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Armakoir

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Everything posted by Armakoir

  1. Along the lines of weapon proficiencies, is it possible to change "ProficientAbilityID" in the ItemComponent of WeaponGameData so that it supports multiple GUIDs? This appears to be THE limiting factor for expanding or significantly altering weapon proficiencies. And, as mammasaura said, the ability to scroll.
  2. I think that could work. So, instead of automatically applying malice and trying to take it away later, I only apply the status effect conditionally. I'll think on it. My other thought was -- just bite the bullet and make the malice optional/chosen during character creation. But if you don't choose malice the you get an extra weapon proficiency.
  3. I'm not sure what you mean, kilay. Can you explain? Only the Haymaker is in PT_Racial. The rest of the profs are in their own PT. But haymaker is the only one that is automatically assigned without being chosen and that would be best for the penalty we want. Then, with the prof PT you remove the penalty ability and assign the beneficial ability.
  4. Unarmed Haymaker is the example to use here, but it's located in PT_Racial. Not really sure I want to mod that. Is anyone modding this PT, or know someone who has?
  5. With the news that proficiency modal icons will be modifiable with 2.1 (which means we can visually distinguish between modalities of the same weapon, both during battle and in character creation), I'd like to start brainstorming possibilities for new proficiencies. For right now, I'm leaning towards an Offensive and Defensive option for each weapon. An Exotic option for each weapon -- that is not available to every class or has some other conditions -- would be cool as well. Regardless, I know that proficiencies redux is something players are wanting. If anyone has suggestions I'd be glad to hear them. When I'm at my computer next I'll edit with my own thoughts.
  6. I...like brigandine... I bet you could get the "blind on missed" to work somewhat like you want it. I think with a club you'd have to hit first, apply a status effect on the enemy which has an event status effect attached, and then further misses beyond the first hit would blind (initially from all sources, but using conditionals we might be able to limit that blindness to misses from the club). I can look at it tomorrow.
  7. During character creation, can Culture and Background selection occur BEFORE class selection? This would allow us to utilize IsBackground and IsCulture conditionals within PTs and see those changes in "real time" as opposed to during Level Up. How difficult is it to add ProgressionTable conditionals? For example, is ProgressionTableIsDisposition a possibility?
  8. It looks like the weapon proficiency icons in character creation cannot be modified or replaced. I have tried atlases (which correctly displays the actual modal ability for my equipped weapon) as well as various filepaths to individual 100x100 icons. Nothing seems to work. Can this be adjusted as it was for profile pictures? Best. https://i.imgur.com/gmmpGCa.png
  9. Alongside bug fixes I've added the Saboteur subclass and Nexus has been updated. The Saboteur will definitely need some balancing, but I think it could be a very fun class to play. I've basically taken the pickpocket version of the explosives consumables and put them in ability form. Once attached to a target (any target, including barrels or friendly party members) the explosive will trigger after 10secs. OR you can use the Detonate ability and instantly trigger everything within 8m for a battlefield of explosions. I've very interested to see how people use this subclass.
  10. "PoE2 Deadfire Tweaks" does some subclasses for companions, iirc. And I'm pretty sure this is case by case modding (ie, one mod for trickster Eder, a separate mod for assassin Eder, etc). So it's just a matter of filling requests for "Companion with X subclass, please"
  11. I'm one of those gamers that spends equal time in game playing my character as I do outside the game planning my character. Now, I hold PoE to a different standard than I do other games (eg, Path of Exile) but, nevertheless, I find the character creation and progression system kind of dissatisfying. I don't really look forward to the next level so I can unlock abilities; instead I just want to get through the the leveling screen so I can fight and quest more. Maybe this is a compliment to the combat system, but there's no reason both system (combat and progression) shouldn't be equally satisfying. Of course some classes need some work (better abilities here or there, balance here or there). But I don't think that throwing abilities at my dissatisfaction will work. I think it's the system as a whole. So I'm curious what other people think about the system as a whole? Does it irk you as well? Could it be improved? What would improve it?
  12. Update regarding the Spectre. I've settled on the concept of summoning either (1) an "animal" companion that trains skills alongside the Spectre, or (2) a regular non-companion summon that has a predetermined ability list (something akin to the wizard's Substantial Phantom). #1 has far more gameplay potential. It would essentially allow a Spectre to summon a controllable companion (which could use Blinding Strike, Withering Strike, etc) while the Spectre himself goes invisible and gets ready for Backstab. Or stays invisible and "pops smoke" in military parlance. However, neither appear to be possible right now because all the data regarding what is being summoned is contained within a prefab. If that prefab reference gets broken up into progression table, character, graphical, etc references, then we're in business. I could settle for just summoning uncontrolled shades, spectres, and shadows, but this isn't very exciting from a gameplay perspective. So instead I'll be working on the Chameleon and Sapper next. The Chameleon is turning more into an Agent or Spy with an ability branch that causes confusion (as before) and domination. Maybe something else Will based. The Sapper is being renamed Saboteur (much more roguelike) and is no longer about throwing traps (I'll leave that for a Ranger subclass). Instead, the Sab plants explosives via abilities on enemies. What I'm really hoping to accomplish with the Saboteur is a Detonate ability that triggers multiple (and varying types) explosions at the same time. So, the Sab would run around attaching bombs to bad guys, then activate Detonate to create one massive explosion (that my crappy laptop will not be able to handle graphically).
