Titan Quest Fans Forum

Titan Quest - Anniversary Edition/Ragnarök => Legion of Champions AE => Ideas and Suggestions => Topic started by: Bumbleguppy on 03 December 2017, 21:29:49

Title: Version 2 Development LOC
Post by: Bumbleguppy on 03 December 2017, 21:29:49
Okay, so with the latest patch, my new version I've been working on crashes to desktop whenever trying to open the skill pane window.

I tried rebuilding with the latest version of ArtManager, importing the new templates. Nothing. Crash crash crash

I tried decompiling the new Ragnarok map, but the decompiler tool made by...I forget, but it's a fan made utility...crashes when it comes to a map with a name that uses a UNICODE character. My US English ascii version of Windows (and the windows components that the utility accesses) CAN'T READ UNICODE NAMED FILES and just crashes in defeat.

So unless I learn to read Swedish and install a Swedish version of Windows, and then develop a 3rd party map decompiler on that system, I can't include the new map in my mod.

<bangs head on keyboard repeatadly>

So I am starting version 2 over again today without a game map. <weak hurrah>

EDIT: So I downloaded the Swedish language pack for Win 10, changed my Locale settings and still crashes:

(https://s33.postimg.org/4yiizybpb/mapdecompilercrash01.png)
Title: Re: Version 2 Development
Post by: sauruz on 03 December 2017, 22:22:43
its bad, i wish i could help, dam those errors are nasty.

It must be something around new file our setting :S
Title: Re: Version 2 Development
Post by: nargil66 on 04 December 2017, 02:06:23
I don't know how to help you. But even if you decide to stay on old AE, I'd gladly deinstall expansion to play v2.
LoC > Ragnarok.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 04 December 2017, 03:17:01
Nah just going to make it mapless. I don't need the aggravation.
Title: Re: Version 2 Development
Post by: knightsouldier on 04 December 2017, 04:37:53
I've tracked down the source for the map decompiler and loaded it up into Visual Studio 2012. If you had some time to work with me, I'm certain I can update the source to handle the files.
Title: Re: Version 2 Development
Post by: sauruz on 04 December 2017, 09:45:03
I don't know how to help you. But even if you decide to stay on old AE, I'd gladly deinstall expansion to play v2.
LoC > Ragnarok.

I dont think its even possible, lets hope maybe it can work it out.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 04 December 2017, 19:35:21
I've tracked down the source for the map decompiler and loaded it up into Visual Studio 2012. If you had some time to work with me, I'm certain I can update the source to handle the files.

Nice! But I have to say, I haven't used Visual Studio since 2008, and that was just for XML at work. :D

So I don't know how much help I would be.

Stack Overflow maybe? Just a library to add that will read.write unicode file names I hope.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 04 December 2017, 22:38:02
Okay, I just got to Tegea with a Wanderer and everything is going great.

I have the Ragnarok skills imported and the mastery select UI and Caravan XL. Though right now the player inventory background is still vanilla for the amulet slot. Will keep working on it.

I think the new elemental damage aura for Nature will make for an interesting knife thrower with Runemaster :)

Did I mention how much I love my Wood Nymphs from level 1? Sexy and strong, just the way I like it. Reminds me of me. :O
Title: Re: Version 2 Development
Post by: sauruz on 04 December 2017, 22:50:57
ahah :P !

What will be the roule of runemaster in the mod ?

It will have pets/summons, our will be a full support mastery that helps solo masteries and hybrids ?

our a bit of both ?
Title: Re: Version 2 Development
Post by: nargil66 on 05 December 2017, 00:03:52
Quote
Though right now the player inventory background is still vanilla for the amulet slot. Will keep working on it.

Caravan source for expansion - https://mega.nz/#!9bJzmZhT!VtAR8KwxKeriOgaCdioDJLi6J0UFcilX3C-AE4YLku0
Title: Re: Version 2 Development
Post by: knightsouldier on 05 December 2017, 01:29:08
I've misled you... I won't have a problem with the coding. What I need is some step-by-step instructions to setup my environment so I can do exactly what you're doing to see the error and capture it in my debugging environment. I can then effect the change and provide you with a new executable.

If you're available and willing, we could do this over Skype or Discord. I can't imagine it taking more than 10 minutes of your time to get me setup.
Title: Re: Version 2 Development
Post by: knightsouldier on 05 December 2017, 01:48:43
I started to play around with it to make myself familiar and I see now that you're having an issue with MapDecompilerGUI. I'm assuming you're clicking on the lower Browse button, "to choose a destination directory". If so, it's crashing on the filename as it loops through them all and using the code I found in MAPDecomp.cpp from the MapDecomp folder.

Can you try using the MAPDecomp.exe stand-alone on one of UNICODE files? You can always pass it the 8.3 filename to avoid the problem. If that works, it would be easy enough to just setup a quick batch file for those affected files. Just do a "dir /b > files.txt" and then edit the resulting text file into a batch file that would use MAPDecomp.exe to decompile them one-by-one. It's pretty much the same approach as the GUI. It's just making it easier for you.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 05 December 2017, 02:06:06
Awesome nargil66, that did the trick! CaravanXL is ready for action! However, I forgot I was testing and spent the next couple hours getting to Megara. :D

@knightsouldier:  I extracted the map from TQ install dir/resources/Levels.arc using ArcExporer. Then I use the MapDecomp GUI
 and decompile to My Games/Working/Custom Maps/LoC_V2/Maps/World directory.

I can't do command line very well...I can't hold all the file path information in my head AND type it out by hunting and pecking. That's why I made a pet mod because I can't use the keyboard or aim the cursor...same thing. ppl think I am kidding, it's always been a real handicap for me. And thank god for spellcheck writing this I tend to hit multiple keys at once lol

EDIT: lol I died 3 time with my Wanderer today becuase my finger hits the "+" key instead of the "9" key. Stumbled on an obsidian Monster Shrine and got two Satyr heroes :)
Title: Re: Version 2 Development
Post by: knightsouldier on 05 December 2017, 05:47:38
You've given me enough to start debugging! I was able to duplicate the issue and I'm currently working my way through the exception error. Currently, it involves "0x3F78827F (1064862335) - 0x0003BCAC (0000244908): XPack2\Levels\WildLands\Underground\WildHeathlands02_Cave.lvl". I'll keep you posted on my progress.
Title: Re: Version 2 Development
Post by: knightsouldier on 05 December 2017, 06:05:45
Found the problem. It was simply an index length issue. The index that held filenames wasn't big enough to contain the new levels. It was limited to 1024 but needed 1237. I doubled it.

Old:
   char fileNames[1024][256];
New:
   char fileNames[2048][256];

After I did that, I was able to get the command line version to work without issue. I've attached a zip file that contains a new executable I compiled with the updated cpp file.

This is the syntax I used from the command-line after copying the new MAPDecomp.exe to the directory containing the world01.map file.

MAPDecomp world01.map world01.wrl

Let me know if I can be of further assistance!
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 05 December 2017, 07:55:44
Quote
Though right now the player inventory background is still vanilla for the amulet slot. Will keep working on it.

Caravan source for expansion - https://mega.nz/#!9bJzmZhT!VtAR8KwxKeriOgaCdioDJLi6J0UFcilX3C-AE4YLku0

nargil66, I've downloaded this, but wondering how to install it.  Is it done the same way as your instructions for the CaravanXL in the other thread?
Title: Re: Version 2 Development
Post by: nargil66 on 05 December 2017, 17:10:33
No, these are just source files for BG. If you want to try LoC 1.1 with Ragnarok/new caravan, it tried to make one for sauruz in the caravan thread. I'm not sure i did it right tho, because there are 2 dameengine.dbr files that come with Ragnarok + the 1 from LoC for a total of 3. Not sure what LoC's gameengine contains or which one to use :/. New gamengine from xpack2 maybe, but this is just my guess.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 05 December 2017, 17:22:23
Found the problem. It was simply an index length issue. The index that held filenames wasn't big enough to contain the new levels. It was limited to 1024 but needed 1237. I doubled it.

Old:
   char fileNames[1024][256];
New:
   char fileNames[2048][256];

After I did that, I was able to get the command line version to work without issue. I've attached a zip file that contains a new executable I compiled with the updated cpp file.

This is the syntax I used from the command-line after copying the new MAPDecomp.exe to the directory containing the world01.map file.

MAPDecomp world01.map world01.wrl

Let me know if I can be of further assistance!

Brilliant! Took me awhile to use the command line, about 30 minutes just to enter the command.

Only one issue ppl will have with this version, msvcr110d.dll is the debug version that I don't have because I don't have MS Visual Studio I think.

http://www.rhyous.com/2011/11/01/avoiding-the-msvcr110-dll-or-msvcr110d-dll-is-missing-error/

So I downloaded a copy of the msvcr110d.dll and dropped it in teh same directory as the DeCompiler.

Worked a treat!

Annnnnnd...it's done decompiling.

AWESOME!!!!

Thank you!! <3<3<3


EDIT: Okay, I have a new problem with the new maps....they don't show up in the editor. I looked at the teaser bit near the cliffs past Tegea and the new cave and Ragnarok Harpies are down there so the newly decompiled map worked great. All the new levels are in their XPack2 directory.

But I don't know how to set up the directory structure in the mod, I tried dropping the world01.sd and world01.wrl in the  source/levels directory which is what worked in the past. So I tried dropping them in the XPack2 directory and referencing that when I fire up the editor and nada.

So this is going to take some time to sleuth out how to get the editor to see the new levels.


EDIT: Nope, nevermind. It's working now. Yay!


EDIT2: Added game map to new version, flawless victory!
(https://s33.postimg.org/60c7t2otb/healer01.jpg)
Title: Re: Version 2 Development
Post by: sauruz on 05 December 2017, 21:54:46
Thats is good news then !

Im glad everything is working well atm :)

Cannot wait!!

Title: Re: Version 2 Development
Post by: Bumbleguppy on 05 December 2017, 21:59:57
Sorry I forgot about your question before, I was a bit frazzled about the map and the crashing and the craziness.

I haven't even PLAYED Runemaster yet lol :D

Maybe some more Menhirs? Like level 1 exploding ones or something?
Title: Re: Version 2 Development
Post by: sauruz on 05 December 2017, 22:05:01
Sorry I forgot about your question before, I was a bit frazzled about the map and the crashing and the craziness.

I haven't even PLAYED Runemaster yet lol :D

Maybe some more Menhirs? Like level 1 exploding ones or something?

No worries man! Atlast its fixed :p !

Being honest, i still ddint try it, but i guess it could be like rouge traps, with Menhirs, devices, runes that could add the effect of crow control, and support our party.

I guess the device/construct bonus from rouge could be changed to runemaster? but its a minor thing, lets wait to hard parts to be done  :D!
Title: Re: Version 2 Development
Post by: knightsouldier on 06 December 2017, 00:49:56
@Bumbleguppy Sorry about that! I shouldn't have posted the Debug version. I've attached the Release version. If possible, please move or rename the msvcr110d.dll file and try this version. That should remove the necessity for debug DLL. I'm glad it worked out for you. If you run across any other tools that give you grief and I can get access to the source, I should be able to fix any issues.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 06 December 2017, 01:03:42
No worries, I get the same error with my archived old version. This latest version is another improvement! Good work!

One of these days I will post a guide to adding the game map to a mod, I've done it so many times now I actually have a little confidence in it. :)

I spent today recreating Pirate Cove before Megara and placing the naiad proxies and karkinos proxies on the beach. It doesn't seem like much, but it's very time consuming if you want it just right.

I'm frustrated with the behavior of the zombie proxies near Tegea, I double and triple checked everything and it's just a fizzle spawn of a dozen or so. And the killable guards don't spawn. It's always something :)
Title: Re: Version 2 Development
Post by: nargil66 on 06 December 2017, 02:26:49
Great news! Yay, we will play v2 in with all the new features :D Can't wait!
What this healer do btw? Insta heal you when you click on her?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 06 December 2017, 16:10:09
Yep. I have removed potion drops from all vanilla and xpack monsters, haven't got to xpack2 monsters yet. Reduced potion drop from treasure tables to like 10% of vanilla. No vendor will sell potions except as a one-off like scrolls.

Party potions are out and you can buy scrolls of healing (rarely). I think that I will add scrolls to treasure tables as a rare drop too.

So yeah, healers will be peppered across the world.

EDIT: Interesting and frustrating new bug. The PSEditor no longer points to the My Games/Titan Quest/Working/Source directory to open an effect file. So I am using the disc version of PSEditor just so I can load existing effect files at all.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 07 December 2017, 14:25:30
BG, just want to check with you.  The IT version of the mod is on kirmiziperfect so do we need to add a section in the IT mods for LoC - same as is in AE?  If we do I can lift out the various mastery changes you did for it and put them there so any potential new IT LoC players can view them.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 07 December 2017, 19:13:28
I guess, if anyone still plays IT and not AE :D

I mean...c'mon!
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 07 December 2017, 20:28:04
Well, I know defboy99 was sticking with IT since he didn't like some of the changes AE made.  And he was planning on trying the mod out one day.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 07 December 2017, 21:56:50
Okay, yeah...for defboy99. <3

Anyway, version 1.0 is IT, version 1.1 is AE and v2 will be Ragnarok.

Just finished the Naiad mini-boss sand bar area and Davy Jones. But TBH, I am using stair tiles near Davy and they knit into the game map mesh in a finicky way that screws with pathing, so I may end up redoing it, haven't tested right now.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 07 December 2017, 23:38:49
Just had another new idea for Dream mastery.

I want to get rid of all trances and replace them with Glyphs.

Like the big glowing characters in Hades, throw them on the ground to get an area of effect. Glyph of Convalescence, Glyph of Wrath. They do the same things but you cast them as an area of effect.

I still don't like trance of empathy though, need something else for the tier two skill.
Title: Re: Version 2 Development
Post by: nargil66 on 08 December 2017, 00:38:20
Hey BG, i dont know if your still workink on Rogue mastery, i have an idea for a skill. Caltrops - large radius, blinking effect, slow down movement and pierce/bleed enemies that walk on it.
Title: Re: Version 2 Development
Post by: efko on 08 December 2017, 00:39:10
I guess, if anyone still plays IT and not AE :D

I mean...c'mon!
I'm playing IT  :-X
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 08 December 2017, 13:40:55
efko, the mastery skill changes for the IT version of LoC are now posted.  Not sure how up to date they are, but it'll give you an idea of the sort of thing BG's been doing.

BG, if you're still having problems with getting relics/charms to socket to throwing knives it might be worth contacting Nordic about it - they've managed to solve the problem.  I just put a Valor of Achilles relic on my Trickster's throwing knife.  Would be great if we can do that too in LoC.  Of course, might already be solved since the base game allows it.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 08 December 2017, 19:31:04
Hey BG, i dont know if your still workink on Rogue mastery, i have an idea for a skill. Caltrops - large radius, blinking effect, slow down movement and pierce/bleed enemies that walk on it.

I actually had a caltrops skill for Hired Goons that did pierce and bleed AoE, but I just wasn't satisfied with the way it looked. I wish I could have multiple mesh effects sprout from the ground but I don't have a caltrops mesh to do that with anyway.

BG, if you're still having problems with getting relics/charms to socket to throwing knives it might be worth contacting Nordic about it - they've managed to solve the problem.  I just put a Valor of Achilles relic on my Trickster's throwing knife.  Would be great if we can do that too in LoC.  Of course, might already be solved since the base game allows it.

Yeah, shouldn't need to do anything as this was a problem in the game engine, which if any of you know, I am unqualified to decompile and alter. :)

I suppose I should reconsider adding wands now, as they are just throwing knives with base elemental damage anyway. But adding shields for mages is the only reason you would want to do that as a player since they do less damage. So more work. Bah!
Title: Re: Version 2 Development
Post by: nargil66 on 08 December 2017, 23:10:49
I actually had a caltrops skill for Hired Goons that did pierce and bleed AoE, but I just wasn't satisfied with the way it looked. I wish I could have multiple mesh effects sprout from the ground but I don't have a caltrops mesh to do that with anyway.

