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Messages - Bumbleguppy

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1
Ideas and Suggestions / Re: Version 2 Development LOC
« on: Today at 16:12:01 »
BlackSerpentSun suggested that Quick Recovery would be better as a passive in the Battle Awareness tree.

I only play full petmancers so it doesn't make a difference to me either way, I just assumed ppl would like a "boss killer" button like in vanilla so I kept it as a toggled buff.

What do you think?

2
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 15:55:38 »
How i can acess the new dungeon in mongolian plateau ? its related to djiin quest ?
Yes, though it isn't finished by far.
The key from the end of the Djinn quest should open it, if I have got that far...I don't remember.


i ddint saw any weapon, but its the only one i found, forest of ancients
Too bad, that was supposed to be a MI staff, but I hadn't imported it yet. Fixed.

This area, after leaving the temple of marduk, you can walk into the river and exploring this area, that shouldnt be acessible, unless it could be a extra area :)
Good idea, thought of that myself but the map area is too small and I am getting tired just thinking about adding extra map sections to expand it. I re-painted the no passing tool over that area and rebuilt the map sections and pathing. That should fix it.


i notice some fire sprites ( bigger ones) dropped champion hearts, they are tagged normal.
Fixed

I didnt found any abyssal liches in wusao, maybe i was lucky (?)
Lucky. None of the liche sproxies have a 100% chance to spawn, so you just rolled lucky numbers. I increased the chance for the proxies to run while I was checking though :)


-Master automatoi~champion could be tagged as champions
I could swear that you were the one to suggest that in the last version lol, fixed.

While I was checking, I added dual wield animations and made the olympus master automotoi dual wielding swords.

3
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 14:57:51 »
Hello ...

Either i have soooo many Bad Luck ...  :-[ ... OR are now ALL the Chests = Blade-Traps ??  :o ::)

In my Opinion there are to many Traps in the newest Version ... Faster kill as i can see  :'(

Best Regards from Wolfgang / Germany

Ha ha, no you don't have bad luck

One day earlier this week, I was testing traps and set the spawn rate to 100% in normal Greece so I could see traps in game. I forgot to switch the number back to a normal trap spawn rate.

I was wondering the same thing while playing and I thought "OH NO!" and here we are, you have the version with 100% chest trap spawn rate.

It will be fixed next upload.

4
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 02:22:03 »
Ritualist robe had a bug in the formula where the text in teh editor is just too small for me now. I need new glasses. So I manually selected the file from the file picker instead of trying to fix the typo.

Fixed the rings, I had the flavor text already, just neglected to add it to the quest item when I was making them.

Fixed the templar petbonus, it was pointing to the v1.1 version. Pleas let me know if you see any missing petbonus on Ordnance items. There may still be bad file paths and I don't know how to search better than the regex "petbonus_0[4-9]{1}\.dbr". THe Templar was pointing to petbonus_07.dbr, but there aren't any others with that particular bug.

If an item skill has blue text, then that means it has to be assigned to a hotkey slot as it is manually activated. Once you do that you can see the skill via the tool tip like any skill.

If it says "grants skill:" and then there's nothing, that's a bug.

Yeah, I am slowly adding the environment skills for burning wagons etc. so don't stand near fires.

Fixed that one Terra Cptta, it was a bad animation file reference.

5
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 00:55:26 »
First death in normal by Goblinsnatcher. I think he's almost immune to poison and piercing, traps cannot even scratch him. Well, my feeble attempt for hardcore has ended... will have to continue normally. :(
Bladeflinger armor is having invalid skill profile

Goblinsnatcher has 20% pierce resistance and 65% poison resistance. It has  the global boss buff which decreases damage from pets.

EDIT: Global boss file adds another 10% pierce and poison resistance in normal difficulty.

Ha ha, I keep changing Rogue skills and items keep breaking. Whoops :)


EDIT: haha, added webbed goblins to goblinsnatcher's lair:

6
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 13 December 2018, 23:45:33 »
I will look at Boarsnatcher's controller as that is what decides it's pursuit range. I increased the cooldown for Goblinsnatcher's ranged web attack and made sure it had a minimum range of like 4m instead of 0 to use.

Yes, pets have weaknesses and strengths in v2, I will add to description.

7
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 13 December 2018, 21:37:29 »
I don't have any control over the ragdoll of enemies besides increasing it in an attack skill. But making them stop in midair like that, I wouldn't know how to affect a change besides removing all ragdoll amplification from skills.

I haven't started adding petbonuses to MI, or even the sets (which I already have, I just haven't implemented them in the MI items themselves. DOn't worry about that for now, that will be for beta test

I am looking for game breaking bugs and really bad OP or really bad balance issues.

Just that first kiss on your first date with the game  :))

EDIT: you know what is spooky? I had just finished updating the Kinslayer ax, dragonian ax, dragonian armor and added a dragonian shield and implemented the set for them when I got the email alert for a new post.  :o

Also, there have been updates to the ragdoll physics from Nordic, there were some comments in the Steam forums regarding issues with it I seem to remember.

