Author Topic: Version 2 Development LOC  (Read 230941 times)

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Online nargil66

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Re: Version 2 Development LOC
« Reply #360 on: 10 November 2018, 05:31:51 »
Anyway, I am too tired to face the inevitable frustration, rage, disappointment and tears to test it today.

And I switched shield sling to increasing piercing chance. The fragments are just too buggy.
I feel you.  :)
Nice frisbee shield you have there :)) I'm not much into superhero stuff, but that shield skill is hillarious!

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #361 on: 10 November 2018, 14:28:32 »
If you haven't played Disc Golf, I strongly recommend the experience.

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Offline Medea Fleecestealer

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Re: Version 2 Development LOC
« Reply #362 on: 10 November 2018, 19:12:50 »
Thanks to Endymion making a shield projectile mesh, I was finally able to create my dream shield skill: Shield Sling.



It was really buggy at first. With the template skill_attackprojectile I added 1 projectile fragment and set it t the same projectile as the skill with min projectile amount set to 1 and max set to 1.

So I tested it in game and it immediately shot 2 projectiles and fragments. Huh?

So I set the template to skill_attackprojectileburst same thing.

Set it to skill_attackprojectilefan with 0 rotation and 1 projectile and it works. <shrug>

I don't know or care at this point, I'm just excited to finally be able to throw a shield. There isn't a template to throw your ACTUAL shield, that only works for arrows and throwing knives.

But it does a nice amount of physical, always stuns and has a chance to shoot out 0 - 2 fragments randomly.

Like I said, I set min/max fragments to 1 and it shoots out two. So I set min to 0 and max to 1 so it averages out to 1 in the end I guess.

An, as I demonstrate in the video, it uses all damage. So juggys and paladins have some additional projectile damage now.

EDIT: I'm going to remove the default arrow weapon trail and just leave the flight fx.

Also, I am not sure I wouldn't rather it pierced than had fragments.

Great minds BG, great minds. Aegis of Menhir, one of the new Oathkeeper skills in the forthcoming GD "Forgotten Gods" expansion.

http://www.grimdawn.com/forums/showthread.php?t=77940

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #363 on: 10 November 2018, 19:27:35 »
That is so beautiful! Thanks Medea, that was a fun link. :)

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Offline Medea Fleecestealer

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Re: Version 2 Development LOC
« Reply #364 on: 10 November 2018, 19:50:37 »
Yeah, it's looking like a great new addition to the GD masteries.  We're getting a whirwind skill as well.  Don't know if you saw it in the Crate Entertainment section of the forum, but one of the playtesters pushed it to the limit just after we got hold of the mastery to play with.  This was the result.

http://www.grimdawn.com/forums/showthread.php?t=78785

As Zantai said, speed might be just a little overtuned.  ;D  Has been nerfed now of course, but still fun.  It'll also be available on a relic so you won't necessarily have to play Oathkeeper to use it.

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #365 on: 10 November 2018, 20:46:06 »
My new quest had only one major quest breaking bug, and it was only a typo! Easily remedied and...done!

It works FLAWLESSLY (now) !

PIRATE ISLAND IS GO!

Had to make some new meshes with that sparkly quest aura for the pirate captains.

Have to change the table reference to the Magi staff as it points to the regular/rare table and not the rare table only in the merchant file.

But it works!


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Online sauruz

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Re: Version 2 Development LOC
« Reply #366 on: 10 November 2018, 21:51:23 »
Mr Smithers face will be ours, when we will sail into the island  lol
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #367 on: 11 November 2018, 01:13:54 »
Got the formula loot tables done and the merchant loot tables done.

I decided Chang'an would be the only city with formula merchants. It's mid game and easy  to get around in.



One merchant for each type: armband, helm and armor.


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Online nargil66

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Re: Version 2 Development LOC
« Reply #368 on: 11 November 2018, 11:37:39 »
The trade capital of Chang'an. Looks nice, and those merchant icons too.

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Re: Version 2 Development LOC
« Reply #369 on: 11 November 2018, 19:31:29 »
Found that all the set files were garbage, so I redid them.

Came across a little irritating thing when using my mass search and replace. Since the "batch" command can only use regular expressions, it sees the replacement string file path directory starting with "\t" like "ordnance\templar" as "<tab>emplar". Same with\s. So there was some grumbling I admit, and much manual typing.

I'm familiar with escaped special characters, I just didn't expect the search and replace to parse my replacement string for them. Oh well.

EDIT: Added Fungoids and Sytgian Quillvines around Styx

« Last Edit: 11 November 2018, 20:27:45 by Bumbleguppy »

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Online sauruz

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Re: Version 2 Development LOC
« Reply #370 on: 12 November 2018, 00:54:42 »
nice content ! :D

its just me our the fungoids monsters are bit slow ?

Now seeing the video, made me see, the poison attacks from the empusas have very small aoe radius
« Last Edit: 12 November 2018, 00:59:14 by sauruz »
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Version 2 Development LOC
« Reply #371 on: 12 November 2018, 01:15:51 »
nice content ! :D

its just me our the fungoids monsters are bit slow ?

Yeah, they are slow but numerous :)

EDIT: Added Shadow Limos to the Tower of Judgement and Hades Palace.
Added Fungoid Brute mini boss and replaced Anourans throughout the Cave of Tartarus(?), that cave in teh water area in hades.
« Last Edit: 12 November 2018, 02:08:38 by Bumbleguppy »

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Online nargil66

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Re: Version 2 Development LOC
« Reply #372 on: 12 November 2018, 02:59:08 »
Those fungoids really fit in Hades, especially with the purple color you gave them :)

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Online sauruz

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Re: Version 2 Development LOC
« Reply #373 on: 12 November 2018, 21:28:11 »
what you think of adding more demon types variety ( existing monsters) in the ranks before Hades palace , instead of having full machae , all eternity long.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Version 2 Development LOC
« Reply #374 on: 12 November 2018, 21:45:50 »
Yeah, that was my opinion as well.

The shadow demons I used to replace some Machae & Melinoe proxies are pretty tough so I tried to place them in more out of the way areas off the main path through the areas. I know I am going to get some players getting killed by them lol

But I am so used to the Machae I really don't want to go too far aesthetically from the humanoid look I guess. That's why I chose the Limos mesh.

CALLING nargil66 CALLING nargil66 COME RIGHT AWAY.

Any ideas?

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