Some notes about levels of crafting gear in v4.X. Adaptive difficulty: In all my old saves and the current playtest they are changed correctly. If something seems odd - change the difficulty to "Master", save and reload. Take into account that non-combat units/animals/prisoners may effect the troop's level (and as the result, the level of crafted items).
Region-locked difficulty: The level of the crafted gear DOES depend on the current region, do not ask me why, it is hard-coded and this is the way it works right now. If you want to craft gear of higher levels - move to a region with higher levels enemies, save and reload, it will update the levels of items crafted in the anvil. Changing difficulty in this mod also changes the level of crafted gear (in addition to the region factor).
If the devs do not fix current behavior/issues I will try to find a workaround. At the same time I do not want to return fixed levels gear or make everything upgradable.
Do traits stack with each other? I got Hakert with solitary trait but his skill tree also has this node. What about resistance and penetration? I haven't seen these in vanilla version.
PG - Это PlayGround? Выкладывать на какой-либо сайт отдельно не планирую. Могу выложить в файлах мейл.ру, устроит?
В моём понимании проблема в том, что у нас пытаются заблокировать Cloudflare, на котором работает Nexus. У меня без VPN сайт обычно работает, но иногда недоступен.
Спасибо за подсказку, с VPN получилось скачать, и за мод спасибо, привык только с ним играть) PS Кстати заметил какую-то проблему с тактикой пиратов, на стоковом уровне работает нормально, но после усиления книгой все бои на моем ведре начинают замирать, и круги из способностей по области перестают отображаться.
Yes, there are several ways: 1) It is possible to assign one fixed trait per class (like Vegetarian for horses and so on), for example, each unique character has one. In "props" section you can add "trait": something. There are many examples in the mod. 2) Create a new skill and assign a trait to it, there are many features in the mod based on such approach. Or you can add a trait to any existing skill. Add the next line: "learnTrait": Something. 3) In general, chance that a character has 2 positive traits is 50% now, I am thinking to make it 90-100%, because now there are too many positive traits that may not match a class or a role. Or may be changing negative traits to make them more appealing to have.
I tested starting a new game - the game and the mod work fine on my side. It seems like there is an issue with your set up. What is the version of the game? Make sure you have the right version of the mod for it.
I love the mod but I'm having problems since the recent patch. I get a notice at startup that files didn't load properly and may cause problems, then when I go it any item or still (including class names) that you have modded appears in code. Everything still works, you just can't read it. I fully uninstalled and reinstalled the game and put the May 15 version of you mod back on and same problem. I have no other mods. Not sure what to do now.
Thanks for getting back. I looked through all the items in the folder and couldn't find anything marked .xml. I did find 4 html files (2 of which were the ones you said to rename or delete in your initial install instructions, which have been renamed). I've got texts_en and export_en. Feels like it would be the texts one, is that right? Never mind, figured it out. Thanks for the help.
Is there a current way to edit characterstats in game, cheatengine seems to no longer work. Ialways love to test out stuff in complex mods like this one but i need an editing tool for it.
Same as usual, quickbms tool->data.cdb file. Take into account that each subclass has its own stats and the "basic information" icon is just text, it is not automatically updated when data.cdb is changed.
I saw such issues only with non-combat animals, they do nothing if there are no targets in range (seems like a side effect of the non-combat flag). Is it your case?
Yeah, Its my case. But once, human enemies didn’t attack me either. It was a squad of Purifiers (a group in Tiltren that hunts Torus). Lene (the boss) and two Purifiers didn’t react to me, even though I stood at close range. Other enemies moved normally.
Like non-combat units, purifiers have some special flags (they always had them), no idea what for. My guess they do nothing in combat because of those flags, the mod does not change them in that regard.
Issues with strange behavior in combat are rather new ones, I think they are side effects (there are many) of the AI rules added by the last community update.
I looked into the issue a bit further, it turned out it is a side effect of the mod: the game does not process properly abilities what do nothing. It can be fixed.
