Boeroer Posted May 17, 2019 Posted May 17, 2019 Thanks for the feedback. Will try some other stuff next week. Am currently on a weekend trip in Transylvania. Will be back on Tuesday. 1 Deadfire Community Patch: Nexus Mods
Phenomenum Posted May 17, 2019 Posted May 17, 2019 1 hour ago, Boeroer said: Transylvania In your lovely fampir crypt? Well, have a nice time there) Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
Boeroer Posted May 17, 2019 Posted May 17, 2019 Actually it's very beautiful - with a rich German history, awesome landscapes and plenty of medieval architecture. Deadfire Community Patch: Nexus Mods
MaxQuest Posted May 18, 2019 Author Posted May 18, 2019 (edited) 17 hours ago, Boeroer said: Actually it's very beautiful - with a rich German history, awesome landscapes and plenty of medieval architecture. Hmm, what do you mean by German history? I remember we were learned that Transylvania was 'only' under: Ottoman Empire, Hungary, Austrian Empire and Austria-Hungary, before finally "left alone" and allowed to participate in Greater Union and enter Great Romania. And before 1541 (when it was first mentioned as 'independent' state), that territory was initially occupied by Dacians and later conquered by Roman Empire -> Huns -> Bulgaria -> Mongol Empire (briefly) -> Hungary. Edited May 18, 2019 by MaxQuest PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
Boeroer Posted May 18, 2019 Posted May 18, 2019 (edited) It has a German or "Germanic" minority that once was a majority (maybe even until the 1990s, but surely around 1900). Of course they were Romanians in terms of nationality and citizenship. But they identified themselves as Germans when it comes to their culture. They spoke German, build houses that look like the ones we build in Germany and so on. The German name of Transylvania is "Siebenbürgen". All the cities there have an original German name. Sibiu was originally Hermannstadt, Brasov was Kronstadt, Kluj was Klausenburg, Sigisoara was Schäßburg and so on. Most of them called/call themselves "Siebenbürger Sachsen" (Saxons) but there also were other groups like "Banater Schwaben" (Swabians) and such. Even though nowadays most of them left the country you can still meet quite a lot of Romanians in Siebenbürgen who speak German. Of course rulership changed a lot. KuK was there until 1918 believe (KuK was what you now would call Austria and Hungary) and so on. I think it's quite interesting that you can travel to Romania as a German or Austrian an suddenly feel like you are driving through your hometown but like 100 years ago. All those nicely conserved medieval buildings... Other regions of Romania are also very beautiful of course. Especially the rural ones. I've been to the Maramures region and its landscape and those beautiful little farms and villages are awesome. By the way we didn't learn anything about Romania during 13 years of school. Edited May 18, 2019 by Boeroer 1 1 Deadfire Community Patch: Nexus Mods
MaxQuest Posted May 19, 2019 Author Posted May 19, 2019 (edited) We have completed with Phenomenum, quite a few changes/suggestions from this thread, poll and tech forums. At the moment we have organized them into 4 mods: CommunityPatch: Basic - includes suggestions from the Polishing Poll, which we could mod, with more than 66% votes pro / less than 34% votes against. CommunityPatch: Extra - includes suggestions that have more pro votes than against, but didn't make it into Basic package. Additionally it address a few issues we have found in Tech Forums. CommunityPatch: Keywords - adds an array of missing keywords to various spells and abilities; and additionally adjusts a few (in our opinion) misplaced ones CommunityPatch: Typos - fixes several typos found through the game. (thanks to AndreaColombo for assistance and bringing this out) You can download them all in one archive: HERE Please note, that at the moment they are in BETA state. We still have a few little things to finish, and address localization (at the moment there might be a few Missing Strings in languages other than EN/RU). As usually any feedback is highly welcome. The list of included changes is the following: CommunityPatch: Basic: General: Arcing Blow (innate ability of flails) now provides 30% graze-to-hit, up from 