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Zap Gun For Hire

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Everything posted by Zap Gun For Hire

  1. No, it's in the Spoiler Section now. What you're seeing is a redirect link to the spoiler section. Depending on forum software, the redirect link will expire soon enough. It's mostly there so folks who were active in a thread know what happened to said thread when it gets moved.
  2. Could be wrong here, but I think removing it IS tied to rest. Lots and lots and LOTS of rest. Here's the code for it: And what I think is the most important bit: "DurationType": "Infinite", "Duration": 0, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "OnRest", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 15, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 0.7 } If I read that right, and I very strong chance I might not be, there is a 70% chance on rest for a counter to advance. When 15 counters have been applied, it goes away. Now there might be another counter somewhere else (the two other status effects listed simply go to the -2 might and -2 resolve stat blocks), especially if people have had it go away without rest. OTOH, maybe someone can try to see what happens when they rest 20 to 25 straight times (that 70% chance makes it more than 15 more than likely) and see what happens.
  3. You linked a video with gameplay footage. Any and all discussion about the fight is going to lead to spoiler talk, as seen by the very first reply in the thread. Seems pretty clear cut to me.
  4. Hmmm. But if a spoiler here and since Kanes_Inferno is in the middle of it, I'll apply a small amount of spoiler space. The attack on their building occurs after the second stage of the Skipping Ahead quest has been triggered. Probably a bug of some sort for you then. I seem to recall hearing some people having trouble with that.
  5. Just wanted to also note that you'll get the message to continue the Skipping Ahead quest at a random point after Ashen Maw. Might have to be on the World Map, might not need to be. But you don't have to trigger anything else, and it shouldn't take too much time after the Maw is finished to trigger it.
  6. I found only one explanation - Obsidian make game easier to make more people enjoy PotD and feel more satisfied (maybe to increase selling). They can make game much harder after Beta, but we got what we got, look on reviews they all positive Huh. I personally can think of more likely explanation, myself: The game is incredibly complex and having 100,000 pairs of eyeballs trying to break it is a hell of a lot easier than having 100 pairs of eyeballs trying to make it hard. NOTE: Strangely enuf, this same explanation also applies to bugs. Funny that. And that's not even getting into the corollary of: What's more important? Releasing a game more or less on time or spending a ton of time making the game harder? Remembering, again, the little bit about 100 pairs or eyeballs and finite time.
  7. Looks like a bug, I'm afraid. Are any of the switches useable? Usually they all go inactive when you press the switch that opens them all up. Best advice I can give is to report this to the bug forum and see if Obsidian can find a way to fix this bug and allow you to keep playing this Trial of Iron save. NOTE: Not that this'll help, but this is one reason why I make backups of my ToI runs, just in case I run into a game breaking bug or map corruption issue. It breaks the spirit of the challenge a bit unless one is pretty disciplined about only using it when the game has bugged out on you. But it beats wasting dozens of hours of game time.
  8. IMO it's all about tactics. Ok, this is an obvious point, but this is one of those fights that simply can't be steamrolled at earlier weapons and has to be kinda planned for (unless one has really synergistic weapons already, apparently). One thing I haven't seen mentioned here that I like to do in more annoying fights is use Sacrifice (from the Soulbound dagger Marux Amanth) when I get the opponent I'm fighting down to Near Death. Having to fight someone with 75% of their health instead of 100% is never a bad idea after all. I believe there's other ways to kill folks reliably who are Near Death. Another thing I haven't seen mentioned is prebuff everyone in the party with a Mind Immunity food buff, so you can just ignore the dracolich's terrify AoE. Aside from that, debuff/buff is always a good general tactic. It is a tough fight, but not THAT tough.
  9. Yes, being able to add global variables via the override folder would be fantastic and open up a ton of possibilities. I wasn't sure if we could do it yet and was on my "to do" list of checking things out. So seconding this one, as well.
  10. Yep. A dickish Watcher can also try to sacrifice some of the other party members. But Rymrgand shoots all of them down for one reason or another (his reasoning in regards to Vatnir is especially blunt). But Ydwin? Oh yes, apparently he's all down and groovy for that option
  11. Here's a bit of a tip. Once you get those two soulbound items, take a detour to the Old City Ruins/Overlook underneath The Gullet and stand around in those expletive deleted Sicken zones. You'll rack up those afflictions in no time at all. === For me, the more annoying one was the "be missed 500 times in combat" for the shield. I never did test to see if being 'missed' by an Affliction zone would work. Instead I did it the semi-legit way by debuffing enemies and buffing up the person who had the shield. Then went into combat and just waited. And waited and waited and waited. With the occasional heal. Got it finished within about six or seven fights (making sure to push-pull as many as possible to fight them in chunks to maximize per-combat ability resources). Still a bit of a pain, though. Next time I am absolutely going to see if getting 'missed' in an Affliction Zone counts or not.
