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Posted

Thanks for the feedback. Will try some other stuff next week. Am currently on a weekend trip in Transylvania. Will be back on Tuesday.

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Deadfire Community Patch: Nexus Mods

Posted

Actually it's very beautiful - with a rich German history, awesome landscapes and plenty of medieval architecture.

Deadfire Community Patch: Nexus Mods

Posted (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 by MaxQuest
Posted (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 by Boeroer
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Deadfire Community Patch: Nexus Mods

Posted (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 by MaxQuest
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Posted (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 by MaxQuest
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Posted

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. 

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Posted

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

 

Posted
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.

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Posted

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

 

Posted
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

Posted
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.

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Posted

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

 

Posted

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.

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Posted

Seconded and thirded—this community patch is the best thing (and I’m including sliced bread) ;)

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"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

 

Posted

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

Posted (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 by MaxQuest
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Posted

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.

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Deadfire Community Patch: Nexus Mods

Posted (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? 

new_ability_icons_v20.png?dl=1

Edited by Boeroer
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Deadfire Community Patch: Nexus Mods

Posted

Paladin subclasses: great, Boeroer. Makes me want to play a Kind Wayfarer instead of good old Goldpact Knight🙂.

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