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Showing content with the highest reputation on 08/27/22 in all areas

  1. Coming from a "classless" society, I noticed how stark the differences were for Australian youths. Universities are expensive and it has two effects. It creates very much a tiered society, where education and wealth is a feudal thing. It stays in the families that can afford it. The rest... can go picking grapes (and compete with the backpackers for the cheap labour jobs) or sleep in the streets. I.e. a self reinforcing inequality in society. The conservatives down here are all for that biblical quote "to him who has will be given more" (and the context be damned). Up there with tax breaks for the top 5% in poor governance Personally, I firmly believe an educated (at least the bulk of the) population is a national asset and therefore a task for the government to ensure happens. Not the task of wealthy parents. Ironically, my free University degree (minor in electronics and major on computer science) is of effectively no use today. It wasn't even what got me my first job (I worked as a cleaner, as a untrained carer in a hospice and a few other jobs, including as a removal guy, before landing my first developer job). It was networking, a friend who knew somebody who needed someone badly, like yesterday. With that on my CV it was a small step to New Zealand and the rest is history. 25 years as developer, almost 20 of those overseas. My biggest challenge is to trim my CV and leave out most stuff that is more than 10 years old to keep it shorter than three A4 pages. Nobody cares about a university degree from the 90's when presented with my CV (a few token reference checks to satisfy due diligence, did I really work for the company that I claimed working for in the position I claimed to have worked in). Doesn't change my perception, that an educated population is a requirement for well functioning (and affluent) society as a whole. Edit: Hospices didn't officially exist in Denmark back then, but they had de-factor places where they created as comfortable environments as possible for terminally ill people, both old and young.
    4 points
  2. The list of (damaging) spells they are concerned by the melee lash is : Barbs of Condemnation Pillar of Faith Touch of Death Sunless Grasp Grimoire Slam Concelhault's Crushing Doom Also walls, but they dont benefice from Turning Wheels, the wall itself doesnt have the ability (it is like a summon). That is useful to know to proc some melee defensive things like Blade Turning. So I think only the change for "source":"weapon" is significant and match with the CP Change, do you?
    3 points
  3. There never was a resident evil series, yall just hallucinated or got pranked like yall did with the fake Star Trek shows.
    3 points
  4. Spies Like Us is a masterpiece.
    3 points
  5. There is one part missing in Janeway's case: "Ties Tuvix in the first position on the tracks."
    2 points
  6. A talent would be closer to the original and avoid power creep to some extant (just an option, arguably not a very strong talent). The thing is that 2.5m radius is incitative to go in the middle of melee. The current range is already greater than LoH and Wayfarer alread works perfectly fine as healer in my experience. I strongly suggest to get other people opinion. The thing is range is a bit the signature of the subclass, and taking it away does not really solve the issue as according to this thread Non Elements spells can also be exploited by ALL subclasses (and possibly elements spells can be exploited by other subclass too). https://forums.obsidian.net/topic/124903-furious-cheese-with-a-solo-fury/ Another route could be to limit all spells to a lower range. There are not tons of concerned spells. We even have a list in the above thread. Taking into account earlier monk ability I estimated 3 wounds ~ 1 martial ressource, and according to my own benchmark, WotW was closer to a 3 martial ressource ability (such as Whirling Strikes). Good point, but may I point some of your most recent suggestion aren't that conservative ? I admit a new CP package for less conservative stuff would help me keeping BPM consistent with CP.Basic and Extra Yeah, that's good principles.
    2 points
  7. Agree Will specify the source in the next CP update, to: "Range": "None", "Source": "Weapon",
    2 points
  8. For a CN barb I think Azata is probably the best. You've got several abilities that work well with melee builds or are generally powerful combined with a super animal companion. If you go Legend, I think Bloodrager* is a poor companion to barbarian due to overlap and rage/bloodrage being exclusive (I think). Vivisectionist is an incredible fit for any weapon based class, but really any of the other full BAB classes and rogues will probably get more mileage than the bloodrager. *I'd argue that for all intents and purposes, the Bloodrager is a better Barbarian in virtually every aspect. You can even grab an archetype that let's you pick up barbarian rage powers.
