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Everything posted by Elric Galad
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Adding "Unarmed" type to a summoned weapon and even compatibility with Haymaker without getting the Monkish scaling is most likely doable since it is what Woedica's fists do. Adding or not adding modal for all summoned weapon is a choice. Haymakerish modals aren't good enough to cause problems IMHO. It could help consistency of ruleset to have modals for all weapons. It makes comparisons easier. Buffing a bit Spiritshift weapons wouldn't be bad. There might even be a chance that it causes Fury Weapon to work with Driving Flight Preliminary list of weapons : - Cobras - Minor Blight - Rot Skulls - All spiritshift weapons, including fury ones - Transmuter Ogre fists EDIT : also Reaping Knives
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It just confirms our previous post where exactly 5 druid abilities were identified as poison/disease based. And what about other classes ? 1st step : identifying the candidates (anything with raw/corrode damages might be suspected) : Rogue : Toxic Strike but not Withering/Perishing ? Pernicious Cloud ? Wiz : Noxious Burst Malignent Cloud Cobra weapon Wilting Wind ?? Chanter : Dank Spore summon abilities Boil their flesh ??
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Well, that would be a design change. Spiritshifted Weapons should also be covered. Ogre Form too. Might cause powercreeping. Only good reason to do that for me would be Fighter's class interaction with Proficiencies. Fist proficiency might have very weird interaction with Monk/unarmed Monastic Training. I should check how Woedica's fists work. What do the others think about this ?
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OK, but if my memory serves well, Wall of Thorns is somehow ineffective vs poison immune even if the Antidote KW does not appear ! Rotting skulls is similar I think. Description mentions disease, no antidote KW, but resisted by poison immune. I remember a comprehensive post about this with nice green color fonts, maybe from @Boeroer (pretty sure he was involved), maybe in the course of Community Patch design. But I can't find it. I wouldn't mind removing Poison / Antidote from a couple of abilities by the way, especially for druids.
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Now an additional suggestion : If you want a mod to shine, it requires having a bit more content, especially when it comes to Priest subclasses which have been already modded a lot (but with an usual power-creeping tendancy). What is described in this thread are the most "reasonable" changes I've seen so far. The purpose is clear but may fall under the radar. My idea for (balanced) new content would be to add the 4 missing God subclasses : Galawain, Abydon, Hylea and Ondra. For consistency, it should also make Rymrgand playable. I'm not advocating for new subclasses in general, but for priest it would make so much sense ! (And to be honnest, a similar package would be great for Godlikes too, but that requires graphical models so it might be more complicated)
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Warning from the Stacking Rule Police ! Do not spread confusion between Active/Passive (which is based on source) and Duration/Infinite effects. Most Passive have infinite duration, but not all of them (wall of flashing steel, DIstracting training). Some Active abilities (food count as Active) have infinite duration. But they still don't stack. Arcane Dampener remove effect with a duration. Not active effects. That said, your examples are (of course correct).
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- swashbuckler
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Yep but I still feel like healing would be even further from his portfolio. Fire itself may not be very Rymrgandish, but ashes might tolerably be so. I wasn't suggesting to give his priest fire spells but that healing spells should be removed in priority (which I don't think would be good balance-wise)
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Well, Rymrgand is not that much into that Ice vs Fire thingy. He's the god of slow destruction. Fire isn't "his stuff", but it is still about destruction after all so it's not clearly opposed to his beliefs. I think Rymrgand could be less pleased by healing spells than fire spells. Now preventing access to a whole specialty is a huge blow to the subclass balance. It can't be done without adding many more potential ability picks. I think it's not a very good idea (or you need to make much more changes, but I don't think it was your initial idea).
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OK, so here comes Version 1.3.1 patchnotes : Added Saphires and Rubies in Una's shop. Reverted Adran Ban back to its original 850 gold cost. Added Acid Keyword to following Wizard's spells : Minoletta's Minor Missile Concelhaut's Draining Siphon (Concelhaut's Draining Touch was added by the latest version of CP. It had a bug - no KW to the spell itself, only the attack - but I fixed it) Caedebald's Blackbow (the attack had the KW, but not the spell itself : I added it to align with Firebrand Design) Minoletta's Missile Salvo Corrected Fractured Volition Display bug @Sergeant Arch Dornanmight be interested in this for his russian translation. https://www.nexusmods.com/pillarsofeternity2/mods/438
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Indeed, but Acid Immune are quite rare and wizard can always switch spell. Spirit of Decay needs a bit of support. Anyway, my main motivation is consistency of rules : spells with dual type of damages usually have tags, so I'd rather have all of them tagged (or not tagged, but I think tagged is better cause it opens build possibilities/encourages attacks diversity).
