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RPG => Dungeon Rats => Topic started by: Ferion_Virian on April 15, 2018, 02:57:53 am



Title: DR Mods and Modding
Post by: Ferion_Virian on April 15, 2018, 02:57:53 am
Let's discuss various modding aspects and post our mods here.

Standard installation of the mod (unless otherwise specified):
1) Download the archive.
2) Unpack it to ./mods/ folder in the game dir.

if you haven't mods folder in game dir create it.

Uninstallation:
1) Delete the mod's sub-folder in ./mods/ folder in the game dir.

How to enable/disable the mod (without uninstalling it):
1) Find the file {mode_name}.taml inside the mod's sub-folder.
2) Find the line Enabled=x inside of that file. Where x:
1 - enables the mod
0 - disables the mod

Not all mods can work simultaneously - they may use the same game files!

The files with filename extension .aod in the game dir are an archives, actually, and could be navigated through by some unpackers or file managers (i.e. Total Commander) like usual folders.

DR source files:
http://www.irontowerstudio.com/forum/index.php/topic,7548.msg152737.html#msg152737 (http://www.irontowerstudio.com/forum/index.php/topic,7548.msg152737.html#msg152737)

DR editors:
https://drive.google.com/file/d/1A8ixlN0YgCbQVJaAFdxRRdzlD_Kri69V/

Quote from: Nick's update
Item editor is standalone. Use the following steps to launch other editors:
1) Unzip "DR_dev_steam64.exe" and "tools" folder into DR root folder;
2) Run the game via DR_dev_steam64.exe;
3) Press Ctrl+F2 to launch itemlist editor;
4) GUI editor is launched with F10;
5) World Editor is launched with F11 when any level is loaded up. Other related editors (like ITS -> Character Editor) are launched through its menus.

Modding similar to AoD, because same game engine.

used Sunfire's first post in topic AoD mods and modding as pattern.


Title: Re: DR Mods and Modding
Post by: Ferion_Virian on April 15, 2018, 03:15:53 am
mod - remove damage to armor, i.e. remove DR decrease.
for those who don't like what bad people dent our precious.

mod v2 - remove damage to armor from weapons (acid still burns) and hammers special changed to chance to ignore 30% DR, chance based on skill lvl, up to 75%, adjust some attacks and remove stat penalty from attacks. armor pierce & barbed missiles tweaked. SP bonus from int changed. reworked.
(click to show/hide)
Installation:
1) Download the archive.
2) Unpack it to ./mods/ folder in the game dir. (make "mods" folder if you dont have one)
3) Game dont want override attacks, so you need do it manually via Total commander(or similar programm): scripts.aod - archive you can open it via TC, copy with overwriting attacks.cs.dso from ./mods/noarmourdamagedrv2/scripts/data/core to ./scripts.aod/data/core
https://drive.google.com/file/d/1ew9n9hROj_NINd9X8FQ3POWKQkJ60kDk/view?usp=sharing


Title: Re: DR Mods and Modding
Post by: Sunfire on April 16, 2018, 02:27:30 am
A small mod for DR named "Arizael Commission".

Modification:
- changed Marcus' Dodge skill to Block, changed Stone Hammer to Gorza, added Barrel Lid;
- changed Ardomir's Crossbow skill to Bow, changed Crude Crossbow to Crude Bow.

Installation:
0) Make a copy of original file scripts.aod in the game dir to any other place.
1) Download the archive.
2) Copy ArizaelCommission/scripts/data/ sub-folder from it to the file scripts.aod, overwriting any files.

Download link:
https://drive.google.com/open?id=0B_7LLaL2_sHuS0I0Q01RbmRYM0U (https://drive.google.com/open?id=0B_7LLaL2_sHuS0I0Q01RbmRYM0U)


Title: Re: DR Mods and Modding
Post by: TexasHouston on September 19, 2018, 04:27:19 am
 enable/disable the mod (without unins


Title: Re: DR Mods and Modding
Post by: NewAgeOfPower on November 16, 2018, 07:13:50 pm
I recall being able to use the AoD modding tools on DR in the past, yet now it seems to fail...

(https://i.imgur.com/gzNnd5T.png)


Title: Re: DR Mods and Modding
Post by: Sunfire on November 17, 2018, 11:10:43 am
Yep, it isn't working now.


Title: Re: DR Mods and Modding
Post by: NewAgeOfPower on November 17, 2018, 06:40:28 pm
Yep, it isn't working now.
*sigh* is there an older version or workaround? I've changed computers...


