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Posts posted by Insidous

  1. You are looking for a more challenging rest mechanic? You think exploring the Deadfire is fun, but should include some meaningful resource management? You feel like the per-encounter to per-rest mechanic of Woedica's chellenge is too restrictive?  -  This mod is for you!


    It includes the food component of Woedica's challenge (requires patch 4.0) in Ryrmgand's challenge, so starting a game with Rymrgand's challenge means that in addition to food getting spoiled, only "Prepared Meals" will recover injuries and resources.


    Additional changes:

    -Most food spoils ~50% later

    -Hardtack and water spoil 100% later, but the ship morale impact is changed from -1 to -2.




    Published on steam.

    Attached .gamedatabundle files for GOG users, including a "small" version without the additional changes.


    • Like 2
  2. Wizard Scholar


    Bonus: Gain the Consume Grimoire ability, which permanently destroys your equipped grimoire (you can switch in a new one from your quick slots) and provides the caster with the brilliant inspiration for 15 seconds. Once per encounter.


    Malus: Recovery time increased by 20%.



    I would like to see stuff like this. Either new game mechanics that go beyond number tweaking or really sound rp concepts (e.g. Nalpazca, Ghost Heart). Ideally both at once  :yes:

  3. This is my feel on ship combat. I have no idea why but my chances to hit with cannon are high and occasionally I get misses. Not to mention the damage it dealt sometimes bad but also instead of hitting hull, it hit the deck or sail with chainshot.


    On the other hand enemy that has -15 chance to hit me hit most of the time and dealt alot of damage!. Bear in mind I'm aware of the shop distance, what cannon im using, etc.


    Enemy ships seems to have hidden or undocumented buffs in their to hit and damage. Just like the normal fight encounters, those enemies have very high ACC. You get easily hit even your DEF are over 90-100.


    In other words Obsdian difficulty = AI cheating


    I am pretty sure they don't, even on potd. The only value affected by higher difficulty is a close to board damage multiplier, which I don't really consider part of ship combat.

    Maybe their cannoneers have higher level, or you shoot while they move and they only when you stand?


    Also keep in mind that every ship type has a hidden "Hittability" value (junk 70, galleon/dhow 60, voyager 55, sloop 50, longship 40)


    It would have been easy otherwise. 


    On the other hand you can repair your own ship during combat, while the enemy never can. How fair is that?


    Oh, they do. They dispatching crew members just as I would do. I don't know how you come to the conclusion, they can't.



    I have never seen the ai getting the "repair hull" or "repair sail" event, they only ever get negative events 

  5. I prefer the new combat a lot. I see were you coming from and was worried too when they announced the removal of health/endurance mechanic, but playing it I prefer this so much. It was a chore for me before to make every encounter as efficient as possible. Sure many might have fun with this, but I prefer fewer but more difficult encounters that challenge me, instead of having a challenge because I don't want to rest or backtrack.


    In theory many mechanics to make combat more varied are in place, but only shine in very difficult fights, which are unfortunately only the ones you are underleveled. Stuff like keyword counters, afflictions vs. inspirations and sometimes hard penetration penalties.


    In short: I prefer the deadfire combat already and difficulty changes will make me like it even more


    I agree with the food sentiment: good food should be more rare and bad food should debuff.

    • Like 12
  6. Slavemaster: crew doesn't get daily wages, consumes only half the food, but loses 5 moral every day


    Generous Captain: daily wages are tripled, food costs doubled


    Improvise: Whenever succeeding a skill check gain -1 on used skill until resting


    Focused: Whenever succeeding a skill check gain +1 on used skill until resting


    Ancient Machinery: All sigils are indestructible


    Talismans: Start game with 1 of every wardstone


    Volatile Powder: Gunpowder barrels explode when player character comes in range


    Smugglers Surprise: Instead of exploding, gunpowder barrels summon a random (player level) creature when dieing

  7. Modding (up to a certain degree) in Deadfire is fairly easy. You can override items, abilities, status effects and most global variables, which are stored in the various .gamedatabundle files located in \PillarsOfEternity2_Data\exported\design\gamedata, or create your own items, abilities, status effects, etc. You can open and format those files with simple json editors. For just a quick look I recommend open a .gamedatabundle file in the windows editor, copy the text into http://jsonviewer.stack.hu/ and press format. It might take a while for the larger files though.

