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Comment History
KatArus
KatArus - - 21 comments @ Doom Infinite

Feels like excessively sweaty Nightmare! cranked to 257. I prefer extermination gameplay instead of speedrunning so it's not my cup of tea.

Best of luck with the development nonetheless.

Good karma+2 votes
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5 (RC13)

Weird. Everything I've put in UserMODs worked fine in previous RC. Maybe I messed something up.

Good karma+1 vote
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5 (RC13)

Is there an easy way to make old h5u creature retexture packs work again? It seems that you have changed the file structure paths.

Good karma+1 vote
KatArus
KatArus - - 21 comments @ MAIM and DISMEMBER ZOMBIES

Okay, so mod summary:
1) only 7 inventory slots, 10 with skills.
2) skills make weapons have insane durability, +60% and +60% for modified which defeats the whole point because zombies die in 2-3 hits so modified crowbar will last you an hour
3) all boxes have weapons and it's the same weapon for the whole area - brass knuckles for resort, hatchet for jungle and city and there is never a shortage
4) damage scaling - your damage is based on level, enemy HP is based on level so you will kill enemies in 2-3 hits to the head on level 1 and level 60.

Overall it's not bad, but not good either. Very playable if you mod in bigger inventory, pickup-able healing items and bigger ammo capacity.

Good karma+1 vote
KatArus
KatArus - - 21 comments @ MAIM and DISMEMBER ZOMBIES

Seeing skill trees is enough to tell that there is no proper balance or progression in this mod. RNG instakills are still here, flying strike (jump like a retard to double bladed damage) is still here, ammo capacity and inventory skills are a waste of skill points and other bonuses like 4% crit per skill point are too strong and 10% bullet penetration per skill point is too weak.

I'll try to use it as a base and give it an hour of Notepad++ balancing.

Good karma+1 vote
KatArus
KatArus - - 21 comments @ MMH5.5: Release Notes (RC11)

Glad you're still at it.

I've happened to find a couple of minor issues:
1) Swift Mind seems to conflict with "free attack at the beginning of combat" hero specialization - their free attack counts as first action in combat and hero resets to 'usual' 10 initiative ATB position after making that shot instead of 12.5
2) Combat skill based bonus hero standard attacks (e.g. Chain Attack) disregard Ranger's Imbue Arrow skill and do not cast Imbued spells when triggered.
3)Arcane Avenger skill does not count exact number of spell casts. E.g. if you have Triple Ballista skill it will shoot three times casting imbued spell after each shot but mana will be drained as if spell was cast only once.

Having a blast (literally, he-he) playing Impossible 8 player max difficulty map.

Good karma+3 votes
KatArus
KatArus - - 21 comments @ Disciples 2: Rise of the Mod

Hi. Did you ever explore the possibility of building more than one branch of buildings and selecting exact upgrade on levelup?

Good karma+2 votes
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5

My hero does not have Occultism and there are also no red 'affected by shatter destruction' text or something of the like. Book says 720 damage, hovering over creature says 720 damage, but actual damage is 180. Lightning Bolt says 432 damage in the book, on the tooltip and deals 432 damage. Same siege battle, same creatures, 6 casts in a row. As far as I'm aware, there are no abilities or artifacts that would affect only one but not the other.
Here's a save for reference. Just hit end turn and siege will begin. Drive.google.com

Good karma+2 votes
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5

Hello. A few issues in the RC10B3 build:

1.Chain Lightning seems to be bugged after becoming level 3 spell. It does 4 times less damage than tooltips say on Master Destruction hero. It is still affected by lightning artifacts and perks, but Destruction skill itself does not affect it's damage it seems. Usual Lightning works fine.

2. Ballista specialists still start without one. Having to cough up 1.5k to 3k gold which is a price of 10 and 20 tier 3 shooters respectively to be able to do 2x 6-9 damage early game is kinda ridiculous. On top of that, half of specs have less than 50% to gain damage increasing stat on levelup. Maybe it could help if NPC considered ballista a shooter so you could tank with it's huge HP pool. It's not affected by buffing spells either so it's usefulness is severely limited comparing to Summoning or Destruction.

3. Not really an issue, but a point regardless: compensating computer players lost creatures 'experienced players wouldn't lose' completely contradicts map generating mechanics. As it is now, it is physically impossible to fight mixed stacks without considerable losses due to sheer amount of shooters and casters they have. It was bad enough for stacks of druids/mages/liches/whatever, now you either have to lose shooters to neutral shooters or to attack/block neutral shooters with your fast creatures and let other neutrals beat crap out of them. Blocking with 1 creature stacks does not work either because due to randomized starting initiative neutral melee stacks will just wipe blocking creature without wasting shooter's turn on this.

Point is, it is impossible to properly fight AI face-to face out in the open because by the time I get a good stack of t7 creatures it has 2x amount of all other creatures in it's army comparing to me. It IS possible to win retaining 60-70% of my troops, or turtling it out in town and lose even less, yes, but all other AIs continue snowballing HUGE armies in the meantime and eventually it gets to the point of no return.

