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Tabletop Tweaks is a mod that seeks to adjust the cRPG rules to more closely follow the tabletop ruleset. Additionally it adds content missing from the base game.

License: MIT License

C# 100.00%

tabletoptweaks-base's People

Contributors

abramov-oleg avatar ameliaz avatar balasariusx avatar herryzheng8 avatar hypebringer avatar kifusou avatar vek17 avatar

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tabletoptweaks-base's Issues

Magic Fang Not Working Properly

Wolf Scarred Face oracle and the Tieflings race grant 2 secondary bite attacks. However when Magic Fang applied, after the first battle, the enhancement bonus wil be lost. And interestingly, sometimes the character is granted the third bite attack. I don't know if it is relevant to this issue.

Build: 1 Scaled Fist Monk / 5 Oracle with Nature Mystery and Wolf Scarred Face Curse. Weapon: Unarmed Strike / Off-hand Estoc.

Bug: UI elements invisible

with the mod active the actionbar disappears, as well as the interaction prompts and dialog boxes of NPCs. The portraits themselves as well as the combat log and the buttons in the bottom left are still there and things like inventory and spellbook still work.

Game Log and Player Log shows what looks to be the same exception several dozen times

(Filename: Line: 0)

KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.SortedDictionary2[TKey,TValue].get_Item (TKey key) [0x00043] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0 at TabletopTweaks.NewContent.Archetypes.MetamagicRager+MechanicActionBarSlotActivableAbility_Limitless_Patch.Postfix (System.Int32& __result, Kingmaker.UI.UnitSettings.MechanicActionBarSlotActivableAbility __instance) [0x00011] in <5c6a6a8b76c74915adf055a4a9676427>:0 at (wrapper dynamic-method) Kingmaker.UI.UnitSettings.MechanicActionBarSlotActivableAbility.Kingmaker.UI.UnitSettings.MechanicActionBarSlotActivableAbility.GetResource_Patch1(Kingmaker.UI.UnitSettings.MechanicActionBarSlotActivableAbility) at Kingmaker.UI.UnitSettings.MechanicActionBarSlot.UpdateResourceCount () [0x00016] in <d5fa7483abc845d68c8863f472da88a8>:0 at Kingmaker.UI.MVVM._VM.ActionBar.ActionBarSlotVM.SetResource () [0x00038] in <d5fa7483abc845d68c8863f472da88a8>:0 at Kingmaker.UI.MVVM._VM.ActionBar.ActionBarSlotVM.<.ctor>b__28_0 (UniRx.Unit _) [0x00000] in <d5fa7483abc845d68c8863f472da88a8>:0 at UniRx.Observer+Subscribe1[T].OnNext (T value) [0x00008] in <87141465b08243aba23b1c938d278cf1>:0
at UniRx.InternalUtil.ListObserver1[T].OnNext (T value) [0x00010] in <87141465b08243aba23b1c938d278cf1>:0 at UniRx.Subject1[T].OnNext (T value) [0x00000] in <87141465b08243aba23b1c938d278cf1>:0
at UniRx.MainThreadDispatcher.LateUpdate () [0x00013] in <87141465b08243aba23b1c938d278cf1>:0'

Player Log also has
'Cannot set the parent of the GameObject 'BA_Potion1_Invisibility(Clone)' while activating or deactivating the parent GameObject '[dynamic objects]'.
(Filename: Line: 615)'
about a hundred times with different GameObject's but the same (Filename: Line: 615)

leave a comment if you want the full logs

user settings not being retained

changes made to the feats section of fixes.json are being reverted to default in the document upon game launch.
issue does not occur in the initial section (DisableNaturalArmorStacking) but any change to one of the subdivided sections is lost on relaunch

Mount collision radius

I'm sure you've noticed how bad mount collision is currently, and this post suggests so as well.

https://steamcommunity.com/sharedfiles/filedetails/?id=2594856263

Is there any chance you can somehow decrease the collision radius for the mounts so all of them are more or less at the level of Horses? It's really sucking the fun out of mounted combats and animal companions currently, especially for people that wanted triceratops and velociraptors.