Title: Re: DR Mods and Modding
Post by: Sunfire on November 18, 2018, 01:45:54 am
*sigh* is there an older version or workaround? I've changed computers...
I haven't either. Try to ask Nick.


Title: Re: DR Mods and Modding
Post by: Sunfire on November 19, 2018, 05:03:21 am
A small mod named "Pladio Commission".

I just finished my run as a thief, which was a lot of fun. However, I managed to defeat Agatoth with suboptimal fighting skills by using bombs.
All I did was use a neurostim + 6 bombs and he was dead. Many of those bombs were simply bought from traders.
I was thinking that this does not make much sense. I would understand it if bombs were available from the assassins' guild alchemist, but they should be quite rare I think.
Another fix might be to slightly increase their AP costs.

Modification:
- increased bomb throwing AP cost by 1.

Languages: all.

Installation:
1) Download the archive.
2) Unpack it to ./mods/ folder in the game dir.

Download link:
https://drive.google.com/open?id=1e-rLW82gLlhOF0rwYStn65YgDPzBv-LH (https://drive.google.com/open?id=1e-rLW82gLlhOF0rwYStn65YgDPzBv-LH)


Title: Re: DR Mods and Modding
Post by: Nick on November 19, 2018, 12:54:16 pm
Uploaded DR ItemGen:
https://drive.google.com/open?id=1A8ixlN0YgCbQVJaAFdxRRdzlD_Kri69V


Title: Re: DR Mods and Modding
Post by: NewAgeOfPower on November 20, 2018, 01:00:06 am
Uploaded DR ItemGen:
https://drive.google.com/open?id=1A8ixlN0YgCbQVJaAFdxRRdzlD_Kri69V
Much appreciated!


Title: Re: DR Mods and Modding
Post by: Deni on October 14, 2020, 04:59:09 am
A small mod for DR named "Arizael Commission".

Modification:
- changed Marcus' Dodge skill to Block, changed Stone Hammer to Gorza, added Barrel Lid;
- changed Ardomir's Crossbow skill to Bow, changed Crude Crossbow to Crude Bow.


Hi Sunfire!
I'm interesting to do a mod myself. Could you please advise how did you do modification of the stats.dat file?
Is there any tool or at least binary format description?


Title: Re: DR Mods and Modding
Post by: Nick on October 14, 2020, 07:38:42 am
Hi Sunfire!
I'm interesting to do a mod myself. Could you please advise how did you do modification of the stats.dat file?
Is there any tool or at least binary format description?

Sunfire hasn't been around lately, but I can answer your questions. Are you sure the filename is right? We have stats.cs, or items.dat, but not stats.dat.


Title: Re: DR Mods and Modding
Post by: Deni on October 14, 2020, 01:57:49 pm
Sunfire hasn't been around lately, but I can answer your questions. Are you sure the filename is right? We have stats.cs, or items.dat, but not stats.dat.

Sorry, actually it's "chars.dat" - the same file that was modified in ArizaelCommission mod.
I figured out what bytes are responsible for stats and skills and can locate some items in inventory to replace.
However more complicated tasks require better understanding of the file format.

For example, I would like to fix a issue which happen when Ranged Construct is out of ammo - game crash.
Happens sometimes with solo character with high shield skill. If my guess is right I would try to fix it by extra ammo in construct inventory.


Title: Re: DR Mods and Modding
Post by: Nick on October 15, 2020, 10:04:41 am
There is a crash? Let me check.

Yes, reproduced. Fixing immediately.

Regarding the chars.dat, there is a special ingame editor that writes in that format. We released it for AoD, since there was much higher demand, but not for DR. Let me know if you have plans for more mods (except this fix), and I'll strip and upload the editors for you when there is time.


Title: Re: DR Mods and Modding
Post by: Deni on October 15, 2020, 10:43:49 am
Yes, big plans for the mod. Regarding chars.dat, I'm not sure if I need more than I already can in hex editor (skills, stats, SP, substitute some items). Thanks!


Title: Re: DR Mods and Modding
Post by: Nick on October 15, 2020, 11:38:49 am
Uploaded the fix to the test branch, can you verify the crash is fixed and the game is running fine overall?

In order to switch to it, go to your Library, right-click Dungeon Rats -> Properties -> Betas, enter the password: "blacksheepwall" without quotes, click "Check Code". A new branch will appear in a drop-down menu above, select it, close the window. Make sure Steam downloads an update for DR, restart Steam if necessary.

P.S.: So let me know if you need to edit chars.dat or maps for your mods, I'll start working on uploading editors then.

