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MaxQuest

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MaxQuest last won the day on June 8 2019

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About MaxQuest

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    WebDev, Game Mechanics and Balance

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  1. Could the justification be that these animal companions presumably use claw attacks and thus two paws? Meanwhile: boar is more adept at tripping charge and using his tusks. antilope uses her hooves (?) stag uses his hooves (?) and antlers Although this still leaves lion, who should also get the same DW bonus as cat/wolf. ------- On the other hand, predators also have fangs, so there are bite attacks. But in any case that DW bonus is not listed anywhere, so it's kinda slightly unfair as is.
  2. Do you know if it is possible to add an ability via status effect? I.e: character A uses an ability X that applies a status effect XS on character B and grants that character B an ability Y. Possible scenarios: character drinks a potion and gains a talent character A targets character B and gives him an aura ability
  3. So... I have managed to make a cipher trinket that drains his Focus while he has no Concentration with HasStatusEffectType check on GenericAbilityGameData. And it seems to work even if effect that gave Concentration (like Hands of Light) has expired: "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)", "Parameters": [ "7d150000-0000-0000-0000-000000000000", "Concentration" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] } }, But when I do a very similar thing on Psion (I want his focus gen to stop when taking a plain hit if he has no Concentration, and viceversa to continue if he has Concentration), it just doesn't work. Have anyone met situations when ActivationPrerequisites, ApplicationPrerequisites and InclusionConditions are just ignored? As if conditions were not there?
  4. I have also took a quick look into voice/music modding... But quickly nopped out of there. It's just ugh...
  5. Thank you for suggestion Noqn!, that's a good idea) I have tested this now. But unfortunately it doesn't work.
  6. I want to add a StatusEffect that is only active while character is not under effect of Concentration. At the moment I am doing something like this: "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectWithKeyword(Guid, Guid)", "Parameters": [ "011111e9-0000-0000-0000-000000000000", "985dd0c0-7487-4f0d-a60a-28d071960a6b" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] } }, but it doesn't work. And neither is HasKeyword(). Unfortunately, Concentration is not a status effect with it's own id, but is StatusEffectType. Does anyone have a clue how this can be checked?
  7. This would require rising their Burn AR to be higher than their Pierce AR. Could be both ------ Combining the suggestions made in this thread, I am inclined to make the following changes: remove elemental-weapon keywords that were added in CP.Keywords 2.0 give weapons that already have an elemental KW, phys/elem damage type as proposed by Noqn (and lower their PEN, if they had only 1 damage type before that) remove creature immunities vs elem keywords. And adjust their elem AR / immunity vs damage type accordingly. Thoughts?
  8. I am looking at this topic again. And also at the enemies that are healed when taking Burn damage: Right now, attaking a Greater Flame Blight with Firebrand would deal Pierce damage. While, attacking a Naga or Fire Drake, would heal them. Would you expect the same result/behaviour, or it's ok (as we can mouseover check their AR)?
  9. Hmm, Do you have a save when you meet them? or are in the same scene? If yes, give "findobject "<name>" a try. ----- P.S. Also it could be a problem with name variation. It's kinda weird that spawn ids sometimes differ from CharacterStatsGameData's id. E.g: CHA_CRE_Skeleton_Steelspine_Berserker -> SpawnPrefabAtMouse CRE_Skeleton_Steelspine_Berserker CHA_CRE_Skeletal_Fighter -> SpawnPrefabAtMouse CRE_Skeleton_Fighter * the second creature ^ is "skeletal" but uses "skeleton" to be spawned..
  10. I am finishing a mod that adds 7 unique ships and 2 new ship types to the game. > The two new ship types are Xebec and Heavy Galleon. They can be bought from Neketaka shipyard > Five unique ships (with unique stats) can be captured by boarding respective vessels: The Servant of Rikuhu - unique voyager - captained by Wheneha (by default spawns when you have -3 Reputation with Huana) The Terror of the Deadfire - unique xebec- captained by Arteiro (by default spawns when you have -3 Reputation with Principi) Aim'Spirente - unique heavy galleon - captained by Estulario (by default spawns when you have -3 Reputation with VTC) The Royal Leviathan - unique junk - captained by Hazanui Yaro (by default spawns when you have -3 Reputation with RDC) The Heaving Harlot - unique junk - captained by Fyrgist > Two ships can be found/looted as "ship in a bottle" item after defeating some land enemies: Ship in a bottle (Black Dhow) (unique dhow) can be looted from a specific named fampyr Ship in a bottle (Black Pearl) (unique galleon) can be found in a bookcase behind one unnamed lich > Also the mod slightly edits the stats of Fonferrus and Blade of Takowa: The main thing left to do is: add custom ship stories/descriptions. For now I have put generic ones. But if anyone feels inspiration and wants to contribute, that would be great! P.S. Few screenshots:
  11. Glad you enjoyed them Quick Switching weapons is there in order to bypass reloading phase. Once these options are out, there is only auto-attacking left. And Red Hand is comparatively effective at that, since it can fire twice before going into reload phase, due to Double Barrel 'native' enchant. A side note: if you take "Double-Tap" enchant and shoot vessels, in terms of focus-generation it actually becomes worse than a regular arquebus. Because it goes like this: - shoot (and deal dmg and get focus) -> shoot again (vessel is destroyed) (deal dmg to none, and thus no focus) -> reload The next CP update will include a fix for that, and it will go like that: - shoot (and deal dmg and get focus) -> shoot again (and deal dmg and get focus) (vessel is destroyed) -> reload It already comes with that property, granted via Double Barrel enchant. P.S. BPM nerfs Red Hand's reload time from 6.8s to 9s
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