Pathfinder: Kingmaker
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Bavarian Bionicle

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mm04926412

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67 comments

  1. Yosharian
    Yosharian
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    Would you consider making a version of this mod for Wrath?

    I know you wrote in a previous comment that Wrath has scaling modifiers, however I still find that the game is insanely hard early game and extremely easy lategame.

    Perhaps there is a way to change the existing scaling?
  2. gandoron
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    Can anyone get this mod to load?  I plan to bypass the quantum enemies thing by just disabling the rounding and manually setting the adjustment (eg. a=0, d=6).
    1. Yosharian
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      What do you mean get it to load? The mod works perfectly?
  3. Yosharian
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    Regarding this 'quantum enemies' thing, if I understand correctly it is causing enemies stat upgrades to be slightly random?  My question is, does this even matter from a gameplay perspective?  If the enemies have boosted stats in roughly the right amounts, it's fine right?  Or is it a bigger problem than that?

    I ask because I am using the mod and also recommending it to others so I need to know if it is broken.

    Thanks
    1. mm04926412
      mm04926412
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      Random rounding is something I added to deal with fractional difficult modifiers. The way it works is if the current calculated difficulty modifier isof something like 4.75 then there is a 75% chance of a +5 on each particular stat and 25% chance of a +4 on each particular stat. Across a single enemy this will all even out to them having a +5 to 75% of their stats and +4 to 25% of them (on average). We're talking about a different of getting an extra +1 to a stat or not getting an extra +1, its not very dramatic.

      The problem people are having is that clicking "inspect" in the ui and hovering over an enemy actually causes the game to recalculate its stats, which it will do randomly, meaning an existing enemies stats can change slightly. This included the constituion. This means that inspecting an enemy with a difficulty modifier to its constitution of +5 might make it go down to +4, if it had one hp left this allows you kill things by inspecting them.

      It's a very niche bug tbh and it took almost 2 years for anyone to even notice it. I would classify it as "amusing" more than game breaking tbh.
    2. Yosharian
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      Thanks man. Appreciate your work.
  4. sabrio204
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    Is it possible to get the source code of this ?
    1. mm04926412
      mm04926412
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      For some reason I can't get the project to build anymore and dont know what needs to go on github to make it buildable anymore but at bare minimum I can send you the actual harmony patch code in a pastebin if you want that.
    2. sabrio204
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      If you don't mind, sure.
      & thank you :)
    3. sabrio204
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      If you don't mind, sure.
      & thank you :)
    4. mm04926412
      mm04926412
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      https://pastebin.com/SRsdHu1L

      I'm half way through debugging it and trying to fix the "quantum enemies" bug by changing the RNG to be based off the hash of the object calling the difficulty function, and the difficulty mod has been hard set to 0.5 to test that, my apologies this has mostly been a quick dirty hack for myself and I don't really have a proper git repo for it
    5. sabrio204
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      Thank you
  5. friaxis
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    So, unsure if anyone is still able/willing to tweak this mod, but after some (very light) testing, the changes to enemy stats when you inspect them multiple times are actual changes, not just cosmetic. ( Tested on customized unfair difficulty, enemy saves/attacks/dc's in the combat log reflected their stat changes. For a quick example, an enemy with 18 dex (giving +4 to reflex) saved accordingly. Re-inspecting twice made his dex go to 17 (+3 to reflex) which changed his next save roll in the combat log) 
    1. mm04926412
      mm04926412
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      I didn't intend to create quantum enemies but I can look into it, I'm not too hopeful I can fix this with the current framework I'm using though, the random rounding thing I added uses entirely stateless RNG.
  6. deleted2105568
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    Random Rounding is causing shenanigans. 

    You can inspect the same enemy multiple times and its individual stats will change. At level 2 in the spider cave I've got spiders with their hps varying from 17-20 each time I inspect the same spider. The ability scores change each inspection as well. Mouse around a group of spiders and the stats will be all over the place and no individual spider keeps the same stat block.

    Turning random rounding off fixes this. However turning off rounding isn't desired as you cannot customize the difficulty formula very much or you'll run into overflow integers. 
    1. mm04926412
      mm04926412
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      Does it actually change their stats or does it just change the output of the stat selection?

