In factions.gamedatabundle, the change strength amounts and disposition rank thresholds were unchanged. In fact, 1.0.2.89 did not change any game data except localization and some conversations. What the 1.0.2.89 patch did though was hardcode the Minor change strength value for ChangeDisposition.
This value can no longer be overridden by mods (for dispositions), at least not without using the Patchwork framework. This isn't a major issue, but this approach makes changing this value (for dispositions) unnecessarily difficult.
Changing the Minor change strength value to 1 in data would have the same result without the aforementioned consequences. edit: Actually, that's not correct because ChangeDisposition isn't called for faction reputation and companion relationships. Duh!
A better approach would be to:
Create disposition-only Minor, Average, and Major change strengths with their own UUIDs.
Create faction-only Minor, Average, and Major change strengths with their own UUIDs.
Create relationship-only Minor, Average, and Major change strengths with their own UUIDs.
Update all instances where the old Minor, Average, and Major change strengths were used.
This would give designers more control, allowing them to tune and balance disposition, faction, and relationship gains separately, rather than trying to find magic numbers that can be shared between all three systems. Alternatively, hope magic numbers work and set the Minor change strength value to 1 in data.
edit: Thinking on it a bit more, to get around having to do #4, you could map the old UUIDs to the new ones for DispositionAddPoints, ReputationAddPoints, and CompanionAddRelationship, so that when each method is called with a particular strengthGuid, the game uses the right individualized change strengths.
I know this patch wasn't the disposition rebalance patch, but I just wanted to point out that the rank thresholds still need to be increased. The Deadfire rank thresholds are around 50% what they were in Eternity 1 despite there being 200-300% more DispositionAddPoints calls in Deadfire.
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fireundubh
In factions.gamedatabundle, the change strength amounts and disposition rank thresholds were unchanged. In fact, 1.0.2.89 did not change any game data except localization and some conversations. What the 1.0.2.89 patch did though was hardcode the Minor change strength value for ChangeDisposition.
Disposition.ChangeDisposition() - 1.0.1.64 vs. 1.0.2.89
This value can no longer be overridden by mods (for dispositions), at least not without using the Patchwork framework. This isn't a major issue, but this approach makes changing this value (for dispositions) unnecessarily difficult.
Changing the Minor change strength value to 1 in data would have the same result without the aforementioned consequences.edit: Actually, that's not correct because ChangeDisposition isn't called for faction reputation and companion relationships. Duh!A better approach would be to:
- Create disposition-only Minor, Average, and Major change strengths with their own UUIDs.
- Create faction-only Minor, Average, and Major change strengths with their own UUIDs.
- Create relationship-only Minor, Average, and Major change strengths with their own UUIDs.
- Update all instances where the old Minor, Average, and Major change strengths were used.
This would give designers more control, allowing them to tune and balance disposition, faction, and relationship gains separately, rather than trying to find magic numbers that can be shared between all three systems. Alternatively, hope magic numbers work and set the Minor change strength value to 1 in data.edit: Thinking on it a bit more, to get around having to do #4, you could map the old UUIDs to the new ones for DispositionAddPoints, ReputationAddPoints, and CompanionAddRelationship, so that when each method is called with a particular strengthGuid, the game uses the right individualized change strengths.
I know this patch wasn't the disposition rebalance patch, but I just wanted to point out that the rank thresholds still need to be increased. The Deadfire rank thresholds are around 50% what they were in Eternity 1 despite there being 200-300% more DispositionAddPoints calls in Deadfire.
Edited by fireundubhLink to comment
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