    2 points
  9. am hesitating to mention, but trickster is a viable option for a cn barbarian, though we likely wouldn't recommend for your first run. requires serious metagamey silliness to get the most o' trickster... both in terms o' mechanics and a few quests. trickster includes such cheese as a full wizard spell book so as long as your intelligence is 12, and you could possible have a critical range o' 11-20 and x5 damage on your main weapon(s)... not to mention being able to insta-paralyze all foes at the start o' combat. is serious over-the-top. legend has more than a few interesting aspects. a decent second class for a barbarian legend worth considering is sixteen levels ' o' vivisectionist... which provides you four levels to play 'round with and do whatever. get vivisectionist grand mutagen, infusions, sneak attack damage and numerous useful medical discoveries such as wings. is not too many bad ways to do legend but you do miss out on a few story aspects. also, while is more cheesy metagame nonsense, the best cloak in the game is available to the aeon mythic path, so start aeon and switch to legend (or devil) is a decent pragmatic choice, but maybe not so good for a cn barbarian. HA! Good Fun! ps azata is also an obvious choice for a not-evil barbarian. the incredible might sooper power as well as life bonding friendship should provide serious benefits.
    2 points
  10. 2 points
  11. If you remember the picture from Finland posted here few weeks ago by @Elerond, the media have finally found it out.
    2 points
  12. I think is pretty simple to correct : the SE_Addfocus Attackfilter has no ID, no range and no source. With the Reaping Knives Attack ID, that should limit the focus regen for the Reaping Knives alone. This is only for the 5 focus regen, not for the 0.3. The ApplyByDamageDealt seems to be the status effect (duration 30s) that apply the CasterFocus effect (5focus) on damage dealt , to the caster by the AddFocus (transfert). But like @Elric Galadsay, correct them is like weaken them, and cipher have not a lot of spells at tiers 8 & 9 (but great passives that is right). This is why I post that in a new topic instead of BPM one!
    2 points
  13. Hi! I'm Rahsna, I am new here on the feedback forum ^_^ You can read more about my Grounded experience in my profile Have anyone else noticed an increasing amount of weevil parts lying around on the ground? I picked up 4 raw weevil within 32 seconds. Parts I did not even know was there. Normally these guys are tough to even find this early in the game (8th day) and they certainly does not just lie ready for the taking in this amount! The amount of living, walking weevil seems normal. I included a video of what I am experiencing: https://www.xbox.com/play/media/XQLMFY8H 00:22: 1st weevil part encounter 00:42: 2nd weevil part encounter 00:50: 3rd weevil part encounter 00:54: 4th weevil part encounter I am not sure if it is a bug or just the ants growing lazy and not finishing their meals I would not file it as a bug until I had confirmation whether or not this was the new normal
    1 point
  14. Just met a suspicious guy (Crinukh) and, of course, there is the option "[Attack] You are too suspicious."
    1 point
  15. [Evil] I don't like you. Die! (Attack) I don't remember exactly how it's formatted
    1 point
  16. Yeah, I think adding the correct filter is a good starting point. Then trying to get the described effect. Then if it does not work, backup plan : - change the text to +X focus pet hit so it's clear - probably adjust the X a bit above 5 (maybe 8 ?)
    1 point
  17. Sounds like new info to me! I will tell the devs in the report that is active about that issue. I am sure they will appreciate every bit of behavioural information that they can get. Thank you for writing this Update with a reply from the Grounded Support team. I thought I would share it with you, @LadyBugWins " Hi, Rahsna! Thank you for this information! I will go ahead and update the team with this to see if we can figure out what the cause of this is. Once we have an update, we will make sure to post it on our forums or Grounded website. Thanks again for updating us with this information and I hope you have a great rest of your day! "
    1 point
  18. Oh yes! Just posted the same glitch here not more than a few minutes ago. Oh course, I didn't notice your post until afterwards....go figure. It's not just a few raw meat trails......there are piles and piles of weevil meat chunks in my game. Usually, but not always, at the base of Toadstool and Mushroom clusters. And the ant jump attack animation is now missing as well. Just one touch and POOF! Instant death. RIP little weevil. The red little critter then pretends to eat and then moves on....but the meat chunk is still left behind. Sometimes with a weevil nose sack. Sometimes not. Been investigating the rest of the yard....and you guessed it....meat trails and piles all over. It's seems more intense around the strange machine and the oak tree, though....but not exclusive. Hope they clean up the backyard a bit. I've already filled two chests full.....lost count of how many I left behind.
