Author Topic: Version 2 Development LOC  (Read 229857 times)

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Offline Prosoro

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Re: Version 2 Development LOC
« Reply #195 on: 20 July 2018, 12:35:56 »
Hey BG welcome back man  :)
~  Anything new for TQ? Experience what Unearthed Studios NZ has been up to with the release of Eternal Embers! - Website: https://www.unearthedstudiosnz.com/ ~


Lurking no more..

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Offline Cygi

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Re: Version 2 Development LOC
« Reply #196 on: 20 July 2018, 13:47:05 »
Legion of Champions Ragnarok Edition.

Still believing...

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #197 on: 23 July 2018, 19:15:42 »
Took forever to track down a bug in the Volcanic Orb replacement skill Meteor. Seems you have to enter a "skill duration" integer value or it just doesn't work. :D

Readded Yao Guai's replacement skill for the summoning of Shadowstalkers, which personally never made thematic sense to me.

Instead, he summons a ring of small volcanoes. >:)

Next, I have to readd the Jinghe Wood Yerren which will replace the Raptors around the Jade Palace. Going to add the Panda Rider with the mesh from the Ragnarok DLC Yerren bear rider, too. Thanks again to nargil66 for the Panda skin. :D

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Offline Medea Fleecestealer

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Re: Version 2 Development LOC
« Reply #198 on: 23 July 2018, 19:51:02 »
Yay, you're working on it again.  ;D  Whatever you do, don't let it get to you if you hit a problem.  Take a step back, have a break from it and let your mind work quietly on the problem in the background while you do other things. 

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #199 on: 23 July 2018, 20:27:25 »
Good advice.

I am thinking about the Jinghe Wood Yerren and I want to create a new look, well a different look. I was thinking a greenish cast coloring but that doesn't make sense, so then I was thinking just a a darker brown, less red saturation.

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #200 on: 23 July 2018, 20:27:38 »
glad its working on wheells now !

sounds like going to be a panda raider hero ? defeating the raider and the panda :p
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline nargil66

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Re: Version 2 Development LOC
« Reply #201 on: 24 July 2018, 20:08:40 »
 ;D < Thats all i have to say!
« Last Edit: 24 July 2018, 20:10:25 by nargil66 »

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #202 on: 31 July 2018, 04:08:46 »
Imported the Automatoi extra heroes from v1.1. Changed Kylotechnes trap spawn skill, rather than 3 skills I just have him spawn 1 invisible monster that dies instantly and drops the proxy for monster traps, which already exist. Easy peasy now.

I made a major change to Nature and removed the Winds of Eos skill from the player and placed it as a buff-self/other like Heat Shield at tier 7 for Forest Nymphs. It's beefed up with a bigger bonus to elemental damage. I had to create new controllers so that they will cast it on others as well as themselves. 120 second duration and 12 second cooldown. 12 seconds? I forget the cooldown, maybe 20.

It's a nerf, but since no one has played this but me it's not gonna bother anyone that I did it :D

Just FYI in case I never said anything, heat shield has no cooldown now but costs more mana.

Re added the Party-in-a-box special random treasure drops from heroes, well at least through orient. Gotta still do act 4 and 5 yet but it's just a grind and I get tired.

Re added the Jackalman champion types, they are TOUGH...wiped my sprites AND coredweller testing today.

I also increased ALL jackalman health by like 50%. No longer one-shotting the trash.

Re added all the various Dark Obelisk types: Poltergeist, Mummy, Shadowstalker.


EDIT:

Forgot to say I added Healing Scrolls that doa party heal like the old party potions did.

Monsters no longer dop any kind of potion, but merchants still sell them. Chests have a low chance of having potions.

I think I am going to scale the *price* of potions, like normal act 1 potions are the same and then the price of the next type is double normal, then the ones in act 3 are quadruple price.

I wish someone smarter than me could completely overhaul  the TQ economy. It's all too complicated for me. I would know a good economy if I saw it , though :D
« Last Edit: 31 July 2018, 04:24:00 by Bumbleguppy »

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Offline Medea Fleecestealer

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Re: Version 2 Development LOC
« Reply #203 on: 31 July 2018, 07:44:14 »
Sounding good BG, but don't overwork yourself.

