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Showing content with the highest reputation on 02/22/20 in all areas

  1. Hi there. In the absence of @MaxQuest i decided to continue our work, because CP have some flaws and missed fixes. I don't want to do anything radical, just collect feedback and add some nice things. Also i'm in aware about @Elric Galad mod development (his Balance Mod designed to work with CP), so we try to keep in touch and not interfere each other. Current fixes done: Fury Form of Druid attack - TreatAsWeapon=true (Fury attack now works as weapon) Pallegina five suns penetration - 7 > 9. Ideally i want to clear restrictions for other 2 upgrades for Pallegina. Kalakot's blights - Add Wands proficiency Shattered Pillar - Wounds trait fix (10 for Lesser Wounds) Distraction training. -10 Deflection for Attackers on Missed for Pet > +25% Melee weapon resistance for Pet, Disorientation on Miss for Attackers. So natural Misses will be connected to Resistance - it allow to apply debuff more frequently, regardless of foes accuracy + increase pet durability. Connected with +engage slots abilities, pet should effectlively hold the line and debuff up to 3 enemies most of the time. Keywords done: Symbol of Berath - Added Decay KW 4 spells Priest of Gaun - Brought back Plant KW Priest of Wael Confusion - Brought back Illusion KW Reworked all elemental damage weapons to work properly with elemental enemies: I've added new KW's for every weapon (Shock weapon. Fire weapon, Corrode weapon, Frost weapon) and added the same KW's to druid's elemental talents. So far it' works as intended - now you can hit elemental enemy with physical damage. The initial idea of new keywords was suggested by @Boeroer. -------------------------------------------------------------------------------- I'll be very appreciated for feedback about CP to do a preliminary "Need to fix/improve" list. My next step is to reduce crazy Megabosses HP pool and i seekeng for help with complete list of elemental weapons and abilities, which can affect on those weapons (including DLC) because i'm afraid to miss something.
    2 points
  2. PF:KM is quite user-friendly, thanks to the numerous tool-tips, showing what affects what. The only things I strongly disliked were rolls for non-combat skill checks, including kingdom management (unlike PnP, failures don't open new opportunities, they just mean that you have to reload), and the alignment system. --- Star Wars: Knights of the Old Republic II - The Sith Lords. I think, I am close to the end-game. During my second visit to Dxun, where I had to split my party, Atton proved to be the most useful companion. With him I managed to run past almost all enemies and loot everything. It did not work well for the last battle of the section, though. The Sith somehow noticed Atton, thus starting combat, the rest of the party teleported to the room when I tried to escape, but the Sith knocked out Visas and Mandalore in 3-4 rounds. So I used mines and kited them around the pool (?) in the middle of the room. It was not quite what I would like, but it was much better than Nar Shaddaa. I think, the game wants me to murder my way through, as it goes along well with the plot.
    2 points
  3. Greetings everyone, We would like to thank everyone who has taken the time to report issues and suggestions for the The Outer Worlds. We are working on compiling everything to share with the team for review. At this time I would like to share with you a list of the more common issues and suggestions we are seeing reported. List of common issues and suggestions: Various game crashes Font size increase Center reticle FOV adjustment Multiple quest indicators on map Custom waypoints Ability to disable kill cams Disable companion attack cinematics PC remapping support Item comparison ability while looting Adding inventory filters/sorting abilities Changing the appearance of Pristine equipment Adding weight and limit information in vendors Adding survival meters to the consumables page Stronger outlines for workbenches Auto-run ability Weapon not staying holstered during dialogue Widescreen support Toggle headbob Separate aiming sensitivities Toggle chromatic aberration Companions dying and failing companion quests on modes other than Supernova The team is currently investing these and other reported instances. We will update you once we know more regarding our next steps. Thank you, and please continue to let us know if you have any other issues or suggestions to report. Edit: Thank you for the new posts, we appreciate the additional reports as they are helping us tremendously. I do want to let you know that you may also email our publishing partner, Private Division, at support@privatedivision.com. This will help ensure that your specific issue or suggestion is in their queue which allows us to prioritize requests in order to provide the fastest possible turn around time. We apologize again and thank you all for your patience while we work on these issues.