    1 point
  19. read at your own risk: HA! Good Fun! ps @Gorthone o' the most op builds involves barbarian (instinctual warrior)/fighter (mutation warrior) 16/4. go trickster for serious op. however, is complete unnecessary to indulge such silliness. am not a fan o' armoured hulk or beastkin berserker, but all the other archetypes has significant upside and is hardly as if armoured hulk and beastkin berserker is too weak to handle a hard run o' wotr. unsolicited observation: many barbarian builds finish with four levels o' fighter, but again, such is hardly required.
    1 point
  20. I love how you frequently have the dialogue option to attack and kill people. Leper's Smile
    1 point
  21. I think I understand what happen : The "transfert" is the statuseffect relied to the proc, which is the AddFocus, by his duration. More clearly, the "transfert" effect from Borrowed Instinct doesnt transfert the value (-8 int and per) to the cipher but when the effect persist the cipher bonuses also does (they are linked by the StatuseffectsValueIds from transfert to the buff's Id ) . With Wall of Draining, it is the same, the adjustbeneficialeffects to enemy( transfert) have his value (-1) and the adjustbeneficialeffect to self proc when this last proc, with his own value (+1). Maybe the problem is in the statuseffecttype names, the transfert status cant be AddFocus but what the effect do by the attack : in this case, the ApplyByDamageDealt have the UseStatusEffectAsValue : Transfert and for BaseValue : 1, the Duration : 30, the ID of the Reaping Knives in the AttackFilters, with the StatusEffectsValueIds of the AddFocus ; and the AddFocus have UseStatusEffectAsValue : none and the StatusEffectType : AddFocus, with the Base Value 0.3 (from the ApplyBy...'s StatusEffectsValueIds). I dont know if that is coherent but that seems the Transfer effect take into the account 100% the damages dealt by Reaping Knives and the AddFocus keep 30% of these damage as focus, right? I'm agree, the CasterFocus look like as tinkering because that didnt work correctely. I would to try with this parameters and yours but I dont know how to deal with the CasterFocus..
    1 point
  22. It's a hassle but about the only way to make sense of the companion banter .stringtable files is to have the corresponding .conversationbundle open alongside it and following "Links" from each Node number to the next. "NodeID": 0, links to the start of every possible banter conversation a character can have so long as the listener is in the party, after which the conversation keeps following on to the next node it is linked to until reaching a node without any links. At which point the conversation ends. For context of who is talking to who you'll need to know the "SpeakerGuid" and "ListenerGuid". There are probably a few exceptions but usually the conversation will stay relegated to the .stringtable and .conversationbundle of the character that initiates it. Companion Speaker GUIDs: Sidekick Speaker GUIDs: So for an example, this is a conversation from "companion_aloth_banters" between Aloth ("5529e4b7-42dc-4895-b9f8-23375a945413") and Serafen ("e41c506b-abcc-45f8-98ab-bba00a0ebc16"): As I said this is a hassle but it is the only way to make sense of it at moment I'm afraid.
    1 point
  23. That sent me on a little bit of a search, and I dont even remember Fletch Lives. The reboot looks good though!
    1 point
  24. "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Reaping_Knives", "AttackID": "589bb732-2d65-464f-99d6-dc3055d53e80", -> "$type": "Game.GameData.AttackRangedGameData, Assembly-CSharp", "DebugName": "Reaping_Knives_Ranged", "ID": "589bb732-2d65-464f-99d6-dc3055d53e80", "AffectedTargetConditional" (IsKith and not ChangeForm) "StatusEffectsIDs": [ "c55d27e8-d84f-47d3-b5e6-77b9222d335e", (Reaping_Knives_SE_SummonWeaponPrimary) "02862ae9-5c2c-427d-86ca-db0d3d9f7fed", (Reaping_Knives_SE_SummonWeaponSecondary) "2c11b39c-aa5f-4e30-87d5-05f8e6a5d69c" (Reaping_Knives_SE_ApplyByDamageDealt) ], -> "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Reaping_Knives_SE_ApplyByDamageDealt", "ID": "2c11b39c-aa5f-4e30-87d5-05f8e6a5d69c", "StatusEffectType": "ApplyStatusEffectToSelfByDamageDealt", "BaseValue": 0.3, (those 30% from tooltip) "Duration": 30, "StatusEffectsValueIDs": [ "08e8e0fe-6e08-4262-a2b3-45e726dd0b8a" (Reaping_Knives_SE_AddFocus, with Transfer) ], -> "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Reaping_Knives_SE_AddFocus", "ID": "08e8e0fe-6e08-4262-a2b3-45e726dd0b8a", "StatusEffectType": "AddFocus", "UseStatusEffectValueAs": "Transfer", "BaseValue": 0, (base value is 0, but it should be received from parent ApplyStatusEffectToSelfByDamageDealt; like with Fampyr's DrainEssence strike and 50% heal, right?) ^ this