wih
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Even if possible, It will be very unreliable. There are two conditions that could kinda work: Target: Allies in Melee Range > 1 and Target: Enemies in Melee Range > 0 (not). Together they could be used to find a target with at least two allies (allies of the target, i.e. your enemies) close to it and where there are no your own party members around. But the problem is that Fireball is so slow to cast and by the time your wizard actually casts it, the situation might be completely different. Also, if the spell has a large area of effect it might still hurt your allies, even if the situation hasn't changed meanwhile. I love to automate but I wouldn't give my scripts the power to cast fireballs. Such spells require precise positioning and timing. With all that said, I haven't actually tried it. Maybe it could turn out to be not that suicidal in practice.
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I realize I am late, but just in case someone still has this problem, here is how to solve it. "If there is no marked enemy left, apply Marked Enemy" is doable with just two rules: 1. If there is a marked target, then attack it. 2. If there exists an unmarked target, then mark it. That's all. When there is no marked target on the battlefield, the first rule won't fire, so your char will reach the second rule and will execute it, i.e. it will mark one of the available targets. After that, your character will rerun the script from the start and this time it will find the marked target and will start attacking it. While there exists a marked enemy on the battlefield, your char won't reach rule 2, because it will be stuck on rule 1. Works with other such things, like Sworn Rival for example.
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You made it extremely easy for me Thank you very much. I tested the Grog pet now and it works as I want it. Poor Eder had to die in the Sea Cave in order to prove the concept, but the main char escaped to the beach. Now that I thought about it some more, the removal of the engagement mechanic is a good thing for this case. I will probably have enough trouble running away from chasing enemies. Engagement will cause me to suffer heavier losses than without it.
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Deadfire supports Ironman mode, but what I mean is different. If I run into an enemy that's too strong for me, I want to be able to flee, possibly leaving some downed companions on the battlefield. The biggest problem is that if the unconscious companions are close to the enemy, they won't get up but they won't die either, so the game won't go out of the combat mode. So I want a permadeath basically, where some or all companions die, but I am able to run away, and start to rebuild my party (with other NPCs, sidekicks, hired mercenaries, whatever). Berath challenge looked like a solution, because in it the unconscious companions die after 10 seconds, but the other rule (Cannot flee from combat) ruins it. Even after the companion is dead and the rest of the party is out of sight of the enemy, the game is still in combat mode. This forces you to either return to the battle and somehow win it, or reload. Is there some other way to achieve this? Some spell that can kill a companion permanently, thus ending the combat mode? Maybe a mod? Or console command?
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A possible explanation is that those people probably fully intended to buy Deadfire once its finished, but by the time all the DLCs were released, they have forgotten for this game or lost their interest. New games get released all the time. Another factor (possibly working in tandem with the first), is that when people decide to postpone the purchase, then their purchases (if they happen eventually) will be spread over a large period of time, so there won't really be any noticeable sale spike. But even if the above is true, it just confirms that if a game is not a success shortly after release, then it won't really be a success later either. The studio needs the money now, not after 3-5 years.
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Is there a way to mod the combat speed?
wih replied to wih's topic in Pillars of Eternity: Modding (Spoiler Warning!)
It wasn't my goal to disable it. This is just how I managed to achieve the slow-mo. It is just a dirty hack, nothing more. -
The following seems to indicate that the log can be exported to a file. Isn't this what you want? "The Combat Log Exporter can be configured through the file config.ini file - the options you can change are: Where to save the combat logs (the default value is ..\Pillars of Eternity II Deadfire\CombatLogs\) Whether auto-pauses should be included in the combat log (by default it is off) Whether there are any keywords that should be excluded Whether the more information tooltip should also be logged (by default it is off)"
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Delete my account.
wih replied to Sebastian_Monroe's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
OP thought nobody replies to them because we are a bunch of elites who despise newcomers/noobs. -
Delete my account.
wih replied to Sebastian_Monroe's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Hey, we like newcomers. However you shouldn't expect to get an answer in the first two hours of your posting. The game is not that new, so the forum's regulars aren't that many and this is not the most active time of the day anyway.