Good karma+1 vote
KatArus
KatArus - - 21 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Drive.google.com
Here's my gamedata archive. I use 9000 carry weight, you can change system and actor to whatever you want.

I scientifically determined that 90% of the general population are useless retards when I was 12 y/o. Just something to consider.

Good karma+1 vote
KatArus
KatArus - - 21 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

My point is NOT about closing gaps between tiers, it's about not having a proper starter tier and cost effectiveness. Of course everybody would skip 50k stuff in favor of 100k stuff if 100k stuff is 120% better than their current gear and 50k is only 30% better. Buying that 50k gear is a waste of money and repairing/upgrading/maintaining that gear is a waste of money too. Now if that 50k gear actually had 10k price tag along with cheap upgrades there could be a debate whether it's better to get it and upgrade it or keep running around in anomaly fields wearing completely ruined Sunrise packed with artifacts.

Right now there is NO debate - 0 durability suit with 3 artifact containers is hands-down the most cost-effective artifact-hunting tool, period. Give viable options.

Good karma+1 vote
KatArus
KatArus - - 21 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Just a quick note about economics overhaul:

while overall dynamic discount is very solid, rc6 has notable economical problems - there is still no concept of 'starting level' gear. Trash-tier ammo prices are good +/-, but basic 5.45 AK costs 15k without goodwill modifiers and quest to give one to NPC gives only 5k in return. Just repair a scavenged one for 2k profit. And never buy one to use yourself.

Same thing about armors - starting tier dedicated anomaly protection suit (which is complete garbage) costs 100k while heavy SEVA costs 135k. Sunrise costs 35k while NBC costs 46k and you actually start the game wearing faction-specific Sunrise. These items are not worth their cost and I doubt anyone EVER buys them. This ruins start of the game quite a bit since I personally NEVER buy intermediate gear, just get a good 40-60k tactical helmet when I can afford one skipping the gas mask and then go for top-tier armors. Marginally better shouldn't cost exponentially more. IMO.

Good karma+1 vote
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5

Aight, fingers crossed.

Good karma+3 votes
KatArus
KatArus - - 21 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

nvm, found it myself. It was spelled as british 'artefact' rather than american 'artifact'

Good karma+2 votes
KatArus
KatArus - - 21 comments @ S.T.A.L.K.E.R.: Call of Chernobyl

Could someone please give me a link to 1.4.22's artifact degradation fix? I remember someone posting it here some time ago but I misplaced it somewhere before installing and can't find it anymore.

Good karma+2 votes
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5

Thing is, it goes into toggling mode after a certain ingame day rather than after fiddling with anything. I did give it a spin a few ways and it does not go away regardless. No luck there.

Good karma+2 votes
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5

Thanks for your time and effort. Cheers.

Good karma+2 votes
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5

Bummer. I've been playing for 5 in-game months and everything was fine up until I defeated green player's main hero. I use win7 64 Ultimate and run 6 core 4ghz AMD processor. I don't think it has anything to do with my software or anything, I tried playing around with admin privelegies, windowing, graphics, dismissing heroes, selling artifacts etc to no avail. It just starts on a certain in-game day and doesn't go away plus reloading the save just before that turn's end fixes it so apparently something does happen ingame. Here's the save just before bug pops in, just hit end turn and it starts toggling next turn. If it does not bug out for you... well... :(
Drive.google.com

Good karma+2 votes
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5

HW cursor behaves exactly the same, it is just smaller in size. By the way client behaves it seems that game is starting doing something every second or so, it still allows you to rightclick but does not respond to left clicks like it's not your turn or something.

Good karma+2 votes
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5

- console command reports that H55 is running fine
- I double checked - Steam downloads game as version 3.1 exe version 3.1.2.98
- I play regular single player games vs AI. First one was 1.32 RMG map I generated myself using utility exe. My current game is on RMG 1.30 map that came with the mod itself.
- I use MMH55_64 to play so it does not crash when loading and uses better AI processing. On a side note I tried using MMH55_Utility_64 and after painfully long AI turn my game locked in hourglass cursor state permanently instead of toggling. Console command reports that everything is fine though.

Good karma+2 votes
KatArus
KatArus - - 21 comments @ Might & Magic: Heroes 5.5

Greetings. I've played 2 games so far, one on 1.32 RMG, other on a bundled premade 1.30 5p Ultima - both of them ended up bugged. I didn't edit anything or tampered with any mods or such, even did a clean Steam reinstall for the second attempt, using clean rc9b build.

On a certain day my cursor starts hourglass-horse toggling every second and the game stays that way when I reach that day even if I reload an earlier autosave and do different things. Not only visually annoying, the client is also unresponsive when cursor is in hourglass state. If you suck it up and keep playing it gets progressively worse to the point that cursor stays in hourglass state most of the time and you can't interact with the game map as a result.

I have saves that get reliably corrupted the next day regardless of exe used or player's actions and can upload them for testing if needed.

Good karma+2 votes