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Messages - Bumbleguppy

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481
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 04 January 2019, 02:39:15 »
Wow, you actually defeated Fu T'sang Lung?? Nice!

I see you have a carrot.  :))

No, legendary is just epic to me as far as testing, though you are certainly welcome to try. I figure Legendary balancing can wait for beta testing.

You can try a new class  or go through legendary, up to you.

Legendary will be balancing issues at this point.

482
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 04 January 2019, 02:20:32 »

-fire bettles, normal ones, found around ashlands seens to drop champion hearts
Fixed

-Traps spawns in double in Surtr fortress
Yeah, I was going to change the spawn rate but instead I just changed the Proxy Config/placementExtents so that they spawn 5m apart heh heh. :)

-Nidhoggr - Tormentor of the Dead ,summons dies right away
I must have met up with this boss because I beat normal a long time ago, but I don't remember him.

So I looked into the files and see, the zombies are MEANT to die right away. They have an ondeath explosion skill that is supposed to hurt the player.

But the particle effect for the explosion is just the act 2 normal fire staff impact effect, it's no surprise you didn't notice it in game.

So I changed the skill template for their ondeath explosion so I could increase the radius per difficulty and added a better explosion effect and sound.

The original had a 2.7m radius explosion. So I set it to 4m, 5m and 6m in normal epic and legendary. I also increased the damage and gave the zombies themselves a fire glowing mesh.

I also increased the number of zombies that spawn and increased their lifespan from 10 seconds to 20 seconds.

I think now you will say "OH CRAP!" when he summons them instead of "Oh look, some zombies."

Also in bitfrost bridge, theres a spot that makes your chars gets stuck/dissapear, to avoid it you need to walk in the borders

I can't fix this, it's a vanilla ragnarok mesh issue. I don't even have the files for that in my database.

483
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 04 January 2019, 00:24:12 »
Thanks! I've never seen a loaded texture in MeshView before lol :D

I decided to redo all the archers anyway.

It took some time, but I deleted the weapons and shields from the texture/glow texture for the ancestral warriors. Then duplicated all 5 meshes and added the new textures and a bow.

It'll be in the next update.

484
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 03 January 2019, 22:26:18 »
edited: i got the newest version, the pets got their 2nd form! but when i summon a 2nd tier horn of apollo, this happend


This is a link to the database only for the newest version that fixes the archers.

https://mega.nz/#!AxoHXCbJ!4YgN3wR7AZrXMG6NODbeM1tInMSNWGlFDrpDkWz-O3A

I can't fix it.

It's a copy of the archer that does work, which is a copy of the Elesium archer escorts that you get in act 4 that do work.

So I rebuilt them from the elysium archers from scratch linking every texture exactly like the archer that does work. Doesn't work.
I give up for now.

So I simply removed the reference to the broken mesh from the archer higher level files so no uber form.

485
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 03 January 2019, 00:17:11 »
that "tagItemHelm" issue is a Ragnarok issue. All the c01, c02, c04, c05, c07, c08 base helms have this as their item tag. I added "tagItemHelm" to my ModStrings and have it equal to "Helm". Whatever.

Already fixed teh tag for Rune Revenants.

Just fixed the recipes for relics in act 5, they actually work right now and take act 5 charms, I just forgot to create and add the dummy "Any Act 5 Charm" charm to the database to show in the recipe windows. It's essentially a UI issue I guess.

486
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 02 January 2019, 22:10:17 »
Nice! I've only ever spawned one of these easter egg bosses and I couldn't defeat them lol

I was inspired so I made a new one for act 3, a spectral bat that constantly spams that stun attack radius AND the fury matriarch conversion wave if you are our of range of that. Also stun retaliation.

Drops a helmet with 80% stun, sleep, convert, confuse and petrify resist along with good Life Leech and %ADCtH and plus to all skills.

487
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 02 January 2019, 19:11:48 »
Happy new year :)

I am not sure what you mean about mana leech yet, I will look again at my character's character sheet when I play next time.

The Pharaohs Honor Guard statues are all the same, so I fixed that. In normal, they are exactly like they were in vanilla except for a little buffing and a shower of rocks from the ceiling and stomp skill I already added.