P.P.S.: The item editor is already shared, it's here: https://drive.google.com/file/d/1A8ixlN0YgCbQVJaAFdxRRdzlD_Kri69V/


Title: Re: DR Mods and Modding
Post by: Deni on October 15, 2020, 01:41:08 pm
Quote from: Nick
Uploaded the fix to the test branch, can you verify the crash is fixed and the game is running fine overall?
Thanks for quick fix. Not sure if I can find sav-file to verify fix without play from beginning. Just used as an example of change I would try in chars.dat.
Speaking about bugs, top of my wishlist for fixing is:
  • doubled skill points http://www.irontowerstudio.com/forum/index.php/topic,7563.0.html
    (too much extra SP for sword and dagger, not good for balance)
  • throwing bomb/fire at certain spot do nothing: http://www.irontowerstudio.com/forum/index.php/topic,7874.0.html

Quote from: Nick
P.P.S.: The item editor is already shared, it's here: https://drive.google.com/file/d/1A8ixlN0YgCbQVJaAFdxRRdzlD_Kri69V/
ItemGen is a great tool, I'm using it :)


Title: Re: DR Mods and Modding
Post by: Nick on October 15, 2020, 05:11:24 pm
Quote
Thanks for quick fix. Not sure if I can find sav-file to verify fix without play from beginning.

I'm fairly certain that bug is gone, but I'm hesitating to publish the new version for everyone, since it's compiled years after the previous patch and I'm afraid to cause launching / compatibility issues for people. So let's wait until someone who'll read this thread volunteers to play the test branch a bit and let us know if it's good.

Quote
Speaking about bugs, top of my wishlist for fixing is:

Logged, but those will have to wait for another window of opportunity =)


Title: Re: DR Mods and Modding
Post by: Üstad on October 19, 2020, 07:39:37 am
Is there a way to implement old savage blow to axes? The ones with flat damage increase not STR damage.


Title: Re: DR Mods and Modding
Post by: Deni on October 19, 2020, 09:41:50 am
I'm fairly certain that bug is gone, but I'm hesitating to publish the new version for everyone, since it's compiled years after the previous patch and I'm afraid to cause launching / compatibility issues for people. So let's wait until someone who'll read this thread volunteers to play the test branch a bit and let us know if it's good.

Checked on encounter with 4 constructs.
    1. Public build: Error on turn 27 - combatSpecterCombatThinkTactics "shouldn't happen" message box appears.
    2. Private test build (used sav-file produced on public build): No error on turn 27 and later. Ranged constructs are out of ammo, stand on positions and don't attack unless PC is on melee range. No new errors/changes noticed.

Note: both tests were performed on DR with my mod, however my mod does nothing with the constructs.


Title: Re: DR Mods and Modding
Post by: Deni on October 19, 2020, 09:55:29 am
Is there a way to implement old savage blow to axes? The ones with flat damage increase not STR damage.

Current passive is Critical Damage bonus - for attack types where Critical Damage is in Critical Effect list.
In-game hint "<value>% chance to strike a savage blow - opponent's strength reduced by 1" is not correct.

Flat damage can be implemented by:
    setWeaponPassiveEffects(axe,     "damage_Coef(1.25)");
as specified in http://www.irontowerstudio.com/forum/index.php/topic,7437.msg152993.html#msg152993


Title: Re: DR Mods and Modding
Post by: Nick on October 19, 2020, 10:04:21 am
Checked on encounter with 4 constructs.
    1. Public build: Error on turn 27 - combatSpecterCombatThinkTactics "shouldn't happen" message box appears.
    2. Private test build (used sav-file produced on public build): No error on turn 27 and later. Ranged constructs are out of ammo, stand on positions and don't attack unless PC is on melee range. No new errors/changes noticed.

Note: both tests were performed on DR with my mod, however my mod does nothing with the constructs.

Thanks, publishing.


Title: Re: DR Mods and Modding
Post by: Deni on October 19, 2020, 01:20:22 pm
Checked on encounter with 4 constructs.
    1. Public build: Error on turn 27 - combatSpecterCombatThinkTactics "shouldn't happen" message box appears.
    2. Private test build (used sav-file produced on public build): No error on turn 27 and later. Ranged constructs are out of ammo, stand on positions and don't attack unless PC is on melee range. No new errors/changes noticed.

Note: both tests were performed on DR with my mod, however my mod does nothing with the constructs.

Thanks, publishing.

After all 2 questions:
1. Stating game from the beginning noticed a change:
Enemy start attack more than 2 times per turn.
Previously any enemy in the game was able to do move + 1 attack or 2 attacks even if it has AP to do more.
Now ants can move 1 tile and perform 3 attacks e.g. Yeah, now ants are more challenging!
Is it expected change?