    You can also override or create new strings located \PillarsOfEternity2_Data\exported\localized\en\text\game\ as .stringtable (xml). 


    I recommend reading this topic for more information and Gairnulf is working on a modding tool

    • Like 1
  8. I have found the ultimate example why the new damage formula is dumb.

    Imagine you have a 1% bonus and a 50% penalty.

    Now look at the sum of all modifiers: 1 + 0.01 - 1 = 0.01


    With a 50% penalty and no bonus you do 50% damage (so far, so good)

    With a 50% penalty and 1% bonus you do 1% damage


    generally speaking:

    Under certain conditions adding a bonus to a penalty can result in lower damage than if you had only the penalty.

    Does anybody know another game where adding a bonus to something results in a drop of this something?


    That's not how it works.


    With a 50% penalty and 1% bonus you would calculate the steps_sum to (-1) + 0.01 = -0.99


    Since this is negative you apply rolled_dmg / (1-steps_sum ) = rolled_dmg / 1.99 = a factor of 0.5025

  9. Height (or more accurately the scale to all dimensions) is very easy to mod for all characters of that race/gender combination. So if you think male elves should be taller than humans you need to change a single line in the "global.gamebundle"


    But yeah a customize able scale just for the player character would be nice and I think relatively easy to implement

  10. I'm not sure where to post this (We need a modding subforum!!), but since this is mostly role play focused I decided for this place.
    My Watcher, an Orlan Priest of Wael, was turned blind by divine intervention and now has to explore the Deadfire without eyesight - my first playthrough is going to be truly blind 8)


    To make the mod as unobtrusive as possible I overwrote as few gamedata as I could and didn't touch class progression tables or strings to make it more likely to work with the full release, updates and most other mods. I'm 95% sure it works on release, but of course I keep tabs and will update in case it won't. Instead of changing class progression I overwrote the (purely descriptive) Wael_Deity ability to grant some permanent status effects: -5 Perception, -50% Range, Immunity to Gaze Attacks and Resistance against Perception Affliction (Since a permanent blinded person should not get hit by an additional  "blinded" affliction and maybe in general be more resistant to distractions). This cannot be dispelled in any way and is in not part of a perception affliction, so you can get inspirations like "aware" while still being affected by these status effects. Since NPC priests of Wael seem to have their own progression table without "Wael_Deity" it is unlikely that suddenly every priest of Wael in the world is blind.




    Background story:


    --Coming soon--








    I didn't touch any of the descriptive texts - the battle and character tooltips are less overblown (and don't refer to any of the Wael stuff). For the icon I used the one from "Blessing of Wael", a PL 9 Priest ability. If it turns out to overlap too much with the real Blessing of Wael in the ui I might change it. So far I think it looks pretty nice.




    I modified my Orlan's portrait to reflect his new condition (thanks to Aramintai, whose dark, red-eyed colored watercolor portrait I used as a base - it's much prettier than Obsidian's version of this Orlan)





    Move the attached file in the "Pillars of Eternity II - Public Beta\PillarsOfEternity2_Data\override" folder and if it doesn't exist, create it.

    (alternative download link)


    Bonus: If you want any other class to be permanently blind (monk, ciper, chanter,..?), install the mod as seen above, create your character, open console, type "Iroll20s", find your char's ObjectGuid via "findCharacter NAME" and add to your character via "addAbility ObjectGuid 9934e37a-c15b-446c-8337-33714dc05abd"


    • Like 14



    Its kind of irrelevant to me other than the cost impact to development / limiting dialogue potential consequences.


    From a practical standpoint as a game player, I read faster than most actors speak their lines and unless the actual acting or scene itself engages me on a level beyond the usual, I'll be reading the text and choosing dialogue options without listening to the VO; in games where the choices weren't fully written out in text choices, I'd have subtitles on, read the subtitles and advance to the next dialogue piece when I was done unless, again, the scene invested me somehow.

    If the scene isn't investing you, then the writers and actors have failed you.



    I wouldn't say its a failure for me so much as, having grown up on games with no voice acting at all, my method of game play is still primarily focused on reading, and if you read faster than people act, it can make the game frustrating to wait for them to act out a scene.  So since pacing in a game is usually user controlled, as opposed to a subtitled movie where the movie has the pacing created by the editing of the film, I tend to still favor reading and advancing at the speed I read.  Only a scene of something remarkable (visual, acting, writing) will make me pause and watch it as it is, and honestly I'm more inclined to do it in a 3rd person game than a isometric one.


