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Elric Galad

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Posts posted by Elric Galad

  1. 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.

  2. 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.

  3. 11 hours ago, SenSx said:

    Hello,

     

    I think I have nearly finished the Community Patch translation in French (Basic + Extra + keyword )

    It should be finished tomorrow I believe.

    But I will need some help on some parts that I'm not sure to understand (I will ask on the dedicated topic, might be better).

    And of course someone to check

    Super !

    11 hours ago, SenSx said:

    I haven't really looked into the BPM yet, do I need some special instructions to translate it ?

    Zahuaaisready, do we divide the work between the two of us ? (if the work is important).

    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.    

    • Like 1
  4. 41 minutes ago, SenSx said:

    I din't even have the game installed on my computer at work, so that is not possible.

     

    But that could help me at home thanks.

    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.

  5. 9 hours ago, SenSx said:

    Kellen explained le how to translate the community mod.

    I feel ready for it.

    It's just a shame I can't lauch the game daytime to make the translation, as I want to stay to stay as close as possible to the original french version, and I feel doing it now without the game, and then check with it would be double work.

    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).

    • Like 1
  6. 6 hours ago, Zone Jiujitsu said:

    Holy crap - man why did I never put this together. For the spells/invocations to hit - you increase accuracy. So Cipher, and Monk have ways to increase the chance of hitting. I thought it only effected weapons.

    Just wow. Never knew this. I've been in a form of paralysis trying to make Bellower work, Troubador really is the best. Just increase the accuracy via Cipher or Monks Dance - then done you will hit with the spell more.
    WOW.

    Don't forget PER Inspiration.
    Fighter has access to instant Aware/Intuitive and +10 Acc from one of their modal upgrade, for a total +15 Acc, 50% Graze to Hit, 25% Hit to Crit. The best part is that they take no time to cast.

    • Like 1
  7. 57 minutes ago, SenSx said:

    J'ai regardé un peu le Deadfire Balance Polishing, et meme d'il est très intéressant, je le trouve déjà plus "engagé" dans ses changements, et je ne suis pas exemple pas sûr de l'installer moi meme (le nerf du trickster 😡)

    Je ne comprends pas, tu parles du Balance Polishing Nerf ?

    C'est pour ça que c'est dans un package indépendant.

    57 minutes ago, SenSx said:

    Je le traduirai peut-être si j'ai le temps, et si j'arrive déja à le faire pour le BPM, mais le BPM vaut vraiment le coup pour ce que je peux lire.

    Du coup, toujours intéressé par la traduction du Balance Polishing Buff ?

    57 minutes ago, SenSx said:

    D'ailleurs que veut dire "vanilla game bug fix" ?

    Un correcteur de bug bien-sûr, ms pk vanilla ?

    Le jeu de base a le bug, mais pas les majs ?

     

    "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). 

  8. 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)

    • Like 1
  9. 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).

  10. 32 minutes ago, Ivanfyodorovich said:

    It's there in the Community Patch Basic (attached here for reference). 

    OK it was added in the last version, and somehow I stayed with the previous one...

    32 minutes ago, Ivanfyodorovich said:

    Tested. It's not working, for some reason. I've tried a few different ways (included with all the mods, just with Community Patch and Balance Patch, and completely by itself). 

    Just to rule out a different cause, I loaded up the little mod I made with Apotheosis, and it was still working. Attaching that here, also. 

    en.talfor_encounter_level.gamedatabundle 385 B · 0 downloads worldmap.gamedatabundle 711 B · 1 download

    Thanks ! As long as it is working and tested, I don't care if it is mine.

    • Like 1
  11. 11 hours ago, Ivanfyodorovich said:

    Request for next version: 

    (a similar change was made in the Community Patch to the Talfor Encounter Map).

    As far as I know, this was never released (or point me where ^^ ). So I'll do.

     

    If you don't mind testing, I haven't a save close from those :

    gn.sepulcher_scaling_fix.gamedatabundle

    gn.encounter_scaling_fix.gamedatabundle

  12. 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).

  13. 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.

  14. 57 minutes ago, Ivanfyodorovich said:

    Request for next version: 

    Increase the "encounter" level of the Hanging Sepulchers maps (Area IDs below). This will fix the unintentionally extreme enemy difficulty that this map is notorious for (a similar change was made in the Community Patch to the Talfor Encounter Map). Some details: 

    • These maps are currently set at level 6 (likely inherited from the Sacred Stair which is also 6). 
    • The challenging Skeleton Enemies inside (Risen Champion, Risen Mage, etc) are all base level 10 enemies, and the Dargul Corpse Eater and Armsman are base level 12. 
      • Because of the 4 or 6 level difference between the encounter level and the base enemy level, they will remain 4 or 6 levels higher than your party until you reach level 11 and pass the upscaling cap. 
      • Because they are enemies with classes, they gain additional abilities as their level increases, which makes the scaling all the more deadly (e.g. Risen Mage casting Chain Lightning & Wall of Draining). 
      • For reference, the Sea Lashed Crypt is set to level 15, meaning the Risen skeletons on those maps are actually weaker at party level 10 than the Hanging Sepulcher ones. 
    • The two base game quests for this area (Eulogy for the Dead, and Symbols of Death) are both currently difficulty level 11 quests; however, there's some indication that they were lower at one time (Link).

