Flix 5,116 Posted March 18, 2022 Author Share Posted March 18, 2022 14 minutes ago, idbeholdME said: And one additional minor report: Normal Terror Boars seem to give anomalously high experience. They're currently giving me about 3.8K XP and Elite Terror Boar about 4.5K. I see it. The template for elite boars has 200% XP vs. the normal boar template. So far so good. However, I see normal terror boars (black) are assigned 660 XP per kill vs elite which only have 360. Seems the values got swapped. Will fix in next release. The brown ones give 200 XP (normal) vs. 360 (elite). This is more in keeping with the standard XP difference seen in other boars so they should be ok to stay the same. Link to comment
dimitrius154 612 Posted March 18, 2022 Share Posted March 18, 2022 1 hour ago, idbeholdME said: As far as the books go, I'd honestly just make the Diaanja's Study Book not drop besides the quest where you you are supposed to receive it. In fact, this might be a decent workaround for all the expansion books. Make them drop via quest stages in the appropriate areas, rather then mess with the generic drop template. Link to comment
Flix 5,116 Posted March 18, 2022 Author Share Posted March 18, 2022 D2F quest-book association: Crypt of the Damned - Mage Galdar (Lost Crypt) Diaanja's Studybook - Diaanja's lair (The Cursed Forest) Guidebook of the Huntress - Seraphim Juchalti (First Steps) A Northland Tale - Battlemaster Gambolt (Northland Expedition) The Redeemer - Baron's Son (The Unholy Crusade) A Zombie's Diary - Amantha (The Scent of Life) You could take this further and connect the Books of Religion to the various god quests. I haven't fully implemented this yet in EE yet. This is all outside the scope of PFP though. 1 Link to comment
idbeholdME 394 Posted March 18, 2022 Share Posted March 18, 2022 (edited) 7 hours ago, Flix said: This is all outside the scope of PFP though. I'd personally consider the Study Book a fix. It is absolutely obvious that you were supposed to only get it as a part of the quest chain, as evidenced by the book already being a reward for this quest. All the other Ice & Blood books are mostly just general info/lore, but that one book should be exclusive to the quest. IMO at least. Edited March 18, 2022 by idbeholdME Link to comment
Popular Post idbeholdME 394 Posted March 18, 2022 Popular Post Share Posted March 18, 2022 (edited) A detailed breakdown of the behavior of ranged Frenzied Rampage (vanilla). (It starts with my speculations and evolves into pinpointing the cause by the end of this wall of text ) As I've written a lot earlier, it launches 2 projectiles but the 2nd one counts as 2 hits. Well, now that I've reached a 34.2% attack speed bonus, when I use Frenzied Rampage from the special mount, it turns out that there are actually 3 projectiles. For some reason, the 3rd projectile has become slightly delayed with the increased attack speed when fired from the special mount and I can actually see three projectiles now. Without the mount, it still looks like it always did. So it's in fact not 2 projectiles but three, but the 2nd and 3rd are fired so closely after each other or at exactly the same moment, that they blend together perfectly. No idea why with the increased attack speed, the 3rd projectile started firing at a different point than before and only from the special mount. ADDITIONAL EDIT: It's probably not that the 3rd projectile fires later, but that only the 1st and 2nd projectile is affected by attack speed but not the 3rd one. I honestly don't even know why the 3rd projectile is there as the definition of Frenzied Rampage in the animation.txt should just double the normal ranged attack... But note that this is the same behavior as in the vanilla and not caused by the PFP. I'm just trying to figure why ranged FR behaves the way it does and whether it would be possible to space out the projectiles so they always fire evenly throughout the duration of the animation, which would make it much clearer as to what ranged FR actually does. It currently seems like it just skips the interval where the 2nd projectile should be and only fires them both at once on the interval of the 3rd shot, which causes the strange pause after the first projectile. END OF ADDITIONAL EDIT!!!!