      I haven't touched this mod in a good year so I don't know when I'd be able to get back into the code base and try and fix this but it would be good to know if this is a visual bug caused by the inspect action manually calling the difficulty function or if the entire monster just gets its stats changed everytime you select it. Are you able to kill things by inspecting them when they are at low hp basically?
    2. deleted2105568
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      I should be able to tell if it's just a cosmetic issue by looking at the +BAB tooltips in the combat log and will check it out. I took a peek at your functions with dnSpy and couldn't pin down where the issue is exactly, but I did figure out the negative coefficient in that root was somehow causing an integer overflow if you use some custom combinations of the two enemy difficulty options in-game (other than the stock ones Hard/Unfair/etc). You can tweak the values but you have to be careful.

      In the end I left your .dll alone and just decided to use a ^1 to remedy this (and disabled rounding), as I preferred a more linear level scaling anyway. If I get around to it I'll stick it back to defaults and see if the combat log can help determine if it's indeed only cosmetic. Even if it is, however, not knowing exactly which critter in a group is the strongest can be a problem.

      Stock "Challenging" with this linear slow ramp ended up perfect for me.
      (0.05*[2]*x-0.0)^1.0+0.0 
      Thank you for giving us these tools!
  7. dzzirt
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    Hello! Thanks for your mod. Any chance for a version, which just nerfes roll-bonuses along the way and curve is created via hit point's modifier?

    For example i have a mod that nerfes enemie's bonuses and to compensate that i use bag of tricks enemy's HP modifier x2. But the problem is that mansion and the very game start is still a way too brutal, so i will have to recreate hp curve somehow aswell.
  8. mm04926412
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    It looks like wrath of the righteous will be keeping kingmakers broken difficulty system so i will probably port this immediatly on release.

    EDIT: Nevermind it turns out it actually is dynamic now and they fixed it after the most recent patch.
    1. Toasters2039
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      Just curious, are you still planning to do this? Wotr's difficulty scaling does feel pretty awful as expected. 
  9. Yun123
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    Thank you for this Mod. I'm looking forward to playing with it as i really like the idea of a more progressive difficulty ( :
    In the case u find the time to drop a comment here i would like ask one or two things:

    1. Do you still plan to offer an optional more difficult version? I think your settings are fine but it would be something nice to have as Lv 9-10 for vanilla settings are a bit late, eventually. I'm thinking of something like Lv 7-8 as the early game might be too easy at the current but this is nothing else as a personal preference.
    2. Is is correct that the +2 attack bonus and +2 on armor class from enemy adjustment are being scaled as well? that is the other difficulty option beside the one that gives + on all attributes but also + on attack rolls and armor class, so if u have both on their hightest settings u would get +6 on armor class and +6 on attack rolls even without any attribute score changes and as the game starts on lv 1 with a +1 mod on these, it has to be in the scaling, right?
    3. Are u aware there is a "bug?" with the vanilla enemy adjustment difficulty option as the 2 hightest difficulty options there do change the skill and save checks as decribed but no more the +2 on attack rolls and +2 on armor class? Would this affect your mod? I guess not as u are only scaling the stats, right?
    Would it be possible for you to fix this in a future uptade? I think it doesnt make much sense, so i think it is a bug but devs dont seem to care.
    Thank you for your work on the mod!
    1. mm04926412
      mm04926412
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      You can change the configuration file as you please to adjust the overall leveling curve, if you shove in the equation I posted in the description into some online graph plotter you should be able to mess with the coefficients.

      I'm aware of the "bug" but in truth I don't think it was actually a bug as I've talked to some of the devs about it in the past. Regardless you can still adjust this mod to get the same effect.
    2. Yun123
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      Thank you for the reply ( : 
      Actually, I like the scaling u did, the early game is a lot smoother now! I also think it is still a good challenge and gets more difficult quite fast, at last as long as u play on unfair. I'm really bad at math, so i'll just stick with unfair mode as it was the reason for me to get this mod anyways ( :
      I'm suprised that that isn't a bug but anyways, thank you for the mod and i hope u'll be doing something similiar for the next game ( : 
      This mod should be part of the base game imo as a progressive difficulty is much more enjoyable as just some fixed numbers added which stay the same on the every level, good work ( :

  10. Vellrad
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    Haha, formula so complex, excell cannot compute it :D