Combat Expertise, Disarm, no QS use, stealth break

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Flatted Fifth
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Combat Expertise, Disarm, no QS use, stealth break

Unread post by Flatted Fifth »

Problem one: Combat Expertise from custom bar breaks stealth when you use it. There's no reason it should. Also, dragging the main feat to the quickslot brings up a list instead of your last chosen setting. "Stance" settings cannot be dragged from bar to quickslot. So, a game that happens in real time now takes longer to put my defenses up.

Solution one: have choosing Combat Expertise feat grant you 5 individual feats for the five levels of CE, activating one that is inactive activates it and de-activates the others. Activating one that is already active deactivates it. Make them all quick-slottable and not break stealth



Problem two: Disarm is not usable from the quick slot, only from the bar. Activating disarm from quickslot brings up a list of what type of disarm you do. Adding steps and therefore time to a game that happens in real time is not a value add.

Soultion two: Disarm type bar always visible, but activating disarm feat by having the feat from your feat list dragged to your quickslot defaults to disarm:main hand
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whatsittoya
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by whatsittoya »

Is it really like that? Click and pop-out menus and stuff??
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by mrm3ntalist »

Flatted Fifth wrote: Sat Jul 02, 2022 11:31 pm Problem one: Combat Expertise from custom bar breaks stealth when you use it. There's no reason it should. Also, dragging the main feat to the quickslot brings up a list instead of your last chosen setting. "Stance" settings cannot be dragged from bar to quickslot. So, a game that happens in real time now takes longer to put my defenses up.

Solution one: have choosing Combat Expertise feat grant you 5 individual feats for the five levels of CE, activating one that is inactive activates it and de-activates the others. Activating one that is already active deactivates it. Make them all quick-slottable and not break stealth
All custom feats break stealth. It is an engine issue and not a coding issue
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selhan
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by selhan »

"Every second...counts"

*Repeats self from another thread*

lol Thanks for explaining it FF!
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whatsittoya
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by whatsittoya »

Seriously, adding extra steps to something I need as immediately as possible makes enemy actions even more punishing just by slowing me down haha.

Hopefully I'll be able to stick some of those selectable options directly on my hotbar instead of clicking disarm and then clicking what kind of disarm I want to do?

That sort of hoop-jumping in the middle of combat is fine for turn-based. I definitely don't have the coordination to pull that off rapidly in real-time action when I really need it.
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by Rhifox »

Can't make them not break stealth for reasons mentalist mentioned, but we can consider making them independent feats instead of a radial.
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Re: Combat Expertise, Disarm, no QS use, stealth breakg

Unread post by Flatted Fifth »

mrm3ntalist wrote: Sat Jul 02, 2022 11:41 pm
Flatted Fifth wrote: Sat Jul 02, 2022 11:31 pm Problem one: Combat Expertise from custom bar breaks stealth when you use it. There's no reason it should. Also, dragging the main feat to the quickslot brings up a list instead of your last chosen setting. "Stance" settings cannot be dragged from bar to quickslot. So, a game that happens in real time now takes longer to put my defenses up.

Solution one: have choosing Combat Expertise feat grant you 5 individual feats for the five levels of CE, activating one that is inactive activates it and de-activates the others. Activating one that is already active deactivates it. Make them all quick-slottable and not break stealth
All custom feats break stealth. It is an engine issue and not a coding issue
I could deal with CE breaking stealth if it the level of CE I want was instantly available from the Quickslot
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by artemitavik »

I have noted that CE and other modes also drop if you change weapons or get disarmed, or whatever. So not only lose offense, but also defense, even when switching weapons intentionally to fight different enemy DR or something.