    1 point
  4. https://wrath.owlcatgames.com https://www.pcgamer.com/pathfinder-wrath-of-the-righteous-announced/
    1 point
  5. Hi again, I conducted another experiment in statuseffects and found that the entitled works, but it's not pretty. As implied it adds or subtracts a set amount of recovery. Even if I were to roll with this I'm not sure what amount would be 'balanced'. In any case the code is below. { "GameDataObjects": [{ "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "One_Handed_Style", "ID": "aae5f771-2718-4654-b13c-dd3e7234d56b", "Components": [{ "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "StatusEffectsIDs": ["c5194896-0e76-4d39-855c-3459c4a9f56d", "7b4eba79-d0b0-4d81-8929-49ea77e41512"] } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "One_Handed_Style_SE_Recovery", "ID": "7b4eba79-d0b0-4d81-8929-49ea77e41512", "Components": [{ "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "SingleWeaponRecoveryMultiplier", "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1, "UseStatusEffectValueAs": "None", "BaseValue": -0.1, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "InclusionConditions": { "Operator": 0, "Components": [] }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "true", "HideFromCombatLog": "false", "HideFromUI": "false", "HideIfNoValue": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] } ] }
    1 point
  6. There is no guarantee the liberal commie would even be a threat to the 2nd Amend. The biggest threat to gun rights is Bloomberg
    1 point
  7. Patch out: https://www.nexusmods.com/pillarsofeternity2/mods/354?tab=files
    1 point
  8. You are absolutely right, I'll upload a new version with vanilla pray/eat rests and keep the current main version as an optional download.
    1 point
  9. I mean, it's up to each individual player in the end, but I find it's against the spirit of the mod to do things like that. It should be used to prevent rests that are forced upon you, not turn "eat and rest" or "pray and rest" into "eat/pray and rest without actually resting". At the far end of this spectrum, the mod might as well allow us to have every food buff at once
    1 point
  10. He needed help to mount his build as a pure cipher. With other classes it is not difficult for me to do the builds on my own, but with this one it is a bit uuhhhihugyf and I don't know what to choose between skills and passives. I remain in a catatonic state when reading the descriptions. Tips on essential skills and passives? My idea is to go to with a war arc in second linea. Thank you.
    1 point
  11. Has anyone recently been able to get the Good Food, Better Friends buff to stack with food? Recently like Jan-Feb 2020? Because I'm trying -- using all the pause-resting techniques described in this thread, including on-ship-deck pause resting, and I simply cannot get it to stack. Either it overwrites food or food overwrite it. I'd give it to myself via the console but I don't know how to do that.
    1 point
  12. Not entirely because in PoE bashing shields didn't count as dual wielding. So you alternated between main weapon and bash at normal (slow speed). In Deadfire bashing shields count as offhand weapon and thus get the innate 30% speed boost and also profit from two weapon style. So generally the dps should be higher than with a normal shield (with rel. normal weapons). BUT: most bashing shields don't scale their offensive properties with quality. That means PEN etc. will stay the same even if you enchant the shield to superb etc. This makes their offensive capabilities very poor in the late game because they almost never penetrate. "Tuotilo's Palm": its offensive stats scale with Monastic Unarmed Training (or Transcendent Suffering, but that's Monk) and the "Best Defense" bashing shield can be enchanted with +25% dmg and +2 PEN "manually". But the rest of the bashing shields (there's only Magrans Blessing left iirc) won't do much dmg. By the way: a dagger in the offhand + modal can be a viable alternative to a shield for a Riposte build. +10 deflection is good and while the -25% dmg is a bit sad you can still count on proccing nice effects (see Pukestabber for example). And their PEN and dmg will scale with weapon quality. But again you'll lose engagement. A great offhand weapon could be Kapana Taga (club) which can make you immune to flanking (basically the equivalent of +10 deflection and +1 AR if surrounded) and it can give you +2 engagement. But again: it might look funny with the rest of your gear. Fits very well with Reckless Brigandine and Champion's Helmet though...
    1 point
  13. I wouldn't go that far, but it is Josh's particular sensibilities and interests which made PoE what it is. I would be interested in seeing what PoE under his full control would look like, and I would be interested in seeing what a new lead would do with the game - I did enjoy all three DLCs after all. What I am not terribly interested in, is a non-isometric PoE. The world doesn't have that much appeal to me, to automatically transfer my interest in PoE3 into another genre - it would need to sell me on the concept mostly from the ground up... that being said, being made by Obsidian is, for now, still a good start.
