Everything posted by Phenomenum
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Deadfire Polishing Poll
Go on) Emm... I think that trinkets must be restricted to class - only for priest and only for duids. And another thing: Please. KEEP. YOUR. HANDS and MINDS. OUT. OF. SHIFTER.
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Deadfire Polishing Poll
It's easy, i can do this, even paint from scratch (and trinkets icons too) but i need some ideas and references - otherwise it will be time consuming.
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[BUG? v. 4.1.2] Forbidden Fist ability not treated as weapon attack
Phenomenum replied to Boeroer's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Actually, it was a lucky guess
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Deadfire Polishing Poll
Maybe i should consider to cut some KW. I need to take a closer look on my whole list.
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Deadfire Polishing Poll
Yes, just we don't know exact PL bonus we will put on trinkets. If it will be +2 PL, then +4PL seems like "on OP edge". Becose i belive all trinkets should be accessible in the first 1/3 of game.
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Deadfire Polishing Poll
Totally forgot. "Houston, we have a problem". The problem name is Xoti Lantern, which gives +2 PL to Inspiration and Restoration KW and might be equipped as shield. I'm curious, if it will stack with trinkets? If not, then nothing to worry about. And a second thing (just in case): All class specific spells is a NATIVE priest's spells. For example, Xoti have a Vile Thorns spell, but this is not a Level 1 druid spell, as you can imagine - it's a copy of druid's spell, named "Vile_Thorns_Gaun" with new ID and it's Level 3 spell with respective PL scaling. Same for all class specific priest's spell. That's why i was able to freely add priest-specific KW's to all "Wizard" and "Druid" spells for priests - it's will never affect on original Wizard and Druid spells. In other words, Priests have their own spells, and Wizards/Druids have their own, even if concurrent names. Just for the record (Max don't ever knew about this Obsidian trick until our recent chat).
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[BUG? v. 4.1.2] Forbidden Fist ability not treated as weapon attack
Phenomenum replied to Boeroer's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)I have a gift) UPDATE (8th April): Forbidden Fist ability now is Weapon Attack (generates Focus and receives all weapon related bonuses - Soul Whip, Hammering Thoughs, Transcendent Suffering, Unarmed modal, Sneak Sttack, Backstab etc.) Screenshots: https://www.nexusmods.com/pillarsofeternity2/mods/241?tab=files Have fun! Becose value "TreatAsWeapon" in attacks.gamedatabundle was set to "False", i think this is was intended or maybe a simple oversight.
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Deadfire Polishing Poll
I suggest to hire Boeroer as our items designer. For food of course) All Prayers and Litanies will be under Ispiration keyword. So i suggest do not add new KW for them. And for anything. Too much hustle
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[4.1.2] rot skulls area of effect has 0 base PEN
Phenomenum replied to thelee's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)I've uploaded fix for RS as separate mod. Check the link - you will see. Sorry if my message wasn't clear enough.
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Great, then i have a two arts from this autor) Very good technique, i must say. Just...don't tell 'em - all those artists become a very angry when someone modifying his works (though i don't understand why). We need to keep a low profile.
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[4.1.2] rot skulls area of effect has 0 base PEN
Phenomenum replied to thelee's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Uploaded quckfix for RS AS SEPARATE MOD to my Combat Tweaks Collection: https://www.nexusmods.com/pillarsofeternity2/mods/241?tab=files You can use it, though Obsidian should fix it, if they will see this thread.
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[4.1.2] rot skulls area of effect has 0 base PEN
Phenomenum replied to thelee's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Tested now. PenetrationRating was set to 6. Everything works as intended (6 base + 3 from level scaling). So it's easy to fix. P.S. I just wondering... Obsidian, HOW...?