BUT in epic and legendary, one is vitality damage based, one is fire damage based, one is cold damage based and one is lightning damage based.

Could have done a poison version, but there's enough poison later.

488
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 02 January 2019, 19:00:55 »
Yeah, Battlemage was asking for normal hearts in all difficulties for armband. Fixed.

I placed a normal skinned (not shade) version of the Satyr Crystal quest shade in the epic and legendary boss proxy pool for the Helos Satyr Shaman and he drops the same uber chest. He has a 1 in 225 chance to spawn.

Fixed spear pet bonus.

489
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 02 January 2019, 02:41:26 »
Yeah, crystal bonus is coincidence. There is a small chance of getting +2 in normal and you were lucky is all.

I was wondering when someone would notice that the Crystal Satyr Shaman is the toughest boss in the game.

Fixed everything else, thanks for the reports!

EDIT: You get +1 to a class combo in normal only. I don't know how you could get +2, I'm looking at the completion bonus table in the charm file and it's +1 to a class. Double checked the loot randomizer bonus table. Yep, all +1 to a class combo.

490
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 01 January 2019, 21:24:13 »
Went through all the relics and charms you mentioned sauruz and made changes to many of them.

Went through the ragnarok amulets and rings and added petbonuses where needed. Also changed some of the stats and skill bonuses on them as well.

I was pleasantly surprised by the skill  in the legendary ring "Andvaranaut". It was very much like the skill I made for the Davy Jones amulet in v1.1 where it spawns invisible monsters that drop gold. I giggled and clapped my hands :)

So I went through the invisible monster file for the skill and added the loot tables for the golden chests in act 5 legendary with a 1 in two thousand chance to drop an item as well. :D

Added another cave in act 1 after the gorgon caves area before the Monster trapped quest there by the rebirth fountain with a pale ichthian boss.

Buffed up Odin and his posse with more skills and additional hp.

Created a new animation and particle effect for King Mushroom breath attack.

Added Caravan to Glauberg.

Restored generic tomb I found in the map files that was supposed to be in the graveyard below haunted forest village by the poisoned spring quest. Nothing fancy, just a bunch of undead. There's already the tomb with the Zombie boss and the poisoned spring cave, but what the heck, why not?

491
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 31 December 2018, 19:22:10 »
Yes, I removed the turtles and I would do it again.

What happend ? im curious :o
Nothing happened. I just didn't like them and I, being as I have absolute dictatorial control over my mod, removed them in a huff. It's an indulgence I allowed myself so I don't do something even more drastic to channel all my frustrations.

EDIT:
The Act 4 relics dropping around Corinth is because there aren't any treasure chest containers in XPack 2 for that area. They are all imported from XPack, the clamshells for instance are the same ones that appear around Rhodes beach.

Thank you for the explanation, i didnt knew that.
Yeah, neither did I until yesterday when I went snooping in the database. I had already spent a  lot of time switching accessory and treasure proxies to get the relics from act 5 to drop in Corinth as it was, and when I saw that there wasn't any treasure chest files in the act 5 database directory, I kinda just rolled my eyes.  ::) So in that one way, the Nordic/Pieces developers and I agree...it isn't worth my time to create act 5 clamshell treasure chests, so I am in good company :D

I created three new blood colored tigerman heroes for the three sisters quest and changed the reward to 2 skill points. I know you suggested 1 skill point, but that was before I made the three tigerman blood heroes. 2 isn't nearly enough reward but that's as much as I am willing to give lol

492
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 31 December 2018, 02:05:31 »
Yes, I removed the turtles and I would do it again.

I think the wraith shell is the thing, that and undead are immune to Hades vitality attacks which are the majority of his skills.

EDIT:
I don't think it was his Wraith Shell skill. I based the new Liche King off of the old Outsider skill as  far as resistances HOWEVER, I added a bunch of innate dodge/deflect projectile. So I removed that.

Now he actually starts with weaker resistance than Outsider and needs his Wraith shell to catch up.