--------- It's hard to explain it in text form, but I can provide the save file if you want to see it with your own eyes. EDIT: Tried screenshotting it. Gear and everything is the same, the only difference is one is fired from a mount, the other on foot. Currently with a 34.2% attack speed bonus. 1) On mount: 2) On foot EDIT 2: It is always slightly desynced on the mount the moment you get any attack speed bonus. I just recently got a huge attack speed upgrade (11% to 34%) which made it much more noticeable, but I just tried with 11% increased attack speed, and it's still visibly 3 projectiles, except the 2 and 3 are much closer to each other. About 1/3rd of the distance between 2 and 3 on the first screenshot (so very close). Seems like the higher the attack speed, the more separated the 2nd and 3rd projectile will be. At base 100% attack speed, they are blended the same as on foot. Wonder why this happens only on the mount and not on foot At least this confirms that ranged FR does indeed fire 3 projectiles and there is no weird doubling going on. Now to figure out why shots 2 and 3 behave as they do In the perfect world, the 2nd projectile should always be exactly in the middle between the 1st and 3rd. How to achieve this, I have no idea... Would be cool if this mystery could be tackled though. That would be an actual fix for the Frenzied Rampage animation, compared to the 5 shot massive salvo mega buff that was originally implemented for it in the PFP (confirmed it will be reverted to vanilla when 1.3 releases). SOLUTION (not quite but one step closer) It seems that Frenzied Rampage is hardcoded to add 2 attacks to the normal ranged attack animation. The spacing in which it adds these 2 attacks is dependent on the length of the animation. The default length is this (TGUN): Spoiler ["entry32"] = { ["name"] = "ANIM_TYPE_ATTACKA_TGUN", ["marker"] = { ["ANIMSTART"] = 0.0000, ["SHOUT"] = 0.3600, ["ATTACK"] = 0.4000, ["ANIMEND"] = 1.0000, }, }, The result of this is 2 projectiles in 1 at the very end of the animation. However, if you increase the ANIMEND to 1.6000, it seems like that is exactly the timing where the shots are spaced out exactly as they should be. Screenshot where the ANIMEND is increased to 1.6000, all other condition the same. The shots are spaced out absolutely spot on perfectly. Couldn't figure out a way to space out the projectiles properly without increasing the total length of the animation though.... So a custom FR animation could be made which copies the default ranged attack, and just has ANIMEND at 1.6000. But being locked in place 60% longer and de facto reducing the attack speed of Frenzied Rampage is probably not worth fixing it this way. Not sure why 1.6000 is the sweet spot for the TGUN, but it is. The first ATTACK timing does not matter, attack speed does not matter. The projectiles are always spaced out equally as long as the duration of the animation is 1.6000 (4x the original attack timing). Exactly the same with bows. Bow attacks have the ATTACK on 0.5600 and the arrows become perfectly spaced out when ANIMEND is 2.2400, again 4x the original attack timing, (EDIT: They become perfectly spaced out when ANIMEND is 1.7600. Anything after that is just idle time) Seems like the problem does not lie in the animations, but Frenzied Rampage itself. It must have some hardcoded timings or behaviors that unfortunately can't be changed through animations.txt. The goal would be to perfectly space out the shots while keeping the original animation length For reference, I checked the vanilla timings for TGUN and the attack animation starts there at 0.2221. With this timing, it was clearly visible that the 2nd and 3rd projectiles are separate. Upon further testing, it turns out that for the TGUN, there must be a space of exactly 1.2 seconds of animation time after ATTACK for the shots to be spaced properly. With ATTACK at 0.0000, the shots will have proper spacing when the animation ends at 1.2000. Seems like ranged FR is hardcoded to add a shot every 0.6 seconds and once it runs out of animation time, it fires the shot instantly. Which means that with the ATTACK starting at 0.4000 and ANIMEND at 1.0000, the last 2 shots will be fired simultaneously, because there is no animation time left for the 2nd shot, which would otherwise be fired at 1.6000. CONCLUSIONS: So the discrepancy between mounted/unmounted must be caused by