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Messages - Bumbleguppy

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136
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.


137
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.

138
Downloads / Re: Early Alpha Testing ~ Go!
« on: 20 June 2021, 00:14:15 »
You can complain about anything you want my friend, alpha testing my mod AND working tirelessly on Titanomachy mod? Yeah, you've earned the right.

I was just talking this out with my wife, she's a great listener and I think about things better sometimes when I can talk them through. I guess I get so stuck in the problem I can't see a solution and talking it out gets me out of the problem.

Anyway, several months ago or more...I don't remember, I massively reduced the number of monsters that spawn. I changed the proxypool equations etc. Mostly because the game no longer can provide a good frame rate like it used to in my opinion.

What I haven't done is rebalance the skills and bosses and equipment to reflect the lower levels players will have when they get to a boss.

There's so many little things that all flow together to create just the right balance and changing the spawn rate threw it all off.

So I will nerf the Troll King but rebalancing will take time. Each of the bosses skills have to be examined for damage and how frwequently they use it. etc.

Please have patience.

EDIT: Anyone would be in their rights to say this mod isn't ready for alpha testing, so I could understand that and if you don't want to test anymore, it won't affect how much I play the mod or work on getting it the best I can. :)

EDIT: Oh, BTW, here's the vanilla regen rate for the Troll King:
100.000000;400.000000;1000.000000

139
Downloads / Re: Early Alpha Testing ~ Go!
« on: 19 June 2021, 22:10:04 »
Yes, this is found in the game not only in the case of the high priest. Is it possible to remove the possibility of initiating a dialogue after quest command "hide"?

Hmm, intriguing idea...perhaps, perhaps.

If I create a blank Dialog file in the database...no, wait!

There it is...in the orient journal quest I remembered that the monster in the woods quest, the quest giver in the great wall town's dialog and illumination disappear when you complete the quest, so I opened the quest file and there IS a command "Clear X's Dialog" that does it all.

Easy Peasy.

140
Okay, good.

Then I am back to the fact that it doesn't work when applied as a completion bonus when creating an artifact. It doesn't work on Ordnance.

Okay, then I will add it to my mod and reduce the level requirement and we'll see how it goes.

I didn't change the bitmaps as you suggested for formula as I don't want to use the relic/charm bitmaps unchanged for formula. That is too confusing to use the same bitmap for two different things. However, I did change the second and third formula ingredient to any grade of health potions.

141
The rare_extra relic stopped working in my mod.

So I removed the file from my mod and the archive and then it worked again.

In order to change the level requirement for the extra relic, I would have to add the file to my mod, and then it wouldn't work.

The extra relic affix is NOT a new template or a revision of the original affix template.

My conclusion is that the extra relic affix is handled via script in the game engine. If it is in my mod, then file path it looks for to apply the effect is different, like "LegionofChampions/Database/Records... instead of Database/records and the script exits.

EDIT: The good news is that I can have the extrarelic as a completion bonus for ordnance :)

142
That door is awesome and the boss Cyclops is superior to anything Cyclops in the base game, well done!

I also like the Primal Rats, what a cool look, like some monkey/rat hybrid...creepy. :D

143
@MedeaFleecestealer You know what would be really cool? If the Cyclops mini-boss was holding a Cyclops Smith prisoner, and if you rescue him he can enchant a RARE item.

@Accolon You're right, it is eye-breaking. Bad enough with all the Ordnance formulas.

I can see taking the formula bitmap and super-imposing the fragment bitmap centered and semi-transparent over the formula bitmap.

Man, that's a lot of work, I am tired just thinking about it :)

144
Downloads / Re: Early Alpha Testing ~ Go!
« on: 19 June 2021, 18:23:15 »
actually:My reward
Normal:5% Permanent Energy Leech Resistance。           instead of:+3% Permanent Player and Pet Energy Leech Resistance。(Not this)
Ah ha, yes, the reward skill file had the wrong values.

The Poisoned Spring quest wouldn't complete for me because some spider webs kept respawning in this area. Had to kill those as well before it completed.
This is really weird as the skill the spiders cast was reworked for Ragnarok or Anniversary fairly recently (recently for us veterans, anyway) and changed to a "SpawnPet" where all those webs are invisible monsters with a web decoration effect that have an attack radius skill that slows and lowers defense ability. The file clearly has a 0 in the "survive master death" setting, and yet they survived their master's death. Not my skill, not my idea and definitely not my fault.

