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Zap Gun For Hire

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Everything posted by Zap Gun For Hire

  1. Took a crack into looking at this and while most of it is straightforward (turn in a quest under most conditions, increase the faction strength), there are exceptions buried underneath a byzantine amount of conversation spaghetti code that makes figuring out the EXACT exceptions not as easy as I would like. The VTC quests look to be especially annoying as one can still increase the faction strength for the VTC by doing, say, the slaver quest line and/or the Poko Kohara one even if the VTC isn't always getting what it wants. And the Prinicipi don't look to be much better. This might be why some folks are seeing odd results for certain Ukaizo states as logic-gate trap doors may or may not be triggered depending on exactly how a quest was completed. If it was as simple as Quest Finished/Quest Failed, that would be one thing. Unfortunately, there are a LOT of edge cases that I'd have to work my way through and it's not something I particularly feel like doing unless I can figure out a way to make it a lot easier than it appears right now. Still, might take another crack at it after I let the situation percolate in the back of my head. ===== As a side note, one thing I did find out that slightly surprised me is that completing the last bounty quest for a particular faction will in turn increase the faction strength of that faction. Which I suppose makes sense, as I think about it. Also did find out it is possible to lower a faction's strength due to your actions. As an example, if you incriminate the VTC during the end of the gunpowder plot, the VTC faction strength will go down by two. Speaking of the gunpowder plot, I was slightly surprised to see that if the RDC gunpowder stockpile explodes, their faction strength is NOT lowered. Which makes me worried that there are hidden (to us) adjustments that might be in play. If I knew how to make it so I could easily check the value of a variable in-game (even via the console or Unity Engine if need be), that'd go a long way to making this whole thing easier to crack. If anyone knows how to do that, it'd be much appreciated.
  2. He has a bit of an issue with you assassinating the leader of his homeland for some reason. Can't imagine why. --- I'm actually surprised to see report of his sticking around if you have +2 relation with him. Might look into that as well and see just what the trigger for that is.
  3. It's actually very straightforward about who shows up at Ukaizo if we're talking about the 'enemy faction'; it's just hella opaque. Most, if not all, of the faction quests have something like the following in their code: "Data": { "FullName": "Void IncrementGlobalValue(String, Int32)", "Parameters": [ "n_Faction_Strength_VTC", "1" ], With each faction having a different variable. As faction quests are done, that variable will go up for the relevant faction. The game will check which is the highest faction strength when it is time to go to Ukaizo and make that your enemy. I haven't actually tested to see what happens if they're all at zero (i.e. if you do NO quests for ANY faction). Been thinking of going through the game code and collating all of the quests and increases of Faction Strength and putting into a chart for people to reference. Might end up dong that in the next few days and throwing it into the Character Builds and Strategies forum, since it seems most appropriate there. If someone hasn't already done it, that is.
  4. They aren't killed. They are removed from the map when the attack starts. They, and a lot of other NPCs for that matter, are put back on the map when the attack is over. Pretty sure it's being done so those NPCs are still available post-attack. If one wants to rationalize it, when the attack starts the Named NPCs book it for those buildings that the Watcher inexplicably can't enter and return when the attack is over.
  5. Ah, missed that exact post, as the name of the ability wasn't mentioned outside of the image. This is why one should ALWAYS make a comment describing one's images that one might post if it contains game information.
  6. This one doesn't even make sense, either. Like ... okay, Gift From the Machine and Effigy's Resentment were both actual soul shenanigans. This is just like ... "welp you got your crew to try to kill you I guess you should get +5% damage forever now." Tales about the Dread Pirate Watcher get around. It's mostly the game showing how feared you are by people who have heard about you. Ignore the minor inconsequential fact that one can have a Benevolent rank of 5, 100 crew morale afterwards and NOT lose this benefit. The Watcher contains multitudes, alright? (Also everyone loves a redemption story. They're still just a little afraid you'll snap at any second. )
  7. Swim with 0 morale 5 - 10 minutes, and then kill all guys in your team It's a bit more random/involved than that. You first need to be in the "mutinous" crew morale zone (which is Morale 0-20), so you don't need to be exactly at zero. You need at least five crew members (to prevent one-member cheese shenanigans, presumably). You need to hit the random event that triggers the mutiny. I don't know yet if anything makes that event trigger more frequently or not. But I DO know one can sail for days in-game time with a mutinous crew and not trigger the event (though one can trigger lots of other nasty ones). It might also be possible to get lucky and trigger it relatively soon in Mutinous status.