  12. Considering those cultists are a bunch of birdbrains, this doesn't surprise me one bit.
  13. I'll start out with one I've been thinking about for the last couple of days which might not be that hard to implement as it is already somewhat in the game, and why it would be nice for modders to have. Feature Request: Being able to unlock the Pet Slot for a party member via a script call. Explanation of Request: Right now it is possible to unlock the pet slot of all party members via the console command cheat UnlockPets. This is something of a sledgehammer approach, and one that requires one to set the cheat flag as well (unless one uses Unity Console to reset the cheat status of course). And it doesn't have any sort of modding potential at the moment. I was thinking it might be nice to be able to allow party members to have a Pet Slot item unlocked via a game mechanic, however. If the Pet Slot is unlocked via an in-game script call, say an ability, this opens up all sorts of possibilities for modders, from blatant unbalanced game setups to giving folks more difficult choices when it comes to character customization. Possibilities the Request Allows: By making a Pet Slot unlockable via a script call, it allows for the possibility of a pet to be tied to an item. An example would be how the Giftbearer Cloak unlocks extra quick slots and an extra weapon set. So, say, an item allows someone other than the Watcher to have a pet (The Leash of Training or something like that). By making it a script call, it could then be used by modders to make a new talent as part of the progression table of a new class. Or made into a general talent and put into (most classes) progression table which would then cause folks to decide whether or not to choose that new talent on level up. Truly ambitious modders far down the line could even make it a quest reward as part of a custom questline where one member of the party (or all outside of the Watcher) are given it as a reward. Or a bit more simply it could be bought via conversation options. Well, maybe not on that last one, depending on how robust it is, but it's the sort of thinking my noggin was going when it came to possibilities. ====== Anyway, I don't know how hard it would be to do this, and it probably isn't much of a priority. But I thought I would start with one that already has something like it via a console command and it might be of interest to folks coming up with concepts for items and classes.
  14. In the recent devstream devoted to modding, Aarik D mentioned that he or we should start a thread on the modding forum in regards to feature requests for the game. So I figured why not start it? Now they did stress in the devstream that some things are easier to do than others, and that they might not be able to get to things for a while, if ever in some cases. But I know there are things we would like them to consider (and, yes, they are well aware of our desire for custom vendors ) that we can't do yet. Thus this thread where we can have a dedicated thread for such requests. If Aarik D or BMac (or someone else on the Dev Team) want some sort of formalized process for our suggestions, please let me know and I'll edit it into this OP. --- NOTE:::: This is a separate thread from peardox's Mod Request thread, as he's dealing with requests for things that can already be done by modders. Consider this the supplementary thread for Obsidian to look over.
  15. Just did something of a trial run and when Vatnir runs out, your Journal should have been updated. The issue might be that it's a completed quest and the very last entry isn't being updated properly. *double checks* Yep, that's it. The quest "An Honored Guest" is marked as competed, but it isn't saying that Vatnir ran out on you after you recruited him. So if anything a description bug, as the quest is very much over.
  16. I won't say this definitely, but a quick glance at the game code suggests that once he leaves the party, he's gone for good. Much like the other companions the Watcher manages to upset. FWIW, you don't need Vatnir to progress with the DLC. Fairly certain, at any rate.
  17. Ah, I think the 'need to find him somewhere' is a bug then and he's almost certainly gone for good. I'll check the code to make sure though. The 'need to find him somewhere' is the game telling you to find him in that hidden room in the first place.
  18. Did you find the room to the right in the central building? (You need to find a switch to open it.) I didn't play it the same way you did, but that is where I would guess. I'm having the same problem, and no. That room is literally where the conversation where I exposed him happened, and he ran off *from*. He's not in that room, and I can't find him anywhere. Kinda pissed off, I had no idea he'd leave the party and there's no autosave from entering Harbingers Retreat after beating the Messenger. Wait a minute. Are you saying he joined your party (as in you selected his class and everything) and THEN he left? Not sure how that happened. But just to make sure we're on the same page, the room where you exposed him ISN'T the temple room where the congregation was. It's a totally separate room past a hallway just before the temple congregation room. Here's a couple of sceenshots of where you can find him: You do have to fiddle with a hidden switch in the room right before that one to open up the room Vatnir is in: Not sure what level of Perception you need to find it.
  19. So I'm thinking about turning my eye to some of the Gods Challenges and I'm probably just going to mess around on my own until I see things I like. But I was interested in some tips for the No Pause aspect of Magran's Challenge that DOESN'T rely too heavily on setting AI behaviors. Partially because I sorta feel that relying on AI decisions kinda takes part of the challenge out of the Challenge (except for the challenge of figuring out AI settings, I suppose). But, if I'm honest, mostly because I just don't like using the AI system in the first place. So any sorts of things I should be aware of as I consider class and build. Not really wedded to any class, though I must admit I do love playing Rangers. I did end up using The Gunslinger build for my Ultimate Achievement PotD Solo run in PoE I, so I'm also familiar with Chanters and Solo play. But, mostly, just looking for general advice on the No Pause aspect of the challenge. I'll probably try to figure out the rest on my own. ... Or use a build I like that I see on this board. That works too. NOTE:::: I am also already well aware of "run away to a safe distance and send critters out from chants" idea, though I haven't tried it out much yet. Things along those lines, along with more specific tips, is more or less what I'm looking for.