Healing scrolls, um.  Interesting.  Will still be grabbing every potion I can get my hands on though.  I can never have enough potions.  ;D

The buy/sell systems in this and similar games is just ridiculous.  In GD I sell something for 20 and to buy something similar can be in the hundreds and sometimes thousands at the vendor.  Hey guys!  I'm bringing you all this valuable loot to restock your stores with.  You should be paying me enormous sums of money, not fleecing me.  So everything green and up gets chucked into TQVault or GDStash instead.  :))

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Offline nargil66

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Re: Version 2 Development LOC
« Reply #204 on: 31 July 2018, 07:53:22 »
An idea about potions - they can be sold splitted instead of stacked in the vendor window, to have limited amount to buy.

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #205 on: 31 July 2018, 15:53:37 »
I tried that, just list potions in a scroll file and add them to the vendor in the scroll slot of the merchant file. It works.

It doesn't create the scarcity I wanted though. And besides. melee toons would just complain they have to 'port shop to stock up.

If melee toons had better healing it wouldn't be an issue. So I'm going to just leave it alone.

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #206 on: 31 July 2018, 17:42:13 »
cool stuff!

does *new* heat shield absorve less dmg ?

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 #207 on: 31 July 2018, 19:24:03 »
Less at first, actually. But the new attributes more than make up for it.

Here's the vanilla (AE) fire damage absorption values:
10.000000;15.000000;20.000000;25.000000;30.000000;35.000000;40.000000;45.000000;50.000000;55.000000;60.000000;65.000000;70.000000;75.000000;80.000000;85.000000

Here's the LoC Rag values:
10.000000;14.000000;18.000000;22.000000;26.000000;30.000000;34.000000;38.000000;42.000000;46.000000;50.000000;54.000000;58.000000;62.000000;66.000000;70.000000;74.000000;78.000000;82.000000;86.000000;90.000000;95.000000

That 95% is with +10 skills.


Vanilla mana cost:
45.000000;47.000000;49.000000;52.000000;54.000000;56.000000;59.000000;61.000000;63.000000;66.000000;68.000000;70.000000;73.000000;75.000000;77.000000;80.000000

LoC Rag mana cost:
90.000000;93.000000;96.000000;99.000000;102.000000;105.000000;108.000000;111.000000;114.000000;117.000000;120.000000;123.000000;126.000000;129.000000;132.000000;135.000000;138.000000;141.000000;144.000000;147.000000;150.000000;153.000000

Vanilla has a 60 second cooldown and LoC Rag has 0.


Loc Rag has flat health regen:
1.0;1.5;2.0;2.5;3.0;3.5;4.0;4.5;5.0;5.5;6.0;6.5;7.0;7.5;8.0;8.5;9.0;10.0;11.0;12.0;15.0;20.0;

And +%health regen:
15.000000;20.000000;25.000000;30.000000;35.000000;40.000000;45.000000;50.000000;55.000000;60.000000;65.000000;70.000000;75.000000;80.000000;85.000000;90.000000;95.000000;100.000000;105.000000;110.000000;115.000000;120.000000

And physical resistance at higher levels:
0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;5.000000;10.000000;15.000000;20.000000;25.000000;30.000000;35.000000;40.000000;45.000000;50.000000


So max Heat Shield with +10 to skill has:
95% Fire Absorption
20 health regeneration per second
120% health regeneration
50% Physical Resist
153 mana cost.

So you are pretty much a HOUSE at +10. Makes Battle Mage look a little more viable, hmm? :D

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #208 on: 31 July 2018, 21:18:55 »
thanks for clear that out! it sure looks life saver.. i mean fire saver

but it does some % value dmg absorv limit ? before it ends ? for exemple the shield only absorv 1200 dmg, something like that ?

btw , wht is the difference between % hp recovery and x hp recovery ? its fells like the same :o
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 #209 on: 31 July 2018, 21:57:27 »
Oh no, AE edition eliminated that part where the shield disappears after a fixed amount of fire damage. It does +%Fire absorption in AE vanilla now and just has a timer.

THe difference in health regen bonus types is that flat +health is like the Onager axe that grants +50 hp per second.

"50% health regen" is like if you had an Onager equipped (+50 hp per second) and had like ankh of isis (?) that adds +50% health regen you would get +50 (onager) + (50% of 50hp == 25 hp per second) for a total of 75hp per second.

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