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Thanks for the explanation!
Mark is a challenge status, applies a status to both characters, and other statuses to them when it ends.
The loser is given Gaze End and Malice End to clear Deadeye's Gaze and Malice from the Deadeye if they fail to kill their target.
What AI is doing is removing the challenge status when it's first applied and reapplying it with a new duration based on Magic/Intelligence difference.
When Challenge is removed from the target (the Mage, and regardless of HOW it is removed) it counts that as a loss for the Deadeye.
The loser statuses (Gaze/Malice End) are applied by the target (the Mage) and thus have their durations extended if the Mage has higher Magic (due to AI). These statuses are supposed to have a 0 turn duration.
This is just how Challenge statuses work within the engine and are not something I can touch.
Marking is done with a challenge status, so it's already complicated enough and can cause issues if it's duration is messed with. There are additionally about 9 other status effects that support marking, malice gain, malice end, and gaze end. If you mess with status duration on a global scale, it's not going to end well.
This mod is on a list of things to completely re-do from the ground up with the extender, but I've neither the time nor energy to do that at present. I cannot patch out the issues other mods are causing, I just do not have the resources right now, I'm sorry.
Atribute insanity
Cleric shared
Cleric deadeye
My magic - Enemy magic - result
10 - 24 - I recieve 1 turn Gaze's end
14 - 24 - I recieve a bunch of buffs/debuffs for a second and can't build malice (didn't recieve DeadEyes gaze)
24 - 24 - works normaly
Btw, I love how this class plays out. I'm doing a double deadeye lonely wolf run, and it has being amazing, but i'm having trouble with the mages because of this bug. I was going for a arcane archer instead of the two deadeyes, but the arcane archer don't work under the "divinity unleashed" mod.
@Cleric, do you thing it would be hard to patch this out?
This mod don't work as indended with atribute insanity. If you want to play both mods, don't aim at the mages
I'm playing this class with attribute insanity and when I try to mark a target that has more magic (new inteligence attribute) than my hunter, I immediatly recieve the "gaze's end" debuff and the "Malice consume" as well.
Doing some test on my main game, I noticed this
My magic - Enemy magic - result
12 - 36 - I recieve 3 turn Gaze's end (more than 21 difference)
18 - 33 - I recieve 1 turn Gaze's end (more than 14 difference)
24 - 33 - I didn't recieve Gaze's end, but didn't recieve the normal gaze as well
34 - 33 - normal (less than 7)
If my magic is higher, nothig weird happens
I have no idea, I haven't touched the mod since September so it's nothing I've changed. I also haven't even tested or played with it in a long time so I've no idea if this is an issue with the mod itself or an interaction. If I can, I'll try to poke around and see if something is up.
@jin2000_ren
If I understand correctly, you're opening the crafting panel that shows your whole party's inventory on one tab and not all the icons are displayed for all the items? This is a core issue with DOS2 and nothing can fix it. When a UI uses icons from too many atlases, some icon atlases do not load and so some icons will not appear. This will happen with inventories, trader screens and the crafting panel. Since all my icons for ALL my mods are in a single atlas, the only thing I can do is to suggest Laughing Leader's Combined Icon Atlas to help put a small band-aid on the issue.
For the purposes of Deadeye, you should consider all Deadeye skills incompatible with modded weapons.