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Harpagornis

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Everything posted by Harpagornis

  1. Okay, Beast Slayer is fixed. The "bug" was that both talents used the same StatusEffect ID. Changed Paw Swipe to Crushing Blows (Stunning Blow with Bonus Accuracy, Damage & PEN). Lowered Base PEN down to 8. Increased AoE and Damage and PEN for Game Over (Flurry of Blades). Increased duration of Thunderous Blows to 15 seconds. Reduced duration of Revenge (Blade Turning) to 6 seconds. But what about the Wolf? Maybe some ability like Triumph of Crusaders that also gains health on hit? What else? AR is a bit tricky but i wont change this only because their is this stupid Paladin class!
  2. Okay, after changing the code to "Not":"True" the spell is disabled when wearing armor but enabled when being naked. I just messed up the code. Like always! "ActivationPrerequisites":{"Conditional":{"Operator":0,"Components":[{"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean IsArmorTypeEquipped(Guid, ArmorCategory)","Parameters":["b1a8e901-0000-0000-0000-000000000000","Light"],"Flags":"","UnrealCall":"","FunctionHash":2080256364,"ParameterHash":-1000434638},"Not":"True","Operator":0}]}}
  3. Something is wrong... When using the following code in the Ability_Tables (plus Medium & Heavy) the spell is disabled even when wearing no armor "ActivationPrerequisites":{"Conditional":{"Operator":0,"Components":[{"$type":"OEIFormats.FlowCharts.ConditionalCall, OEIFormats","Data":{"FullName":"Boolean IsArmorTypeEquipped(Guid, ArmorCategory)","Parameters":["b1a8e901-0000-0000-0000-000000000000","Light"],"Flags":"","UnrealCall":"","FunctionHash":2080256364,"ParameterHash":-1000434638},"Not":false,"Operator":0}]}} EDIT: Isnt "Not":"True" correct?
  4. In the "most-likely" case that the current modifications will be "too strong" i have planned several nerfs. First thing could be the reduction of additional shifts from four to three only gaining new ones at level 7 and 13. Another nerf that could be even more interesting is that Shifters get another attibute called "Armor Reluctance" that disables any spell casting when wearing Armor - even in human form. I think this would fit well to the background of a Shifter that constantly manipulates its form so any kind of Armor is not more than a hinderance. At the moment i am testing how this could be integrated into the mod. Lets hope @mant2si will tell me that Shifters are "still okay"...
  5. Oh... thats interesting... the Armor related ActivationPrerequisite is a very good idea that puts the player into some kind of dilemma... abilities or armor... i like that! Thanks again @Armakoir!
  6. Chanters are no-go-area for me. I not only cant get in touch with their background regarding RP but the endless resources just feels broken... About Druids - especially Shifters: Give them more active abilities, more shifts, new talents and skip their spell power. The result is interesting...
  7. My goal: Make Druid-Shifters unable to wear Armor. I tried to imitate the Mage_Slayer code for no potions and scrolls but its not working. Even when copying the ID`s for no_potions to the Shifter they can still use them... So what tables will i have to rework? The Character table -> Shifter? And is it enough to modify the MageSlayer no_potions table? Is there a "StatusEffectType":"CannotUseArmor"? I have tried this too but nothing happened... Thanks for your help!
  8. Very cool idea - lets hope this one will get more attention soon! Personally i only rework Shifters but my limited modding skills are making things pretty though. However: If i get some time next week i might test this one out!
  9. As Druids are not one of the most favoured classes its time to change this even though my focus is on Shifters only. After collecting lots of ideas here Shifters got new abilities when leveling up while also have access to additional talents. Here is an overview what has changed: BEAR: L4: Barbaric Blow L10: Thunderous Blows L16: RAGE! (reworked Citzals Martial Power) Immune to Might Afflictions Uses Raging Shout when transforming BOAR: L4: Taste of the Hunt L10: Boar Charge L16: Proliferation (reworked Lay on Hands) Immune to Constitution Afflictions Regeneration increased to 7 WOLF: L4: Wounding Strike L10: Ferocious Strikes (Disciplined Strikes) L16: Concussion Blow Immune to Perception Afflictions Summons Spirit Wolf when transforming CAT: L4: Camouflage (Smoke Veil) L10: Finishing Blow L16: Game Over! (Flurry of Blades) Immune to Dexterity Afflictions Swift Inspiration STAG: L4: Armor Breaker (reworked And Hel-Hyraf Crashed Upon The Shield) L10: Revenge (reworked Blade Turning) L16: Clear Out Immune to Resolve Afflictions Immune to Flanked New Talents: Beast Slayer: +15 Accuray against Beasts Primordial Hunter: +15 Accuracy against Primordials Bark Skin: +2 Armor Vicious Strikes: +2 Penetration, +15% Damage All Spiritshift Forms get additional transformations at level 4, 10 and 16 (max four shifts for each Form!). Passive Healing when transforming increased to 20 (base) + 10 (per PL). All Spiritshift Forms deal two forms of damage. Bear (crush+slash), Stag (crush+pierce), Cat, Wolf & Boar (pierce+slash). Removed ALL Elemental Spells Removed ALL Elemental Talents More changes coming soon...
