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Messages - Bumbleguppy

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601
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 05 December 2018, 19:42:34 »
OMG, I totally forgot that the dodge was capped in AE! Thank you for reminding me! :D

yeah, maybe something like -15 epic, -20 legendary, is plenty

EDIT: The Life Leech resistance and Mana Leech resistance aren't debuffed by playergamebalanceattributes in AE, so I think I will still nerf those resistances as well

602
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 05 December 2018, 18:04:01 »
Thank you. :)

BTW, I went through the Batle Rage tree and just RIPPED out all the bonuses lol

Totally made it like vanilla.

Removed all the physical bonuses from battle rage and reduced the physical to lower than vanilla. I think a big issue is the fact that it procs 100% instead of like 15%, so I have to treat it like a toggled buff, you know?

Instead of 33% bonus to offensive ability, it starts at like 5% and increases per level to encourage stat dumps into the skill. Also the duration and cooldown do that too. It is still superior to vanilla, just not so OP I hope.

Also nerfed Crushing BLow quite a bit.

Once I update the download and someone tests it, we'll see if it is enough.

Updated the dropbox database ONLY link if you want to try the new version of Battle Rage changes:
https://www.dropbox.com/s/bwqz7e1up12wp34/LegionOfChampRagnarok_database_only_v1.zip?dl=0

603
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 05 December 2018, 17:45:52 »
If anyone wants to help me look for the flw in my quest file, I could use another pair of eyes.

So many time when I am writing code it's a typo or something like that that my eyes just brush past.

Anyway, I'l figure it out eventually.

I attached a PDF printout of the quest file, but the quest editor's pront function doesn't preserve the developr comments which is a dumb oversight in retrospect.

604
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 05 December 2018, 17:19:32 »
I just sent you a link to the xpack2 quest files with the updated quest.

You can see from the attachment I had before that the quest has:

  • Use the relic on the key hole thing
  • Spawn skeletons

then a completely different step:
  • Kill all the skellies
  • unlock and open the door

So I consolidated these two steps into one

  • Use the key on the key hole thing
  • spawn skellies
  • unlock and open door

so even if a skelly doesn't spwan, the door is already open anyway.

EDIT: When I said earlier I don't have time, I meant energy. Once it's gone...it's gone.  I'm not working right now so I have plenty of time, I just get exhausted, you know? Like my eyes are swimming with database column values and I look at a word and suddenly I don't know what it means. THAT kind of exhausted.

ALso, I have to admit when I look at that screenshot of the door to the Dvergr halls, it's pretty damn beautiful, isn't it? Just fantastic artwork. :)


AND I still don't know why my Djinn quest didn't work for nargil66. No clue yet.

605
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 05 December 2018, 17:06:46 »
Until I have some free time, I'm just fixing bugs

I just spent three hours trying to fix the Djinn quest and the Dvergr doors quest.

Sometimes it's just heartbreaking how much time I have to spend to make things people take for granted (no blame, just a fact) to even work at all. Can you imagine if you downloaded a mod and the door to the Dverger halls was broke> Or the cave entrance was gone? I would uninstall right then.

And I have so many ideas and the mod needs so much new content like unique items and monsters, and I just don't have the time to do any of it. :(

But like Churchhill said "If you are going through hell, keep going" :)

606
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 05 December 2018, 16:05:27 »
double post

I faced this problem now


I clicked on the ancient device, 1st wave of skelletons appear, i defeat then , and nothing else spawns. i relog the game, and its the same.

Well, according to the quest file the door should unlock after killing all the skeletons. There aren't any other conditions besides using the relic on the keystone thing.

I attached a screen shot of the pertinent section in teh quest file so you can see yourself.

I don't know what went wrong for you. All I know is that I haven't touched the quest file, the skeleton proxies or that entire map section.

I will try to change the quest file to unlock the door when you use the item instead of after killing the skellies.

607
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 05 December 2018, 02:01:01 »
Created a new legendary staff, though I don't know if I can pronounce the name: Phthinoporon
Basically the Moire (Fate) of Autumn. Does cold and vitality damage, grants skill Autumn Nymph, +1 to all skills. A brown nymph casts Autumn Grief in 6 m radius every 6 seconds reduces enemy resistance to elemental, vitality and life leech and slows by 15% and reduces total damage by 15%. 30 second life, 60 second cooldown, manually activated.
Recolored Hecate's Rod for the staff.

