漫野奇谭

漫野奇谭

Stance-based Combat
28 条留言
Hero of Wind  [作者] 2022 年 5 月 22 日 下午 4:02 
Quick Change Note: It came to my attention that there is no way to assume a neutral amount of accuracy among the stances, and also that Stonewall Stance has an unfair number of penalties compared to the other retained stances. I've pushed a quick update that swaps out the accuracy penalties of being Guarded with movement penalties, since I don't think I really used those enough. Let me know what y'all think!
Nébulya 2022 年 5 月 18 日 上午 2:46 
There is always going to be some limitations but it's still great work for that kind of game changing mods. Maybe one day, if the dev' includes some new tools for modding :)

Oh I see, so it's possible! Take your time though, but it would be wonderful indeed.

Tunnel Vision should prevent you to attack enemies except the last one, right? Well, I could attack any enemies each time. Though sometimes, it was because the enemy was already killed so I guess it was deleted automatically.

But i've run multiple times into situation where it shouldn't have been possible at all.
Hero of Wind  [作者] 2022 年 5 月 17 日 上午 10:48 
As far as point 1 goes, that is unfortunately always going to be the situation, I tried my best to reduce clutter but without a dedicated menu for stances it's not amazing.

Enemies being able to use stances requires re-writing their AI, not something I'm against, just another skill I would need to learn, but it is an eventual goal I would like to address, probably after releasing the ability-modified stances.

I'm curious about Tunnel Vision, what sorts of behavior did you see from it? It's definitely the weirdest in terms of code for this mod, so I wouldn't be surprised if it's acting up again.
Nébulya 2022 年 5 月 17 日 上午 5:15 
It's great mod, though choosing a stance at the start of each turn is not something that I like.

+ the menu has too many choices with it ; so it's sometimes hard to read carefully.

Though imo, it's surely because of limitations.

It's a bit sad that the enemies can't use it ^^

Tunnel Vision has never worked for me so far (or I'm not understanding how it works)

Anyway, thanks for your work. I'll look forward to any updates, as it's already a great mod that is changing the battle system.
LeFire 2022 年 5 月 4 日 上午 8:51 
After using this for a while, I confirm that it is a must-have mod. You start planning moves around the stance changes to manage aggro and dps strategically. For instance, the fighter taking a Aggressive stance, and the sniper taking Focus stance, in the turn before opening the door. Next turn, the fighter opens the door hits Guard stance (which allows him to cause enemies he hits to engage him), runs around the back of the monster and engages it. While the sniper hits Flanking stance, which heavily boosts his accuracy and stunt, while safe that in the next turn, the monster will definitely engage the fighter instead of the sniper.

Highly recommended. The values all seem right on point. This is good enough to be in the base game.
mindtheblob 2022 年 5 月 3 日 上午 7:29 
This is a very polished and elegantly executed mod that changes the combat tactics dramatically, without taking from the base game skills and builds. I found it rewarding and exciting, though you will certainly spend your first chapters reading the stance ability descriptions over and over to decide what's the best course to take ^^
Smoker 2022 年 5 月 1 日 上午 3:02 
Ok I see what you have done, that makes it compatible alright, gj!
Smoker 2022 年 5 月 1 日 上午 12:59 
Hey I will take a look at my mods that change farmer and this mod see if I can help, sorry about the incompatibility.

If it's only to add the -1 importance to clean the character sheet probably it not a good idea mod ex-farmer for my part.
LeFire 2022 年 4 月 30 日 上午 12:49 
"Actually it's the sum of both stats that provides the defense, so you don't have to worry about that. Once upon a time there was a mechanic in Wildermyth that separated the two, but it wasn't very good so the devs took it out altogether."

