You can filter your search by including or excluding tags. Game time will be frozen during a unit's turn, and go on between turns. ... D from vampire hunter D, etc. Kingmaker version 1.3.3 / 2.0.x (2.0.8 has fixed certain bugs which was fixed by this mod, but those fixes won't be broken by this mod) UMM version 0.14.1 and above; Mod Conflicts. The unit takes a standard action when casting the spell and use a move action after attacking (because it's a full round action). All the assets in this file belong to the author, or are from free-to-use modder's resources, You are not allowed to upload this file to other sites under any circumstances, You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator, You can convert this file to work with other games as long as you credit me as the creator of the file, You are allowed to use the assets in this file without permission as long as you credit me, Asset use permission in mods/files that are being sold, You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms, Asset use permission in mods/files that earn donation points, You are not allowed to earn Donation Points for your mods if they use my assets, https://www.kickstarter.com/projects/owlcatgames/pathfinder-wrath-of-the-righteous/posts/2755596, Added immediate action support for other mods, Added an option to fix the action type of activating an item storing a full-round spell, Added an option to fix inspecting enemies can cause errors in certain condition (in fact it's forced on since the bug can break this mod), Improved some patches to prevent this mod from being broken by outer bugs, Fixed units could end its turn faster while standing up from prone, Added an option to fix Spellstrike will apply a touch effect twice when hitting target with a natural weapon (or a unarmed attack), Added an option to fix the action type of swapping weapon, Changed standard action and move action will always be regarded as cooling when it's not in units turn (for compatibility reason), Changed logging warnings instead of stopping loading if the mod fails to patch the game (for compatibility reason), Fixed activating an item storing a full-round spell is considered as a full-round action instead of a standard action, Added an option to fix Acrobatics (Mobility), Added an option to fix that certain neutral units can attack their ally, Added an option to fix that certain aura effect will be triggered repeatedly when you inspect its owner, Fixed the exact range of movement is still slightly shorter than the indicator range, Fixed when the "Auto cancel ..." options are turned on, actions will be cancelled if you just reach the target but run out of the movement, Reuploaded 1.0.6, the package of 1.0.6 was 1.0.5, Added Russian translation (much thanks to Msarc), Adjusted the font size of buttons on combat tracker for Deutsch & French, Changed the minimum distance of charge is now euqal to the distance of 5-foot step plus 2 feet, Changed units can no longer move and charge in the same turn even using the five-foot step, Fixed the exact range of movement is slightly shorter than the indicator range, Fixed when AI do not have enough actions they still try to use full-round abilities, Added French translation (much thanks to slipenbois), Fixed when a unit appears on the end of the combat tracker, the red icon of surprise round will be displayed in a short time, Added Deutsch translation (much thanks to michalnh), Added an option to fix the damage bonus of certain abilities (Blast Rune, Moonfire), Changed combat tracker and indicators can be hidden with other HUDs (using the hotkey in UI Extensions mod), Fixed combat tracker isn't refreshed instantly when changing language, Changed to exit combat as soon as possible when there is no enemy, Fixed some bugfix options do not take effect unless re-enabling turn-based mode, Fixed missing the "Localization" folder causes a critical error, Fixed if you set more than one of "Ctrl", "Alt" or "Shift" in a hotkey, it won't be displayed properly, Added a check to reset all settings when upgrading from beta version, Added a button to enable / disable full attack (plus a hotkey), Added an option to set the max delay between iterative attacks, Added an option to prevent unconscious units from instantly leaving combat, Addad an option to fix the damage bonus of Blast Rune, Added an option to fix the missing effect of Shadow Evocation Sirocco, Added an option to fix that you can somehow make an AoO to an unmoved unit just as it's leaving the threatened range, Changed to mark the units who can act in current round instead of who cannot act, Changed the setting of "Turn-Based Mode" will be saved now, Changed 5-foot step will be auto turned off (if possible) if you get a returned move action after attack, Fixed a confused player unit is still uncontrollable on turn start even if it should act normally this turn, Fixed you can't delay after just trying to do