2. I want to double check that the change is caused by the update, however I didn't figured out how to switch back to the official build. I selected "NONE" in the properties... -> BETA, but seems it doesn't work - no files updated.
Tried to restart steam either.
Could you advice?


Title: Re: DR Mods and Modding
Post by: Deni on October 20, 2020, 06:25:19 am
Hi Nick,
After game remove and reinstall got the same behavior. May be because you've published the build.

Looks like difficulty is increased dramatically with the change, for example:
* Various ants can move and attack 3 times per turn, each hit adds dodge penalty +5 which stacks.
* Scolopendra attacks 3 times per turn.
* Emperor and his crew throw 3-4 projectiles each instead of 2 - not good for health, especially if you rely on dodge.


Title: Re: DR Mods and Modding
Post by: Nick on October 20, 2020, 10:25:45 am
Hi Nick,
After game remove and reinstall got the same behavior. May be because you've published the build.

What do you mean? It's crashing again? Or that it's not crashing anywhere now? Hopefully, the latter, since the build on the public branch is now exactly the same as on the test branch.

Quote
Looks like difficulty is increased dramatically with the change, for example:
* Various ants can move and attack 3 times per turn, each hit adds dodge penalty +5 which stacks.
* Scolopendra attacks 3 times per turn.
* Emperor and his crew throw 3-4 projectiles each instead of 2 - not good for health, especially if you rely on dodge.

There haven't been any balance changes since the previous build from 2017, so not sure how that's possible.


Title: Re: DR Mods and Modding
Post by: Deni on October 20, 2020, 11:01:37 am
No crash, crash fix is fine.

Enemy behavior changed.
Previous behavior: any enemy strikes maximum 2 times per turn (or maximum 1 time if it has to move before attack).
Current behavior: enemy strikes as much time as its AP allows.

Current behavior corresponds to enemy behavior in AoD.
So may be you just updated some shared files in the build?
Or may be there are changes done in 2017 but not published?


Title: Re: DR Mods and Modding
Post by: Deni on October 21, 2020, 12:07:28 pm
Sorry guys,
Judging from "There haven't been any balance changes" - the change of enemy attacks per turn is not expected.
What would you plan to do?
1. Check it, investigate reasons
2. Return previous build
3. Nothing - after all new rules are fair, also the harder the game - the better
4. Nothing - described change can't be true, no need to check


Title: Re: DR Mods and Modding
Post by: Nick on October 22, 2020, 06:28:12 pm
I planned to go through all code and script revisions in source control from 2017 to 2020 checking for changes that might've caused it. And I already did so and found out nothing. There are some good bugfixes (like double SP fix ported from AoD), but nothing that could influence AI or AP. So I assume everything is working as intended and the real cause is on your end - like different character stats, for instance, since you mentioned starting a new game:

Quote
Stating game from the beginning noticed a change

Different stats and skills for your PC may result in different AI evaluations, followed by different actions.

If you wish, I can set the test branch to the previous build. Then you can try the exact same character (from the same save file) on two builds and tell me if there is a difference in enemy behavior.


Title: Re: DR Mods and Modding
Post by: Deni on October 23, 2020, 12:58:28 am
There are some good bugfixes (like double SP fix ported from AoD), but nothing that could influence AI or AP.
That's great, thanks!

If you wish, I can set the test branch to the previous build. Then you can try the exact same character (from the same save file) on two builds and tell me if there is a difference in enemy behavior.
Yes please, set the test branch to the previously published build.
I will compare builds under the same conditions and let you know.


Title: Re: DR Mods and Modding
Post by: Nick on October 23, 2020, 08:33:54 am
Done. Let me know.


Title: Re: DR Mods and Modding
Post by: Deni on October 23, 2020, 11:41:50 am
Done. Let me know.

Reproduced on the same sav file.
Scenario:
1. Load "Testrogul1603250672_auto_combat.sav" attached
2. Press Space to start combat in default position
3. Press Space to skip turn
Ver 1.0.6.0040: 9 ants attacks until your next turn
Ver 1.0.6.0029: 5 ants attacks until your next turn
See screenshots with combat log attached.


Title: Re: DR Mods and Modding
Post by: Nick on October 23, 2020, 01:39:03 pm
Got it, will take a look when I have a time window.


Title: Re: DR Mods and Modding
Post by: Üstad on October 24, 2020, 08:41:11 pm
Is there a way to implement old savage blow to axes? The ones with flat damage increase not STR damage.

Current passive is Critical Damage bonus - for attack types where Critical Damage is in Critical Effect list.
In-game hint "<value>% chance to strike a savage blow - opponent's strength reduced by 1" is not correct.