looks like it should be enough to transfer 30% of damage dealt by target, as focus to original caster - but then there is also the following daisy-chained effect: "StatusEffectsValueIDs": [ "975a85e5-155a-4b42-bea8-801953238929" (Reaping_Knives_SE_CasterFocus) ], ^ like, why is it even needed? -> "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Reaping_Knives_SE_CasterFocus", "ID": "975a85e5-155a-4b42-bea8-801953238929", "StatusEffectType": "AddFocus", "BaseValue": 5, ^ there is nothing in ability description that would tell 5 focus. - it's like Reaping_Knives_SE_AddFocus SE doesn't add focus, so someone has added that additional SE; and 5 focus is ~approximately 30% (if we look at knives base damage of 12-16, plus whip / quality enchant)
    1 point
  25. In absolute terms the wages are... OK here, though the cost of living is ludicrously high relative to them thanks to some really stupid decisions (eg see below). The trouble is twofold; firstly stress, conditions, overtime and understaffing make the wages seem really poor and just not worth it for professions like nursing, but also for teaching the the like. Secondly, we have very good training programs but the wages and conditions are better in every other anglo country. So the choice is more stress for less money in NZ, or go elsewhere. And if you've got a student loan 10% of your wage is garnered by the government too which it won't be overseas, and along with kiwisaver contributions nurses are on a ~50% tax rate. The houses here are hilarious, the perfect mix of expensive to build and utter crap when built. Monopoly plaster board supplier, export raw logs and import processed timber for building, cowboy operators who declare bankruptcy every 5 minutes when their homes start leaking. And built on the best agricultural land to add an extra layer of stupid, with utter bafflement when vegetables get expensive... maybe it's because you've allowed crappy McMansions to be built on all the fertile land?
    1 point
  26. I cheated a bit and read up on the mythic paths in the game (to see what they were about and what is required). None of them look like a good fit for a CN Barbarian, I guess I'll just aim for the legend route (if I make it that far) and get another 20 levels of some class (because your level cap then increases to 40, so fill it up with 20 levels of bloodrager or whatever) Lich looks like fun, but I would start a game as an evil character then (and since it replaces all your current companions, at a time where you're tired of them anyway). I just don't see myself ever playing as an angel... too much role playing required Edit: In my current game, I made it to some market and found Aerie Ember. Not sure what to make of her. In the party for now, as I don't mind a straight up spell caster. Also got the dual dagger wielding thief. Found out he doubles as a vendor once you make him happy.
    1 point
  27. I see a park gazebo with a bright central light ... I think "already has half a perimeter wall built, and that light is useful." (You can place lots of dev-only lights/blocks/things in the world if you want, like neon signs, but I have no idea how, if even possible, to make them "active" vs. staying dark/inanimate) (edit- there's a few player-electric traps and lights these days but it's limited, too many steps and I don't bother with it most of the time) Five or so hours later ... could do more, but bored again and it's only a "side/storage base", time to move on. Also, as I wander, I have this need to clean up all litter in the game, whacking every piece of paper, trash bag, broken car, broken glass, over-turned chair, and rock/metal rubble away. Can't have a messy, garbage infested looking world! I guess it's akin to having to open every loot container even tho you know it's just going to be maybe the millionth iron pipe and feathers that you don't need...
    1 point
  28. About CP @MaxQuest, the Turning Wheels lash has "range":"none" (for ranged and melee attacks) and "source":"none" (for everything ). So the lash is applied with spells!
    1 point
  29. Being good, my character is having only good/neutral aligned characters in the party. She also dislikes Camellia's and Daeran's arrogance as nobles, Daeran's mockery of the crusaders and Camellia's attitude when Ember was recruited. The funny thing is that my character is also a noble (courtier, just like Camellia) and I think nobody ever acknowledged that so far. Plenty of references to Skald and Aasimar (and even to her being a Cayden Cailean's devout), but nothing about being a noble. Horgus Swerm actually called her a commoner once. Funny that, once I did his second request. For my next playthrough I'll go with a Cruoromancer and the party will be very different.
