Edit2: A bug with Erebus Crystal - it's indestructable.
Bad controller, fixed in next update.
Rogues pets unlock a tier early.
figured out that its only at lvl 17 (and maybe above?) that skeleton archers have no bows.
Fixed Rogue skill tier.
I still can't sse the skelly bow problem in the mesh files, so I will have to take some time to test it today to see what I missed.
im having very hard time beeing alive, im close to finish normal, and its true i dont have almost any luck on drops, ( still using rings that i found in act 1), pets cant kept it as well, maybe im just having a bad gameplay but it hurts a litle.
I had removed the AE pet bonus you get after defeating the Giant Yeti. And since I have heard no complaints about pets in Act 3, I added a quest skill pet bonus (50% health and 15 armor) to defeating Typhon.
Then added another quest skill pet bonus for defeating Hades (another 50% health and another 15 armor).
If you didn't get the bonus when you went through (because it didn't exist yet lol) I added a trigger in teh initialization quest file that checks if you defeated Typhon but don't have the quest skill pet bonus, it gives it to you there. Same for Hades.
Now a some questions:
-Golden belt artefact, is there any special reason for asking a act 1 relic ( golden fence ) while the rests of ingredients are from act 5
-Golden belt artefact dont give any pet bonus ( only so far )
I haven't imported Act 5 artifacts to the mob yet, but remember that for later.
-Monster summons, for exemple you face Satyr necromancer with his zombies around, you kill the necromancer and the summons dies right away. now when you face a valkyrie , she summons monsters, you kill her but the summons still are alive.
From a modder point of view, this is a cool new game mechanic added to teh spawn pet template. There is not a bit that you can set that says "surviveAfterMasterDeath". We modders have been summoning invisible monsters that spawn new monsters when they die after living only 0.1 seconds just to do this in the past, so this is SO much easier than the complicated workaround we used.
Anyway, the devs used this new setting on the Valkyrie summon skills, so this is a vanilla Ragnarok thing.
-Found a Mystery shrine in Halls of Dverger that dropped act 3 relics and equipements-
Oh lord, the shrines...THE SHRINES.
So many files...hunrdreds of new shrines I have to make...HUNDREDS. A dozen new directories and hundreds of new proxy pool entries.
This is going to be an issue for awhile until I get to making all the shrine files for Act 5.
-Heron Gear Missing a skill description
No, it si a toggled skill that you add to your hotkey bar. BUt nevermind that, it was using Rogue's Disarm Traps skill, so I copied that skill and made it an item skill and added a "baseAtSelfOnEquip" AI controller so you don't have to toggle it. It isn't duration so this is ideal solution.
-The Aesir Fight ( when you face Norse Gods) , the batle is meh, i will they the reason why, they just focus on Ylva ( the girl with the spear that you just save) , so you can attack then with no feeling of danger, also they could have more skills instead doing basics attack all over the place
Something I will have to look into.
- Does monsters found in Yggdrasil have 100% chance of reflection dmg ?
I think so, I noticed that in my vanilla playthrough.
Also in that area
They cant move, pets cant reach then, also when it comes to live they do tigerman voice
I spent this morning reengineering these statues to be the way I want them, new files etc. I fixed the issue where some are supposed to be decorations (like the ones by Bifrost) and others come to life.
First report
Only one bug found so far;
-Encountered two level 20 Desecrated Altars in wilderness near The Dowry Necklace quest giver and in the ruins before Spartan camp. I was level 5 and only the deathchill aura was visible, nothing representing an altar. My skeletal minions wouldn't attack the altar, only the summons.
The altar also spawned level 9 ghost guardians btw.
Yes, it was referencing the mesh from version 1.1 instead of the new mesh. I think I will rework this and make them proxies so I can control the difficulty and variety of spawns.
This place, my char just dissappear, cant move/get stuck
I remember people complaing about the stairs in Rhakotis doing this. I had this happen in the Great Sphinx not long ago right as I entered.
It's a mesh/pathing error, but I haven't touched the meshes or that map so I don't know.
In act 5, found a Rat's Track armor that cannot be sold.
I looked through the files and I don't know why that happened, what would cause that? The "quest" bit in actor variables is still set to 0. I don't know.
Forgot to tell you before, almost all formula drops in Orient were for Egypt artefacts.
I tweaked the vanilla formula loot table for act three a little, but this was a vanilla issue.
Edit: Arrived in Scandia. All 5 deaths after Nightblossom were from traps, 1 poison and 4 lightning. I really fear the trap damage in Epic and Legendary. Can you please add something that protects from devices, traps really are a thing in your mod.
I'm not sure right now. Maybe I will rework all the traps later to do less damage, but Rogue's Disarm Traps is really a life saver now, where it was a one-point skill that no one cared about.
I think there shoud be description of pet skills and also they do not need Menhir Wall looking how far they now.
I don't understand. Do you mean the pet skill descriptions need to be changed?
What would you suggest for Menhir Wall?
Strange + 6 bonuses. Or is this intentional?
Actually yes, I forgot to implement it but it was easy to do after you reminded me.
All masteries now can be advanced to 100 skill points.
You don't get anymore skill tiers, but the mastery then adds additional stats and some other benefits like Defense ability.
Somone from teh old forums suggested this and I implemented it. If a build you are playing has leftover skill points, just dump them in the mastery for additional str/dex/int/life/mana etc .
Will be available in next update.