  10. Progression Table should now work properly while also some abilities got polished. Just extract the Spirithshifting Evolution Folder into Override - here is the update: Spiritshifting Evolution.zip
  11. At least on my last tests every ability seems to work - therefore i will post here the first Alpha Version of "Spiritshifting:Evolution". I splitted the mod into two attachements. "Spiritshifting Evolution" is for the Override Folder. "Progressiontables" is for Pillars of Eternity II\PillarsOfEternityII_Data\exported\design\gamedata. MAKE SURE TO GET A BACKUP OF YOUR ORIGINAL progressiontables.gamedatabundle BEFORE COPYING THE NEW ONE For some reason - at least on my computer - the Progression Tables are not loaded when i put them into the Override Folder. Maybe its working for you - try it out. I hope that in the next version this will have been fixed. For the moment this first Alpha Mod is all about testing bugs and - most important - testing the power of the new born Shifter. I fear that i will have to tone them down. I am very curious about your judgement @mant2si. Spiritshifting Evolution.zip progressiontables.zip
  12. Yeah, i had the same idea.... a complete new install. Maybe there is something in the cache that breaks some strings in the mod. I tested half a dozen old saves and everything works fine. The only downside here is that the bonus shifts will only apply after a level up but that is in my eyes only a minor issue. However: I have reworked the +Accuracy talents for Beasts and Primordials who now grant +15 Accuracy instead of 10. As these monster types fit perfectly with the background of Druids this should be fine - no? I also played around with a passive talent that will heal on each hit but so far its not working like intended. Sometimes it grants HP sometimes not. Therefore i skipped the idea for now while increasing the passive healing when switching between the forms from 15+5 per PL to 20+10 per PL. Thats 20+70 @level 20 for MC plus Strength bonus and Dawnstar's blessing which will put this up to 135++ healing per change. Seems okay. As i had constantly problems with Spell Disruption i removed the ability alltogether from the Bear (while also looking at the codes of all other forms to make sure they went out) and replaced it with a reworked Barbaric Shout (now Raging Shout) that will be used automatically whenever the Druid shifts into the Bear. I must admit this looks pretty cool. As i wont have a lot of time in the next days (including the weekend) i will post the Alpha Mod not later than Friday so everyone can run some tests to give me a first feedback. I am really curious what the kind soul called @mant2si will tell me about it. I must admit that i cannot really say how powerful the Shifter now is at level 20. Is he weaker than before? Much stronger? Close to OP? In some days we will know!!
  13. How can i check hidden buffs and properties with console @mant2si? This could help a lot! The strangest thing is that my older saves all work perfectly fine but when i start a new game things are going wrong - at least for some class combos...
  14. The abilities are finally working again - good. But whenever i think "everything is working" another bug spawns out of nowhere. For whatever reason the Spell-Disruption is back for all forms even when i remove the ability from the Bear alltogether. There must be another hidden stacking... Then the Druid often times gets flanked even when only facing one enemy - thats really annoying... Persistent Distraction somehow respawned in the Spiritshift files even though it has been deleted for a long time. Thats spooky. The new ability-menu in the character screen for whatever reason does not remove any abilities but hides the Spiritshift - its a mess... The very best is that all of those bugs spawn randomly. I have Shifters who work flawlessly and others where the bugs strike alltogether. Is there any logic in this madness? If the bugs keep coming the mod will never be finished... :D
  15. I need your help again @mant2si. I dont know why but lets call the person "wife" has played around with my mod folders while also changing or deleting gamedatafiles. Really funny! I have resetted everything but my abiities.gamedatabundle somehow is still broken. Whenever i load a savegame many abilities and the UI are a mess regarding Spiritshifting. If you can post it here this would be great - otherwise i will have to reinstall the whole game... Damn it. Everything worked fine - even some new talents were nearly finished. Looks like i will have to Spirithift myself and then activate RAGE mode - no? P.S. If anyone else can upload the abilities.gamedatabundle i would appreciate that too!
