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Messages - Bumbleguppy

Pages: 1 ... 10 11 [12] 13 14 ... 59
166
Downloads / Re: Early Alpha Testing ~ Go!
« on: 16 June 2021, 19:31:38 »
1、hello,Here are skills that can only be + 4(Only + 4 skills)
Some of the skills you listed were only +4, thank you.
3、task: The Poisoned Spring。The spider is killed and it disappears forever,It will not refresh again。
Yes.
4、Open the Sarcophagus , what is the probability of red boss?
I haven't got the exact number handy, but it is less than 0.1%.

5、Halcyon Coast (New map)     Aithousa ~ Daughter of Poiseidon,After using the Portal Stone, the Portal Stone will disappear。When I went back to sell equipment and wanted to send it back, he disappeared。(Portal Stone)
Yes, that zome needed to be added to the Megara zone.
tagRegionName45=Monster Encampment(New map) ,The same is true。Portal Stone,It's gone。
I don't know what area that is. The tag doesn't help me, either.



Certain monster skills don't stun: war horn, lightning bolt, lightning ball, probably some others...
This is new. Stun is a basic game mechanic. All the skills you listed have the stun duration listed correctly when I open the files in the DB. Other paramaters such as skill radius, expansion time are all set correctly.

Spawns from necromancer monsters don't die when the caster is killed. Is this intentional? They used to die automatically before, if I recall correctly.
Yes, they survive the master after death. It is a setting in the template added after Ragnarok I believe.

Is xp the only reward from the place of truth quest now? In the earlier versions you would get an epic staff or something. Doesn't bother me too much, just asking.
No, and the same thing happened to me. I don't understand it, I mean I don'tknow where to begin with the tedious time consuming file searching task...I hate this game some times. It SHOULD work...but that's Titan Quest for ya.
Honestly, I don't like that skeleton archers are a temporary summon now. Skeleton warriors and archers were pretty weak as is and spirit mastery altogether. They die all the time and constantly resummoning them is a pain. Now I see no point to level them at all. This is just my opinion, though.
@sauruz Hey sauruz, you want to comment on this? You are playing SPirit as well. I haven't played Spirit for a long time, since I tested the skills a few months ago.
Wolves from call of the wild have a completely gray texture when they are lvl 21+ and when you mouse over them, the tooltip still displays them as lvl 20.
A completely gray texture means that the texture is missing. Back in the disc install days before Anniversary Edition, they would be bright blue and yellow checkered and easy to spot when testing. I think the gray is so that if one goes missing or glitched, players won't complain.

Anyway, the texture was missing and I added it.

Also the character levels and stats on the Wolves over level 20 were all messed up so I just went in and fixed it after this post.

You can climb this hill here.
God*mmit.

167
Downloads / Re: Early Alpha Testing ~ Go!
« on: 16 June 2021, 02:20:24 »
Sometimes, other times I like it.

I am trying to keep pet resistance bonus +8% or +12% per item. But sometimes that item is special and gives a better defense bonus to pets.

Many items were balanced for an older version of the mod and I just imported them all without going through each file one by one. I find that some of them were too high, but that mod version had an XMax level of monster spawn so the bonuses were appropriate.

When I find an item with greater than +8% resistance or greater than +8% damage in normal and then +10% in epic and +12% in legendary, then I look at that item and determine if it is a special property of that item e.g. Eye of Flame amulet may give +25% fire resistance because it's the Eye of Flame.

168
Downloads / Re: Early Alpha Testing ~ Go!
« on: 15 June 2021, 23:10:50 »
I don't understand what you mean by "Centaur Hero".

If you mean the Centaur Boss Nessus, then the treasure chest spawning is a bug.

The fixing of the treasure chest spawning is a large project that I will tackle before Beta testing.

The only download you need is the legionofchampions.zip

169
Downloads / Re: Early Alpha Testing ~ Go!
« on: 15 June 2021, 22:43:12 »
Just completed upload of latest build, including the database only.

