Pillars of Eternity 2: Deadfire
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AndreaColombo

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AndreaColombo

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16 comments

  1. TrueUSPatriot
    TrueUSPatriot
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    Does this mod work still? There have been several patches since its release (I am not sure if patches would affect Game Data Bundle files). I added it to my override folder, and it doesn't appear to change the speed for recovery or attacks.
    1. AndreaColombo
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      Hello,

      My apologies for the belated reply.

      Indeed it no longer seems to work, even though I can't see anything wrong with the files. I'm looking into it.
    2. AndreaColombo
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      I think I've found the issue. Try the newly uploaded version 2.1 and let me know if it works.
  2. Gel214th
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    To me the issue with longer spell casting isn't just the Recovery time, but the cast animations as well.

    A weapon strike at say 1Second recovery happens much quicker than a Spell attack at 1 second recovery.

    The animations and the incantation sounds seem to take a second or more before the spell actually fires off.

    Is there any way to change that?
  3. Mittomain
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    Thx for the mod, combat certainly feels better like this.
    On the other hand unfortunately reducing the recovery will alter the balance of multiple stuff:
    - since everything was lowered by 1 sec the the dps of faster abilites/attacks was increased more than the dps of slower ones (2s -> 1s is 100% increase, while 3s->2s is only 50%).
    - the "tankiness" of both players and enemies was reduced, for example the healing over time is now less effective like this.

    Overall the balance compared to enemies is more or less the same, on the other hand the class and weapons/ability balance was changed significantly.
    I'm not saying you should fix this, but probably would be good to add a note to the description.
    1. AndreaColombo
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      You make a fair point which I hadn't considered. I will add a note.
  4. Sayne
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    Cool stuff.

    How would you say these recovery times compare with PoE1? Spell Casting in the first game was MUCH faster than Deadfire, and it seems like attacks were too. Maybe I'm just spoiled from my end-game characters wearing full Durganized gear, but it seems like Deadfire is slower in that respect too.
    1. AndreaColombo
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      Deadfire was made slower by design, mostly to answer widespread complaints that combat in the first game was too fast and most people defaulted to Slow Mode. Spell casting in particular was made a lot slower to accommodate for strategic use of interrupts.

      It's been a while since I've last played the first game, but IIRC weapon recovery times were about on par with this mod's. Spells were of course a lot snappier. Keep in mind that in PoE it was easier to stack speed bonuses too, and you could potentially reach 0 recovery with any weapon (except perhaps firearms); in Deadfire 0 recovery is not possible and stacking speed bonuses is harder.
    2. Sayne
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      Interesting, thanks.

      I didn't know people had specifically asked for the combat to be slowed down for Deadfire... I don't get it. I always played with the combat on full speed, but paused every couple seconds to re-issue orders. I don't get why people thought it was too fast.

      Of course, I'm also experienced with Baldur's Gate 2 on Core Rules with the Sword Coast Stratagems mod installed... so maybe I'm just used to combat being a buzzsaw. :-D
    3. Mittomain
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      I don't think that people were asking for recoveries to be increased, they just told that everything was dieing too fast.
      Obsidian's answer to this was to increase all recovery times. Instead I think they should have changed the damage numbers, while keeping combat fast paced and most likely less boring.
  5. purudaya
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    This is exactly what I've been looking for, thank you!

    Have you noticed any balance issues? For example, do items/abilities that affect recovery times by percentage feel at all different/nerfed now that they're working with smaller numbers?
    1. AndreaColombo
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      Hi!
      Indeed, % bonuses to recovery have less of an impact with this mod. However, the effect is minimal: A 10% bonus on a recovery time of 4s is 0.4s, and on a recovery of 3s it is 0.3s. The loss of a 0.1s bonus is nothing compared to the overall gain of 1s.

      Granted, the more bonuses you accumulate, the bigger the loss—but the game remains speedier in general and I like the fact that I don't need to stack speed bonuses like crazy on every character just to avoid dying from boredom as I stare through their recovery time.

      Full disclosure: The spell part was created right before I uploaded and only tried once against Belranga. It felt good to me, but I purposefully kept it in a separate file so that it's easier for users to delete it and only keep the attack recovery change if they so please.
    2. purudaya
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      Just gave it a shot and combat definitely feels much better; I was so tired of watching NPCs just stare at each other between attacks. I did notice one thing, though - firearm reload times appear to be unaffected, which now puts them at a disadvantage vs. weapons and spells. Would it be possible to include a third file that reduces reload times by the same factor?

      Thanks again for your work on this.

      Edit: Arg, looks like that would require manually adjusting reload times in attacks.gamedatabundle (unless there's a simpler way I'm not aware of). I'd be happy to do it if I knew how to package out the changes into a smaller override file, but my modding know-how is pretty rudimentary.
    3. 2house2fly
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      You can just copy an entire attack gamedataobject (everything between the {} brackets) into a file in the override folder, modify any aspects of it you want, and the game will load the override version of the attack instead of the base game version. So for example, if you wanted to make arquebuses have no reload time you'd copy:

      {
      "$type": "Game.GameData.AttackFirearmGameData, Assembly-CSharp",
      "DebugName": "Arquebus",
      "ID": "6d67b650-6c61-4b7e-b4f1-03dea5d1dee6",
      "Components": [{
      etc etc etc

      "ClipSize": 1,
      "ReloadTime": 6.8,
      "ReloadAnimationEndTime": 1.16,
      "FirearmType": "Rifle"
      }
      ]
      }

      into your mod file and change that 6.8 to a 0. Note that unique weapons will probably have their own attack so you'd need to modify that too to affect them- modifying Arquebus's reload time, for example, won't do anything for Dragon's Dowry. Also 0 reload time might not work, sometimes values can get temperamental when you mess with them. But a lot of the time, changing something about the mechanics is as simple as copying a game data object into the override folder and just going to town, and it can be a lot of fun to experiment
    4. purudaya
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      Thanks for the info! The only problem is that this method won't be able to account for new firearms added by Obsidian or other mods.. Too bad there's not some kind of global reload setting the way there is for attack speeds. Ah well, I'll take a crack at it anyway. Much appreciated :)
    5. AndreaColombo
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      Very good point about firearms. I hadn't thought of them (mostly because I rarely use them.) I'll see what I can do to include them in my next version of the mod.