  20. They're hirable from the Supply button on the Map interface. There are several crew members who are only hirable from the Supply button in various ports.
  21. I'm loathe to bump this back up, but I was wonder if this really was an intentional design decision on the DevTeam or not. I was mostly reminded about this because we are semi-regularly getting comments in the Spoiler and the CharOp sections about the lack of Adra Ban (and to a lesser degree Sapphires and Rubies) in the game. If it IS intentional that Una's Luxuries can never get rarer gems, perhaps the three mentioned in the OP could be bought at another store? Even one that might not be usually reached until the mid-game (like Tikawara or Crookspur or Ori o Koki)? Just seems odd that the one and only store in the game that DOES get 'Tropical Gems' can't sell most of them.
  22. Given how often "Say nothing" shows up, I feel it was a missed opportunity for the Watcher to pull a "Glare Silently" and have a path where the Watcher "Says nothing" enough times that people start commenting on it/expecting it ala Tyranny. Sort of a super easter egg above and beyond the normal reactions to being Stoic. ... Come to think of it, makes me wonder what Atsura would make of a Glare Silently Watcher.
  23. I was completely expecting some crazed death cultist that I needed to keep on a tight leash. Instead I got someone who was way in over his head, fairly annoyed with the state of his culture over all (though obviously from it, given his attitudes aren't that dissimilar), and someone who was trying to make the best of a crappy hand given to him by the gods. Kinda also think Ydwin was projecting just a little bit there. But even so I can see how someone as stoic as her (or someone who wants to be stoic) could be put off by a sob story. Especially if it reminded them a bit too much of theirs. Was actually pleased just how much Ydwin was fleshed out in this DLC. She's fatalistic in general (again, a sign of the culture) but she's rebelling against many ways fatalism is being practiced in her culture. Not to mention that while she agrees that 'everything dies', she's in absolutely no hurry to actually throw herself on the bonfire anytime soon. Fatalism vs the popular perception of nihilism, might be the way to look at it. In fact, as I think about it, Harbinger's Watch might just be a parody/satire of those 'straw nihilists' mentioned in that TvTropes link. What with them rushing to die at one moment (and cursing their fate that they weren't lucky enough to die) yet still going about their day-to-day business otherwise. Either way, HW ain't exactly a stable place, as seen by the brewmaster (and his unwillingness to drink his OWN swill ).
  24. Some more tidbits: If you took Waidwen along with you to be sent back to the Wheel, Waidwen and Ethoas will have a chat at Ukaizo (with Waidwen chiding Ethoas' current plan somewhat). If you recruit Vatnir, you can not get what might be considered the 'best' ending for Harbinger's Watch (Vatnir leads Harbinger's Watch into a period of trade and prosperity). If Vatnir is recruited, there's a few possibilities with the 'best' being "Harbinger's Watch becomes a bunch of religious fanatics who attack anyone who come to them" or "Harbinger's Watch disbands and goes back to the White That Wends". For that bit about Harbinger's Watch, as I look at the game files, I can't figure out a way to make the 'good ending' fire if you recruit Vatnir, even if you boot Vatnir out of the party at the end of the DLC. Near as I can tell the conditions are: Harbinger's Watch not advised to disband Vatnir alive Vatnir never recruited Vatnir in good standing with HW (ie don't snitch on him after the events with The Messenger) Which, honestly, is kinda lame. :\ It should be possible, maybe even logical, for Vatnir to come back to Harbinger's Watch when all is said and done and lead his people with his new found wisdom and experience. Okay, I get the point about "these guys are a bunch of religious fanatics and left to their own devices, the best thing really is for them to pack up and go home." But, like I said, kinda lame that recruiting a character you're supposed to be able to recruit locks out what might be the best ending for an area. In fact, on my speed run test, I'm never told what happens to Vatnir. Which, since he's a sidekick, fair enough. OTOH, you do find out what happens when you boot him out of your party at the end of the DLC, which is a little odd. All in all, not lame enough to be annoying (especially as it's literally changing one inconsequential game variable)... But, yeah, slightly lame.
  25. With "insufficient crew", you move at 75% of the base speed of the ship. This includes 0 crew members. Can't engage in any ship fights though (you don't have anyone to man the cannons or maneuver the ship for combat) , and have to auto-pay ransom. Slightly curious who fixes your ship on Maje Island if you murderize everyone, though.
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