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Everything posted by JerekKruger
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Unless someone here is a GOG employee, I doubt they can say for certain, but probably a lot smaller than the Steam patch.
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Huh, how odd. I did exactly what you did but for some reason it worked with me. To be more precise, I changed "AbilityTriggerChance = 0.100000" to "AbilityTriggerChance = 1.000000" in the MonoBehaviour ID 209 file of px1_battle_axe_wodewys.unity3d, then properly imported it back into the game. I loaded up Pillars, started a new game, used the console to give me Wodewys and beat up Calisca with it. It procced on six hits in a row (though not on grazes, which is correct), which is fairly unlikely if it was still operating at 10%, but perhaps more convincingly the item description had also changed. Instead of saying "10% chance to cast Nature's Mark on hit or crit" is said "casts Nature's Mark on hit or crit". Now before I did this I had a theory as to why it wasn't working, which was that perhaps Steam was automatically checking some sort of checksum, noticing that it was wrong, and reverting the files to previous ones. I'll admit that this theory seemed unlikely as you would expect a rather long delay loading the game if this were happening, but it was the only possibility I could think of. However now that I've got the change to Wodewys I have no idea what's going on. Colour me very confused.
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I probably won't, I just wanted to reproduce your results as a means of getting used to using UABE. Thanks for the explanation of my missing step.
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Yeah, I figured you were probably already pretty knowledgeable about this stuff, but I thought better safe than sorry. So I'm trying to catch up to where you are right now. You mentioned there being three relevant asset bundles: just so I understand did you start with – px1_battle_axe_wodewys.unity3d and see that in the monobehaviour files it references – px1_spellchance_natures_mark.unity3d and – px1_spellchance_natures_mark_ability.unity3d or is there some other way you knew it was these three bundles that were relevant? Looking through those three bundles I've come up against the same problem you seem to have. The obvious parameter that needs changing is AbilityTriggerChance, I can't even spot any other variables that indicate that they might represent 10%. Anyway, I just tried changing AbilityTriggerChance to 0.9 in the MonoBehaviour file of px1_battle_axe_wodewys.unity3d with ID 209 (it's the 116 bytes one) but every time I think I've saved the changes, if I reload the px1_battle_axe_wodewys.unity3d bundle it is at 0.1. Here's what I am doing – I open px1_battle_axe_wodewys.unity3d – I click the "Info" button – I select MonoBehavior ID 209 and click the "Export Dump" button and save the file as "Dump.txt" – I open Dump.txt and change "AbilityTriggerChance = 0.100000" to "AbilityTriggerChance = 0.900000" and save it – I go back into UABE and, with MonoBehavior ID 209 still selected I click the "Import Dump" button and select "Dump.txt" – I save then close the "Asset Bundle Info" window and close UABE Am I doing something wrong? Sorry if this is obvious, this is my first time messing around with this stuff.
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Is this at Madhmr Bridge by any chance? That skirmisher is well known as being a tough one. Best advice would be to avoid that map till you reach a higher level and/or get items that increase your Defences, or even avoid the map altogether since it's not required at all. I assume Stun is defended by Fortitude, but you'd need to check your combat logs to be sure. As for your comments about balancing the game for solo: there were always achievements for soloing the game. Obsidian included them, if I recall correctly, because the players wanted them included, but Obsidian made it clear that the game would not be balanced for them. Just because an achievement exists doesn't mean you should be able to achieve it. In particular, there's no reason to assume the game should be soloable by every class. If you're keen to solo the game to get the achievements then you'd be better off running with a Paladin. Barbarians simply aren't that great at soloing at lower levels due to their low Defences. Even at higher levels, when they get some of their more powerful abilities, they still struggle with certain types of fights. Meanwhile, a Paladin has the best Defences in the game, and as a bonus you can even solo all the Dragon fights: https://www.youtube.com/channel/UCJd1wuIwY2H9sk8qM2FJC9A
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I just read this post, and I wonder if it might be useful: https://forums.obsidian.net/topic/86034-tutorial-making-potions-usable-outside-of-combat/ Once again apologies if you're already aware of it.
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3.05 Live on Steam
JerekKruger replied to Sking's topic in Pillars of Eternity: Announcements & News
The Steam patcher simply downloads the entire modified game file and overwrites the existing one, rather than modifying it. -
Did your test modified Wodewys in game (hitting a companion 100 times and counting the number of procs or similar)? The reason I ask is it's possible that changing the values doesn't update the item description, instead only changing the performance in game, so your change might have worked. Apologies if you've already thought of this, I just thought I'd check.
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I'll try fiddling with this when I get time.
