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Everything posted by Elric Galad
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Where is this text exactly ? I can't remember. Les capacités passives des objets évoluent en fonction du niveau. But I don't remember the link with the clone, except in BPM description : - This scaling does not seem to work with effect on knocked-down for summoned clones (such as Essential Phantom) Cette évolution ne fonctionne pas sur les capacités des objets portés par les clones si celles-ci sont déclenchées par la mort du clone.
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For CP you can either : - Include the translated files in the actual CP files, but you need to contact the authors, - Manage it as a seperate mod content on Nexus. You should of course ask the modder first, but what to do if they don't answer ? I think you should publish it anyway. In the worst case, if you have sent them a message before publishing, I guess they won't be too irritated. For BPM, I can include the file in a following version.
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I had and I still have a concern with Wild Leech. Vanilla Game is Tier 1 Afliction / Tier 1 Inspiration. With CP is Tier 1 Affliction / Tier 2 Inspiration. The ability is random, which is always an annoyance but in this case is greatly emphasized by secondary issues : a) If a foe already has an affliction of a superior Tier, it has no effect. b) If a foe is resistant or immune to certain affliction, it has no effect. c) If a foe has the corresponding inspiration, the only effect is to cancel it, which is a bit meh. d) If the caster already has the inspiration, you won't get the secondary benefit. Not only the effect is random but you're not even guaranteed to get anything. b) is especially frequent, most foes have at least one resistance, significantly lowering the chance of the spell to have any effect. Which is quite terrible for 40 focus. What would solve many of the issues while preserving the random fluff would be to replace Afllictions/Inspirations with a stats debuff/buff. I'm thinking about -10/+10. EDIT : I have just realized that was actually PoE1 design. In previous case : a) the stat debuff would still work to some extant, lowering the debuff from -5 to -10 and the caster would still get the +10. b) you'll get the -10/+10 effect. c) you'll get the -10/+10 effect. d) the stat buff would still work to some extant, rising the buff from +5 to +10 So the effect would be random, but you'll almost always get somehing. What is good though is the super fast cast/recovery, making it a good focus dump. Final description for proposed Wildleech : -0.5/3s cast time, 40 focus - -10 to a random stat vs Will, +10 to corresponding random stat to self - Duration 30s. Reasonable for a higher Tier than Psychovampiric Shield which at least is non-random at what it targets. Could be included in the nerf/rework package as it is not a strict buff, especially compared to CP version.
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Super ! No it's the same as for CP. About other stuff for next version : Winter Wind 3s/4s cast time -> 3s/3s (not super strong ability, but faster recovery will help) Boiling Spray : 2m push -> 5m push (not super strong either, let it be good at what it does) Blast of Frost 3s/4s cast time -> 3s/3s (Tier 5 that has similar stats as a fireball, at least I gave it same cast time) Malignant Cloud : 10s duration -> 15s (felt a bit meh compared to some other AoE) Whisper of the Wind : 5 wounds (vanilla) -> 9 wounds (current BPM) -> 7 wounds (I might have gone a bit far for this one, even if was so good that it made obsolete a lots of Monk abilities) Rejoice, Comrades (and upgrade) : I thought both ray got separate resolve, but no, most targets, even super close, can be hit only by 1 ray due to the way it is implemented (unless it bounces). Also the caster isn't affected, which is especially bad for an immunity that one would like party wide. So I buffed it accross the board. Healing 30 -> 40 Immunity to Resolve Affliction : 20s -> 30s Healing and Immunity affect the caster. Upgrade get Fire keyword (the attack had it anyway, but not the ability). Fire chanter is a thing now. Upgrade damages : 24 fire -> 32 Upgrade damages vs spirit and vessels : 35 -> 48 Note : I tend to be quite generous with Invocation since Summons and a few others Invocations are already quite powerful, making many others obsolete.
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Sure, but the source files are basically text files that even notepad can read (which I don't recommand ). So you might be able to copy them/send them unless you have very specific restrictions. I mean, if you are able to write a translation from your work computer, you probably can copy a text file.