Includes all the recent fixes, but it will still crash when trying to farm of course.

170
Downloads / Re: Early Alpha Testing ~ Go!
« on: 15 June 2021, 20:23:27 »
I know, right? Hades is totally brutal now. He is faster. Vanilla Hades goes down in 2 seconds against my pets so the buffs are a work in progress.

I did just go in and nerf his defenses for normal difficulty. Did you know he has a new vanilla defense file hades3_ghost_resists.dbr. It's like 70% damage absorption for phys, vit and bleed. 70% absorb.

So today I just went into the file and instead of a 1 level skill I made it 3 and gave 33%, 50%, 70% for normal, epic and legendary.

I think I fixed the tag for Cascade earlier, but it is fixed right now when I checked so whatever.

EDIT: See, the problem with Hades is that if he goes down too quick. If he lives long enough to finally start casing his skills, then he is a challenge.

171
Downloads / Re: Early Alpha Testing ~ Go!
« on: 15 June 2021, 17:09:52 »
I remember the old versions doing it lol

It's a big design motivator for this mod as well, drop rates for items are made so farming is not a really big deal...

I wish I knew why it crashed...there's been so many crashes over the years. It isn't like I haven't pored over the exception.txt for hours and later the exception(string of random number).txt after Anniversary came out. I don't know assembly or C language, it's all too much for me to know from that.

One time I casually noticed that the Skill_ProjectileDropTelekinesis crashed when the Liche King cast it outside the Sphinx as I was entering so the projectiles were outside and he was inside. How the heck do I fix that? That's just part of the game, so I changed the template to a regular projectile.

At this point, after years of different things crashing the game, if the game plays at all I call that a win.

172
Downloads / Re: Early Alpha Testing ~ Go!
« on: 15 June 2021, 16:46:00 »
Yeah, the game crashes when you restart from the main menu most of the time.

Every mod I make does that.

I don't have any idea how to fix it because I don't know why it does it, never have had an idea.

I thought I posted that in the OP that this mod crashes when you restart from the main menu.

I am never going to do a hard mod version of this mod. Ever.

173
Thank you!

I was feeling down from having to fix so many bugs so I decided to make some new Healer meshes.

I made a Troll and an Ichthian Mage. I also gave the Dvergr healer a staff and staff animations.

174
Downloads / Re: Early Alpha Testing ~ Go!
« on: 15 June 2021, 01:16:10 »
Greetings @Bumbleguppy,

I've been lurking around the forums for your mods for a few years now and always enjoyed playing lilith/loc. Figured I would post some bugs and suggestions now that I'm playing this new version. I really appreciate and respect the work you put into this.

Welcome aboard, thanks for joining in the torture chamber of early alpha testing.

I'm not sure if this is still a thing or maybe you fixed it, but I was able to put points into the killbot mechashield passive skill before I had 4 points in the rogue mastery.

Whoops, nope this was an error in the skill file where the skill tier was still set to 1. I set it to 2, thank you for finding that.

The wolves weren't the only pets capped at +4. Horn of Apollo archer from warfare also seems to be capped at +4.
Yep, you're right. I just went in and fixed it.

I was able to buy mi from the ninja merchant in Knossos even before I completed the pirate quest.
Yeah, this is an issue with targeting invisible or hidden creatures that isn't something I can fix. The only solution I can think of is having a separate store in a cage and he unlocks the cage at the quest completion. Nothing I can do about the changes made  to game targeting.

The mi seem to be way more common drops than usual, at least in Greece. Got like 4 or 5 full gorgon sets on one run through Greece.

Yeah, this is a design issue, I may or may not reduce the drop rate later.

Question about the cyclops boss you added in Greece. He seems way too strong and impossible to fight that early in the game. Are you supposed to come back to him later? I hate backtracking in tq, so it might just be me, but him spamming that rock throw attack which deals like 1.4k damage and with that huge aoe seems a bit too strong.