I see you had a bug report about the quest in artists square with animals not working and addressed it. However its currently happening to me with a Crocswine and Bear in my party. I will go hunt me down a wolf and see if that will proceed the quest for me. I know I have completed it with this mod installed at least once before.
edit(I like the new stats distribution in this version compared to the old one. Stats besides speed and main stat are enticing for a change).
The wolf confirmed to work. The generic Brown Bear and Crocswine don't though.
About the animals at the Gosenberg theater, here is the list of supported animals: 1) Wolf; 2) Boar; 3) Any Crocswine after choosing a subclass; 4) Any Hog after choosing a subclass; 5) Any Alpha after choosing a subclass.
Such conditions are side effects of adding weapons to animals.
1467 comments
Adaptive difficulty:
In all my old saves and the current playtest they are changed correctly. If something seems odd - change the difficulty to "Master", save and reload. Take into account that non-combat units/animals/prisoners may effect the troop's level (and as the result, the level of crafted items).
Region-locked difficulty:
The level of the crafted gear DOES depend on the current region, do not ask me why, it is hard-coded and this is the way it works right now. If you want to craft gear of higher levels - move to a region with higher levels enemies, save and reload, it will update the levels of items crafted in the anvil. Changing difficulty in this mod also changes the level of crafted gear (in addition to the region factor).
If the devs do not fix current behavior/issues I will try to find a workaround. At the same time I do not want to return fixed levels gear or make everything upgradable.
В моём понимании проблема в том, что у нас пытаются заблокировать Cloudflare, на котором работает Nexus. У меня без VPN сайт обычно работает, но иногда недоступен.
PS Кстати заметил какую-то проблему с тактикой пиратов, на стоковом уровне работает нормально, но после усиления книгой все бои на моем ведре начинают замирать, и круги из способностей по области перестают отображаться.
На счёт тактики пиратов: есть опечатка в коде, исправлю, благодарю за сообщение.
1) It is possible to assign one fixed trait per class (like Vegetarian for horses and so on), for example, each unique character has one. In "props" section you can add "trait": something. There are many examples in the mod.
2) Create a new skill and assign a trait to it, there are many features in the mod based on such approach. Or you can add a trait to any existing skill. Add the next line: "learnTrait": Something.
3) In general, chance that a character has 2 positive traits is 50% now, I am thinking to make it 90-100%, because now there are too many positive traits that may not match a class or a role. Or may be changing negative traits to make them more appealing to have.
I love the mod but I'm having problems since the recent patch. I get a notice at startup that files didn't load properly and may cause problems, then when I go it any item or still (including class names) that you have modded appears in code. Everything still works, you just can't read it. I fully uninstalled and reinstalled the game and put the May 15 version of you mod back on and same problem. I have no other mods. Not sure what to do now.
Delete .xml files in the main game folder, the game restores them when a patch comes out.
Thanks for getting back. I looked through all the items in the folder and couldn't find anything marked .xml. I did find 4 html files (2 of which were the ones you said to rename or delete in your initial install instructions, which have been renamed). I've got texts_en and export_en. Feels like it would be the texts one, is that right?Never mind, figured it out. Thanks for the help.this one but i need an editing tool for it.
Overall great mod, thank you!
Have a good game!
But once, human enemies didn’t attack me either. It was a squad of Purifiers (a group in Tiltren that hunts
Torus). Lene (the boss) and two Purifiers didn’t react to me, even though I stood at close range. Other enemies moved normally.
Thank you!
Issues with strange behavior in combat are rather new ones, I think they are side effects (there are many) of the AI rules added by the last community update.
Well, its not a big issue. I dont plan to attack Purifiers, and Ill try to position my squad so everyone targets me in the future.
edit(I like the new stats distribution in this version compared to the old one. Stats besides speed and main stat are enticing for a change).
The wolf confirmed to work. The generic Brown Bear and Crocswine don't though.
1) Wolf;
2) Boar;
3) Any Crocswine after choosing a subclass;
4) Any Hog after choosing a subclass;
5) Any Alpha after choosing a subclass.
Such conditions are side effects of adding weapons to animals.