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About wih

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    (4) Theurgist


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  1. I'm sure he has developed a thick skin in his 20 years of game development, but some things just have too high penetration. Some recovery time is needed.
  2. Out of curiosity I tried to find some forum of Versus Evil, but found nothing. It would be good to have a link to paste here, so that people know where to post their complaints.
  3. I know what you mean. There is no fully satisfactory solution. It is not the only quest like that. Many quests in PoE were like this, too. It is clearly deliberate. I think it is about the role play. The quest designer is offering to the player a set of differing outcomes, so that the player has an opportunity to define the character they play. You select the outcome that relates most to the way your character views and understands the world, even though that outcome may not give you, the player, a full satisfaction. This design approach is not without a danger. Many players probably feel that they play a very powerful character, who should be able to achieve an outcome that is best in every way. Who could blame them? "But my character is totally benevolent! I want to achieve justice and happiness for all the good guys!" So they are left with a feeling that there is something wrong with the game.
  4. It can be modded probably, but it won't help the console players, I guess. When the game was released, I wondered why their loading screens were so bland aside from the wasted opportunity to show more info to the player. Icewind Dale had gorgeous screens, PoE ones were also nice.
  5. The game has trouble introducing the new players to all of its lore, why didn't they exploit the loading screens for this purpose is beyond me. I wonder if it is possible to put the PoE 2 wiki content there. Another use for the loading screens could be for spells and abilities descriptions, and also mechanics information and build tips with which this forum is full of. Another possibility is to put the descriptions of the gear the player has acquired in the game so far. I rarely have patience to read them when found ingame, but I would read them from the loading screens.
  6. Strong arguments. I decided that he is their head, he probably knows what they need, so I decided to grant him what he wants for the tribe. But of course he may be wrong.
  7. But then the tribe's head Ranga Ruanu will be unhappy, because he wants to trade with Vailians. He thinks this is the road to prosperity for the tribe.
  8. You are probably right about the cooldowns, but I was afraid that the cooldowns may be still active when the next battle starts, so I tried to make them as short as possible. I was getting too much glitchy behaviour and this is my first reliable version. It doesn't depend on timing. But I need to test whether the cooldowns can indeed persist for the next battle. Maybe what I'm assuming is not actually correct. I tested to see whether I can get three attacks out of two pistols. It turned out that if I place a regular attack, followed by a full attack ability, then I indeed get three attacks, however the third attack is just an animation. The game recognizes that the first pistol is empty Edit: But if I place two regular attacks, then I will have to depend on the cooldowns only. I'm somewhat afraid of that.
  9. So I made a concept party, all multiclassed blackjackets with four weapon slots, 1 to 3 slots are for automated opening salvoes. Here is the script of the party leader, who carries 6 pistols and a melee weapon. Requires the More Custom AI Conditions mod. Blackjacket/Rogue Both scripts should be executed in list order. The script is in two parts, to be more manageable. Part 1. Melee script - Self: Aware NOT -> Disciplined strikes cooldown 5 - at least 2 guile NOT Range weapon equipped-> weapon set 4 cooldown 5 - Self: Only melee weapons equipped -> Attack... ... Whatever rules are there, they should be accompanied with the condition Self: Only melee weapons equipped. Part 2. Salvo script - at least 4 guile -> weapon set 1 cooldown 10 (guile is 4) - at least 4 guile -> Crippling strike cooldown 10 (guile is 3) - at least 3 guile -> weapon set 2 cooldown 10 (guile is 3) - at least 3 guile -> Crippling strike cooldown 10 (guile is 2) - at least 2 guile -> weapon set 3 cooldown 10 (guile is 2) - at least 2 guile -> Crippling strike cooldown 10 (guile is 1) The second script is placed in the second AI slot, but is actually executed first. Only after it is executed, the conditions in the first script become true and the melee fight can begin. The script requires some maintenance. Those seven rules that refer to the guile resource count need to be incremented when the character levels up and gets more guile.
  10. You'll survive. There is a companion with higher perception than that.
  11. Leveling up doesn't give attribute points. An important design goal for the game was to eliminate the risk of trap builds. You are supposed to choose attributes which you like and your build to be viable nevertheless. So you shouldn't worry. There aren't any critical attributes that you should max out or you are screwed. Classes give different options that depend on different attributes, so that you would be able to find ways to play your character and be successful. That is, unless you are playing on PotD, which you shouldn't do on your first playthrough anyway. And even then it is probably not fatal. INT matters for the ranges and the durations. 10 INT gives you the default ranges and durations, more than 10 INT gives you percentage bonus increases.
  12. I'm trying to create a script for a character with four weapon slots and I have the thing working in principle, but it is still very glitchy. My main problem currently is that the character often just plainly refuses to switch to the first weapon set, despite this being the very first rule in the script. The rule is like this: Discipline: at least 3 -> Weapon set 1 (Cooldown 10) The character has 3 discipline initially and my intention is to burn through the discipline and guile while weapon sets change from 1 to 4, using the class resources as counters. But the first rule is not executed and I don't know why. I need to do more debugging.
  13. I avoid cooldowns when I can, instead preferring to set strict conditions to determine what should happen. For example, with disciplined barrage I check whether self:has inspiration: Aware is false before casting it. With Marked shot I have set up things such that the final rule will only be reached if the character cannot find marked targets to attack. The cooldown is indeed 0 but the whole scheme usually works correctly.
  14. I also waited on the beach and nobody came. It turns out you have to pass under the stone arch, although the cursor looks as if you can't go there. There you find Rongi and the fruits.
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