Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Bumbleguppy

Pages: [1] 2 3 ... 30
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 22 January 2019, 21:37:54 »
Earth Sprite dropped a Stone Chip. Yep.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 21 January 2019, 21:19:59 »
I am the Twinkmaster! :D

My first character just farms pet rings and amulets so my next characters can get decked out with pet bling at level 3.

I think equipment, especially pet and any +skills are the secret to greasing your wheels in this mod.

EDIT: Also remember you can't buy any pet rings or ammys until act 5. You have to find them. Or get them from your shared stash like me :D

Untwinked is a real slog at first. Skip what you want in early act 1, soon you will be railroading through bosses.

EDIT: And just so you all don't feel bad/frustrated, I was just killed by a poison gas trap in epic Egypt. :)

I posted a video of my Elementalist in the game videos thread.
Take a look at the equipment and you will see why I just steamroller over everything. (I forgot to show my Eye of Flame another character put in the shared stash...+2 to Earth Mastery? Yes, please.)

EDIT: I just started modifying the petgamebalanceattributes.dbr. This won't affect Normal difficulty, but I removed all the pet resistances for epic and legendary.

General Gameplay LOC AE / Re: Gameplay Videos
« on: 21 January 2019, 07:05:21 »
Epic Elementalist Petmancer gameplay from the January 20 2019 build. All summons skill level 21+ in Egypt

New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 21 January 2019, 04:44:46 »
No one cared about my mod for literally years.

sauruz found it at about 3 or 4 years into development I think. So your biggest fans probably haven't even picked up the game yet. :)

So many people that chimed in on the forums that had ideas I used have been gone for 5 or 6 years. I miss them. It was good to see mountainblade again, though :D

The guy that did Paths mod? He was my "student" in game modding this game because all the truly smart people had moved on like Munderbunny and ASYLUM101.

Good times.

Keep at it WNG, we can have it good or we can have it fast. Not both :D

Besides, what will you do once you are done? Make it last, it's good times.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 20 January 2019, 19:55:18 »
what if you cut that part of the bridge that bugs out ? our maybe make a new smaller bridge ?

You should see the Bifrost as it is represented visually in the map editor. It looks like a rainbow knot. And it is a mile above the ground. All the encounters are far below floating in the air.

I was unable to select the bridge in the editor at all.

As far as I can tell, there isn't any way to effect any change in the map editor. Maybe someone who is smarter than me, but it isn't going to be me that fixes this problem.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 20 January 2019, 06:28:31 »
Just spent the evening finishing normal difficulty with an Elementalist petmancer (full summons lines, heat shield and energy shield, fire enchantment & storm numbus lines,  squall and modifiers for debuff and actually nice damage, 1 point in Eruption & modifier for bosses)

First, I got the Bifrost Bug where my character disappeared into the thing over Jotunheim like 6 or 7 tries. Finally made it by walking on the right-side edge. I tried rebuilding, and then re-importing the freshly extracted map level...didn't make a difference.

Secondly, the final area was a hoot. I hadn't just played through in a while...the volcanoes spitting fireballs really made the whole area a full-on panic zone lol

The Surtrbarn are tough! The fire imps really turned out well, better than I'd hoped. The animations for the Salamander Reptilians worked great, seeing them sprinting across the ashland at you was pretty exciting.

Now I just gotta come down from the excitement high :D

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 20 January 2019, 01:59:56 »
Cannot replicate issue. So I can't fix it. It works for me every time.

Yeah, I got K.O.'d by that invisible trap in the Treasue Hunter's Tomb near Fayum. It's exasperating as the whole system of trapping chests is so complicated...grrrr.

Magma Obelisks are fixed now.

Added amulet to Anuket relic description.

Oh, I finally was able to complete the Spectral Wolf quest after fixing it today. So you can complete it in the next update.

EDIT: I think I found the problem for that quest reward. There is no table for unique caster greaves. I assumed there was and added the table caster_n02.dbr but there is no caster greaves for act 2 OR act 3.

So it generated a unique item, got the imaginary vaster greaves and just pooped on you.

