NOTES Keep in mind, easier versions make dodge/parry animation longer and you might need to wait way longer before character get back to idle position due to time dilation while parrying/dodging.
CHANGELOG 1.0.1 - added slightly easier version. 1.0.2 - added disgustingly easy version. use on your own risk, it time dilation may lead to issues with animations. 1.1 - added optional file for longer manual attack QTE validity window. 1.1.4 - fixed (probably) QTE optional version. 1.1.5 - all dodge/parry versions updated for patch v1.2.3. there was no real need to update dodge/parry windows, but to get skill changes (I know you love nerfs in this patch) I've got to get rid of redundant skill-related files in paks. 1.1.6 - add one more version on request (with twice stricter times).
your invulnerability window in seconds. once you pressed Q/E you have 0.15s of damage immunity in vanilla. higher modded values (like 0.45 in thrice easier version) allow you to start parry/dodge earlier so you don't need to rely that much on guts, fingers or knowing enemy animation.
guys, do me a favor - upload a save (steam version) and share save time for a save right before a battle with gradient counter possible. and jump preferably. I have saves with very early game only currently.
its in disk:\Users\user\AppData\Local\Sandfall\Saved\SaveGames
I might try a few things to improve gradient counter and jump times.
I really like mathematical elegance. And, since the game is heavily themed in art (where elegance is greatly appreciated) I was wondering if it would be possible to slightly adjust/modify the vanilla values from (iirc) `0.22/0.15/0.15` to something like -> `phi^2/10;phi/10;phi/10` where phi is the golden ratio (1.618033988749895)?
So, the numbers would look something like `0.2618/0.1618/0.1618` - which, having tested these values on video speeds (1.618x instead of 2x), I think would feel more natural. Alternatively, you can also use direct ratios of phi that have slightly different numbers. This is just raising phi to an integer power to get the intended timing. As such.
In this case, raising phi to the power of -3 and -4 yield ~0.236 and ~0.1459 respectively (slightly tighter timing in this case). But still retain that exact mathematical elegance that melds well with the theme of the game.
And, just to follow up would there be an easy way to modify these timings and test them out in game myself?
You are best ! Thank you. Also I want to ask you, if you can make Paint Break ability unlock mod ? ability that breaks trees. We unlock it very late game and I see no point for going back to search trees.
I have a savefile just at the start of forgotten battlefields which is where you first start fighting enemies with gradient counters. Sad part: I'm playing on gamepass, could that be still useful for your purpose?
Hmm would it be possiblet to create also a QTE Button shown for parry doge instead of making the time changes? Maybe it will just help when we can see a button ( like on attacks) of course it will be shown just very short but would be nice to test that.
Would this allow me to have the timing of the game's Easy Mode difficulty, while playing on Normal Mode difficulty? I prefer Easy Mode's timing, but I'm also WAAAY too tanky on that difficulty. It's almost impossible to die. So I want to play on Normal Mode, but the timing for that is too difficult for me.
I second this. What are the timings for the easy mode?
Oh, I think I understand now, the 3 values in the mod description are the values for each of the difficulty settings, so for the normal difficulty to have the windows of easy mode we have to use 'slightly easier' version
This has been working great for an entire playthrough and more. Thanks for doing it. However, today it was causing a crash when loading my save. Not sure if there was an update or something that broke it?
514 comments
Keep in mind, easier versions make dodge/parry animation longer and you might need to wait way longer before character get back to idle position due to time dilation while parrying/dodging.
CHANGELOG
1.0.1 - added slightly easier version.
1.0.2 - added disgustingly easy version. use on your own risk, it time dilation may lead to issues with animations.
1.1 - added optional file for longer manual attack QTE validity window.
1.1.4 - fixed (probably) QTE optional version.
1.1.5 - all dodge/parry versions updated for patch v1.2.3. there was no real need to update dodge/parry windows, but to get skill changes (I know you love nerfs in this patch) I've got to get rid of redundant skill-related files in paks.
1.1.6 - add one more version on request (with twice stricter times).
its in disk:\Users\user\AppData\Local\Sandfall\Saved\SaveGames
I might try a few things to improve gradient counter and jump times.
I have a question!
I really like mathematical elegance. And, since the game is heavily themed in art (where elegance is greatly appreciated) I was wondering if it would be possible to slightly adjust/modify the vanilla values from (iirc) `0.22/0.15/0.15` to something like -> `phi^2/10;phi/10;phi/10` where phi is the golden ratio (1.618033988749895)?
So, the numbers would look something like `0.2618/0.1618/0.1618` - which, having tested these values on video speeds (1.618x instead of 2x), I think would feel more natural. Alternatively, you can also use direct ratios of phi that have slightly different numbers. This is just raising phi to an integer power to get the intended timing. As such.
In this case, raising phi to the power of -3 and -4 yield ~0.236 and ~0.1459 respectively (slightly tighter timing in this case). But still retain that exact mathematical elegance that melds well with the theme of the game.
And, just to follow up would there be an easy way to modify these timings and test them out in game myself?
At any rate, thanks for the mod!
Also I want to ask you, if you can make Paint Break ability unlock mod ? ability that breaks trees. We unlock it very late game and I see no point for going back to search trees.
Thank you <3
I have a savefile just at the start of forgotten battlefields which is where you first start fighting enemies with gradient counters.
Sad part: I'm playing on gamepass, could that be still useful for your purpose?
Maybe it will just help when we can see a button ( like on attacks) of course it will be shown just very short but would be nice to test that.
thanks
I prefer Easy Mode's timing, but I'm also WAAAY too tanky on that difficulty. It's almost impossible to die. So I want to play on Normal Mode, but the timing for that is too difficult for me.
I second this. What are the timings for the easy mode?
Oh, I think I understand now, the 3 values in the mod description are the values for each of the difficulty settings, so for the normal difficulty to have the windows of easy mode we have to use 'slightly easier' version