembly-CSharp", "DebugName": "The_Arcane_Blaster_Attack", "ID": "ec82fb77-0297-4843-b47c-327d75df627d", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "DamageData": { "DamageType": "Pierce", "AlternateDamageType": "Crush", "Minimum": 250, "Maximum": 500, "TacticalMinimumOverride": 15, "TacticalMaximumOverride": 20, "DamageProcs": [] } } ] } ] }
    1 point
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    1 point
  34. Another idea would be to be able to grind items like tools, weapons, and armors back down through the Grinder to some of their recipe parts when no longer needed. This would allow to recoup some resources for unwanted items instead of simply trashing (deleting) them or dropping them until the despawn.
    1 point
  35. I had another idea for a new item - a Thorn Shield made from Firefly wings, Thistle needles, and maybe Silk. This would be a Tier 2 shiled alternative to the Black Ant Shield, which just provides greater defense to the Weevil Shield, where the Thorn Shield could have similar defensive properties to the Weevil Shield but has a bonus effect that it damages enemies blocked with it, doing bonus damage to flying insects like Bees and Mosquitos. Overall this would give us another option for shields and tactics used for engaging enemies. This also gives a new use for Firefly parts as currently they don't do anything other than the mounted head and stuffed firefly.
    1 point
  36. Ranked: 1. Gorecci Street pre-digsite XP. It's very hard. I've only ever actually beat it pre-digsite by approaching from the south and using sort of cheesy double-AoE-from-stealth tactics to take out the porch dwellers. Most of the time I wait til I have Aloth and am comfortably level 4 or 5. 2. Fights that you are intentionally doing underlevel. I have a few of these in every playthrough because I hate waiting for certain things. 3. The Oracle of Wael, Dorudugan, and Auranic. These all sit in the same sort of place to me. The path to victory is obvious enough but actually following that path can be difficult and slip ups are fairly punishing. The actual order on these would be Dorudugan, Auranic, Oracle but they're all close enough to take up one spot on my list. 4. Neriscyrlas (without spirit help and at an appropriate level). Same reasons as above but enough easier that it's knocked down a rank. Drops by like a million ranks in TB because it's basically impossible to miss the interrupt window on Llengrath's Safeguard. 5. Maerwald. This fight depends on how weak your party is to your party and how well the AI can actually manage your party, of course, so it ranges from slot 5 to not even on the tough fight radar. I give it a higher ranking because it's just about the only fight in the game that I don't think respeccing is a fair tactic - to me it's the same as losing this fight. 6. The Ooze and Spider megabosses. The methods to beat these aren't hard to execute but the pure numbers and health bloat on these bosses is enough to push them into the tough zone. 7. Any battle with a "puzzle" solution you don't know or are not following. There's quite a few of these. The Digsite Drake is very hard if you don't have a Druid or a Cipher to Charm half the enemies, the Naga in the shallow water at Hasongo if you don't know to use the flooded tunnels to approach them from the west, the Fampyrs if you don't feed your party a Captain's Banquet, etc. I don't really want to qualify these as truly tough, though, because the solution to the "puzzle" makes them a cakewalk (or at the very least not significantly harder than an average fight). I don't think this game is actually very hard, though. I think most of the difficulty comes from being unwilling to change tack or respec. Hard habit to get over because 95% of the content is beatable by just brute forcing the problem.
    1 point
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