I just had an idea, but idk if it's achievable or will look good. The goon/hero spawns invisible creatures around them, which die instantly and drop lots of small items (like rings), made even smaller or invisible too. Each ring has the glimmer of vanilla unique item, only white. All this is for looks. Skill works separately and area of effect is ~ same as the dropped items radius.
Edit: instead of rings can be used some spiky mace with invisible shaft and made very small.
Edit 2: I tried to make it. First test looks promising, i used sylvan nymph, to spawn burst of 6. Made their scale 0.01 and lifetime 0.1 seconds. Each drop two unique rings on death, which start to glimmer :D. Gonne try to replace ring mesh with scaled down bristlebash mace without shaft, it looks alot like a caltrop. 

Title: Re: Version 2 Development
Post by: Bumbleguppy on 09 December 2017, 00:18:04
Okay, I see what you are after there. Pet Burst of several invisible pets and their initial skill is a attack radius aura with the aura effect being the sparkle of a white item. Lifetime of X seconds. Invincible and hidden from combat.

Could make this a player skill as a projectile pet spawn with an invisible projectile like Squall.

The UI tool tip will look funky as ppl will go huh? a pet? :D
Title: Re: Version 2 Development
Post by: nargil66 on 09 December 2017, 00:22:29
Yep, you read my thoughts :D
Edit - this is how it looks for now:
(https://s20.postimg.org/hy5m2hy59/screenshot51.jpg) (https://postimg.org/image/691mej76h/)
Can it be made an item dissolve after time? Or maybe each caltrop can be a monster?
Edit 2: Ok, it works. Turned the nymphs into caltrops:
(https://s20.postimg.org/otz1d37dp/screenshot58.jpg) (https://postimg.org/image/ig9y9u2hl/)
Edit 3: Hmm, the caltrops in first picture looks more natural. Now I'm trying to make invincible and invisible battle stanadard spawn in the center, which is the aura. The BS is suppose to spawn creatures which have the caltrops equipped and die instantly dropping them. They are the effect.
Title: Re: Version 2 Development
Post by: Typhon on 09 December 2017, 15:27:10
I thought those caltrops were birds to be honest :P In the first one. Or are they?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 11 December 2017, 01:11:30
Why not have Caltrops behave similarly to Eruption? THe handle-less mace as a projectile mesh might work for it.

Had to redo the pirate cove before Megara as it had pushed into another area (the exit from the Pythian Caves) and forced a reload every time you crossed the invisible boundary. :)

I've removed the fire sprite summon so it's just one Magma Sprite and Coredweller who is now a timed summons. So Earth will be a tougher pet only build. Magma sprite is pretty tough though he's slow. He gets his faux-teleport skill at level 1 and has his onslaught modifier for attack speed and flat fire/burn retaliation.

Second modifier is "Lahar Shield" which has %damage reduction, +%fire retaliation and -%Damage retaliation.

Then he gets Fire Breath at tier 5. If you can get him to tier 5 and some +skills, he's a beast.
Title: Re: Version 2 Development
Post by: nargil66 on 11 December 2017, 07:46:04
Why not have Caltrops behave similarly to Eruption? THe handle-less mace as a projectile mesh might work for it.

Yeah, and spread like shrapnels from poison gas bomb, only slower.

Ima miss Corey... :/. Just please dont remove the goons! They are the coolest pets in v1 imo.
Cant wait to see the new nature mastery with the nymphs and make an illusionist again :)
The first of my illusionist to reach epic was a total blast. Quillvines on LMB, traps on RMB, knives equipped, activating flurry in between hurling seeds :D Nymph and goons spreading ranged death too. The most perfect trapper ever! Man, i havent played in weeks...

Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 12 December 2017, 08:52:27
A pet heavy mod with reduced pets.  Feelsbadman.  :(  And timed summons again! Feelsevenmorebadman.  :(  :(  No health potions either.  You're putting me off playing this pretty quickly BG.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 12 December 2017, 15:20:30
Yeah, it isn't as fun as the last version.

I have a lot of ideas, and sometimes they're bad.

The lack of potions isn't fun. But I think I will keep that monsters don't drop potions. It's not like you run out of money so you can just buy them if you need them.

But one thing I've learned in life is that if you try to decide what idea is good or bad before you really consider it you end up judging all ideas as bad. I can't live in fear. So sometimes I have to have a bad idea just to be fair to that idea maker in my head.

Yeah, I am going to restore Coredweller. Like I said, I can't afford to not try new ideas, even if they are bad.

I have to be honest and say that implementing the ideas was a lot of fun.

In Earth, I figure my Magma Sprite will be my one-on-one damage dealer with fire breath for some optional AoE and Coredweller can be crowd control with wildfire replaced with the same earthquake as v1.1 for stun.

I was thinking about giving a mine laying skill for Earth, like a volcanic orb trap with the new template from Runemaster.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 12 December 2017, 15:40:21
Came across a new bug. The "Market.tpl" template controls the Merchant inventory. It's where you place the weapons, potions and other things that a merchant sells.

The new version added the ranged one handed so you can list those separately like anything else, v1.1 just added them to the bow loot tables so this new version gives better control.

However, when you open an existing Market table from the game database, the Misc tab where all the rings and potions are sipposed to be listed is blank. But if you open the same file in Notepad, all the potions and rings ARE there so it's an issue with the new ArtManager and the new template. A new bug.

EDIT: I dived into the template and found the glitch. I posted in teh latest patch forum on Steam so hopefuloy it will be fixed if there's another update. I attached the fixed version to this post.

I don't know what to do. I suppose I have to re-populate ALL the merchant tables in the game by opening up the files in Notepad and transferring all the file paths for the misc tab to the blanked out misc tab in artmanager. Sigh.

Another adventure I had was with the gameengine, I had an idea that I could increase the monster spawn per difficulty using the Proxy Info tab and use the percent values. Problem is that if you go over 150%, two bosses spawn.

So I increased the spawns in each proxypoolequation file and REDUCED the spawn so it was 50%;75%;100% in gameengine (what a clever idea!), see? But then Alastor wouldn't spawn. Anything UNDER 100% and a proxy with only ONE boss ended up rounding down to zero in game. PFAH!

So I have it set to 100;120;140 for Normal Epic and Legendary and reduced the proxypoolequation. Oh well.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 12 December 2017, 19:27:30
Ah, if potions can still be bought that's not so bad.  I thought you were getting rid of them entirely and replacing them with healers scattered about the game.

That Earth trap idea sounds good.  Haven't got too many points in the Rune version of it, but I like the way it goes bang when something hits it.  :)
Title: Re: Version 2 Development
Post by: nargil66 on 14 December 2017, 00:07:59
You can make two versions, 1 with potions and 1 without. Ever played "living of the land"? With that kind of challenge you cant buy potions from shops... you rely on drops, and every potion drop is like a tresure. Also can't use any caravan, you decide what you dont need and just drop it. Idk why but i always feel more happy before the first blue item drops...
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 14 December 2017, 08:13:17
No, never played the game that way nargil66, though I remember the thread about it over on TQ.net.  I rarely buy potions anyway.  Sometimes if I have a squishy caster toon at the start of the game I'll buy a couple of health potions before heading into the fields just in case they need them before reaching the health potion drop chest.  Otherwise when I get to the Babylon Gardens I usually sell all my potions there and buy 10 each of the Greater ones before continuing since they start dropping regularly at that point in the game.  I still end up with hundreds by the end of Legendary usually, all just from drops.  Only if a toon is particularly energy hungry do I buy some.
Title: Re: Version 2 Development
Post by: sauruz on 14 December 2017, 16:41:17
i only buy potion in early lvs, until my summons have their semi powers.

iT wil be interesting playing the new version.

off topic : I have a question , it is safe playing the actual mod version into new exp atm? i mean when you get into new act will be any issues? i know the new stuff isnt updated yet.
Title: Re: Version 2 Development
Post by: efko on 14 December 2017, 17:39:39
How to play without caravan, I mean there won't be any chance to get artifacts, charms or relics? I'm playing without tq programs for years. It will be really interesting to play without ability to buy healing stuff, that will require a lot of farm, also increased number of potions per slot must be then, about 50 or 100. I can imagine Lilith on hardest difficulty without ability of buying potions :D
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 14 December 2017, 19:28:12
"Living off the land" which nargil66 mentioned is just that, only stuff you pick up can be used.  So yes, if you get an arcane formulae to make an artifact and get the right ingredients you could make it, but not those needing scrolls since they're bought from shops only.  You could make Summoner's Totem for example since it only needs Epic relics/charms, but not Pale Moon since that needs a Scroll of the Storm Witches.  And that assumes you're allowed to actually sell stuff you pick up.  If not then Artifacts would be out since you'd never have enough money to make them.  As said, never played that way so not sure if selling was allowed under the rules or not.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 14 December 2017, 22:57:01
off topic : I have a question , it is safe playing the actual mod version into new exp atm? i mean when you get into new act will be any issues? i know the new stuff isnt updated yet.

I can't see why not. New items won't have petbonuses or they will have bonuses to skills that don't exist. But it won't crash or anything (I think :) )
Title: Re: Version 2 Development
Post by: sauruz on 14 December 2017, 23:23:15
off topic : I have a question , it is safe playing the actual mod version into new exp atm? i mean when you get into new act will be any issues? i know the new stuff isnt updated yet.

I can't see why not. New items won't have petbonuses or they will have bonuses to skills that don't exist. But it won't crash or anything (I think :) )

Alright, I might try it, soon.

But new act without your touch, it will be kinda different.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 15 December 2017, 01:59:30
So I have defense pretty much wrapped up for v2. It has one summons "Shield Maiden". It's pretty awesome. Nature is finished for now. Haven't started on Spirit and I don't have any new ideas for Dream. The Oneroi I made from a Peng just doesn't do it for me.

I'm stuck with warfare summons. I have archers made, but now I wonder if that is too much. I was thinking about making Ancestral Horn just vanilla. I'm worried Warfare would be OP with 3 archers and 3 spectral warriors. A one-man army lol. Maybe get rid of ancestral horn altogether? I dunno.

Finished up the Naiad mini boss area today and started on Dread Pirate Roberts. He isn't spawning still so there's still bugs to sort out.

I think I still have to redo Davy Jones map area because if you pan out you see the "edge of the world". Phooey. Going to have to make the area hug the coast instead of straight out to sea.

Started on the Cyclops cave behind Polyphemus. Using the gorgon cave music was inspired, very spooky. :D

Also imported a lot of the v1.1 unique weapons and petbonuses so that saves a lot of time.
Title: Re: Version 2 Development
Post by: sauruz on 16 December 2017, 01:07:27
Hey BG,

On last update ( 15th ) they added new monster race "Ghost".

Might be interesting
Title: Re: Version 2 Development
Post by: Bumbleguppy on 16 December 2017, 01:23:21
Yeah, Spirit will need the Ghost added to the racial damage.

I'm halfway done with the 4 level Cyclops cave. Pale Ichthians and Karkinos at the bottom water level and a new breed of Troglodyte Cyclops at the end. I also made an exit at the bottom level halfway down the beach after the Cyclops cave and there's a rebirth fountain halfway through the cave.

Also, I decided to give Warfare 2 archers at level 7 and two spectral warriors at level 7. 3 at uber level. Hey, they should be Ghosts instead of Undead, too. Shieldmaiden as well.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 20 December 2017, 08:38:55
Decided to send my Wanderer who'd just started Epic back into Normal to try out the expansion.  Then when I got there I thought is it really worth bothering so I didn't go any further.  :-\  Torn between doing the expansion again and waiting to see what v2 will bring to the mix.  Also debating if it's even worth continuing with my current LoC toons or whether so much will have changed that new builds from the beginning might be a better way to go.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 22 December 2017, 00:56:50
Don't hold back, it is going to take me quite some time before the new version is even beta. Like months.
Today I only imported the charms and relics from the previous version. I just finished rebuilding the proxies in Egypt for the minibosses in every tomb. Also added Creosote Crawlers and Cactuar spawns.

Haven't started on Orient, Hades OR Act5 yet.

I did create a new animation for cyclops eye gaze skill and another one for their boulder toss that adds a "prop" attachment like the horn in the call of the hunt animation so a cyclops has a boulder in their hand when they throw.

There's a model for a granite golem I want to use for Runemaster's tank pet. :D

You know, in mythology the cyclops were forge smithys, maybe there should be a cyclops forge in Mt. Wusao?

Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 22 December 2017, 08:07:15
Yeah, sort of coming around to that way to go BG.  Most of my current playlist of toons are in LoC and if I leave them lanquishing it won't get me further along in trying to complete the Class Completion challenge.  Yeah, I could start some new masteries/classes, but that just makes the playlist longer.  I'd really like to finish off what I have at the moment before adding new ones.  I've already added a Runesmith and Trickster with the new Rune mastery to the list. Best to dig in with my current toons and move them along before any more GD/Crate playtesting arrives to derail me again.  ;)
Title: Re: Version 2 Development
Post by: sauruz on 22 December 2017, 10:14:49

You know, in mythology the cyclops were forge smithys, maybe there should be a cyclops forge in Mt. Wusao?

Would be cool, and the entrance could be a secreat door :P

About runemaster summons , maybe it could have a nordic druid caster ( sort of ranged,  our dual thrower weapon type)

edited 2: willl be any a insect nest dungeon in act 2 :) ?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 22 December 2017, 16:56:58
I am making the first tomb in VoK host to a really hard giant green scorpion miniboss. Also, act two spiders are harder than act 3's.

What did you have in mind, sauruz?
Title: Re: Version 2 Development
Post by: sauruz on 22 December 2017, 17:04:15
What i have in mind , is some kind of dungeon, maybe in the manticore cave in fayum, could be extended our have small path that lead into another lvl, that lvs got full of beetles, maggots, antlions, formicids, all kind of underground scarry fiends, and for a final hero/boss is a BroodMother, that summons lots insects to batle at her side.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 23 December 2017, 15:20:40
BG, just come across something in the expansion that may need looking at given you've changed blacksmiths and general vendors a bit.  There's a side quest in the expansion which requires the player to get the bottles to change the colour of your basic outfit from Greece, Eygpt and the Orient.  Specific colours are: Greece - Purple, Egypt - Gold and Orient - Asian Royal Blue.  Since in LoC currently only the general vendors now sell these bottles it may prove difficult, if not impossible, to find all of these.  I've just picked up the quest (you get it in Glauberg) and managed to buy the Greece one, but haven't got any to spawn in Egypt or the Orient yet.  No idea if you plan any changes with the various vendors in the game, but it may need some sort of quaranteed spawn of these in future LoC versions.  Once people get used to what's required in the expansion I'm sure they'll be saving up the various items as they play through.  But this time around it's my Wanderer who'd already finished Normal and was at Epic Helos so brought back for the expansion.

Note to other players not yet at the expansion - hang on to your Lupine Claws!  They're also needed for a side quest.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 24 December 2017, 03:22:08
Yeah, shouldn't be a problem to fix it.

I finished up the Goblin cave outside Knossos before the first bridge. Two minibosses in it. Could write a couple pages of all that entails lol. Kallikantzeroi hate trees.

Placed Siegetowers in the Athens battle field.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 26 December 2017, 21:52:48
Added another area under Mt. Wusao for the Iffrit Blood Sister mini-boss. Added a new area in the ice cave after the Yeti boss for the Blood Sister Djinn mini-boss. Added Blood Sister Marid to the cave between Chang'an and the Wusoa waypoint.

I hope I can cobble together a mini quest for defeating all 3.

Added winter wolves and created a new ice breath animation based off the new xpack wolf attack beta animation. Added the Winterwolf mini-boss to the ice cave after the Yeti in the NW corner.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 27 December 2017, 01:44:49
Someone over at the Steam forum expressed a sentiment to summon a horde of skeletons and skeleton archers.

It sounds like fun and I loved that in Diablo 2, but it's just too OP in TQ.

I was trying to come up with a way to have lots of skeletons and skeleton archers and all I could think of is have them timed. Underlord had them with negative health regeneration to make them less OP. I don't like that.

Another way would be to give them a short cooldown and make them fragile and easily defeated. I think this might play with the mana thirst that other Spirit skills have so you need to chug blues or use Dark Covenant.

Also reduce their anger multiplier so they can't aggro as much so you would NEED to summon multiple to crowd control.

I was thinking of making the summon skill a projectile summon with an invisible projectile like Squall so you could raise them right in the middle of a mob from a distance. Maybe with a cool rune circle effect like the banners in hades have but small and teal colored.

Same with archers so you can place them anywhere you want right off the bat.

