Author Topic: Version 2 Development LOC  (Read 230548 times)

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Online nargil66

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Re: Version 2 Development LOC
« Reply #270 on: 08 October 2018, 02:23:43 »
Quote
So you all need to design your boss versions and post them so I can put a series of boss fights to get to the uber boss.
Dont make yourselt too much "Ubermensch"  :))

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Offline WNG

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Re: Version 2 Development LOC
« Reply #271 on: 08 October 2018, 02:26:38 »
Is it possible to make a Wood Colossus that every time it stomps the ground it launches an Earthquake (pretty much like the scroll of the same name) and briefly shakes the screen and all.

That would be very nice. :P

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #272 on: 08 October 2018, 02:33:21 »
You mean an Ascocaphus like in Act 4?

And one can never have too much uber in one's life :D

EDIT:
Just went through and increased the cost of potions dramatically. Mana potions in act 5 legendary are over 90000 gold now mwa ha ha

« Last Edit: 08 October 2018, 02:40:22 by Bumbleguppy »

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Offline WNG

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Re: Version 2 Development LOC
« Reply #273 on: 08 October 2018, 02:41:14 »
I was kindly referring to those gentlemen over here.



But now that you mention it, I had completely forgot about the Ascocaphus.

Either one is good for me, pick the one that will be the easiest to work with.

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #274 on: 08 October 2018, 02:45:16 »
This has got to be my very favorite new monster in the entire Ragnarok expansion, excellent choice!

Anybody remember that nature monster/spirit from the second Hellboy movie?

EDIT: Found a clip
« Last Edit: 08 October 2018, 02:48:17 by Bumbleguppy »

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #275 on: 08 October 2018, 10:14:21 »

Just had an idea...

I was working on a new dungeon near the first Tigerman camp to put my super mega boss with his giant uber treasure chest and I thought, why not have a developer boss series like the devs do? A secret area?

All I need is to add a key drop somewhere to open the gate.



excellent idea!

Im thinking , making a crafttable key ( ? ), , witch needed 5 pieces, one droping each act. The pieces could be dropped by the new uber bosses you are creating !

if the craftable key doesnt work in game files could be a craftable charm our relic.

Then when you got the key, you have acess to face the dangers inside the mythical super secret dungeon.

Now theres 2x options, ( in my vision)

1) easy way . like  a normal dungeon , theres some enemies and room with each "made boss "

Our

2)Evil way , a medium arena , when you have to face all " of us" at same time, can think at biggest challange for your end game hero :D
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Cygi

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Re: Version 2 Development LOC
« Reply #276 on: 08 October 2018, 13:28:48 »
So you all need to design your boss versions and post them so I can put a series of boss fights to get to the uber boss. :D

I've always dreamed of a survival arena, when you must defeat all quest bosses from the whole game, but not all of them at once.
Something like 15 seconds* between the spawn and they should spawn chronologically (satyr shaman first and so on...).

*Time may vary. ;)

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Online nargil66

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Re: Version 2 Development LOC
« Reply #277 on: 08 October 2018, 13:38:43 »
+1 for a craftable uber bumble key. :D
I've always dreamed of a survival arena, when you must defeat all quest bosses from the whole game, but not all of them at once.
Something like 15 seconds* between the spawn and they should spawn chronologically (satyr shaman first and so on...).
I was about to suggest some kind of evil gladiator's arena. The time idea is awesome - be too slow, then more and more devs spawn to crush you!

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Offline Medea Fleecestealer

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Re: Version 2 Development LOC
« Reply #278 on: 08 October 2018, 13:47:49 »
Yuck!  You can keep it.  GD's Crucible bores me to tears.  You lot are welcome to it.

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #279 on: 08 October 2018, 22:01:57 »
Yeah, I wasn't talking about a battle royale, though that could be set up somewhere in act 5 later.

Had some fun today in act 3.

Added some proxies around the Great Wall town and the various villages where tigermen are that drop livestock.

So a rooster or an ox.

See, the thing is that sometimes they are Raksasha in disguise!

So I used the livestock models and made them into monsters with 1 hp. They have a controller that can only see 4 meters.

If you wander within those 4 meters, they cast a self buff that does negative life regen like Dark Covenant and they commit suicide and they cast Flash Powder on death.

On death they drop a Raksasha proxy that spawns one of the various types like warrior, sorcerer, archer.

Also some peasants could be Raksasha, so be on your toes. :)

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Online nargil66

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Re: Version 2 Development LOC
« Reply #280 on: 09 October 2018, 05:29:41 »
Nice! Man, you are so fast... Monsters, proxies and all this in just one day  :o

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #281 on: 09 October 2018, 19:04:37 »
Oh no, I already had all the Raksasha and farm animal spawners made from one of the versions I was working on that crashed.
Also, being as stubborn as I am, I tried having the farm animals drop a proxy that spawned one of a variety of Raksasha monsters. Still doesn't work well. The delay between dropping the monster proxy from a monster to having the monsters spawn is about 2 seconds. That's forever in game time. Even for one monster to spawn.

So I had to create 14 roosters that each spawned a different Raksasha on death in the ActorToSpawnOnDeath slot in the death parameters of their monster file. Then did the same thing with the sheep. ox, peasants etc.

Then I had to make two different proxy pool files because that was 14 times 7 or 8 farm animals. One pool for the Raksasha trash and one pool for the champions. I then used those pools in the already made in-game proxies.

So it amounts to the same effect, just couldn't add the proxies directly to the farm animals, had to spawn directly on death or there was a huge spawn delay.

Thank goodness for my ReNamer application that renames multiple files at once. saved a lot of time.

Speaking of crashing, had my first game crashes yesterday.

I had a feeling from this happening in the past, but I'm warning all modders to stay away from the RatmanChampion.msh and animations. Every time I add a different animation to the RatmanChampion mesh, say for example tigerman animations (which look great in Viewer.exe), the game will eventually crash.

So I switched my dual-wielding ratman boss to the standard skinny ratman mesh and it was fine. I had to remove the ratman champion armor because it looked ridiculous :D

Then the game crashed on Ratman archers, who I had switched to ranged one-handed weapons. I switched them back to bows and everything is fine again.

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Online nargil66

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Re: Version 2 Development LOC
« Reply #282 on: 09 October 2018, 19:16:13 »
Hmmm, those sneaky rats... Will know to not mess with them. Never liked them anyway :P I'm glad you figured at least one of the reasons for game crashes.

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #283 on: 09 October 2018, 20:11:18 »
Im glad you find the solution for the crashes in that case.

maybe its some monsters cant use throwing weapons ? troubles on their base animations ?
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 #284 on: 09 October 2018, 20:28:51 »
Maybe, but the crash log mentioned the controller as well. Ranged one handed have a different range than the bow so maybe they run too far as a preset distance for the old vanilla controllers to handle and they don't realize it?

Anyway, just glad it's fixed.

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