slightly different timings, correct? LO AND BEHOLD: the riding TGUN animation timings: Spoiler ["entry147"] = { ["name"] = "ANIM_TYPE_RIDEATTACKA-SPECIAL_TGUN", ["marker"] = { ["ANIMSTART"] = 0.0000, ["SHOUT"] = 0.3600, ["ATTACK"] = 0.4000, ["ANIMEND"] = 1.1200, }, }, Because it ends at 1.1200 unlike the normal one which ends at 1.0000, the FR has 0.1200 of time from the 0.6 required to fire the 3rd projectile while mounted, which causes the visual difference. And as you go up in attack speed, more and more space is available for animating the 3rd shot, thus the space between the 2nd and 3rd shot becoming bigger with higher attack speed. So for ranged weapons, FR adds 2 projectiles, one every 0.6 seconds of animation time. I hope that all these findings could potentially lead to finding a solution for this, but I have no idea at all how I could modify the default behavior of Frenzied Rampage... If anyone could supply the logic behind it and pinpoint where things like these are defined, depending on whether it's editable, we could be looking at a potential fix It could be that the 0.6 seconds is the default timing which was meant for the melee combination attacks which have much fancier and longer lasting animations with Frenzied Rampage. It is unfortunately also used for ranged attacks which are usually over within a second, not leaving enough space for the 2 additional shots. I fear that separating ranged and melee is going to be impossible though Otherwise, it would just be a question of lowering this 0.6 second interval enough to be squeezed into the ranged attack animations. And I'm thinking this very same thing could the case for ranged Pelting Strikes. LATE EDIT: (man, this post just keeps growing :P) Restoring the original timings from before PFP has helped a lot to separate the shots: Normal attack: Spoiler ["entry32"] = { ["name"] = "ANIM_TYPE_ATTACKA_TGUN", ["marker"] = { ["ANIMSTART"] = 0.0000, ["SHOUT"] = 0.1821, ["ATTACK"] = 0.2221, ["ANIMEND"] = 1.0000, }, }, Mounted attack: Spoiler ["entry147"] = { ["name"] = "ANIM_TYPE_RIDEATTACKA-SPECIAL_TGUN", ["marker"] = { ["ANIMSTART"] = 0.0000, ["SHOUT"] = 0.0800, ["ATTACK"] = 0.1200, ["ANIMEND"] = 1.1200, }, }, They are much closer to the necessary 1.2 seconds. With my attack speed bonus, the mounted one (1 second) actually seems to be fully synced, The on foot one is not quite there (0.7779 seconds), but much better. Unfortunately, bows have the same timings as they did before, so this is not a viable solution for them :/ Edited March 19, 2022 by idbeholdME 2 Link to comment
Lindor 438 Posted March 18, 2022 Share Posted March 18, 2022 (edited) 20 hours ago, dimitrius154 said: IMHO, they simply slapped those to the existing book drop list. That assumption is based on the state of, hmm, 40 - 50% of the expansion content prior to the CM fixes. One has to keep in mind, that Ascaron was going through an insolvency process at the time. Agreed. Would fit the thought process imho. Make everything drop everywhere for now and later, if there's time, compare it to tying the book drops to quests/areas. As you might know I've got a faible for lists, so here I've created a quick Pro/Contra list for you: Let all books drop everywhere Raises inconsistencies for books where there should not exist copies of, only the original. Adds a lot of hints randomly scattered all around Ancaria, raising curiosity. Makes collecting all books an actual challenge. Let the bloodforest books only drop during the bloodforest quests, but let all other ones drop everywhere Raises the question: If that book is associated with it's correct quest, what about all the other quest-related books then? The first point can be somewhat negated: It's illogical for copies of the book to exist. There really should exist only the original, and the information contained within is information which would spoil the cursed forest chain quest if read before. Adds extra reward to that quest. Associate all quest-related books with quests, region-related books with regions and let all other books randomly drop through droplists Makes many books much easier to collect and/or makes it easier to farm specifical books. Completely kills hints and curiosity for quests/regions raised by books. Makes many quests and discoveries feel much more rewarding. Sorting is always satisfying. I