    1 point
  30. The StatusEffectsValueIDs from SE_AddFocus (transfer) is SE_CasterFocus ID (the 5 as value); maybe SE_AddFocus should have as StatusEffectsValueIds the ID of ApplyByDamageDealt, with for this last in the AttackFilter the ID of the Reaping Knives Attack? But what about the SE_CasterFocus? Edit : or like that : AddFocus (transfer) > SE_CasterFocus (AddFocus) (asChild, value : 0)> SE_ApplybydamageDealt (value :0.3; AttAckFilters : Reaping Knives ID) ?
    1 point
  31. we would like for our carpenters and plumbers to recognize how much o' what is happening today is reminiscent o' the early decades o' 20th century USA, with increasing violent rhetoric supporting nativism and a widening gap in income disparity leading to widespread anger. ignorance at the time made americans easily manipulated by the worst political elements. democracy don't work particular well w/o an educated electorate. Gromnir worked ranch jobs and roofing for much o' our youth and university years. we learned useful skills, but more important we recognized how the folks working backbreaking jobs for little pay ain't stoopid and it were circumstances more than intellect which led our coworkers fixing barb wire fences in blizzard conditions instead o' being seated in lecture hall classrooms being taught how commodity based economies o' africa and elsewhere where doomed by systemic forces to be almost perpetual excluded from the ranks o' capital producers and service-based economies. am thinking it would be useful education for university folks to actual spend months/years doing physical demanding work if for no other reason than to disabuse 'em o' the notion education is somehow making a person insightful or special. just our opinion. HA! Good Fun!
    1 point
  32. I had (still have, left them in Chapter 3 until GOTY edition) a party with wildland shaman PC and Ember with Cam leaning into hexes. The debuff pile-up was very handy in early to early-mid levels. Also from RP angle a party that constantly curses and chants has to be a delight. "Piss off, you wanker!" "Jai guru deva..." "U fokin wot mate?!?!" "Ommmmmmm..."
    1 point
  33. It's just you. Whom amongst us does not scream "THE WORLD IN CRIMSON"?
    1 point
  34. am suspecting is gonna depend on what you mean by "effectively." with fencing grace and her shaman battle abilities and spells, a camellia with maxed dex is gonna be having high attack bonus with a high crit weapon, doing admirable damage even before factoring in no-brainer elemental barrage damage. camellia may also cast genie kind to further exploit elemental barrage. given she is most likely being used to tank, the damage output is impressive. insofar as hexes, metal curse requires taking a second spirit, but is worth the effort. metal curse is a no save and no spell resistance debuff o' foe ac. along with the madness domain power, the metal curse is one o' the top debuffs in the entire game. protective luck and fortune is useful but may be exploited to increase duration to extreme periods o' time resulting in cheese level benefits. shaman has most all the desirable party buffs including the resist/protection energy communals, delay poison, true seeing, stoneskin, and all the attribute boosts. am not personal finding necessary, but take the greater enduring spells mythic and have camellia cast all the best buffs which will then last 24 hours. creeping doom and crusader's edge. ... sure, we may build a better merc or player character than camellia, but am having a hard time dismissing her usefulness and keep in mind we active dislike her writing so is not as if am affected by some kinda desire to over-inflate her contributions. in all Gromnir runs, camellia is permanent kicked to the curb after the start o' lost chapel, but is not 'cause she is ineffectual. HA! Good Fun!
    1 point
  35. Awww one more filter that wasn't made right... The thing is Reaping Knives isn't that strong without this glitch.
    1 point
  36. Personally I dont think so, but Conjuration KW (I mean for others than wizard summoned weapons). The ability to summon a weapon is a summoning skill but not an elemental one. According to the description : "Creates a thick wall of gnarled thorns that inflicts Pierce damage and applies a Poison that causes a Weakened state", it is not the druid spell itself that give a poison attack. The plant KW is appropriate for what the druid do, I think.
