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Showing content with the highest reputation on 03/02/25 in all areas

  1. Long time no see For quite some time I was thinking about an update to CommunityPatch and also a new optional module named: AntiCheese I wasn't active on the forums as I may wished for the last couple of years. That was due to lasting health issues and irl stuff. I am feeling better now, and am thinking of releasing CommunityPatch update and this new module in the upcoming weeks. -------------- Regarding CP v3.0 update there will be a separate thread. While this one will be dedicated to CP.AntiCheese And speaking of it, I was highly inspired by Balance Polishing Mod, so you will see a lot of credits going to @Elric Galad -------------- The list of currently implemented changes is: Cipher: Soul Blade: +10 MaxFocus (gained on kill with melee weapon) will now have a stack limit of 10 (instead of unlimited). This effect will also be cleared on Rest and on Death. Soul Blade: +1 Concentration (gained on kill with melee weapon) will now have a stack limit of 5 (instead of unlimited). This effect will also be cleared on Rest and on Death. Chanter: Each Kill Fed His Fury: +stats effect will be cleared on Rest and on Combat End Druid: Avenging Storm: Effect now applies on "OnDealsDamage" event with weapon attack, insted of "OnScoringGrazeHitOrCriticalHit" with weapon attack. Sync with CP.Basic. Avenging Storm: bonus shock proc will no longer be able to crit. But the spell cast/recovery times are decreased from 4.5s/3.0s to 3.0s/0s. And same for Scroll of Avenging Storm and Heaven's Cacophony helmet. Fighter: Unbending: reworked implementation of self-healing (reason: it was healing for way more than it was supposed to) - what it was supposed to do (according to description): 25% of Damage Taken converted into Healing (Self) for 15.0 sec - what it was doing: for the duration of those 15s, every time fighter would take damage, a 5s ApplyOverTime HoT (Healing over Time) effect. At 10 MIG, 10 INT and no PL bonuses it would heal for 15% at 3s and 10% at 5s. But due to vanilla implementation of ApplyOverTime it would also heal an extra tick at 0s for 15%. Plus everytime a new HoT would be applied, all other Unbending HoTs on fighter would heal for 1 tick. So depending on situation, fighters would get healed for 40-100+% of damage taken - how it will work now: when taking an instance of damage, fighter will get healed for 11% of damage taken 3 times: after 2s (fixed), 4s (fixed) and 6s (fixed). Total 33%. That is both a buff (compared to dev's intention of 25%); and a nerf (compared to dev's implementation of 40-100+%) Unbending Shield: same rework as with Unbending. Total healing received upon taking 1 damage instance will now be: 3 * 11% (at 2s, 4s and 6s from taking damage) Unbending Trunk: same rework as with Unbending. Total healing received upon taking 1 damage instance will now be: 3 * 15% (at 2s, 4s and 6s from taking damage) Monk: Resonant Touch now has a limit of 25 stacks. You will have to release existing stacks in order to build them up again. (same as in CP:Extra) Whispers of the Wind: when used will grant a 1s (fixed time) immunity vs reflex and powder burns attacks Whispers of the Wind: when used will increase the cost of Whispers of the Wind by +2 wounds for 6s (fixed duration). This cost increase stacks 2 times. Paladin: Brand Enemy: DoT duration decreased from Infinite to 120s. But damage increased from 4 Burn per 3.0s to 5 Burn per 3.0s. Additionally, DoT's duration will be extended by 5s, every time the target takes damage from melee weapon attacks. Lay on Hands (Shieldbearer): does no longer provide a 4s buff preventing death. Instead: for 5s, if the allied target becomes Near Death, a 150pts damage shield is applied for 5s (credit goes to Elric Galad) Priest: Barring Death Door: does no longer provide an effect preventing death. Instead: the next time (no time limit for this part) the target becomes Near Death, a 300 pts damage shield is applied for 12s (the effect is less strong, but is longer and can be cast preventively). (credit goes to Elric Galad) Salvation of Time: does no longer increase duration of beneficial effects on target by flat 10s. Instead: it halves the ellapsing speed of buffs for 24s fixed (not benefitting from INT and PL) Basically adds up to 12s to effect' durations but: - Now also