purposefully left out the question of which behaviour might've been intended by the devs since I feel like that's an unfinished part of the game so I have no answer to that question. Feel free to disagree with, or add points to, the list. In case anyone's interested in my personal opinion: Spoiler Modders are mostly mathematical persons, at least to me sorting and matching things is in my nature, but it would hurt the gameplay here. I can tell because of my gameplay experience with Sacred Underworld: For the longest time I was just playing Ancaria campaign, but being able to collect all underworld books during Ancaria campaign raised interest. By a lot. Even though Underworld campaign was pretty bad imho, it's the books which made me play and enjoy it, and I have no doubt that the books are the reason for all the fantasay, fanfics and theories like my favourite Inquisitor=Anducar theory. Imagine not knowing Gronkor's outlook, but getting a hint of its existance. It's the same thing with books. On the other hand, Djaana's Studybooks relation to its quest is different to all the other quest-related book relations, as stated above. So all in all I'd say the logical solution would be choosing option 2 for PFP and creating an additional mod with option 3. I noticed that T-Energy conoles drop books in EE. I have no idea how you did that, but it's pretty cool imho. Could that be used to tie books to regions rather than enemies spawning in that region? Edited March 18, 2022 by Lindor Reason: spelling mistake 1 Link to comment
Popular Post dimitrius154 612 Posted March 18, 2022 Popular Post Share Posted March 18, 2022 (edited) 11 minutes ago, Lindor said: I can tell because of my gameplay experience with Sacred Underworld It's folly to boast, but, ahem, I believe I'm the sole person on Earth, that possesses an almost fixed game(yeah, well, with some Battle Mage mechanics cheats). There were quite a few additional voicelines, not to mention Anducar's dying speech. Edited March 18, 2022 by dimitrius154 1 1 Link to comment
Dax 481 Posted March 18, 2022 Share Posted March 18, 2022 Lindor, do you find S1 immersive? I tried more than one time to find my way in, but it all did not apply to me. I read the books I have found, gravestone and statue inscriptions, talked to NPCs. I always had the feeling that the whole thing does not fit together somehow. It looks not like a gameworld, grown in harmony, rather like a hastily glued together meat loaf. After a while, I skipped everything in frustration and turned to relentless slashing. Speaking of Underworld, when I am in hell in a few years, the Devil will force me to play Underworld over and over again until the world stops turning. Especially when I reach Purgatory, I shall be forced to click at all NPCs and have read their one liners. Oh, did I tell you already that I got myself some help from a bunch of rpg geeks who help me with an alternative timeline, universe, history stuff, lore... and so on? I will keep you up to date. Dimitrius, since you seem to got a unique version of the game, is there a bigger difference between your version and the version you get in the store? Just curious. Link to comment
Lindor 438 Posted March 18, 2022 Share Posted March 18, 2022 1 hour ago, Dax said: Lindor, do you find S1 immersive? In early days, yes. But the older I grew, the less it happened. I believe it started with my ambition growing, reaching niob, collecting all the good stuff, finding out all the little and big bugs and learning more and more about the game. The more I learned how it works, the more transparent and, as a consequence, the less immersive the game became. As child I found Sacred soo hard, started with a Gladiator and did not know that there were skill- or attribute points. Yeah. I eventually found it out, but still it was sooo hard to me, there were times where, over many months, I just sat down and tried to slay urgalook every day, truly countless times, and I always died. Then the route to Silver Creek. And I don't even want to talk about the desert dragon. I think I spent half my youth in the desert of Ancaria The thing is that I didn't care about the game mechanics or being good, I just wanted to be there, in the world. But that is all long ago, and the older you grow, the smarter you get (at least that's how it should be, not