  13. Greater access and/or control over AttackSummonComponent for the purposes of creating "animal companions" for other classes using existing graphical assets (eg, a spectre or shadow as a summonable companion for a Rogue). Agreed!
  14. I've reached a good halfway point with this mod and I'd like to get some more extensive playtesting done. The only new subclass besides the Swiftblade is the Acrobat, but I have a feeling the changes to the vanilla subclasses will make them play and feel quite different. https://www.nexusmods.com/pillarsofeternity2/mods/192/ With this release, if you are playing along, I'm not entirely sure the Sap, Perplexing Sap, Hidden Blade, and Leaping Riposte status effects will proc. If you do or do not see these effects, let me know. Also, keep an eye out on Marked for Death and the Assassinate passive to see if they are working properly. And balance! Have these changes unbalanced something? Or whatever else you find. Next up I'll be working on the Chameleon (possibly renamed Spy or Agent) and the Spectre (I like this British spelling better). Best.
  15. Interesting. What about a alcoholic pirate that is drunk and not clumsy? The Swiftblade is available right now on Nexus, and it won't be undergoing a whole bunch of changes with this new mod. Thank you for the feedback Purudaya and I'm glad you came to post here. So, the Specter. Your idea makes the most sense: stealth/invisibility autocasts shadow. Unfortunately, because summoning is an attack, it looks like you have to choose a target or a point on the ground using mouseclick. There is not a "random location within an AoE" option that I can see for summoning, which means I can't really autocast the summon. But... I can make the reverse happen pretty easily: summoning a shadow automatically makes the Specter invisible. And I think I'll work this functionality into the Specter. Regarding the other changes to the Rogue class, I'm going to leave Finishing Blow as is for now, but I've moved Gambit to PL7 (mostly to fill in the unlock options at that level). I may end up changing the Guile cost of the first Smoke to 1, but I haven't decided yet. Lastly, we received your mod request and I'll be handling it. You mention that Sneak Attack powerlevels. Is that true? (Edit: You're right, it does level!) Have I just not noticed it, because I feel like it doesn't. Regardless, there may be issuing using the powerlevel mechanic. However, we can do a ghetto version that still stays pretty clean (basically, we can autogrant replacement Backstab abilities at every power level that boost the damage bonus). It's a little tedious but it's doable.
  16. Updates don't necessarily break mods, it just depends on what the devs changed. The more irritating part of updating mods is when your mod is not broken, but it doesn't match the current version... And the users get irritated with the red warning triangle. And lastly, if you don't want to update, then don't (whether it's broken or not). Just make a note that you're not updating and people are free to do what they want with what you have posted (the permissions).
  17. I haven't looked at the AI, but it is entirely possible they ignore impossible targets.
  18. I hope so to! The question will be: does calling a companion (like a ghost heart ranger) function exactly like summoning skeletons or imps? If yes, I'll have problems. If not, then I'll see what's possible.
  19. Does "attacks" refer to all possible damage? I'm not sure. If it does then, yes, technically it can't take damage and is immortal. But you can learn more and have more fun than just changing that value. How about the companion automatically reserects? Use the abilities associated with the Saint's Armor as a base template. Then add a buff when the reserect happens that represents a pissed off pet (something akin to my neurotic cat).
  20. I don't know if scaling is possible. I doubt that it is. A more likely modding solution would be arbitrarily grouping abilities into groups like the class skills function. However, I don't think this is even possible; we'd need some modding functionality added that let's AbilityClassID reference a generic group not associated with classes and progression trees.
  21. Are you asking where the override atlas should be? Same spot as the items one but it should be entitled SpellAbilityIcons.png as per the thread BMac linked to. No, we're looking for the vanilla/exported atlases to make tweaks to the modal icons. Unfortunately, the blue modal icons for weapon proficiencies do not have large version png's to base our own atlases upon. Besides just having these icons as a resource, I specifically want to rotate and flip the blue modal icons to match the orientations of their parent weapons (eg, the blade of the Great Sword disappears into the upper left corner for the item, but the blue modal for Savage Attack disappears in the lower right corner)
  22. I've edited the original post with a few changes. Hopefully I'll get a playable, roughly tested version out by next weekend.
  23. Autogrant is determined in the progression table for priests, not with the ability itself. Unfortunately, you'll need to copy the entire priest progression table and then make your change (progression tables don't support single changes like this). NocturnalTrance has been working on priests and perhaps this is a tweak he can included.
  24. I am not against working on Rangers, but it won't happen until I'm done with Rogues. Some thoughts though to kill time at work. I don't know if adjusting companion attributes/stats during character creation will be possible, but I do see other possible solutions. The first is to create 2-3 versions of each companion for character creation. For example, a tanky wolf, a sneak attack wolf, and an affliction wolf. The ranger, however, would still only be able to select one. The second option would be trying to move actual companion selection to level up interface. Since companion selection is part of character creation (which gets locked in to a character), this could allow a ranger to retrain which companion they use. Another option could be associating the companions with ranger-only trinkets that grant companions. This would allow rangers to switch out companions between battles. I haven't tested any of this but on the surface they seem mechanically possible. When it comes to the ranger skills it sounds like, in general, rangers could use more focus at the design level. Accomplishing this focus would help us improve the abilities. So what words describe what they are? What words describe what they are not? How do these descriptive words influence how a ranger plays solo and within a group? Also, with mutliclassing, what does being a ranger bring to a character that none of the other classes bring?
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