Maybe archers would have to be timed though or draw more aggro by increasing their anger multiplier.

It would be a lot more ACTIVE summon style than v1.1 of course. Spamming skeletons everywhere would take some time away from other things.
Title: Re: Version 2 Development
Post by: mountainblade on 27 December 2017, 06:01:04
what if you made them hidden from combat so they couldnt draw enemy aggro, and then just have a hoard of 10+ of them roaming around doing minimal damage. (talking the warriors as timed summons)

Or howzabout this humdinger of an idea? a skillmodifier branch for wraithking, that required a large energy reserve skill to unlock a summoning skeletons skill. So wraith would summon them for free, but once the predecessor skill is unlocked, with like 900 energy reserved, he wont be able to use any of his other skills. So gain an army at the expense of losing amazing wraith king skills.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 27 December 2017, 22:01:32
I had already started when you posted lol

So I have skellie warriors and archers.

Warriors are 2 summon limit at level 1, 3 @ lvl 5, 4 @ lvl 12, 5 @ lvl 19, 6 @ lvl 23 and 7 @ lvl 26.

They start with their Vampire Strike as an inherent skill at lvl1. Revenant Rage modifier adds damage reduction and ADCtH. Circle of Anguish is the last modifer and is a radius ttack similar to the uber ability from v 1.1

I am playing around with their controllers. I have removed their response to distress calls. So if you get swarmed, don't expect your mindless hordes to help you. :)

They are pretty fragile and I am having a lot of fun spamming them as a projectile spawn. Shot through a Cyclops today and raised archers behind him as the warriors surrounded him. One swipe though and they all fall down.

But the recharge is only 2 seconds. So chug a blue, spam a warrior, rinse and repeat. It's pretty fast paced.

I had to nerf their other damage types to balance, a passive skill nerfs their elemental damage by 65%, their pierce and bleeding damage by 35%.

Archers do phys and vitality. I think their modifier will be attack speed.
Title: Re: Version 2 Development
Post by: sauruz on 27 December 2017, 22:15:50
will the new skellie horde be weak against fire attack type ?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 27 December 2017, 23:21:50
That's what I have right now.

But their revenant rage is all damage reduction. And there will probably be +%fire resist items for pets as well.

Title: Re: Version 2 Development
Post by: Bumbleguppy on 28 December 2017, 03:13:52
Here's a video of the new Skeleton Warriors and Archers in action:

https://www.youtube.com/watch?v=QnqeoZEx6CM

My equipment is the helm, torso and boots of the Necromancer's Habliment set, a Star Heart artifact (that's the burn damage pets are doing), a Shepherd's Crook (+1 skills and armor+life for pets) and Stonebinders with +mana. Amulet is Wellspring which grants Heart of Oak and two beastmasters with +vitality damage.

Warriors have the Revenant Rage modifier which is onhit activated. Archers get "Soul Shot" skill at level 8 which is vitality/life leech/cold/frostburn damage.
Title: Re: Version 2 Development
Post by: sauruz on 28 December 2017, 12:00:24
Its so DAM BEAUTIFULL!!!

I cannot wait ! :D

btw, i noticed cyclops dont have any club, they dont will use any slam attack ?

Had a new boar rider ideia type : Spirit dmg type and bleeding dmg type, they could appear with Mountain Satyr.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 28 December 2017, 15:12:15
Cyclops don't need a club to do a slam attack. They have a chance to spawn unarmed I just added animations for them to do so.
Title: Re: Version 2 Development
Post by: Cygi on 28 December 2017, 15:27:16
The hype is real with this one.

Keep it up!
Title: Re: Version 2 Development
Post by: nargil66 on 29 December 2017, 04:26:54
Nice! Spirit will rock now, definetly gonna try this. Real Necromancer style :)
Title: Re: Version 2 Development
Post by: Bumbleguppy on 29 December 2017, 20:35:00
I decided to make the Fungoids a summons in the Dream mastery. It makes no sense, it doesn't compliment the theme...but I have always wanted a Fungoid since I started modding. I tried putting a helmet on a Bogdweller once for crying out loud.

https://www.youtube.com/watch?v=-XuPsE1hhc4
Title: Re: Version 2 Development
Post by: sauruz on 29 December 2017, 21:43:00
i think they are cute !

In my opinion, i like then, being something  from another realm, small fungoids that work in group, i like the concept, and its something different from old nighterror meshs.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 29 December 2017, 21:56:52
I'm going to place Pale Fungoids around Styx and replace the Keres, they will match the fungus there :)

EDIT:
I did something a little different with the mesh. In Tamschi's MeshView there is an option to "resize" the mesh in the Mesh tab. I made 3 different glow textures and made 3 different meshes with them. I made the second one 5% larger than the first and the third 5% larger than that.

It's not a huge difference, but with 4 different base textures in the MonsterBaseTexure entry and three meshes in the MonsterMesh entry, each one is a little different.
Title: Re: Version 2 Development
Post by: sauruz on 30 December 2017, 00:13:10
I'm going to place Pale Fungoids around Styx and replace the Keres, they will match the fungus there :)

Great ideia! Maybe they can cast poison / confusing pool on death! Well maybe with tthn could be some kind of swamp mage, styx mage !


EDIT:
I did something a little different with the mesh. In Tamschi's MeshView there is an option to "resize" the mesh in the Mesh tab. I made 3 different glow textures and made 3 different meshes with them. I made the second one 5% larger than the first and the third 5% larger than that.

It's not a huge difference, but with 4 different base textures in the MonsterBaseTexure entry and three meshes in the MonsterMesh entry, each one is a little different.

Neat ! :D
Title: Re: Version 2 Development
Post by: nargil66 on 30 December 2017, 21:16:38
BG, can you post some video with the new Nature pets? I'm really curious to see them in action.
Fungus can make sense if they are hallucinogenic :)
Title: Re: Version 2 Development
Post by: Bumbleguppy on 31 December 2017, 04:18:08
WARNING: Shieldmaiden is a HOUSE!!!111!!!!!

Here ya go:

https://www.youtube.com/watch?v=z-vx1Nf8JDk
Title: Re: Version 2 Development
Post by: nargil66 on 31 December 2017, 05:14:09
Damn i wanna play it aleady  :'(
Shieldmaiden, nymphs, and that quillvine ward... everything looks fantastic!
Title: Re: Version 2 Development
Post by: nargil66 on 31 December 2017, 14:00:53
https://www.youtube.com/watch?v=vcEjMvyBQYM

Happy New Year :)
Title: Re: Version 2 Development
Post by: sauruz on 31 December 2017, 15:36:28
WARNING: Shieldmaiden is a HOUSE!!!111!!!!!

Here ya go:

https://www.youtube.com/watch?v=z-vx1Nf8JDk

HYPED !

love the shieldmaiden !
Title: Re: Version 2 Development
Post by: Bumbleguppy on 31 December 2017, 23:16:05
My new computer crashed today and all the Shieldmaiden .dbr files were blank when I rebooted the ArtManager. It was open when the computer crashed so I dunno, it erased several files.

So I used ArzExtractor to extract the last good build and pasted them ALL into the working directory. Am now building the mod over again.

Wish me luck!
Title: Re: Version 2 Development
Post by: Bumbleguppy on 01 January 2018, 02:06:17
Okay, everything is back to normal :)

I am so excited! Since I saw the new Mines skill in runemaster I wanted to repurpose it. BEHOLD!! The replacement for Volcanic Orb!!

https://www.youtube.com/watch?v=QBWkx47IXhQ

I still have polishing to do, and I want a cooldown skill for it so you can end up laying three or four mines before they expire at high levels. But I'm on my way! :D
Title: Re: Version 2 Development
Post by: Bumbleguppy on 07 January 2018, 21:36:48
Hey, we're back. I didn't know what the new link would be but the Grim Dawn forum had it.

Added the same dark meteor mesh to Fragmentation, and using the Skill_AttackProjectileAreOfEffect template and the new projectile template for mines works a treat. All the volcanic orb modifiers work with mines! :D

Right now I am agonizing trying to create an epic dungeon in the the Place of Truth. The entrance and the first rooms are done and the Khenti have returned

I am going to use the Avatar of Set as the main boss and give him at least two forms. I am using the Rhakotis Library dungeon set for the interior.

EDIT: Something fun I found, there are mud brick walls that are attackable, so I used them in the new dungeon. I have it set up where the Duneraiders in the entrance are trying to wall off the remainder of the dungeon just for flavor.
Title: Re: Version 2 Development
Post by: sauruz on 07 January 2018, 23:53:01
Amanzing stuff ! BG!!
Title: Re: Version 2 Development
Post by: Thanatos on 08 January 2018, 00:12:58
Hey, Bumbleguppy: That Volcanic Orb replacement skill looks very cool.  Kind of reminded me of something I wished TQ had that is similar to Demolitionist or Inquisitor from Grim Dawn.
Title: Re: Version 2 Development
Post by: Prosoro on 09 January 2018, 12:48:40
EDIT: Something fun I found, there are mud brick walls that are attackable, so I used them in the new dungeon.

Hey Bumbleguppy, regarding the mud brick walls I too found them and was pretty excited because I wanted to add 'false walls' into my mod which concealed secret areas.  However, when testing them in game they weren't exactly ideal;

1) Firstly, they are real tedious to break through with low level characters, taking way way too long to be destroyed
2) The walls wouldn't act as an impassable object before actually being broken.  I could just walk straight through the sections ..making the first point irrelevant I guess
3) Thirdly, iirc the mud brick sections showed up almost highlighted, similar to the gold majestic chests, within darker areas such as dungeons.  Thus ruining the whole concealed secret idea  ;D

...But then good sir, I discovered another breakable wall in the database > hc_door01.dbr  ;D and this one is perfect! Doesn't have any of the above mentioned problems and even has a great crumbling-stone sound once clicked haha

You'll find it in; records\xpack\sceneryunderground\hadescrypt\setdress\hc_door01.dbr

Curious how they didn't add it into TQIT though  ???

Anyway, glad to see your progress BG and am stoked to hear about this new Egyptian dungeon you're working on!


Title: Re: Version 2 Development
Post by: Bumbleguppy on 09 January 2018, 18:42:52
Well, thank you very much. You certainly saved me the trouble of writing out why these mud walls sucked as I came to the same conclusions.

I was about to go into the files and try to fix the pathing issue at least, but I'll give this a go!

:D

EDIT: Well, I did change the template for the mudwalls from "monster" to FixedItemDoor and that did the trick. But the open animation on the hc_door01 is SO much cooler anyway.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 10 January 2018, 08:36:12
Here's a sneak peak of what I have so far for the Place of Truth in Egypt:

https://www.youtube.com/watch?v=nVZ9zkjTbc8

I have reached the time when I regret ever having made this dungeon and I will take some time to reflect before making changes.
Title: Re: Version 2 Development
Post by: sauruz on 10 January 2018, 20:55:08
That dungeon looks really cool ! A nice touch into the act

Whats the problem ?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 10 January 2018, 23:53:49
Oh, no problem. Just been going at this one map for 4 days, 16 hours a day...it just that it exhaust me in a weird way. I mean, here is something I always wanted to do and I'm really passionate about it but my human frailties assert themselves and I actually get TIRED. Can you believe that?!

Anyway, when I get exhausted I become a little sad but it passes. Also, watching the vid helps me see things I miss when I am in the editor.

So I did some MI sets today and imported the Spetral Sword monsters for bonepiles. Something to let my focus relax.

No worries.
Title: Re: Version 2 Development
Post by: sauruz on 11 January 2018, 00:08:30
Oh, no problem. Just been going at this one map for 4 days, 16 hours a day...it just that it exhaust me in a weird way. I mean, here is something I always wanted to do and I'm really passionate about it but my human frailties assert themselves and I actually get TIRED. Can you believe that?!

Anyway, when I get exhausted I become a little sad but it passes. Also, watching the vid helps me see things I miss when I am in the editor.

So I did some MI sets today and imported the Spetral Sword monsters for bonepiles. Something to let my focus relax.

No worries.


Ah ! i understand now, it happends when we do the things we like, it consume alot of time and we dont realise.

 i tought it was something like the design and stuff.

It looks very cool , maybe in the future it can have some monster heroes protecting the place .

I wish see more dangerous dungeons around the world, would make the game even more great :)
Title: Re: Version 2 Development
Post by: Prosoro on 11 January 2018, 08:01:07

Woah man that dungeon is looking awesome! love all the detail with sand everywhere and the room layouts  :D

Those gilded dead are awesome too, the ones with the silver revenant armor (btw how do you do that, re-texture is it?) and the walk animations.  So kool.

I know what you mean with the modding lethargy/discouraged.. sometimes ill leave my mod for awhile due this, then tentatively go back in and alter or add something and then thats all it takes - fire rekindled! haha So a mental break etc is good aye  ;)
Title: Re: Version 2 Development
Post by: Bumbleguppy on 11 January 2018, 15:25:51
How to retexture  a helmet?

nargil66 is probably more knowledgable that I am, but here's the beginner's primer.

First, decide what you want to change the color of. Like the mi_n_goldenskeleton.dbr in items/equipmenthelm directory of the database.

Open the file and click on the ActorVariables tab. There is an entry for "baseTexture". That's what you need. If it isn't there, you can usually guess as the devs had an okay organizational structure. Or you can look at the texture listed in the mesh file using tamschi's MeshView.

You then need to access the .tex file. They can be found by extracting the files from the game's install directory resources/items.arc (or XPack or XPack2) archive using arc explorer tool. I have a bunch of folders in My Documents/My Games/TQ IT directory that just store extracted meshes and textures.

Find the extracted .tex file and open it using TextureViewer (protip, use windows explorer to assign TextureViewer to the .tex file extension so you just have to click the .tex files to open them). Click on file/export and choose a location to save the extracted file. I always use the "targa" extension when I save the export as it can be opened with Paint.net. I don't use Photoshop.

Open the file with whatever image software you use and go nuts. I used to do cgi in college so UV mapping is not intimidating to me, but textures look really weird as they are arranged to map to a mesh not to look good in photoshop.

Then just change the hue or contrast or whatever and save.

Go into your ArtManager and select your mod.

Go to the sources tab and make a directory to store your game's custom textures. Keep it organized FFS. :D It can grow pretty big later and it can get hard to find anything then if you don't keep it organized now.

In your new directory right click the right hand pane and in the context menu that pops up select "import".

Navigate to the .tga file you just made and select it.

(protip: when creating the image in paint.net or photoshop, just save it to your mod's source directory directly and skip the import step)

Once it is imported, right-click the file and click the bottom option "Auto Create Asset". Creating assets is really time consuming to do manually, this is a life saver.

EDIT: Forgot to add: When making the auto asset the artmanager prompts  you to choose "texture" or "bitmap". Textures are mapped to meshes and bitmaps are for buttons or inventory items. If you make the image for the helmet from the UIBitmaps directory, you would select "bitmap" at this step. Otherwise select "texture".

After selecting "texture", choose "DXT 5 Interpolated Alpha" from the dropdown list near the top of the next pop-up as that is a catch-all type and has always worked for me. (If you want to know which type of DTX compression is used for a specific texture, go back to the original .tex file and open it with TextureViewer and select properties).

Build your mod. Textures take a little more time to build into a mod than database files so don't freak out if it hangs on them a bit.

Once the mod is built, go back to the database file for the helm or whatever.

Click on the ActorVariables/BaseTexture entry and navigate to the mod directory you imported/saved the image into and select it.

Build the mod.

You're done, enjoy the new helmet's color in-game.

I don't touch bump maps, so don't ask.


As far as animations, you have to extract all the meshes and animations to (I think) the My Games/TQIT/Working/Source directory for the Viewer.exe to see them. I forget where they need to be sorry.

One thing all modders do is open up the Viewerr.exe and select a mesh to view. Then just select and animation and hit play. Then select animations for other meshes randomly and enjoy the hilarity. Jackalman with Limos Icesprite run is pretty hilarious :D

So I found that the Automaton walk animations actually worked (by trial and error and laughing) for the Skeleton mesh and used those to get the look I wanted in game then added them to the animation slots in a copy of creatures/monters/skeleton/anm/anm_skeleton01.dbr file for single-handed and dual-wield run animation slots.


Pro tip: If a creature doesn't have a CharAnimationTable.tpl based animation file to add to the Animation Sets/charAnimationTable slot in the creature file, create an "anm" directory in their creature directory and copy and paste any of the creature files there.

