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Messages - Bumbleguppy

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31
Atlantis / Re: Obscured Visibility vs Ravages of Time
« on: 30 December 2022, 22:00:49 »
I think that reducing physical resistance is included with Obscured Visibility so it would probably help. Maybe drop a single point in it for tougher enemies.

32
it seem champions heart trasmuter recipe (normal) are beoken . only right slot works , other not .
Oh yeah, similar issue with the Ordnance formula where the search and replace tool I used replace the "\r" with a  carriage return character. I will fix it.

shield maiden

shield maiden are powerful (mostly tanky without lightning DMG) then other Level1 pet

but can it get +1 summon with +10 skill ?
Sure, I guess so.

swiftness of wind (natrue)
can it become a aura or AOE buff like rally ?
its very annoying on re-cast it , expected on part or all pets
Yes, I have thought about this and I am keeping it as a single character buff. It is annoying, but it will stay this way.

armor spirit

its look bit underpower with shield maiden
and it adrenalin have area , but seens no effect on other pet / player
I will look into it, but it is working right now and in Alpha testing I am looking for broken things, not underpowered things. That will be the beta testing I will do later.


I got the Nymphs at lv 22 , can they have a yellow name ?
I don't like the yellow names. Sorry.

Giesel quest gave a blank reward i guess its for a missing link on the relic ?
Yes, this was a bug in the base game quest file. The "give player item" quest command had "tagLogRelic" in the item slot instead of "Records\XPack2\Item\loottables\relics\01_act5_relics.dbr". I found it and fixed it and added the file to the mod.

There were a few times there was 2x healers in same spot during the exploration in Ancestral Lands. Are they random somehow ?

The healers are shrines in the database so I thought I would add them to the "encounters" proxies as an accessory and let the encounters handle the other things in the proxy pool entries.

But I had problems with Obsidian Obelisks and the healers spawning on top of each other occupying the same space, even with increasing the spawn extents so I just added the healers to the proxy files. I thought I had removed all the accessory files, but I hadn't got to act 5 until after the last update so I have already fixed it for the next update.

33
How does Dragon's Breath work in the Neidan mastery?  I see it's attached to the She Dao skill, but looks like you need to activate it.  Is it a sort of Thunderstrike skill?
Yes.

34
It's late but it was so fun I had to share.

I was working on turning the crates, weapon racks and such in Jotunheim into treasure shrines and I saw the barrels in the map editor adn thought I should make them tresure shrines too. THen I thought: No! I will make them gunpoweder kegs that explode with any amount of damage ha ha

So I made them monsters with 1 hit point and flipped the "generates anger" bit so pets ignore them. Testing it and BOOM BOOM BOOM ha ha ha...it was so funny thinking about it, I was such a big fan of Daffy Duck cartoons when I was a boy it really took me back. :))

So anyway, don't stand near the barrels in Jotunheim, just sayin'.


EDIT: Ha ha, so I added another monster that spawns from the dead barrel. It has the mesh of a broken barrel and a 1 millisecond lifespan with no death dissolve so it's corpse remains after death looking like a broken barrel. I gave it the Team_Human and TeamHuman_Friendly defaultTeam options like the killable guards and I gave it the same explosion skill on death.

So when a barrel explodes it hurts EVERYBODY, player and monsters ha ha...I was cornering Dvergr cannoneers on the wall and using Squall to detonate the barrels and it works ha ha

EDIT: Okay, the wheels are turning in my head...what other environment items or even monsters do you think should explode and hurt player AND monsters?

haven't thought too long about it, my first idea was Porcus poison puddles, make them so the Mermen wlaking on them get poisoned too ha ha...take that you slimy b*stards! ha ha

35
Today I discovered that the ragnarok quest "Spectral Wolf" quest file is no longer registered in the main map files. Hmm.

So I found one tiny quest file, copied the one quest step and placed it in another tiny quest file, both of which are just scripts that don't have a step to complete them which turns them off. I repurposed the first one with the spectral wolf quest.

Forgot that the map file no longer has the chest in the wolf den that spawns the quest item wolf skull and it has nothing unique that can be repurposed to spawn the quest chest. So I just gave the annoying spawning spectral wolf a 30% chance treasure proxy that spawns the wolf skull chest. Tested the whole thing today and it works okay. The main wolf boss that spawns when you have the skull is pretty tough and casts vision of death a lot.