Anyway, I originally thought to set their lifetime to 16000 in the summoned web monster's monster file, but then I just made a skill defensive wall area of effect and used the cobweb mesh as the projectile mesh and it works. Of course, I forgot to remove the fire damage from the skill I copied so all the monsters died during testing. Poor test monsters. :)

When you're near the area where the Ragnarok expansion butts on to the original map when teleporting the North shows up and the personal portal is on there rather than on the Greece map.

You are subscribed to the beta. I was, too, and had these same issues and more, some cosmetic like wisps having weird shader issues, others game breaking like teleport maps. I ended up unsubscribing from the beta just so I could play my mod at all...but the patch had corrupted all my player saves with all sorts of weird issues. It was so bad I uninstalled and reinstalled the GOG version (I'm not even going to touch my Steam version for now). But it was not enough. I ended up deleting every save file of every character. I only have one test character in legendary right now, it takes a while to get back up to speed.

@sauruz already pointed out the issue with the bonepiles. If you check the map editor, it's a new issue where the proxy will spawn a bonepile/shrine/chest fixed item and the item appears EXACTLY where the proxy is and doesn't adjust it's height to the mesh anymore.

So if it's REALLY bad you can go into the map editor and nudge the proxy up or down and then the spawn is okay. There's too many for me to try to do this and it's a base game issue.

Mimir is bit to tanky, took some minuts and 2x crushing vortex scrolls to take it down.

Nidhoggr , i wasnt able to defeat yet, but its seens a bit like Mimir and i think he summons so many undead in short period of time, in 3 minuts all the arena was full of minions my pets were just to confused to know what to do , just like me ahah.
I will look into nerfing them.

Not sure if just on my side i had some fps drops time to time when i was fighting Thrym, i might check again later.
Let me know, I can't imagine what would be causing it. Maybe that spawn of icicles is too many or something?

Bracers Of Alfheim MI is missing Bonus to pets discription

No, it doesn't have any values.

See, I just copied and pasted all the MI into another directory, changed their template to "Petbonus", then removed the armor value and any racial damage. As you can see here: https://www.tq-db.net/en/equipment/bracers-of-alfheim-normal , that's all these MI HAVE is player skill, armor and racial damage.

I had to think of something and since it's hunting, I just slapped in some pierce damage %. I've never found MIs in Ragnarok I would ever use. Well, the ones I have reworked, of course lol

Characters fail on a new centaur bridge.
AH, no...the PETS fall through the bridge. You had me nervous for a second...that's a base game issue that's always been around.

High priest questor does not die, but becomes invisible.

Again with the quest command "hide" NOT hiding anymore. SO if the quest command "hide" no longer "hides", I basically have to rework all the quests. I wonder if I can use "Kill creature X" on the high priest? I think he deserves it, but that's just me. :)

If you put the portal in this location of the dungeon of the yellow emperor, then will not be able to return through it, since it is not in the list of portals
Yes, I forgot to do that. thanks for finding that. I just fixed it in the map editor.

145
Downloads / Re: Early Alpha Testing ~ Go!
« on: 19 June 2021, 06:23:19 »
BUG
Earth Mastery:Ring of Flame (skill)(Characters + pets),+% Fire Damage invalid.
Use skills:Earth Enchantment, Ring of Flame(skill) The damage will not increase。     

original edition Effective(TQ 2.9),Fire damage bonus increases damage。
Interesting. I wonder if this is why Deathchill Aura only does %current life damage as the skill buff radius toggled ignores +%to damage.

I will look into it.


2、CHARMS and RELICS + Additional bonus with pet bonus(Complete Relic reward)(+Pet ability),Text embedded in the equipment disappears。Can this be repaired?

It can't be displayed,But it works(effective),It just doesn't display。
This has been a bug since the original game was released and no one has ever found a fix.

3、 x2tagGylfi_volva_B7  ,No text。    I don't know what that means。

This is a full text dialog tag from Ragnarok. It works for me. Probably from the restored "Spectral Wolf" quest. Many bugs for quest text display are happening, yet I've changed nothing.

146
Ha ha

"GET DOWN FROM THERE RIGHT NOW! COME ON, GET DOWN! Ok, no treats for you Mister Hyena!"


147
Ha ha, you remember? That's funny, I hadn't thought about it. I really should as a shout out to those that played the first mod. :)

Oh BTW sauruz, after watching your mana thirst in your vid, I wanted to let everyone know that the mana regeneration equation I lifted from soa's Soulvizier mod:

(manaRegen * elapsedTime) + (((manaTotal/200) * (1+(manaRegenMod/100))) * elapsedTime)

Which means that the more base energy you have the faster it regenerates. So if faced with a choice between +mana regen and +energy, you may want to increase your mana pool instead.

