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Messages - Bumbleguppy

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1
Ah, you are talking about Davy Jones.

he used to spawn up the stairs in the Skeletal Raiders quest area.

And yes, I agree about that camera angle. I will see what I can do. That stairs area is so small, I think I will expand it out into the water there.

2
Yes, but before the controller-support-map-repathing-disaster I had broadened the beach there so there was more room.

3
Downloads / Re: Early Alpha Testing ~ Go!
« on: 21 June 2021, 23:23:25 »
I am playing Thunderer and I have found some good +skill items that required strength and I thought, okay a little strength at level up. Then I found a blue shield, then later another, then a blue axe and then a rare helmet with +1 to all skills.

So now I am a strength character lol, but my summons are very strong. Funny to have a Storm character with Stoneewall and Frostbite.

I am playing my Legendary Summoner with a rare sword/shield combo too. Just for skills/bonuses to pets.

4
Downloads / Re: Early Alpha Testing ~ Go!
« on: 21 June 2021, 22:50:28 »
Good plan, I created a skill modifier that adds fear to the banner aura, but only in epic and legendary. Restored Centaur to vanilla version.

I had his controller set to alastor to prevent him from fleeing into a corner which all the base game caster controllers do, so I created a new controller and blended some aspects of alastor (his flee stats) and the controller_herocaster from xpack and some from the other miniboss controllers. First caster controller I made so we'll see how it goes.

Also, 3 Ice golems were too crowded, so I retrieved the Frost Wisps and am having fun playing with 3 Frost Wisps, 1 Storm Wisp and throwing down 3 Rune Golems right in front of mobs/bosses.

5
Downloads / Re: Early Alpha Testing ~ Go!
« on: 21 June 2021, 20:41:01 »
I buffed Wisp dodge to 50, that should help with their survivability.

What if Ice Golem had 3 summon limit? Wouldn't have to change very much, just tweak their stats a bit and maybe scale them a little smaller.

You've also inspired me to update the OP to make sure players that don't know understand that I don't care if a player has a bad time if they aren't running a pure petmancer build. I thought that was assumed, but I spelled it out in big letters in the OP just in case newer players don't know me or my work.

6
Downloads / Re: Early Alpha Testing ~ Go!
« on: 21 June 2021, 16:55:55 »
Hey yeah! I mean, if I removed the stun...would I get angry mobs with torches assaulting my home? Doubtful lol

7
Downloads / Re: Early Alpha Testing ~ Go!
« on: 21 June 2021, 03:55:22 »
The ui skill connector bitmaps?

Ha ha, anything is possible with this game now.

8
Downloads / Re: Early Alpha Testing ~ Go!
« on: 21 June 2021, 00:09:56 »
Well, I was able to fix all the Runemaster skills by changing the skill file names. And the two from Defense.

But I had to give up on Dream. The Psionic Touch line just isn't working fpor me, despite renaming the files.

So I deleted my files and restored all three vanilla files. So now you can have your Psionic Beam skill at level 7 just like vanilla. Yay. But all three skills only go to +4 over max and have not been altered from vanilla. Oh well.

I also began work on moving ALL player skills to a new directory. I have gone as far as I can without breaking the existing interface, which, unlike some developers (cough). I am not yet willing to do.

Eventually I will and all the alpha testing player characters will stop working and you will have to start from scratch as even the masteries will be in a new directory. Item stash will be unaffected.

For now, I will leave it alone as there are bound to be bugs that aren't skill related to find.

EDIT: Oh yeah, I also moved all set files to a new directory and xpacks subdirectories and then did a mass search and replace in the items directories for base game and xpacks.

9
Downloads / Re: Early Alpha Testing ~ Go!
« on: 20 June 2021, 21:47:22 »
Yeah, I started to change everything to new directory on one of my previous mods, and I didn't this time becuase I forgot about this stuff.

I'm gonna have to do that, aren't I?

Anyway, here's the result for my mod changing theskill file names and adding them to the skill tree/UI entries:


10
Downloads / Re: Early Alpha Testing ~ Go!
« on: 20 June 2021, 20:23:19 »
Talos is a fire based construct, I think that's your problem lol. Try it with a Storm/Rogue and see if that helps. :)

Centaur Horn does cause fear, but it causes stun also in Epic and Legendary.

I gave the Helos Graveyard mini-boss the same loot as bosses now. At least 1st time, then it's just crap.


11
Downloads / Re: Early Alpha Testing ~ Go!
« on: 20 June 2021, 18:44:53 »
Take a look at this video。 The shaking is very serious。
I see it in your video.

I always run my game on highest settings for all options and I have never seen this before. Perhaps it is a computer issue for you?

Nevertheless, I have recreated the particle effect for shield bang for next update. I used an existing particle effect from the Troglodytes in Hades as a base as I know that works for you. I simply moved emitters, added an additive shader ring effect and increased the diameter of the emmited particle  textures.

For future reference, I run on higest settings ALL the time, always have and I have never had this issue.

2,These skills are still only + 4,there is no repair。
I don't know if you forgot or plan to repair it later。

Dream Mastery:Psionic Touch、Phantom Strike。

Defense Mastery:2、Defensive Reaction、3、Disable

Runes Mastery: 1、Unleash 2、Reckless Offense  3、Sacred Rage  4、Frightening Power 5、Rune Storm 6、Runeword: Explode  7、Runeword: Burn  8、Thunder Strike
I didn't "forget".

Some I was able to fix, the others listed here are a mystery.