applies to effects cast after it (especially useful for Vanishing Strikes...) - Useless to cast several times in a row - The most important: now a single effect cannot have it's duration more than doubled - It is still a very good spell, even better than before, but it is now impossible to abuse by combining it with Brilliant and the like; and all other buffs will also have to be re-cast again at some point (credit goes to Elric Galad) Rogue: Gouging Strike: DoT duration decreased from Infinite to 120s. DoT's duration will be extended by 5s, every time the target takes damage from melee weapon attacks. Wizard: Wall of Draining: AffectedTargetType changed from All to Hostile (that's mostly visual effect) (credit goes to ElricGalad) Wall of Draining: instead of draining 1s and extending buffs on self by 1s per tick; wall will now drain 2s from enemy, and extend buffs on self by 0.5s per tick (per affected enemy). (same as in BalancePolishingMod) Wall of Draining: application prerequisite changed from [HasBeneficialEffectWithDuration GreaterThan 0s] to {[HasBeneficialEffectWithDuration GreaterThan 1s] AND [HasBeneficialEffectWithDuration LessThan 9999s]}. Reason: it was trying to drain from some infinite effects Minor Grimoire Imprint: removed this spell from grimoires. And substituted with Ironskin or Minor Arcane Reflection. Reason: the stolen spells would not expire, if gained by casting Minor Grimoire Imprint from a grimoire and switching to another grimoire Major Grimoire Imprint: removed this spell from grimoires. And substituted with Wilting Wind or Minoletta's Piercing Sigil. Reason: same as above Concelhauts Draining Touch: removed this spell from grimoires. And substituted with Noxius Burst, Arcane Dampener or Minolleta's Bounding Missiles. Reason: same as above General: Brilliant: Now only restores spell Slot up to Tier 3/6/9 for Priests, Wizards and Druids. The maximum regenerated tier is cycling : Tier 3 after 3s, Tier 6 ater 9s, Tier 9 after 15s and so on until the end of the effect. Brilliant does not restore ressource anymore before 3s for all classes. (credit goes to Elric Galad for implementation) Dawnstar Blessing: changed from +50% Healing Given, to +55% which decreases by 5% for every character level past lvl 4 until it reaches +15% at lvl 12; and it remains +15% after that. It will still be cleared upon Rest. Powder Burns (blunderbuss modal): will no longer fire twice when used with mortars. (credit goes to Elric Galad) Items: - Boltcatchers: Storm Blows proc will no longer be able to crit. Proc damage increased from 10-15 to 15-25 to compensate for the nerf. - Deltro's Cage Helm: - Conduit will no longer proc out of combat - Conduit effect will be cleared on Rest and on Combat End - The helm will now passively grant +1 Perception, to slightly compensate for the nerf - Lover's Embrace: True Love's Kiss DoT duration decreased from Infinite to 120s. But damage increased from 10 Raw per 6.0s to 12 Raw per 6.0s - Magnificent Escape Cloak: bonus Deflection and immunity to Engagement effects will now be cleared on Rest and on Combat End - Potion of Final Stand: - duration changed from 6s to 18s Unadjusted (meaning it cannot be extended by player stats) - both effects ("cannot die" and "+25% bonus damage") will be also cleared on Rest and on Combat End - a character can use it only once per encounter - Protective Eothasian Charm: Darkest Before Dawn will now provide increased damage reduction (-30% damage taken, up from -25%), but it's effects will be cleared on Rest and on Combat End - Rakhan Field Boots: No Quarter can be used only on hostile targets now (as in CP.Extra). They also can no longer target self. - Shroud of the Phantasm: Mind Over Matter can trigger only from hostile attacks now (as in CP.Extra) - Shroud of the Phantasm: Mind Over Matter effect will now be cleared on Rest and on Combat End. But the proc chance increased from 1% to 1.5% TODO: can only trigger in combat Weapons: - Lethandra's Devotion: Pale Light will no longer provide any healing during first 3s after equipping the shield. Reason: it could be abused using behaviour scripts to rapidly heal the whole party. - Sasha's Singing Scimitar: Prelude and it's upgrades will no longer cumulatively decrease remaining recovery times on repeated re-equip. Reason: it could be abused using behaviour scripts to drastically decrease remaining recoveries on