Wow thanks! Mind blown and you saved me a lot of clicks.
Hero of Wind  [作者] 2022 年 4 月 29 日 下午 12:50 
Actually it's the sum of both stats that provides the defense, so you don't have to worry about that. Once upon a time there was a mechanic in Wildermyth that separated the two, but it wasn't very good so the devs took it out altogether. Only reason I assigned differing stats was just whichever made sense in a real-world context, in case another mod decided to come along and overhaul the defense stats. Glad to hear that it's working though!
LeFire 2022 年 4 月 29 日 上午 10:51 
Works great! Though it can be a bit of a pain to keep having to open character sheets to find out if a character has higher dodge or block and choose the correct stance. I wonder if it is possible to buff both block and dodge instead of locking it to one of them. If I recall correctly, only the higher one matters when defending from an attack and the other is disregarded, so buffing both will still work fine.
LeFire 2022 年 4 月 29 日 上午 9:13 
Thanks! Trying it now. If I don't respond within the hour, it means it worked and I'm far too engrossed in the mod :D
Hero of Wind  [作者] 2022 年 4 月 29 日 上午 8:57 
@LeFire I just pushed a compatibility patch that should fix the issue, let me know if it works now.
LeFire 2022 年 4 月 28 日 上午 10:11 
Want to check this mod out, but not familiar with how to fix the incompatibility issue noted by Minic78 since I use smoker mods too. Is there a way to issue a fix to help dummies like me who can't figure out how to do it on our own?
Hero of Wind  [作者] 2022 年 4 月 27 日 下午 9:42 
(Yeah, the effect stances would have on good Legacies why I eventually want to have stances affect abilities, but that is probably going to be a much later summer project for me)
Hero of Wind  [作者] 2022 年 4 月 27 日 下午 9:34 
Ah, that makes sense, glad you could figure that out.

...And of course I missed the sneaky tag on one of the abilities again. I'll do a quick run through and push a little update to fix that, thanks for the feedback!
Minic78 2022 年 4 月 27 日 下午 2:46 
Ex-farmer is hidden by some smoker mods because he adds
"importance": -1
to the id in humans.json
This didn't work in my heavily modded game at first either. There's probably a better fix but I just added
"HeroOfWind_stances_setStance",
to the ex-farmer effects of the humans.json that's lowest on my load order (for me it's Expanded Combat: Random).

Anyway, really enjoying the system so far. Pressing the retain stance button cancels out grayplane but that's the only issue I've noticed and it's easy to work around. It'll probably be OP as hell on developed heroes, but for fresh warriors and hunters especially it feels nice to have some extra utility, damage, or mitigation. The toggle option is perfect too. Thanks for sharing.
Hero of Wind  [作者] 2022 年 4 月 27 日 下午 2:10 
Ah, yeah, one of them would be the reason this doesn't work. I know some of them change out humans generate, I assume that somehow it either cut out Ex-Farmer or forgot to include it. I might have some time to check it out myself a few days, but if you find out which one it is, let me know and I'll look into making compatibility between the two.
N.C.V. 2022 年 4 月 27 日 下午 1:32 
Yeah, a bunch of Smoker's mods.
Hero of Wind  [作者] 2022 年 4 月 27 日 下午 12:00 
Ah... huh. The lack of Ex-Farmer is why you don't see any stances, but I'm stumped as to why they don't have it. Are you running any other non-cosmetic-only mods?
N.C.V. 2022 年 4 月 27 日 上午 11:45 
Recruited more characters later on too, and they also don't have stances.
N.C.V. 2022 年 4 月 27 日 上午 11:45 
None of them have Ex-Farmer.
Hero of Wind  [作者] 2022 年 4 月 27 日 上午 11:32 
Oh, my bad, I confused that start with All the Bones of Summer... Umm... in the aspects list of your heroes, can you see if they have Ex-Farmer? Maybe that campaign does something weird with the generation of those characters?
N.C.V. 2022 年 4 月 27 日 上午 10:30 
2 Legacies + 1 Immediate
Hero of Wind  [作者] 2022 年 4 月 27 日 上午 10:01 
I actually haven't played that one yet, so I can't remember specifically, but do your starting heroes start as "farmers" or do they immediately become their actual classes? (Warrior, Hunter, etc) To prevent random Incursion Defense farmers from getting stances the mod won't give it to anyone who doesn't have a hero class.
N.C.V. 2022 年 4 月 27 日 上午 9:58 
Yes and Monarchs
Hero of Wind  [作者] 2022 年 4 月 27 日 上午 9:57 
Did you enable it before starting a campaign? (And, if you did, which campaign was it started on?)
N.C.V. 2022 年 4 月 26 日 下午 10:12 
I've got this enabled, but I don't actually see the options or effects.