Open the file and select file/set template and navigate to CharAnimationTable.tpl and hit okay. You now have an animation table that once you build can be added to the Animation Sets/charAnimationTable slot in the creature file.

I like this method better than selecting all the monsters to edit and keeping track later. For example, adding dual wield to a creature that has no dual wield in vanilla. Once I have the animation table, I add it to ALL the creatures in that directory and then if I add an animation later, it is applied to all from the charanimationtable file and I don't have to even open the monster files.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 11 January 2018, 20:08:48
Okay, now I see it nargil66!! Thanks for the New Years gift LOL :D

(https://i.imgur.com/X9ckXrA.png)

The Doh'ist Emporer! lol
Title: Re: Version 2 Development
Post by: sauruz on 11 January 2018, 21:37:43

The Doh'ist Emporer! lol

It could be a nice boss ;P
Title: Re: Version 2 Development
Post by: Bumbleguppy on 13 January 2018, 02:56:45
Hoo boy had a close call.

I added obsidan rocks and volcanoes to the summit of the Mt. Qu Yu  for the Yai Guai boss, also re-added the disabled "Demon Charge" skill to chastise ranged players, but anyway...the Jade Palace pathing messed up.

Spent the last day or so paying with the "smooth" tool and pulling my hair out. The player would reach the end of the suspension bridge and then: blocked. Just like that.

The whole outside of the Jade Palace is one big mesh so it wasn't obvious what the issue was as the block occurred while on the mesh since the bridge is part of it.

So after trying everything and almost giving up, I deleted the Jade Palace exterior and then re-added it. Hooked up the door to the interior, built and saved and viola! It worked! Now let us never open that map section ever, ever, ever again.

The relief I felt today when my test player entered the Jade Palace is much greater than the devs intended for the original game playthrough, I'm sure. :D



Since creating a system to add a random player skill as a suffix, I decided today to go through and edit them so that there are tables for tier 1- 3 skills for normal difficulty. I figure by act 4 you can use the later tier skills so it's just for acts 1-3 normal. It's tedious but I'm making headway.

Imported the Tigerman Brute and Shadow Sorcerer today.

Just want to say that I'm really happy that I've made Shadowstalkers something to fear. Most monsters in vanilla are just HP sponges, so it's scary to encounter a monster that really drains your mana.

You really ought to be scared, too. If it was cute, you would just get grumpy and demand I remove the manaburn, but they're pretty scary and you should be scared sometimes. :)

Recreated the Jiangshi zombies for the orient. I went to a translator site and got the phonetic spelling for the words for Captain, Soldier and Archer. It's neat to see.

If you look at the Wikipedia entry for Jiangshi  (https://en.wikipedia.org/wiki/Jiangshi)you see they are "hopping". I used neanderthal animations before, but this time I used a slowed down version of the Ice Sprite waddling run. It should be fun.

Title: Re: Version 2 Development
Post by: sauruz on 13 January 2018, 10:12:26
You know what i was thinking a while ago, making a wraithfull ghost, after you killed a jiangshi our other zombie type monster, a ghost spawn trying to corrupt/ kill you.

from the wiki "When a person's soul fails to leave the deceased's body, due to improper death, suicide, or just wanting to cause trouble"

Would be neat.
Title: Re: Version 2 Development
Post by: Prosoro on 13 January 2018, 10:48:59

:O :D

Thank you for the comprehensive beginner primer Bumble!! Once I get the hang of this I'll be away making all manner of custom looking shiny stuff hehe
Title: Re: Version 2 Development
Post by: Bumbleguppy on 14 January 2018, 04:09:04
The little cave that is hidden away after the rebirth fountain that is after the Jade Palace cave exit. You know the one.

I made it into a climbing spiral ascent frull of Marids and Yerren to a snowy exterior where a bear riding Yerren miniboss dwells.

Trying to make the bear a Panda for fun, but It's hard to read the UV mapping when it's a pretty much all-white skin texture. :(

EDIT: Oh yeah, I made the Jiangshi Captains spawn a ghost when they die, I used the same spawn animations that the Mummy skeletons use.
Title: Re: Version 2 Development
Post by: sauruz on 14 January 2018, 13:35:32
Fantastic !

Was checking world map, and i think this place would be great for a new dungeon ( act 3, chumbi valley)

(https://i.imgur.com/7kIZkbw.jpg)


there could be a frozen crypt inside of one of those small ice caves
Title: Re: Version 2 Development
Post by: Bumbleguppy on 14 January 2018, 16:22:09
Yeah. I was looking for a place for the Winter Wolf boss. I was going to repurpose the ice sprite guy quest cave, but this is a pretty good idea.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 15 January 2018, 18:53:07
I decided to save the Winter Wolf miniboss for Act 5, so I made a HUGE ice sprite for the miniboss in a new cave by the merchant sauruz circled in that screen shot.

Added bleeding petbonus to rings and ammys. So the list of pet bonus damage for rings and ammys is:


Added a dumbed down version of the spell Elemental Chaos from the artifact Elemental Rage to Chimera, also the frost trap skill as well. Truly elemental boss.

I made an "executive decision", as in I don't care whether it's a good or bad idea, to remove Lay Trap ~ Rapid Construction and simply reduce the cooldown time by level to Lay Trap.

Also restored the lower damage to the Traps from the original version and gave them a passive nerf of -50% to every damage type but pierce.

Added a new skill to Rogue: Throwing Blade Mastery.

Passive ability that grants additional attack speed, projectile speed and physical damage while wielding throwing blades. Also lowers the dex requirement, but only while you have one equipped. That's kind of tricky, but you can swap out a throwing knife that you don't have the dex for in the slot of the equipped one. Just don't hit "W" to swap weapons...

I left the skill "Throwing Knife" and "Flurry of Blades" alone except for increasing the max level to +10 like all skills. I couldn't think of a way to control the ranged one handed weapon to have a burst that the player activates. Only the Volley template can add a projectile burst and that's a chance to activate not an active skill. "Skill_AttackWeapon" can have a modifier to increase the number of projectiles and spread, but then you get the multi shot every time and I wanted a skill that has a cooldown.

I could change "Throwing Knife" to require a ranged one handed to use, but then sword and ax and spear users wouldn't have the ranged capability so I think I will just leave it as is.

Taiji Dao, the dual wield Rogue ability, now qualifies ranged one handed weapons as well as swords and axes.

So at level one, you can put 1 in each and dual wield throwing knives with boosted damage right away.

Blade Honing now qualifies axes and ranged one handed to the list of qualifying weapons.

Sorry nargil66 :(, I didn't import Hired Goons for this version. Instead I went with Black Widows. They don't generate anger as much so they are pretty sneaky. They start with Sneak Attack. They have one pet modifier and that is the poison debuff aura that lowers poison resistance.

Poison Gas Bomb has a tier 7 modifier that grants huge buffs to damage and reduces cooldown time. It's completely possible to specialize in Poison Gas Bomb later in the game and just range all the mobs if you want to sink the points in.
Title: Re: Version 2 Development
Post by: sauruz on 15 January 2018, 19:45:11
Black windows will replace Goons for main pets ? they will be spiders our kind of arachnos ? Our will be a Ninja samurai :P?

Glad is everything working as planed for now !
Title: Re: Version 2 Development
Post by: Bumbleguppy on 15 January 2018, 23:24:36
They are spiders, I like the simplicity as opposed to the epicness of Arachnos. Though the thought of black ninja Arachnos as a monster is pretty cool...in the Orient, of course.

Thinking about Champ heart recipes right now and I want to redo the whole ordnance scheme.

I'm feeling like I want to get away from a bunch of armor pieces altogether and rely instead on buffed MIs and uniques.

I was thinking about recipes for just amulets...dang, wish I had an "ordnance" equipment slot lol :)

Amulets and artifact?

How about two hearts make a fragment of a new uber heart? When the new uber heart relic is completed it makes a relic that adds +1 to masteries and some other bonuses, then slap it on whatever?

You could make an uber heart for helm, torso, greaves and armbands....that would be like +4 to all skills. Hmm. Too much.  Even with the lower drop rate.

How about +1 to one or the other mastery (random) and +2 to a random skill from the other mastery? That might balance better.

Nah, it's too much infrastructure to do. Relics, charms and artifacts don't get a prefix AND a suffix, just a "bonus", one file. That would mean the bonus files would contain a file with +1 to one mastery and +2 to every skill so 24 files, and the same for the other mastery. Then for epic and legendary that's a total of 144 bonuses for all three difficulties for every class of two different masteries. I won't do the math there. Geeze.

Okay, there could be recipes for either mastery, so for Conqueror you could choose a recipe for +1 to Defense that would later get a +2 skill to Warfare when completed or the other way around. That means the uber heart would have +1 to a mastery with the first fragment you make, which is nice. Then I could just have the bonus table an existing table for +2 to skills that is already implemented in the mod. Sweet.

Nah, why would you need to complete it then? It already has +1 to a mastery, who cares about +2 to a skill?

Unless I make the uber relic have only one piece, so it's already complete like in Act 5 relic reward Nerthus' Mistletoe. Yeah, could do that.

So the recipe would require, for Conqueror for +1 Defense and +2 to Warfare skill: 2 Complete Defense Hearts and one complete Warfare Heart. It can have an item skill baked in from the start that way and just add a +2 to Warfare skill as a bonus. Yep. This sounds pretty good.

Or I could skip the classes altogether and just make uber hearts for one mastery. But all those fun item skills though...

Anyway, I'm going to add custom vendors for recipes in this version so it will be easy to shop for them.
Title: Re: Version 2 Development
Post by: sauruz on 15 January 2018, 23:35:53
Yhea, it will be kinda waste throwing they away.

It could be only crafted maybe in epic+ since they are preatty cool and strong.

I liked the ideia on champion hearts, some token that drops from monsters, and its a key to craft special weapons and armors
Title: Re: Version 2 Development
Post by: nargil66 on 16 January 2018, 00:19:00
Quote
Poison Gas Bomb has a tier 7 modifier that grants huge buffs to damage and reduces cooldown time. It's completely possible to specialize in Poison Gas Bomb later in the game and just range all the mobs if you want to sink the points in.

Can you do something like this with gas bombs now?

https://www.youtube.com/watch?v=EJw5voHxmDY

I'll miss the goons, especially the daemon ones, but black widows sounds cool too, and if its possible to spam bombs... man you don't know how long i dream to make a build like in the video above :D

What other skills do you plan for black widows? I would suggest some spider entrap skill?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 16 January 2018, 03:08:04
Yeah, the Rogue skill tree is full, I had to ditch rapid contruction to add the throwing knife mastery skill lol.

I gave the black widows the AlbinoSpider Queen web at max level as an uber skill. They get sneak attack at level 1, but they could use some other innate skills, but I haven't got that far yet. Any ideas are welcome. :)

Yeah, at max level, the tier 7 Poison Gas Bomb modifier reduces the cooldown to 0.4 seconds, so a little recharge gear and you can spam them like that. It should be obscene, but you'll need +10 to the skill to do that.

At max level 12 with no +skill items, it reduces the cooldown by half to a little more than 5 seconds.

EDIT: Also, I was thinking about making the Hired Goons, well, hired Goons as a scroll.

EDIT: I guess the crafting part of Champ Hearts is pretty fun. Ah, well. It's just a huge amount of work. I can import some, but I want to change some thngs. Like every class makes the same pieces, helm, torso and armband and that's it. No weapons or jewelry.
Title: Re: Version 2 Development
Post by: sauruz on 16 January 2018, 22:29:46
Another ideia i was thinking , Monster Artifact, when you complete it give you a summon monster, it goes for Artifact slot , like in soulvizer.

Foe exemple : Hired goons formulae, you need to get 3x elements , craft and you get then for summons.

Rare drop, for spice the things up :P
Title: Re: Version 2 Development
Post by: mountainblade on 17 January 2018, 05:01:46
Spider Skill ideas:
Poison bite
Poison Spray (AoE projectile? Like ternion but poison?)
Paralyzing bite (Slow+Stun)
Baby Spiderlings! (Spawn a brood of spiderlings that swarm enemies. And explode!)
Terrifying Visage (Aura with a debuff? Do skeletons already do this?)
Bonus dmg vs insectoids. (its what they eat!) passive/aura/party buff what ever

Just as a general note 'sexual cannibalism' would make a good band name.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 17 January 2018, 18:45:26
Good suggestions. I used the Terrifying Visage but made it an attack radius with 3.5 meter range. They get a party buff aura with a 12m radius that does extra damage and defense to insects and actually buffs party poison resist.

Here's a demo vid for the widows in action. Medea will be upset, but these are timed summons like traps.

https://www.youtube.com/watch?v=arD9q-9Z8KQ
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 17 January 2018, 19:44:41
Looking good BG.  Shame about the timed though.  ;)  How many can you get out at a time with the skill maxed?
Title: Re: Version 2 Development
Post by: sauruz on 17 January 2018, 20:38:39
Good suggestions. I used the Terrifying Visage but made it an attack radius with 3.5 meter range. They get a party buff aura with a 12m radius that does extra damage and defense to insects and actually buffs party poison resist.

Here's a demo vid for the widows in action. Medea will be upset, but these are timed summons like traps.

https://www.youtube.com/watch?v=arD9q-9Z8KQ

THAT CAVE !

ITS SO BEAUTIFULL! loved the fact when you destroy the spider eggs droped alot of spiderlings !!

Title: Re: Version 2 Development
Post by: Bumbleguppy on 17 January 2018, 20:39:55
Yeah, it's fun. Sometimes they spawn behing things so it's a work in progress making sure that happens as little as possible.

As far a widow summons there is a 3 summon limit, 4 at level 21, 6 at level 26.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 17 January 2018, 21:00:53
6 - cool!  ;D
Title: Re: Version 2 Development
Post by: sauruz on 17 January 2018, 23:00:16
sorry for off topic : What you think , putting snakes in Egypt?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 17 January 2018, 23:11:21
I will try. I was having some crashing issues in the Place of Truth tomb after adding some special textured black snakes, among other additions. I removed them as part of the bug hunt, but I really don't know what was causing the crashes.

I can try adding them again and seeing what happens.


Oh, I almost forgot.

Created a new glow texture with purple legs tips and back for the black widow uber level meshes.

Copied the Runemaster mines skill, but I used the blackwidow mesh for the projectile and gave the skill to the widows at level 21. It's a hoot.

Gave uber traps a clone of poison gas bomb but with the little fragment mesh for the projectile. Also gave them a retaliation buff and the uber skin from v1.1.
Title: Re: Version 2 Development
Post by: sauruz on 18 January 2018, 21:56:09
I also suggest, changed the satyr shaman name in Helos, instead of "Dark Saty~Shaman" it could  have a more epic name, oh and a small chance to drop a special staff : "Rod of Helos"
Title: Re: Version 2 Development
Post by: Bumbleguppy on 19 January 2018, 03:56:30
That's a great idea :)

Having fun with projectiles. They use a mesh, so why not have some fun?

The Goblin king throws squirming goblins at you. The Bonelord and Davy Jones throw a bunch of skeletons at you. lol

Made a new underground temple behind the Dragon Liche, gonna use the Manticore skeleton to create a new boss in there and fill it with undead.

Also found a mesh for Orient sarcophagi so put those in Babylon and Jade Palace.
Title: Re: Version 2 Development
Post by: sauruz on 19 January 2018, 20:30:54

The Goblin king throws squirming goblins at you. The Bonelord and Davy Jones throw a bunch of skeletons at you. lol

Well, that will be fun to watch :O!

Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 19 January 2018, 20:56:23
You think you're going to have time to watch while running away!  :o  ;D  Maybe Spirit mastery should have some skellies to throw around as well.
Title: Re: Version 2 Development
Post by: Typhon on 19 January 2018, 21:17:04
Kind of like that bone spear ability for D2 Necromancer?
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 19 January 2018, 21:45:22
Never played D2 so couldn't say.  I was just thinking it wasn't fair that the foes should have all the throwing fun.  ;D
Title: Re: Version 2 Development
Post by: botebote77 on 19 January 2018, 22:00:48
Kind of like that bone spear ability for D2 Necromancer?
good old times.. Necromancer was my favorite character in D2.. whenever i play Necro, F1-F12 wasn't enough i had to make custom hotkeys.. revive, bunch of curses, corpse explosion, bone prison, bone spirit, poison nova.. we even make tables of skills to determine which skill distribution gives highest damage
Title: Re: Version 2 Development
Post by: sauruz on 20 January 2018, 00:14:07
When you reach in act 4, i have  few ideias for new stuff in underworld part! Might be cool

Title: Re: Version 2 Development
Post by: Bumbleguppy on 20 January 2018, 00:28:13
Okay, I'm still working on that temple. It takes a long time to make a new area and monsters. Like 3 or 4 12 hour days easy.