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This is not a small request 1) Consider that the line between Bugfix and Houserule isn't that clear. Scaling for Passive abilities is consistently not applied, so it may not be seen as a bug. Is increased cost for Chanter upgraded Invocation a leftover glitch or a design ? Each Kills fed his Fury applying stat boost instead of Inspiration like its unuppragded version : glitch or design ? Eoathas 3rd Incarnate not working : this one is a bug, but replacing her by another 2nd Incaranate is basically a bug fixed by a houserule. All missing Keywords : Bugs or Design ? Perplexing Sap : Bug or Joke ? I know that there are examples that are more obvious bugfix, but I would rather let players decide : Consider that the modified abilities all have their own file, so picking you want is already relatively easy. 2) That leads me to the second point : Files are split between abilities, but there might be several changes for a single ability within a common file, and some might be bugfixes while other are Houserules. WotFS is indeed a good example. Changing the files is relatively easy, but what is more annoying is having to re-test all split abilities. Because there could be syntax error and stuff like that. This is very time consuming... and honnestly not very rewarding for me (my second child is arriving in a handful of months, so my ambitions about the polishing mod are now focused on essential/simple/rewarding stuff...). However, I think there's a handful of abilities in that case. The rest can be done by picking. 3)And there should be other mods that could do it anyway I won't be too angry if someone "got inspired" about my bugfix to make her/his own package (I would be more angry if the balancing stuff was copied...) On another topic : I did what I can to make Fury Weapon work with Driving Flight, I tried to code it as close as possible from Watershaper's Focus, but it didn't work. I'm afraid Fury Ranger won't have specific feat . Fury can provide an early source of bounce for an Arcane Archer, and Watershaper Focus isn't too bad for Fury either (use Arcane Archer Imbue before shifting then) so the build is still decent. Fury won't have provided something better than Watershaper Focus anyway, so the combo was more fun than unique.
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Yep it does. I checked yesterday. But the ability isn't tagged Acid, so it won't benefit from being cast with chromoprismatic staff. It would have been only duration boost from PL but still disappointing. I will add the Keyword with my balance mod (it's similar enough with Druid's Flaming sword summon which is fire keyworded). There are other acid Keyword missing here and there such as Minor Missile and Missile Salvo (does crush/corrode, so it counts) and Concelhaut Draining Siphon. Acid based (at least partially) builds would seem decent with these ones added.
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Sorry this was a false alarm. Driving flight works fine with Watershaper focus. The test conditions might have been wrong. I can probably mod Fury SpiritShift weapon code into something closer to Watershaper Focus (make the Bounce a "Weapon property" rather than a characteristic of the attack). It might work but the Weapon mod only Bounce to targets behind the main one, meanwhile attack that bounces naturally can bounce in any direction backward. This would make Spiritshift Fury a little worse in general (and it will be a discrepancy compared to other Storm Blight), but better with Driving Flight or Kitchen Stove self buff. Well, if it works I don't know what you guys would think about this. I could compensate by giving Fury Spiritshift a lower Bounce modificator (-10% instead of -20%). Side note for game mechanics maniacs : the damage reduction per Bounce is a property of the weapon, not Driving Flight. Most ranged weapons have a -50% damage per bounce coded, that's why people think it is a Driving Flight property. That means that using Driving Flight with a weapon with a lower damage penalty (such as watershaper focus, not sure how many other weapons have this characteristic) per bounce will not apply the -50% damages but the weapon value (watershaper focus : -25% for 1st bounce, -25%²=-44% for 2nd) Corrected, tested, will be included in next version. This is technically possible but incredibly annoying to do. You basically have to copy the WHOLE progression table in the progressiontables.gamedatabundle to your own file (that would be a big file compared to other data changes) and adjust the level there. This would conflict and erase any other mod that makes similar modification. At least I can say that neither CP or BPM conflict with this.
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OK, coded and tested. I will include it in next version (probably 1.31 once I've clarified the Driving Flight issue). I thought about crafting and I think you are right. Limited ressources for crafting sounded wrong. Excessive price too so and reverted Adra Ban to its normal value. Yup, it's a bit of powercreeping but I think it's better for enjoyment. Here your hotfile : gn.all_gems_in_shop.gamedatabundle
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Well well, in my current version of the game, it seems that Driving Flight does NOT stack with ANY bouncing weapons. I tested Fury weapon, Watershaper Focus and Fire in the Hole. It is not what I expected, but I haven't modded Watershaper Focus, Fire in the Hole and Driving Flight so it should be the same in the normal game. Have anyone checked recently ? Fury weapon works with other "ranged weapon passives" such as Marksman, the range I added to Sharpshooter. I have also re-tested it for focus generation and it works.
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OK, I admit I haven't tested all abilities that should count Stormblight claws as weapons, especially ranged weapons. Do you benefit from Marksman Accuracy bonus ? I've checked the file and the bug/glitch does not seem obvious. By the way, does anybody know whether driving flight actually work with Minor Blights and Rot Skulls in general ?
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I'm happy to announce that the Balance Community Mod has now a Russian Translation thanks to @Sergeant Arch Dornan !!! https://www.nexusmods.com/pillarsofeternity2/mods/467/ (delivered as its own package for because of some installation tricks) Shame on me I haven't even translated my own mod into my own French language