(Hagbound Witch) Vile Curse uses Cha instead of Int

Hello, I've filed a bug report to Owlcats, but as you fix 'incorrectly implemented rules', here is another one: Vile Curse uses Cha instead of Int on Hagbound witches, making this feature almost non-functional.

Maybe they will fix this, maybe not.

Arcanist Exploits

Hello! I came across this Mod and it pops up right in my head. Question... Would it be possible to add the following Arcanist Exploits?

I have no idea what it looks like from the technical side... But somehow existing abilities could be adapted.

Natural armor change breaks Icy Protector

The Icy Protector ring does two things: grant cold resistance 10, and grant a +2 natural armor bonus if you have the Iceplant hex. However, with the change to natural armor stacking, the bonus conflicts with Iceplant's own bonus, so that function effectively does nothing.
Solution 1: Remove the additional natural armor bonus and the reference to it in the description, making Icy Protector just a cold resistance ring. You may or may not wish to change its price if this is done.
Solution 2: If you want to keep the bonus, change it so the ring increases Iceplant's bonus by 2 rather than providing a separate bonus.

Issue with crusade unit damage?

While I can't confirm that this mod is the issue, I only started experiencing this bug after installing it.

Crusade units are doing far less damage than expected (e.g. Archers should've dealt 192d6+960 * 1.1 damage to a unit without DR, dealt 77 damage, which is about 20x less than the expected minimum of ~1260 damage). This affects all allied units, though not enemy units.

lich crusade fix

so - it's pretty well known at this point there's a bug on the lich crusade that gives a huge penalty to recruitment of normal troops but doesnt really allow for recruitment of undeads. any way to fix this?

Dazzling Display on Fire Kineticists

Fire Kineticists gain access to Dazzling Display as a Wild Talent with no prerequisites, but can’t actually use it unless you have a weapon in your hand that you also have a Weapon Focus on. Kinetic Blast Weapon focus is not enough.

Could be a bug, could be a deliberate change from Kingmaker (where it worked without any Weapon Focus at all). It feels strange and I think should be changed either to require a suitable Weapon Focus or to work without one.

Could also be that this is outside of scope for this mod, as I think that this is Owcat’s own idea and the closest thing to it is the Kinetic Awe, which is described as:

You create a terrifying display of elemental power. This ability functions as Dazzling Display, except you can use this ability as a standard action and you add half your kineticist level as a bonus on your Intimidate check if you’ve used gather power during the same round; doing so expends the gathered power. This ability otherwise counts as the Dazzling Display feat; feats and other effects which affect Dazzling Display (such as Shatter Defenses) apply to it, and it counts as Dazzling Display for the purpose of meeting combat feat prerequisites.

Substantial issue with crusader combat in Chapter 2 (incredibly low damage totals)

Similar to the 'training grounds' issue, my units seem to be doing significantly less damage than they should, making the tactical combat in crusader most pretty much impossible.

The notable thing here is that this is before getting the training grounds, as it is right around the start of chapter 2. For the tutorial encounters my damage was normal, and it was as well for some of the encounters after. However, roughty after encountering my first major battle (one of the towers that blocks your way) my damage plummeted and now I'm unable to deal even 1 point of damage to an enemy unit, with the 'hit' totals being barely in the double digits.

Fuckedd

I've tried updating the mod to the most recent version but nothing changed. I'm not sure if it's an issue with the mod or with the game itself, but it seems like something worth fixing nonetheless.

I should note that auto-resolve battle still works for crusader, so I can get past the battle by turning that on. I just can't play them because the damage is bugged.

EDIT: I should note that I'm not fully sure these issues first appeared after the first 'tower' battle, but it was roughly around that time. I can't recall whether I did the battle itself with normal damage or 'bugged' reduced damage, but probably the former.

possible to separate?

Is there any way to have just the missing traits / bloodlines without the modifications on the default ones?

Feature request: Hellkight signifer

Hellknight signifer is all buggued right now does not give the armor training and missing alot of stuff.
But the main feature for warpriest is missing the scaling of the powers.

Feature Request : Arcane Discoveries

Hi I think this feat will be a great additions to the gameplay.
Resilient illusion for example will helps a lot for save or sucks spells build, faith magic to cast divine magic, staff like wand etc
Thank You

Eldritch Scion can't take a second bloodline. (Mythic ability)

I couldn't really tell if this is intended or not from reading the notes. Eldritch Scion can't take a second bloodline with their mythic ability. They normally can in the base game.