I made a boss for the end part and he should be pretty much impossible. I based his stats on Typhon and went up from there. He is the Chinese dragon of treasure and uses coin sack missles lol.

Lots of treasure, I'm planning on one giant chest like the Secret Area in Rhodes and two regular boss chests.

You'll have to get through a few heroes to get to him as well. Making an undead Dragonian hero with a posse of Wu Sao Dragonians to back him up. Spellbinder skill based.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 21 January 2018, 19:05:59
Finished the new dungeon for now...

Here we are entering the Shrine of Zhong Kui
(https://i.imgur.com/ddC2r8L.jpg)

Defeated the Bonelord
(https://i.imgur.com/4lnNtP3.jpg)

Defeated the Raksasha hero
(https://i.imgur.com/ZyW4e02.jpg)

Defeated the Dragonian Hero
(https://i.imgur.com/I2RG6wx.jpg)

Defeated Fu T'sang Lung
(https://i.imgur.com/DLzC5az.jpg)

The reward
(https://i.imgur.com/OwMWUMz.jpg)

Title: Re: Version 2 Development
Post by: sauruz on 21 January 2018, 19:14:20
AMANZING ! You are really a expert doing new stuff !

Does the undeads Draconians have decay breath attack ?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 21 January 2018, 19:19:23
Not yet lol ;)
Title: Re: Version 2 Development
Post by: Cygi on 21 January 2018, 19:58:12
Oh man, the hype is real. :)
Title: Re: Version 2 Development
Post by: Bumbleguppy on 23 January 2018, 17:10:23
Well, finished the Djinn Bloodsisters quest. If you defeat all three you get a small (3% per difficulty) elemental, physical and pierce resistance boost from an NPC in Quiyun, the village below the Jade Palace.

I had originally made a cave for the Djinn miniboss in the cave through the mountains with the Giant Yeti, but after making the new NPC quest I realized it had to be after Chang'an so I just popped in a new door and rearranged the walls and put the opening up where the new Yerren Panda Bear riding miniboss lives.

Man, quests are tedious and time consuming. It's one of those projects you go into all excited and enthusiastic but then the tedium of multitudinous details and tags and actions and conditions just pounds your spirit into the dirt. Really.

But you raise your bruised and bloodied gaze from he last save and build and it's...kind of worth it. :)

While I'm in the quest editor mode, I am going to go in and swap chests on the minibosses on reload to a crappier repeat version.

Already this mod is crashing on farming reload and I can't see why so I can't fix it. Ah well. The alternative is starting over and testing every single change with a player character and I'm not going to do that. So blame me I guess.
Title: Re: Version 2 Development
Post by: sauruz on 24 January 2018, 00:29:47
Good to hear the improvements so far !

I beleive, the questing part is kinda hard on paper, but when its done it worth of the time!

Its weird, the crashing still continues ? on normal IT it never had that issue and when you imported into AE it begins the troubles. Must be some pathing issue our something else.

But i dont mind :)
Title: Re: Version 2 Development
Post by: Bumbleguppy on 24 January 2018, 18:36:58
I reloaded a game just to test and it didn't crash so it's sporadic and unpredictable. I downloaded Visual Studio so I could open the MDMP crash files, but they seem to list the same things that are in the exception.txt files and without the original game files and years of experience and understanding of the C language, I'm no better off than I was before. Oh well.

Added a new quest for the Place of Truth in Egypt. A priest in Thebes in front of the temple will give you the key after defeating the Telkine there.

I updated the Marid Djinn miniboss to have an earth power aura that adds physical damage and physical damage over time to attacks. Also an attack radius that that does the same types. Something of note is that I found that the Djinn mesh takes PC animations so I added all the dual wield animations for special attacks to their animation file.

Also gave Earth Sprites an Earth Breath of dust and stone that does physical and physical over time damage.

Ran into frozen dead with my Guardian test playing yesterday and I really had the damage set too high on them lol, party wipe from trash mobs. Took some time to balance them out a bit :D
Title: Re: Version 2 Development
Post by: Bumbleguppy on 25 January 2018, 21:03:43
Added Runemaster Champion hearts. They have +%elemental damage, +flat intelligence and +% strength.

Added swamp and shadow skeleton Captains and Warlocks to act 4 skeleton spawns.

Added new rare suffix "of the Pegasus" for weapons with +flat elemental damage, +%elemental and +%attack speed to all rare weapon suffix tables.


Changed Lich King's basic attack to the same as the Liche Queens and gave it the mummy mage staff attack animation. The projectile uses all damage so pet bonuses apply.

His old basic attack is now a special attack that does lots more damage and chains at higher levels.

At uber levels he gets the Soul Strike which I have alread moved to the player skills. at uber levels it throws 3 projectiles. He gets Soul Jar at level 1.

He's a tier 7 timed summon now.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 29 January 2018, 16:59:36
I've hit an unexpected and rather game breaking snag. The game crashes with saved characters after having made changes to the games monsters.

I restored all the proxies and monster files to vanilla and it still crashes, and not a crash from an illegal variable access, the TQIT.exe crashes to desktop without an error log or exception.txt at all.

I'm completely stumped.

So I have had to make a strategic withdrawal if I want to still make a mod at all.

I am going to archive the map I've made changes to and try to develop in the disc TQ:IT version for everything I can. Then later add AE. Then add Ragnarok.

Wish I knew what was happening when it crashed, but I'm not that smart. So I will do what I know I guess.

I don't expect I will be updating this thread for awhile lol.

Well, back to the salt mine.
Title: Re: Version 2 Development
Post by: MedeaFleecestealer on 29 January 2018, 17:39:03
Ouch, double ouch, triple ouch, multiple ouches.  :(
Title: Re: Version 2 Development
Post by: Cygi on 29 January 2018, 19:54:45
I've hit an unexpected and rather game breaking snag.

In other words, to play v2.0, you must start with new character?

If yes, that's no problem for me. ;)
Title: Re: Version 2 Development
Post by: sauruz on 29 January 2018, 20:32:26
I've hit an unexpected and rather game breaking snag.

In other words, to play v2.0, you must start with new character?

If yes, that's no problem for me. ;)

isnt the problem, its more of game crashes
Title: Re: Version 2 Development
Post by: Bumbleguppy on 29 January 2018, 21:32:05
Yeah, the possibility that a new character will have to be made is a given. It's a new mod and the way the game handles mods makes it impossible to swap characters between mods, at least those with major changes.

My problem is that if the game crashes whenever I play test a change, how can I complete a mod at all?

That's what I am facing right now.
Title: Re: Version 2 Development
Post by: Bumbleguppy on 02 February 2018, 23:03:42
Well, remember how I said I didn't want to start from scratch? Yeah, about that...

I've created a new mod from scratch. Right now, I have imported all the skills for the player and that's it.

Had some weird things happening in the last mod. I used all the vanilla skill file names thinking that you could import a character from vanilla, but the game would still display the vanilla skills. For example, I turned "Maul" into a pet modifier for the Forest Nymphs, but in game it was still maul. Weird.

So I checked and double checked the skilltree, the ingameui (where the skills are assigned to their respective buttons) and the skill files themselves and everything was set and ready. But it didn't work. The game insisted it was supposed to be the vanilla skill Maul.

So I decided to go the opposite route. Instead of setting up my database in the same structure as vanilla, I have placed all custom files in LoC_records instead of records. So far there has been no issues. But you won't be able to use any other character to play this mod but one from scratch. FEEL MY PAIN. :D

No crashes yet, so I'll keep going.
Title: Re: Version 2 Development
Post by: sauruz on 02 February 2018, 23:06:31
its good to see its working well atm.

Great luck !
Title: Re: Version 2 Development
Post by: efko on 03 February 2018, 02:24:45
Bumbleguppy, can we rename 1st post in this topic from "Version 2 Development" to "Version 2 Development LOC" or something similar?
Title: Re: Version 2 Development
Post by: Bumbleguppy on 03 February 2018, 02:28:03
Yeah, that's okay.
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 03 February 2018, 14:34:27
Does it need it since it's in the Legion of Champions AE section?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 05 February 2018, 22:08:41
Today I added the game map to the mod (the one I had already worked on) and I made it to Megara with only one crash.

This time it crashed with an exception.txt which had a Shader error, which is a first.

I was using a custom mesh for Leimon the Zombie mini boss in Tegea, so I changed it to a vanilla mesh and no crash.

At least the evidence is accumulating to tell me WHY it crashes. It must be the custom meshes I've added. Well, some of them. Forest Nymphs and Magma Sprites aren't crashing it.

I noticed today that since Ragnarok, you no longer get blue and yellow checkers if the texture for a mesh isn't found, instead you get a uniform beige which makes me sad. It isn't as obvious as the old one. It also explains why all the meshes in Viewer.exe are that uniform color now, too. The path to the textures is wrong for Rag meshes. But I have yet to figure out where Viewer is getting it's files from so I don't know how to fix it yet.

Once I figure it out, I could extract and dump the Rag  creature meshes and textures in that folder. Oh well.

Decided to make Magma Sprites have the same spawn increment per level as wolves. Having one tanky one was just like having two coredwellers. They are still strong against poison and fire, but have a more average resistance to most everything else. I thought, since they are made of rock, they should also have a vitality resist boost as well.

I took the infinite potions out of all vendors and placed potions in the melee merchant's inventory with the same spawn rate as scrolls. So you can buy 5 or 6 per visit. Also, potions spawn from bonepiles and chests but at a much reduced rate than vanilla.

I'm not having any problem keeping up myself, plenty to spare, but I guess some people may struggle. We'll see.

I restored onslaught's base skill to +%physical, but I did add flat regen to ignore pain and +%regen to ardor.
Title: Re: Version 2 Development LOC
Post by: sauruz on 05 February 2018, 22:24:11
maybe the problem after all was a random meshing issue.

But im happy to see its going well, its a hard work after all, starting almost from 0 , and redoing the new content, three our four times.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 06 February 2018, 01:45:43
I just had an idea.

Look, I never use Ternion. I haven't used it in over 10 years. And there's a part of me that's a rebel and likes to cheese people off. Like having no potions. :)

Anyway, since there are no native vitality staffs, what about a vitality staff-like projectile skill? Like the Lich Queen in Act 5 but starting with one projectile. It can carry all damage too so Earth and Storm will synergize nicely.

Spirit Strike and Cascade are a pretty good substitute anyway.

No cooldown but a little mana heavy to fit the Spirit theme.

I've already added the giant volcanic orb spirit strike skill as a tier 7 skill. Maybe this is what is needed to make Spirit a real caster class finally.

Pew pew pew!

EDIT: Well, I realized I still have one slot left for Spirit anyway, so I'm gonna do it. No modifiers, that's sad. Would be cool to do a Flurry of Knives on it.
Title: Re: Version 2 Development LOC
Post by: Cygi on 06 February 2018, 14:05:32
Also, potions spawn from bonepiles and chests but at a much reduced rate than vanilla.

Oh, I can't wait to finish v2.0 in Solo-Self-Found playthrough.

Hype!
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 07 February 2018, 01:11:51
Made it to the town below Arachne without crashing. So far so good.

I made the Obsidian Obelisks into monster generators with a vitality decay + fear aura. Placing more of them all around the world. Well, up through Orient, there aren't any after Typhon. I never realized how many surround the early Tigerman camps.

Health shrines come back to use again pretty much instantly.

Brigand's Bow in act 1 grants Envenom Weapon on equip now. I always thought it was a pretty weak MI, not even worth selling.  I should add it to an MI set with the Hood of the Magi and Staff and armband so bow or casters can use the same set.

Because of the lack of mana potions, my Summoner is having to actually equip +energy items. Haven't done that since I was a newb. :)
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 07 February 2018, 07:28:56
 ;D There you go!  Brigand's Bow is my "go to" bow for early toons.  I always dig one out of my Vault for Hunting toons to use.  Just miffed that Nordic upped the dex and level needed for the higher versions.  Means I can't equip my Epic/Legendary version as early I used to.  :(
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 07 February 2018, 20:46:43
Ha ha, I exhumed the old files from teh disc database and all three difficulty versions were set to level 4! No wonder you could equip them early! :D

Spent this morning making all the bonfires/burning houses/open fires throughout act 1-4 cause burn damage (4m radius). Open campfires too, but not cooking fires.

Finished adding healer NPCs and shrines by all the rebirth fountains in acts 1 - 4.

Finished up the obsidian obelisks I think.

Moved the +%speed modifier in Nature from Heart of Oak to Winds of Eos (new skill)
The Eos tree looks like this:

Winds of Eos (tier 2): elemental damage support buff aura.
Winds of Zephyros (tier 4): +%total speed and +%mana and health regen. (+%mana regen and +%health regen are extremely rare properties in this mod, usuallly you get flat regen)
Winds of Aiolos (tier 6): 33% chance of +25% to a random elemental damage type (includes physical).

Removed poison damage from tier 7 nature skill Deathblossom and added acid damage instead. Also nerfed the damage a bit.
Title: Re: Version 2 Development LOC
Post by: sauruz on 07 February 2018, 22:27:03
health shrines heal mana as well ?

I was thinking adding cosmetic Mi to some monsters just for flavour. Like in 1.1, Satyrs mages always had their MI staff as normal mesh for weapons.

Title: Re: Version 2 Development LOC
Post by: Typhon on 07 February 2018, 23:29:24
I always liked the monster obelisks that summon skeletons, reminds me of Gauntlet.
Title: Re: Version 2 Development LOC
Post by: Prosoro on 08 February 2018, 08:33:38
Man, you're a machine at adding new stuff! sigh.. wish I had more time but things are busy atm.

Loving the realism of burn damage at close proximity! nice touch!  8)

Also, slightly separate topic question; when playing LoC I know it's especially aimed at pet play-styles but how feasible is it if I wanted to try play through with a more character focused build? or even with minimal pets like just having the Lich King etc?
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 08 February 2018, 08:47:28
Well, some of us have been trying that as one of the LoC challenges.  We have a "no pets, no death" challenge.  No one's very far along with it yet though.  Cygi's got the furthest, Epic Parnassus caves and L49 (pre-Ragnarok).

https://titanquestfans.net/index.php?topic=78.0
Title: Re: Version 2 Development LOC
Post by: Prosoro on 08 February 2018, 10:10:04
Sweet! Sounds like my kind of challenge then Medea  :) although the 'no deaths' part hmm haha a challenge for sure.  Good effort by Cygi
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 08 February 2018, 11:00:59
Yeah, it's good fun trying all the challenges.  That BG, he's kinda sneaky you know.  Never know what's going to pop out at you.  ;D
Title: Re: Version 2 Development LOC
Post by: Cygi on 08 February 2018, 13:49:59
Good effort by Cygi

Thanks, but because my toon died back then because of being too cocky with Grieving Widow boss, this was less of a good effort and more of a Darwin Awards.  ;)

But I'll be back in this challenge, when v2.0 gets released.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 08 February 2018, 15:14:38
Grieving Widow boss killed me yesterday while testing.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 09 February 2018, 02:55:24
Updated Shieldmaiden tier 7 modifier. I cloned the Armored Spirit's top tier skill Curse of Aneketos.

I changed it a bit, though. Shieldmaiden's skill lowers enemy's armor absorption instead of lowering armor itself. It also lowers enemy defense ability by a small percent and also lowers stun resist by a small percent.

Starts at 9% but at max with +10 skills, it lowers enemy armor absorption by 70%. So in gameengine.dbr, armor absorption is set to 0.66, something along the lines of 66% of armor rating is deducted from incoming weapon damage. So lowering it by 70% would be 0.198 so only 20% of incoming damage is reduced. Since this is armor it only affects physical weapon damage. But man, you can really wallop them now!

Had a few crashes to desktop today. The battle continues.
Title: Re: Version 2 Development LOC
Post by: sauruz on 09 February 2018, 20:32:55

Had a few crashes to desktop today. The battle continues.

