May 9, 20196 yr Hello guys, There is a delay when an ennemy is KNOCK UP. During this delay, the ennemy becoming untargettable. (red circle disapear and reappear few seconds after).All the orders of others companions are cancelled because during a brief moment = no presence. It is pretty annoying. I tell you this because I have recently created a team with a lot of Fighter and Mule kick. And each micro cancelled add a lot of new micro for each action cancelled. Eg : 1. Mule kick 2. Mule kick 3. Flame of devotion 4. Flame of devotion 5. Mule kick The character ONE (1) will touch. Ok. Because it is Mule kick (and knock up more exactly) Characters 2, 3, 4, 5 will have cancelled orders. (It is like Knock up make a target invisible for few seconds) Ok... So I must give them orders again. (Micromanagement +++++) You see ?^^ It's so annoying, that the best strategy with a lot of 'knock up" in this kind of case, is to give a different target to everyone, to avoid crossing attacks! More ! Sometimes with a bad luck, the action of OTHERS members of the team occurs just DURING the knock up^^ and here, there is no effect at all (doing in the wind like we said in french). So... The solution ? Make targetable/damaging the ennemy even during the "knock up" animation. There is no RP reason to make a target less accessible during this moment. On the contrary, it is the moment when he is the most vulnerable.
May 9, 20196 yr You can forget about that, as for fixes of many no game breaking issues too. Edited May 9, 20196 yr by Phenomenum Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
May 10, 20196 yr @Phenomenum & @MaxQuest: polishing mod? It truly was and still is annoying. Deadfire Community Patch: Nexus Mods
May 10, 20196 yr 1 hour ago, Boeroer said: @Phenomenum & @MaxQuest: polishing mod? It truly was and still is annoying. I suspect, it's a code / animation issue - or status effect "VerticalLaunch" itself designed in this way. Personally, i have no idea how to fix it. Maybe Max could do something. Edited May 10, 20196 yr by Phenomenum Pillars of Eternity 1 - Russian Extended Localization Pillars of Eternity 2 - Deadfire Russian Localization Fix Pillars of Eternity 2 - Deadfire Community Patch
May 11, 20196 yr 18 hours ago, Boeroer said: @Phenomenum & @MaxQuest: polishing mod? It truly was and still is annoying. Can't do it via gamedatabundles/json modding, because there is no field/checkbox for that. And can't do it via dll moding either, since it is unclear to me what prevents targeting a launched target. protected bool AllowIncomingThreat() { AIBehaviorType currentBehaviorType = this.GetCurrentBehaviorType(); return currentBehaviorType != AIBehaviorType.PushedBack && currentBehaviorType != AIBehaviorType.Dead && currentBehaviorType != AIBehaviorType.Unconscious && currentBehaviorType != AIBehaviorType.Grabbed; } protected bool AllowOutgoingThreat() { AIBehaviorType currentBehaviorType = this.GetCurrentBehaviorType(); if (currentBehaviorType == AIBehaviorType.Stunned || currentBehaviorType == AIBehaviorType.PushedBack || currentBehaviorType == AIBehaviorType.Paralyzed || currentBehaviorType == AIBehaviorType.Terrified || currentBehaviorType == AIBehaviorType.KnockedDown || currentBehaviorType == AIBehaviorType.Dead || currentBehaviorType == AIBehaviorType.Unconscious || currentBehaviorType == AIBehaviorType.Launched || currentBehaviorType == AIBehaviorType.Grabbed) { return false; } AIBehavior currentBehavior = this.BehaviorStack.CurrentBehavior; return currentBehaviorType != AIBehaviorType.UseObject || !(currentBehavior.CurrentState is InUseState); } AllowIncomingThreat doesn't even check for AIBehaviorType.Launched. P.S. But could substitute the Prone and 1.5s Launch effect, with a 2.5s Prone instead. 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
May 11, 20196 yr Author Indeed. It could be a very good idea. Prone is not concerned by the aerial effect. We can skip all the air effect and only put the total of the value only on a bigger prone duration. Like that no problems. Quote P.S. But could substitute the Prone and 1.5s Launch effect, with a 2.5s Prone instead. This is the best way to go !^^ This patch will become essential to me if he do that. I hope responsible changes to make it almost official !^^ (Like 95 % repair, and 5 % of personal interpretation, and not the reverse) Because players must feel the respect of the original work. I am not a big fan of custom content generally (I dont like the sacrilege side), except when this is 100 % legit like TSLMR for Kotor 2 or Vampire bloodlines with Verner Patch (for example). Edited May 11, 20196 yr by theBalthazar
May 11, 20196 yr I also wanted to suggest: just make it longer prone so that the overall "downtime" is identical. Deadfire Community Patch: Nexus Mods
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