Flat damage can be implemented by:
    setWeaponPassiveEffects(axe,     "damage_Coef(1.25)");
as specified in http://www.irontowerstudio.com/forum/index.php/topic,7437.msg152993.html#msg152993

Thank you, does that change chances of passive? If not, how to rever that as well? I dont know old passive values, so I have to ask.


Title: Re: DR Mods and Modding
Post by: Nick on October 29, 2020, 01:48:36 pm
Reproduced on the same sav file.
Scenario:
1. Load "Testrogul1603250672_auto_combat.sav" attached
2. Press Space to start combat in default position
3. Press Space to skip turn
Ver 1.0.6.0040: 9 ants attacks until your next turn
Ver 1.0.6.0029: 5 ants attacks until your next turn
See screenshots with combat log attached.

Well, I'll be damned. There IS a bug, and a major one, but it's pretty random. Due to uninitialized memory, AI can skip its turn after one attack, mistakingly thinking it's out of AP. Fixed it, but was the game balanced with proper AP usage in mind? I'll talk to Oscar about that.


Title: Re: DR Mods and Modding
Post by: Deni on October 30, 2020, 01:34:07 pm
Oh, that's what I was afraid of: fixing bug implies rebalancing.
It's not good to keep the bug. Still just fixing the bug may make some PC/party builds nearly impossible.
And I'm pretty sure you don't have time for proper rebalancing :(

Fixed it, but was the game balanced with proper AP usage in mind?
What looks more important - how it worked when tested.

There IS a bug, and a major one, but it's pretty random.
Random - does it mean the bug should reproduce from time to time on the same conditions? or it appears for some players only?
As for me it reproduces in 100% with 1.0.6.0029.
I used to exploit this behavior: for example, leaving 2AP to step 1 tile back allows to deal with 1 attack instead of 2 on enemy turn (they attack once if have to move and twice if not).


Title: Re: DR Mods and Modding
Post by: Nick on October 30, 2020, 03:42:39 pm
It seems that it's "random" during compile time, producing a build with or without it. There are underlying reasons, of course, depending on the way compiler allocates memory, but there is no need to investigate further there since it's fixed.

Rebalancing: I asked Oscar to run multiple Ant fights, he says it's very doable and shouldn't be a problem for players with the new build.

I'm including "bomb falling through the ground" and "double XP from status effect deaths" fixes and updating the game once again today.


Title: Re: DR Mods and Modding
Post by: Deni on October 31, 2020, 01:45:09 am
It seems that it's "random" during compile time, producing a build with or without it. There are underlying reasons, of course, depending on the way compiler allocates memory, but there is no need to investigate further there since it's fixed.
Thanks for the details!

Rebalancing: I asked Oscar to run multiple Ant fights, he says it's very doable and shouldn't be a problem for players with the new build.
Yeah, I also did it (with murderous solo) - however I spend more food which is scarce later in the game.
Note that many fights difficulty increased (ants is easy part): Scolopendras now attack 3 times instead of 2 per turn, Melee Constructs attack 3 times instead of 2, The Emperor throws 4 axes instead of 2 per turn, etc...

I'm including "bomb falling through the ground" and "double XP from status effect deaths" fixes and updating the game once again today.
Good, thanks!


Title: Re: DR Mods and Modding
Post by: Wrath of Dagon on October 31, 2020, 11:48:41 am
Solo psychopath was pure hell with the recent build. I don't believe the meteor constructs are even possible with my build, which was a straight forward block/hammer.


Title: Re: DR Mods and Modding
Post by: Nick on November 01, 2020, 08:51:41 am
I'll ask Oscar to do those fights too, if it needs to be rebalanced, it should be done via gameplay means (i.e. stats & items), not the bug =)
Maybe you can attach saves with your builds to give us more context?

P.S.: Oscar said earlier that when the game was balanced (with the dev build), he clearly remembers that the ants were attacking multiple times, so I assume it was balanced without the AP bug in the way.


Title: Re: DR Mods and Modding
Post by: Deni on November 01, 2020, 11:31:40 am
if it needs to be rebalanced, it should be done via gameplay means (i.e. stats & items), not the bug =)

Could you please make a brief changelog for the rebalancing when it's done?

You know, I've made a mod (it's a lot of balance changes), testing have been in progress when AI was fixed.
Then I tested it again with new AI, made rebalancing myself and now I'm testing it again...
Looks like upcoming stats & items change will require extra rebalancing of my mod and more testing...
Knowing what exactly is changed in the update will help me a lot.