    1 point
  14. As I said they stack - I meant that you can proc stuff like Offensive Parry AND Riposte (or other stuff like from the shield thelee mentioned) from the one same attack that missed you. So yes, they all seem to get checked and executed seperately. Tuotilo's Palm also has a riposte-like enchantment (Outward Spikes). I don't know if those non-weapon ripostes do drain life (or would generate focus for a cipher if you were one) but Riposte (Rogue) and Offensive Parry (WotEP) def. do drain life for a Steel Garrote. I hope you don't play on Turn Based Mode because there the miss/graze ratio is heavily shifted towards grazes and misses don't occur often. In that case Retaliation and Offensive Parry and stuff are ineffective. Engagement can be a powerful tool for a Trickster/Steel Garrote because Tricksters can terrify enemies with Repulsive Visage and if terrified enemies leave your engagement there is a chance that you proc disengagmeent attacks. Doesn't happen always but often enough. Disengagement attacks have increased stats and will also drain life for you. Also you can stack up defenses against disengagement attacks (see Boots of Speed for example), then willfully disengage and provoke disengagement attacks that will miss, proccing Ripostes for you at an insane speed.
    1 point
  15. Let us remove our companion's helmets/caps/hats. Is ridiculous how they must be forced using a head item if you use it on the inventory menu by mistake. If you try to remove from their inventory a messages pops up "you can't change a head item" or something like that. You only can replace for a different one, it has no sense at all.
    1 point
  16. For the Radiohead fans out there....
    1 point
  17. Some mods to make Pathfinder: Kingmaker kinda good: Turn Based Combat. Makes the game turn style and therefor micromangement is easier. It also helps you actually see which feats are working and what are still bugged out. https://www.nexusmods.com/pathfinderkingmaker/mods/109 Cleaner. Reduces save file sizes to something not entirely bloated. Warning: has to be activated manually for each save. https://www.nexusmods.com/pathfinderkingmaker/mods/39 Closer To Tabletop. Lots of minor combat rule changes to make the game play more like PF 1st edition. Works great with Turn Based Combat. Warning: not always compatible with modder made classes. https://www.nexusmods.com/pathfinderkingmaker/mods/132 Bag of Tricks. This mod is mostly full of (individual optional) cheats, but more importantly it can be used to disable dialog restrictions based on alignment. Kingmaker is quite infamous for having 'lawful good' dialog options that are neither lawful or good according to the morality of the world. This helps you sidestep some really bad RP railroading. Warning: using it for alignment will destroy the mechanic as a gameplay feature because your alignment will be set to true neutral and won't shift regardless of what you do--still worth it, if you ask me. https://www.nexusmods.com/pathfinderkingmaker/mods/26 Respecialization. Can be used for player character or companions to change class or sub classes. It can be used as a cheat, but it can also be used to reselect level 1 abilities for companions. https://www.nexusmods.com/pathfinderkingmaker/mods/7 Fast Travel. Makes the movement on the overworld map much faster to watch (day and night cycles will also speed up accordingly), thereby mitigating one of the most boring parts of the game. It can also be used to simulate Pillar's double speed movement feature. https://www.nexusmods.com/pathfinderkingmaker/mods/1 Kingdom Resolution. This is a straight up cheat, but since Owlbear cheats with the kingdom management anyway, I figure it's fair. This does a lot of different things, but mostly what I like is it shows you a preview of what kingdom management decisions will get you since the game does a terrible job of giving you any real warning before hand or feedback until you get a result you didn't intend to. https://www.nexusmods.com/pathfinderkingmaker/mods/36 Highlight Learnable Scrolls. Simple quality of life mod that does exactly what the title suggests. https://www.nexusmods.com/pathfinderkingmaker/mods/111 Rest Less. Video games still haven't translated pen and paper resting competently into a digital space. (In pen and paper this is the time to roleplay with the other players at the table--at least Dragon Age: Origins paid homage to it with the camp.) This does away with exhaustion because eff that. https://www.nexusmods.com/pathfinderkingmaker/mods/17 Craft Magic Items. Directly from the nexus mods page: "This mod adds the Pathfinder tabletop feats Scribe Scroll, Brew Potion, Craft Wand, Craft Wondrous Items, Craft Arms and Armor and Forge Ring, allowing crafting of regular and custom magic items of those types. Crafting costs gold (as well as any expensive material components required by the prerequisite spell(s)), and takes time." https://www.nexusmods.com/pathfinderkingmaker/mods/54 Autoheal. This gives you three different hotkeys to have the party use healing spells to top off their health without having to go through each characters spells. It turns what can be dozens of mouse clicks into a couple of button presses. This will still use your spell slots. https://www.nexusmods.com/pathfinderkingmaker/mods/134 With all of these Kingmaker is almost enjoyable.
