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  1. Thanks for the hard work, it's pretty impressive! For question about Link Conditionals, I'd say if they're not useful, maybe they could be hidden by default but made visible with an option somewhere? Just an idea. Also I tried to implement custom icons for Backgrounds and Dispositions, but couldn't find a way. It seems there's two kinds of icons though, as when I simply tried to put the path for a random buff icon into a BG icon, it didn't appear in the character creation menu, but did appear on the character sheet. I'm guessing the difference comes from loose icons vs sprite sheet, but I have no idea how to add the latter and link it correctly. It's still probably possible, but it'd need me to go and delve in the actual code of the game and that's a bit out of my skills for now!
    2 points
  2. According to this commentary, the situation after the departure of French deteriorated even more, due to the behaviour of Wagnerites and their low numbers. https://www.rusi.org/explore-our-research/publications/commentary/mixed-picture-how-mali-views-wagner-group And here is an insight into how things played out in Mali. To no one’s surprise the culprit behind spreading anti-french sentiment were Russian troll farms, and few guys, who emerged out of nowhere, with deep ties to Russia and their money, which in the end, staged the coup https://hrf.org/russias-influence-in-mali/
    2 points
  3. 2024-07-30 Users can now edit Exteral VO values in Conversation Talk Nodes. Users can now edit pre-existing vanilla Link Conditionals in Flow Charts. Added appropriate tags to Conditionals and Scripts button tooltips in Flow Chart Nodes for clarity, e.g. [On Enter Scripts]. The Query sidebar's "Clear All Text" button now uses the correct icon. Made a quick release after all Ah yeah you're right, and it's about time I made a dedicated options page
    1 point
  4. typical Elden Ring that's the last boss of the game, good thing it's not visible in the pic behind all the crap it threw at me.
    1 point
  5. @Kvellen ah turns out I had time to go ahead and implemented your suggestions Just got a couple questions From what I can tell it feels like bad practice to put stuff in the Link Conditionals, for example having to enter duplicate conditionals if there are several links to the same node. The places I checked out where the devs have used Link Conditionals, they could've just used the Node Conditionals to the same effect. I'm considering hiding the Link Conditionals button, unless the Link already had existing Conditionals. This way the user can check out and edit vanilla conditionals but otherwise be prevented from using Link Conditionals instead of Node Conditionals. Do you think this would be a good idea or too restrictive? An example: The icon is meant to look like this btw but doesn't look very clear in small buttons. With this change I'm gonna add a tag to the the conditionals/script button tooltips for clarity, like [Conditionals] / [Link Conditionals] / [On Enter Scripts] / ... This change might be enough that Link Conditionals don't have to be hidden at all? Though less clutter is always nice. I'm going to let you decide what I should go for, I'm uncertain myself
    1 point
  6. No, DoT ticks do not trigger Do1000C. Only direct damage attack rolls from Shred spells seem to trigger Do1000C. Reaping Knives (the spell) might have the right keyword, but the attack from the knives themselves don't have it. That's stuff like Mind Blades and Antipathetic Field. Mind Blades isn't too bad if you have a lot of bounces and only two targets. Since Antipathetic Field rolls every second and is cheap it's the best option (if you can set it up) imo. If you bring a Berserker/Cipher you can anchor Apathetic Field to an ally who's flanking the enemy. If one really wants to make Do1000C work I would recommend such a party member. It also has other nice little things it can do with Confusion+Cioher spells (for example cast Amplified Strike on an enemy instead of an ally and deal double damage that way, cast Amplified Wave on enemies or anchor Ectopsychic Echo to enemies - and more). Blood Thirst + Soul Annihilation is a pretty great combo, too. A Cipher Wall spell with the shred tag would be perfect. To bad we don't have one. I didn't try Pain Link. Maybe the retaliation has the shred keyword, but I doubt it. I guess only the appliance to the ally is keyworded. I guess a Soulblade with Sun & Moon who could spam smaller Soul Annihilations non-stop might also work well? Didn't actually try if Soul Annihilation attacks carry the shred keyword. Might be worth testing. I would have preferred if they had implemented Do1000C like Combusting Wounds, meaning that all damage rolls would work. To balance it out the effect then could have been weaker than it is now. The current implementation can be very potent but the complicated setup severly limits its overall usefulness.