chanter and his party members. - Thundercrack: Charged Field will no longer cumulatively increase remaining recovery times on repeated re-equip. Reason: it could be abused using behaviour scripts and halt enemies actions for indefinite period of time. - Hand Mortar: Blinding Smoke (disorienting attack) will not be able to crit anymore - Scordeo's Edge: Double Strike will no longer trigger on hits from any source, but only on those that are originated from Scordeo's Edge itself. (for reference: its upgrades Blade Cascade and Tempest already trigger only from Scordeo's Edge attacks in vanilla) (credit goes to Elric Galad) - Scordeo's Edge: Blade Cascade duration type changed to "Unadjasted" (meaning it cannot be extended by player stats) - Scordeo's Edge: Blade Cascade application behaviour changed from "UseLongerDurationIfAlreadyApplied" to "DontApplyIfAlreadyApplied" - Scordeo's Edge: Blade Cascade proc effect will now be cleared on Rest and on Combat End - Grave Calling: Frosted Edge bonus lash effect will now be cleared on Rest and on Combat End. - Grave Calling: Frozen Edge bonus lash effect will now be cleared on Rest and on Combat End. - Saru-Sichr: it's special DoT procs (Poison Dipped, Paralytic, Death Sentence) will not be able to crit anymore (reason: to avoid crit-chain with Swift Flurry, Heartbeat Drumming, etc) (credit goes to Elric Galad) - Effort: it's status effect (Hemorrhaging) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) - Mohara Taga: it's status effect (Red Flag Flying) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) - Sanguine: it's status effect (Weeping Wounds) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) - Distraho: it's status effect (Menace) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) - Wicked Beast: it's status effects (Bad Dog, Hounding) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) - Ball and Chain: it's status effects (Crushing Yoke, Subjugation, Shackles) will not be able to crit anymore (reason: same as above) (credit goes to Elric Galad) Misc: - Auranic Megaboss now gets back a spell slot every 12s for the duration of the fight, in order to prevent the strat via starvation (credit goes to Elric Galad)
    2 points
  2. That's my feelings. https://packaged-media.redd.it/dkohyi3xz1me1/pb/m2-res_480p.mp4?m=DASHPlaylist.mpd&v=1&e=1740927600&s=b92298d0eebc42f701c1a15367c00061d13d8e23
    2 points
  3. Actually ModScriptHook was the key. So what I did was make a ModScripthook that calls a GlobalScript after 2 hours. This GlobalScripthoook will then call itself every 2 hours. It will check what the player is doing on the world map (walking) and if thee player hast been ambushed at night yet it will trigger an encounter, if he has been ambushed, then it will wait until daytime to reset the globalvalue, it works quite well actually. Now only thing left is to generate those random encounter and put in an nice mix of mobs in these encounters. How I'll find out Code snippet CallGlobalScriptAfterTimePasses(Lalolalo9RandomEncounter, 0, 1, 10, 0, True) if { IsWorldMapTransitMode(Walking) and IsGlobalValue(Lalolalo9_ambushedToday, EqualTo, 0) and IsCurrentlyNighttime() } then LaunchRandomEncounter(RE_Lalolalo9Repeatable_encounter) if { IsGlobalValue(Lalolalo9_ambushedToday, NotEqualTo, 0) and IsCurrentlyDaytime() } then SetGlobalValue(Lalolalo9_ambushedToday, 0)
    2 points
  4. Hey Noqn Thanks alot for Apotheosis, you cannot imagine how grateful I am About the user scripts! It works, I made a simple script to make all unique items craftable. If you are interested in the code it looks something like this. int count = 0; string[] debugnames = { "" } ; string[] debugnamesID = { "" } ; // Creates a new recipe category called uniques if (TryCreateGameData<RecipeCategory>("Lalolalo9_Unique_Crafting", out var Lalolalo9_Unique_CraftingCat)) { if (Lalolalo9_Unique_CraftingCat.TryGetComponent(out RecipeCategoryComponent rcc)) { var stringindex = rcc.DisplayName.AppendStringTableEntry("Uniques"); rcc.DisplayName = stringindex; } } else { // If the catergory already exist assing Lalolalo9_Unique_CraftingCat var to it. if(TryGetGameData<RecipeCategory>("Lalolalo9_Unique_Crafting", out Lalolalo9_Unique_CraftingCat)) { } } // Starts adding all unique to a new list because creating new gamedataobjects while looping through it throws errors foreach (var equipitemGDO in GameData.OfType<EquippableGameData>()) { // If