Title: Re: DR Mods and Modding
Post by: Wrath of Dagon on November 01, 2020, 12:06:42 pm
The first save is the block build just before the meteor constructs. The second save is a dodge build which I couldn't do at all because I got shredded by the two archers at the river every time, the save is just before that. Let me know if you need more saves.


Title: Re: DR Mods and Modding
Post by: Deni on November 01, 2020, 02:04:24 pm
The second save is a dodge build which I couldn't do at all because I got shredded by the two archers at the river every time, the save is just before that. Let me know if you need more saves.

Speaking about archers, bomb throwers and other ranged enemies:
  • Old behavior was: if you perform successful AoO when enemy retreats he doesn't attack you.
    I always thought it was intentionally...  :D
  • After the fix: successful AoO doesn't prevent enemy attack.


Title: Re: DR Mods and Modding
Post by: menyalin on November 01, 2020, 02:35:22 pm
I'm including "bomb falling through the ground" and "double XP from status effect deaths" fixes and updating the game once again today.
Speaking about updating and patching: IIRC, there was strange thing with splashing acid. It completely destroys shield equipped on target in center of AoE (makes one particular boss fight so much easier). And maybe copy some of attacks tweaks and fixes from latest AoD build? Later will affect combat balance for sure and definitely can ruin some builds, daggers in particular.
If you have time ofc...


Title: Re: DR Mods and Modding
Post by: Deni on November 27, 2020, 10:54:37 am
Finally my mod is ready - finished and tested.
Since it's the biggest mod for DR ever published with a lot of changes I created separate topic:
http://www.irontowerstudio.com/forum/index.php/topic,7899.0.html

Anyway short description for this thread:
The Overkill mod provides alternative combat experience for the Dungeon Rats. The mod changes many combat mechanics (attacks, passive, defense, etc), items and NPC stats, providing more viable options to develop your character and companions. The mod is aimed to those who already played the game and used to its difficulty, likes to replay with different PC builds and tactical approaches.


Title: Re: DR Mods and Modding
Post by: Deni on December 22, 2020, 12:29:51 pm
Don't understand why Constructs damage my armor so easily. Can anybody advise?
Triple strike frequently damages steel Lorica Segmentata with hardness 60 or higher
However what I see in sources:
    "DEV - Spectre Spike" (6901) that constructs are equipped with has hardness 0
    There shall be +20 for material (for steel construct) and up to +20 for hardened upgrades (if any)
    "SPECTRE ATTACK 2 - 3 Strikes" has "armourDmgChance_Mod(-15);" in effects
So triple strike shall have zero chance to damage armor with hardness more than 25.

Did I missed something? Is there some hidden stat or script?
(screen with log is attached)


Title: Re: DR Mods and Modding
Post by: Nick on December 22, 2020, 05:36:15 pm
Gotta check sources to say for sure, but maybe the experts around here will have the answer sooner.


Title: Re: DR Mods and Modding
Post by: CappenVarra on December 23, 2020, 02:49:18 am
Any chance of the latest DR build being available on GOG?

I downloaded the latest version there, but it seems ancient - e.g. axe passive reduces target strength and mods (some weapon passive changes that work fine in AoD) don't seem to work...


Title: Re: DR Mods and Modding
Post by: Nick on December 25, 2020, 12:21:20 pm
Done.


Title: Re: DR Mods and Modding
Post by: CappenVarra on December 26, 2020, 05:25:18 am
Cheers, that's a nice present for the holidays!

Now only for GOG to actually make the update available for download (after their QA or whatever)...


Title: Re: DR Mods and Modding
Post by: Nick on December 26, 2020, 05:22:16 pm
GOG Galaxy downloads the right, updated version for me (1.0.6.49-50).


Title: Re: DR Mods and Modding
Post by: CappenVarra on December 27, 2020, 04:13:24 am
Thanks for mentioning that detail - I don't use Galaxy, and the offline installer is version 1.0.6.28.

I'll install Galaxy just to grab the updated files then :)

Thanks again!


Title: Re: DR Mods and Modding
Post by: Deni on January 11, 2021, 12:24:51 am
Is there way to change algorithm of NPC attack selection?
For example:
a). select regular attack instead of fast when THC is less that some value
b). take remaining AP into account
c). take helmet DR vs armor DR into account
d). add some degree of randomization

What I found in "ai_combat" are only thresholds which have to work with some algorithm not exposed in the DR_Script_Src.
For example "$combat_profile_thcReqRegularAttack" threshold supposed to imply that fast attack has higher THC than regular one and will be chosen if THC is low. However in my mod fast is fast but has lower THC which doesn't fit the threshold logic.