Took some time to turn the snowy wagon wreckage in Act 5 into treasure chests.

Oh yeah, the corpses have treasure, if you like to desecrate the dead you irreverant looter.

But they also spawn ghosts.

608
New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 05 December 2018, 01:14:00 »
XPack2/items/equipmentweapons/staff/u_l_02.dbr

The cold min value in teh item base damge is entered in the "offensiveBaseColdChance" instead of the "offensiveBaseColdMin" slot.

609
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 04 December 2018, 22:35:27 »

Is this entrance always closed ? i dont remenber if it the same from vanilla, but its strange.
Yeah, this is another reason for alpha testing. When I work with the game map, sometimes doorways will break for no reason. I didn't touch the dorrway or the surrounding area. It just breaks sometimes. I reconnected the doorway, no problem. I just need to test every doorway to see if it's broke.

Can you look the mana leech radius from draug princes ( the caster ones), i think its kinda large radius, as i enter into the tombs in barrows and my mana went to zero in matter of secs.
No problem, I nerfed it  so it has a steeper skill level so it will be just as bad in legendary but gentler in normal.


i Think the healer should be near the portal of King Gylfi's Settlement, and not near of sea captains
I'm not sure what you mean, so I added a healer to the main town by the portal and kept one by the next rebirth as well.


The Restless King, 2nd form, could be buffed
Done, made a new skill Unclean Onslaught with a new effect. Increases attack speed and adds poison damage and +%physical.

It was so cool that I added it to an item skill to several unique axes. Rogue should definitely like it. :)

Have you changed the casting speed animation of thunderclap skill? i notice on last update, the casting is now 5x faster than before.
No, do you mean Storm Surge? Yeah, I changed the particle effect as I never liked the vanilla one. Lightning should be QUICK, the skill itself  and the player animations remain unchanged.

The spectral wolf quest, any tips where i should look at ? i explore every cave around the area and not a single clue, our maybe i miss one (?)
No, I was just going off the bugfix thread. I looked in the map for awhile and never found the quest giver so I added her to the Gylfi settlement by the cave near the portal. I hope that's all that I need to do...

Scepter of Erebus, is missing a grant skill description.
Fixed.

Will the troll~ wolf rider , change into champions in the future ? since all mounted enemies are turned into champions ( i enjoyed that change btw)
Updated them to champ and added skills to them and buffed them up.

610
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 04 December 2018, 18:14:12 »
The brute  (medicine waylaid)  and the demon for the lost dowry quest seem to be not has hard to beat as in the previous edition of the game.
Okay, I buffed them.

Also you gain the second level  as soon as you killed the first monster for the rescuing the horse  quest (Timaeus)
This is by design as I hardcoded that into the first quest file. You don't need to kill the monsters, simply get the horse quest and the quest giver gives you enough xp to get to level 2.
This is a special favor to those who want to do the "no kill challenge" where only pets get the kills. And for me, since I like pets from the start. :)


Those railway, in salt mine, is making the navigation a litle hard, since i cant pass through then.
Now THIS is why I am doing an alpha and not straight to beta. I had to go into the database and set their "allowPAthing" to true.
Then I had to rebuild the map and map's pathing. I just assumed you could walk over tracks as I have done that so many times IRL. Fixed when I upload the next map update.

i think Onslaught skill ,from ancestral melle warriors, description is wrong
I was just lazy. Fixed.

Bonepiles only in Corinth Zone, spawns monsters from act 4. In the North is fine
Okay I will look into this, it's hard to do (there are so many linked files it is hard not to get confused) so I will do it later.

Ketos big chest, drops act 4 relics
Fixed.

Karkinos~Razor clawn , found in Corinth, are tagged as normal monster instead of champions
Fixed

Soulspike gives +3 invalid skill profile
Fixed

Khathonian Razor, still have +2 invalid skill profile, the rest is fixed.
Fixed.

Trolls~Crushers could throw rocks more often when in range.
I updated their skill config, should help. Also updated the range that they can use the skill  to be more flexible.