    1 point
  7. I am reading up on how to make scale mail. I should be able to adapt that to make clothes out of wooden forks.
    1 point
  8. Various adjustments planned for Fire shield effects : Flame Shield : 8-12 damages -> 16-24 Magran's Blessing : Fire Shield : 6-10 damages -> 12-20 Greater Fire Shield : 10-14 damages -> 20-28 Fire Stag Fire Shield : 10-15 damages -> 20-30 Fire Godlike : 3-5 damages, +20%/PL -> 3-5 damages, +50%/PL I feared this one could have been broken early game if straight doubling damages. Darcozzi LoH (new version of adjustments) : - Cast/Recovery for LoH/GLoH/HoL set to 0.5s/2s for Darcozzi Paladini as a secondary subclass feature - 45s fire shield which retaliates on every damage source and stacks 5 times (reapplying LoH will multiply fire shield damages) - +4 AR vs Cold damages (no changes - 5-8 base damages 7 base PEN (scaling +5% damages, +5% duration, +2 Acc, +0.5 PEN per Tier). (roughly a third of what Wiz Flame Shield provides) This new Darcozzi version with moderate damages but stacking is meant to address 3 issues : 1) Previous version could have been too strong early on. This one starts lower but cumulating fire shield will be a valid strategy on the endgame. 2) Solves the issue of recast : LoH only lasts 5s compared to the 45s fire shield effect. You may want to recast it quickly, but then the fire shield woud have been wasted. 3) LoH and GLoH/HoL shields did stack because they were from different abilities. This was a bit obscure. I think replacing it with a global 5 Darcozzi Fire Shield stacking in total will be more clear.
    1 point
  9. I remember there being a Pursuer in Smelter Demon's arena afterwards. I think, the mini-boss dropped a ring (of Thorns?), but might be mistaken. The Outer Worlds. Found Eugene's golden teeth. The thing had no quest marker and I had very fuzzy memory of NPCs' mentioning it (accidentally gave it to Silas, instead of Abernathy Conrad, and reloaded). It is very nice that there is a lot of dialogue to discuss the item, though it feels odd that it was not marked on the map, unlike many other quest-related things, and the highlight/outline was hard to see on the white cloth. I've also got the Junior Deputy badge from Rayes and was able to ask why.
    1 point
  10. Lily C.A.T. (1987). It's like an Alien and The Thing two-for-one combo rip-off, but instead of being the best thing ever like it should be, it's just pretty alright. It's the only one of these I don't have any misgivings about having watched. A.D. Police Files (1990). (If I could find a not terrible quality poster for this, it would be inserted here.) @Malcador reminded me that this exists. Overall, not a huge fan: first episode (lady cyborg who goes crazy because of being overworked) was pretty meh, second episode (lady cyborg who goes crazy because she couldn't go back to being fully human again) was O.K., third episode (guy cyborg who goes crazy because he replaced his entire body with machine parts and then got addicted to steroids) was pretty bad. None of them had anything to do with each other except for exploring similar ideas, they're standalone stories within the Bubblegum Crisis setting, which seemed to at least be better and more consistent than this, though I've yet to finish it. Windaria (1986). Felt vaguely like a Nausicaa of the Valley of the Wind rip-off in terms of visuals, tone, and style...but pretty bad because of atrocious characters and writing, neither elements of which had much if any resemblance to Nausicaa. Look, the girl in the poster even stole Nausicaa's fox-squirrel pet. Not that it does anything throughout the whole film...or, uh, maybe it did and I already forgot. The story is some really basic Romeo and Juliette crap, and I really don't have any interest in describing it further. Golgo 13: Queen Bee (1998). This is one of the worst things I've ever seen. One of those cases I've mentioned before where it attempts to have some kind of story and emotional core that the viewer is supposed to connect with but because it's so completely terrible and at odds with itself (while also offering nothing else of interest), watching mindless action trash would have been less offensive. I hope the idiots that made this stub their pinky toes in real life today.