so sure about that with all humanity), and when my ambitions started to grow, the world became more and more uninteresting and it became more about transforming my chars into semi gods. With the completion of the char pack, my ambitions pretty much have been satisfied and now there's little to no reason left going back to the game other than nostalgia. The one thing that could bring me back is the modding scene, but I don't have time for that. I'd rather spend my humble talents on Sacred 2 or Skyrim. So I'm just sitting here and waiting for the remake, but being fine in case it never happens. Life lesson I guess: if u noob, games are better. Link to comment
idbeholdME 394 Posted March 19, 2022 Share Posted March 19, 2022 Spotted one more wrong tooltip for a CA mod: Rousing Command - bronze mod B. Should be: Persistence - Prolongs the duration of Rousing Command. Currently is: Readiness - Increases the Shadow Warrior's base defense value. In the spells.txt, it is correctly duration, so as with Killing Spree before, it's just a wrong tooltip. 1 Link to comment
Hooyaah 2,824 Posted March 19, 2022 Share Posted March 19, 2022 I didn't report it sooner, as I thought that it might be as originally intended. After defeating the Inquisitor's guards and then Inquisitor in the Light Campaign, he's on the ground sputtering, "Go and get your reward," he then resurrects on interacting with him again as if he is fully restored. Then, he gives you another full run for your money. 1 Link to comment
idbeholdME 394 Posted March 19, 2022 Share Posted March 19, 2022 (edited) 42 minutes ago, Hooyaah said: I didn't report it sooner, as I thought that it might be as originally intended. After defeating the Inquisitor's guards and then Inquisitor in the Light Campaign, he's on the ground sputtering, "Go and get your reward," he then resurrects on interacting with him again as if he is fully restored. Then, he gives you another full run for your money. Wasn't that always the case? In the Shadow campaign at least, I am pretty sure I remember always having to fight Nimonuil twice. Even back when I played only Fallen Angel without Ice & Blood. Not so sure about the light campaign, but I'd assume it'd be the same. Edited March 19, 2022 by idbeholdME Link to comment
Hooyaah 2,824 Posted March 19, 2022 Share Posted March 19, 2022 23 minutes ago, idbeholdME said: Wasn't that always the case? In the Shadow campaign at least, I am pretty sure I remember always having to fight Nimonuil twice. Even back when I played only Fallen Angel without Ice & Blood. Not so sure about the light campaign, but I'd assume it'd be the same. The way I remember it, after he says, "All right, all right. Go! And get you're reward." He then expires and drops a few items. 1 Link to comment
Flix 5,116 Posted March 19, 2022 Author Share Posted March 19, 2022 He's normally killed via script. This is an EE change where you actually get the XP and drops from killing him yourself. Should not be in PFP, will be corrected on next release. Link to comment
Flix 5,116 Posted March 19, 2022 Author Share Posted March 19, 2022 On 3/18/2022 at 12:12 PM, dimitrius154 said: It's folly to boast, but, ahem, I believe I'm the sole person on Earth, that possesses an almost fixed game(yeah, well, with some Battle Mage mechanics cheats). There were quite a few additional voicelines, not to mention Anducar's dying speech. Will you publish it? Link to comment
Aidenblue2 0 Posted March 20, 2022 Share Posted March 20, 2022 Hello, I have been starting recently to play with purist mod. It seems pretty solid, it works fine. But I have a doubt. I noticed I cannot join Online servers. Is possible to play with other players online using this mod? I checked that in Vanila works for me fine. Thank you for your time. ^_^ Link to comment