  8. So I was researching something unrelated when I stumbled upon something interesting in the game files. If one initiates the mutiny that occurs from being a no good terrible captain, the following benefits will be applied to the Watcher (including during the fight against your mutinous crew): That is: +3 Intimidate 5% damage bonus (everything, near as I can tell) Lower Level Kith have a chance to become Terrified at the start of combat. To hit accuracy is versus Will Not sure of the range, but after minimal testing, it seems to be any kith that gets pulled into combat, including ones out of sight. It hit kith at least 15m away. Might hit ones even further out if they get into combat. Duration looks to be 5 seconds. I haven't seen what this ability actually does mentioned elsewhere on this board, the wiki, or anywhere else on the net (there were a couple of stray conversations about the ability in general, however). I'm putting this in this section of the forum mostly because I wanted to get the info on the stat bonuses out there. Not sure what, if any, builds this would help with, though the auto-(chance to)-terrify lower level Kith and the damage bonus is pretty nice. Especially since it appears to not have a range limitation (or if there is one, it's very far away). And I'm sure the +3 Intimidate might help some builds out there. Don't know what, if any, in-game consequences there are. Well, besides having to hire a new crew and boost up their morale, that is. But it isn't THAT hard to bring up morale, and fairly quickly. Especially if one cheeses by having only a couple of crew members while one is boosting up the morale before going back to a normal level of crew.
  9. Without getting too deeply into spoilers, I actually think Deadfire is FAR less railroady than PoE I. Once one gets past the initial area, the "critical path" can be ignored for something like 80% of the actual game. If not more. In fact, I might go as far as to say that Deadfire isn't railroady at all. Considering how easy it is to do things "out of order", perhaps just the opposite of railroady.
  10. Yes, compared to PoE I, loot randomization in crates and whatnot is waaaaaaaaaaaaaaay less prevalent. By several orders of magnitude. There's still some randomization, but it isn't tied to the date of the month anymore. And when it comes to uniques, that's never randomized (though sometimes uniques aren't generated after a ship battle thanks to a bug).
  11. It's not a bug. Most of the sellers in Port Maje are using your rep with the VTC. Now whether or not they SHOULD be using the VTC instead of Port Maje is a different question.
  12. ??? Obsidian has been anything but silent on issues. They've been responding to plenty of bug reports lately. ---- As a followup to a my prior post, I've gotten a few more random encounters, but usually I have to try to spam them by bouncing back and forth between zones in Neketaka repeatedly to get one to occur. Through my testing, I have found that if a random encounter will occur on a map transition between zones it will ALWAYS happen. Makes it a bit easier to test various outcomes for them. Does seem to be less frequent than before, as I noted. I also know that many of the encounters have level restrictions tied to them. The Griffin Blade one, for instance, won't happen until the Watcher is at least level 8. Other ones have similar requirements.
  13. So I was poking about some of the game data files in regards to Tikawara, and I eventually noticed some references to a raid of Lagufaeth on the village, presumably either to try to free their captive hatchlings or some sort of revenge. But I can't figure out how to trigger it. I played around a bit with some game situations, but couldn't get it to occur. So I thought I'd ask folks here if they've ever seen this raid happen in their games, and if they remember how it happened. And if folks haven't, now we have something new to try to get to happen.
  14. Conversation between two NPC Rauataian Guards I just saw in the lower level of Imperial Command: Guard #1: One minute he's all charm, then he cuts me down with a word. Guard #2: I get along fine with him. He's straightforward to me. Guard #1: Are we talking about the same Atsura? Even his fellow Rauataians are noticing how he acts differently to people depending on their temperament/disposition.
  15. I've seen this randomly occur VERY rarely on map loads, usually when I'm loading a save. I don't think it's the food going to down to zero, exactly, but dozens of days passing at once, as I'll see just my gold count go down rapidly if I'm off boat. Think there's something going on with the time counter where it does the Pay/Feed crew check when it isn't supposed to and then gets trapped in some sort of loop. I've also seen it once or twice while moving betweens zones on the map of a town (like Neketaka). If I could get it to occur with any sort of regularity, I'd report it and send a save. As is though it's just a SUPER rare bug I've seen and I since it's nearly always on a map load, I just reload the save and it clears up.
  16. Gonna bump this in case people search for it via Google. It is absolutely doable via Solo play. I did it with a full party, but under the restriction that I couldn't be split up and solve the puzzle that way (it was a proof of concept for later play ) Seems most people run into problems at the very south end of the maze where there is a set of four doors that are somewhat interlocking. Normally folks will leave someone behind to press various switches until everyone can get through. The key for Solo play is that there are a few switches which don't seem to open anything. They are almost certainly switches of a sort which will change when doors will open OR they are opening doors far out of sight. In the case of the south end, the easy way to not have to mess with it is to hit the following switch in front of the already open door (which doesn't appear to do anything) EXACTLY ONCE on your way down there: Now keep going down the path and skip ANY switch in front of a door that is ALREADY open. You know the south doors are set correctly if ONE of the doors is already open, like so: Hit the switch directly to the north, and the open door will close, while the closed one will open. Then hit the switch right next to that normally perplexing door and stroll on in to the rest of the maze. ==== There's a few other places in the maze like that, with perhaps some intentional red herrings thrown in (though I haven't exhaustively tested it). Regardless that seems to be the tricky one, so the rest should be trial-and-error. There's another similar puzzle a bit further on the north end, and of course the final door itself. If I have time later tonight, and I can figure a simple way to do it, I'll provide walkthrough for Solo play there as well. Or Wael, as the case may be.