Same places as before ? Warcamps ?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 09 February 2018, 20:59:16
Warcamp near Athens, yes.

I went into the map and removed everything I added and also removed a lot of the ambient fires.

Removed the custom meshes from the Ichthians in the nearby swamp (which also loads when in the warcamp).

Removed some proxies that were in vanilla as well to thin out the spawns.

Seems to have been enough for now.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 10 February 2018, 00:32:36
Crash to desktop over and over.

I restored all the map around Athens to the original map extracted from the game install directory.

I deleted every satyr, centaur, ichthian and boarman monster file and restored the monster pools to include only vanilla monsters.

I pointed all the undead pools to the vanilla versions of each monster.

Still crashes every time.

The most recent was just killing a vanilla satyr mage. It was right near the middle of the balle ground on the right most side where there is a shrine between buildings.

Maybe the pets wanted to path to the satyrs there and something happened? I don't know.

I'm stumped again. No exception record either.

I installed visual studio and clicked debug after the crash. It's all greek to me but it does mention ntdll.dll again.

Verified the game files, uninstalled TQ and reinstalled.

Only thing left is to remove the custom meshes and animations for the pets, though they never crashed the game up until the Athens area.

I just don't know what to do.

A small voice in me says "Uninstall all the new Anniversary and Ragnarok versions and develop for the disc versions".
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 10 February 2018, 00:42:59
I think I'm done with this.

I don't know why this game is crashing so I can't resolve the isuue.

I give up.

I'll probably develop something for TQ:IT for myself because I enjoy  this as a hobby.

This project is officially cancelled.

Sorry everybody and so long.
Title: Re: Version 2 Development LOC
Post by: sauruz on 10 February 2018, 00:44:15
it must be something in ATHENS that must be crashing, some npc ? sound, music, animation, sound, rats ?some item, something is trying to spawn under another monster ? wrong file sound misplaced
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 11 February 2018, 11:23:21
Sorry to hear you're having so many problems BG.  :( My thoughts, for what they're worth: v1.0 for AE works, but needs updating to take in Act 5.  So, forget about adding caves, tombs, etc, and concentrate on simply doing the same sort of things you were doing originally.  Making new items, sets, foes, mod Rune mastery for pets, etc, for that version.  That way AE also has the mod for people to play and it would take in Act 5 as well for people with the expansion.

Then, maybe think about making an entirely new map as Prosoro is doing, totally separate from LoC - a new mod effectively which may or may not be pet based.

I think it would be a shame if AE players can't enjoy this mod because it's great fun. 
Title: Re: Version 2 Development LOC
Post by: Akunde on 12 February 2018, 10:56:01
Hi Bumbleguppy,

Its been a good 2-3 years since I last played TQ, and I didnt even realise there was an expansion to it until I installed it the other day. I decided to come back to TQ because I remember how much fun it was playing with your mod, not because of the base game itself.

I'm not a developer myself, but I do work on software development projects almost daily as a career, as a Project Manager, Business Analyst and Tester, and what MedeaFleecestealer says makes a great deal of sense. The parameters of the game have changed, but not wildly. Start with the basics of the mod again if need be and identify the root cause of the issues.

While my time is a bit limited between work and a newborn, and I don;t know my around the modding toolset just yet (but I'm a quick learner ;) ) I'd be happy to invest a bit of time in helping you do a bit of testing if need be  :)

Andrew
Title: Re: Version 2 Development LOC
Post by: Prosoro on 18 February 2018, 12:37:59

Man, sorry to hear of your struggles and this news BG.. Hopefully after a bit of a break from the project you'll re-new your energy reserves, activate the Rally skill and smash this bug!

Let me know if there's anything I can do to help  8)
Title: Re: Version 2 Development LOC
Post by: mvlad954 on 06 March 2018, 18:39:20
Now this died fast.............
Title: Re: Version 2 Development LOC
Post by: nargil66 on 06 March 2018, 19:00:57
Died? What makes you think it died?  ;)
Title: Re: Version 2 Development LOC
Post by: sauruz on 06 March 2018, 21:19:47
just give bit of time, new expansion changed alot of stuff
Title: Re: Version 2 Development LOC
Post by: mvlad954 on 07 March 2018, 08:28:17
just give bit of time, new expansion changed alot of stuff
I wasnt rushing him or something.I was just.........ummmmm...........nevermind.
Title: Re: Version 2 Development LOC
Post by: sauruz on 04 May 2018, 00:18:06
darn, how i miss this mod, still playing those days.
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 04 May 2018, 07:13:35
Yeah, but you can still use the current AE LoC mod.  It works for most of the game, just not Act 5 that well.  I've had a couple of quests I can't complete I assume due to the mod, but might be because of something else.
Title: Re: Version 2 Development LOC
Post by: sauruz on 04 May 2018, 10:08:50
i unistaled the xpac for now,  the Act 5 just doesnt give the feels like the rest of the acts.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 16 June 2018, 02:32:21
I just wish he comes back, with mod or not. The forum is not the same without him :(
Title: Re: Version 2 Development LOC
Post by: mvlad954 on 16 June 2018, 07:42:28
I just wish he comes back, with mod or not. The forum is not the same without him :(
I totally agree with that! :( :( :(
Title: Re: Version 2 Development LOC
Post by: sauruz on 16 June 2018, 09:22:12
I just wish he comes back, with mod or not. The forum is not the same without him :(

i couldnt agree more, the game isnt the same without the mod.

Who knows, summer is comming , right ah
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 18 July 2018, 21:39:27
Well, it's my 55th birthday today.

Guess I owe an explanation for being absent...

I had a bad time with family a couple months ago. My 80+ yr old mother, when i described this hobby and how many ppl were enjoying the results of all my hard work, immediately said "Are you making any money from it?"

After half a century, you'd think I would learn not to open my heart to her, even though I love her so. I was spun into a deep depression, all at once beating myself up as she taught me to do, and crying silently at the rejection of my joy. Sigh. I'm just stubborn I guess.

There's a reason I moved to the next state over to live out my days.

Anyway, I started tweaking the ragnarok version a little bit. I can't do it for long yet because I just start slipping back into despair. But it's getting better, my wife is the polar opposite of my mom and is very supportive. I joke about how some ppl's hearts break, but mine is made of gelatin and just sort of splats and squishes along afterwards. :D

My honey bought me some really awesome dashikis for my bday, I'm wearing a green one right now :D


Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 18 July 2018, 22:00:20
Sometimes families suck, they really do.  :(  Love her from a distance and remember when she says things like that which upset you, it's her problem not yours. 

Glad to hear your wife is so supportive and bet you look very snazzy in those.  Happy birthday BG.  :)
Title: Re: Version 2 Development LOC
Post by: nargil66 on 18 July 2018, 22:38:08
Happy birthday, BG, and glad to see you back! :D
Don't give up hope and what gives you joy, you know best your way.
A friend told me once "Hearts break, so we can be free".  It should be true even for the jelly hearts :P
Title: Re: Version 2 Development LOC
Post by: efko on 19 July 2018, 00:17:32
Happy 55 birthday. You are oldest person that I've met in world of forums and gaming and I'm happy to hear that people enjoying their time in this way. In my country exist complex that something is not wrong with a person who is still in gaming after 25 or even after 20 years of life but I disagree with that. I wish you health and many more years with us  ^-^
All what I saw in life is that with years we are getting more experienced, but our brain remain young entire life. This year i was witness of ultimate example of this theory but that is another story. Happy birthday and share your cake with us so we can enjoy with you  :D

Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 19 July 2018, 01:46:08
I wish I could share my cake! My wife made my favorite dark chocolate with cherries mixed in and really thick creamy frosting, almost a chocolate ganache...but the thing is huge for us two old folks! I'm gonna get diabetes tonight! :D

I agree about keeping your mind young...there is a zen buddhist quote that goes something like: In the beginner's mind there are many possibilities, in the expert's mind are very few. I like that.

I keep gaming not because I am young or old, but because I am honest with myself. If you stop gaming because you aren't enjoying it anymore, that's okay. If you keep on gaming when your old because to NOT game would be lying to yourself and others....well, that's okay, too.

When someone only stops playing sports because their knee gets old and injured, I sometimes think that was the only thing that stopped them. Man, if I could play softball in the summertime again like when my breath wasn't so short, that would be heaven.

So today I went through the new mod and set up the numAttackSlots and numDefenseSlots again as my pets were milling around and that's what causes it to happen. The vanilla setting is 4, so if you have 5 pets, one pet can't attack as that number is what determines how many can surround an enemy. That means I have to include EVERY monster file in the game, even if that's the only change I make to the file. This is especially important on boss files!~

I updated the effect when Coredweller does his big fire shockwave and added an animation file based on his "Captain Kirk" two-fisted attack animation and updated the effect files so he shoots much bigger jets of fire from the vents on his shoulders complete with sound effects. Wicked!

Title: Re: Version 2 Development LOC
Post by: Gestalt on 19 July 2018, 02:35:01
Happy to see you Bumble!! Happy birthday!!

We cannot be as supportive as your wife(can't prepare you a cake :( ), but we will try hard : ))).

I am really holding off ragnarok ( haven't bought) and tq as your mod is dead with ragnarok. If you say that you are in game, then I am also :).

And do the modding if you enjoy it, because LoC that I know of, has the quality of a mod whose creator showed so much love to it.
Title: Re: Version 2 Development LOC
Post by: mvlad954 on 19 July 2018, 07:17:39
Ah,good,your back!The forums werent the same without your presence,let alone the modding community.Im happy that you have a supportive wife wich can help you put an end to your depression.Now,I dont fully understand what you were trying to say,but if you were really harming and beating yourself,then its time to stop.If there is something on your mind,talk to your wife.Secrecy often leads to an even greater despair,trust me,I learned this the hard way.You should continue to love your mother,just...stop telling her about your hobbies.Its probably best that you moved to a different state,that way you whould be able to recover.Oh,and whatever you do,do not search for a psychologist,just dont.Psychologists nowadays are useless,incompetent,annoying and they often tend to have a  negative moral influence,if you understand what Im trying to say.Anyway,enjoy the cake!Happy birthday BG! :)
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 19 July 2018, 07:25:29
Happy 55 birthday. You are oldest person that I've met in world of forums and gaming and I'm happy to hear that people enjoying their time in this way. In my country exist complex that something is not wrong with a person who is still in gaming after 25 or even after 20 years of life but I disagree with that. I wish you health and many more years with us  ^-^
All what I saw in life is that with years we are getting more experienced, but our brain remain young entire life. This year i was witness of ultimate example of this theory but that is another story. Happy birthday and share your cake with us so we can enjoy with you  :D

No, he's not.  I'm older and oldage is older than me.
Title: Re: Version 2 Development LOC
Post by: sauruz on 19 July 2018, 10:37:10
i hope im not being late,

HAPPY .(late)..BIRTHDAY..Bumbleguppy!!!!

Hope you had a glorious yummy cake! :DD

you know we all are supporting you, every decision, move, toughts, everyhting you can think of ! we are a happy big familly :)!

good to see you around here!!

P.s : still playing your masterpiece! its kept me with joy every season!
Title: Re: Version 2 Development LOC
Post by: Hector on 19 July 2018, 19:31:48
Good sir, I've never got to know you in person (I mean in the internet) nor I had any conversation with you.. but I sincerely appreciate your efforts in this modding community.. even though I have never had a chance to play this game with your mod, I can easily see it was one of the "cornerstone" type mods according to most of the players..

About your issues related with your family, I believe it is not my place to offer any advice here, since you are definitely much more experienced in life compared to myself already.. I only want to emphasize this point cause I wholeheartedly agree with it;

Quote
Oh,and whatever you do,do not search for a psychologist,just dont.Psychologists nowadays are useless,incompetent,annoying and they often tend to have a  negative moral influence,if you understand what Im trying to say.

Happy birthday :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 19 July 2018, 21:26:27
Yeah, I saw a therapist for a while back in the  90's.

One day I realized that the sessions tended to get close to something useful right as the time was up. Like they were doing cliffhangers for the next time. Intentionally. I realized then it was a paying gig for them and they crafted the sessions to keep me coming back.

That and the drugs they had prescribed left me in a worse state than before. Paxil left me completely conscienceless, like a robot...or a psychopath. And it permanently ruined my manly private plumbing, painful even today after nearly 20 years (a common side effect we didn't discuss beforehand, of course). And Zoloft created sensory overload that left me crawling under a bed just to get out of the light and sound...a good sign it isn't doing what they say it does.

Haven't been back since.

Today I was testing the Ice Skeletons in teh Ice cavern in the Orient, and I noticed my game would peg the CPU because of monster/pet pathing to target when blocked....I really hate that about this game. I wish the script could just say "Well, I can't hit them, so I'll just DO SOMETHING ELSE BESIDES PEG THE CPU TRYING TO GET THROUGH A WALL." Oh well.


Title: Re: Version 2 Development LOC
Post by: sauruz on 19 July 2018, 21:41:35
it will be everything ok  :)

pathing is something that game isnt proud of  :o, sometimes it makes no sence
Title: Re: Version 2 Development LOC
Post by: nargil66 on 19 July 2018, 21:59:19
Quote
That and the drugs they had prescribed left me in a worse state than before. Paxil left me completely conscienceless, like a robot...or a psychopath. And it permanently ruined my manly private plumbing, painful even today after nearly 20 years (a common side effect we didn't discuss beforehand, of course). And Zoloft created sensory overload that left me crawling under a bed just to get out of the light and sound...a good sign it isn't doing what they say it does.

Yes, drugs can really get you acting as a numb, senseless robot... and they call it "treatment". In the same time they are perfecly aware it's not a cure, it will never even touch the real reason for your condition, only the symptoms. I think the main reason is most of our inner problems are spiritual, but modern science denies the existence of anything close to a human spirit... Psychiatry included.
I dont entirelly agree with what mvlad said - there should be some psychologists (NOT psychiatrists) who are devoted to their patients and can help. I've never seen one personaly tho.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 19 July 2018, 22:06:08
Oh, hi nargil66. I went through your entire imgur gallery this morning, the one linked in your signature.

I have to say I was sincerely impressed with not just your technical progress, but your creative vision. It's nice to see such industry and creativity with TQ! Thanks for linking it all.

I'm still stubborn about the version of CaravanXL I have. I wanted that one extra row I removed the sort feature from the shared stash. Tough luck if no one likes it! :D
Title: Re: Version 2 Development LOC
Post by: nargil66 on 19 July 2018, 22:21:19
Thanks BG.  :)  If only I was faster...
About Caravan XL - try the bigger bags ;)
Title: Re: Version 2 Development LOC
Post by: mvlad954 on 20 July 2018, 09:39:25
Quote
That and the drugs they had prescribed left me in a worse state than before. Paxil left me completely conscienceless, like a robot...or a psychopath. And it permanently ruined my manly private plumbing, painful even today after nearly 20 years (a common side effect we didn't discuss beforehand, of course). And Zoloft created sensory overload that left me crawling under a bed just to get out of the light and sound...a good sign it isn't doing what they say it does.

Yes, drugs can really get you acting as a numb, senseless robot... and they call it "treatment". In the same time they are perfecly aware it's not a cure, it will never even touch the real reason for your condition, only the symptoms. I think the main reason is most of our inner problems are spiritual, but modern science denies the existence of anything close to a human spirit... Psychiatry included.
I dont entirelly agree with what mvlad said - there should be some psychologists (NOT psychiatrists) who are devoted to their patients and can help. I've never seen one personaly tho.
Okay,I dont want to continue this discussion any longer,since I dont want the thread going too off-topic,so,Im sorry about this guys.Im just going to say one more message:If you want to know why I said "no psychologists",then you answered your own question,Nargil.Your right about what you said on the human spirit.Modern science is not only highly materialistic,but also naturalistic as well.I think you can understand what Im talking about(*cough*cough*evolution theory).By denying the existence of a higher power or a spiritual plane,moral right or wrong(objective morality) are dismissed as being "irrational".The same goes for feelings.They believe that feelings are nothing more than chemical reactions within our brains,thus they can be done away with,by using methods that are normally used on biological diseases.Depression,anxiety,insecurity,seclusion,suicidal thoughts(just examples are not caused by any biological anomaly,virus,microbe,germ or anything like that.Its a spiritual cause.Thats all I wanted to say.People often see this as "controversial"and prefer to ignore the issue.I apologize again if I caused any discomfort.I know this was extremely off-topic,but I needed to say it.I like to talk about things like these,regarding philosopy.Good luck on modding, BG and Nargil!
Title: Re: Version 2 Development LOC
Post by: Prosoro on 20 July 2018, 12:35:56
Hey BG welcome back man  :)
Title: Re: Version 2 Development LOC
Post by: Cygi on 20 July 2018, 13:47:05
Legion of Champions Ragnarok Edition.

