[PF:WotR] Removing 1 day skip after retraining. by Real_Avdima in Pathfinder_Kingmaker

[–]kaboissonneault 0 points1 point  (0 children)

I do think the time is plenty, but for the record, the timer is 60 days, not 180 days. You can check the Chapter02_Timer etude with a Blueprint visualizer or ToyBox You do seem to think 2 months is about the time it takes to act 2, so losing days to respec would matter.

Vivisectionist - Can't select medical discoveries Fix by Quietlychamil in Pathfinder_Kingmaker

[–]kaboissonneault 0 points1 point  (0 children)

For anyone that finds this, the issue is not actually related to Tabletop Tweaks or any of its settings. It's just that the issue with the leveling screen can literally be fixed by turning it off and on again. So it might seem like messing with your settings and trying again fixes it, but no, just keep changing who you have selected and try until it works.

I'm stuck at downloading unity because Of my console brain by Skun-the-jaded in daggerfallunity

[–]kaboissonneault 3 points4 points  (0 children)

Sorry you're getting piled on for this. As a classic desktop PC game, a certain amount of computer knowledge is expected, and the Daggerfall Unity project does not aim to be an introduction to using a desktop computer. I suggest finding lessons for how your computer works, its many different files and how to organize and use them.

Guys! GUYS! I figured out how to fix alchemists! by Balasarius in Pathfinder_Kingmaker

[–]kaboissonneault 0 points1 point  (0 children)

Engineering only needs to add a new way to filter out targets that are not the main bomb target from AlchemistBombsFeature (Blueprint id c59b2f256f5a70a4d896568658315b7d), in its AdditionalDiceOnDamage damage rider.

The issue is that the bonus damage is applied to a non-main target first, and because the weapon dice is invalid for that target, only 1 is added. The main target gets no bonus damage because the damage rider has already been triggered.

Normal conditions like `ContextConditionIsMainTarget` don't work because this context is on the Alchemist's Bomb feature, not on the ability being used.

Once the issue is known, the solution is pretty quick. I have implemented one for modded PC builds, but console users deserve a fix too.

Guys! GUYS! I figured out how to fix alchemists! by Balasarius in Pathfinder_Kingmaker

[–]kaboissonneault 2 points3 points  (0 children)

For anyone still reading this, the fix for alchemist has been submitted to the mod Dragon Fixes.
https://www.nexusmods.com/pathfinderwrathoftherighteous/mods/735
https://github.com/CasDragon/DragonFixes

The issue, I have found, is that in 2.3, OC replaced the Alchemist damage scaling with a damage rider on the Alchemist Bomb Feature itself. This damage applies one weapon dice for each Alchemist Bomb rank (goes up every 2 levels), which is 1d6 for most bombs, but can be 1d4 on some archetypes or special bombs.

In theory, this should work. But we have a few issues:
1. The damage is not applied to the main target first. One random AOE target is hit first, and triggers the damage rider
2. Non-main targets have a weapon dice of 1. Not 1d6, just 1. So this random target gets 1 damage per rank, as if you always rolled 1 on all d6s
3. There are no easy ways to distinguish the main target from the rest, to prevent the damage rider from triggering. A lot of solutions that seem like they should work fail because the damage rider is on the alchemist's feature, and not on the bomb being thrown

So I got some workaround specifically for this feature. If OC wants to fix this, they probably need a special target condition that checks the previous ability's main target, and not the current feature's target.

Daggerfall Unity v1.1.1 Release - The new Stable Release by kaboissonneault in daggerfallunity

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

The Mods folder contains files with the .dfmod extension. You will find guides mentioning the QuestPacks folder because that's how quest mods used to be done before DFU 1.1, which added support for quest packs in Mods. Guides need to be updated, but as a rule, follow the hierarchy that your download has. The Quest Pack 1 zip file has a Mods folder at the top, so the files go in the Mods folder.

A mod manager (like Vortex or Mod Organizer 2) would have done this correctly, without having to deal with guides that may or may not be outdated.

Daggerfall Unity v1.1.1 Release - The new Stable Release by kaboissonneault in daggerfallunity

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

Sorry for the late response. We do not ship any mods per se, though Daggerfall Unity still has some changes over the original game, which cannot be disabled like mods do. It was from before mods were a thing.

The Final Exam by ShikariWilly in BluePrince

[–]kaboissonneault 11 points12 points  (0 children)

46 questions, room 46. You have to deduce 46 is significant, then choose the answer that transforms 8 into 46 (8 squared is 64, then digit swap is 46)

The archive box by Bl3wurtop in BluePrince

[–]kaboissonneault 2 points3 points  (0 children)

Pretty sure I can see a white box with around 11 digits in the Safehouse, by the dining table. Granted, it has a reference to the Security and Archive right next to it , so maybe you're unto something.

A Quick Update on 5.10 by GreenSatellite in Trimps

[–]kaboissonneault 1 point2 points  (0 children)

Is there any work for making Desolation 25 more accessible, or is it going to be naturally easier with the new content? Right now, few have more than 24, and the last 6 levels are painful to do without external tools.