I think I will just remove him from Normal difficulty altogether and make him an Epic/Legendary boss.


The 'of the tinkerer' suffix doesn't seem to do anything.

Yeah, this is an ongoing issue with that suffix. It's not my fault and the suffix is handled weirdly and inside the guts of the game engine I cannot access. It isn't a template or anything I can fix in the ArtManager in the database...I may end up just removing where I've added it to loot tables. I don't know.


Venom Sac has one completion bonus that is +1 to invalid skill profile.
Ah, yep. it was imported from an older mod version. Fixed, thank you. BTW it's Envenom Weapon skill bonus.

There seems to be an invisible wall here on this path, as you can't go down here.
Ha ha, it seems I got a little overzealous with the no-pass painting in the editor. My mistake, I erased the no-pass and rebuilt the map just now. It's refreshing to have a problem I made instead of game mechanics not working as they should.

@sauruz Okay, I get what you're saying about petrify etc. and I will look into Corey and Lichey. :)

175
Downloads / Re: Early Alpha Testing ~ Go!
« on: 15 June 2021, 00:52:17 »
I killed him again and it prompted the quest, try that.

I spent yesterday completely reworking that quest. I even put a failsafe quest step in case it bugs out so it will open the door when you restart.

IMHO the whole thing is a mess: the dual unified proxies, the proxies being in out-of-the-way almost hidden places, relying on "got token" which has always been buggy and happenstance.

...so I reworked all the quest steps so it doesn't matter which order you kill them but doesn't rely on the "got token" condition in the quest file. I also added journal entries for each step because I couldn't keep track between game session. I also disabled the proxy of each leader when you kill them the first time so you only kill them once. Since you only kill them once, I could put a boss treasure orb in each as well :)


176
I did try this and use it, I used a Skull mesh with a stream of poison smoke coming from the top and they detonate with apoison explosion very much like the RUne Mines skill only with poison.

I did manage to get the area of effect projectile template to work with the rune mines skill template instead of the mine template for the projectiles and Medua uses it and it works, but Arachne's doesn't.

So to do what I wanted, I used the Defensive Wall template, summoned spawners that die and spawn invisible monsters that cast a buff attack radius toggled to get a poison puddle skill. I had to set their lifetime in their monster configuration instead of the skill but it works. I gave it to the Chang'an Spider.

177
Downloads / Re: Early Alpha Testing ~ Go!
« on: 14 June 2021, 22:47:18 »
My thoughts exactly, so I re-extracted the XPack SceneryHades .arc from my Steam directory into a new directory. I opened the vanilla mesh and then opened the latest Steam mesh and they are the same as far as texture paths. So I don't know what's going on...maybe the new texture was recompiled with a different Texture Compiler that is now incompatible with the base game or something. It wouldn't surprise me at this point.

178
Downloads / Re: Early Alpha Testing ~ Go!
« on: 14 June 2021, 22:24:59 »
no, it's funny because the CUSTOM mesh is visible all the time, it's the vanilla mesh that is giving me this problem lol

179
Downloads / Re: Early Alpha Testing ~ Go!
« on: 14 June 2021, 21:47:22 »
@sauruz  About the invisible geysers in Styx, I had the same problem near the teleporter on Wusao Mountain with orientboulderjagged22.msh and orientboulderjagged23.msh just not showing up either in game or in the editor.

I've extracted and then imported the original meshes into the mod, but that wasn't enough for the geysers so I just imported the original textures and archived them into the mod hoping that will do the trick.

I'm flying blind here, there's no documentation or error logs to know what's going on so I'm just making this up as I go trying to get the base game to work with my mod.

180
I don't really know why that area is so unstable for me, but I am still going with the notion that it is the pathing of so many monsters and pets trying to get through obstacles they can't go through to kill each other and there is so many computations happening so fast that every now and then one bit goes wrong and a cascade of errors crashes the game.

That's my conviction and I am sticking with it lol

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