    What is this "if you read faster than people speak" stuff? Doesn't everyone? I know I do. I still listen to the voice work if it's any good. That can't be it, or I'd not care about voice work either. I also grew up on games with no voice work, so that can't be it either. Or at least none of those are the soul reason. There's something else here.



    If the plot is too good I don't want to wait for the speaker. I don't blame the voice actor though. It's not their or the designer's fault, I blame my impatience 


    I think that crits are severely underrated. If you only factor them in with +25% damage at 10 MIG this will not display their power in the actual game (as you already said). Crits very often lead to overpenetration which adds another +30% damage. For the same reason I think that hit/crit conversion is much better than most people think and surely 20% translates to more than ~3% dps in the actual game. I know it's impossible to calculate that without major efford. Just saying... That makes one handed weapon usage the best offensive melee option for auto-attacks (and primary attacks without ACC bonuses) in the beta in my opinon. And that's ok, because heavy dual weapon setups profit massively from Full Attacks.



    The best discrepancy between crtis and hits can be observed at the other spectrum: when transforming a -75% penalty into a +25%bonus. Take a look at this snippet comparison for dual welding sabres at enemy AR11 and enemy AR12.


    Related to the affirmation that "one-handed weapons being the best for auto-attacks", my findings are different for any of the 13 enemy AR that I compared in my previous table: usually dual welding something is better, with the exception of the very high end enemy AR where estoc is the champ overall.




    I did some calculations how much Crit damage is increased for some Pen Ratings in various Armor Rating distributions of enemies. As a distributions I used a linear bell curve centered between 8 and 9 with little dips at the lower and higher ends to account for heavily buffed or debuffed enemies





    If you shift the AR distribution slightly to the right as to account for POTD or something  you get:




    The general sentiment that crits are more important against heavier armored enemies is obvious, but the scope surprised me. You can easily think of a crit as a 30% - 70% damage increase instead of just 25%.


    Since it wouldn't let me upload my excel file, just tell me if you want other PEN values or distributions tested.

    • Like 1
  13. When using Clarity of Agony while under the effect of Greater Sand Blight's Scirocco the monk enters a state of endless recovery and can't do any active abilities anymore. The monk stays useless even in upcoming encounters, saving-loading, or any other "fix" I could come up with proved useless.


    Happened with this monk and was 100% reproduceable



  14. One minor suggestion:


    Reward limited amount of xp for disarming each type of trap, similar how the beastiary works. Heck, if the time was there even beastiary entrees for each trap would be nice.


    My problem with xp for every trap is that:

    a) mechanic feels still like a must have

    b) Disarming a trap seems more rewarding right now than using an enemie's trap to your advantage

    c) I feel stupid sitting in a trap room in a dungeon and disarming countless traps I already passed safely

    d) Disarming lets you use or sell the trap later, that is already reward enough I feel


    Just a minor thing, but that always bugged me in PoE1 and the beta. What do you think?

    • Like 3

    My point exactly. The "ruleset" argument is a red herring. So there is no reason to think whatever abilities and such our PCs have need to automatically apply to enemies, like Empower. Just like not all kith are "Watchers".


    If all rules apply universally, why does the trap I disarm that one shots my PC, not do the same damage when I set that same trap?





    But when empower is tied to resolve it should apply to all creatures that have resolve (literally everyone). Traps have the same effect for characters and creatures too: Both will get an injury.

    • Like 1


    What I disagree with is the notion that just because our PCs have this that the enemies will, by default, have this as well. I think the only argument that _could_ be made for is other kith, but doesn't _have_to. I'd like to think my hero is special in at least SOME way, not just like any other kith who happened to find some shiny gear along the way.



    Strongly disagree. There is a ruleset. game should follow its own rules.



    Except we already have a world where some creatures have abilities and effects PCs don't. Some creatures have resistances and immunities we don't. So the ruleset already has exceptions. That's what adds variety to each encounter. There is no reason to think a low level Xaurip would have empower or Dragon's breath.





    Even a little Xaurip can be a hero sometimes!


    That some creatures have unique features doesn't mean that basic game mechanics like attribute shouldn't apply to them. Also if I debuff the enemy's resolve it should have a reliable effect, the same effect a debuff would have on my characters 

    • Like 3
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