Everything posted by Testlum
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Portraits V
Testlum replied to Amentep's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
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[MECHANICS] Various Testing
Unlike all other upgrades, going from Superb to Legendary only grants +3 Accuracy for a total of +15. Literally unplayable.
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Balance Polishing Mod Release 1.0
Honestly, I'm pretty sure Shared Pain is an oversight, considering its object name is "Shared_Pain_SE_Bleed" and it has a duration of 9s. The intended implementation probably would've had a ApplyOnTick per 3s like most DoT effects.
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[MECHANICS] Various Testing
Hmmm, I already made it work for my own personal mod, but I also changed it so that the damage/accuracy/penetration now scales with character level instead of PL. All fists now deal 10-14 base damage. Monks will get +35% Damage, +4 Penetration and +1 Penetration at level 1, while UMT will only give +20% Damage at level 1. gn_fists.gamedatabundle
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[MECHANICS] Various Testing
Don't forget, Tuotillo's Palm will also inherit the Monk / Monastic buffs so you may have to change that as well. Personally I would go the route of modding the base damage to be lower and having a larger level 0 buff to damage% so that it isn't optimal to simply whack things with your fists from level 0.
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[MECHANICS] Various Testing
The simplest way to fix this seems to be to set identical stats for non-Monastic / Monastic / Monk fists, then offload the buffs onto the Monastic Training / Transcendent Suffering abilities, since you can set a base value bonus for damage/accuracy/penetration that applies without accounting for PL. That way both PC and NPC monks will have the same stats for their fists.
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[MECHANICS] Various Testing
The same limitation is applied for Garrote from the Steel Garrote as well, for the Raw damage and Prone being implemented as a subeffect of Paralysis. That said, I think it makes sense in the context of Confounding Blind and was probably intentionally coded this way.
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Balance Polishing Mod Release 1.0
Ah interesting, I interpreted that more like a simple stacking +bonus% to the first attack out of invisibility, rather than bonus attacks. I can see how it would be annoying if the ranger and companion broke each other's invisibility.
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Balance Polishing Mod Release 1.0
Shadowed Hunters getting a stacking bonus over time while invisible sounds rad, actually. Fits way more with the ambushing theme, rather than healing and reducing hostile effects. What was the problem with implementation?
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StatusEffect activates when Flanked
Update: seems to work!
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StatusEffect activates when Flanked
Wait, that works? I didn't realize that AttackTarget could include the status owner as a target, but rather that it would only function as a filter for the status owner's attacks. In any case, what I'm trying to do is to create a status that causes its owner to have -5 All Defenses when Flanked. Will give this implementation a shot when I get the time, thanks!
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StatusEffect activates when Flanked
Is it possible to make a Status Effect that activates when the character it's affecting has the Flanked affliction, and deactivates when they're no longer Flanked? I know it's totally possible to do this using Abilities (i.e. Tactical Dilemma), but can't find the method for this to work with only the Status Effect code.
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Balance Polishing Mod Release 1.0
Honestly, I was considering whether I wanted to go through the effort of replacing the Flanked portion of Perception Afflictions too. It would also remove Streetfighters being able to Flank themselves for a massive powerboost via blunderbusses. I sketched out something like this: Distracted: -5 PER, +25% Recovery Disoriented: -5 PER, +50% Recovery, 25% Hit-to-Graze Blinded: -5 PER, +100% Recovery, 25% Hit-to-Graze, -50% Range Still, you're right about it being quite a big change. Not to mention, it's going to take some work going through all the StatusEffects.
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Balance Polishing Mod Release 1.0
Speaking of rogues, what do you think of the fact that Persistent Distraction can single-handedly trigger Deathblows? The whole point of having Deathblows be more harder to trigger than Sneak Attack seems pointless when you can fulfill both requirements with one passive.
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[MECHANICS] Various Testing
The Strategist ability for Bronlar's Phalanx isn't very clearly worded. It actually Confuses the first enemy engaged in combat, rather than Confusing all enemies engaged for the first time in combat. Same goes for Tactician which triggers on the first Engagement.
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[MECHANICS] Various Testing
If an enemy has a Weakness to Perception Afflictions and is engaged by a character with Persistent Distraction, that enemy will remain flanked even after the engagement ends.