The skill files have all the values to +10, the ultimate skill level set to +10, yet they only go to +4 in game. Why?

I don't know, this game is very buggy...and I will say it, even moreso since Anniversary Edition and the new DLC.

This is what I'm going to do: Create new database files of the skills listed and rename them. This will trick any scripts or hardcoded values for these skills in the game engine as these are not the skills they are looking for.

Then add them to the skill tree and all the UI entries and then do a mass database search and replace in the +skills item affixes and then do a mass search and replace in artifacts and items for vanilla skill augments and replace these with the new skill paths.

This will keep me busy for a couple days I guess, but I have everything set correctly in the database right now and these skills still max out at +4.

I have an intuition that this will break Dream's tier 7 staff skill for Psionic Touch. Just a feeling.

3、Rune Golem:Attack damage does not show numbers。(Don't show attack damage numbers)Can this be repaired?
No.
4、Defense Mastery:Guardian's Bulwark(skill),+16  learn skills。The skill tree shows + 10 to learn skills。
Yes, okay fixed for next update.

Also ArtManager Archive->Compact probably will do this for you.

This is probably all you're going to get me to do. All the rest is too complicated for me to understand. The other thing I guess is to delete the compiled mod and recompile it from scratch I guess.

Alright new update is lovely!
Thank you sauruz, your praise takes the bitter taste of bad news out of my mouth.

I think im facing the same problem with Satyr Brute from Medicine Quest, hes dmg is fine , but hes absorv dmg bit to much dmg, not counting in colossus form, so i skipped for now until i advance bit more in the act.
Okay, I will completely remove his Battle Awareness buff.

Pandarus is alright, but i think is 2nd form have alot of life leech, or what i could see it is.
I will lower the life leech.

Is the Skelleton Boss from Helos graveyard same tier as Uberboss ?
Ha ha, yeah. It makes me smile thinking about how hard this boss is and there's nothing anyone can do to stop me. Quite cathartic.

I couldnt find the Itchian Queen in Cyclops lair, but there is her chest.
I don't understand. I just went through all the settings and they are the same for her spawn as Normal difficulty. Why? Ah, well...just put this on the pile.

Ajax Iberias sword have +2 invalid skill profile.
Typo in the file path. I will fix it.


Edit 1 : Ratman Priest Boss give 668 exp in Epic, isnt that low ?
Yeah, it was 0. So I will add that value.

12
Downloads / Re: Early Alpha Testing ~ Go!
« on: 20 June 2021, 06:55:22 »
Huh.

Yeah, I guess it is.

I went back to look at the older backup and the Levels.arc was 817 MB, now the Levels.arc is only 468MB.

I don't know.  ???

EDIT:

I just created a test character and tested Shield Clang. There's no shaking and no "tearing". Cannot duplicate issue. Works as expected.

EDIT 2: Coredweller's Ring of Flame will remain as it is. End of discussion.

13
Downloads / Re: Early Alpha Testing ~ Go!
« on: 20 June 2021, 06:19:32 »
I am uploading the latest build to MEGA and writing this as I wait.

郝玉龙 said that the Rune Golems were "weak", So I decided to play Runemaster as first mastery. I'll be frank, I don't care for Runemastery as it doesn't suit my personal playstyle, but for the sake of testing I did.

I've played Runemaster as a second mastery before (with Nature, of course):
Spoiler for Hiden:


and to be honest, it is a really rough start as a petmancer with Runemaster. So I played around with their skills. I moved War Rune down to tier 3 skill level. It should be easiER, not as easy as Earth for example.

But I do know that Rune Golem is probably the most powerful summon in the game ultimately. Max +10 skills you get 4 and they get super fast and hit hard, the resists and regen from their inherent Runeweapon when they charge up and War Rune boosts life and speed for survivability. It's really quite fun if a little different style of summons :)

The trade off is a lack of control, which suits the theme of a true Golem.

14
Downloads / Re: Early Alpha Testing ~ Go!
« on: 20 June 2021, 01:14:20 »
Because they are both annoying? :))

@郝玉龙 I just tested the RIng of Flame (with the new archery targets in Helos, yay!) and your observation was correct.

The Skill_BuffRadiusToggled.tpl template and the debuff template (ala Deathchill Aura) doesn't get a boost to any damage it causes to enemies. I always wondered why  Deathchill didn't do Vitality the way Ring of Flame did fire, now I know. It's bugged. All damage should be affected by +% to that damage type EXCEPT Skill_BuffRadiusToggled.

So I tore out the skill and replaced it with vanilla, increased the level cap and added the values for +10 over max.

However, Coredweller's Ring of Flame DOES lower enemy fire resistance still, so there's that.

Oh, I also added 1/3 of the base skill as burn damage to Soften Metal.


15
Downloads / Re: Early Alpha Testing ~ Go!
« on: 20 June 2021, 00:40:23 »
The phantasms in Mimer's dungeon? Oh, don't get me started. I created a non-champion version that when he expoldes, he has the same EFFECT as spellbreaker, but it doesn't de-buff you, just mana burn and disruption.

I hate those guys SO MUCH.

EDIT: Idon't even care, I just went in and changed ALL the Phantasms to have my custom fake spellbreaker, no more debuffing in MY mod. Well, sometimes.

I am even toying around with the idea of having spellbreaker as a chest trap ma ha ha, can you imagine?

Aslo, I just got fed up and went into my editor and added 3 archery targets and a hanging dummy to Helos so I can test things with new characters.

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