    1 point
  37. if we had to choose top three most useful wotr companions we would select camellia along with seelah and sosiel, and camellia makes the best pure tank, though as already stated by mid-late game a true tank becomes increasing less necessary. crazycakes eventual gets access to creeping doom, one o' the best spells for overcoming a few o' those improbable boss battles, and she potential may take a second spirit to acquire the metal curse, which provides a scaling no-save debuff to enemy ac... -6 at level 16? serious? even so, we invariably stop using camellia in our party after act i and some limited act ii content. am s'posing one could argue camellia has over-the-top appeal, but is nothing particular subtle or clever in the writing o' her character. "would the owlcat writers go that far?" yes. yes they would, and so what? yeah, am able to see the edgelord appeal o' camellia but we don't share it. but again, camellia has the potential to be the best companion tank, as well as your most useful hexer and she has access to creeping doom. camellia is a spirit hunter, an excellent class with full spell progression capable of casting many o' the best party-wide buffs available. camellia is useful early, mid and late in the game. is many practical reasons to keep camellia around. @majestic mentioned how much he enjoyed firebirds in a different thread. we would rather watch firebirds on an endless loop than keep camellia in a wotr party a moment longer than necessary. HA! Good Fun!
    1 point
  38. I really like the idea of Wayfarer healer, but that short range makes it hard sometimes to bring characters that need healing close enough. Also it was making the party more subject to enemy AoEs. Also it becomes the same as AoE of Sacred Immolation; which provides a good visual indicator. Would you prefer there to be some separate talent that would increase the flames (and maybe even beacons) AoE? Death Ring: add Acid (and remove Decay?) Nannasin's Cobra Strike : add Poison regarding Minoletta's Minor Missiles and Minoletta's Missile Salvo, I haven't decided yet. They deal mixed damage; and I will proceed in the same fashion as with weapons that deal phys/elem damage; which still have to think about) Yeah, there definitely are more broken things, this was one was just easy and fast to implement. Well, I can include it in some .AntiCheese package later on, if I'll have the time to implement that list some days) Wow), that's quite a cost increase) Personally I was thinking about rising it's cost to 6 or 7 wounds; with the main intent to make it harder to cast back-to-back. I like quite an array of changes there But many are not fitting into CP.Basic and CP.Extra, as they are somewhat conservative. I will think about that later. Yeap, most likely. The consistent part is tough though. The pilot idea is: to change Firebrand damage from fire/pierce to fire (and add +2 Pen to compensate for that) all summoned elemental weapons (Blackbow, Minor Blights, Draining Touch and Firebrand) that deal only one damage type are "true" elemental weapons. These cannot damage related elem_immune enemies (e.g. Flame Blight immune vs Firebrand); but these will cause bonus effects on enemies that are weak to that element (Ice Blight might get shaken/../.. when hit by Firebrand). the found elemental weapons - deal two types of damage phys/elem - these weapons can deal damage to elem immune enemies with the remaining phys damage type. But their main attacks won't cause shaken/../.. on enemies with related weakness. (like with current CP.Keywords, via Elemental Weapon keywords) Sun and Moon is a "regular" weapon that deals crush damage; but it's Burn/Frost procs will get respective keywords. Thus these procs will benefit from Scion of Flame/Secrets of Rime talents and Ring of Focused Flame acc bonus; also they won't damage respective fire/frost immune enemies. either remove elemental keywords from weapons that don't deal elem or phys/elem damage; or convert them from phys to phys/elem (and switch their keywords like CP.Keywords currently does, e.g: Fire -> Fire weapon). Also adjust their penetration accordingly. So a rule of thumb would be: weapons that have only one damage type, and that one is (Burn, Freeze, Shock, Corrode) - won't be able to deal damage to respective elem_immune enemies. These weapons will also be able to inflict specific affliction on respective elem_weakened enemies. These weapons are also all summoned. weapons that have phys/elem - will try to deal their phys damage to respective elem_immune enemies; but will not apply special effects to respective elem_weakened enemies. These weapons are all sold or looted.
    1 point
  39. I get that. In absence of consensus, I would say it is better to either pick the closest from the original or from previous CP version. Or just do as YOU please (as long as consistent) Just curious about why you want to buff this one. I usually consider White Flames to be great, my favorite Paladin's subclass power and borderline OP with dual wielding. Also synchro with BPM by the way. There a bunch of this (and missing Acid too) in BPM. I really like the +20 range. I would advocate that there's more broken things in the game. I can see the point, even if I wonder if it is kind of CP purpose. +1 PL would be a bit close from specialist wiz maybe. Yeah, BPM went for 9(!) wounds (6 for dichotomous soul and resonant touch). Worths it in my opinion. Just don't go for 10 wounds or Xoti won't be pleased. No idea... bar everything you can sync and pick from BPM.