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[4.1.2] rot skulls area of effect has 0 base PEN
Phenomenum replied to thelee's topic in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)Seems like an oversight. Checked a minute ago: The Rot_Skulls_AOE attack implemented as ExtraAttack (secondary attack on impact) into the main Druid_Rot_Skull_Attack (which has Penetration Rating 6), but for Rot_Skulls_AOE penetration rating is... 0. Proof: { "$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp", "DebugName": "Rot_Skulls_AOE", "ID": "7220a161-f9db-4b2d-ac7d-b5e993e42108", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": [ "115559b3-0105-496e-8b95-2795969f62d2", "2f013adc-8e9d-480a-bc65-ba1c7b66dc6c" ], "AttackDistance": 6, "MinAttackDistance": 0, "AttackVariationID": "35abdf41-fc3f-4310-8d5d-5d7da644affc", "UseParentEquippableHand": "false", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "566840d9-1561-4243-8ca7-889df9869847", "OverrideTacticalActionType": "None", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "Hostile", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 0, "DamageData": { "DamageType": "None", "AlternateDamageType": "None", "Minimum": 0, "Maximum": 0, "TacticalMinimumOverride": 0, "TacticalMaximumOverride": 0, "DamageProcs": [] },
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Some nature godlike chick Original (sadly don't know, who's the autor):
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Oh, really?
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Deadfire Polishing Poll
And all these people tringy to teach us democracy...
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Just don't count on me. I don't like these arts at all.
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How would you change penetration values or would you change them at all?
Phenomenum replied to Kovil's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Yeah, thanx. Still, too much things "to compensate".
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How would you change penetration values or would you change them at all?
Phenomenum replied to Kovil's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Right.
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Portraits IV
Phenomenum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
- How would you change penetration values or would you change them at all?
Phenomenum replied to Kovil's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)"LevelScalingArmorLevelIncrement": 3, "LevelScalingArmorModifier": 1, "LevelScalingPenetrationLevelIncrement": 2, "LevelScalingPenetrationModifier": 1, It means +1 Armor each 3 Levels and +1 Pen each 2 levels. Though i don't understand, how it works, becose "ExpectedDifferenceMin": 4, "ExpectedDifferenceMax": 4, "AdjustedLevelAmount": 4 Max scaling adjustment is +4 levels to base creature level (e.g. native level 6, max scaling to level 10).- How would you change penetration values or would you change them at all?
Phenomenum replied to Kovil's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)I usually use PotD + upscaling only and sometimes it feels too-o-o much. I think, if i change PotD bonus to +1, then, combined with +2 from level scaling, it should be a "Goldilocks recipe".- How would you change penetration values or would you change them at all?
Phenomenum replied to Kovil's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)If you want to replicate PoE 1 DR, the only way to do it, is remove all Pen values from all attacks and then attach to all armor (and every creature) Damage Shield, which should refresh after every attack. In fact, several damage shields for every damage type. Technically it will work exactly like in PoE 1 (i know how to do it and i've tested it), but imagine how it will be time consuming! More than that, you need to set all DR values for everything and everyone from scratch. Basically, you need to design the whole DR system. Se futtito! Madiccho!- How would you change penetration values or would you change them at all?
Phenomenum replied to Kovil's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)It's not so simple. For example, if you feel lack of Pen, you can simply tune down all enemies armor in global.gamedatabundle. { "Difficulty": "PathOfTheDamned", "HealthMultiplier": 1.25, "AccuracyBonus": 15, "DefenseBonus": 15, "ArmorBonus": 2, <- Change this to -1 "PenetrationBonus": 2, "LevelMultiplier": 1, "RecoveryTimeMultiplier": 1, "DisengagementAccuracyBonus": 0, "HostileEffectDurationMultiplier": 1 }, Why impossible? All is possible if you have enough time to test. In case of AR/PEN, you need to balance all related abilities, bonuses, penalties and, what is more important, test it. During my work with Penetration Mod, i realized one day, that i need to change so much things and spend dozens of hours testing and balancing that... basically, the result is not worth the effort. I'll upload a new version after big batch - more simplified and not so demanding in tuning other mechanics aspects. But, anyway, it will not solve all problems. That's it.- How would you change penetration values or would you change them at all?
Phenomenum replied to Kovil's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)Ou, and i agree with Boeroer: scaling AR with difficulty was a bad move, becose AR/PEN system based on flat integer numbers and needs fine tuned values to functional properly. Flat +1/2 to AR breaks all system. - How would you change penetration values or would you change them at all?