There arent any health shrine near the fountains,  like the previous acts, btw
Actually there are, but the proxies were set to a low number for chance to spawn. I set them to 100% like all the other acts. You are just really unlucky lol

King Goldtooth, troll king, in my opinion,  hes bit to strong in melle range, dealing 1k+ each hit and with a tanky hp, was a long and hardest batle so far. Also he summon trools so very far away from the batle.
Yeah, I hadn't looked at his file before except to add the global boss properties.

He does 400-500 per hit, plus strength and other bonuses, including a healthy flat offensive ability buff. So I lowered his physical damage to half that, but added a buff to epic and legendary.

Also, the summon skill used an interesting feature. Summon skill templates allow for "alternateSpawnLocation". So if you add a quest location to the map, and list it in the file, that's where monsters will spawn when the skill is used. Neat!

So anyway, I removed that, it's gimmicky. It would be more appropriate for like the Egypt Telkine or Alastor that don't move around a lot.
Instead I made a summon skill like the Tegea Zombie boss that spawns a ring of trolls of different varieties directly around the troll king.

Frost trolls are green , im assuming it is correct ( ? )
Yes, I had to add new textures to their meshes to make them green. Trolls are always green, it's just the way it is. :)


Nerthus Ancient bosses, of the Soil and  of the wild, can have extra tricks, the others two are fine ( in my opinion ofc)

Okay, though I wasn't sure which one is which, Raganrok naming conventions in the database are not as good as the original so I just buffed all of them.


EDIT: The reson the act 4 monsters were spawning from bonepiles in act 5 is because the proxies in Act 5 corinthis are using the treasure accessoriy files from act 4. So I made them act 5, problem solved.

611
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 04 December 2018, 02:25:18 »
ANybody remember Munderbunny's mod Underlord?

He had a special system where an aura appeared in boss locations in epic and legendary that nerfed your dodging and life leech and manaleech resistances. I spent a couple hours implementing that system today. -33% dodge in epic and -50% in legendary. -25%  and -33% leech resistances.

It is spawned in boss areas in the map and has a 50m radius, which is usually enough. I spawned 3 in the Manticore area just to cover the whole thing in evil goodness.

Forgot I hadn't added the ghost bosses in the Crystal quest in Hades palace, so I spent awhile adding them today.

Added a different spawn mechanic for the greek telkine where his summons spawns from a pool, so 2 of his regular limos spawn that have the give life skill to heal the telkine, and 2 or 4 basic limos like the ones in parnassus caves.

Added Scarabeus minions to the pool for the boss Scarabeus.

Mostly been putting out fires from the alpha tester thread, though :)

612
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 03 December 2018, 23:05:42 »
I am afraid I agree with nargil66 on Warfare Battle Rage tree.

So I made it start at tier 2. Then counterattack at tier 5. And Crushing Blow at tier 7.

You may balk at tier 5 and 7, but I was comparing the skills from vanilla to my version and they really are OP now with the added damage, especially Crushing Blow with +%physical that vanilla doesn't have.

Added increasing chance for retaliation instead of flat 15% along with 15% chance for +%additional bonus physical retaliation and 15% chance stun retaliation to Counterattack.

Also I tweaked the duration and cooldown of Battle Rage so it rewards more skill points/+skills items to get gud.

I removed the bonus physical damage from Weapon Training. TBH, I don't remember why I added it. Oh well, I forget a lot of things these days. It will get worse before it gets better :)

I nerfed the warfare pets defense a bit and reduced their armor by 10%. The ancestral horn soldiers are still as strong as wolves, but I also changed their fire resist from 0 to -15. Archers are now weaker defensively compared to vanilla wolves. A bit.

I'm wondering if the regeneration from Onslaught and ignore pain is making a difference in survivability like I wanted?

I fixed and tested the Harbor quest in Corinth and it finally works. I am truly sorry about this sauruz, and it took me hours of work to finally get it right so I already received my punishment. :)

I have updated the dropbox link to the mod (not the database only link) because I had to redo the map and quest files to get the harbor quest thing to work.

Oh yeah, nargil66...I finally got around to using one of the textures you sent and added the Tomb Raiders to the Place of Truth :D

I'm not sure they aren't OP. :)

It takes an hour to upload the mod to dropbox, so the other changes will have to wait for another day.