Title: Re: DR Mods and Modding
Post by: Nick on January 11, 2021, 11:16:38 am
IIRC, attack selection is done on the C++ side. Exposing the whole thing to TorqueScript would take a lot of time, unrealistic for us at the moment, with all the CSG workload.


Title: Re: DR Mods and Modding
Post by: Deni on January 11, 2021, 11:54:19 pm
IIRC, attack selection is done on the C++ side. Exposing the whole thing to TorqueScript would take a lot of time, unrealistic for us at the moment, with all the CSG workload.

Could you please share corresponding C++ code?
May be I can do some tricks with the threshold exposed if I understand the algorithm.


Title: Re: DR Mods and Modding
Post by: Nick on January 12, 2021, 02:16:17 pm
You won't be able to compile the game with only AI source file. You'd need full game's source + engine source + configs + 3rd party libraries, a package we can't share for legal reasons (even if we made the decision and took time to prepare the game to go open source).


Title: Re: DR Mods and Modding
Post by: Deni on January 13, 2021, 01:11:16 am
You won't be able to compile the game with only AI source file. You'd need full game's source + engine source + configs + 3rd party libraries, a package we can't share for legal reasons (even if we made the decision and took time to prepare the game to go open source).

Yes, understand this, but it's not what I'm asking.
I just want to to look at this code, not to compile it.
It will help to figure out for example what attack is used if several attack conditions are met.


Title: Re: DR Mods and Modding
Post by: Deni on February 05, 2021, 12:14:40 pm
Is it possible to view enemy attack type via combat log or some debug output?
Is it possible to view THC and CSC?


Title: Re: DR Mods and Modding
Post by: Nick on February 08, 2021, 01:53:02 pm
Is it possible to view enemy attack type via combat log or some debug output?
Is it possible to view THC and CSC?


Yes, it's all visible in console.log, which is where saves are (Documents\My Games\Dungeon Rats). Look for stuff like this:

Test: Auxiliary Soldier (705) begins his turn.
Test: Selected attack by available AP: FAST
Test: Attack 15, attacker's data:dam_rng = 13-17, ammo = regular
Test:  --- Attack 15, hit attempt (31/39) ---
Test: Chars: Auxiliary Soldier (705) -> Titus (1)
Test: Weapon: Sledgehammer (134)
Test: Attack: FAST
Test: Pos: (76;73) -> (76;72)
Test: Defense: dodge.
Test: Hit hit.
Test: Passive defensive effect: no.
Test:  -----------------
Test:  --- Attack 15, hit impact ---
Test: Victim's DR: 0.
Test: Weapon: Sledgehammer (134)
Test: Chance to score a critical effect = 3, roll = 3
Test: Critical effects scored: yes.
Test: Chance to score a weapon passive effect = 0, roll = 0
Test: Weapon passive effect scored: no.
Test: Knockdown: no
Test: Resisted damage: 0 (0 victimDR) -> [0; 14]).
Test: Final damage = 16.
Test:  -----------------
Test: Natural armour damage chance from weapon + attack effect bonus: 50 + 0 = 50
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): 50 + 20 - 50 + 16 = 36
Test: Chance to damage armour = 36, roll = 74
Test: Titus is hit, 12 HP left.


Title: Re: DR Mods and Modding
Post by: Deni on February 10, 2021, 11:21:19 am
Yes, it's all visible in console.log, which is where saves are (Documents\My Games\Dungeon Rats).

Many thanks for pointing out to this log file!

However why game process locks the file preventing read access?
I can't read the log until I quit the game which is a bit inconvenient for testing.


Title: Re: DR Mods and Modding
Post by: Deni on February 10, 2021, 11:43:25 am
Now I can find answer to my old question why Constructs damage my armor so easily:

Don't understand why Constructs damage my armor so easily. Can anybody advise?
Triple strike frequently damages steel Lorica Segmentata with hardness 60 or higher
However what I see in sources:
    "DEV - Spectre Spike" (6901) that constructs are equipped with has hardness 0
    There shall be +20 for material (for steel construct) and up to +20 for hardened upgrades (if any)
    "SPECTRE ATTACK 2 - 3 Strikes" has "armourDmgChance_Mod(-15);" in effects
So triple strike shall have zero chance to damage armor with hardness more than 25.

