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I never tried changing spear type to Knife, but that is, as far as I recall, the only way to make them (or anything) backstab. If the game doesn't display the associated floating text and angle decal, it suggests that it isn't classifying the weapon as a "smallweapon" why this is, I can't be sure, but it must be something within the weapon.txt stats. I would try testing with the weapons set to be 1-handed--as well as testing in a fresh playthrough--or even just see what happens when making the _Daggers entry TwoHanded.
Iirc status success rate goes up by 10% per-point until "100%" chance, at which point it goes up by 5%, until 150%.
Playing a controlling party should definitely be doable, especially with multiple characters using the spells that reduce Grit/WP, like Drain Willpower/Erosion/Eroding Strike/Soulsap/Soul Fire/Attenuate/etc. Some of these effects do require a saving throw first, and as such do, at high levels, require you to at least raise your chances by using some of the guaranteed effects first.
So the Backstab text (hover over character on attack) and the Backstab positional cone all appear properly actually. Ignore the false report I had initially since it was using an existing save. Not only was it a save pre-modifications, I also realized that due to using XC_Encounters, and modifying some other files, that I broke some things quite extensively. I ended up removing XC_Encounters and just using Epic Encounters as is to remove any potential outside variables that I wouldn't be able to track down. I then started 2 brand new games, got to Cyseal, crafted Spears, and tested them.
So it ends up being a "dirty hack", but it does work. However it looks kinda janky as the Dagger animations/idles are now used for the Spear instead of the traditional two hand animations/idles. And the Spears are "sheathed" on your hip now instead of your back. LOL
But outside of the Dagger idles/animations, the Spear seems to be doing exactly what I want it to now. It meets all of the Dagger requirements for Backstabbing and Dagger Abilities.
Thank you again for all the help! :)
My only balance concern is whether I should simply not take the Backstabber Talent. Guaranteed crits on a Spear is definitely unbalanced. But then I'm also playing double Lone Wolf, so maybe it's a wash.
Secondary question. I was messing with the Tactican level NPC accuracy buff. Character.txt: new entry "HardcoreNPC".
I've been making some "house edits" to see if I can get the balance in range of the play style I'd enjoy playing. Honestly, as you guys have said, Epic Encounters is designed for the bleeding edge difficulty players want. But me personally I'd prefer EE to ratchet the game up to a solid 12 (out of 10) instead of the 14+ it's probably at. I just really enjoy making some "fun" choices that are not hyper efficient in character builds (such as double Lone Wolf) which EE isn't really friendly towards. Not knocking your mod, I love it. I just recognize that my "niche" wants are something I have to find a way to fulfill on my own.
I removed the accuracy bonus on new entry "HardcoreNPC" to see how much of an impact it'd make doing 2 test runs up to Cyseal. First off, I didn't realize this number affected Summoned pets as well. Because their accuracy dropped massively.
But does it in any way impact the player characters as well? My evidence is only anecdotal, but it looks like my to hit rolls are also down as well. I didn't think this entry affected the Heroes but it feels like it did in game. I don't remember ever missing this much for as long as I've been playing with the mod. And I never felt a need to cast Bless on myself before removing it.
Was this number edited by you guys, or was it baseline to Tactican? I wouldn't mind upping this number again, but if it affects me and my Summons then I might honestly prefer to just remove it. I'd rather have reasons to use things like Bless and be mindful of the bonuses from Lucky Charm and Bard more.
My guess is that my miss rate is simply down to inaccurate annecdotal evidence though since there's an entry (new entry "HardcorePlayer"). But that my Summons are being affected by (new entry "HardcoreNPC"). Correct?
This is the same case for character stats, and changing HardcoreNPC works because every NPC stat (eventually) inherits from HardcoreNPC, if you trace the inheritance back far enough.
So, it might be the case that player summons do inherit from HardcoreNPC, I'm not 100% sure but I think that they do--players, however, for sure inherit from HardcorePlayer instead. Accuracy values of those stats are also a base-game addition; the mod only changes the vitality values.