    Suggested Fix: Increase the Area Level to 8 or 9.  

    • Based on the placement in the Principi quest line, I'd guess it was intended to be completed by a level 8 party, right before or after Hasango (level 8).  
      • Blow the Man Down (the previous quest) is intended for level 5ish (Pre-Hasongo)
      • A Shrewd Proposition (the follow up quest) is intended for level 12ish (post Hasongo, pre Magran's Teeth
    • Setting these maps to level 8 would keep the skeletons 2 levels higher and the darguls 4 levels higher until the party reaches level 12. 

    Area IDs: 
    AR_0709_Temple_Sepulchers
    AR_0707_Temple_Mausole

    Ok, minor priority. 

    Won't make a new version necessary, but I will do if any new version is released.

    • Like 1
  15. 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 🙂 

    • Like 2
  16. On 1/9/2024 at 4:46 PM, SenSx said:

    Oh ok cool thanks, sad the mod is not available in my language :(

    (I could be volonteer for a translation).

    I will try to improve Tekehu Shapeshift, I just love it.

     

    Well, you can indeed volonteer 🙂

    A new BPM version is planned for this weekend. 

    I should volonteer to translate my own mod in my own language... (French) 

  17. On 1/6/2024 at 7:49 PM, Ivanfyodorovich said:

     

    • +1 Trap Power Level (+1 gained every character level after 1) = +1 Accuracy, +.25 Penetration, +5% Effect Duration (no bonus damage)

     

    Nope, it's +1 gained every character level including level 1. So +20 Acc, +5 PEN, +100% duration at level 20

    On 1/7/2024 at 8:54 AM, Elric Galad said:

    For Corrosive Trap, I also set duration to 12s because it seems a bit low for a Tier 1 Affliction, even considering it is the trap with the biggest AoE (2.5).

    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.

    On 1/7/2024 at 8:50 PM, Elric Galad said:

    Caltrop :

    2.5m radius, vs reflex

    Hobbled for 9s

    2 raw damages when moving per 0.33s (as arterial strike) for 9s (conditional total 62) 

    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.

    On 1/7/2024 at 8:50 PM, Elric Galad said:

    Fire ground trap :

    1.5m radius

    6-12 fire damages, PEN 7 vs reflex

    8 fire damages per 3s for 9s (total 32+9 instant)

    9s shaken vs Will

    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.

    • Like 1
  18. 50 minutes ago, Ivanfyodorovich said:

    Can you show me which attack you're editing and what values? I'm poking around with Apotheosis and would love to learn as you make these changes. 

    {
            "$type": "Game.GameData.AttackAuraGameData, Assembly-CSharp",
            "DebugName": "Caltrops_Trap_AttackAura",
            "ID": "89a4008c-dec4-41b3-a312-3263b8454200"
     
     
    And
     
     
    {
            "$type": "Game.GameData.AttackPulsedAOEGameData, Assembly-CSharp",
            "DebugName": "Burning_Ground_Trap_AttackPulseAoE",
            "ID": "3999697c-0a58-4791-8291-6393c8ca7a7d",
     
     
    Note the unusal AttackAuraGameData type of the first one.
    This will probably have to be changed.
    Also Burning Ground Trap might be better with Searing Seal animation if it has to be converted to an instant effect.
    • Like 1
  19. On 1/7/2024 at 2:28 AM, Ivanfyodorovich said:

    This is really solid. 

    And it works like a charm. 

     

    So I'm going to change caltrop and fire ground trap to instant effects with DoT.

     

    Caltrop :

    2.5m radius, vs reflex

    Hobbled for 9s

    2 raw damages when moving per 0.3s (as arterial strike) for 9s (conditional total 62) 

     

    Fire ground trap :

    1.5m radius

    6-12 fire damages, PEN 7 vs reflex

    8 fire damages per 3s for 9s (total 32+9 instant)

    9s shaken vs Will

     

    To be compared with other traps with buffed damages from list above. 

  20. 13 hours ago, Ivanfyodorovich said:

    Damages +100% done for non-bugged traps.

    For Corrosive Trap, I also set duration to 12s because it seems a bit low for a Tier 1 Affliction, even considering it is the trap with the biggest AoE (2.5).

    13 hours ago, Ivanfyodorovich said:
    • (Edit) Change Trap Effectiveness Effect to be: +5 Trap PL, +25% trap damage

     

    It seems complicated to do, since Trap isn't a KW, and Trap PL is based on level.

    So I will listen to @thelee and buff damage bonus to +50% instead of +25%. Less elegant but enough.

    Considering a 5 people party with 2 items, it's like having an extra trap, nothing broken here.

    • Like 2
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