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Help with a new passive ability: after casting an Offensive Invocation, trigger a melee Full Attack onto a nearby enemy
I should probably clarify, I mean that the Offensive / Nonoffensive keywords are missing, but the elemental keywords are present. Not sure if Invocations count as spells for the attack filter though.
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Help with a new passive ability: after casting an Offensive Invocation, trigger a melee Full Attack onto a nearby enemy
Holy crap, I actually figured it out. Turns out that even though the Chanter Invocation abilities were tagged with Offensive / Non-Offensive keywords, the attacks themselves don't have any keywords. That took way too long to discover...
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Balance Polishing Mod Release 1.0
Other food with the same price only gave +0 morale and you have unlimited amounts at the shop, so it's just far more efficient than most crew provisions.
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Help with a new passive ability: after casting an Offensive Invocation, trigger a melee Full Attack onto a nearby enemy
It is certainly strange. I don't think it is the OnLaunchesAttack trigger that's malfunctioning, because I used something similar for my modded Enchanter to cast an AoE after each Enchanting spell cast. My best guess is perhaps something's broken about the AttackOnApply effect, but I'll need to do some more testing too.
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Help with a new passive ability: after casting an Offensive Invocation, trigger a melee Full Attack onto a nearby enemy
So, I'd like to change the Skald's class passive to this: after casting an Offensive Invocation, trigger a melee Full Attack onto a nearby enemy. The code is based off Mob Stance and I haven't see any errors on the UI side, but it straight up doesn't work. Anyone willing to lend a hand?
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Character Relation? Where is it constructed?
For the Stewardship/Autonomy question, character topic preferences are captured inside the characters.gamedatabundle file. It looks like what sets them apart from Aloth's other topics is that they also have conditional data: { "TopicID": "3d28fa9d-5127-4b6a-af14-9c4769f17720", //Autonomy "Axis": "Positive", "WeightID": "c131acce-6af4-4d78-b0e2-48b26e6631b1", "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 1, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "n_Aloth_ending", "EqualTo", "3" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 561454095 }, "Not": false, "Operator": 0 } ] }, { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 1, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "n_Aloth_ending", "EqualTo", "0" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 561454094 }, "Not": false, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean CompareGlobals(String, Operator, String)", "Parameters": [ "n_Aloth_authority", "LessThan", "n_Aloth_autonomy" ], "Flags": "", "UnrealCall": "", "FunctionHash": -679574504, "ParameterHash": 1073915269 }, "Not": false, "Operator": 0 } ] } ] } }, { "TopicID": "62b80708-269f-4bc6-a737-5f328db35370", //Stewardship "Axis": "Positive", "WeightID": "c131acce-6af4-4d78-b0e2-48b26e6631b1", "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 1, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "n_Aloth_ending", "EqualTo", "2" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 561454096 }, "Not": false, "Operator": 0 } ] }, { "$type": "OEIFormats.FlowCharts.ConditionalExpression, OEIFormats", "Operator": 1, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsGlobalValue(String, Operator, Int32)", "Parameters": [ "n_Aloth_ending", "EqualTo", "0" ], "Flags": "", "UnrealCall": "", "FunctionHash": 901380568, "ParameterHash": 561454094 }, "Not": false, "Operator": 0 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean CompareGlobals(String, Operator, String)", "Parameters": [ "n_Aloth_authority", "GreaterThanOrEqualTo", "n_Aloth_autonomy" ], "Flags": "", "UnrealCall": "", "FunctionHash": -679574504, "ParameterHash": -1459997686 }, "Not": false, "Operator": 0 } ] } ] } } ], Not quite sure how to fix the issue, though.
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Is Shieldbearer/Unbroken effective enough on PotD?
Sounds pretty good to me, though I expect you won't get to trigger Disengagement Attacks all too often, but rather have it just be a deterrent for enemies changing targets.
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[MECHANICS] Various Testing
Yep, but I didn't include those as they're modded out of vanilla in my game 😅
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[MECHANICS] Various Testing
Couldn't find most of the Chanter summon abilities listed anywhere, so here they are: Wisps Ogres Drake Dank Spore Dragon