the item does not have an itemcomponent return if (!TryGetGameData(equipitemGDO.DebugName, out _, out ItemComponent itemC)) { return; } // Check the name of the item, if its empty chnaces are it does not exist in game // Tip adding a + "" converts most objects in the game to string especially useful if working with enumerators like FilterTypes in Itemcomponent var itemdisplayname = itemC.DisplayName.GetStringTableText() + ""; // We only want unique items and not quest related and items with names that are not empty if (itemC.IsUnique == true && (itemC.FilterType + "") != "Quest" && (itemC.DisplayName.GetStringTableText() + "") != "") { // Recipe order in crafitn GUI are not alfabethic or anything, I found out that they are sorted according to when each items was made. // This step makes the debugnames uniform and when we will sort it the items will be grouped nicely in crafting window if (equipitemGDO.TryGetComponent(out EquippableComponent EquipCDOPreSorted)) { // counting how many items are eligible count = count + 1; // preparation to assing correct debugnames so the lsit is nicely sorted string filtertype = itemC.FilterType + "a"; string DebugNameToAdd = "Default"; string EquipTypeSubstituted = (EquipCDOPreSorted.EquipmentType + "").Replace("SmallShield","ShieldS").Replace("MediumShield","ShieldM").Replace("LargeShield","ShieldL"); if(EquipCDOPreSorted.EquipmentType != 0) { DebugNameToAdd = filtertype.FirstOrDefault() + "" + EquipTypeSubstituted + "_" + equipitemGDO.DebugName; } else { DebugNameToAdd = filtertype.FirstOrDefault() + "" + EquipCDOPreSorted.EquipmentSlot + "_" + equipitemGDO.DebugName; } // Adding items to the array debugnames = debugnames.Concat(new string[] { DebugNameToAdd }).ToArray(); debugnamesID = debugnamesID.Concat(new string[] { equipitemGDO.DebugName }).ToArray(); } } } // Sorts the list of debugnames based on the new debugnames Array.Sort(debugnames, debugnamesID); // Now we are making the RecipeData items for (int i = 1; i < count ; i++) { // We check if the item can be created, if it exist which I doubt this will run if (TryCreateGameData<RecipeData>("LalRecipe"+debugnames[i], out var createdRecipe)) { // We want the recipe component so we can modify it if (createdRecipe.TryGetComponent(out RecipeComponent recipeComponent)) { // We want the item which we are adding a recipe to // Actually all these step may be put together and using try create gamedata as the latest would be best to prevent any unneccesary objects created if (TryGetGameData<ItemGameData>(debugnamesID[i], out var itemde)) { // Adding the item to the output list of our recipe component RecipeProduct itemtoAdd = RecipeProduct.Default with { ItemID = itemde.ID}; recipeComponent.Output = recipeComponent.Output.Add(itemtoAdd); // Here we need the name again of our string so we can assign it as the recipe name in our overview if (itemde.TryGetComponent(out EquippableComponent EquipCDO)) { if (itemde.TryGetComponent(out ItemComponent itemCDO)) { string NameToAdd = "Default"; // Some replacement to make in game a little bit more readable string EquipTypeSubstitutedGUI = (EquipCDO.EquipmentType + "").Replace("SmallShield","ShieldS").Replace("MediumShield","ShieldM").Replace("LargeShield","ShieldL"); string EquipSlotSubstitutedGUI = (EquipCDO.EquipmentSlot + "").Replace("GrimoireOrTrinket","GrimTrin").Replace("RingAnyHand","Ring"); if(EquipCDO.EquipmentType != 0) { NameToAdd = EquipTypeSubstitutedGUI + " " + itemCDO.DisplayName.GetStringTableText(); } else { NameToAdd = EquipSlotSubstitutedGUI + " " + itemCDO.DisplayName.GetStringTableText(); } // Assigning the name to the recipe component var stringindex = recipeComponent.DisplayName.AppendStringTableEntry(NameToAdd); recipeComponent.DisplayName = stringindex; } } } // Setting the category and cost recipeComponent.Category = Lalolalo9_Unique_CraftingCat.ID; recipeComponent.Cost = 100; } } } Please forgive the main newbie mistakes but hey if it works it works About the AI conditionals, its still a work in progess to create all those conditions because it needs alot of testing. However a another great idea came to mind. I would like to add some random encounters in Deadfire but I fear, I need to edit the Worldmap scene to that, and so far did not have any luck. But once I know how, I will make a randomized beast spawner using Userscripts to make some challenges during adventure. Something like the scripted interaction where you aim at the orlan during your trip, but instead when travelling on island there is a certain chance you will be ambushed by something. I think that sounds fun to make combat more rewarding. But still in the initial stages. Just wanted to shout out and say thanks alot for Apotheosis!! Sincerely Lalolalo9