  17. I brought the following up during the beta, and it was flagged for attention for the devs, but I don't think anything was done about it. My main issue with this quest is, you can't side with the dude who is trying to harvest the seeds, even though there is a dialogue option saying the Watcher will go along with his idea. In nearly every other quest/task in the game there is actual reactivity and choice. Can even side with slavers and fampyrs to finish quests if one wants. But unless something has changed that I'm unaware of, one MUST get the dried seeds out of the place that guy is trying to get them to grow to finish the quest. Even if the Watcher has agreed not to turn him in and to let him continue on trying to grow more fruit. I could even see making it an 'unhappy' ending by going along with the charade and having the 'innocent' man die while protecting that other guy's experiment. I personally don't like that as an option, but it's better than what's there at the moment. Of course, I'd prefer an ending where one could let the guy's experiment continue apace, even if he's punished. Maybe even severely. Put it behind hard-to-nearly-impossible checks or super high reputation if one must. Just irks on more than one level that one is 'forced' to recover the seeds to finish the quest (though I recall someone saying something about returning months later and having something different happen; but I haven't seen anyone else comment on that).
  18. Screw it. In case you want a 'clean' save, that same save game but without any mods running at all at any point in time, including yours: Porthos (QueensBerth) (d41075f5-0d41-4911-b032-988505a73007) (756445603).savegame.zip
  19. Don't want to give you a save from a game that's been heavily modded (and mine most certainly have had major surgery applied to it ), so I pulled up an ancient save made on a run before I made a single mod. It's set outside the Map Emporium (Sanza's shop) fairly early in the game, but with Eofina already talked to, as normal. In the save I have attached, I haven't attempted to talk to her since I enabled your mod. FWIW, when I saved it just now, I had you mod running in the background, in case that matters. If needed, I can give a 'clean' save without your mod running. Porthos (QueensBerth) (d41075f5-0d41-4911-b032-988505a73007) (756445655).savegame.zip
  20. Actually, I just had a thought. On my latest playthrough I added a private home mod that modifies Eofina's CRATE 'store' (you are modifying her base store). I wonder if that is messing with things at all, making the game think I "took" special items from her store already. Though she still has the shorewalker sandals. ... Weird. Lemme pull up a save from a different playthrough where I never did that and disable that private mod and get back to you. edit Nope. Still not showing up. Weird, as I said. I'll try to look into this more tomorrow.
  21. You're on Linux, right? Might be the difference between Steam on Windows and Linux. Don't know what to tell you. Weird though. Won't have time to mess around with it tonight, but I'll look into it again on my end tomorrow.
  22. Going to repost my original thoughts, slightly edited in lieu of my last post. Ever since 1.2 dropped, I've seen a dramatic reduction in random events. I've seen the rich merchant one, the 'item trap' (where the Principi try to mug you, using an item as bait) one and the rock blocking the Gullet one. Aside from those I clearly remember, I'm just not seeing the random events in Neketaka that I recall seeing in earlier versions at the same rate. I tried checking the gamedatabundles to see if the frequency is mentioned anywhere and came up empty. I don't know if anyone else is having issues with random encounters but I wanted to chime in that it seems like it is down from 1.1, though it might just be, ahem, random luck. *checks* I just had to try to trigger the Skuldar event 29 times in a row before it finally happened. And on other attempts, I tried for dozens of times before giving up in frustration. Just throwing that data point out there,
  23. -never mind- -original post deleted- LITERALLY as I hit submit reply and tried to trigger the Griffin Blade event for something like the thirtieth time, it triggered. And I mean LITERALLY as I hit submit post, as I was posting this on a separate machine. I do think though that the frequency of events is WAY down from 1.1, so I don't know if the devteam wants to look into that or if anyone else has noticed this. --- Sheeesh. Almost paranoid that a trigger was sent from my IP to Obsidian and back to my other machine to get it to trigger finally.
  24. Nope. Sorry, still not working as you intended. Installed the mod, made sure I had the latest version of Deadfire, then loaded up a save where I had already talked to Eofania. No dice, I'm afraid. As before it will work if I hadn't already seen her store. As a side note, I only raised this issue as a general word of warning for folks to be aware of the game engine limitation on updating some stores with new items if someone has already seen their store during their play through. So it's not exactly a pressing concern of mine, as I know how to work around it if it ever becomes a problem on games I'm playing.
  25. Should have done this first. Found a reference to it in the scripted interaction with with the delemgan in the Blighted Bog on the island that has the Ruins of Amira's Roost. Looks to be a pretty specific choice, and fairly deep into the game *follows the node structure* Ah. Have to threaten the delemgan with an Intimidate check ["When I'm done burning this place there won't even be cinders left."] Watcher only check of 15 to pass. Once it's passed, the delemgan will offer it as a peace offering (the Watcher still has to accept it, so it's not automatically given to the party). No wonder many people haven't found it. *fires up game* *cheats up Intimidate to 15* Yep. Works: So for folks stumbling upon this via Google, here's your answer.
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