    1 point
  11. Well they were probably nazi's too, so its all good. Probably.
    1 point
  12. Three more bosses down. The Rotten, Najka and Smelter Demon. And I have experience again the biggest flaw (from my POV) to the SotFS version of the game compared to the vanilla one. First The Rotten. As always, Black Gulch is an area, which I try to avoid as much as possible. Again, few comedy wipes, especially one, after which I have cleared almost whole are from the statues for Lucatiel summon not be poisoned, just to be eaten by one of the "grabbers" hidden in on of the tar ponds But all in all, the experience was more positive than the one, which I had in The Gutter . Because it was already to late at Saturday evening, and Lucatiel needed to stay alive, I have decided to go for a comedy kill, and have summoned two more available summons It went as expected, despite Lucatiel getting a lot of beating. But in few minutes, The Rotten has been "clubbed to death" in a few minutes. Next one was Najka. The area of Shaded Wood is the same as before, so I moved as slowly as possible through it, with one or two wipes, while learning, that using a Spear without the ability to lock to "ghosts" is not my forte. After changing to Mace, I moved through the area, picking up all loot like a breeze. The next area after the next bonfire has been changed for better in SotFS, compared to vanilla game, so I have not spent a lot of time trying to get through, as I have used to. I have bought a ring to talk to Manscorpion Tarkus (or what's his name), and moved to Najka. I have found on my way to the fog gate another summon sign, so I have used it, just for the giggles, but this turned the Najka fight to laughable level, so I was not very amused. But yeah, one more boss down. Next one was the Iron Keep. And this is the area, which they IMHO changed for the worse, even though, they put less archers in there. But the same as the Gutter, they made the melee mobs aggro range into ridiculous levels. My face spent a lot of time eating the ash, so I have decided to go for more relaxing area and try to fight the big rat there. Doors of Pharos. Area is OK, but I am definitely under-leveled or my melee build is sub-optimal for my skills (or more for lack of them ), and I got destroyed instantly in less than 10 seconds. So I had to pass this boss for now after two attempts. That meant, that I had to go involuntary back to Iron Keep. I brought as much patience to the keep as possible, and after few unsuccessful attempts, I have finally found out a way, how to deal with the new mob setup and their new aggro management, and was able to get to fog gate, just with the use of two Estus Flasks. I have summoned Lucatiel again, and in third phase, I have messed up, as I have forgotten one of Smelter Demon's moves with flaming sword, so I have been defeated. But this gave me another chance to test out my tactics for beating the trash mobs, and it worked again. So hopefully in NG+ I will be more confident about going into this area. Second attempt on Smelter Demon was this time successful, despite me making few stupid mistakes again But the end result is what counts in the end Deathcounter has increased from 59 to 79 during the travels in areas around these three encounters.
    1 point
  13. New update soon today! Will fix some stuff mentioned here, also added syntax highlighting and auto-completions to the Query text editor which should make it considerably more user friendly:
    1 point
  14. Maybe because the damaging spells of ciphers aren't super impressive in general compared to some other of the cipher's abilities (for example mind control). Since ciphers have potentially unlimited resources their damaging spells aren't as impactful as Wizards', Priests' and Druids' in most cases - but they can cast more of them in an encounter (if they manage ro generate enough focus). Disintegration is great if you can make it hit (or even crit). Especially against tough single foes it's a great damaging spell. For that to go nicely a party member with a Morning Star + weapon proficiency is very helpful: hit (or even only graze) the enemy with Body Blows from the Morning Star (which lowers the fortitude defense a lot), then cast Disintegration with Ydwin on him. Best would be to charm or dominate him before or after - for example with the help of Serafen - so that the slowly dying enemy doesn't bother you anymore but even helps you - as long as alive. Fortunately a charmed enemy will not get flipped back to hostile from Disintegration (or Soul Ignition which stacks with Disintegration but doesn't do raw damage but burn and has to overcome enemies' burn AR in order to be effective). So you can charm an enemy and calmly cast Disintegration on them afterwards which makes the process a bit more flexible. Both beam spells (Antipathetic Field and Ectopsychic Echo) are good if your positioning and movement is great (for example when using Boots of Speed and immunity to disengagement attacks from Nomad's Brigandine or Gipon Prudensco) - and if you have enough PENentration and ACCuracy. They also don't rely on INT at all. Antipathetic Field is the go-to spell to use in combination with Death of 1000 Cuts. Both are also great in combination with Combusting Wounds (from Aloth for example). For a nice combo of disruption and AoE damage Amplified Wave is still very good. But you have to watch your PEN and the enemies' AR. It does crush damage - so it's great to lower crush AR in an AoE before using it. This can be done with Expose Vulnerabilities (Wizard), a Mace with modal + Clear Out (Fighter), Hel Hyraff (Chanter) or the Sungrazer flail (its enchantment that lowers crush AR by 1 also works with spells from that character iirc). Stuff like Mind Lance and Mind Blades is cool, but the damage:focus ratio isn't very good in most cases. Soul Shock is a lot better in that regard - IF you can ramp up your AoE size (more INT mostly) and PEN - as well as having an ally that's often surrounded by enemies (like a main tank). The biggest hurdle for good DPS with Soul Shock is your casting speed and your focus generation. A combo of Reaping Knives on a fast attacking party member (like your Soulblade maybe?) with Time Parasite can give you a great outcome with spamming Soul Shock. Reaping Knives - despite their description - generate 5 focus per hit. If your party member does a full attack you get 10 focus - that's one Soul Shock. Now if the Reaping Knives wielder attacks twice as fast as you can cast and recover from Soul Shock you can spam it endlessly (in theory). A Psion would be the best subclass for this but it would also work with Ydwin. Unfortunately Deltro's Cage, which would boost the Power Level of Soul Shock by 2 points, would slow you down. I don't know if it's worth it (besides its protective benefits of course).
    1 point
  15. Thanks for the wisdom, Mr. G. I think we should elect that guy, he's clearly aware of the dangers of authoritarianism! Oh...that Joseph G. Well, maybe not.