    2 points
  5. Hey noqn, could I make a request for a chatter editor as future addition? Meant to ask about it in the past but always stopped short of typing up a request for it. What with interest in voice modding being a real niche within a niche. And the need to expend the capabilities of an existing voice being a niche within that niche. But mainly because honestly .chatterbundle file structures are a pretty weird layout amongst the other node based data types. I wouldn't even be able to describe how the layout for that should look! But I thought it couldn't hurt to ask. As much as the idea of looping scripts scare me, that's actually a really good solution!
    1 point
  6. It was like that but it's been patched so shield-parries trigger those effects. Yeah, dual wield has too much "rule of cool" in CRPGs. Single wielding doesn't get enough credit. One bonus could be better grenade throwing, given you actually have a spare hand. Or that you could hold your weapon up to block attacks while drinking potions.
    1 point
  7. Whoa) That's definitely an oversight) Tears of Saint Makawo ability inflicts 3 status effects: Martyrs_Memories_EnemyDamage (x0) (isHostile: false) Martyrs_Memories_SE_NonTargetable (isHostile: false) Martyrs_Memories_SE_PetrifiedAffliction (isHostile: false) (i.e. is not hostile, similar to Withdraw) But internally Martyrs_Memories_SE_PetrifiedAffliction uses the general Paralyzed_SE_Paralyzed which is Hostile. The devs have probably reused existing status effect. While in case of Withdraw there is dedicated Withdraw_SEStunned (which is beneficial). The solution here would be to create a friendly paralyze SE.
    1 point
  8. There is lots of misinformation about the mineral deal, one of these points is " all the minerals are in Russian controlled areas " Thats not true, you can see from this map where the mineral deposits are. "Ukraine doesn’t have globally significant reserves of rare earth minerals, but it does have some of the world’s largest deposits of graphite, lithium, titanium, beryllium and uranium, all of which are classed by the US as critical minerals." https://edition.cnn.com/2025/02/26/europe/ukraine-us-mineral-resources-deal-explained-intl-latam/index.html Its very normal for most large countries to want to gain access to rare or critical minerals, China now has the biggest mining footprint in Africa. So it shouldnt be a surprise to see the US wanting to gain access to these Ukrainian minerals and to have joint development of these resources But the issue is the last audit of Ukrainian minerals was done by the Soviets so it may not be accurate and then these mining resources need the investment but thats also normal You can also end up finding new deposits that you were not aware of, this happens all the time in mineral rich countries. Recently in 2023 a new Copper vein was found in the DRC by an established mining company https://www.mining.com/ivanhoe-mines-makes-new-copper-discovery-in-drc-similar-to-kakula/ "Ivanhoe Mines (TSX: IVN) announced on Tuesday that geologists made a significant high-grade copper discovery in the Democratic Republic of Congo (DRC) similar to the massive orebody it is mining at the Kamoa-Kakula copper complex. The discovery, named Kitoko — meaning “beautiful” or “gift” in several local languages — was made on Ivanhoe’s recently acquired joint venture licences in the Western Foreland, about 25 km west of the ultra-high-grade to Kamoa-Kakula mine. "
    1 point
  9. Still can't get this either on series x. Have a save where I mapped and completed the entire first zone and have fine gear before helping the apothecary and it doesn't load the quest. Loaded and older save from before the bear where I have no fine gear but a common weapon plus 3 and ran right to the apothecary and still nothing. Would prefer to keep my first save and still get this quest to actually load up. Being punished for exploring the map and gearing up just feels wrong. Not playing more until this is fixed even though I was really enjoying it.