Still believing...
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer 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. 
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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.
Title: Re: Version 2 Development LOC
Post by: sauruz 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
Title: Re: Version 2 Development LOC
Post by: nargil66 on 24 July 2018, 20:08:40
 ;D < Thats all i have to say!
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer 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.  :))
Title: Re: Version 2 Development LOC
Post by: nargil66 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.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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.
Title: Re: Version 2 Development LOC
Post by: sauruz on 31 July 2018, 17:42:13
cool stuff!

does *new* heat shield absorve less dmg ?

Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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
Title: Re: Version 2 Development LOC
Post by: sauruz 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
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 02 August 2018, 23:41:00
Redesigned the Magma Sprite skill line today.

I had summons -> Flame Surge -> Burning Dervish

Flame surge is just like Storm's Storm Surge skill, activates on hit. Dervish is like Onslaught.

Now Sprite's get Flame Surge as inherent skill at level 8.

I Split Dervish into two skills:

Whirling Dervish increases run and attack speed, adds +flat health regen. Tier 3 skill will help with mobility and survivability.

Burning Dervish is tier 5 and adds +%Fire and physical damage and adds flat Offensive Ability bonus to help score hits.

This way if you are using sprites for lures/meat shields you only need the first skill. If you are a pure petmancer you can use the second to increase their damage output.
Title: Re: Version 2 Development LOC
Post by: mountainblade on 03 August 2018, 00:02:19
 :D
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 03 August 2018, 03:21:16
Trudged through a bunch of bugs today. Stuff that worked in v1.1 that I hadn't imported yet, Pharoh's Honorguard stomp skill, Ancestral Guardian flame ring wasn't in the skill tree so he would stand still trying to cast a skill in his config that didn't exist in the skill tree.

Pharoh's Honorguard now does a colossus animation and boulders rain down from the ceiling.

Still having trouble getting the Treasure Hunter ghost boss to spawn. It's frustrating. I'll keep plugging along.
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 03 August 2018, 07:21:29
Slowly, but surely.  Have patience.  You'll get there BG.  :)
Title: Re: Version 2 Development LOC
Post by: sauruz on 03 August 2018, 13:24:15

Pharoh's Honorguard now does a colossus animation and boulders rain down from the ceiling.


Kool stuff :)

wow ! that would be cool to watch, maybe each one of then could have somekind special attack move
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 03 August 2018, 17:30:57
That's a good idea. :D

Had a silly idea when I was daydreaming today.

What if the ghost mage mini boss in the Fayum treasure hunter side quest popped out of the chest, but that's not the idea.

What if he could follow you through your town portal into town if you ran? Not technically possible, but a scary thought! :D
Title: Re: Version 2 Development LOC
Post by: sauruz on 03 August 2018, 17:44:35
would give scary jump for sure!

he could follow you if you cant defeat it, no place to run >: D

bit off topic : i still remember in older version 1.0 i think, the undead king of tegea boss that had alot of cold dmg, it would follow you all around, even if you die he would wait you near rebirth fountain lol
Title: Re: Version 2 Development LOC
Post by: nargil66 on 03 August 2018, 17:48:00
What if he could follow you through your town portal into town if you ran?
Hehe, right to the scoundrel npc that told you about the tomb ^-^
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 03 August 2018, 17:52:39
"THAT TREASURE WAS MINE!"


"Well, here it is~ Enjoy!" *runs away while ghost boss attacks quest giver*
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 07 August 2018, 02:11:49
Added champion and boss buff skills to all act 5 champs/heroes/bosses.

Added easter egg chest drop chance file to all heroes in act 4 and 5, so that's all done.

This is a good thing as it is a very tedious chore I was procrastinating over but I couldn't get motivated to do anything else until I finished it.

I just wanted to add that while testing, I am finding this new version to be much more challenging than v1.1. I don't mean I have died, but pet-wipes hve happened quite a few times, followed by a hasty retreat and re-summon.
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 07 August 2018, 08:07:47
Have you run into Shadowmaw yet?  He hangs out in the cave in the Phocian Swamp area, but he's a random spawn so doesn't always appear.  He's really nasty hero for early toons to have to deal with, makes Polyphemus look easy. 
Title: Re: Version 2 Development LOC
Post by: sauruz on 07 August 2018, 12:25:22
Have you run into Shadowmaw yet?  He hangs out in the cave in the Phocian Swamp area, but he's a random spawn so doesn't always appear.  He's really nasty hero for early toons to have to deal with, makes Polyphemus look easy.

well, shadowmaw lives in side cave, something opcional, its bit hard to vanilla due of no good equips / skills
Title: Re: Version 2 Development LOC
Post by: CrocMagnum on 07 August 2018, 13:15:39
Have you run into Shadowmaw yet?  He hangs out in the cave in the Phocian Swamp area, but he's a random spawn so doesn't always appear.  He's really nasty hero for early toons to have to deal with, makes Polyphemus look easy.

Rhaaa! Shadowmaw! He caused my first death in the Anniversary Edition, and I'm not the only one, I feel. :P

One of the reasons is that this demon dog is always overleveled compared to your toon.

So my advice, if your playing the Steam version and are aiming for the 0 Death Achievement:

FLEE

note: you can kill him, but it's not worth the risk I think.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 07 August 2018, 16:20:05
note: you can kill him, but it's not worth the risk I think.

This. Not worth it, no good loot or anything.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 07 August 2018, 20:20:37
Rhaaa! Shadowmaw! He caused my first death in the Anniversary Edition, and I'm not the only one, I feel. :P
In LoC he wipes your pets like nothing with his fire wave. He's bad for the health, but I can't hold checking if he's there, lol.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 08 August 2018, 03:55:45
Oh! Oh! Just had the COOLEST idea.

The Armor of Achilles.

Has 492 armor.

But what if it had...98% CHANCE of like 650 armor value, and 50% pierce and 25% phys resist.

then 1 out of 50 blows the armor has NO ARMOR value at ALL. :D
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 10 September 2018, 01:25:54
Been swamped at work.

Balanced out the survivability of the Frost Wisp for Storm a little today, and gave it a dodge aura at level 6 to help.

It was pretty tanky at level 1, so I wanted it to be a least a little vulnerable.

I reengineered the Sqall line today.

Squall is a tier 3 spell and does lightning and lightningburn damage, Hail Storm does Frostburn damage at level 5 and Obscured Visibility lowers resistance and causes archers to miss is now a level 7 skill modifier.

Since Squall in vanilla was always about lowered resistances anyway. I wan it to be an alternative to lightningbolt/ice shards so I'm making a full bore damage line.

Wait for pets to aggro, lay down squall to finish them off.

EDIT: Also, I am going to change Eye of the Storm to be half +%Elemental and half +%lightning to keep with the choose lightning or cold but both is hard theme.

EDIT: Finished up Thunderball, it acts just like vanilla Volcanic Orb now as far as aiming and projectile arc. I find it much more usable as I don't have to worry I miss a moving target.
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 10 September 2018, 07:03:23
Sounds fun BG.  Looking forward to playing this when it's done.  :)
Title: Re: Version 2 Development LOC
Post by: sauruz on 11 September 2018, 23:26:34
eletrical volcanic orb that have a chance to freeze !

anyway looks very nice! :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 13 September 2018, 04:54:51
Here's a vid I just made to showcase a version I am developing in parallel that uses the game map as well. I created a system to swap miniboss chests for farming and wanted to test it. Worked great.

https://youtu.be/BWNUMmqHWhc (https://youtu.be/BWNUMmqHWhc)

I forget how to embed video in a post.

EDIT: Nevermind, it's automatic lol
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 13 September 2018, 07:22:59
Nice.  Look forward to it.

What do you mean by uses the game map as well though?
Title: Re: Version 2 Development LOC
Post by: sauruz on 13 September 2018, 09:53:44
love ´it!! LOOOks awesomeee!!

that storm traps almost killed you :P
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 13 September 2018, 11:29:59
BG, just so you know, I get this with my LoC toons in the AE version of the game.

(https://i.imgur.com/LeJQ7la.jpg)

For some reason an inventory bag goes missing when playing the old AE mod version.
Title: Re: Version 2 Development LOC
Post by: sauruz on 13 September 2018, 12:37:51
BG, just so you know, I get this with my LoC toons in the AE version of the game.

(https://i.imgur.com/LeJQ7la.jpg)

For some reason an inventory bag goes missing when playing the old AE mod version.

something with new xpac is causing alot of toubles with the mod.

Are you playing with xpac installed ?

my guess is playing the mod without the xpac, using the AE as base version, so far im not having troubles ( act 4 normal so far)
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 13 September 2018, 12:44:28
Yes, Ragnarok is installed.  Can't remember if the problem was around before that though.  If it is the expac causing it, then still something BG needs to know about.
Title: Re: Version 2 Development LOC
Post by: sauruz on 13 September 2018, 15:05:00
and the missing stats/resistances from character page, im sure its just miss version broken.

But yes, it can be something new
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 13 September 2018, 15:53:32
The player inventory was modified by the caravanXL files for AE.

As for the game map, I added the extracted, decompiled Ragnarok game map as an asset to the LoC game mod.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 13 September 2018, 18:41:01
This is great, glad you finally have free time from work. Frost wisp looks awesome and that giant scorpion boss...
Good thinking on the alt version, if something goes wrong. Keep up, BG :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 25 September 2018, 02:00:52
Working on Runemaster a little.
I've already greatly increased the Mines skill modifier to make them an end game skill worth investing in.

I had already made a Runegolem, but after test playing it was pretty boring.

So I created a Jotunn  summons, a little more in-line with the lore. Big giant, kinda more along the lines of classic demon summons, I just think of this giant straining against the runes binding it to service heh heh.

It behaves like the Armored Spirit from version 1. Big, slow, arc of attack and above average damage per hit...just doesn't get a lot of hits in without some kind of speed boost. Lots of life which boosts even more with the life rune skill.

Has the same lightning attack as a petmodifier that the player gets and a third petmodifier skill where they kneel for a bit and get mass regen and reflect damage. They have a taunt aura like Core Dweller, too.

Title: Re: Version 2 Development LOC
Post by: sauruz on 25 September 2018, 14:28:50
uh uh! sounds very fantastic !

maybe the golem could be a reward for a armor/ artefact our a boss :P
Title: Re: Version 2 Development LOC
Post by: nargil66 on 25 September 2018, 16:05:44
You said "summons", are the Jotunns more than one? Sounds way more epic than golem :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 26 September 2018, 00:55:54
No, one is enough for me. :)

Took me awhile to change the texture. Jotuns have 5 textures and shaders so if you override the texture in the monster file, the game uses that texture for all 5 and it looks terrible :D

So I had to bust open the mesh file and add it there
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 26 September 2018, 23:58:52
Here's the texture I have so far, I changed the mesh to a standardGlowSkinned and added a glow texture with runes:
(https://i.imgur.com/bEZod3B.jpg)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 27 September 2018, 01:42:58
Tweaked the glow texture and added glow to all the armor piece highlights:
(https://i.imgur.com/OvKCRYH.png)

EDIT: The rune on the forehead is the "thorn" and one site said it could mean "giant".
Title: Re: Version 2 Development LOC
Post by: nargil66 on 27 September 2018, 02:12:55
Looks great! :D
Title: Re: Version 2 Development LOC
Post by: sauruz on 27 September 2018, 09:10:54
i like the symbol on his chest, it feels like he have a bound to serve you ! very nice :D
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 02 October 2018, 03:13:36
Yeah, I figure since he is already magically bound to the Runemaster, he can't be converted...a nice buff I think. :)

I added the fire shrine to the mystery shrine pool for all acts. Created a new mystery shrine: Shrine of Zeus. Big lightning, electric burn damage and a chance to stun on hit.

Added the mystery shrines to Act 5 today, whew...man it's tedious. This took all day today, from like 9 am to 6 pm. THAT'S how tedious it is.

Medea will be pleased to hear there are no more negative effect mystery shrines, it's always a good thing to get a mystery shrine now.

I think I finalized the skill tree for the Jotunn summons for Runemaster today.

Tier 3 is the same Arc Attack (can't remember what it's called in-game, that's the file name for the skill) lightning damage attack.

Tier 5 is a longevity skill, Skin Changer. Absorb pierce and elemental (66% at level 18, can you believe that?!), buffs armor and armor absorption.

Tier 7 is War Shout, timed buff that boosts the party's strength by %, life by %, attack speed, adds flat life regen and adds flat Offensive Ability. Also grants small % defense from Giants. Pretty nice buff.
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 02 October 2018, 07:28:20
Don't mind the negative effects on mystery shrines BG.  Just never managed to work out which colours were the good stuff and which the bad when it comes to clicking on them.  ;D  And I'm pretty sure you'll have plenty of other nasties for us to tackle.
Title: Re: Version 2 Development LOC
Post by: sauruz on 02 October 2018, 10:00:28
Runemaster sounds big fun to me now :D!

a silly question ..does jotun mesh allows then to use any helmet at all ? in my opinion giants without a scary/tribal helmet fells like a wasted oppurtunity

i will miss the negative  shrine :p
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 03 October 2018, 05:17:43
Played the first session where I shut down afterwards and realized there were no emergency bug fixes :)

Even found a Party Box off of a Scorpos hero.

Still tweaking skill damage and stuff.

The version with the game map hasn't crashed yet, and I've added quite a few new areas and maps. (I don't want to jinx it too much)

The game balance is surprisingly good, which is to say, I wouldn't know how to plan it on paper as I just intuit everything.

The ghost boss in the Fayum treasure quest didn't quite kill me, but it was very close.

I was playing my Dream/Earth toon and had Corey, Nightmare, 3 Myconids and two Magma sprites and they all got wiped multiple times, but we got him!

The Avatar of Set in the new Place of Truth cave was definitely a running away scenario though....not a chance to beat him at this point. But that's by design.

Title: Re: Version 2 Development LOC
Post by: nargil66 on 03 October 2018, 21:55:30
Planning on paper can be more confusing than helpful :(
It's good that everything is going smoothly. Can't wait to spam poison bombs in LoC 2 :D
Btw, does throwing knifes still work as a normal weapon attack?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 03 October 2018, 22:15:32
I haven't touched that skill in this version yet.

It seems pretty common sense at this point in the expansion to make it a weapon attack like Marksmanship, don't you think?

Spent this morning adding Healer npc's and health shrines at every rebirth fountain through the end of act 5. I removed all healing shrines from the normal shrine proxies that also contained the battle shrines, so now health shrines only appear at the proxies I added. UNLIMITED POWUH! :D
Also: I moved the rebirth fountain from the shore in the Celtic Heartland landing up into town by the teleport shrine. I think it was annoying to spawn way down by the shore and run up to town to use the teleporter.

Little known map editor tip:
If you add or remove a proxy to a map, you don't have to rebuild the map or pathing, just save it and complie it in your mod with Art Manager.

EDIT: One thing about throwing knives is that I would LOVE to be able to extend the range of the projectile with a skill, but I can't. THe weapon projectile in the weapon file has a fixed range, and I only want the skill to modify it. Oh well.

EDIT:

Okay, how about:

Marksmanship clone skill for ranged one-handed.

Boomerang shot: Passive volley clone skill that has increasing chance for fragment like scatter shot. SO you hit an enemy and there's a chance it will ricochet and hit another enemy.

Passive volley clone skill for flurry of knives with increasing chance to activate per level.

So not so much a skill tree in the UI, just all ranged one-handed skills.

I would like to make them all dependent on the throwing knives skill, but the templates won't allow me to do it this way with plain modifiers.