    1 point
  40. @Elric GaladI was following this topic for awhile, but have noticed there was no consensus in opinions; and thus was more interested in other stuff Also I was away for vacation) --- Re CP Update, here are some changes that are ready: CP.Basic: included Carnage and Powder Burns indicators (credit goes to Noqn) fixed the bug where Beguilers were dealing bonus damage, and getting bonus focus vs enemies that were under effect of mind inspiration instead of mind affliction (credit goes to Teslum and ElrikGalad) increased the base penetration of raw attacks and effects from 0 -> 7 penetration, in order to improve the situation with associated lashes (that would also had 0 penetration) (credit goes to Noqn and ElrikGalad) fixed hostility of Ogre's "Brutal Strike" ability (it is now marked as hostile, and will also clear on rest) fixed paladin's "Sacred Immolation" upgrades AoE to match that of the base ability (2.5m -> 3.5m) fixed Orishia amulet not granting "Undecisive" ability at the start of combat (credit goes to dunehunter) fixed Dragon's Dowry not having a firing sound (also implemented by Kvellen in a separate mod) fixed Red Hand not generating cipher focus on second shot (in case when Double Tap was triggered) double checked the Missing Strings issue that were reported by a few players CP.Extra: increased paladin's "White Flames" AoE from 2.5m -> 3.5m druid's "Taste of the Hunt" changed from ApplyOverTime to ApplyOnTick CP.Keywords: fixed the issue where Arcane Archer would get -5 accuracy penalty with elemental weapons (CP.Keywords fix related to new elemental weapon keywords) And here's what is left to do: fix Dragon Thrashed fire damage component not benefiting from Scion of Flame (even with CP.Keywords that adds Fire keyword) (in progress) check wizard spells, and see if some need Poison or Disease keyword improve elemental weapons consistency fighter: decrease Take the Hit recovery from 4s -> 0s (sync recovery with BPM) (?) fury druid: elemental druid spells [+20% range] -> [+12% damage; or +1PL] (?) (too long range allows to kill some enemies without them coming to you) (?) monk: increase Whisper of the Wind cost (?) (?) monk: make it unable to generate wounds during Whisper of the Wind (?) monk: improve wounds gain for Sister of the Reaping Moon (sync with BPM) paladin: decrease the cost of Abjuration, add Veil Piercing and increase damage (sync with BPM) is there anything else that you think should be in CP?
    1 point
  41. I sent my report last night, but I gave a big nudge to this thread, so any information here should help them further. Now we can just hope it is enough for them to find the piece of code that is causing the issues
    1 point
  42. It looks more like a bug, not so much related to the spawning of dead weevils, but to the spawn timeout. Because there are a lot of places on the map where weevils didn’t meet before 0.14, and now there are heaps of their remains. Plus, a huge number of aphids appeared, which run in flocks of 10 or more. Рlus the termite king respawns over 100 in-game days. Something broke in 0.14 with the respawn timeout of individual creatures
    1 point
  43. At some point during development of Seeker, Slayer, Survivor there was to be a "Champion of the Hunt" challenge involving a fight against the members of Vox Machina. The remaining data (character stats, arena encounter listing, and a conversation) and ui suggests it was probably in early stages when it was scrapped. Though it is no longer accessible via the Pool of Memories without mods, it can still be started through the console ( ` ) with cheat enabled (iroll20s): To load into the map: LaunchRandomEncounter 7ae85798-f2a8-41ff-a210-ffdbce5f2311 To get the conversation to play and the characters to turn hostile: StartConversation b1a8e901-0000-0000-0000-000000000000 85427693-4d26-4f96-9f17-3358fb87d940 0 The conversation consists purely of lines taken from the voice sets added in the Critical Role Pack dlc. Though audio no longer plays as it should, due to the "ExternalVO" line in the .conversationbundle file pointing to old/incorrect filenames. There are also no portraits attached to the characters. Either way I would guess it was only ever meant to serve as a placeholder conversation for the early stages of development. There is no reward for completing this encounter.
    1 point
  44. The media player Foobar2000 with the vgmstream component is very useful for audio modding. This will allow you to listen to .wem files directly in the player, and then convert them to other formats for editing.
    1 point
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