    1 point
  16. Hi, while I was trying to do something different with Xoti this time (SC Priest all the time becomes boring at some point as does Whispers of the Wind for the umpteenth time) I experimented with Inner Death some more, combined with Empowered Strikes of course. Main reason was initially that Xoti's Lantern gives +1 Mortification (and +1 Wound) per kill. That's the only way besides Brilliant to regain Mortification - and it also means that Inner Death is kind of cheap (-3+1 =2 ) if it kills (which it often does with Empowered Strikes to ensure a crit). Now I tried to max the damage per empored crit with abilities and items so that the impact of one Inner Death punch is really, really impactful - so at first I went with Lightning Strikes instead of Swift Flurry because a +15% lash is a multiplicative damage bonus and is a great thing to have for such a high-dmg/single use combo. With the help of Lightning Strikes, Turning Wheel, Thunderous Blows and some items that add dmg bonuses and lashes I could often crit for ~500-700 dmg - which is pretty dope. If you have to take out an annoying enemy NOW I'd say that this is a very useful tool. But then, since I would will crit almost always with that combo anyway, I thought I'd give Swift Flurry and HBD a short try. I knew that Empowered Strikes (+100 ACC and +100 PEN on empowered attacks) does NOT influence the additional attacks of SF/HBD, but I thought I'd try how it feels anyway. I used Mohora Tanga to maximize the chance for procs and then I also put on Boltcatchers - because they work very well with Mohora Tanga*. It is not guaranteed that Inner Death will trigger SF/HBD! It is a melee attack and it can trigger them, but it doesn't use your weapon - so any special sauce the weapon has that could help you with SF/HBD procs will only trigger as soon as Inner Death did trigger SF/HBD which then executed a weapon (in this canse spear-) attack**. After a few tries I managed to trigger a crit cascade (for testing purposes it's helpful that the additonal attacks wil get executed and displayed BEFORE Inner Death impacts the target) - and I saw that the +300% crit damage bonus of Inner Death does apply TO ALL attacks that are done in the scope of the attack. So all damage rolls from SF/HBD and Boltcatchers got that sweet dmg bonus. Whoopsi! Boltcatcher proc: Heartbeat Drumming proc: I mean this is still a gamble. It's much more reliable to just pick Lightning Strikes of course - especially if you want to kill the tough foes with an empowered Inner Death asap. Tough foes with high defenses usually make crit chains a lot less likely. But with Swift Furry it's pretty awesome nontheless when it happens. I one-shot Concelhaut and Menzago instantly - but with other bosses I tested I didn't have as much luck. But of course Inner Death - even without a juiced up SF/HBD crit chain - is still a very hard punch. Anyway: thought I should share this info. Maybe somebody has better or just more fun ideas what to do with this. Cheers! --- )* Mohora Tanga's enchantment Red Flag Flying counts as melee weapon attack and can thus proc itself for and endless cycle as long as it crits. It can proc melee-related special attacks from other items such as Boltchatchers. It also procs Swift Flurry/HBD attacks that are then executed with the normal spear attack again - wich itself can proc Red Falg Flying again on crit and so on. This increases tha chance for crit chains happening a whole lot. )** Swift Flurry and Heartbeat Drumming are always executed with the main hand weapon, no matter how they got triggered in the first place.
    1 point
  17. Thank you Chaospread, I think you are right, because I tried again being flanked between 2 opposite enemies and staggering the one engaging me and sometimes I stop being flanked but sometimes I don't . I also tested staggering the one unable to engage but this never cancelled my flanked status. Ok, I have now tested my previous ideas: With Grog so only threaten is in play i.e. no engagement, I tested having 2 enemies (X) between my 2 melee summons (O) like O-XX-O, then quickly command each summon to attack enemy1 > enemy2 > stop, and interestingly both enemies remained flanked, including enemy1 who my summons had stopped facing when they switched to enemy2. Without Grog so engagement is also in play, only enemy1 or enemy2 gets flanked, when the engagement arrows of both summons switch to it. This makes me believe a defender gets flanked if the attackers are currently engaging it but if any attackers have 0 engagements their application of flanked resorts to whether they have already threatened the defender or not. Maybe . If so, that is probably an oversight or bug imo because if an attacker has 0 engagements the game should resort to whether it is currently threatening the defender, not whether it has already threatened it. With Grog again (no engagements), dazing my summons didn't cancel the flanked on the enemies, in line with my previous post. While engaging some enemies (no Grog), I also tested the other idea about dazing myself and, despite becoming unable to engage, Mob Stance kept its -X% recovery and I was even able to threaten new enemies. I also now think that, not only if the defender but also if the attacker breaks the threatened / engagement / flanked, some 2s are waited before they can be reapplied again.
    1 point
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