Added a set to the fjord ichthian mage items. Rune + Storm themed.

Added vitality liches to act 3 & 4 again. Made a vitality based scepter of the liche king white/yellow staff that the liches can equip instead of random staffs so all abyssal liches carry a vitality based staff.






36
Does the dragon summon from Neidan have a specific elemental weakness ? i notice he dieds quickly with poison dmg.
They have 50% elemental absorption but are weak to poison and vitality. I added text to the skill description

If theres a room to improve the side quests i would give a call to "Outpost in the Woods", you need to defeat a strong boss and you get only a random magical armor, i would prefer maybe a couple champion heart. O:-)
Okay, a champion heart but remember, I don't have the game map so I can't access xpack quests. I could just change the loot in the master tables the quest calls in the database.


what the limos alike totem from lost soul caster do ? i remenber in last official patch the devs fixed a bug on the skill , now it heals the monsters close to the totem and do vitality dmg, what does in this version?
Just the same I think. Vitality decay as an attack radius and then Regrowth spell with dissemination

Notice the shade feeder (bone scourge) and Stygian hydradon in stygian marsh fell to quickly than for exemple the Urn Guardian, maybe they were weak to some sort of dmg type (?)
Had trouble with bone scourge my elementalist yesterday, probalby the damage versus undead of Spirit mastery and Lich Kings aura. Hydradon mini boss was vanilla. I imported my Atlantis mod files which are better.

The cyclops that guards Orpheus where doing the animation where they screams, but no skill or effect came up (?)
They were vanilla, I imported my Atlantis mod files which are better

37
Can aura of tranquility cast speed animation be alike Heart of Oak ? it feels slow casting the aura in comparation of HoK buff.
How about Earth mastery buff? I ran out of special animations for players, the game is buggy and only will allow up to 24 special animations even though the custom template goest to like 30 or 31. I would live to add a particle effect for Neidan skills but I'm out of room.

I think if im not mistaken  there is typo in vanilla that makes the descreated Dead ~ assassin having a really low chance to use armor than the same versions of previous encounters (awakened dead and Exhumed dead assassins)
I double checked my assassin skeletons in Greece directory and they use the same armor as Captains, I must have fixed that years ago and I don't remember if I did or what.

Sergos Longstride (centaur hero) doesnt seen to use any special skills, if not mistaken he requires a shield to cast then , and he doesnt have it always in vanilla, not sure the hows is in LOC.
WHy would vanilla give a hero Defense master skills but only a 50% chance to spawn with a shield? I fixed it.

Not long ago, i found out the Djinn cant cast their special cold/lighting enchant due of the error in the animation, but if you use the animation that they cast the spell projectiles, they start to cast the self enchants, in case you didnt know.
Sounds good, I look at the animations in Notepad++ and the text for the swipe/hit callback looks fine, but just to be safe I added the cast projectile and gave it a speed of 3.

If anyone finds the Monster Infrequent merchant in Hades Palace, DON'T portal back to town from INSIDE THE CAGE. I have done that on 2 separate occasions and was no longer able to path out of the cage. Had to portal back to the last portal by Persephone and track all the way back down. Step outside the cages before you teleport, this game is so buggy lol

Merry Christmas to all who celebrate it. :D

EDIT: I bet I know why Djinn have trouble csting their buffs, the dual wield animation! It has righthandhit AND lefthandhit so with a toggled buff like Storm Nimbus they are turning it on AND off in the same animation. If that's the case, you can use the singleHanded attack animation and it would also work for buffs.

38
Oh okay, I don't use the Vault except to trace down "Invalid SKill" or other file path mysteries so I've never encountered this.

What a relief, I can simply put on my PR hat and say "We don't support 3rd party software with this mod" ha ha ha

EDIT: Was tempted to update my avatar and make his mustache grey then I went to look at it and it already is, which ironically is a symptom of my more recent memory loss issues. My whisker are now officially all grey.white. No more handsome red/blond/brown mix. Farewell luscious but itchy whiskers, hello kinky white itchy whiskers.