There is a bug in calculation of armor damage chance. Look at this log fragment:
Code:
Test: Chars: Construct (470) -> Nona (1)
Test: Weapon: DEV - Spectre Spike (6901)
Test: Attack: TRIPLE STRIKE
...
Test: Natural armour damage chance from weapon + attack effect bonus: 0 + -25 = -25
Test: Final armour damage chance(natural + vsMetal - armour hardness + weap hardened bonus): -25 + 20 - 100 + 25 = 25
Test: Chance to damage armour = 25, roll = 22
Test: Armour damage: Success. Damage to <armour> = 1
Test: Nona is hit, 13 HP left.

"-25 + 20 - 100 + 25" must be "= -80" however result is "= 25"
Looks like intermediate result before "weap hardened bonus" added is clamped by zero.


Title: Re: DR Mods and Modding
Post by: AODFreak on June 02, 2021, 05:31:39 am
Currently playing on version 1.0.6.50 and apparently, the Axe Passive is still "Savage Blow" - chance upon hit to reduce strength by 1.

I saw in some comments above, that apparently, it is not the case anymore and that it is most likely a tooltip failure. Am I correct in that assumption?

If not, how do I edit the files to return to the older (newer?) version of axe passive, that grants damage increase on hit?

Thanks in advance


Title: Re: DR Mods and Modding
Post by: Deni on June 02, 2021, 12:09:01 pm
Currently playing on version 1.0.6.50 and apparently, the Axe Passive is still "Savage Blow" - chance upon hit to reduce strength by 1.

Build has to be 1.0.6.0051 (at least for Steam)
There is wrong text in char_screen.english.cs file about "Savage Blow".
Actually Axe passive is damage increase on critical hit.


Title: Re: DR Mods and Modding
Post by: AODFreak on June 02, 2021, 12:55:16 pm
Thank you for quick answer.

My version is from GoG, and as it seems right now, I'm not able to download the latest patch. Must be some issue on GoG's end.

Guess I'll have to contact them.....

Unless, I can download the latest patch from somewhere else?


Title: Re: DR Mods and Modding
Post by: Deni on June 02, 2021, 02:05:29 pm
May be GoG build has different version and it's normal... because technically build has to be bit different for GoG and Steam.
Anyway I'm pretty sure that the text and actual behavior for axe passive are the same.


Title: Re: DR Mods and Modding
Post by: Sunfire on October 24, 2021, 12:07:41 pm
Bug Fix v2 mod.

Modification:
- added some combat and alchemy changes from AoD build 1.6.0.134;
- used AoD Bugs Fix 1.6.0.0119 (v.47) (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899) mod;
- used Bug Fix (http://www.irontowerstudio.com/forum/index.php/topic,7293.msg161193.html#msg161193) mod by menyalin (http://www.irontowerstudio.com/forum/index.php?action=profile;u=11970).

(click to show/hide)

Languages: EN, FR, PO, RU, SP.

Installation:
0) Make a copy of original file ./scripts.aod in the game dir to any other place.
1) Download the archive.
2) Unpack it to the ./mods/ folder in the game dir.
3) Copy its ./mods/BugFixv2/scripts/data/ sub-folder to the file ./scripts.aod in the game dir, overwriting any files.

The file ./scripts.aod in the game dir is an archive, actually, and can be navigated through by some unpackers or file managers (i.e. Total Commander) like usual folders.

Download link:
https://drive.google.com/file/d/1zWWPVKtIkLNw3YeGfvQncS31mJmKjtEy/view?usp=sharing (https://drive.google.com/file/d/1zWWPVKtIkLNw3YeGfvQncS31mJmKjtEy/view?usp=sharing)

Screenshots:
https://drive.google.com/file/d/1W8WdCooG4kQOtOQrUPbLTXBG19w2pSci/view?usp=sharing (https://drive.google.com/file/d/1W8WdCooG4kQOtOQrUPbLTXBG19w2pSci/view?usp=sharing)
https://drive.google.com/file/d/1_OvfOrY4enFkWJAeDZA6kECR9iwuc3KX/view?usp=sharing (https://drive.google.com/file/d/1_OvfOrY4enFkWJAeDZA6kECR9iwuc3KX/view?usp=sharing)
https://drive.google.com/file/d/1aYWIsxySgaf4gVehyagISmuMLPe6ywQX/view?usp=sharing (https://drive.google.com/file/d/1aYWIsxySgaf4gVehyagISmuMLPe6ywQX/view?usp=sharing)


Title: Re: DR Mods and Modding
Post by: Sunfire on October 24, 2021, 12:58:40 pm
Hi Sunfire!
I'm interesting to do a mod myself. Could you please advise how did you do modification of the stats.dat file?
Is there any tool or at least binary format description?
Hi Deni!
Sorry for the late reply, seems like you figured it all out by yourself.
Feel free to ask anything about modding and the like, I'll try to help.