  16. Did some reworks and added the first talents. After some small test fights against random groups two things went out. First i did not like the infinite debuffs from Marked Prey and Sworn Enemy as everything around the Shifter is "kill your enemy before Spiritshifting time and abilities run out". Furthermore i think that these debuffs should remain a little bit unique. I also dislike the quite long near-immortaly that Unbending gives as long as no enemy Mage is around. This means: Boar: Removed L16 Unbending and replaced it with "Proliferation" which is pretty much like Lay on Hands for Shieldbearer but with increased duration for the healing, changed icon, vocalization and description. The Boar still gets immortal but the time is heavily reduced and will not cover bigger group fights. Stag: Removed Sworn Enemy and put in Armor Breaker which is And Hel-Hyraf Crashed upon the Shield with greatly reduced AoE. This should help alot against heavy armored enemies and fits well with the Stags Horns being able to crack open any amor. Beast Slayer: Talent for PL1 that will increase Accuracy against Beasts by 10. Also fits perfectly with the background of Druids. Bark Skin: Talent for PL4 that will increase AR by +2 against all attacks and will stack with Spiritshift Armor. The increased Armor Scaling therefore got removed. Vicious Strikes: Talent for PL4 that will increase PEN by 2 and damage by 15%. This should give the Spiritshift Forms even more punch! The increased Base PEN was removed. Any suggestions for more talents? P.S. Next step will be the creation of a completly new Spiritshift Form - if i can get this work. My hopes say yes, my fears say no. We will see! EDIT: Added Primordial Hunter: Level 1 Talent that gives +10 Accuracy against Primordials. Removed the "Cannot die" from Proliferation but increased healing duration to 15 seconds. Its quite crazy when three healing numbers pop up constantly one after another: Boar Reg (Base:7) + Robust Reg (Base:10) + Proliferation Reg (Base:20). This is not as OP as Unbending but is still able to neutralize a lot of damage. More to come!!
  17. After eliminating some smaller bugs or missing texts i would now be happy to get suggestions regarding new talents/abilities that the Shifter have to unlock. Easy things could be something like: +2 PEN +2 AR +Accuracy against Beasts (and similar) Infinte passive regeneration (too OP?) In this case i would remove the increased AR scaling and put PEN back to 9 base. But i am sure that you will throw in some more interesing ideas. No? Thanks for your help - especially @mant2si! Man, you deserve a special note for all of your deep feedback! EDIT: Found another problem regarding Sworn Enemy and Marked Prey. Even though both apply their debuff there is no bonus damage or accuracy displayed in the combat log. Strange. Lets see if i can find a solution...
  18. Okay, i reworked Bear, Cat and Stag a bit: Bear: Spell Disruption I dont know how gamebreaking this will be but this is definetely not to be taken easy. Does this also disrupt boss monster abilities? Cat: Swift Inspiration I think this fits perfectly to the Cat as a fast and sneaky Assassin that cannot be engaged by enemies when on the hunt. Stag: Immune to Flanked Thanks to its superior Stag Defense this also feels very natural and complements well to the rest... no? With all of this abilities and passives the Shifter now really looks like a "Jack of all Trades" with several build in mini-classes. I will have to rethink about the numbers of Shifts now as well as reworking the ability tree. The passive Elemental buffs can go out as well. Maybe we could create some more Shifter-specific talents? There is also the idea of putting in a new PL9 Spiritshift Form like Aspect of Galawain. With other words: Still some work to do... Ideas and feedback are always welcome! P.S. I have to say "Thanks" for the tip of removing all Elemental Spells @Yosharian as this opened up so many doors!!
  19. Okay, lets give an overview of the Spiritshift Forms up to now: BEAR: L4: Barbaric Blow L10: Thunderous Blows L16: Citzals Martial Power Immune to Might Afflictions Carnage BOAR: L4: Taste of the Hunt L10: Charge L16: Unbending Immune to Constitution Afflictions Regeneration increased to 7 WOLF: L4: Wounding Strike L10: Disciplined Strikes L16: Concussion Blow Immune to Perception Afflictions Summons Spirit Wolf when transforming CAT: L4: Smoke Veil L10: Finishing Blow L16: Flurry of Blades Immune to Dexterity Afflictions Sneak Attack Persistent Distraction STAG: L4: Sworn Enemy L10: Blade Turning L16: Clear Out Immune to Resolve Afflictions For all Forms: Additional Spiritshift Usage at level 4, 10 & 16. NOTE: Many abilities have been renamed. With Sneak Attack and Carnage out again we have room for something new. What about Spell Disruption? Any ideas? EDIT: Some ideas... Bear: Spell Disruption Cat: Persistent Distraction Stag: Immune to Flanked Wolf and Boar stay where they are.