I added a new epic ring for normal act 3 & 4 that boosts all golem and golem-like summons.

EDIT: I went and got the original Chimera clone from v1 and updated his skills and texture. I then replaced the am_minion_03 in the map with a proxy. But don't worry, I added one am_minion_03.dbr to the hero spawn pool :))

148
Downloads / Re: Early Alpha Testing ~ Go!
« on: 18 June 2021, 20:17:22 »
By the way, have you seen the seven questions I mentioned above?
Yes.

Fixed Trance of Convalescence and set to the right skill tier of 3.

Please only list bugs, the development thread here: https://titanquestfans.net/index.php?topic=1466.0 is for ideas like the Warfare Dual Wield ideas.

I have already said I will address the treasure chest respawning later as it is a big project. Please stop posting this.

The "All Pets Attack Skill" doesn't show up at all when you try to assign it to the hotbar. Why?

I did not import the skill  XPack3/skills/allmasteries/skill_allpetattack.dbr to my mod, so I did and took a look at it.

It is a new template, introduced with Atlantis DLC I assume, named Skill_AllPetAttack.tpl.

So I look in the XPack/Creature/PC/Malepc01.dbr and checked the SkillTree list and open every skill tree in the list from all the masteries skill trees to all the Scroll skill trees to all the Quest skill trees and it isn't in any of them.

One thing I noticed spending this time I could be doing other things, is that with the beta patch (I downloaded and extracted the database from the beta) the skill "Taunt" no longer appears in the mastery skill trees at all.

Huh?  That was how it was set up after Atlantis was first released as I am using that extracted database, and that's how I implemented my Flex skill was adding it to every mastery skill tree. (this causes a "duplicate skill" error in game, but fails silently)

While fooling around trying to understand how "Taunt" is now implemented, I stumbled upon a new skill tree in Records/Skills/default directory: defaultskills.dbr.

What? So I imported the file and Lo And Behold there is Taunt and AllPetsAttack skills listed in all their glory.

So the devs have implemented a NEW skill tree that is assigned to the player independently of the mastery or the PC file and from the start of the game.

Awesome! So the first thing I did was remove "Taunt" from my existing mastery skill trees. Boot up the game and et viola, there it is...taunt is available to assign to a hotbar slot and works.

So I did it with "Flex". Yep, showed up and works.

But still "AllPetsAttack" does NOT. It didn't when it wasn't in my mod and it doesn't when in my mod. I copied and pasted it to another directory and added it to the defaultskills.dbr and nothing, doesn't show up in game.

So I don't know what the problem could be or a solution, BUT I am very happy I went looking, the defaultskills.dbr is very exciting and can be used for skills like the "Rest" skill from Underlord. (which I am not going to implement, but you get the idea)

@lixiss Shadowmaw's proxy is UNIFIED?! Aw, geeze, why didn't I think of that? *Slaps forehead* That explains everything!

So I made a new proxy and deleted the old one and the other Demon/Orthrus ones and re-added them to the map because I don't know which unified proxy entry it belongs to (it's one long list for every one in the whole game you have to scroll through, good luck with THAT) so he should show up every time now.


EDIT: I added skillallpetattack to every mastery skill tree and it shows up in game and works. There is still the silent error going on in the background on game load because duplicate skills, but the all pets attack button has been restored. Sheesh, what an adventure.

149
Downloads / Re: Early Alpha Testing ~ Go!
« on: 18 June 2021, 18:07:35 »
Shadowmaw,It will only appear once。I played 20 times,Never met。 :'(
Proxy file NOT in my mod. Proxy pool file NOT in my mod. The fact that this monster isn't spawning is not my doing.

I imported the files and it is set to run 100%. I have met shadowmaw on every run through (when I bother to go in that cave).

So I don't know what to do.

150
Downloads / Re: Early Alpha Testing ~ Go!
« on: 18 June 2021, 17:50:21 »

Edit 4:

Blank Reward after saving Giiiiiiseeelll


See? DO YOU SEE?! I'M NOT CRAZY!

This quest is NOT in my mod, the RewardItemTagNormal/Epic/Legendary in the quest file "Misc" at the quest root is "tagRelicShard" which is what should show up in that screenshot for the reward, it's a tag from the base game and is used for the Dowry quest since the game's first release!

NOT MY FAULT! HA HA HA

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