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Messages - Bumbleguppy

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Ideas and Suggestions / Re: Version 2 Development LOC
« on: 13 September 2018, 15:53:32 »
The player inventory was modified by the caravanXL files for AE.

As for the game map, I added the extracted, decompiled Ragnarok game map as an asset to the LoC game mod.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 13 September 2018, 04:54:51 »
Here's a vid I just made to showcase a version I am developing in parallel that uses the game map as well. I created a system to swap miniboss chests for farming and wanted to test it. Worked great.

I forget how to embed video in a post.

EDIT: Nevermind, it's automatic lol

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 10 September 2018, 01:25:54 »
Been swamped at work.

Balanced out the survivability of the Frost Wisp for Storm a little today, and gave it a dodge aura at level 6 to help.

It was pretty tanky at level 1, so I wanted it to be a least a little vulnerable.

I reengineered the Sqall line today.

Squall is a tier 3 spell and does lightning and lightningburn damage, Hail Storm does Frostburn damage at level 5 and Obscured Visibility lowers resistance and causes archers to miss is now a level 7 skill modifier.

Since Squall in vanilla was always about lowered resistances anyway. I wan it to be an alternative to lightningbolt/ice shards so I'm making a full bore damage line.

Wait for pets to aggro, lay down squall to finish them off.

EDIT: Also, I am going to change Eye of the Storm to be half +%Elemental and half +%lightning to keep with the choose lightning or cold but both is hard theme.

EDIT: Finished up Thunderball, it acts just like vanilla Volcanic Orb now as far as aiming and projectile arc. I find it much more usable as I don't have to worry I miss a moving target.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 08 August 2018, 03:55:45 »
Oh! Oh! Just had the COOLEST idea.

The Armor of Achilles.

Has 492 armor.

But what if it had...98% CHANCE of like 650 armor value, and 50% pierce and 25% phys resist.

then 1 out of 50 blows the armor has NO ARMOR value at ALL. :D

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 07 August 2018, 16:20:05 »
note: you can kill him, but it's not worth the risk I think.

This. Not worth it, no good loot or anything.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 07 August 2018, 02:11:49 »
Added champion and boss buff skills to all act 5 champs/heroes/bosses.

Added easter egg chest drop chance file to all heroes in act 4 and 5, so that's all done.

This is a good thing as it is a very tedious chore I was procrastinating over but I couldn't get motivated to do anything else until I finished it.

I just wanted to add that while testing, I am finding this new version to be much more challenging than v1.1. I don't mean I have died, but pet-wipes hve happened quite a few times, followed by a hasty retreat and re-summon.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 03 August 2018, 17:52:39 »

"Well, here it is~ Enjoy!" *runs away while ghost boss attacks quest giver*

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 03 August 2018, 17:30:57 »
That's a good idea. :D

Had a silly idea when I was daydreaming today.

What if the ghost mage mini boss in the Fayum treasure hunter side quest popped out of the chest, but that's not the idea.

What if he could follow you through your town portal into town if you ran? Not technically possible, but a scary thought! :D

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 03 August 2018, 03:21:16 »
Trudged through a bunch of bugs today. Stuff that worked in v1.1 that I hadn't imported yet, Pharoh's Honorguard stomp skill, Ancestral Guardian flame ring wasn't in the skill tree so he would stand still trying to cast a skill in his config that didn't exist in the skill tree.

Pharoh's Honorguard now does a colossus animation and boulders rain down from the ceiling.

Still having trouble getting the Treasure Hunter ghost boss to spawn. It's frustrating. I'll keep plugging along.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 02 August 2018, 23:41:00 »
Redesigned the Magma Sprite skill line today.

I had summons -> Flame Surge -> Burning Dervish

Flame surge is just like Storm's Storm Surge skill, activates on hit. Dervish is like Onslaught.

Now Sprite's get Flame Surge as inherent skill at level 8.

