Some notes about the current state of the mod, and about what's next:
Firstly, development of new features is put on hold for a bit. This mod messes with several core components of the game (e.g. attacks) in ways that interact with each other. The combat maneuver changes interact with attacks and Attack of Opportunities, all of which can interact with soft cover and/or flanking. Drop Weapons and Quick Draw hack into the (mostly hard-coded) equipment-changing mechanics.
What this means is that I want things to settle down a bit and make sure there are as few bugs as possible, before I start hacking into different areas of the game. This is because this is mostly a "core mechanics" mod, and any further changes will likely end up interacting with all of the above. If some care is not taken with these kind of changes, any bugs that might arise potentially become progressively more complex to track down and fix.
As for specific features that have been requested:
- Feinting: I had hoped to be able to do this as the last feature of the "first phase" of this mod. Unfortunately, things are more complicated than I thought. Basically, the "losing DEX bonus" status suffers from the same problem the vanilla "flanked" status had: it is a status that is either on or off on a unit. It does not take into consideration who the attacker is, let alone what kind of action that attacker is using. This is fixable of course, but it means fixing a mechanic that is used in a bunch of places, all of which then have to be verified and/or updated to work with the new fix.
(All of this is also made worse by the fact that, by the rules-as-written, feint has a bunch of problems; it specifically causes losing DEX bonus instead of just making the target flat-footed, it uses its own weird DC calculations instead of being an actual combat maneuver, and it is essentially a useless action for anyone who doesn't have both Improved and Greater Feint - and even those people will often still simply fail to feint due to the harsh DC.)
- Any requests involving spells and/or class features: currently, these are not under consideration. See the top of this post to get an idea why: I want to keep a handle on the scope of this mod. Changing even one spell or class feature opens up a whole new area of the game that this mod might touch, which again increases the complexity and, to make matter worse, introduces an entirely new class of problems: compatibility issues. Right now this mod is more or less its own "niche". Changing spells and class features means I'm entering the domain of other mods, such as Eldritch Arcana and Call of the Wild, and will need to make sure that all changes always work with those mods as well. This is not something I am prepared to be responsible for at this point in time.
To those who are like me and already used this mod, realizing this completely breaks combat maneuver and that it cannot be taken off, there's only one known fix : Replace with Proper Flanking 2. This seems to be designed so that the save doesn't get corrupted even if you use Closer To Tabletop already.
You may want to do this until someone comes along and actually fixes the bug.
I am playing the Enhanced Plus Edition on Steam and the Drop Weapons functionality is included with the combat maneuvers not working as other people have mentioned. I was really looking forward to playing a switch hitter so I hope the mod will be updated.
Warning people! Don't install it now. WIth the newest version mod is uninstallable - you can't load a game without it being on. AND it breaks trip ability that it doesn't work at all! So you end up with worse of then you were without it. Really bad issue.
Man i know you have to do these mods in your free time but can you please atleast repair it in way that we can uninstall it without problems ? The mod breaks alot of CMDs right now
Really wish this mod would be updated for the current version of Kingmaker. There's so much that this mod brought to the game that I feel it really needed, and not having it kinda ruins parts of the game for me :(
Hello, thanks for a wonderful patch - the immediate attack of oportunity being the best of it. I've some minor bugs to report: 1) Running the version of the game 2.1.5d (latest as of now), the Mod Manger ingame reports that AoO patch failed to apply 2) The immediate attack of oportunity, being the one stated I suppose, is not really immediate. Sometimes it shows half a second later, which is still better then vanilla, sometimes it shows like after the enemy casted and sent the spell. Like 1,5 sec later.
Interesting mod, however not being able to see Attack of Opportunity animations when there are so many Feats that utilize this feature really breaks the immersion.
Trust me, bro, when you see your party AoO - in perfect synchronicity - a poor troll who's trying to get back on it's feet , it shatters any faint immersion the turn-based combat could provide.
With the current version of the game, trip attacks and other maneuvers are not working, not sure if this is going to be fixed but any update to fix and/or even uninstall the mod to allow it to work again on modded saves would be great, as i really liked what this mod added but now it has broken my save :(
138 comments
Firstly, development of new features is put on hold for a bit. This mod messes with several core components of the game (e.g. attacks) in ways that interact with each other. The combat maneuver changes interact with attacks and Attack of Opportunities, all of which can interact with soft cover and/or flanking. Drop Weapons and Quick Draw hack into the (mostly hard-coded) equipment-changing mechanics.
What this means is that I want things to settle down a bit and make sure there are as few bugs as possible, before I start hacking into different areas of the game. This is because this is mostly a "core mechanics" mod, and any further changes will likely end up interacting with all of the above. If some care is not taken with these kind of changes, any bugs that might arise potentially become progressively more complex to track down and fix.
As for specific features that have been requested:
- Feinting: I had hoped to be able to do this as the last feature of the "first phase" of this mod. Unfortunately, things are more complicated than I thought. Basically, the "losing DEX bonus" status suffers from the same problem the vanilla "flanked" status had: it is a status that is either on or off on a unit. It does not take into consideration who the attacker is, let alone what kind of action that attacker is using. This is fixable of course, but it means fixing a mechanic that is used in a bunch of places, all of which then have to be verified and/or updated to work with the new fix.
(All of this is also made worse by the fact that, by the rules-as-written, feint has a bunch of problems; it specifically causes losing DEX bonus instead of just making the target flat-footed, it uses its own weird DC calculations instead of being an actual combat maneuver, and it is essentially a useless action for anyone who doesn't have both Improved and Greater Feint - and even those people will often still simply fail to feint due to the harsh DC.)
- Any requests involving spells and/or class features: currently, these are not under consideration. See the top of this post to get an idea why: I want to keep a handle on the scope of this mod. Changing even one spell or class feature opens up a whole new area of the game that this mod might touch, which again increases the complexity and, to make matter worse, introduces an entirely new class of problems: compatibility issues. Right now this mod is more or less its own "niche". Changing spells and class features means I'm entering the domain of other mods, such as Eldritch Arcana and Call of the Wild, and will need to make sure that all changes always work with those mods as well. This is not something I am prepared to be responsible for at this point in time.
You may want to do this until someone comes along and actually fixes the bug.
Don't install it now. WIth the newest version mod is uninstallable - you can't load a game without it being on. AND it breaks trip ability that it doesn't work at all!
So you end up with worse of then you were without it. Really bad issue.
1) Running the version of the game 2.1.5d (latest as of now), the Mod Manger ingame reports that AoO patch failed to apply
2) The immediate attack of oportunity, being the one stated I suppose, is not really immediate. Sometimes it shows half a second later, which is still better then vanilla, sometimes it shows like after the enemy casted and sent the spell. Like 1,5 sec later.
First very Good Mod.
But i'm not agreee dispite yout good agrgues not see AoO is not fun .... that break the feeling and immersion in the game.
See You
And thx again for this Great Mod.
Best Regards, ExA