10% chance Deep Pockets: all classes (except rogue) can now learn a rank 5 talent that unlocks 1 quick item slot Improved Critical base damage bonus increased from +10% to +15% Lasting Empower now provides +20% duration for all empowered actions Potent Empower base damage bonus increased from +15% to +20% Stunned characters now additionally suffer from -10 Reflex Uncanny Luck hit-to-crit chance increased from 5% to 10% Races: Fire Godlike's Battle Forged now scales at +10% per power level Moon Godlike's Silver Tide now scales at +10% per power level Chanter: Dragon Thrashed now deals both damage instances, Slash and Burn, instead of randomizing. Cipher: Biting Whip now provides +20% raw lash, instead of +10% base damage. Defensive Mindweb now breaks on being Hit or Crit, instead of onDamage. (note: current 'breakers' include non-damaging spells, and we'd like to see how it plays out in practice) Lingering Echoes bonus duration increased from +10% to +15% Mind Lance now interrupts on Graze Soul Mind passive focus generation is now paused on getting Crit, instead of onDamage. (note: current 'breakers' include non-damaging spells, and we'd like to see how it plays out in practice) Wild Leech now grants random tier 2 inspiration instead of random tier 1 Druid: Avenging storm: Effect now applies only when deal damage with weapon Fixed "Stag's Carnage". It is now a passive and behaves like a slightly weaker version of barbarian's Carnage. 20% damage deatl as Raw, 1,5 m. radius. Damage increases by 2% each PL (Barbarian vanilla Carnage have 33% as Raw and +3.3% each PL) Fighter: Critical Defense buffed from 10% incoming crit-to-hit to 25% incoming crit-to-hit Toughened Fury buffed from 10% chance to gain one discipline point on incoming crit to 25% Monk: Resonant Touch now has a limit of 25 stacks. You will have to release existing stacks in order to build them up again Shattered Pillar wounds limit of 5 is waived. And is now set to 10, same as other monk subclasses Paladin: Beacons now have an increased base duration from 8s to 10s Exalted Focus' hit-to-crit chance was increased from 5% to 10% Sacred Immolation AoE radius increased from 2.5m to 3.5m (in order to compensate for the high self-damage) Virtuous Triumph chance to generate a zeal point has been increased from 25% to 50%. But only works vs enemies. Zealous Charge aura now additionally grants +5% Action Speed Priest: Divine Mark's cast time reduced from 4.5s to 3.0s Iconic Projection has it's damage slightly increased from 16 to 20 (to match it's healing done) Repulsing Seal cast time reduced from 4.5s to 3.0s Spiritual Weapons cast time reduced from 3.0s to 1.5s Ranger: Heal Companion duration increased from 6s to 10s Master's Call recovery time decreased from 4.0s to 1.5s Play Dead recovery time decreased from 4.0s to 1.5s Rogue: Backstab got reworked. Instead of providing +100% base damage bonus, it now deals +20 Raw Damage as flat bonus (+5% per PL) (and generates the same amount of focus for mindstalkers). Confounding Blind's deflection malus now stacks with -10 deflection from Flanked. But instead of stacking for -3 x 11 times, it now stacks -2 x 12 times. Finishing Blow had it's description adjusted to reflect what it really does Riposte proc chance changed from 30% on being Missed, to 25% on being Missed and 25% on being Grazed Withering Strike (and it's upgrades) cost reduced from 3 Guile to 2 Guile Wizard: Merciless Gaze cast time decreased from 3.0s to 0.5s Kalakoth's Sunless Grasp now also decreases enemy Reflex by 10 .. Edited May 24, 2019 by MaxQuest 4 1 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
MaxQuest Posted May 19, 2019 Author Posted May 19, 2019 (edited) ... for some reason in this new editor can't add a spoiler after another spoiler ... So, CommunityPatch: Extra: General: Slog Zone movement speed debuff no longer lingers on rest Prone duration was increased from 1s to 1.5s. Slicken interval was changed from 3.0s to 4.5s Sabre Proficiency malus was changed from +50% recovery time to -10 Deflection Barbarian: Carnage originated from offhand, no longer uses main hand's base damage Chanter: Dragon Thrashed base damage increased from 4 to 5 Cipher: Body Attunement AR malus increased from 2 to 3 Mental Binding duration increased from 6s to 7s Puppet