idbeholdME 394 Posted March 20, 2022 Share Posted March 20, 2022 (edited) Killing Spree mods: Bronze mod Control: spells.txt mod token: entry4 = {"et_charge_AW_rel", 450, 50, 1, 41 }, Increases the attack with every HIT, not kill. The increase is % based and every subsequent hit has diminishing returns. Example from my current character which has 1557 attack rating before landing a hit with a LEVEL 16 Killing Spree with this mod. Every number is the attack rating after a basic attack hit an enemy: 1557-1635-1704-1766-1822-1873-1918-1960-1996-2029-2060-2086-2110-2132-2152-2169-2186-2200-2213-2224-2235-2244-2252-2260-2267-2273-2279 and so on, you get the idea. Diminishing returns. Gold mod Sway: spells.txt mod token: entry8 = {"et_charge_attackspeed", 250, 0, 5, 41 }, Increases attack AND movement speed with every HIT, not kill. Stacks similarly with diminishing returns as the attack speed, but as the caps here are 150%, you can reach those quite easily before the diminishing returns completely neagate the bonuses. Examples: Before hitting enemies with a LEVEL 16 Killing Spree active, my character has 120.5% movement speed and 134.2% attack speed on basic attack. Every number is the MS and AS after a basic attack hit an enemy: Movement Speed: 120.5 - 123 - 125.3 - 127.3 - 129.1 - 130.8 - 132.2 - 133.5 - 134.8 - 135.8 - 136.8 and so on Attack Speed: 134.2 - 136.7 - 138.9 - 140.9 - 142.7 - 144.4 - 145.9 - 147.2 - 148.4 - 149.5 - 150 (MAX) As you can see, both MS and AS increase by the same amount on every hit, meaning it is a % increase from the base of 100%. So 2 things: 1) Even with just a level 18 Killing Spree, within seconds, you should be able to max out your Attack Speed, Movement Speed and greatly boost your attack rating if you take these 2 EXTREMELY poweful mods. 2) The reason I am posting it here: The tooltips should be changed to state that they increase those stats per HIT and not per kill. EDIT: The gold mod also increases Casting Speed. The execution speed of Skeletal Fortification goes up too. So it is basically a global speed buff to everything. Edited March 25, 2022 by idbeholdME 1 Link to comment
dimitrius154 612 Posted March 20, 2022 Share Posted March 20, 2022 On 3/20/2022 at 12:17 AM, Flix said: Will you publish it? I don't see why not. Unless the Internet gets poof that is, er, ahem. I may also find a way to fix that pesky Milti-Hit targeting matter by the time. Link to comment
idbeholdME 394 Posted March 20, 2022 Share Posted March 20, 2022 (edited) 2 hours ago, dimitrius154 said: I may also find a way to fix that pesky Milti-Hit targeting matter by the time. Oh yeah, the Multi-Hit... where you have to stand in a certain position, be rotated a certain way, sacrifice at least 3 goats before every cast and pray to Cthulhu for it to sometimes hit enemies You can get a feel for it (where to stand and which enemy to target) by playing a lot to increase your chances, but still, happens very often that you just spin and nothing happens. Seeing it fixed would be very nice. Edited March 20, 2022 by idbeholdME 1 Link to comment
idbeholdME 394 Posted March 21, 2022 Share Posted March 21, 2022 On top of his normal drops, Octagolamus always seems to drop a bunch of grey items that cannot be picked up, don't have a character class assigned and have no stats other than base armor. They also seem exempt from the usual item despawn timers. I have my items set to disappear 600 seconds after dropping, but the timers on these are always 1000 seconds. Did this always happen or is it something weird that should not happen? Link to comment
Lindor 438 Posted March 21, 2022 Share Posted March 21, 2022 (edited) 4 hours ago, idbeholdME said: On top of his normal drops, Octagolamus always seems to drop a bunch of grey items that cannot be picked up, don't have a character class assigned and have no stats other than base armor. They also seem exempt from the usual item despawn timers. I have my items set to disappear 600 seconds after dropping, but the timers on these are always 1000 seconds. Did this always happen or is it something weird that should not happen? Those are the devs solution for body parts certain bosses drop on getting wounded to showcase the damage done. Pretty cool actually if you ask me On 3/18/2022 at 10:47 PM, Lindor said: On 3/18/2022 at 10:11 PM, Flix said: Facetelleon He could really use some better FX and attack animations imho. Also always found it wierd that, like octagolamus, his bodyparts dropped are targetable but uncollectible items, but I guess not making them targetable, not showing item icons when hovering over them and removing the sound triggering by them from the collect all event requires codesided modifications sadly. It also results in those bosses changing behaviour on CA usage during fight, e.g. Octagolamus using his life steal more often when getting wounded and therefore having less and less CAs for dropping body parts available. Well, it's more of a reasonable speculation by me and not knowledge that this is the cause of the AI behaviour change, tbh. The only annoyance is that the body parts being displayed as items neve got fixed, they probably ran out of time and money sadly. Edited March 21, 2022 by Lindor 1 Link to comment
