July 16, 20178 yr Hi, there have been a couple of bugs which we as community were able to track down, fix and test. The idea was to make an unofficial patch mod for the game, plus provide the solutions if you would want to incorporate them into one of the future (if any) official updates. What was done: 1. Fixed inflicted DoT damage not being tracked/registered in "Total Damage Done". 2. Fixed an issue with DoTs not benefiting from Elemental talents (Scion of Flame, Heart of the Storm, Secrets of Rime, Spirit of Decay). 3. Fixed an issue with DoTs not benefiting from Race Slayer talents (Beast Slayer, Primal Bane, Ghost Hunter, Sanctifier, Wilder Hunter). 4. Fighter's ability Take the Hit will no longer protect non party characters (there was a problem where it would affect charmed enemies). 5. Fixed an issue where charm and dominate effects could unexpectedly break if affected character had no target despite enemies being in range. 5.b. Last enemy will no longer break charm and dominate effects immediately. These effects will last at least 5s, and player will be notified with "<Creature> has broken free!" message. 6. Consume potions duration reduced from 2.33s to 1s 7. Going invisible (Shadowing Beyond, Withdraw) will no longer end combat if there are enemies in range (12 range, 3s linger). And the more detailed list: BUG #1 PROBLEM: DoT damage done by the party members is not registered in the "Total Damage Done" section on their character sheet. Which makes it hard to estimate their damage contribution. SOLUTION: Invoke StatsOnHit tracker from Health.ApplyDamageDirectly() CODE: https://pastebin.com/UFD83fC2 (Ctrl-F RELATED BUGS) BUG #2 PROBLEM: Elemental talents actually do not increase all elemental damage, specifically they do no affect DoTs. WHY IS IT SO: The tick damage does not go via usual attack resolution routine, but instead is applied directly, and elemental damage modifiers were forgotten to be added. SOLUTION: Add respective checks to Health.ApplyDamageDirectly() CODE: https://pastebin.com/UFD83fC2 BUG #3 PROBLEM: Racial Slayer talents actually do not increase all damage, specifically they do no affect DoTs. WHY IS IT SO: The tick damage does not go via usual attack resolution routine, but instead is applied directly, and related damage modifiers were forgotten to be added. SOLUTION: Add respective checks to Health.ApplyDamageDirectly() CODE: https://pastebin.com/UFD83fC2 BUG #4 PROBLEM: An enemy who switched sides (due to charm, dominate, confuse) could benefit from Take the Hit modal ability. This was quite harming fighter's survivability. SOLUTION: Allow TransferDamageToCaster status effect to be applied only to party members, in StatusEffect.ApplyEffect() CODE: https://pastebin.com/g3FibpLi BUG #5.a. PROBLEM: Sometimes charm and dominate effects end prematurely even if there are enemies in range, because AI fails to pick a new target. BUG #5.b. PROBLEM: If you charm or dominate a single target, it breaks the effect immediately and without any notification. RELATED BUG REPORTS: one, two, three, four SOLUTION: Add additional condition (in StatusEffect.UpdateHelper()) that would check if there are any enemies nearby, and (optionally) provide a 5s grace period before breaking charm/dominate on a single target. CODE: https://pastebin.com/g6DLEG62 BUG #6 PROBLEM: Drinking potions occasionally fizzles STATUS: minor SOLUTION: not found WORKAROUND: speed-up consume potions animation CODE: https://pastebin.com/9NwRPKuL BUG #7 PROBLEM: Going invisible (Shadowing Beyond, Withdraw) resets the combat and breaks these effects. This is especially important for solo players. SOLUTION: Prolong combat if there are enemies nearby (in GameState.UpdateIsInCombatAndGameOver()) CODE: https://pastebin.com/T51KWeDv Edited July 16, 20178 yr 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
July 23, 20178 yr Would be nice to see the Soul Whip weapon particle effect bug be fixed too. Would like to to a playthrough as a cipher. =/
August 4, 20178 yr Amazing stuff, MaxQuest! "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
August 5, 20178 yr I am playing with the thought of fixing those questbugs if we have an unofficial patch package. https://forums.obsidian.net/topic/90333-wm-part-ii-ending-nameerror/?do=findComment&comment=1866854https://forums.obsidian.net/topic/91954-cannot-complete-quest-far-from-home/?do=findComment&comment=1897849 There is/was a third one which allowed that you get 2 equal stones for the door in Od Nua Level 6. But that one i have not tracked down via the quest file. Edited August 5, 20178 yr by Xaratas More modding for PoE II | How to Work with Stringtables
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