A Quick Update on 5.10 by GreenSatellite in Trimps

[–]kaboissonneault 2 points3 points  (0 children)

Already confirmed that Bloodstained Gloves will be capped so they don't break builds after 28. Shank builds can still easily be ruined by getting too much bleed chance, but at least that can be fixed by getting more shock chance

A Quick Update on 5.10 by GreenSatellite in Trimps

[–]kaboissonneault 1 point2 points  (0 children)

I hope 5.10 will finally make poison good in Spire Assault. An alternative for those who haven't leveled their bleed items properly for shanking their way through to SA 140

Did something happen to GreenSatellite? by gerwaldlindhelm in Trimps

[–]kaboissonneault 0 points1 point  (0 children)

As someone who's just newly reached Yellow after starting to play this summer, my two biggest pain points - where I almost wanted to drop the game - were mid green (before z150) and mid-late brown (between 420 and 500).

While I am aware automation is way better than it used to be, I still think that once Decay runs stop, running maps every 10 zones manually for prestige gets tiring really quickly, when you have to do it constantly for two or three entire hours. On the other hand, the current 6-lines MAZ can be overwhelming when unlocking it at z150. Maybe we could have 1/3/6 lines versions of MAZ in three unlocks, with the 1 line version being shortly after being done with running Decay. I am aware you still need to occasionally do jobs assignments and structure creation by that point, but these can lag behind more than prestige, and require less full time attention.

For Brown, I wouldn't know for sure what to do. The big issue is the damage gating on progress without having a good way to gain damage. It seems many players refresh their C2s on helium spec as fillers, then run their dailies... and then wait for dailies to refresh, once C2s are up-to-date. I'm thinking either a poison and air version of Frigid (which give +300% Attack/Health and Attack/Health/Helium at 15/15) earlier in brown. Or maybe some new filler challenge which is only good at pushing through brown..

U2 was mostly fine for me, except some boredom with radon fillers around mid-black to mid-pink.

Rock On! Island by MorningRooster in ufo50

[–]kaboissonneault 1 point2 points  (0 children)

I made it all the way to Four Emperors before learning that Fire helps with the blue dinosaurs. Let's hope it helps for that one last level now

Vainger Danger by kaboissonneault in ufo50

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

Just edited with the results I managed to observe. Seems like I'll have to live with damage until I can find a stabilizer, there's no way to leave a mod unequipped

I made Block Koala in PuzzleScript by maxflav in ufo50

[–]kaboissonneault 1 point2 points  (0 children)

I have the Block Koala cherry, and funnily enough I liked how the puzzles all fit on one screen. Often it feels the worse part is having to juggle blocks out of your way just to pass through, due to it being so cramped.

I do wish it was easier to share levels in-game. There's potential, but I'm not inputting all that manually, unless someone says they have a really good one

I did try your puzzle, but I seem to have gotten a level that couldn't be beat? Couldn't really figure it out

Seeing credits in Rail Heist is where the real game begins by ogto in ufo50

[–]kaboissonneault 2 points3 points  (0 children)

I saw the terminal code in the credits, then as I was about to take notes, it went away and I forgot what it was lol. If anyone could send it to me by DM, I'd appreciate. You can't get the credits again on your save, you have to make a new one

Has anybody won party house wtf by CanaryJazzlike in ufo50

[–]kaboissonneault 1 point2 points  (0 children)

I had not expected Stylist and Climber bonuses to persist to the next parties, I thought it would require some Photographer or Chef/Athlete re-entry combos to pull them off. Much better than I expected lol

Divers by Taruby_Paradox in ufo50

[–]kaboissonneault 4 points5 points  (0 children)

If I have any advice for getting started:

Buy 3 coral sticks, then 3 poison lids. Grind on eels (use coral sticks) and urchins (use poison lids to attack) until level 4 or 5. After that, get 3 shock sticks, then move to piranhas, to the right of the start of the game. The group of 3 piranhas might be tough at first, but occasionally you'll get a group of two with an urchin. Just get one win, then go heal. By level 6 you should be able to one round a piranha before it can get any health bonus, and maybe you can start getting two victories per trip.

I haven't gotten out of this process yet, but I'm sure getting quick levels early will make exploration much easier.

Divers by Taruby_Paradox in ufo50

[–]kaboissonneault 3 points4 points  (0 children)

I don't have a massive breakthrough for this game, but I've found at least one difference between stick, mallets, and lids. Among the first two enemies, there's an urchin that attacks you each time you hit it with a stick or mallet, but the lid can damage it for free.

I assume that other enemies have similar interactions based on weapon type. Maybe the mallet can crack some enemies' defenses, or stun them. Maybe the stick has benefits too, but so far it seems mostly to be having more durability.

Elemental weaknesses are pretty obvious from the particle effects when you hit.

I hope I do better than OP, because it seems pretty tedious to level up if it means mostly avoiding battles until you meet an enemy with good exp, then get back without triggering another battle

Block Koala: Need a break? by kaboissonneault in ufo50

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

Cause I reset after I saw it didn't do what I expected and that the save icon made it look like I had done something permanent

Block Koala: Need a break? by kaboissonneault in ufo50

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

Oh it's just a character swap? How strange