  20. Okay, lets leave the four shifts for now. We can change that anytime! Single Class Shifters could get some special level 8/9 abilities - should be the next step if everything else runs smoothly. If i take Mark Prey back we would have this plus Natures Wrath (Sworn Enemy) for Stag. I dont like that. But if you tell me what i could give the Stag at level 4 i would be happy. Suppress Affliction doesnt feel right anymore with Afflliction Immunities. Thats a good keyword: What will happen if an enemy for instance blinds me and i then transform into the Wolf who is immune. Will the blindness be canceled? I will test the Carnage and Sneak Attack stacking hopefully soon. As i use the same ID it should not stack... in theory. Oh, i like to give them the passives right from the start but changing them to Level 16 should be doable. Somehow! Hhmmm... i never used GitHub before. Will have to think about that one. But i could drop the whole mod here in the next days for testing purposes! P.S. The No-Spells for Spiritshift is still active so casting spells will force you to human form! EDIT: Tested the stacking... hmmmm. As there are two ID´s for Sneak Attack it will stack with one of them... in this case with Trickster. As the other Rogues use the same ID they are fine. Carnage should also not stack until the Barbarian upgrades to Accurate Carnage... then there might be again some stacking. Holy cow. Maybe i should "ban" the passives to level 16. Or find a way to avoid stacking! EDIT2: A new "bug" has sneaked in. For whatever reason all Forms are now applying spell disruption even though i never implemented this code! EDIT3: The spell disruption is a mystery. After searching in the Spiritshift files i could not find any Mage Slayer ID. Hhmmmmm... but i must admit that i like the concept: Fueled by the furious rightesness of nature the Spiritshift Forms attack with such a force that spells will potentially get disrupted. In this case i would remove Carnage and Sneak attack again... EDIT4: I think i found an answer as the spell disruption does NOT apply when using other class combos like Devoted/Shifter. Maybe its an effect of the sneak attack stacking that makes the game think that there is some kind of spell disruption. Hmmmm... this would make any Barbarian or Rogue Multiclass too strong... no? EDIT5: As there seems to be no obvious way to avoid all kinds of potential carnage/sneak attack stacking (which also leads to spell disruption) it might be better to remove them. Spell disruption on the other hand might be an idea for all forms...
  21. What about this level plan: L4: New Ability L7: Second Shift L10: New Ability L13: Third Shift L16: New Ability (L19: Fourth Shift) When looking at the late game group or boss fights @mant2si how many Shifts do you think should we aim for (with the current abilities)? Or is the actual scaling okay in your eyes? P.S. Finally i got ALL abilities, passives and scalings working all together. Holy cow this new Shifter is really cool. Now its time to rename abilities and descriptions while also changing icons for more flavour. This should be fun!!
  22. I am thinking about a PL9 Spiritshift Form - something like Galawains Aspect for the player. But so far i have enough troubles keeping all the codes and files under control. If we reduce the number of Shifts to 3 we get some room for other things... hmmmmmm... EDIT: The "Leader of the Pack" for Wolf is really cool now. Suddenly another Ghost Wolf is standing beside him after transforming... love that! It gets resummoned with each new shift into Wolf Form. Should help Shifters a lot (Flanked!!).
  23. I made some huge progress giving the Forms even more utility: Bear: Immune to Might Afflictions, Carnage Boar: Immune to Con Afflictions, Regeneration increased to 7 Cat: Immune to Dex Afflictions, Persistent Distraction, Sneak Attack Stag: Replaced Suppress Affliction with Natures Wrath (Sworn Enemy), Immune to Res Afflictions Wolf: Immune to Per Afflictions, Replaced Mark Prey with Wounding Strike, Automatically summons a Wolf when transforming (!) That looks really powerful... hmmmm... maybe we should reduce the Spiritshift Usage to 3?
  24. I did some level 10 group fights to test Stags Revenge (Blade Turning) and i think its on a good way. I could neutralize melee attacker nearly for the whole fight and even if it runs out there is still the Boar with regeneration and Taste of the Hunt. At level 16 things should get even easier with 4x Unbending. The only thing that the Forms lack are a bit are more AoE attacks. The Stag gets one at 16 but the rest is more suited for 1vs1 (Concussion Blow, Flurry of Blades). We could integrate another ability maybe at level 20 but that would push Spiritshifting maybe over the top. Hhhmmmm... not sure about that one. However: With the affliction immunities the Shifter should be able to neutralize a lot of CC and - not to forget - the Stag also gets Suppress Afflictions. I did not change the Spiritshift duration so far but with Int and at high level ~40 seconds should be enough. Maybe we can change the base value to 30 seconds. I got another idea: Why not allowing Spiritshifting out of combat? In this case for instance the Boar could sneak up to a group of enemies stunning all of them with Charge. I think this would give the Shifter a lot of more openers - no? Another thing: Should the Druid be allowed to cast again when being shifted? Maybe we can put another bonus shift at PL 8 to make single class Shifters "a bit" stronger. Here is an image that shows the new ability-screen - lots has changed:
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