8
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 13 December 2018, 20:34:54 »

-I reach lv 40 on warfare Mastery ( yey), but i got already, Crushing Blow skill, without spending any point ( lv 1 already)


How? It's not possible.

I would have to set it level 1 in the skills/warfare/warfareskilltree.dbr and it would be visible as soon as you chose the mastery.
Or a quest file would have to specifically award a point to that particular skill, but there isn't a quest condition trigger for "reaching level 40 mastery". How would it know to do it then?

This is a mystery.

Did you have a point in that skill before I moved it to tier 7 in an update?

I forgot to remove a skill point on my Stupidity..

So sorry, i forget crushing blow was tier down before, *hides in a deeeeppp hole*

No, no, no!

I am just so relieved there wasn't some new mystery glitch, huzzah!  :))

I spent the morning remaking the Knossos to Egypt outside area after the telkine into an area with some pirates etc. just for fun.


9
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 13 December 2018, 18:39:22 »

-I reach lv 40 on warfare Mastery ( yey), but i got already, Crushing Blow skill, without spending any point ( lv 1 already)


How? It's not possible.

I would have to set it level 1 in the skills/warfare/warfareskilltree.dbr and it would be visible as soon as you chose the mastery.
Or a quest file would have to specifically award a point to that particular skill, but there isn't a quest condition trigger for "reaching level 40 mastery". How would it know to do it then?

This is a mystery.

Did you have a point in that skill before I moved it to tier 7 in an update?

10
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 13 December 2018, 02:11:28 »
Added four prefixes to arm and leg armor that grant a radius +%protection from devices and constructs.

Tweaked a couple of the pirate champions with a different name and defense mastery themed skills.

Made Earth's Flame Shield, Storm's Energy Shield, Hunting's Herbal Remedy into radius duration buffs like Rally.

Turned Runemaster's Life Rune into toggled aura.

Added phys resist to Flame Shield.

Added a shadowbolt skill to the chest trap pool.

Added new area outside the great wall town.

Restored several NPCs like story tellers and just manually added Healers.

Added a few Medusa proxies to the athens docks.

Opened up the area to the left of the Athens stairway and filled it with zombies.

11
Art Manager / Re: Large Projectiles?
« on: 13 December 2018, 02:04:08 »
Oh hey, I never looked at the effects/projectiles meshes in the Viewer before, since they are invisible. I toggled "hitboxes" in the view and viola, some of them have big hitboxes like projectilemesh-2.msh.

Cool, learn something new every day :)

12
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 13 December 2018, 00:11:24 »
Inahabited statue, is a hero, ( it have minoan statue mesh) it appear with bunch of sandstatues
I put him in a new tomb outside of Thebes.

13
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 12 December 2018, 23:47:45 »

-Rogue Greaves is missing pet bonus discription
Fixed

-Dark Obelisks in the boss room from tomb of amenmeses ( i think i spell this one right), in the other words, the ones that spawns frost skelies, are invisibles
Fixed

-The skellie hero in Tomb of Merenptah shouldnt be a boss ?
Fixed

-I remenber in Normal was a tought Hero statue in Tomb of Seti I, and not in epic, he found only in normal  ?
This one has me puzzled. First, I don't know which tomb is which in the map editor as they are named in generic terms. I remember Thuyu and Rameses. I am better at remembering which mini-boss it was. Lightning Mummy? Green Scorpion?

-Theres one type of dark obelisk that doesnt spawn anything
Can't figure this one out.

-Place of truth quest info, is placed on act1 side quest log
Fixed

-I notice theres no healer around thebes, our she moved to another place ?
I was in teh middle of restoring all the NPCs I had turned into healers when I got sidetracked and forgot. I spent some time today adding healers to Egypt and the Orient.


-i think the bosses from VoK should have better rewards when defeated, most of then dont have a simple chest
I don't understand. They all have boss loot treasure chests, unless the chest isn't spawning again. Some of them are shaped like sarcophagai, but that is simply cosmetic.


edited: ultima trap (hero) dont die and dont attack ( act 3)
Bad controller. If you can't kill it and it doesn't do anything, it's a bad controller. Fixed.



EDIT:
Added a new area to the forest outside the great wall town across the river. Just a bunch of zombies for now, nothing special....just fun exploring.

14
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 12 December 2018, 19:09:39 »
You can check out the Alpha testing thread here:
https://titanquestfans.net/index.php?topic=798.0

I appreciate your anticipation :)

Version 1 took me 7 years to make. It certainly isn't good enough to warrant 7 years to make, more like a year or 6 months, but I'm not a professional. I'm that old man down the street than makes wooden toys for Christmas in his shed.

Anyway, I don't want to promise a release date and break my word.

So just keep checking back I guess.

15
Art Manager / Re: Large Projectiles?
« on: 12 December 2018, 15:39:01 »
Interesting question.

In the example, I would use a wave skill to do it and call it a day.

Would the mesh of the projectile make a difference, even if invisible?

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