I Split Dervish into two skills:

Whirling Dervish increases run and attack speed, adds +flat health regen. Tier 3 skill will help with mobility and survivability.

Burning Dervish is tier 5 and adds +%Fire and physical damage and adds flat Offensive Ability bonus to help score hits.

This way if you are using sprites for lures/meat shields you only need the first skill. If you are a pure petmancer you can use the second to increase their damage output.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 31 July 2018, 21:57:27 »
Oh no, AE edition eliminated that part where the shield disappears after a fixed amount of fire damage. It does +%Fire absorption in AE vanilla now and just has a timer.

THe difference in health regen bonus types is that flat +health is like the Onager axe that grants +50 hp per second.

"50% health regen" is like if you had an Onager equipped (+50 hp per second) and had like ankh of isis (?) that adds +50% health regen you would get +50 (onager) + (50% of 50hp == 25 hp per second) for a total of 75hp per second.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 31 July 2018, 19:24:03 »
Less at first, actually. But the new attributes more than make up for it.

Here's the vanilla (AE) fire damage absorption values:

Here's the LoC Rag values:

That 95% is with +10 skills.

Vanilla mana cost:

LoC Rag mana cost:

Vanilla has a 60 second cooldown and LoC Rag has 0.

Loc Rag has flat health regen:

And +%health regen:

And physical resistance at higher levels:

So max Heat Shield with +10 to skill has:
95% Fire Absorption
20 health regeneration per second
120% health regeneration
50% Physical Resist
153 mana cost.

So you are pretty much a HOUSE at +10. Makes Battle Mage look a little more viable, hmm? :D

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 31 July 2018, 15:53:37 »
I tried that, just list potions in a scroll file and add them to the vendor in the scroll slot of the merchant file. It works.

It doesn't create the scarcity I wanted though. And besides. melee toons would just complain they have to 'port shop to stock up.

If melee toons had better healing it wouldn't be an issue. So I'm going to just leave it alone.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 31 July 2018, 04:08:46 »
Imported the Automatoi extra heroes from v1.1. Changed Kylotechnes trap spawn skill, rather than 3 skills I just have him spawn 1 invisible monster that dies instantly and drops the proxy for monster traps, which already exist. Easy peasy now.

I made a major change to Nature and removed the Winds of Eos skill from the player and placed it as a buff-self/other like Heat Shield at tier 7 for Forest Nymphs. It's beefed up with a bigger bonus to elemental damage. I had to create new controllers so that they will cast it on others as well as themselves. 120 second duration and 12 second cooldown. 12 seconds? I forget the cooldown, maybe 20.

It's a nerf, but since no one has played this but me it's not gonna bother anyone that I did it :D

Just FYI in case I never said anything, heat shield has no cooldown now but costs more mana.

Re added the Party-in-a-box special random treasure drops from heroes, well at least through orient. Gotta still do act 4 and 5 yet but it's just a grind and I get tired.

Re added the Jackalman champion types, they are TOUGH...wiped my sprites AND coredweller testing today.

I also increased ALL jackalman health by like 50%. No longer one-shotting the trash.

Re added all the various Dark Obelisk types: Poltergeist, Mummy, Shadowstalker.


Forgot to say I added Healing Scrolls that doa party heal like the old party potions did.

Monsters no longer dop any kind of potion, but merchants still sell them. Chests have a low chance of having potions.

I think I am going to scale the *price* of potions, like normal act 1 potions are the same and then the price of the next type is double normal, then the ones in act 3 are quadruple price.

I wish someone smarter than me could completely overhaul  the TQ economy. It's all too complicated for me. I would know a good economy if I saw it , though :D

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 23 July 2018, 20:27:25 »
Good advice.

I am thinking about the Jinghe Wood Yerren and I want to create a new look, well a different look. I was thinking a greenish cast coloring but that doesn't make sense, so then I was thinking just a a darker brown, less red saturation.

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