something but failing at the beginning of turn, Fixed the circle of indicators won't disappear when the unit dies if the mouse is hovering on it, Added a mark in front of the name of the units which cannot act before the next round, Added a time scale multiplier for invisible units, Added an option to fix the distance of Blind-Fight, Added an option to prevent abilities from targeting untargetable units, Added an option to prevent confused units from trying to attack dead units, Fixed turn-based mode cannot auto start in certain cases, Fixed player's unit cannot end its turn if it's unable to act, Fixed the resource of activated abilities won't be consumed even if the unit delays to the next round, Added an option to ignore dead units if they cannot be targeted, Added an option to re-roll perception dice against stealth once per round, Changed units remembered by enemies can enter stealth in combat (when they're out of LoS), Changed units in stealth won't be spotted by neutral units, Changed when the mouse is hovering on a unit's view, the indicators will show its circles instead of current unit's ones, Fixed turn-based mode cannot auto start if enemies spawn in player's sight, Implemented proper "Stand Up" action (standing up from prone will cost a move action), Changed an unactable unit will lose one turn instead of being frozen, Changed units that are summoned before combat won't get additional duration anymore when combat start, Changed the later the unit is summoned, the higher the order of its turn (after its caster), Changed units remembered by any enemy cannot leave the combat (regardless LOS), Fixed combat start and end instantly in specific cutscene, Added an option to scale the size of the combat tracker, Added an option to toggle 5-foot step when right click on the ground, Added an option to toggle "Surprise Round" feature, Changed the conditions for acting in the surprise round, Changed when a hidden unit is acting, it will be shown as "Unknown" on the combat tracker, Changed when the mouse hover on a unit's view, the unit will be highlighted on the combat tracker, Fixed charging units can sometimes get infinite movement and attacks after it's stuck, Fixed charging units will circle around and never end turn when there is no valid path to its target, Fixed summoned units will exist one more round when they should be "dismembered", Fixed an error happens when clear a hotkey, Separated all bugfixes to a new settings tab and make them toggleable, Added a notification that will be shown when switching between the combat modes, Added an option to ignore the "Pause On Combat Start" setting when the turn-based mode is enabled, Added an option to set Overrun ability as a full round action, Added an option to set Angelic Form ability as a move action, Added an option to auto deactivated certain abilities after combat (Inspire Greatness, Inspire Heroics), Added an option to fix Spellstrike does not take effect when using Metamagic (Reach) on a touch spell, Changed the background color of the combat tracker, now it has better contrast, Changed the disabled color of the special action buttons, Changed summoned units can act in surprise round if the summon is finished and their caster can act in surprise round, Changed summoned units that is not summoned using a full round action can act immediately after their caster's turn, Fixed the duration of the summon spells is one-round less than what it should be, Fixed using 5-foot step after a charge is accidentally allowed by the previous update, Fixed sometimes the movement speed become twice after a charge, Fixed clicking an enemy during charging causes the unit attack twice, Fixed combat will start when using any ability on non-enemy objects, Changed unseen enemies will be able to act in the surprise round, Changed AI units will try to approach the target with 5-foot step if possible, Added the "Show Ability Range Instead Of Attack Range When Using Auto Cast" option, Fixed "Inspect" is broken by the previous update, Added the "DO NOT Moving Through Non-Ally" option, Added the "Try To Avoid Overlapping When Charging" option, Added the "Auto Cancel Actions On Turn-Based Combat End" option, Added the "Do Not Mark Invisible Units" option, Added the "Do Not Show Invisible Units On The Combat Tracker" option, Added the "Minimum FPS" option, and auto decrease Time Scale to prevent FPS drops below this value, Changed units will trigger the combat before attacking or using an offensive ability, even when they are in-stealth or invisible, Changed units can take a standard action to use a full round ability in surprise round (except making a full attack), Changed joining combat during regular rounds won't cause flat-footed anymore, Fixed sometimes Charge ability could be interrupted (due to many reasons), Fixed queued actions can't be canceled on turn start (e.g Kinetic Blade and Gather Power), Fixed queued actions can't trigger a