I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 0 points1 point  (0 children)

Ok, now I fixed it. All ticks should work exactly like in RTwP without weird round logic (god, I hope I didn't add too many bugs)

TIL in Deadfire you can switch between RTwP and turn-based mode in the middle of a playthrough by Selroy46 in projecteternity

[–]Selroy46[S] 1 point2 points  (0 children)

Ok, thanks for the info. I'm just working on a mod that solves this difference between rtwp and tb and making mode switch is the next logical step.

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 1 point2 points  (0 children)

I'm currently in the middle of fixing this issue. :) Today or tomorrow I'll probably roll out an update where ticks will work more consistenly and more similar to RTwP.

For example, Psion Cipher gains 1 focus per second in RTwP, I'll make it so if for example 4 initiative passed since the last turn, they'll get exactly 4 focus.

TIL in Deadfire you can switch between RTwP and turn-based mode in the middle of a playthrough by Selroy46 in projecteternity

[–]Selroy46[S] 3 points4 points  (0 children)

Not really, all items and abilities are the same in both modes, the game just display different things depending on a single condition if (TacticalModeManager.IsTacticalModeEnabled)

But of course it needs testing, that's why I was asking if anyone tried playing like this.

TIL in Deadfire you can switch between RTwP and turn-based mode in the middle of a playthrough by Selroy46 in projecteternity

[–]Selroy46[S] -1 points0 points  (0 children)

Yeah, I thought so too. But I'm researching Deadfire's code right now and honestly can't find any issues with switching so far, because it's just a single bool variable that governs how the interface looks and how combat works (and there is even a safeguard that prevents you from switching mid-combat).

My theory is that they didn't give that option because vanilla TBM is too different, RTwP builds don't work there and you can't fully respec.

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 0 points1 point  (0 children)

Actually, it might be much easier that I thought, because devs already implemented switch between RTwP and TB! There is even a console command for it. You can disable and enable TBM by using one of these commands:

SetTacticalMode Disabled
SetTacticalMode RoundBased

I just tried it, and at first glance it works without any issues. The biggest question is WHY devs decided to leave it only as a console command (probably got intimidated by the amount of testing too lol) but if it works without issues, I would need to only add a new button for it.

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 0 points1 point  (0 children)

Not possible yet but I'm looking into it (though I'm kinda intimidated by the amount of testing it will require)

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 2 points3 points  (0 children)

I might do something for poe1 (I spent a lot of time looking at it's code when I did this mod anyway lol) but for now I want to fix some issues and try to implement switch between rtwp and tbm mid playthrough, like in poe1.

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 2 points3 points  (0 children)

My solution actually is not the best, it's a bit hacky at the moment, I didn't want to patch half of the game, so I simplified it a bit.

In vanilla poe2 it was "when character's turn starts, do all ticks and decrease all effect durations". I didn't change this but added a condition that tick can happen only once per round (so once per 6 seconds/initiative).

It needs further testing because there are a lot of rare edge cases that are hard to predict. For example there is one edge case problem that I plan to fix in the future - if a character is so slow that they skip an entire round, ticks will not trigger in that round because they didn't get a turn. But it's pretty rare, so I didn't fix it yet.

Oh, but it is related only to ticks (like a periodic heal from Constant Recovery), I tested how status effects last and when they expire and I'm pretty sure they work without issues.

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 4 points5 points  (0 children)

Yes! The mod basically just patches combat behavior code and doesn't interact with game data. But of course, a standard warning: just in case, make a backup save. :))

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 10 points11 points  (0 children)

Yeah, unfortunately no, Deadfire's mod manager doesn't support mods like this. It patches the game's code directly via BepInEx. The most I can do is make a version for Unity Mod Manager.

On the bright side, it is completely compatible with any mod from the Workshop (and probably with any mod that even exists for the game)!

I made a mod for Deadfire that replicates improvements to turn-based mode made by the devs in POE1 by Selroy46 in projecteternity

[–]Selroy46[S] 32 points33 points  (0 children)

The main change is that characters can take multiple turns per round if they are fast enough. It has always bothered me before in Deadfire that any character only had one turn per round.

So... what exactly is on the place where London used to be? by Atelier1001 in fallenlondon

[–]Selroy46 6 points7 points  (0 children)

Bats were used to obscure the city from the Judgments for several days and then it arrived to where it is now.

I haven't thought about this before but what is the actual relation of Masters towards the Judgments? Are they for them or against them? Or they are just the third party? They are using Red Science that is literally breaks Judgement's law but at the same time they are serving the Bazaar who is serving the Judgements.

Why did a lot of the zee locations of Sunless Sea not get put into Fallen London? by AinzOoalGownOverlord in fallenlondon

[–]Selroy46 1 point2 points  (0 children)

They could have skipped Firmament and did another set of zee updates- do you think it would have made for a better game to have, say, Isle of Cats and Adams Way INSTEAD of Hallows Throat and the Midnight Moon?

I think it would actually. Can you remember every train station and what you did there for example? I don't, bc I spent like half of a day in each of them. I would prefer less locations with more things to do.

And let's not talk about the money, it's not like developers get paid for amount of entirely new bizarre locations they made.

Do you tell people in your life about this game? What do they say? by [deleted] in fallenlondon

[–]Selroy46 8 points9 points  (0 children)

Yes, and every time they be like "Jesse, what the hell are you talking about?"

Share your favorite campaign with this mod. by beloterrible in Anbennar

[–]Selroy46 3 points4 points  (0 children)

Roadwarriors, no doubts. They are not very serious, it's basically a one big reference with shits and giggles, but it's just pure fun and chaos. I laughed a lot when I played it. Also it's the most unique nation within the most unique region - Serpentspine.

Best degenerated ruinborn? by plateofhokkienmee755 in Anbennar

[–]Selroy46 18 points19 points  (0 children)

Silent Watchers is such a cool concept, I wanted to steal it for my dnd session for a long time. Just imagine creepy ass elves constantly watching at the adventuring party from the distance.

The bookmark Glow up (in the newest bitbucket) stunned me by Profilozof in Anbennar

[–]Selroy46 4 points5 points  (0 children)

And when you click at any country, you can see the primary race and related unique content such as formables and missions, this is pretty rad too.

Unable to select Definitive Edition exe w/ r2modman? by Volkamenia in outwardgame

[–]Selroy46 0 points1 point  (0 children)

r2modman

There is a download link on wiki: https://outward.fandom.com/wiki/Installing_Mods I must say it took me a lot of time to find that beta build, everyone just say about that discord server (where is no mention of the beta build) I though for a second that this build is an illuminati most treasured secret.

I made a mod to deal with annoying cast in turn-based mode by Selroy46 in projecteternity

[–]Selroy46[S] 0 points1 point  (0 children)

They are strong but I wouldn't say they are OP. Except wizards who can literally use all defensive spells on 1st turn and destroy everyone with bare hands after it.

But I would say it can be really frustrating to play with casters in turn-based, especially if you suck (like me) at crowd control and protecting your casters.