Master recovery time decreased from 4s to 3s (to match Whisper of Treason and Ringleader) Druid: Spiritshift Boar's regeneration passive tooltip adjusted Rot Skulls base penetration increased from 0 to 6 Monk: Forbidden Fist is now considered a weapon attack (rather than spell). FF/Ciphers can generate focus now. Base penetration decreased from 9 to 7. Priest: Cleansing Flames changed from ApplyOverTime to ApplyOnTick DoT. The damage and duration remains the same. It mainly affects tooltip. Ranger: Arcane Archer's Imbue spells now get +0.25 Penetration per point in Arcana Wounding Shot DoT changed from ApplyOverTime to ApplyOnTick. It still deals 10% dealt damage per tick, but it fixes it's tooltip. Wounding Shot DoT was set to fixed duration. It is no longer affected by INT/Graze/Crit. It always is 3 ticks for 10%. Wounding Shot DoT now stacks with itself. Rogue: Deep Wounds was changed to a ApplyOnTick with fixed duration. Instead of doing varying damage (from 28% to 80%) over varying duration, it now always deals 4 ticks for 5% of crush/slash/pierce damage dealt, for 20% total, just as it's tooltip was always saying CommunityPatch: Keywords: Racial: Battle Forged (Fire Godlike): Fire Chanter: Dragon Trashed: Fire Paladin: Brand Enemy: Fire Barbarian: Dragon Leap: Fire Cipher: Antipatetic field: Acid, Shred Soul Ignition:Fire, Shred Ringleader: Deseption, Mind Druid: Wildstrikes: Add corresponding keywords (Frost, Fire, Acid, Electricity) Cleansing Wind: Wind, Elements, Rejuvenation (Restores Health) Nature's Bounty: Rejuvenation Great Maelstorm: Add missed Frost keyword Aspect of Galawain: Beast, Summon Creature Conjure Blights spells: Add Summon Creature keyword Shifter subclass: Added Spiritshift keyword to all 5 forms Priest keywords: Rules: Condemnation - spells with this keyword applies Afflictions and other debuffs. Seems logical. Punishment - spells with this keyword deals damage - punish enemies. Logical too. Inspiration - spells with this keyword grants Inspirations to allies of self. Fine. Protection - spells with this keyword grants bonuses to ally's defences, summon creatures (for protection i presume), prevent death and reduses hostile effects duration. Fire / Frost / Electricity / Acid / Decay - this keywords used for damage/punishment spells with elemental damage. The same Keywords were added also for all corrensponding enemy's abilities Blessing: Inspiration Salvation of Time: Inspiration, Protection Holy Radiance: Restoration, Condemnation, Punishment, Fire Withdraw: Protection, Restoration Iconic Projection: Restoration, Punishment, Frost Watchful Presence: Protection, Restoration Shining Beacon: Condemnation, Punishment, Fire All "Prayers" and "Litanies": Inspiration Triumph of the Crusaders: Restoration, Inspiration Champion's Boon: Inspiration Minor Intercession: Restoration, Protection, Cleansing Ressurection: Restoration, Protection Sumbol of Wael: Inspiration, Punishment, Frost Blessing of Wael: Protection, Condemnation Symbol of Eothas: Protection, Punishment, Fire Light of Eothas: Restoration, Protection, Cleansing Symbol of Berath: Punishment, Condemnation Hand of Berath: Condemnation Cleansing Flame: Condemnation, Cleansing, Punishment, Fire Symbol of Magran: Condemnation, Cleansing, Punishment, Fire Symbol of Skaen: Condemnation, Punishment Spiritual Ally: Summon Creature Keyword, Protection Incarnate spells: Summon Creature Keyword, Protection, Condemnation Class specific: Spreading Plague (Berath): Condemnation, Decay Touch of Rot (Berath): Punishment, Decay Rusted Armor (Berath): Condemnation, Decay Rot Skulls (Berath): Punishment, Decay Sunbeam (Eothas): Punishment, Condemnation, Fire Fun of Flames (Magran): Punishment, Fire Flame Shield (Magran): Protection, Punishment, Fire Torrent of Flame (Magran): Punishment, Fire Arcane Veil (Wael): Protection, Veil Mirrored Image (Wael): Protection Lliengrath Displaced Image (Wael): Protection Confusion (Wael): Condemnation, Mind Arkemyr's Wondrous Torment (Wael): Condemnation, Mind Arkemyr's Wondrous Torment (Wael): Condemnation, Gaze Blessed Harvest (Ghaun): Punishment (Deals damage) Vile Thorns (Gaun): Punishment, Condemnation Wicked Briars (Gaun): Ground, Punishment, Condemnation Wall of Thorns (Gaun): Punishment, Condemnation Lashing Vine (Gaun): Summon Creature, Protection Escape (Skaen): Protection Finishing Blow (Skaen): Punishment Shadowing Beyond (Skaen): Protection Blizzard (Rymrgand): Frost, Storm, Punishment, Condemnation Spreading Plague (Rymrgand): Condemnation, Decay Noxious Burst (Rymrgand): Acid, Poison, Punishment, Condemn, Blast of Frost (Rymrgand): Frost, Punishment Ninagauth Freezing Pillar (Rymrgand): Frost, Punishment Death Ring (Rymrgand): Punishment, Decay Symbol of Rymrgand (Rymrgand): Condemnation, Punishment, Frost Call of Rymrgand (Rymrgand): Condemnation, Punishment, Frost Items: Berath Cleansing Radiance (Berath's Bell): Restoration, Condemnation, Punishment, Fire Edited May 21, 2019 by MaxQuest 4 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
Ivanfyodorovich Posted May 20, 2019 Posted May 20, 2019 Thanks so much for your work on this! Is it too late to make a request for the keyword fixes? The following abilities are coded as poison but lack the keyword. This means they can’t affect poison immune targets, but don’t benefit from +pl items. Vile Thorns Plague of Insects Wall of Thorns (also missing counter: antidote) Curiously, Venombloom does benefit from +poison pl items, but lacks the keyword. 1 1
Phenomenum Posted May 20, 2019 Posted May 20, 2019 8 hours ago, Ivanfyodorovich said: Is it too late to make a request for the keyword fixes? Nope. It's never too late) I will take a look. 3 Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
Ivanfyodorovich Posted May 20, 2019 Posted May 20, 2019 Thanks! Also, the Wizard spell Death Ring is missing the Acid tag. 1
AndreaColombo Posted May 20, 2019 Posted May 20, 2019 I would suggest tagging Priests’ summoned weapons with the appropriate elemental keyword based on their lash, like you did for the Wildstrikes. "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus
Phenomenum Posted May 20, 2019 Posted May 20, 2019 2 hours ago, AndreaColombo said: I would suggest tagging Priests’ summoned weapons with the appropriate elemental keyword based on their lash, like you did for the Wildstrikes. If we talk about abilities, which you use to summon weapons, it gives you nothing. As for the attacks entries... If we add elemental keywords to attacks, then you can't attack enemies, immune to specific damage type (Fire, Freeze etc.) Bad idea, honestly. 1 Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
AndreaColombo Posted May 20, 2019 Posted May 20, 2019 Wouldn’t that be a problem with Wildstrike as well? Unless I have fundamentally misunderstood what the notes meant about adding keywords to them. "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus
Boeroer Posted May 20, 2019 Posted May 20, 2019 56 minutes ago, Phenomenum said: If we talk about abilities, which you use to summon weapons, it gives you nothing. As for the attacks entries... If we add elemental keywords to attacks, then you can't attack enemies, immune to specific damage type (Fire, Freeze etc.) Bad idea, honestly. I wouldn't say "nothing". They would increase the duration of the summoned weapon if you have a PL bonus for that element. For example if you use Otto Starcat (+1 PL to fire abilites) and summon Firebrand (summoning spell keyworded with fire keyword) it should get a +5% increase in base duration which multiplies with INT bonuses to duration. One question: what happens if you'd use Magran's Favor and Sun & Moon to summon Firebrand? You'd have +4 PL to fire abilites (at least at daytime) and thus your summoning spell should have a 20% increased base duration. But since you replace both weapons with Firebrand... will the longer duration immediately get reduced or is it fixed and only gets determned at the tme of the cast? I think that later, but I'm not 100% sure. Deadfire Community Patch: Nexus Mods
