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Everything posted by jomoroon
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[1.1beta] Party A.I. Not Using Abilities
jomoroon replied to GuyNice's question in Patch Beta Bugs and Support
Not sure if I understood the question, but Maia's A.I. also doesn't activate any abilities for me. The same as the other companions (and Watcher). yup thats what I meant, Maia not using her abilities or her pet on any of the conditions -
[1.1beta] Party A.I. Not Using Abilities
jomoroon replied to GuyNice's question in Patch Beta Bugs and Support
have we checked the maia and her ranger spells + pet abilities? -
AI problems
jomoroon replied to Mu Shu Fasa's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
plenty of ai problems still to be solved I'm afraid. I'm struggling to have a ranger that attacks at all if there is no enemy within approx 6+ metres. They just stand there with cogwheels -
Having lots of AI issues
jomoroon replied to Jackbpace's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
The bug I am reporting has nothing to do with whether or not AI is toggled... In fact I have found several more bugs in the AI, Serafen never casts frenzy, and always uses tenuous grasp even though its not in any of his script packages! -
Spell wise - per Rest mechanics were defined as a way to control the top tier spells and abilities. It prevented repetitive and over-liberal use of these spells which would wreck combat balance and weaken the game's experience. In my my eyes there are two comparable scenarios: A) the fight does not need the most powerful abilities to succeed (insignificant fights largely) and, B) the fight requires usage of powerful abilities to succeed. In A, the per rest mechanic is irrelevant. In B however, the way of recovering ability 'charges', was to camp somewhere or return home, before doubling back to wherever your journey was headed prior. Camping supplies were capped, forcing you to go back if you ran out. In other words you either had to go back (and not spend supplies), or spend supplies then eventually go back. Regardless, both ways are just time sinks that didn't really contribute to the combat at all. Having it converted to per encounter streamlined this issue and I think was the best choice going forward. Injury and health wise however it adds more depth to the roleplay aspect of the game, rather than the mechanics side. A) and B) could simply be swapped with needing to be full health for a fight, or not. So I think making it depend on camping produces rather the same droll effect. Having buffs from staying at nice inns etc... has a nice roleplay appeal, but it should simply stay at that for the same reason that camping and injuries are looking to be redundant. Complexity needs to be integrated in a way that is not deemed tedious, or integrated in a way to simply take up more time. Yes it is part of a resource management mechanic, but that resource is solved by time which isn't dynamic at all.
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Having lots of AI issues
jomoroon replied to Jackbpace's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
I've been testing consistently with all other AI off and the command: spawnPrefabatMouse cre_dummy This creates a minion you can fight who does minimal damage. Would be nice to see if we can get a dev response on this in terms of whether this is reproducible for them. -
Having lots of AI issues
jomoroon replied to Jackbpace's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Bump, I have a bug where maia's pets abilities are not able to be scripted. Things like takedown are not selectable on the popdown list even with conditionals starting with only 'animal companion is:'. Is this a known bug ? edit: the default ranger AI also does not cause the pet to use any abilities, even with all conditionals present. I would note that my scaling is turned on, will test with it off and update. Update: Ok there is definitely some sort of interaction between difficulty scaling and maia's ranger AI issue here. With it on, she will not use any offensive scripts aside from an opening wounding shot, after this she will only use defensive scripts if applicable (heals, evasive roll). She will not however, use heals or revives on her animal companion nor any pet abilities. If you compare this with scaling turned off, there is a further bug where she will use her offensive AI + defensive AI, however her offensive AI cooldown is bugged, and she will use it every round as long as she has power, regardless of a cooldown set to 10 seconds, or 30 seconds. She also will continue to not use any pet abilities, offensive or defensive. I would add that regardless of scaling option, it is still impossible to even add pet offensive abilities to a custom AI, I have been testing her companion ability AI by simply duplicating the default one which came with it, and modifying conditionals and cooldown to test it. Can any of the devs replicate this? -
if I have a singular of spell set containing 3 spells, the condition being 'always true', and a cooldown of '15 seconds', does that mean every 15 seconds it will cast spell number 1, or will it rotate down to number 2, then 3, every 15 seconds? Im trying to figure out if I should have 3 different sets of single spells with overlapping cooldowns, or if I can have all 3 spells in a single set and they rotate downwards.
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combat speed not working
jomoroon replied to jomoroon's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
bump, no one encountered this? POTD is too hard since combat is a blur. -
How did you do that? I assume you used the console; what commands did you use? I've been using AddAbility to add a subclass, but it doesn't show up the way yours does. I didn't use console Just try it in this order: select multiclass -> Berath/Skaen priest -> Paladin, don't pick subclass. And you are good to go wow i had no idea this was a thing.
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combat speed not working
jomoroon replied to jomoroon's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
bump -
Hi, The combat speed options do not change any pace at all, but the out of combat fast toggle works. Is there any particular file I could look at to see if there was a value changed (I have been experimenting with other features, but not game speed), or a file I could delete then steam verify to fix this please? Thanks!