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Messages - Bumbleguppy

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1
Ideas and Suggestions / Re: Version 2 Development LOC
« on: Today at 01:15:51 »
I created new monsters for worlds end. I took the RImturs ice giant mesh and made it volcanic. I replaced some of the Eljoton cinderwarriors around Land's End with them. They have special physical and pierce damage absorption skills.

I made separate Fire Imps and Chaos Imps for the same area. Chaos Imps now have Avatar of Set's chaos aura and Chaos Strike. I made a special animation for the fire imp mesh to have fire breath.

Updated the Titanic Essence relic mesh textures and inventory bitmaps to be blue in normal, yellow in epic and red in legendary.

Changed Nature's summon skills to be plain spawn pet instead of projectile spawn pet.

Added Pirate MI to greek knossos MI vendor loot tables.



EDIT:

Added volcanoes around Muspelhaim that cast their version of eruption.

Created new mesh and skills for Beast of Legend quest boss.

Made the skill Scorpos Sting hit 3 targets, do more poison damage and added flat pierce damage and make the calculated strike sound and impact special effect.

Imported the lightning casting Hades crystal set dress meshes and implemented them. I nerfed the controller radius from 8m to 6m.




2
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 00:55:45 »
Yes, I get confused between guardian stones and wall stones still. :)

Also, I changed the template on both nature summons to plain span pet and removed the projectile.

I increased the boss health by a bit in teh global boss file. I reduced the damage bosses do to pets as well

As far as the Athens Liche, remember that he has the same treasure chest as Hydra. I just made it available in normal and epic. Next update I changed teh lightning skeleton attacj skill to have a chance at disruption instead of 100%.

I forgot I had made an entire selection of Satyr zombies: casters, pillagers, brutes. So I made proxies/pools and replaced many of the ratman proxies around the ratman priest boss before the gorgons there.


Removed the web from ghost widow boss, nerfed the dodge a little.

Reduced the pirate captain female attack speed a bit.

EDIT: Completely gave up on the game handling the cyclops door, So now the quest file opens the door when you walk up to it automatically and closes behind you by quest directive. Only way to open from inside is kill boss, but it should open again when you walk up to it if you had died.

3
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 00:30:22 »
I want to show you something.

The game crashed today when quitting to main screen and trying to play again, oh well. ANyway, look at this:

Code: [Select]
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//77e3acbbe0b38de25d1b82be73473617.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//750a9eb0b7c68f4d810827010618279a.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//83289f56feeb94eba4da766bd059978a.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//9050f46d57d7a86d18fa5916364c7704.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//306b54604f27777e2295aa8b64d974e3.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//6eefc953b6d1dc30ff171cfae15821c0.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//71477c75a4400e85e661150994894d94.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//d21a7f8df38049057b19c3d290033b07.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//a3eaf863eb822af7b5473d1e800794aa.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//be7b720c41ec390e0812268699343745.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//f454e7ebb031b0474e20a8f3a80804d5.que
StreamQuestProperties (read) - C:\Users\Bumbleguppy\Documents/My Games/Titan Quest - Immortal Throne/SaveData/User/_locragv1_St_06/Levels_world_world01.map/Normal//77bd09d5b6f40049f46c8138f7ebd35b.que

I would wager one reason the boss chests aren't spawning is that I placed proxies in the map where only a quest location was before.

The game saves the map data and so doesn't bother to reload the modified map data to spawn the boss chest.

Since the quest locations are in the saved map as well, then the repeat chest spawns work.

Tested today on the ratman trio in athens.


Also, the reason gorgons aren't spawning very many is that I had the wrong ProxyPoolEquation file in a bunch of proxy pools so it was erroring and only spawning the base amount and not the calculated amount it should.


EDIT: Also, Guardian Stones have the wrong skill file in their pet files so they won't work for now.

4
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 09 December 2018, 00:10:11 »
Sorry if this is a silly  question

Golden belt Artifacts, , gives 20% strenght as one of Pets bonus, but how this actually works ? same way as the players ?
Yes. Though it's harder to control, you have to do the math for str-->dmg but once in awhile, just do it. :D

Thanks nargil66. I switched Effects\Warfare\343_Onslaught_04.pfx to records\effects\warfare onslaught_06.dbr and vice versa.

I fiddled around with trying to spawn a monster that buffed the party and not the monsters, and I can't do it. I tried every combination of character/defaultTeamMajor and defaultTeamMinor and you either get all party AND monsters getting buffed or no one. Phooey.

You would think that TeamMajor_Human and TeamMinorHuman_Friendly would do the trick, but nope.

So I just made a bunch of shrines that pop into existence (they have no bones in their mesh and shrines don't have a spawn animation slot anyway, so POP...they arrive)

So a battle standard and a rally standard and a bunch of Mystery Shrines that give buffs from all the different masteries like trance of convalescence etc. as 60 second party buffs.

It should be fun.


5
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 08 December 2018, 21:48:02 »

-Managed to somehow summon the Shade of Thanatos (argh runawaay!) His summoned Ghouls were stuck in the 'T' position and didn't attack.
Ah, the old T-pose, eh? Bad animation reference. Fixed.