Phenomenum Posted May 20, 2019 Posted May 20, 2019 Just now, Boeroer said: I wouldn't say "nothing". They would increase the duration of the summoned weapon if you have a PL bonus for that element. For example if you use Otto Starcat (+1 PL to fire abilites) and summon Firebrand (summoning spell keyworded with fire keyword) it should get a +5% increase in base duration which multiplies with INT bonuses to duration. One question: what happens if you'd use Magran's Favor and Sun & Moon to summon Firebrand? You'd have +4 PL to fire abilites (at least at daytime) and thus your summoning spell should have a 20% increased base duration. But since you replace both weapons with Firebrand... will the longer duration immediately get reduced or is it fixed and only gets determned at the tme of the cast? I think that later, but I'm not 100% sure. I understand, but it's will be look strange - increase summon duration, because you have Fire/Freeze etc PL bonus. I see no logic. Summoned weapons already has very fast cast times in our Patch. Honestly, i think that's enough. Quote Wouldn’t that be a problem with Wildstrike as well? Unless I have fundamentally misunderstood what the notes meant about adding keywords to them. No WS don't have such a problem, because WS lashes added as separate passive status effects to characters and acting differently than ordinary weapon lashes. 1 Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
AndreaColombo Posted May 20, 2019 Posted May 20, 2019 Ah, understood. Thanks for clarifying "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus
Phenomenum Posted May 20, 2019 Posted May 20, 2019 On the second thought, maybe it's worth to add priest's keywords to Spiritual Weapons attacks, depending of god. Eothas -Restoration Beras - Protection Magran - Cleansing Skaen - Condemnation Woedica - Punishment Wael - Inspiration ...and the keywords might work together with Prayerbook's PL bonuses, that we plan to add. But this is just another idea. 1 Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
dunehunter Posted May 20, 2019 Posted May 20, 2019 Thank you for all your works done, finally can play some new Arcane Archer builds 3
Kars88 Posted May 20, 2019 Posted May 20, 2019 Thanks for al the work guys, when this is finished it will enlighten many generations to come! 3
AndreaColombo Posted May 21, 2019 Posted May 21, 2019 Seconded and thirded—this community patch is the best thing (and I’m including sliced bread) 3 1 "Time is not your enemy. Forever is." — Fall-From-Grace, Planescape: Torment "It's the questions we can't answer that teach us the most. They teach us how to think. If you give a man an answer, all he gains is a little fact. But give him a question, and he'll look for his own answers." — Kvothe, The Wise Man's Fears My Deadfire mods: Brilliant Mod | Faster Deadfire | Deadfire Unnerfed | Helwalker Rekke | Permanent Per-Rest Bonuses | PoE Items for Deadfire | No Recyled Icons | Soul Charged Nautilus
Boeroer Posted May 21, 2019 Posted May 21, 2019 I'm drawing the last remaining general passives icons atm. What is the new "Deep Pockets" passive supposed to be called? It adds 1 slot instead of 2. Maybe just "Deep Pocket" (singular)? Or something like "Belt Bag"? "Belt Pouch"? "Secret Pocket"? Or even "Fanny Pack"? Deadfire Community Patch: Nexus Mods
MaxQuest Posted May 21, 2019 Author Posted May 21, 2019 (edited) ^ It could be called Deep Pocket. Or just Extra Pocket. And... it could use your current icon for Deep Pockets, since it contains only one pocket) On 4/18/2019 at 7:29 PM, MaxQuest said: - Deep Pockets: uhm, how about making two pockets?) But if you do so - please don't delete the current version. We could use it for "Extra Pocket" talent for non-rogues ^^ Edited May 21, 2019 by MaxQuest 1 PoE1 useful stuff: attack speed calculator, unofficial patch mod, attack speed mechanics, dot mechanics, modals exclusivity rules PoE2 useful stuff: community patch, attack speed mechanics, enemy AR and defenses
Boeroer Posted May 21, 2019 Posted May 21, 2019 Yes, I already took Rogue's single pocket and gave him two instead. I'll use "Deep Pocket" until somebody tells me to do otherwise. 1 Deadfire Community Patch: Nexus Mods
Boeroer Posted May 21, 2019 Posted May 21, 2019 (edited) Ok, I think I did them all. If I missed one please let me know. After a last round of feedback I will begin with the corrections/refinement/younameit. I think nobody (except Phenomenum) said anything about the Paladin subclasses yet - or did I miss it? Edited May 21, 2019 by Boeroer 3 1 1 Deadfire Community Patch: Nexus Mods
Arctur Posted May 21, 2019 Posted May 21, 2019 Paladin subclasses: great, Boeroer. Makes me want to play a Kind Wayfarer instead of good old Goldpact Knight. 1
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