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3.05 Live on Steam
JerekKruger replied to Sking's topic in Pillars of Eternity: Announcements & News
That's absolutely great, thanks! -
3.05 Live on Steam
JerekKruger replied to Sking's topic in Pillars of Eternity: Announcements & News
@Fenixp: I don't disagree that some balancing is desirable: as you say, it strongly detracts from a game when a class is essentially mandatory. However I don't think perfect balance is desirable either, since it can both be fun to put together the most powerful party combo you can imagine and also to take a weaker party combo for the challenge. For class balance I'd say that, by and large, PoE hits the sweet spot here. The only class I think could do with work in the Rogue, and that's more because their abilities are just not very interesting (to my mind at least) than that they are underpowered (though they are probably the weakest class). However I feel the tweaking that has led to the nerf of the Unlabored Blade isn't a good thing. The UB was a powerful weapon once fully unlocked (no small feat) but not overpoweringly so, and given it was one of two mythic quality weapons in the game I feel it should be powerful. After this nerf I think it will under perform (outside of Barbarian use) compared to a White March Dagger enchanted with a flaming lash, legendary and durgan steel reinforcement. The latter however can be picked up (albeit without enchantments) at the end of Act I, and doesn't require a painful unlock process. Sure, you can't make the WM Dagger legendary straight away, but you can start get it to exceptional very soon, durganise it long before you get the UB, and make probably it legendary before you unlock the UB. Thanks, I've downloaded the extractor and will start playing around with it. However it's not so much the particular change as what it indicates that bothers me. -
3.05 Live on Steam
JerekKruger replied to Sking's topic in Pillars of Eternity: Announcements & News
As mentioned in that Reddit thread, Steam's patcher simply rewrites the entire game file that contains the change. I predict GOG's patch will be a few MB. -
Indeed, I was holding out hope that the delay in release was a result of Obsidian rethinking the change, but if it was it seems that they have stuck to their guns.
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3.05 Live on Steam
JerekKruger replied to Sking's topic in Pillars of Eternity: Announcements & News
I feel the same. I'm actually really disappointed Obsidian implemented this change: not so much because of the change itself (although it has dashed my plans for building around the Unlabored Blade, and reduce the pool of good* soulbound weapons to three) but rather what it suggests I can expect from soulbound weapons in PoE2 i.e. not much. @Sking: is there any chance you could explain the rationale for this nerf and at least pass on the fact that it doesn't seem to have been wanted (see your announcement thread). I don't particularly expect it to be rolled back (though I would be happy if it were) but at the least it would be good if the dev team for PoE2 would realise this multiplayer style balancing is neither wanted nor desirable in a single player CRPG and leads to unexciting items. Don't get me wrong I appreciate how much work Obsidian have put into PoE after release compared to many (most?) developers. But this sort of change is not wanted (as far as I can tell at least). *Not great, good. -
No, you should get exactly the same update. Think about it like this: suppose that PoE has a game file that is 1.3GB big and Obsidian change it in the patch. There are two ways to update your game file: (i) you can completely download the new, updated game file and replace the old one or (ii) you can run a script which modifies your existing game file with the changes. As I understand it, GOG tries to do (ii) when they can, which is part of the reason their patches are usually a few days later than Steam ones.
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It probably means GOG wrote a patcher which edited the game files, whereas Steam simply downloaded replacement modified game files. However unless I am mistaked, this refers to patch 3.04 and not the hotfix, which is still not released.
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I can't guarantee that it doesn't, but I don't believe it has been observed anywhere else. As for a permanent effect, well the ogres in Stalwart itself (not on other WM maps) will permanently have their stats lowered, but I'm guessing you've killed them all already so that's no problem
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Yeah I am confused as to why Obsidian decided to change this. It's powerful for sure, but there are plenty of weapons that are more powerful, available earlier and don't require a lengthy unlock process. In fact, without a fair amount of pre-planning, chances are it won't be fully unlocked until very near the end of the game. Also a quick scan of the builds database on the Strategies subforum reveals that, outside of Barbarians, the Unlabored Blade is used fairly rarely. My suspicion is that Obsidian overestimate the power of Soulbound weapons. Particularly they overestimate the power of the various bound spells and on hit abilities, whilst drastically underestimating the power of durganisation. This is a huge shame, because it results in most Soulbound weapons being fairly weak.
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As far as I'm aware, this hotfix hasn't been released yet has it? If you're already in Stalwart then either the bug won't matter, or it has already fired. It only affects the ogres in the initial fight there. To be honest, whilst the bug was fairly big for that particular set of fights, it was fairly minor in the grand scheme of things, particularly given there was a fairly easy work around (don't use the autoload at the start of Stalwart).
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POE Ending + WM1/WM2
JerekKruger replied to Fyrrepower's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Yep, that's correct. You get the option to scale the difficulty of WM content though. -
POE Ending + WM1/WM2
JerekKruger replied to Fyrrepower's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
As anameforobsidian says, there should always be an automatic save before the point of no-return. To actually start WM1,you need to go talk to the throne in Caed Nua and get the quest which opens up the White March area. -
Whilst I like the idea of spell creation systems, I also really like the lore addition of having named spells in PoE (and the old Infinity Engine games). This is particularly cool when we get to meet the likes of Concelhaut and Llengrath. Ideally I'd like to see a mix: have both a spell creation system, and also a series of unique named spells. This might seem like a lot of extra work, but consider the fact that we sort of already have this with equipment: unique items exist, but we can also take a generic item and enchant it as required. As for classless systems: I like them in theory, but so often in practice they result in dull, generic abilities. You decide to wield two-handed weapons, you go down the two-handed tree and you're rewarded with some unexciting more powerful ability you can perform with two-handed weapons. My worry would be that awesome abilities like Sacred Immolation would have no place in such a system, but if Obsidian can find a way to make a classless system with interesting abilities then I'm all for it. That said, I doubt PoE2 will have a classless system simply because of how it would interfere with the lore of Eora: where and how exactly, in a classless system, would Paladins, Chanters and Ciphers fit in?