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Messages - Bumbleguppy

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796
Ideas and Suggestions / Re: Version 2 Development
« on: 17 January 2018, 23:11:21 »
I will try. I was having some crashing issues in the Place of Truth tomb after adding some special textured black snakes, among other additions. I removed them as part of the bug hunt, but I really don't know what was causing the crashes.

I can try adding them again and seeing what happens.


Oh, I almost forgot.

Created a new glow texture with purple legs tips and back for the black widow uber level meshes.

Copied the Runemaster mines skill, but I used the blackwidow mesh for the projectile and gave the skill to the widows at level 21. It's a hoot.

Gave uber traps a clone of poison gas bomb but with the little fragment mesh for the projectile. Also gave them a retaliation buff and the uber skin from v1.1.

797
Ideas and Suggestions / Re: Version 2 Development
« on: 17 January 2018, 20:39:55 »
Yeah, it's fun. Sometimes they spawn behing things so it's a work in progress making sure that happens as little as possible.

As far a widow summons there is a 3 summon limit, 4 at level 21, 6 at level 26.

798
Ideas and Suggestions / Re: Version 2 Development
« on: 17 January 2018, 18:45:26 »
Good suggestions. I used the Terrifying Visage but made it an attack radius with 3.5 meter range. They get a party buff aura with a 12m radius that does extra damage and defense to insects and actually buffs party poison resist.

Here's a demo vid for the widows in action. Medea will be upset, but these are timed summons like traps.



799
Runemaster AE / Re: Runic Elemental Shotgun
« on: 16 January 2018, 23:49:20 »
Isn't there a synergy with the Runesmith phys to elemental conversion skill?

Wouldn't strength boost the physical damage so that it was converted to flat elemental so you could get a similar damage output?

Having more flat elemental to get boosted by Fire Enchantment/Storm Nimbus modifiers and items gets a similar result, doesn't it?

800
Ideas and Suggestions / Re: Version 2 Development
« on: 16 January 2018, 03:08:04 »
Yeah, the Rogue skill tree is full, I had to ditch rapid contruction to add the throwing knife mastery skill lol.

I gave the black widows the AlbinoSpider Queen web at max level as an uber skill. They get sneak attack at level 1, but they could use some other innate skills, but I haven't got that far yet. Any ideas are welcome. :)

Yeah, at max level, the tier 7 Poison Gas Bomb modifier reduces the cooldown to 0.4 seconds, so a little recharge gear and you can spam them like that. It should be obscene, but you'll need +10 to the skill to do that.

At max level 12 with no +skill items, it reduces the cooldown by half to a little more than 5 seconds.

EDIT: Also, I was thinking about making the Hired Goons, well, hired Goons as a scroll.

EDIT: I guess the crafting part of Champ Hearts is pretty fun. Ah, well. It's just a huge amount of work. I can import some, but I want to change some thngs. Like every class makes the same pieces, helm, torso and armband and that's it. No weapons or jewelry.

801
Ideas and Suggestions / Re: Version 2 Development
« on: 15 January 2018, 23:24:36 »
They are spiders, I like the simplicity as opposed to the epicness of Arachnos. Though the thought of black ninja Arachnos as a monster is pretty cool...in the Orient, of course.

Thinking about Champ heart recipes right now and I want to redo the whole ordnance scheme.

I'm feeling like I want to get away from a bunch of armor pieces altogether and rely instead on buffed MIs and uniques.

I was thinking about recipes for just amulets...dang, wish I had an "ordnance" equipment slot lol :)

Amulets and artifact?

How about two hearts make a fragment of a new uber heart? When the new uber heart relic is completed it makes a relic that adds +1 to masteries and some other bonuses, then slap it on whatever?

You could make an uber heart for helm, torso, greaves and armbands....that would be like +4 to all skills. Hmm. Too much.  Even with the lower drop rate.