Even though I can take a level of Dragon disciple to enable the option to get a second bloodline, and intend to for my build, it's awkward because I need to start with the elemental bloodline for it to be the most playable, but can't because then I don't qualify for Dragon disciple.

Small change to Selective Channel

When you pick Danse Macabre you get channel negative energy that scales with mythic, unfortunately you cant pick selective channel as said energy channel it isn't one of the prerequisites. Can you add Danse Macabre as a prerequisite for Selective Channel?

Feature Request: Compatibility (or same feature) of Weapon Focus Plus

Weapon Focus Plus is a mod that changes how "Weapon Focus" works by having it applies to weapon categories instead of single weapons.

Of course, it conflict with this mod which have, by far, a much bigger scope.
I'm wondering a couple of things:

  • If it's possible to make a sort of settings view of this mod, this would also requires changes to be modular so that they can be activate or deactivated by the user
  • If it's possible to either have a compatibility with that mod OR add its features in this one

I'm a software engineer by trade and willing to help develop these features if someone point out some resources to learn how this works.

Cheers

Call of the Wild and Tabletop Tweaks

Greetings, @Vek17!

Thankee for making and publishing your Tabletop Tweaks mod!

Pathfinder: Kingmaker had an extensive mod called Call of the Wild which, as of this writing, hasn't been ported to Wrath of the Righteous.

Call of the Wild's GitHub is here. Talk with its author (Holic) about porting that to Wrath of the Righteous.

If you still seek further material to include in your WotR mods, consider my suggestions to Holic for his mods. He included some material I mentioned in this document already. (Some of my favorite content to be included that hasn't already to my knowledge is the Razmiran Priest Sorcerer archetype, Planar Binding spell series, the Gate spell, a RAW implementation of Animate Dead, the Infernal Healing spell series, Teleport, Telekinesis, and Craft Construct.)

Thankee again!

Concentration Checks do not match Table Top ruleset

This is a Feature Request.

Currently in Wrath of the Righteous, spellcasters are automatically assumed to be Casting Defensively while threatened. This involves making a Concentration Check d20 + Caster Level + Caster Modifier vs DC 15 + (Spell Level x 2). If the Concentration Check is failed, the spell is lost and the caster takes an Opportunity Attack. This effectively gives all melee combatants the Spellbreaker feat for free.

By the table top rules, the caster has a choice of the following:

  • Do not Cast Defensively. No Concentration Check is required initially, but casting the spell provokes Attacks of Opportunity. If the caster takes damage during the spell cast (such as from the provoked attacks), they must make a Concentration Check vs DC 10 + Spell Level + Damage Taken or lose the spell. Half of any continuous damage taken by the caster (such as from a Bleed effect) is also included in the Damage Taken.
  • Cast Defensively. A Concentration Check vs DC 15 + (Spell Level x2) is required. Failure causes the spell to be lost, but does not provoke an AOO.

So in table top, the player gets to chose whether they want to gamble on their chances of avoiding the AOO damage (possibly through high AC, concealment, DR, etc), or take the harder baseline check in favor of not provoking. WotR assumes, perhaps fairly, that melee casters will always opt to Cast Defensively, but giving Spellbreaker to everyone and their mother is a little obnoxious. I'm sick of watching my Magus roll a 1 during Spell Combat and getting slapped by enemies who are definitely not 10th-lvl Fighters and who definitely have not paid their feat tax for the privilege, especially at low levels.

Also, just want to say thanks for considering this feature! I think it very much fits the theme of your mod, but if you decide you don't want to implement it, please let me know and I may take a stab at it myself once I have more time.

Coup de Grace

In the TTRPG Coup de Grace is a Fortitude save DC 10 + damage dealt

In game its set to 10+BAB+Melee Damage Attribute modifier (so Str?) + Weapons Critical Modifier

This makes it a guranteed DC every time so a lvl 5 Rogue Coup de Grace is a DC 20 as opposed to dealing 20 dmg and it being a DC 30

Request to fix Coup de Grace

"As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced “coo day grahs”) to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.