-Heatshield chest buff.  Worked great on my character and pets but then all surrounding enemies I encountered also gained Heatshield ..is this intended?
I will try an experiment next update.

I will give the trap monster a Buff Other skill, set the controller thusly: to use skill whenever possible, heal ally health percentage 100. Then have the skill with 0 cooldown/mana and give the trap monster 100 cast speed. Put the skill in the config buffOther slot and see what happens.

The RIGHT way to do it would be to make a Shrine with a treasure chest mesh and animations and sounds. Then place it in teh accessory file of  all the game's treasure chest proxies (monster and chest proxies).

This would mean that I would have to create a treasure chest shrine with the mesh for every kind of treasure chest, and skills for each area and act. Hundreds of treasure chest shrines.

So you can see why I just made it spawn in the same pool as trap monsters. :)

6
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 08 December 2018, 21:30:44 »
Ok, about skills after some tweaks. Freezing blast, now with 5k int it could kill 4-6 lvl skellies on it's own, not bad, also debuff for elemental resistances is ok now for it's cooldown, this skill now can be used for mages, wow. Tested it more about this -100% physical res and I have no idea, maybe monesters have no phys res or it just not working, even with bare fist crit's and damage remains the same +-.
Okay, I tweaked it some more for this latest update dec 12 2018. Thank you for testing it, I never use the skill....but I may now that I've changed it lol


We have lost Rouge icon skills, rouge Dagger skill look like it's mixture of passive and active at this moment (round skill icon (but you already changed it to be active!) with square corners), maybe it's just my visial bug but for now i'll leave it here.
Also no correct name for Regrowth that was used on Call of The Wood. Now it's just code name.

Waiting for changes that we disscused previously, also I'm really happy that Shadow Blade was not the case of crash, ehh, I hope it'll not be the second case.

EDIT: Found that all skills that was renamed have broken names now.
Yeah, all these were the result of the new database referencing icons and text that are in the Resources that weren't included.

If you download the latest version I uploaded this morning, they will all be fixed. If not, please let me know.

Also it's really minor and you can leave it as it is, Seagulls still drop Witch plume.
This is by design, sorry I should have said something earlier.

I fixed the ultimate level for Distortion Field in this update, too.

7
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 08 December 2018, 03:06:17 »
I found this insteresting, there is a duo of karkinos~sand runners inside the cave before Megara, they are different than the ones roaming the coast, its okay ? our something is missing ?
By design. Cave Karkinos


I found this big chest inside the cave found around Phoencian Swamps, but no boss around. Im wondering if this belong to Shadowmaw boss ? it is correct ?

I could swear a string of curses for how many times I fix that stupid proxy for shadowmaw.

So I made a new one from scratch in another directory and a new pool file, opened the map and deleted the existing proxy and placed my new one in there. I don't know why it never fires, people have been talking about how shadowmaw doesn't spawn, but even when you set the spawn rate to 100% he still doesn't so the heck with it.


Is missing the "Epic" Word, so far is the only one i think.
Yep. Only one, fixed.


The enchant buffs cast by some monsters , for exemple Boar riders, why it doesnt affect all nearby allies ?
By design, self buff.

Satyrs that appear when you destroy the altars should be ghosts instead of undead
Fixed.

The summons used by satyrs~spirit callers, their lvs are kinda distant, the boars are lv 15 and the bats lv 48, not sure if can make any difference
Vanilla issue. I will go through all the summon files later and add levels for epic and legendary. It's not really important right now and extremely time consuming.


When you deliver the olive Branch to Temple of Apollo it doesnt say how much resistance you gain.
Look in your quest log.

In vanilla, the skill name is the display text for the quest reward, for example the reward for poison resist's skill name was "+5% poison resist" in normal and a separate skill "+7% poison resist" for epic. That's why there were three separate skills for each reward totalling like 9 or 10 different quest skills filling up the player quest tree, just so players could see the pop up after the quest announcing exactly what they got.

I consolidated all teh olive branch rewards into 4 quest skills to free up all those player skill slots in the player quest skill tree. the only way to tell you what reward you got specifically is to use the quest journal and create a whole bunch of quest steps to update the journal.

I'm sorry if this is confusing, but I would rather  people had to look in their journal to see which resistance got boosted and free up several quest tree skill slots (and get a new quest skill like the Djinn quest reward)  than to go back to the way it was in vanilla where the quest skill tree was full already.

I will look into the text and add "(see journal)"


Limos - Life Eater, need be more dangerous, they doesnt add any feels of danger

Xaktil Etherweb - Arachnos Hero , dies very quickly
Okay will buff them later

What kind of dmg is that ranged attack used by cyclops Champions? it seens he throws something at me ,cant understand wht is it . it deals alot of % hp
Big rocks, I should increase the scale on teh projectile if you cant see them

Can you up the chances of Monstrous Boar  and  Eurynomus~Corpse Monger appear ingame ?
Okay

Termus~Master blacksmith, could have a % to sell some epic itens, to make him more unique, and not some random merchant from Helos

That's a good idea, but it would require a couple days of steady work creating 30 or 40 merchant loot file. So I may do that some day

8
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 08 December 2018, 02:27:09 »
Quest bug in epic Thebes - the NPC that gives you the Place of Truth quest is replaced by high priest Zazamankh. He just says "Thank you for the staff of Khufu" and thats it.
I will look into it again.