How about +1 to one or the other mastery (random) and +2 to a random skill from the other mastery? That might balance better.

Nah, it's too much infrastructure to do. Relics, charms and artifacts don't get a prefix AND a suffix, just a "bonus", one file. That would mean the bonus files would contain a file with +1 to one mastery and +2 to every skill so 24 files, and the same for the other mastery. Then for epic and legendary that's a total of 144 bonuses for all three difficulties for every class of two different masteries. I won't do the math there. Geeze.

Okay, there could be recipes for either mastery, so for Conqueror you could choose a recipe for +1 to Defense that would later get a +2 skill to Warfare when completed or the other way around. That means the uber heart would have +1 to a mastery with the first fragment you make, which is nice. Then I could just have the bonus table an existing table for +2 to skills that is already implemented in the mod. Sweet.

Nah, why would you need to complete it then? It already has +1 to a mastery, who cares about +2 to a skill?

Unless I make the uber relic have only one piece, so it's already complete like in Act 5 relic reward Nerthus' Mistletoe. Yeah, could do that.

So the recipe would require, for Conqueror for +1 Defense and +2 to Warfare skill: 2 Complete Defense Hearts and one complete Warfare Heart. It can have an item skill baked in from the start that way and just add a +2 to Warfare skill as a bonus. Yep. This sounds pretty good.

Or I could skip the classes altogether and just make uber hearts for one mastery. But all those fun item skills though...

Anyway, I'm going to add custom vendors for recipes in this version so it will be easy to shop for them.

802
Ideas and Suggestions / Re: Version 2 Development
« on: 15 January 2018, 18:53:07 »
I decided to save the Winter Wolf miniboss for Act 5, so I made a HUGE ice sprite for the miniboss in a new cave by the merchant sauruz circled in that screen shot.

Added bleeding petbonus to rings and ammys. So the list of pet bonus damage for rings and ammys is:

  • elemental
  • physical
  • vitality
  • fire
  • cold/frostburn
  • lightning
  • lightning burn
  • poison
  • pierce
  • bleeding

Added a dumbed down version of the spell Elemental Chaos from the artifact Elemental Rage to Chimera, also the frost trap skill as well. Truly elemental boss.

I made an "executive decision", as in I don't care whether it's a good or bad idea, to remove Lay Trap ~ Rapid Construction and simply reduce the cooldown time by level to Lay Trap.

Also restored the lower damage to the Traps from the original version and gave them a passive nerf of -50% to every damage type but pierce.

Added a new skill to Rogue: Throwing Blade Mastery.

Passive ability that grants additional attack speed, projectile speed and physical damage while wielding throwing blades. Also lowers the dex requirement, but only while you have one equipped. That's kind of tricky, but you can swap out a throwing knife that you don't have the dex for in the slot of the equipped one. Just don't hit "W" to swap weapons...

I left the skill "Throwing Knife" and "Flurry of Blades" alone except for increasing the max level to +10 like all skills. I couldn't think of a way to control the ranged one handed weapon to have a burst that the player activates. Only the Volley template can add a projectile burst and that's a chance to activate not an active skill. "Skill_AttackWeapon" can have a modifier to increase the number of projectiles and spread, but then you get the multi shot every time and I wanted a skill that has a cooldown.

I could change "Throwing Knife" to require a ranged one handed to use, but then sword and ax and spear users wouldn't have the ranged capability so I think I will just leave it as is.

Taiji Dao, the dual wield Rogue ability, now qualifies ranged one handed weapons as well as swords and axes.

So at level one, you can put 1 in each and dual wield throwing knives with boosted damage right away.

Blade Honing now qualifies axes and ranged one handed to the list of qualifying weapons.

Sorry nargil66 :(, I didn't import Hired Goons for this version. Instead I went with Black Widows. They don't generate anger as much so they are pretty sneaky. They start with Sneak Attack. They have one pet modifier and that is the poison debuff aura that lowers poison resistance.