39
is shieldmaidan only 1 ? i have raise lv to 16 , but only summon 1
Yes, I will update the OP to inform people of that.

Unfortunately changing the inventory bags to be different from normal resulted in this when I put some items from the Vault into them.   :(  Luckily I can move them back into the bag so I can reach them, but it's a bit annoying having to remember you can't put things in certain areas because they end up unreachable so you have to exit, move them and start again.
Unable to duplicate. You are a great tester Medea, you can break anything! :)) If I encounter this, I will have more specific info on when, how etc. Not looking forward to debugging the CaravalXL stuff, it's pretty complicated.

I'm sorry you feel that way about the aesthetic choice for the dragon mesh. I felt it was the best existing mesh in the new DLC that really represented the Chinese mythological dragon aesthetic and was pretty happy with the result.

There is issue when i try to added one fragment Essence of Hermes' Sandal relic to leg armor that already added the same one fragment before, it just can't be added.
The added one i made by created with formula buyed in shop, the new one loot from the world.
WHat? Oh no. The fragment is produced through the enchanter, does that mean it's tagged or something differently than when it simply drops? There's no affix in the formula, but this game could be doing something weird to the fragment and there would be no way to stop it from the modders tools. I may have to scrap the whole thing or at least have some disclaimer as I don't think there's anything I can do as a modder to change this.

Summon Armored Spirit,After using this skill, the game crashed。
The armored spirit summon from Defense mastery seems to freeze and crash my game once its leveled past 16/16...

@郝玉龙 was right, and I finally found the problem when you mentioned it was after level 16...there was a series of duplicate double quotes in the create entity listings in the textdata of the upgraded form's mesh but not the main mesh. I fixed it and tested it in game and it doesn't crash anymore and uploaded to MEGA.

I have updated the OP download link for the main mod download.

40
Cerberus and Skeletal Typhon files were missing. I suspect I deleted the game's original files and was going to import the modified files from my previous mod, but forgot.

Added a couple meshes, textures, effect and some bitmaps as well so you will need to download the main mod file.

I have updated the links in the OP.

41
Yeah, me too with the Golden Scarab. And that's after I nerfed him.

His charm is pretty awesome though and not just OA and DA. So it's gotta be hard won.

He had a flash of light attack that paralyzed and added burn damage for like 5 seconds and it was always a party wipe lol

42
Ah, Marrow Maw had a "0" for spell cast speed so couldn't buff himself.

The statues aren't too tankie for my elementalist, maybe try some other damage type besides vitality :))

43
I updated the controller on that swamp naiad, the Ichthian03 controller is pretty dumb like most of the base game controllers. It wasn't until you got to the machae until you got really aggressive controllers with good vision.

The lightning artifacts are part of the base game. Those lightning bolts use the same files as Storm's lightning spell so I wouldn't know how to tell the game not to leave them sometimes. ANd it isn't every time that it happens, my absolutely favorite kind of bug...inconsistent bugs. \s

The transfer stash is 15 squares by 16 squares last time I counted. Again, the image plate that is included with the CaravanXL doesn't show up in game. All the file paths are correct and everything. The game just bugs out on the transfer stash BIG time. Really sloppy. Nothing to be done except restore the base game transfer stash and I don't want to.

Thanks Medea for posting :)

44
I'm using MEGA's sync desktop utility to update the existing download so I don't have to update the link every time but it glitched somehow, there was a .TMP file stored in the cloud and everything. Don't know if it was windows puking on the .zip compression or MEGA's utility, so I just made a new link to the files in the OP.

It seems to be working now.

I thought the whole point of the MEGA desktop utility was so I didn't have to spend my time verifying transfers and download links but here we are.

45
None of the DL links work, i'll wait for you to update.
Edit - are skellies not immune to bleeding now? because the effect shows on them when using Nessus' spear

Oops, yeah I just went into their resists skill and updated their bleeding resist. I also use the duration defense slot for all DOT damage resists like this.

Thought I would mention that all skeleton type undead monsters and all other undead have separate resists files now.

Skeleton monsters are weak against fire, lightning and physical damage as they should be but strong against pierce. Regular undead monsters are weak to fire and lightning but stronger against physical. They both have 80% resist to bleeding and poison and are no longer completely immune (except life leech).

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