surprise round, Fixed Kineticist doesn't remove the previous command if you command it to attack with Kinetic Blade before the combat, Fixed the small circle under the in-range ability targets is hidden when the attack indicator option is enabled, Fixed Eldritch Archer can spellstrike twice in surprise round, Fixed Spellstrike doesn't take effect when attacking a neutral target, Fixed the color of UI element doesn't change when attacking neutral units, Fixed using Charge right after disabling Defensive Stance will waste the action, Added the "Try To Avoid Overlapping When Moving Through Ally" option, Changed the combat tracker won't be shown during a dialogue anymore, Fixed the "Fix x as y action" options are accidentally broken by the previous update, Fixed units won't leave combat when their in-game state changes (caused Call Forth Kanerah/Kalikke glitch), Added the Unity Mod Manager support for checking the availability of updates, Fixed the "Auto Turn On AI ..." option "is accidentally binding to the "Auto Turn Off AI ..." option, Added a temporary bugfix, which fix a vanilla bug that the ability circle won't show up if you first select it via hotkey, Added the "Show Unit Description When Right Click The UI Element" option, Added the "Auto Turn On Unit's AI When Ending The Turn-Based Combat" option, Added an optional icon to indicate if a unit loses its dexterity bonus to AC to current unit, Changed the icon to indicate a "surprising" unit instead of indicating a "surprised" unit, and also changed the image usage. A unit could lose its Dex bonus to AC because of following reasons (it's not a mod feature, this mod just show the icon to indicate the state): Kingmaker version 1.3.3 / 2.0.x (2.0.8 has fixed certain bugs which was fixed by this mod, but those fixes won't be broken by this mod). Scorching Ray), Fixed some area effect moves in real time (e.g. to everyone who gave me feedback or reported bugs, you guys made this mod better. If the unit delay or end turn before it stands up, it will stay in prone. If you have a feat/ability that needs full attack, and it's applied to the first attack, the move action will still be returned if you did only one attack. Mod changes game and party speed in different modes. * Sometimes if a unit provokes Attack Of Opportunity and is killed, it can still complete the last action before it dies (it's a base game issue). Units can take a 5-foot step before, during, or after your other actions in the round. Either way, the forces of death move through you and touch your every action. Duergar Geokineticist), Fixed Pounce doesn't take effect when using Charge as a full round action, Fixed sometimes the movement indicator isn't cleared after combat, Remade 5-foot step, it's now a real 5-foot step, Added options to show the movement indicator, Added an option to set Charge ability as a full round action, Changed the combat tracker now will always stay behind the combat log, Removed "DO NOT Auto Cancel ..." options because they're useless (you can re-demand a touch action through the action bar), Fixed "toggle off TB mode" does not work properly if you toggle it BEFORE the combat, Fixed hotkeys will be broken after you exit to the main menu, Fixed sometimes buffs can last one more round than the duration they should have, Fixed units keep consume their movement when trying to move even if they are stuck, Fixed Spell Combat cost only one standard action instead of a full round action (now it eats the move action after attack with its weapon), Fixed if Magus is not close enough to target when ordering Spell Combat, it will perform a single attack instead of a full attack, Fixed if Magus has moved in current turn, it will not perform Spell Combat (it should perform Spell Combat unless it has no move action), Added options make "Moving Through ..." not affect the enemies, Added the "Radius Modifier Of Collision" option, Added an option to select a unit via turn based UI, Improved combat UI, better skin and offering more info, Implemented "Moving Through ..." as an option, Changed some code logic, supposed to make it work more properly, but might cause new bugs, Fixed the turn will be more than 6s if the time goes too fast, Fixed the confusion effects sometimes does not work properly, Fixed a confused unit can move after self harming, Added an option to toggle the flanking mechanic change, Fixed units can touch their targets unlimited times until hitting, Added a custom hotkey to toggle turn-based mode, Added an option to speed up the animation of full round spell, Added the "Camera Lock On Current Non-Player Unit" option, Changed flanking do not consider opponents' command anymore, Changed camera lock will not work when the game is paused, Fixed some cutscene animations are skipped during TB combat (e.g. Actions ( including 5-foot step before, during, or re-rolls when it 's a game... 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