Poison Gas Bomb has a tier 7 modifier that grants huge buffs to damage and reduces cooldown time. It's completely possible to specialize in Poison Gas Bomb later in the game and just range all the mobs if you want to sink the points in.

803
Ideas and Suggestions / Re: Version 2 Development
« on: 14 January 2018, 16:22:09 »
Yeah. I was looking for a place for the Winter Wolf boss. I was going to repurpose the ice sprite guy quest cave, but this is a pretty good idea.

804
Ideas and Suggestions / Re: Version 2 Development
« on: 14 January 2018, 04:09:04 »
The little cave that is hidden away after the rebirth fountain that is after the Jade Palace cave exit. You know the one.

I made it into a climbing spiral ascent frull of Marids and Yerren to a snowy exterior where a bear riding Yerren miniboss dwells.

Trying to make the bear a Panda for fun, but It's hard to read the UV mapping when it's a pretty much all-white skin texture. :(

EDIT: Oh yeah, I made the Jiangshi Captains spawn a ghost when they die, I used the same spawn animations that the Mummy skeletons use.

805
Ideas and Suggestions / Re: Version 2 Development
« on: 13 January 2018, 02:56:45 »
Hoo boy had a close call.

I added obsidan rocks and volcanoes to the summit of the Mt. Qu Yu  for the Yai Guai boss, also re-added the disabled "Demon Charge" skill to chastise ranged players, but anyway...the Jade Palace pathing messed up.

Spent the last day or so paying with the "smooth" tool and pulling my hair out. The player would reach the end of the suspension bridge and then: blocked. Just like that.

The whole outside of the Jade Palace is one big mesh so it wasn't obvious what the issue was as the block occurred while on the mesh since the bridge is part of it.

So after trying everything and almost giving up, I deleted the Jade Palace exterior and then re-added it. Hooked up the door to the interior, built and saved and viola! It worked! Now let us never open that map section ever, ever, ever again.

The relief I felt today when my test player entered the Jade Palace is much greater than the devs intended for the original game playthrough, I'm sure. :D



Since creating a system to add a random player skill as a suffix, I decided today to go through and edit them so that there are tables for tier 1- 3 skills for normal difficulty. I figure by act 4 you can use the later tier skills so it's just for acts 1-3 normal. It's tedious but I'm making headway.

Imported the Tigerman Brute and Shadow Sorcerer today.

Just want to say that I'm really happy that I've made Shadowstalkers something to fear. Most monsters in vanilla are just HP sponges, so it's scary to encounter a monster that really drains your mana.

You really ought to be scared, too. If it was cute, you would just get grumpy and demand I remove the manaburn, but they're pretty scary and you should be scared sometimes. :)

Recreated the Jiangshi zombies for the orient. I went to a translator site and got the phonetic spelling for the words for Captain, Soldier and Archer. It's neat to see.

If you look at the Wikipedia entry for Jiangshi you see they are "hopping". I used neanderthal animations before, but this time I used a slowed down version of the Ice Sprite waddling run. It should be fun.


806
Yeah, it's pretty great. Good find. :)

807
Modifications / Re: Modders hangout
« on: 13 January 2018, 02:38:37 »
Hey Vio, good to see you.

Pretty stoked about playing with the Ragnarok changes. Already turned Volcanic Orb into a throwable mine. :)

808
I always choose TARGA as opposed to DirectDrawSurface file to save from Texture Viewer. Do you have any preference nargil66? Does it make a difference?

The only reason I like targas is that I'm familiar old school with them and I don't need plugins in Paint.net

809
Do you have your ArtManger set up? This is the most important step.

https://www.kirmiziperfect.com/titan-quest-how-to-create-a-custom-mastery-guide-by-poinas/

810
New Projects / Re: Deities Mod - Early Development
« on: 11 January 2018, 20:21:04 »
I cast a late vote for Hephaestus. :D

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