EDIT:
The Act 4 relics dropping around Corinth is because there aren't any treasure chest containers in XPack 2 for that area. They are all imported from XPack, the clamshells for instance are the same ones that appear around Rhodes beach.

It isn't worth anyone's time to implement the 40 or 50 files and linking them all together and to the proxies just so an act 5 relic drops. Sorry.

493
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 31 December 2018, 00:50:41 »
Thank you, all fixed.

I didn't like Peng mesh for Erinyes. So I made pitch black female PC skins and a glow texture with crazy tattoos I found in the old AllSkins mod files.

The Nerthus ancients were a cake-walk, going to have to do something about that. Just have to mention that the area before the Nerthus is so maze-y and non-linear it took me 30 minutes of backtracking and searching to find the ford to cross to get to the cave. Especially with the night cycle in play. Not fun.

494
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 29 December 2018, 22:01:58 »
Shield maiden absorbs 50% of any poison attack, then resist applies. I increased her resist to 65%.

Epiales poison orb attack just does stupid amount of poison damage (from skill):
200.000000;266.000000;334.000000;401.000000;467.000000;534.000000;601.000000;667.000000;735.000000;802.000000;867.000000;935.000000;1001.000000;1068.000000;1135.000000;1201.000000

over 3 seconds.

The two versions of the ones that use the skill have a skill level of 4 and 5 respectively. That's 1,002 and 1,203 poison damage, and that's not including the new dex multiplier as a bonus.

poisonDamageDV * ((dexterityDV / 500) + 1)

1,002 * ((271 / 500) +1) = 1545 total damage

Yeah. I just passed through that area myself with good poison resist and Herbal Remedy and it was hard. I nerfed it in v1 so I will nerf it in this version too.

And the ideas for the quests are perfect! Thank you very much :)

Also, the Erinyes in Tower of Judgement froze my computer for a couple seconds every time so I am replacing them with a Peng mesh.


495
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 29 December 2018, 17:05:29 »

-Spirit class: it have to many attack bonus against undead and ghosts, they doesnt have a chance, i would say to remove the % bonus to undead on spirit strike skill, it will be good.
Okay. I already consolidated Spirit Ward + Spirit Bane into one skill.

.Skelletons, i could get then to lv 24 ( with shrine mastery and few skill bonus on sets) , not sure how they will be on epic, but right now they are a killling machine, also they tank more than my poor shieldmaiden, i dont resummon then much, since then are tought.Not even fire stop then
Hmm, okay I made Revenant Heart skill only absorb physical + pierce instead of all damage. Skellies are already immune to bleeding and poison and vitallity without it.

.liche king, got lv 13, but he can tank bosses as well, the wraith shell is to good, he tanked the big spider (blooted one) and the might king dorus, without get a single hp off. ( i love the new summon sound effect :D)
Nerfed his wraith shell a bit


-Chimera, was affected by skellies terror skill, was the only boss i saw that.
Can't explain. Has the same boss buff as every other boss with 1000% fear resist.

-Bandari Mi helm, gives +3 to spirit strike and +2 to spirit strike ( normal)
Fixed.

-the guardian of treasure boss ( fu xu ?), found in forest of ancient is Lv 60 in normal
He wasn't supposed to spawn there but in the mongolian tomb, fixed. Also he is level 60 in Normal difficulty. Well observed.

-Bandit ninjas in act3 drops tropical venon sac
Yes.


-3x quests in act3 ( three sisters, terracota at large and emperor clay soldiers) give +2 atrribute points , for me its okay, but since you finish those quests in liniar way it feel kinda weird, if you understand what i want to mean
Any ideas?

-lord of swamp boss, could have different colour , and it had some issues on doing basic attacks and moving, the poison spit is fine
Made a blue-green texture and tweaked his skill set. Tested him and he is fine now.

Lampido potion and stygian lurker, the bonus to str/dex/int doesnt work, ( its a vanilla issue btw)
Fixed the skill level entries and  imported the XPack quest skill tree and cleaned it up a bit.

Not a bug, but champions monsters needs to have a hight resist to fear, my lovely skellies are casting fear on everyone lol
Okay good idea,

edited: Raksashas~warlord are litle to tanky
I removed their ghost resistance buff.

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