613
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 03 December 2018, 01:47:25 »
Defense -
Missing connector on Battle Awareness tree
Typo in shield clang descrip (teh)
Fixed. I just did a search-and-replace "teh" in theModStrings file, there was like 4 times I did that.

Rune
Skill connector misaligned on Pets tree
Giant has a weird animation (I assume it is the stomp skill) he turns teal and takes a knee and sits there for a few seconds
Fixed skill tree alignement.
Yeah, I was trying to experiment with Mimer's golem's reflect type skill where he just kneels and does reflect, but it doesn't work so I removed it.

Spirit-
Soulstrike UI box is a circle/square combo
Skeleton archers forgot their bows!
Fixed ui for button.
Can't replicate missing bows on my computer.

Storm-
Frost wisp has a missing name skill
Can't find this problem. My Druid has all the skill text in place so I don't know.

EDIT: Found it! Fixed.

Earth-
Core does not use Gaea rage skill. (I assume it is onslaught type skill like the elementals?)
Aw crap. I totally forgot to implement the skill in the pet files! Ah well, I fixed that now.

Earth Fury has a crazy fast castspeed/animation.
Yes. I slowed it a bit, but it's supposed to be fast by design.


-Theres a Satyr altar- TagMonsterSFM819
Fixed


-Khathonian Razor: it have no requeriments, 2 x invalid profile , No pet bonus listed
Fixed

-I can hear a lighting sund from chest trap, but nothing happens ( could be my own imagination)
Hmm...the mystery deepens. I will keep looking.


-Found 3x hephaestus Spider Bosses in every cave, 2x in cave of Apollo , 1x in Cave of Artemis ( and it hurts ALOT, 651 in each Bite, but i could kill her :D)
Ha haha! Oh man you are unlucky tester to get that, the pool was still the one I used without a map with the unique proxy. SO I went through and cleaned that up.  :))

-I just check it now, bit late, but
it is intended , it gave 3x Champion hearts
Yes.


No tag
This should not be there. So I removed them. I moved the fire bonus shrine to the Mystery Shrine pool.


"T" pose
Fixed. Created "dual wield" animations for them. They are just one-handed/spear with extra callback points for left hand weapon hit.


Also, theres a few monster under the stairs into Perinthean Armory
I will fix that.

Magma Spider quuen ( champions) seens to drop  Titianic essence ( got 4x of those ) when i was in the caves
Oops. I mixed up teh champs and the miniboss files when adding those. Fixed.

Notice as well, Dream Mastery is the only class with no lv 40 skill.
Yeah, I don't know. The skill tree is full so I would have to remove one skill or consolidate two like premonition and temporal flus or something. ?

614
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 02 December 2018, 23:10:35 »
It fixed the problem!

But..another one appear, theres on type of erinyes, that doesnt show up, the pets can see it and kill it , somekind of stuck
Well, if it isn't one thing it's another. Sigh.

I will foll around with the controllers. But to be honest, I don't have a test character that high a level yet   :-[

Was thinking too about Hoi Polloi and the Rogue knive skill... tbh, i miss the old skill from v1.1. What if it cast projectiles on every attack, but reduces total dmg by % like ternion? And its a left button skill again.
I spent several hours trying to make a pirate cannoneer, just for the experiment. The bad thing is dvergr and human animation are incompatible, even if they share same bones. First time i see something like this. The result was very wonky  :-\:
Yeah, I don't know about throwing knives. I like that idea of nerfing damage on the modifier for multiple projectiles.

I just recolored the dvergr skin and called it a day.

615
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 02 December 2018, 22:33:57 »
Okay, I just duplicated all teh seetings from Valkyrie since they work,

Here's the database replacement:
https://www.dropbox.com/s/bwqz7e1up12wp34/LegionOfChampRagnarok_database_only_v1.zip?dl=0

Spent the day trying to get an item skill to auto cast on teh Hoi Polloi ranged one-handed weapon.

Volley doesn't work even when I use the "baseatselfonequip" template.

Tried Thunder Strike skill, same thing. No ai controller would cause it to go off. If I used the skill manually with a button, it works.

So I guess the AI controllers with ranged one handed are buggy...at least on ranged-weaponm_spread template skills.

So I mage an attack projectile ring skill with 12 projectiles that causes confusion, but it has to be activated manually by button. Oh well.

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