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But you can actually check the unmodded text without lauching the game. It's rather easy (I might edit later as I'm at work so I can't properly check if 100% correct checked) : 1) Get the files : - You have first to find the right files, which are mostly in the base game "exported" directory (which is on the same directory as the "Override" directory where the mods are installed). The files are in "exported" -> "localized"->"fr"*->"text". They are named "abilitie", "status" as for the mod files. - Exception for DLC text, they are in LAXx directories "LAXx_exported"-> "localized"->"fr"*->"text". LAX1 is SSS, LAX2 is BoW, LAX3 is FS, and the letters are various free DLC such as Deck of many things and Megabosses. (LAXx_exported are on the same directory as the "Override" directory) 2) Find the text within the right file : - Then you have to find the right text within the file. But there's a trick. Both CP and BPM used the same last 4 digits for ID as the original text. So I you can find quickly the orginal text. Example : for a modded text ID "34256" in BPM abilities file, you can check the text with ID "4256" in the abilities file from the vanilla game (or if it fails in the abilities file of the corresponding DLC). I think CP has 1xxxx or 2xxxx numbers where xxxx is the original ID.. - Exception for entirely new text. Of course, there is no vanilla text to find for this one. Usually I used numbers like 39999 and decreasing for BPM new texts. Probably CP did something similar. Tell me if it is clear (in English so everyone here can enjoy).
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Je ne comprends pas, tu parles du Balance Polishing Nerf ? C'est pour ça que c'est dans un package indépendant. Du coup, toujours intéressé par la traduction du Balance Polishing Buff ? "Vanilla" veut dire jeu de base. C'est par opposition à un bug introduit par le mod (par le BPM ou par le Community Patch).
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Version 2.6.1 available. Hanging Sepulchers level fix and Vengeful Defeat rework (as a Tier 8 ability, this one was kind of critical for SC Barbs, hence the quick release). Vengeful Defeat : add 2 Rages on Unconscious <Version 2.6.1> Removed due to rework. <Version 2.0> Now attacks have their Accuracy, PEN and damages scaling with Power Level, as for Heart of Fury. <Version 2.6.1> In addition to existing effect, the barbarian now regenerates 1 rage per 30s when injuried. Vengeful Defeat should be way easier to use, so all Single Class Martial have a reliable source of (slow) ressource regeneration. Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com)
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Franchement, j'abuse un peu, j'aurais quand même pu la faire moi-même Donc ne vous en faites pas, je pense que j'arriverai à minima à relire Le principal sujet pour les traductions, c'est qu'elles sont difficiles à maintenir, vu qu'il faut recontacter les traducteurs à chaque nouvelle version. La version française est un cas particulier, car si quelqu'un fait le premier jet, je pourrais faire les mises à jour moi-même, l'effort serait quand même limité. J'ai une nouvelle mini-version du mod que je compte publier ce soit, je vous expliquerai la procédure après. En gros ce sont les fichiers dans le sous-répertoire Localized/fr qu'il faut traduire, mais il faut de préférence repartir du texte du jeu non-modé (lorsqu'il existe).
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Nope. Change the upgrade description EDIT : On Crit, make the -2 Wounds as a direct status and instead of letting the +2 ressources as it is, implement ith with an attack self targetting the Monk. Add a mini delay (0.01) to the attack to be sure it happens after. Note that it would still be imperfect since the +2 ressource will proc rooting pain (I guess).
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I also might consider a retweak of Vengeful Defeat. Currently, it adds a +2 Rage when knocked down... which kinds of work with resurrecting buddies but feels a tad bit unsatisfying as it is useless without synergy. What I'm thinking is a +1 Rage periodically while having an Injury (like 30s in a similar fashion as other Single Class Martial). Of course in addition of the original Heart of Fury-like effect. Still match the fluff, but more usable.
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Version 2.6 has just been released (with all changes discuted above... and removing the Troubadour passive from small portrait UI Tooltip...) : Deadfire Balance Polishing Mod at Pillars of Eternity 2: Deadfire Nexus - Mods and Community (nexusmods.com) If you like the mod, don't hesitate to promote it a bit around, because it is not that well-known oustide of the official forum
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Nope, it's +1 gained every character level including level 1. So +20 Acc, +5 PEN, +100% duration at level 20 Rolled back to 9s when I realized it has PEN 9 (I thought it was 7). Granted the bigger AoE, I think it is OK. That means I just doubled damages for the 5 working traps. Done. Note that this AND ARTERIAL STRIKE have 0.33s ticks, not 0.3 ticks as displayed. Basically Arterial Strike is 10% less efficient than you might have thought. Changed to : 1.5m radius 20-40 fire damages, PEN 9 vs reflex (it was PEN 9 already in the gamefile) 9s shaken vs Will I remove the DoT because the PEN of trap DoT does not scale (so 9 without +5 when I tested). Another thing that doesn't work with traps. So I went with an instant effect.