thelee Posted April 7, 2019 Posted April 7, 2019 As title says. See screenshot. Dropbox link to output_log and save: https://www.dropbox.com/sh/x5xoanzhup40ubq/AADyoVQ9xhewNtY2BkuRNjmda?dl=0 1
0 Phenomenum Posted April 7, 2019 Posted April 7, 2019 (edited) Seems like an oversight. Checked a minute ago: The Rot_Skulls_AOE attack implemented as ExtraAttack (secondary attack on impact) into the main Druid_Rot_Skull_Attack (which has Penetration Rating 6), but for Rot_Skulls_AOE penetration rating is... 0. Proof: { "$type": "Game.GameData.AttackAOEGameData, Assembly-CSharp", "DebugName": "Rot_Skulls_AOE", "ID": "7220a161-f9db-4b2d-ac7d-b5e993e42108", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": [ "115559b3-0105-496e-8b95-2795969f62d2", "2f013adc-8e9d-480a-bc65-ba1c7b66dc6c" ], "AttackDistance": 6, "MinAttackDistance": 0, "AttackVariationID": "35abdf41-fc3f-4310-8d5d-5d7da644affc", "UseParentEquippableHand": "false", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "566840d9-1561-4243-8ca7-889df9869847", "OverrideTacticalActionType": "None", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "Hostile", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 0, "DamageData": { "DamageType": "None", "AlternateDamageType": "None", "Minimum": 0, "Maximum": 0, "TacticalMinimumOverride": 0, "TacticalMaximumOverride": 0, "DamageProcs": [] }, Edited April 7, 2019 by Phenomenum 1 Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
0 Phenomenum Posted April 7, 2019 Posted April 7, 2019 (edited) Tested now. PenetrationRating was set to 6. Everything works as intended (6 base + 3 from level scaling). So it's easy to fix. P.S. I just wondering... Obsidian, HOW...? Edited April 7, 2019 by Phenomenum 1 Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
0 Phenomenum Posted April 7, 2019 Posted April 7, 2019 (edited) Uploaded quckfix for RS AS SEPARATE MOD to my Combat Tweaks Collection: https://www.nexusmods.com/pillarsofeternity2/mods/241?tab=files You can use it, though Obsidian should fix it, if they will see this thread. Edited April 7, 2019 by Phenomenum Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
0 thelee Posted April 7, 2019 Author Posted April 7, 2019 Do you have a version that's just bugfix(es)?
0 Phenomenum Posted April 7, 2019 Posted April 7, 2019 (edited) Do you have a version that's just bugfix(es)? I've uploaded fix for RS as separate mod. Check the link - you will see. Sorry if my message wasn't clear enough. Edited April 7, 2019 by Phenomenum 1 Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
0 theBalthazar Posted April 8, 2019 Posted April 8, 2019 (edited) Obsidian : Ok devs, today we must upset the code. Any ideas ? Ted : I think we can put penetration value at 0 ? Obsidian : Good idea I take it. Edited April 8, 2019 by theBalthazar
Question
thelee
As title says. See screenshot.
Dropbox link to output_log and save: https://www.dropbox.com/sh/x5xoanzhup40ubq/AADyoVQ9xhewNtY2BkuRNjmda?dl=0
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