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Testlum

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Testlum last won the day on February 16

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  1. I am fairly certain that OneHitUse only works for WeaponAttackAbilities. In the past I tried to change Shadowing Beyond to use that duration without success.
  2. You might like to know that Helm of the White Void will give a whopping +10 Accuracy to WotEP's Offensive Parry thanks to the Daze effect.
  3. I encountered this bug in my own game (without Balance Polishing Mod installed) and might've found a way to fix it without editing the base progression tables. In the attached file, I appended a blank ability when Rapid Recovery is picked for the Black Jacket subclass, specifying Constant Recovery to be removed. Feel free to use @Elric Galad! EDIT: Ah, Constant Recovery came back after I leveled up again. My fix doesn't solve that unfortunately, so it's back to the drawing board. Just for transparency, the bug is caused by Black Jacket's Constant Recovery having an incorrect check for the base fighter's Rapid Recovery instead of the subclass modified version inside the progression table.
  4. Super niche interaction that's probably more useful for modding than playing the game, but console added abilities can't be empowered for some odd reason. Tested it by adding Far From Defeated... to my chanter via console command, which grayed out the ability when I tried to empower it. Removed Far From Defeated..., added Their Champion Braved..., leveled up my chanter and picked Far From Defeated... and I could empower it.
  5. One thing that might be a reason behind having so many abilities under the per rest system could be that the developers wanted to encourage swapping loadouts. We already see part of that in the additonal proficiencies you get by levelling up. I can't say it worked out that way for me though.
  6. Remembered a bug I encountered in the game, as detailed by another poster here. The universal talent Veteran's Recovery will eventually be better than the fighter's own Constant Recovery due to a scaling oversight.
  7. For reference, you would have to modify each instance of Distracted to reflect the changes you want, but that's fairly trivial. It is just slightly annoying having to collect them all before you copy+paste the modified child effects you want.
  8. That would still net you +2 Wounds if your Wound count is zero, though x) Looks like I'll need to come up with something else instead haha. EDIT: Although it might be possible to check if AccruedResource is above 1... Hmm, that might work.
  9. Stunning Surge in the base game does not work per the upgrade description. If you land a Crit, you'll get 2 Wounds in addition to recovering the 2 Mortification spent. The "AddResource" enumeration used to provide this effect sadly does not differentiate between Wounds and Mortification. That's a technical limitation, so it would need to be worked around. The obvious idea would be to append an "AddWounds" effect with -2 value, but that's no good because the monk loses 2 Wounds if they were already at max when Stunning Surge lands a Crit. Anyone with a clever idea?
  10. I'm in favour of correcting what's clearly a bug with Psychic Backlash. The number of per encounter uses or duration of the Stun can be increased if the fixed version is not worth choosing as a talent. The fixed version will allow players to pick it without feeling like they're cheesing the game
  11. @thelee I noticed that your guide over at GameFAQs still describes Full Attacks as using only the offhand recovery when dual-wielding, though this no longer seems to be the case in the current version. Since I saw the last update being in Sep 2023, I assume the guide is still being updated, so it would be good to correct this. A quick test in-game seems to match the below post saying it instead uses the higher recovery of either weapon instead.
  12. I admit I don't know much about solo play for Pillars, but would this be much of an issue? Single-classed Rangers aren't the strongest class already so I have a hard time seeing how they could dominate solo gameplay even if Shadowed Hunters received a big upgrade.
  13. Ayyy, glad to see someone else has the same thoughts as me. Shadowed Hunters always sounded to me like an offensive ability instead of a defensive, Withdraw-ish tool to retreat with. I modded it in my own game to stack Crit-to-Hit chance and Crit damage over time, similar to your idea, though I didn't bother capping the stacks since it's a PL9 ability.
  14. Belated thanks for this mod! It's really nice to play around with different builds in an arena mode when usually I'd take NPC companions along when playing Deadfire proper. Wrapped up a playthrough of S4 earlier this year, now I'm using it to try out a 5 wizard party.
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