Please add some ninja-like defensive skill or bonus to Rogue. At least Dodge.


Well, since the crash bug was ranged one-handed and not the new rogue skills, I can still replace calculated strike with Shadow Blade. The modifier added dodge attack and projectile.

I just have to make the particle effects. Last time I made them they sucked. This time I think I will just base it on the Shadowstalker smoke effect and make it grow per level. Keep it simple.

Added new rare pet bonus suffix for jewelry that grants 10% elemental and 10% vitality resistance and some hp.

Oh, yeah. I am studying Surtr for the end battle, and sauruz is right, if you have good armor and fire resist, you can tank him easy.

Trouble is his skill tree is full.

So I added a Squall skill to the fire imp that is black smoke and cinders and red lightning that does fire and lightning damage.

The Infernals get a red lightningbolt that does fire and lightning damage.

That's all I have so far, that's something that will take time to figure out.

9
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 07 December 2018, 23:14:57 »
Boss Cyclops in cave's chest didn't spawn.

So I spent the rest of the morning re-engineering the map and quest files to more closely match teh control structure Nordic/Pieces used to control boss chests. I made a separate file for my chest swap quest code as adding it to the vanilla file was making it far too long to scroll through to get to what I want and then I added the quest file to the map.

I manually created  a quest that opens the cyclops door, then closes it when you enter a trigger then opens it after defeting rh boss cyclops.

I can't figure out why it keeps saying it is locked so I gave up and used brute force.

I re-added teh correct animations for the pirate canoneers.


EDIT: Took the time to update all the Act 5 artifacts.

10
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 07 December 2018, 21:08:31 »
I have updated the database to remove ranged one-handed weapons from Satyrs etc. and gave them a throwing knife skill to substitute.

While I was at it I created Ratman Bladeflinger champs to greece and orient ratman pools.

https://www.dropbox.com/s/bwqz7e1up12wp34/LegionOfChampRagnarok_database_only_v1.zip?dl=0

The cyclops cave issue will have to wait for next map update though

EDIT: Interesting news. I found that the XPack quests contained a quest file to control boss chest swaps for repeat farming.

It seems they also tried to redo the act1 - 3 chests. So I removed al teh quest code from teh XPack chest quest file for act 1 - 3 and bingo, no more multiple chests in act 1.

11
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 07 December 2018, 19:49:50 »
lol :D


Yep, I implemented Satyr bladeflingers and gave them ranged one handed weapons, totally forgot about my experience in v1.1 with satyrs and ranged one handed.

So I ahve done a search for all creatures using them and found some culprits I am fixing right now. Giving them a throwing knife skill and tring to match the damage of ranged one-handed per difficulty.

The throwing knife and default arrow projectiles have a range of 19m. Ranged one handed have a range of 11m, it really think this is the problem. THe AI controllers are trying to attack at 19 range but the weapon doesn't have it and balks.
Just my hypothesis on the issue.

I will update the mod and remove all ranged one handed from creatures that Nordic hasn't already tested such as Maenads and Duneraiders, which seem to work okay.

12
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 07 December 2018, 19:16:12 »

I lure the Navigator mages, i crashed

edited : yep 100% sure its from Then,

I had them equipped with throwing knives, they have given me trouble before.

Only some monsters can use them as others cause crashes. I had the same problem in v1.1. Satyr throwing knife champs caused crashes so I gave them a skill like THrowing Knives from Rogue mastery and then added a ranged one-handed weapon as amiscellaneous item drop in their config to prevent crashes.

I already removed them and gave them staves so that's good.

Nice job sauruz, that's some mighty fine testing logic to get the job done. Thank you. :)

13
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 07 December 2018, 18:54:34 »
It's somehow related to Epic I think.

See? This is what happens....I start wildly guessing as to what the issue is. It makes me crazy, like reading chicken bones or runes.

I have no tools to see what's happening in game as a modder, though there was during Nordic's initial release of AE in custom maps, but they took it out eventually.

The Pirate mages had ranged one handed weapons, so I took those out and gave them staves.

14
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 07 December 2018, 18:04:42 »
Maybe the canoneers, it's an xpack2 mesh, I think I will remove them to be sure.

15
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 07 December 2018, 17:14:28 »
Edit: In Knossos now. The game crashed on 3 more places - Parnassus/Lower warcamp (fighting satyrs/boarmen) and on the pirate quest. Sorry, BG, dont want to bring you this. I'm having a real blast with the mod, drop rates are great and havent noticed any other bugs in Epic so far.

Well, this takes priority over everything else for now.

This is why I quit modding before, this stupid game is so fragile to mod.

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