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Triskald

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About Triskald

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  1. Probably a better way, true. I just went and cleaned out the imperial command with Eder (and so kith targets). Lots of small rooms easy to get small skirmishes in and he's geared enough at that point that he doenst really take any dmg so i can just dot everybody and watch them die. I used gouging strike out of habit to be honest. I've both but found it to be just all around stronger, anyhow.
  2. Edit: Dots indeed. Gouging strike is the culprit. Deep cuts doesnt seem to trigger but ive got a consistent (100% but low sample) proc on kills with gouging strike.
  3. Bump, enemies seem to be randomly treated as vessel. I've it had proc against nagas, kith, for sure, else i dont really recall. Also, my wielder was Eder, so the bug isnt carnage related even if carnage seems to also proc it. It also triggered on enemies attacked by but not killed by Eder such as with Aloth's aoe spells (I.e Ninagauth Freezing Pillar/ Chill fog -and not the weapon's proc one-). So yeah, just bumping on this one as i havent really tested it through since it wasnt really gamebreaking for me. I now have it on my witch cipher but havent played much will report back. -T
  4. https://www.dropbox.com/s/v9pnwaehrz79ubf/Triskald%20%28CrookspurFort%29%20%2897985b7a-64bf-4f6e-94d3-0da43ae789f5%29%20%28771468239%29.savegame?dl=0$ https://www.dropbox.com/s/1njpibb9lbp9hml/Amira%27s%20wings%20bug%20exemple.bmp?dl=0 Here. Tried to have the picture as relevant as possible. -T Edit: I played a bunch with that item since my previous post, and i double down on the above. May this be fixed soon. output_log.txt
  5. Bump. Seems tied to the unique AttackRangedHorizontal Game data and component the Rake is using. Its the only spell that does in the whole game. However its a dll files we can't really access so i've no way to be sure. As it stands and since the issue is that the spell indicator compute the range of the rake with the caster as its starting point i had high hopes that replacing the "launchsource": "caster" line would resolve the issue. But it hasn't even when the line "FromCasterPosition": "false" was added. Would very much like recognition on this one since im playing a rymrgand themed aloth, the rake is kinda the ultimate go to spell and with the wrong indicator its a hassle to use. I'm also very interested in a confirmation concerning where the gamedate for the range indicators are stored. Codially - Triskald.
  6. Hello, its already been reported there : https://forums.obsidian.net/topic/102335-amiras-wing-not-attacking/?do=findComment&comment=2070470 I've been playing some more with it since my reply there and it does seem to be terrain related although the behavior is very erratic. Reloading a given map did nothing to fix it for me (i've tried the steps you describe). Cordially - Triskald.
  7. Bump. It's still there, i've fiddle around with the code. The anomaly appears tied to the sword prefab ("prefabs/items/appearance/weapons/sword/a_sword01_v02_watcher.asset") that we can't have access to. (i hoped one could simply dl Unity engine and try to solve it for oneself but you can't really decompile thoses unity 3d files anymore) I was hoping this was an issue with the on equip visual effect, maybe a wrong value for the glow. But no, as it stands, the only way to make the sword look normal again is to replace the awakened sword prefab (v02) with its former v01 loosing the glow altogether. So you trade the visual bug for the unique look of the weapon. Frustrating because it looks like a simple and easy fix given access. Cordially -Triskald. PS: Just letting people know that one can obtain a semi satisfactory result by adding the magistrate's cudgel particle effect onto the standard watcher sword as temporary fix. Problem with that given sword the aura only hovers around the tip whereas it shows on the whole of other swords (and i've tried attach modes). So for now im rolling with an enchanted whispers of yenwood as fixed watcher's blade. Truly is THE watcher's blade in this case. I dont like having twice the same sword but at the same time this kinda fits the lore as the whispers of yenwood was unexplainably found in the middle of caed nua's throne room after the last owner went mad and ran away with it. And so doesnt seem that odd that you would find your old sword again as if it was put into your path delibaretely (plus the whole inspect to reveal feels very soulbound like). Tldr: Ain't a fix but a replacement, glows purple but not in the same way. Can upload the files if people want. But it just looks like yenwood (or whichever sword you want) with the aura, it doesnt have this purple white-hot look the original blade has. The hilt is just bugging me too much.
  8. Hello, Would simply like to chime in on this particular issue which i've encountered as well. If Haran's post suggests the variable is the character which you're hitting, according to my testing its due to the projectile interaction with terrain. (Tldr at the end) Indeed what's special about this Rod is the attack, a gust of wind whose width is huge instead of the normal sphere of energy. I've checked the files of the items in the game data bundle and even if i'm no programmer this is plain Json, and there is no discrepency whatsoever, the item should work as intended. Point being, i thought it had to with the projectile when i noted that the attack triger was on hit. If a projectile hit needs to be recorded for the attack to trigger, then an issue with the projectile travel would explain that the animation triggers without producing an attack roll and represent adequately what we see on screen. With that idea in mind, i just took up my save where i encountered the bug, i was in some corridor in Crookspur Fortress, checked if my wielder -Aloth- could hit anyone, he couldnt. Then i went back to other areas, and as soon as Crookspur caverns, where the spiders are, i managed to hit people and the factor that governed whether i could hit them or not was their placement relative to aloth in what remained a relatively tight space. Conclusion the projectile width is most likely to blame, being so huge that it gets blocked by irregularities in the terrain or simply the lack of width in some areas. I didn't go farther because one would have to check the unity files and know their way around thoses to verify. Something i havent learned yet but might very soon if this bug proves an issue in many other areas (i havent been playing with amira for long at this point so i cannot give a list of affected maps). Hopefully someone can make a quick fix on this if it has only to do with the width. However it promises painstakingly annoying file per file check if its a conflict btw said projectile and terrain. Personal note: The current projectile/animation is nice and fits the theme so one might consider keeping it for gusto but then we'd need a work around to make the item more reliable (aka not plainly useless) in some maps. It does make sense for wind to be stopped by terrain and again it could be nice to keep it that way but its supposed to be a heavy gust not smthg an unseen pebble stops. TLDR: Bug description: Attacking with Amira's wing sometimes does nothing yet the animation fires. The animation looks cut short as if the gust of wind is hitting against smthg that prevents it from reaching its intended target. Instead of a long fog we just see some winds next to wielder. As such it is graphically very clear that the actual/usual length of the projectile is missing. There is no attack roll, nothing recorded in combat log. This matches the steps of the game code from what i understand. Proposed Fix: Reduce the width of Amira's gust-projectile. Aka storm_blight_foul_wind_projectile.prefab, either directly this mob's attack or make a custom for the rod. I'm not playing with any druid in my party but maybe this impact wind blight summons. I'm not aware of their spells/abilities as i play blind. Supposed Steps to fix: Modify Unity projectile prefab or isolate and modify projectile/terrain interaction Edit: This explanation should also be consistent with Haran's report as Rogue attacks with an item override the item's attack animation with theirs. More over they are coded with NO PROJECTILES thus no travel time which supports the conclusion i've arrived at. + You can sometimes get a hit if you try to stick your wielder as close as possible to its target. This is highly inconsistent as far as i can tell. Cordially, Triskald, your neighbourhood witch.
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