I know the custom Expose Weakness doesn't turn off or have to be reapplied whenever you change weapons or are disarmed, and I foresee a LOT of issues with both offense and defense going away with all the disarm flying around. :)
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by Rhifox »

artemitavik wrote: Sun Jul 03, 2022 12:29 am I have noted that CE and other modes also drop if you change weapons or get disarmed, or whatever. So not only lose offense, but also defense, even when switching weapons intentionally to fight different enemy DR or something.
They have to be recalculated when you change weapons. The change should be instant, though. Are they not reapplying immediately?
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by artemitavik »

They are not. Or at least weren't this morning.
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by Shadostorm »

it just drops CE completely and if you're attacking you then have to stop attacking to re-enable, then re-engage. can't just click and instant-change
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by Flatted Fifth »

When it was stated that it would become user choice +&- I thought you meant that getting CE at lvl up or as class bonus would grant 5 separate feats so we could quickslot the one(s) we want. The variable defense is a VERY GOOD idea, but menus and additional bars don't work well in a real time game, that's more for turn based.

Again, might I suggest 5 feats
CE 1 -1 ab +1 ac
CE 2 -2 ab +2 ac

et cetera

Activating one that is inactive deactivates the other 4
Activting one that is active deactivates it

Just get one working like the original then copy paste the code to the other 4, changing ab and ac numbers

Recommend you keep the custom bar, too, though. That way ppl can quickslot just their favourite ce lvl for instant emergency use to save their butt, and then fine tune via the bar after


Alternative: Have it so that combat expertise feat cicked from the Quickslot bar or mode bar work exactly like it used to, -3/+3, instead of opening a menu that doesn't work, and let us use the new custom bar to fine tune
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Rhifox
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by Rhifox »

Flatted Fifth wrote: Sun Jul 03, 2022 3:03 pm When it was stated that it would become user choice +&- I thought you meant that getting CE at lvl up or as class bonus would grant 5 separate feats so we could quickslot the one(s) we want. The variable defense is a VERY GOOD idea, but menus and additional bars don't work well in a real time game, that's more for turn based.

Again, might I suggest 5 feats
CE 1 -1 ab +1 ac
CE 2 -2 ab +2 ac

et cetera

Activating one that is inactive deactivates the other 4
Activting one that is active deactivates it
We will do this, but it will take time.
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Flatted Fifth
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by Flatted Fifth »

Rhifox wrote: Sun Jul 03, 2022 3:23 pm
Flatted Fifth wrote: Sun Jul 03, 2022 3:03 pm When it was stated that it would become user choice +&- I thought you meant that getting CE at lvl up or as class bonus would grant 5 separate feats so we could quickslot the one(s) we want. The variable defense is a VERY GOOD idea, but menus and additional bars don't work well in a real time game, that's more for turn based.

Again, might I suggest 5 feats
CE 1 -1 ab +1 ac
CE 2 -2 ab +2 ac

et cetera

Activating one that is inactive deactivates the other 4
Activting one that is active deactivates it
We will do this, but it will take time.
I appreciate all your work. I know it can't be easy to wrestle with a toolset for a 15 year old game, unpaid. As I said, the idea for adjustable CE is great. Just needs implementation tweaks.
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Re: Combat Expertise, Disarm, no QS use, stealth break

Unread post by zhazz »

artemitavik wrote: Sun Jul 03, 2022 12:29 am I have noted that CE and other modes also drop if you change weapons or get disarmed, or whatever. So not only lose offense, but also defense, even when switching weapons intentionally to fight different enemy DR or something.

I know the custom Expose Weakness doesn't turn off or have to be reapplied whenever you change weapons or are disarmed, and I foresee a LOT of issues with both offense and defense going away with all the disarm flying around. :)
Don't know if Athkatlan Triparite is what you consider other modes, but I can confirm that it too fall off when changing weapons. As long as the weapons remain melee, it ideally shouldn't drop the mode.

Not sure how difficult that is to program, but as of right now it's a hassle. Or at the very least have a "blinking" indicator on the hotbar to signal whether or not the mode is active. Right now it's either remember what your AC is with a given setup, or deactivate + activate the mode.

I assume it's the same for Northlander Hewing and Sembian Fencing too. Though I haven't tested those yet.
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