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other thing tbd
I had two others report that issue and both times it was Leaderlib and/or Weapon Expansion. One is needed for the other so it's hard to say. I only have two DoHit calculations in Conflux. One is local and would only happen if they used my custom skill with my custom status. It's not possible that one would bleed over. The other is the Sadist fix added update 1.09.70 which both our mods have but mine will not run if those mods are on. Even that would be reserved for Sadist users.
Calling DoHit is the only thing I can think that would cause that that interaction since it's telling the engine to create another hit instance. Not even ComputeHit will do that. It more mutates the current outgoing it. You can try it pure without ModManager? As a user you shouldn't be accessing Local Mods though. You should be using the normal Mods folder. Local Mods is more for development. If you have mods in both folders it might try to run both.
no solution ?
It's likely Torturer. The talent itself doesn't actually allow it's statuses to be applied via surfaces. It will override what I scripted for King of Flame also. I will write a work around script for it.
Load the 8AP Giftbag then unload it.
It's possible that script didn't compile again for current saved.
thanks for your time and mod
The negative base Vitality is inverse scaling from level 1 to 6 so the game doesn't just smash you with +200% at level 1. Player and Origin characters should not be affected by this unless it was a game started with the initial update. I fixed that issue pretty quickly. I have no idea what the bypassing armor thing could be. I've been testing a lot lately and no other reports.
and switching -/+ difficulty modifiers on my char and comp.
all because i died in my heavy modded play from 30 dmg when i had 92 hp or so
Typo on the physical armor skill toggle. Fixed pending update.
Thanks for considering it.
Yea, I think that would be fine. Currently It's an angle of 70 which is 10 more than backstab. Cleave is 120. 90-100 might feel about right.
One thing I’ve noticed is that the Retaliate effect feels a bit hard to trigger.
Would it be possible to boost this mechanic a little, maybe by increasing its frontal angle, or allowing the angle to scale with the weapon’s cleave angle?
Thank you for your answer. You are right - I experienced now the health regain if NPCs are not in combat, and also my incarnaite could not win fights on its own.
But the biggest issue is still the possibility to leave combat (i.e., via teleport or stairs), heal up, and just join again before the current turn is finished. This allows for infinite turns in almost every encounter, if two characters do it again and again. Would it be difficult to prevent this simple cheesing tactic?
Runic Arsenal only works with the standard DefEd rune setup. Weapons, Shields, Amulet, Chest Armor. It also obeys the one rune slot rule. It's scripted to prevent players from inserting the runes into other items or more than one Runic Arsenal rune into one valid item.
Far as those mods Unique Loot Drops came out with some major issues like a timer going off 5k times within 5 minutes of play. I told players to avoid it for quite a while. Esp when the Dev went MIA. I'm not sure how well it works these days. I imagine it's better after 200+ updates.
Focus Rune was a mistake in Beta that players told me to keep because it had interesting interactions. It adds "Base Damage" which is then multiplied by the various modifiers. Backstab Scaling, _Boosts, Bonus Damage, More Damage, etc.. It doesn't do much on it's own but the more damage types and layers you go through with each hit. The more beefy.
This is an update for all the changed and new entries from the recent patch if you're still interested. I will look through that 3 month period for any other changes but this portion is the bulk of the changes. since the original XML file.
https://github.com/Xorn256/DOS2-Conflux-Addons/blob/master/xmlupdate-1.09.7.xml
Strategist is the default Honor Mode.
I actually have some of those or similar prevention methods in place. If a summon enters combat it will pull the summon owner into combat with them. I don't exactly have the ranged based attack interaction but NPCs will instantly restore if combat is dropped. I did increase leashing range for NPCs but I didn't add a full on penalty for leaving combat while it's active. Leaving combat while it's active can be done on accident but worth considering.
may I ask, if you could add some of the anti-cheese changes (from Unleashed) as optional difficulty settings to the orb?
Especially
- Characters rejoining combat they already left suffer a “latecomer” debuff, becoming incapacitated until the next turn cycle begins. This eliminates infinite turn retreat exploits.
- Summons in combat without their masters go mad, ensuring summoners can’t infinitely summon their creatures from range to win.
- If an enemy is attacked from too far away to enter combat, they immediately heal the damage back. This does not occur if the enemy enters combat with the attacking player. This prevents sniping enemies to death without combat.
This would fit some of your other balance changes like debuffing after dialog or new escapist talent.
Since players can do it I never saw reason. However Undead can sustain much easier with restore effect, Poison and the combo status Virulent. I tried to make sure all race options were equally viable. Fane is still busted though.
Nope. I've been working on a large update and watched a few streamers lately.
Sorry for the delay. I'm working on pretty large update which includes some language file changes. I'm marking "New" and "Changed". So it should be easy to implement.
Also contact me on discord if you want.
Near everything players get NPCs also get. I added most things manually so they make sense for different encounters. Just as players would have a team that compliments each other, the NPCs are built that way also.
Yes. I could have done it in a less mean spirited way. The purpose is so players cannot cheese a second Idol by stealing then killing her. If you want an additional Idol you have to take the stat loss. Though I might remove the dialog option.
Only Animal Empathy would cause notable issue by giving you an extra talent. Sadly there's no way to turn off Giftbags once you've enabled them.
@Six God 感觉可能得1个月才能翻译完,内容好多orz
Yes. Though there are 10 or so descriptions which have changed since then. Most notably I revamped King of Flames and Storms since then. I can help point to the changes or update it myself eventually.
Make sure the Script Extender is downloaded and in the proper directory.
Yes, Yoda on morpine is a good example :D
Thanks for version without translation, really helpfull for people like me :)
A russian friend of mine said the translation read like yoda on morphine. It's by far the worst version trying to translate from a latin based language. I wanted to get translations started but I also don't want to cause issues for players who can read multiple languages.
I might just remove them and leave the XML file link for anyone interested. I just don't think it'll happen. There's a ton of text in this mod. Anyways this is a temporary version without translation.
```https://www.mediafire.com/file/qzpwc0qh8jwsiie/Strategist_Mode_723ad06b-0241-4a2e-a9f3-4d2b419e0fe3_EnglishLocal.rar/file```