    1 point
  18. You know that feeling you get when you realize that you dont even know what you dont know? That happened to me when all my characters leveled up (Pathfinder). Im staring at the first screen trying to click next, but it wont let me, because I didnt choose a class to level up! Unbeknownst to me, I can mix and match classes to my whims! I chose their main classes anyway but it just illustrates to me that I have a lot of learning to do to achieve the best min/max results. Just finished the (assuming) tutorial and due to my choices the bard and barbarian joined me. I liked seeing the other character reactions to my previous choices, nice touch. Ima kill that little CE bastage that was trying to set me up next time I see him.
    1 point
  19. Regarding Supernova Difficulty suggestions: Harder Supernova - at the moment it is not that difficult Additional options toggleable (custom difficulty) Make every additional option also available in other difficulties Add an option to make adreno work like stimpacks in New Vegas in hardcore mode (like 10-15 seconds to heal the same amount of HP) Add an option to prevent instant companion killing. Something like bleed-out timer after battle or make them un-killable for first 3 times. Each time give a debuff, then inform the player that next take-down will cause death of the companion. POE2 style. Hunger/Thirst/Sleep is activating way to fast. Its like 80-85% at the moment, which is kind of fast and annoying. Move it to somewhere around 60% Add sliders to Damage done by player/Damage done to player An option to reduce amount of loot in containers (% as a slider - amount of ammo is just ridiculous) Companions use ammo Regular stuff: AI needs improvements Where are granades? Bugs: Backup mod on armor doesn't work on companions
    1 point
  20. Thank you all for continuing to post here and on these forums. We are hard at work evaluating everything that is coming in. Once I have a better understanding on the actions we be taking I will share them. I am sorry to see that some of these issues have been preventing you from enjoying the game, but we will continue to investigate these reports as they come in.
    1 point
  21. + Equipped item comparison ability while shopping (well, this comparison should be everywhere where I can hover an equip) + HDR support
    1 point
  22. Oh, I wish too. Then systems like PoE's wouldn't bother me so much. Oh, wait, did you mean that the other way around?
    1 point
  23. There is making small adaptations and there is ditching the concepts. BG1 & 2 managed fine with Vancian magic, Larian ditching that is not adapting it's doing your own ****.
    1 point
  24. As much as I hate DnD5e, why even bother with it if they're going to do their own **** anyway?
    1 point
  25. Yeah, I highly doubt that they'd do anything other than isometric but if they did then that'd kill any interest I currently have.
    1 point
  26. How am I supposed to get excited about a BG3 D&D game made by people who clearly hate BG and D7D. they keep going on and on how 'unfun' it is yet ignoring the fact that D&D has been around forever and has been fun for lots of people. same with D7D. I mena that is why they want to make it right? Because it is popular? But, thye hate it and want to change? Dumb. Of course, I know my opinion does not matter to them since I'm likely to be a sucker and buy it anyways eventually. Unless they really crap the bed. It is all about expectations. I expect a playable game that is a little fun but no way no how do I believe for second this will live up to the Bg series or D&D. It can't. Not when again, they hate BG and D&D.
    1 point
  27. It is! I think it is a bug, but she stopped crouching in combats and now she simply moves randomly during combat, walking to enemies, inside the are of effect of spells...
    1 point
  28. I'm with you there . I mean , if that idiot from deadfire won't back off . Fine...she die . But the issue , is that it turn everyone hostile ! Then you have the druid , who rather stay there then move ! even if you try to say 'Leave today , fight another day..pretty plz ? come on guys! Help me a little!' But instead..they go all weird on you I'm all for mother nature , but that quest suck .
    1 point
  29. You gain Power Levels by leveling up (multiclass chars have reduced PL compared to single class chars), by having special racial abilites (see Nature Godlike, Death Godlike...), subclass abilites (see wizard subclasses like Evoker for evocation spells, druid subclass like Livegiver for rejuvenation spells...) and the Empower function which can be used twice per rest to boost a single ability use by +10 Power Level. Maybe there will be other source for Power Level such like items or drugs/food.
    1 point
  30. I imagine it will be as Fallout 3 to Fallout 1/2.
    0 points
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