And remember: being an alpha tester means I never have to say "sorry". :D

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 19 January 2019, 23:55:34 »
TBH, I've never counted how many squares it already has. I'm just gonna have to take your word for it :)

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 19 January 2019, 18:55:04 »
A couple people have expressed a kind of disappointment that their old companions won't be joining them on this adventure.

I think I understand how that feels.

"Make new friends but keep the old, one is silver the other gold".

And it's always the ugliest dog that is the one you love most I suppose....Bogdwellers come to mind :)

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 19 January 2019, 16:46:37 »
Oops, the weapontraining petbonus was blank. It still needed values...well, fixed now.

I dunno about more pets. We'll see.

I am playing an elementalist and just reached act 5 and I haven't had any real issues as a pure petmancer.

Don't stand next those obsidian crysta;s for too long. They have an aura that takes a % of health and can confuse, frighten and even convert your pets.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 19 January 2019, 15:11:03 »
Found a few things to report tonight:

1: Firstly, a piece of passable cavern wall in the cyclops cave outside of Megara:
I can't see a problem there.

2: Secondly, 2 weird bugs in the Athens catacombs where a visual glitch appears in the doorway as you walk down stairs. Happened on levels 3 and 4.
Not a mod glitch, this is normal and has existed since the initial release of Titan Quest. You are seeing the interface of the portal connecting two map levels. Even if it was a mod glitch, it's beyond my technical know-how to address.

5: Soul Carver has a typo under the Soul Touch text: "Cursed dark energy infuses the daster and nearby allies with life draining power.
No, that's the font keming. It's actually CLASTER, it's just that the C and L are lower case and close together.

Nah, just pulling your leg. Fixed. :D

6: Issue with the Sentinels set, the helm in particular. It shows as the "Guard's Helm" and is grayed out.
Thanks. All 3 versions had the bug where the non-monster infrequent (white & yellow) was referenced in the set file. Fixed.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 19 January 2019, 03:44:50 »

-I would suggest replace the Awakened dead ( skellies) from bonepile trap spawns, because of their lv, all of then are lv 1, its okay in early lvs but if you are in knossos isnt really a scary trap,

Yeah, that's probably never going to happen. That would take 8 or 10 hours of dedicated work to do.  All the act 1 bonepile traps are from 1 pool.

I would have to make a whole bunch of new bonepiles per area, each with a new trap skill and invisible spawn monster and proxy and pool for each and every proxy in the area.

So no.

Everything else, yea. I put two mino statues in the first entrance hall with the pool and lined the sides with the other statues. :)

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 January 2019, 03:39:18 »
Imported the Great Wizard of the Beyondness set and torso armor. Added a "Wizard Staff" to the set. (Ah bloodninja, so many laughs :D ...geeze, that was almost 20 years ago now)

Increased the HP regen for the magma sprite secondary skills.

Added more monster traps around the outdoor Formicid camps in the Styx area.

I don't mention a lot of the work as it would take as much time to type it out as to make it lol like particle effects and stuff.

Coredweller's tier 7 was broken so that's fixed now.

I keep finding rebirth fountains without health shrines so I added a couple more now. Work in progress.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 January 2019, 00:26:15 »
Ah, I see...if you place points in one skill, the other line of skills becomes disabled. Yeah, that's a cool idea, I've considered it in the past.

Can't be done. Not a challenge, literally can't be done in this system.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 January 2019, 00:01:54 »
I don't see it as discarding. I am creating a new mod.

I like pet builds, it's all I ever play so this mod is a pet mod too.

Only be surprised if I KEEP anything from the last mod I made.

Also, the mini-bosses in remote caves are not quest critical and are completely optional, this gives greater freedom to their difficulty.

I think you will notice that quest critical bosses are all quite manageable. Some mini-bosses are virtually impossible to defeat at the level you first encounter them.

As far as having exclusive summons you have to choose from, it's not been tried I think. If you make it a "Trance" skill, will one summon go poof if you use the other summon? Interesting question.

Also: the Nature skill tree is full.

Pages: [1] 2 3 ... 30