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Rapporter et oversættelsesproblem
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.
Highly unlikely this is an issue with my mod, and I have no idea how I could possibly address it.
@Finem Belli
Musketeer adds wholly new weapons and skills to work with them. Unless the glitchy stuff is that Deadeye skills are not working correctly, I probably will not update anything. If they are not working correctly because thay are being used with weapon types added by another mod, that's not something I am going to touch.
I fully understand not being fully satisfied with your work tho. So do what scratches that itch. :D
Unfortunately the mod is... not quite what I'd like it to be, and I am looking at a redesign. The update will take some time, but when it does it will require the Script Extender and LeaderLib. The idea of upgrading statuses and punishing enemies with statuses, as well as the Malice system will be retained for the most part, but will not be this spiderweb of interactions and FOMO if skills are used out of order.
I am still in the planning for the changes, but any feedback or suggestions will be considered!
Looked into it and loaded a save from before I entered Driftwood.
-- Loaded once without the mod to check Papa's inventory.
-- Activated the mod, loaded the save and checked his inventory again and all the skills for my level were available.
I would comb your mods and see if any are overwriting merchant's inventory and set them above my own mods. If that still doesn't fix the issue, deactivate the other mods at least long enough to buy the skills you want.
Hilde and the rest of the scoundrel merchants in the game have a different selection of skill books so there's a chance that a mod altered the subsequent acts' merchant inventories incorrectly. If it's on my side, I'll fix it asap.
This is strange, because I saw these books at the seller of the second act. Maybe something broke from that moment
Scoundrel merchant in Driftwood is the Papa guy standing guard in the tavern entrance to the underground, I believe.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2836619883
Additional changes and QoL are listed in the Change Notes.
I hope you continue this modding adventure! I wish I knew how to get into it. I want to make like a dbz character that is more powerful without weapons or with a 1h sword like a trunks build... not hinting any ideas or anything... lol keep up the great work!
Do the skills of this mod overlap the existing ones in the game/mod or are they "additional"?
Any incompatibilities with any of these mods?
thanks for the mod
It is quite strong but that is mostly due to other mods I use.
Very satisfying to use, especially if you manage to get malice to 5 and just obliterate your marked target.
Together with the Musketeer class mod it almost feels overpowered, but very fun.
Does it need to have a specific position in the mod list of D:OS2?
Some mods say they need to be above certain mods to work properly
Is this mod considered finished or is more work to be done?
Just curios if there is any reworking planned.
I am unaware of bugs, none have been reported.
@franky_stein
It multiclasses as well as Scoundrel or Huntsman - if using the base game, the class will scale with Dexterity (bows) which means splitting primary damage stats with Intelligence to support necro. If you use a mod that changes bow scaling or adds intelligence bows, it'll play nicer with necromancer. It also works perfectly well with any other dex bow class or mod.
Does the Mod work well with other class mods?
By that I mean is this suitable for mutliclassing.
Like Dead Eye plus Necro or one of Odinblades class mods like Specter
Sorry if this is getting annoying, but It's been a long while since I've seen skills added by mods that seem balanced AND interesting. Mostly its "Here's a but-ton of damage, but different and with flashy effects". I don't know if it's the Guild Wars inspiration (Played it myself since the first) but the skills seem to have more situational impact versus just dishing out damage at random. I think it suits GM mode very well.
Saw you working on some Guardian inspired things on the Discord, excited for those as well ;).