You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace."

As stated by RAW.

In-game, however, the Coup de Grace has some random calculation for the Fort Save that is nowhere near the actual rules. I have no idea what it uses to calculate.

Example:

Coup 3
Coup
Coup 2

The DC should be 10 + 44, as stated by RAW, but somehow it ends up being 29?

29 doesn't make any sense tho, even if you'd assume it's not taking the Crit damage into account, cause that's not even half.

I'd love to have you take a crack at this, as it's massively annoying to set up a Coup de Grace and then have basic enemies automatically succeed their saves cause they have +20 Fort Save or whatever.

Fix Loremaster Spell Selection

The Loremaster Prestige class should allow you to pick one Wizard, Cleric or Druid spell when learning a Secret, but these options are not currently selectable. It would be great if this was fixed.

EDIT: Apparently you also don't get additional spell progression from the first level as intended, but it works fine for levels 2+.

Thrown Weapons

Is it possible to change things such as a Starknife or Dagger into optional thrown weapons?

Incompatible with 1.0.1c?

Getting crashes when trying to load a save from TTweaks 1.0.3 with the current Wrath release 1.0.1c.
Is there a fix for this with regards to the TTweaks?

TT1.0.6 doesn't seem to fix the issue.

Fix blackened oracle curse to TT standard

Apparently Owlcat has Blackened Oracle taking the penalty to spell attack rolls.

This is not RAW or RAI and completely borks Ember's Scorching Ray.

Could you please fix it?

Student of War Special ability bug

Ability "Know your enemy" of the Student of War does not work properly, you end your turn after using it. So its ruin usage of him except of 2 levels dip for int to AC

Error when removing mod

Getting errors when removing the mod. Happens when going to load a game. I can't load any of the saves unless the mod is turned on, even ones saved before turning on the mod.

Untitled

Hosilla turning ally

When I got to the Hosilla fight, in stage 2 when she summoned the demons she became an ally for some reason, and so I was unable to continue.
I had to restart the playthrough without TT installed, since disabling it and trying to load a save gave me an error.

Installed mods at the start of game:

  • Respec Mod
  • Scaling Cantrips
  • Tabletop Tweaks
  • Toybox
  • World Crawl

After I hit the error, I uninstalled everything except Toybox & Tabletop Tweaks, no change in behavior.
Restarting the playthrough without TT let me get through the fight as normal.

Crash in Marquet Square

Playing under the 1.0.2g version with the mod updated I got a crash in this zone near Curl or the zone where the zombies and shadows are. I asked a friend without the mod to test these zones in the same version of the game and he haven't got any crash.

Boneshaker Against Undead

Feature Request:
The game currently considers undead to be an invalid target against Boneshaker. The tabletop rules are actually quite different. Against an undead, Boneshaker should grant the caster control over the enemy, but limited to either a standard or move action.

Bloodrage and Demonic Rage stacking behaviour

This is a base game issue. I don't know how much of this is unintended behaviour vs bugs.

Normally, you are prevented from activating Bloodrage while Demonic Rage is already activated. However, the inverse "works": you can use Demonic Rage while in a Bloodrage. When doing so, there seem to be 2 maybe-bugs:

  1. One turn after having both Bloodrage and Demonic Rage activated, Bloodrage will end, and Demonic Rage will persist, fatiguing you.
    Wrath_EbnhvREEXz

  2. While both are active, bonuses between the two do not stack. As Demonic Rage does not state that it is a specific bonus, this seems like unintended behaviour.
    Wrath_itau48x8Ef
    Wrath_2PzdS8MFwT

It's my understanding that during the beta, Bloodrage and Demonic Rage stacked just fine. I don't mind Bloodrage and Demonic Rage not stacking as much as I do mind Demonic Rage turning off Bloodrage. Not being able to simultaneously benefit from Bloodrage-specific class features & Demonic Rage Aspects is horseshit and makes Demon totally worthless for Bloodragers despite being very thematically appropriate.

Note:
Have only tested this as Reformed Fiend archetype Abyssal Bloodline w/ Limitless Rage. Not sure if it stacks with Barb rage.

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