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Everything posted by Kohwalter
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(THATS ACTUALLY JUST A ROGUE ) Ghost heart... Or if you are into mods, you can download the ranger changes at https://www.nexusmods.com/pillarsofeternity2/mods/72 It adds a lot of new abilitites to it that are independent of the pet: Ranger Rebalance Spells: Lesser Insect Swarm: 3 Raw Damage / 3.0 Sec and Immunity to Concentration for 30 Sec. 1.5m Radius Nature's Heal: 1.5m AoE 20 Health Points Minor Moon's Light: 8.0 Health every 3.0 Sec for 12.0 Sec Writhing Tentacles: Summon 3 Writhing Tentacles Explosive Arrow: +5 Acc Ranged Primary Attack + 1.5m Burn AoE 25-40 Damage on Impact Double Shot: Lesser version of Twinned Shot at Power Level 5 with -25% Damage Added 5 new Hunter passives (+25% damage against enemy type): Beast, Primordial, Spirit, Vessel, Wilder Added Armor Expertise (-25% Armor recovery, +1 Crush/Slash/Pierce armor) Added Predator Strikes (Inflict Weaken on Crit) Added Ranger's Recovery (Restore +1 Bond on Kill) Added Ranger Stances: Swift Aim: -20% Weapon Recovery, -5 Weapon Accuracy, 10% chance to recover instantly on Hit / Vicious Aim: +10 Weapon Accuracy, +20% Weapon Damage, +1 Weapon Penetration, +20 Weapon Recovery
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At some point cipher got a persistent "Focus Starved" debuff
Kohwalter replied to sergey.gt.ekb's question in Patch Beta Bugs and Support
Cipher Ascendant has that disadvantage while you don't have max focus -
So what do you guys think? Is this a good idea? Considering that I would need to edit 27 abiltities, I would like to have a feedback before I dedicate my time doing this. Low-tier (1st and 2nd) abililities would be 2 / per encounter Higher tier (3rd+) abilitities would be 1 / per encounter This would make taking multiple abilities worthwhile instead of only spamming only 1 damage ability throughout the combat. Some upgrades would give a +1 per encounter usage
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It feelsbadman that your bonuses for doing good things & finding peaceful resolutions are thrown out the window. But being a selfish, homicidal asshat? THAT'LL GET YOU SOME POWERUPS! Edit: to follow up, do the negative decisions involved have any actual effect in Deadfire? Other than pooling a companion that would've been in both? I haven't seen or heard anything about such, so really irritates me that rewards for being good are removed, while rewards for being evil are carried over with no real repercussions. Eothas tells you have to struggle with your dark past when he gives back a part of your soul at Hosango. Besides that small and insignificant remark, nothing. No impact whatsoever so far.
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I just noticed that the male Heads models 2, 3 and 4 for Fire Godlikes is much bigger than the 1st model. Its like a human with an Aumaua-sized head for these models. It gets even worse on Elfs and can be easily compared when making two adventures and changing between characters at the inventory window: one with Head #1 and another with Head #2.
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Berath gives a chime with 3 uses that have a heal and damage AoE similar to the priest Holy Radiance spell. Galawain gives Eder +5 max HP (Xoti too I think) because they are Dyrwoodans and help against the Dragon. Hylea gives the food. Woedica was supposed to give +1 Power Level from game files. However, nothing happens. Don't know about the rest.
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Looking For Lashes
Kohwalter replied to Ophiuchus's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
It is indeed inside Garlands_tears at items.gamedatabundle: { "$type": "Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName": "Garlands_tears", "ID": "c10bed39-6fdb-4ca7-aaf6-3822b609c55d", "Components": [{ "$type": "Game.GameData.ItemModComponent, Assembly-CSharp", "DisplayName": 643, "HideFromUI": "false", "EnchantCategory": "Unique", "Cost": 4, "DisplayEvenIfCostZero": "false", "CursesItem": "false", "StatusEffectsOnEquipIDs": ["4973c618-b4a6-4c3e-8c97-36ef1821d152"], "StatusEffectsOnLaunchIDs": [], "StatusEffectsOnAttackIDs": [], "AbilityModsOnEquipIDs": [], "OnEquipVisualEffects": [], "DamageProcs": [{ "DamageType": "Freeze", "PercentOfBaseDamage": 0.1 }], "AbilitiesOnEquipIDs": [] }] }, Look at the last section of the code, containing "DamageProcs" "DamageProcs": [{ "DamageType": "Freeze", "PercentOfBaseDamage": 0.1 }], -
change class
Kohwalter replied to s002wjh's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
There is a mod that allow you to do that: https://www.nexusmods.com/pillarsofeternity2/mods/2