idbeholdME 394 Posted March 21, 2022 Share Posted March 21, 2022 (edited) 1 hour ago, Lindor said: Those are the devs solution for body parts certain bosses drop on getting wounded to showcase the damage done. Pretty cool actually if you ask me Oh, so he has equipped dummy items that he drops when losing a tentacle, which makes him change appearance? That is indeed clever. Thanks for explaining. Bug Report: Also, just started playing a Temple Guardian and it seems that the Battle Extension animation is not working properly. It seems to instantly end after the initial strike where the TG strikes upwards with both hands (counts as 2 hits) and then hits once with the left hand and it ends. So only like 2 or 3 actual hits. Nothing else happens after that. From watching the animation on the wiki vid, seems like it's cut in half or something. EDIT: The reason seems to be that the BE animations have much shorter timings than they originally had. This is 1-handed animation entry for Battle Extension: Vanilla: Spoiler ["entry250"] = { ["name"] = "ANIM_TYPE_SM01_1H", ["marker"] = { ["ANIMSTART"] = 0.0000, ["ATTACK"] = 1.7600, ["ATTACK1"] = 2.2400, ["ATTACK2"] = 3.1200, ["ANIMEND"] = 4.6000, }, }, PFP: Spoiler ["entry250"] = { ["name"] = "ANIM_TYPE_SM01_1H", ["marker"] = { ["ANIMSTART"] = 0.0000, ["SHOUT"] = 0.6000, ["ATTACK"] = 0.6400, ["ATTACK1"] = 0.7600, ["ATTACK2"] = 1.2800, ["ANIMEND"] = 2.0000, }, }, Restoring the original timings makes BE look as it should. All three weapon types (1H, BH, DO) have greatly shortened animation times in the PFP which causes the cut mid-animation. Seems like remains of some kind of rebalancing effort from a different mod. Edited March 21, 2022 by idbeholdME 1 Link to comment
Flix 5,116 Posted March 21, 2022 Author Share Posted March 21, 2022 1 hour ago, idbeholdME said: Also, just started playing a Temple Guardian and it seems that the Battle Extension animation is not working properly. Will fix in next release. 1 Link to comment
idbeholdME 394 Posted March 21, 2022 Share Posted March 21, 2022 (edited) And one more TG related thing. My inventory seems to be mostly filling up with items that the TG can't use. Two handed staves, bows, polerams, shields, armor for other classes, you name it. Could there be a problem with the isUsable flag for the Temple Guardian? The isUsableByHero = 700 seems to be working without issues for my Shadow Warrior, where majority of the items can be used by him. But the same can't be said for the robodog... Also, Alchemy modifiers can spawn on TG gear: As in the vanilla, every character did not have access to one of the general skills, it would probably be worth checking whether the related affixes are blocked from spawning on gear for those classes as it currently seems it's not. So: Alchemy skill bonuses and item affixes tied to Alchemy on Temple Guardian gear. Enhanced Perception skill bonuses and item affixes tied to Enhanced Perception on Inquistor gear. Blacksmith skill bonuses on Seraphim, Dragon Mage, High Elf and Dryad gear. Bargaining skill bonuses on Shadow Warrior gear. This also ties into my previous post, where I reported that Shadow Warrior specific bonuses can spawn on Energy Pistols (which the Shadow Warrior can't use in vanilla). Edited March 21, 2022 by idbeholdME 1 Link to comment
Flix 5,116 Posted March 21, 2022 Author Share Posted March 21, 2022 53 minutes ago, idbeholdME said: it would probably be worth checking whether the related affixes are blocked from spawning on gear for those classes Controlled by the "usagebits" parameter on every bonus entry. Some are known to be faulty when a single blueprint contains items for multiple characters. For example the Epic Cincture might be a single blueprint ("hero_belt_padded_magic" for example) that contains itemtypes for all 7 classes. I will review them. Specific examples like the screenshots above will expedite the process. Link to comment
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