    1 point
  10. Created an account just to comment on this. I'm really disappointed that this isn't a thing. Just started playing and I was excited to check out the ranger and really wanted to have fun with some dual wielding builds. I was already let down that I couldn't block melee attacks, and when I saw parry in the tree I got kind of confused/even more disappointed. I'd hope they address it but by the time they do my GamePass sub will likely be over :(
    1 point
  11. I haven't played the game for a few years; but during my last playthough I really wanted a difficulty mod, similar to Deadly Deadfire but which would retain the usefulness of abilities that have special effect on enemies below your level (like Abjuration and Threatening Presence), and also would rather buff enemies than nerf the xp gain, be it a stats buff or bringing back Paralyze to Shades. So here it is: Path of the Makers, which does exactly that. A detailed changelog you can read on the mod's page.
    1 point
  12. Isn't that exactly what Macron wants, to make clear to the rest of the world (and especially Europe) that the United States is lost to them, will not help if they actually need it? I feel like that's something he's been trying to accomplish for years at this point, even during the Biden administration. Felt like that was a pretty good demonstration.
    1 point
  13. i have a similar gripe about Marius. You can upgrade Shadow Step so that it basically instakills stunned enemies. When it works it's great! But he'll just waste it on un-stunned enemies or not use it when there are stunned enemies! I tried disabling the setting for companions to use their abilities themselves, but this added way more radial micromanagement than I enjoyed. Other allies have similar problems, but it's less of a big deal w/ e.g. Kai's taunt, because at least he's still taunting. But Shadow Step has an extremely looooong cooldown and it's only really effective if it's smartly targeted! (Same goes for another upgrade that lets it do more damage the less health the target has) I wish there were slightly better smarts for companions, or at least have a system where if I put an ability on my hotkeys that they stop using it automatically.
    1 point
  14. The life of a true medieval adventurer isn't always about winning epic battles, saving damsels in distress and forging your own destiny. Sometimes it's about fumbling for corpses in a pile of sh*t behind the Bylany tavern at 7 AM. #kcd2
    1 point
  15. So... it looks like we have a fix for part of this. We fixed the combat resetting when the all enemies are charmed. - Sking
    1 point
  16. I have an opinion about Concelhauts Draining Touch; Instead of removing from the game, I'd like to suggest making this as a regular Summon Weapon that lasts xx seconds, with some adjusted(probably need to be nerfed) value of the each effects, such as base weapon damage. This weapon has similar effect with Concelhaut's Parasitic Staff, aka health draining, while the Draining Touch is 1-handed weapon, which is quite unique imo. I think nerfing the weapon damage and the debuff effect(from Weakening to Sickening) would be enough adjustment for it.
    0 points
  17. The reason is: I get motion sickness after playing like 30mins of this (and similar) games. I then have to stop, else... Farewell, Avowed - and the lunch I had.
    0 points
  18. Just pretty. Apparently it's a lot of reelin' effort to reel in a ... singing snail? Is that a monster peeking at me, wondering if I'd be tasty? No, just my latest "can I tame it" pet. Which was so large that when riding/dismounting it, the game couldn't land me on the ground and I ended up standing in the air on its back. It was also one of the attached/devoted types so it would follow me very closely, but its size = consistently on top of me while following, so I was often "under" it and often it would bump me to the side. Quite the impediment to view/movement/exploration. Thus I abandoned it.
    0 points
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