-
Posts
4039 -
Joined
-
Last visited
-
Days Won
8
Content Type
Profiles
Forums
Blogs
Everything posted by Elric Galad
-
Okay, so I'm proud to announce that I've finally installed the mod and started a new game (but nothing more, need more time to actually play ) Tested the Hidden Recipes component. IMHO you should include it in the mod by default. Installation instruction should remain as simple as possible (at least once you're confident enough that it is stable).
-
I might have mistyped my "help" scream to @Noqn in the latest post. Basically I need a way to generate a new file with a script, and since I have never done that it is probably faster to ask for an example file. I need a script that : - parses items.gamedatabundle and gets all "AttackID" from Game.GameData.WeaponComponent - look for the corresponding attack in attacks.gamedatabundle - extract the $Type, Debugname, ID, Component AttackBaseComponent, etc... and the line "TreatAsWeapon" in order to set it to true - do the same for all DLC files This should do the trick of setting all natural pseudo-weapons to weapon type. I can adjust the script myself, but I think others might have done similar stuff, so it would go faster to start from this basis
-
Phys to Phys/Elem -> -1 PEN (Sword gets -1 PEN for going to dual type compared to other 1 hander - that also gets an additional bonus such as spear +5 Acc) Phys/Elem to Elem -> +2 PEN I consider both as "slightly generous". My opinions on the whole topic in a nutshell : 1) CP current "Weapon KW" solution is a bit convoluted for my tastes so I won't go for it. 2) You won't solve the weird "creature being immune to physical attack because of KW" stuff just by fixing elemental KW. Toxic Strike has Poison KW which cause foes to be immune to PHYSICAL attacks. It makes no sense but hey it's there. 3) Weapon swapping is part of the game. If a foe is immune to a particular weapon, it's not the end of the world (crushing the wheel might be, hear that, Eothas !). 4) Having a weapon with an elemental KW but no elemental damages associated (at least partially) is weird. 5) To be the closest from the original, I'll keep the KW on the weapon that already have it. Hence, I'll go with either : A) All Weapons with KW dealing only KW type of damages. (no immunity weirdness in this case) B) All Weapons with KW dealing either only KW type of damages OR dual type including elemental (closest from the original). KW will be maintainted. Immunity stuff won't be fixed but due to 2) and 3) I admit I don't personnaly care. Also you have to consider that some Spells (at least Sunlance) already works as B. Removing also KW from spells is something I won't feel ideal (druid doesn't have tons of Fire based spells already...) I think A & B would fit with Sun&Moon. I'd personnaly go with B as dual type of damages are fun. If you find a technical solution for B (removing immunity from monsters + adding CC KW immunity), then bingo ! Blackbow could be changed to dual type without PEN change. It has the PEN of a Warbow, and Warbows have dual damages type. I wondered a bit about it in the past. Sorry for the delay answering, but I was coming back from holidays and I had a lot of personal stuff to do.
-
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.
-
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.
-
Sounds weird honestly. I haven't spotted yet a filter that applies to weapon attacks but not natural weapons. If it exists there are a bunch of effects that could get weird properties when applying to beasts claws etc...Sounds weird honestly. I haven't spotted yet a filter that applies to weapon attacks but not natural weapons. If it exists there are a bunch of effects that could get weird properties when applying to beasts claws etc... Edit : ok, Fury claws are a good example, and after quickly checking gamefiles, it seems a general rule that natural weapons miss the weapon tag. In my opinion they should be. Possible to mod that (it would be legit I think), although it would require scripting (help from @Noqn? I would require some training to do this myself) to pick the right attack. I think every attack coming from an item attack from the items.gamedatabundle would be a legit candidate to be treated as a weapon.
-
Yeah, Prostitute bonuses stack with everything. Also Inn Resting bonuses stack with everything too. Which is weird because I don't see why Room bonus should stack and food should not. Maybe an oversight ? Anyway, next BPM version will include full food stacking, which makes even more sense now that I've discovered Inn resting bonuses stack. EDIT : next BPM version is about ready, unless something else comes to my mind, or if I have to do something about elemental weapons (but it should stay in CP scope)
-
OK, bug confirmed. However, since there are no ways to fix it easily, I will probably pass and add a warning on mod page. Now that the mod has been released for a fair time (and a fair amount of work), I think it's time for me to let go the non game-breaking issues. This one only requires you to avoid a particular upgrade of a specific magic item in combination with a specific class (although it probably triggers with some other form). (or remove the Strand of Favor fix files and swear to Woedica that you're not going to use the exploit ) Thank you for pointing it anyway.