I mean, I don't want every throw to be a flurry of knives, I mean, talk about a point blank boss killer :D
Title: Re: Version 2 Development LOC
Post by: nargil66 on 03 October 2018, 22:35:13
About increasing the range - i think i found a way for my mod, not sure if it's what you want to do tho:
https://titanquestfans.net/index.php?topic=462.msg6400#msg6400
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 03 October 2018, 23:20:38
That's pretty cool, I like it...very clever! The weapon enchantment files contain the modified projectiles to increase the rage. I'm impressed with your resourcefulness :)

Reminds me of me :D

But I wanted to preserve each ranged one handed weapon's look and projectiles in game so it really feels like you are using your weapon instead of a magical skill in this case.

Gonna go with the marksmanship clone for now.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 03 October 2018, 23:38:18
Yep, my skill was planned to work with bows only, thats why i settled with it. You have a point about making it a proc skill - with new uber weapons from ragnarok, 5 knives on every attack will be overpowered as hell. 5 hits at once with a Gorgon's edge - 1000000 poison dmg :D
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 04 October 2018, 00:50:11
Here's a demo of what I have so far, I hover over the skills so you can see. The skill "Riccochet" adds 0 - 1 fragments, so I guesss the UI sees the min number zero and doesn't say it adds them for some reason. Oh well.

https://www.youtube.com/watch?v=FxZ8J-Icfbg
Title: Re: Version 2 Development LOC
Post by: sauruz on 04 October 2018, 01:27:33
watched the vid 4th times..it seens nice touch.

sometimes (knifes/ arrows) Projectiles are bit invisible on some kind of terrain types... but its game fault, i think. nevermind it looks awesome
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 04 October 2018, 03:46:05
I'm not completely sure they aren't invisible. Using the rag meshes seems problematic. I will look into it later.
Title: Re: Version 2 Development LOC
Post by: sauruz on 04 October 2018, 10:48:09
the colour of projectile speed kinda doesnt match the colour of the terrain, its to bright and on snowy and light floor makes invisible , in my opinion.

maybe you can add a some colour our tune  on projectile speed animation ?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 05 October 2018, 17:23:45
So I just replaced the fragment mesh with the original throwing dagger mesh and scaled it down a bit. It should be visible.

As far as updating all weapontrails, I'm not really enthusiastic about that project. Not enough reward to warrent the time and energy I would spend.

I would rather tinker with the Place of Truth map like I did yesterday, now that's fun! :D

Added a Shadow Dragon spawn and Shadow Lurker proxies along with the Khenti, which are my pride and joy. The Khenti are truly lethal and you really have to work at it to defeat them all and you always suffer some casualties. I don't like all the game to be that way, but there should be SOME fear in some places.

Today I am going to bug fix why they don't cast their purple fireball spell. THey aren't quite lethal enough without it mwa ha ha :D
Title: Re: Version 2 Development LOC
Post by: sauruz on 06 October 2018, 00:01:26
and you did it well, the game isnt all roses and sugar! it need to have some scary jumps here and there :P!

Looking very excited for this version :D

and about the projectiles , thanks, you did you best , no need to re scale everything , thats will be enought !

off topic ideia: im having this new concept skill in mind for some time , you know Distort Reality skill , how about a fire version of it, instead doing vitality/eletrical burn dmg, do  burn/fire dmg value, but ofc having medium CD ( for the player)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 06 October 2018, 00:18:30
Well, I already have one for Core Dweller that replaced WIldfire (which sucked)...and I have a version of Storm Surge that is fire for the Magma Sprites as a petskill.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 06 October 2018, 04:17:50
Added the global buffs to xpack champs and heroes and added the champ heart drop chance.

Imported all Hades new skills from v1.1

Had an idea for warfare and also tweaked existing changes.

Onslaught Ignore Pain adds 1.0 life regen at level 1 and adds an additional 0.25 health per second each level.
Ardor then adds +%health regen on top of that. Combined with some +%health regen equipment and I think that warfare has it's own healing buffed pretty well.

Also, added offensive life leech to Doom Horn, so when you blow war horm with points in doom horn, it does +%current life and some of that heals you! :D Maybe a quick top off when surrounded by trash.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 06 October 2018, 10:36:32
Vampiric Doom Horn... I like it! With the reduced potions, it will come in handy.
Title: Re: Version 2 Development LOC
Post by: sauruz on 07 October 2018, 03:08:05
i like the doom horn change, i remenber that skill wasnt good investiment after a few lvs, also maybe could make enemies affected more vulnerable to damage.

oh hades will be back :D!

talking about Hades...Im bit curious about the shades bosses from erebus crystals,  they will return in this version ?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 07 October 2018, 03:16:40
Yeah, it was one of my proudest achievements lol
Title: Re: Version 2 Development LOC
Post by: sauruz on 07 October 2018, 03:29:37
sweet ! glad to know!

will there be new ones ? like the big spider near tegea from epic ( boar something )?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 08 October 2018, 01:32:23
Just try to stop me!

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.

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
Title: Re: Version 2 Development LOC
Post by: WNG on 08 October 2018, 02:00:45
It's a lovely idea to introduce the community into your project!

If I got the right to entry, I'll have to think about something cool.

By the way, did you intended to go for a super-long-and-secret-Primerose-like quest to get that new key?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 08 October 2018, 02:19:03
To be completely honest, I haven't thought it through to that point yet :D

Gotta start somewhere.

After sauruz mentioned it, I just massively buffed the giant spider outside the delphi exit, stronger than Arachne now. Drops a golden chest on death, or a super hero chest...a chance is all.

Massive poison damage 240 degree multi target bite with bonus to Offensive Ability, poison cloud aura, poison resistance debuff aura, multi-projectile arachnos venom bolt that also does mana burn, webs and spawns a bunch more spiders on death with a toxic cloud of poison.

So, yeah. Maybe just let the guards handle that and wimp out over to the measly Gorgons...pffft. Wimp.

:D

EDIT: Oh yeah, I already have Medea and sauruz as heroes, but you still need another one guys.
Title: Re: Version 2 Development LOC
Post by: nargil66 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"  :))
Title: Re: Version 2 Development LOC
Post by: WNG 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
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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

(https://i.imgur.com/eFdqgvq.png)
Title: Re: Version 2 Development LOC
Post by: WNG on 08 October 2018, 02:41:14
I was kindly referring to those gentlemen over here.

(https://i.imgur.com/2MaJxWM.png)

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.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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
https://www.youtube.com/watch?v=wEUwtFg7PeI
Title: Re: Version 2 Development LOC
Post by: sauruz 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
Title: Re: Version 2 Development LOC
Post by: Cygi 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. ;)
Title: Re: Version 2 Development LOC
Post by: nargil66 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!
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer 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.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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. :)
Title: Re: Version 2 Development LOC
Post by: nargil66 on 09 October 2018, 05:29:41
Nice! Man, you are so fast... Monsters, proxies and all this in just one day  :o
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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.
Title: Re: Version 2 Development LOC
Post by: nargil66 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.
Title: Re: Version 2 Development LOC
Post by: sauruz 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 ?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy 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.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 11 October 2018, 01:12:54
BG, I tested the skill which increases weapon range and it preserves the projectile for thrown. The weapon enchantment/projectile files doesnt have prameters for thrown weapons, maybe thats the reason. Anyway, it works! :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 11 October 2018, 03:21:26
Wait, so it DOES increase the range for ranged one-handed weapons?

But...where is it getting the range value from then if it isn't replacing the projectile?!  :o

EDIT: Okay, I did something wrong, it's not affecting the range.

I made a buff self toggled, 22 levels.

Added 22 weapon enchantment effects.

Added 22 copies of arrowdefault01.dbr into the weapon enchantment projectile slot and changed the range values by 0.5 meters per level.

What did I miss?
Title: Re: Version 2 Development LOC
Post by: nargil66 on 11 October 2018, 09:16:04
Well, the projectile becomes invisible after it's original range, but it does hit the target. Sent you the files.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 12 October 2018, 04:26:46
gonna stick with the marksmanship clone.

Today I created a couple more easter egg monsters that spawn from treasure chests. I also moved all the relevant files for the others to the new mod.

Ha ha, I made a wicked witch for act 4 and downloaded and imported some sounds from Wizard of Oz. She says "I'm melting" when she dies. :D

Added a new area in the Forest of the Ancients. I built up the river bottom so you can wade across to a miniboss.

Hooked up the geysers in styx and the stygian quillvine spawns. Hooked up the hades mushroom monsters that shoot clouds of poison spores.
Title: Re: Version 2 Development LOC
Post by: botebote77 on 12 October 2018, 08:57:28
Ha ha, I made a wicked witch for act 4 and downloaded and imported some sounds from Wizard of Oz. She says "I'm melting" when she dies. :D
oh f*** that's wonderful

and I'm guessing she's green too
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 12 October 2018, 09:36:57
One of the best lines in film EVER!  ;D
Title: Re: Version 2 Development LOC
Post by: botebote77 on 12 October 2018, 09:55:07
would be cooler if she has sleep skill then says "poppies, poppies"
Title: Re: Version 2 Development LOC
Post by: sauruz on 12 October 2018, 11:15:05
wonderfull :D

i wonder if her minions ran in joy, when you kill her :D
Title: Re: Version 2 Development LOC
Post by: nargil66 on 12 October 2018, 12:38:29
-1000% Water Resistance :)
Title: Re: Version 2 Development LOC
Post by: WNG on 12 October 2018, 13:17:10
(https://i.imgur.com/cz2P8ia.gif)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 12 October 2018, 15:39:44
would be cooler if she has sleep skill then says "poppies, poppies"

I couldn't find that quote online. So she says the line about poison that is pleasing to the eye.

So she summons poppies that have a breath attack that causes sleep

EDIT: Using the ascocaphus death animation, also she says "How about a little fire, scarecrow?" when she casts a big fire spell.

In case you were wondering, she drops a Witch's Hat item.

EDIT: For the item skill, I repurposed the Monster Lure skill, and placed a bonfire effect on it. I dispensed with armor and life and just made it invincible with massive fire retaliation and gave it a timer of 20 seconds. When it spawns it says "How about a little fire Scarecrow?"
Title: Re: Version 2 Development LOC
Post by: sauruz on 12 October 2018, 17:22:43
just epic BG :)
Title: Re: Version 2 Development LOC
Post by: efko on 13 October 2018, 01:26:01
(https://i.imgur.com/cz2P8ia.gif)
Can't see it.
Title: Re: Version 2 Development LOC
Post by: Typhon on 13 October 2018, 01:31:24
(https://i.imgur.com/cz2P8ia.gif)
Can't see it.
It's a gif of the Wicked Witch of the West from "The Wizard of Oz" The part where she has a bucket of water thrown on her.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 13 October 2018, 04:18:53
Found some time after work today to create sarcophagai for act 5.

I know it doesn't make sense to have them in a salt mine, but I don't care. :)

Added them to the salt mine, the barrows, the dveger area and scattered some in a few more places.

Had to create new trap levels and arrange the monster pools that spawn from trapped chests.

Have to make some for act 3 too. Should just be able to import from one of my abandoned projects.

Did some other chores that probably aren't interesting like importing textures for the easter egg equipment and updating the controllers...blah blah

ALso added traps to all act 5 treasure chests and bonpiles.
Title: Re: Version 2 Development LOC
Post by: botebote77 on 13 October 2018, 05:26:32
it's a film every child should see  :)

and here is the poppies part

https://www.youtube.com/watch?v=RG2keYgBiZc
Title: Re: Version 2 Development LOC
Post by: sauruz on 13 October 2018, 10:02:42

I know it doesn't make sense to have them in a salt mine, but I don't care. :)


it does make sence , imo, where did the curse came from ? maybe they were digging, and fond some ancient tomb and like any adventurer fool, they open it ... :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 14 October 2018, 16:36:09
it's a film every child should see  :)

and here is the poppies part

https://www.youtube.com/watch?v=RG2keYgBiZc
Awesome! I couldn't find an audio clip, but this is just as good!

I used VLC to directly down;oad the video clip, then used Audacity with a plugin to rip the audio.

I played around with the track to extract the important part and saved it to my mod, imported and built.

So she now says "Poppies..." when she summons poppies.

I reskinned a peng to look like a flying monkey as best I could and did the same audio process to get the sound of her saying "Take your army to the Haunted forest, now fly! Fly!" when she summons the flying "monkeys".
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 15 October 2018, 02:42:43
If anyone has any good ideas about Runemastery, I could use the help.

I've tried to play as a caster and it isn't going very well. I don't play melee if I can avoid it.

Anyone have any specific criticisms of the mastery that could use improvement?

I have already replaced the menhir stones with the Jotunn giant summon, and I buffed  the damage output for mines and that big delayed mine, I forget what it's called.
Title: Re: Version 2 Development LOC
Post by: Prosoro on 15 October 2018, 10:26:25
Just had an idea...

...why not have a developer boss series like the devs do? A secret area?
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

Alright BG I've been marinating on this for a few days now ahaha so this is what I thought of..
 
A Mummy.

lol of course, but lets get down to details.  Obviously this is all at your discretion Bumble so alter/nerf/shelve it as you please  :)

Name: Prosoro, the Infested Tomb Lord

Monster Lore/Concept: A mummified champion whose ancient wrappings are merely a ceremonial veneer, for hidden beneath this exterior are hundreds of Bone Scarabs.  Through rites lost to the ages, this bandaged foe generates endless swarms of the crawling fiends.  Adding to this horror is the aura of frenzy surrounding the host, while all attempts to penetrate the mummy itself are nigh futile due to martial weapons not connecting with dusty linen but instead armored scarab shell.

Overall Idea: Essentially a tanking mummy hero which constantly summons Bone Scarabs and buffs them with a Frenzy Aura.  Highly if not completely resistant to pierce/physical damage as well as obvious mortal damages (poison/bleed/vit).  Magic damage must be employed to harm him.  Apart from main summoning skill the hero casts either a Crippling Ward to make players more susceptible to his crawling minions or casts a ranged magic projectile?
 
Possible Gear: Scepter of the Swarm (Mi or Unique - Significantly buffs Pierce and Physical resistance, debuffs players Elemental resistance, Grants Skill 'Summon Scarab')

Additional Ideas: You don't stumble upon him but instead he spawns from an inconspicuous bone pile  - or - the player enters a chamber packed with sarcophagi, all might be empty except for one containing the Infested Tomb Lord, but which one?

Man so much effort goes into making kool hero monsters, I love it but understandably one can spend a lot of time just on creating a single hero  :D btw if I incorrectly interpreted your original post about this BG then just disregard this, or at the very least enjoy my rambling thoughts on what I might look like as a denizen of Titan Quest's world!







 



Title: Re: Version 2 Development LOC
Post by: sauruz on 15 October 2018, 11:47:35
If anyone has any good ideas about Runemastery, I could use the help.

I've tried to play as a caster and it isn't going very well. I don't play melee if I can avoid it.

Anyone have any specific criticisms of the mastery that could use improvement?

I have already replaced the menhir stones with the Jotunn giant summon, and I buffed  the damage output for mines and that big delayed mine, I forget what it's called.

Runemaster is more a physical  and ranged mastery based. as hunting and warfare hybrid.

I will leave some ideias of some skill that could be improved:

1- Sacred Rage- i would move a few tieres, ( tier lv 16 maybe ? ), it Activates when Health drops below 20%, giving some health recovery and take away slow resistance , as i think it dont make any sence. it would make like death ward skill .. cheating death.

2- runeword: feather : giving a litle dexterity and attack speed at hight lvs , our ubber lvs.

3- runeword: burn and runeword explode are almost same thing , both do burn dmg, i would mix both into one , giving chance of stun in hight lvs.

4- Replace runeword explode for runeword: glacial frost , its a cold version of runeword burn , but doing a lighting and cold damage, at hight lvs gives a chance to freeze our slow.

5-Runeword: abosorve, giving at hight lvs, hp regeneration.

6- thunder strike : decrease the moviment speed on low lvs, and giving % dmg bonus at lv 5 skill.

7-Unleash: could have a mixing of cold dmg into bonus

8- Seal f Fate: decrease the bonus against devices at lower lvs.like 40% at lv 1 and will increase at hight lvs.

9-Aftershock: removing the skill disruption, our could be a bonus at uber lvs.

10-Frightening power: a % of lifesteal at uber lvs

11-Reckless Offense: have a bonus of strenght and small boost of attack speed at uber lvs

12-Rune Weapon, it give to much % intelligence at low lvs, imo, maybe decrease a litle.

13-Transmutation: it could give bonus to fire/cold/lighting flat bonus dmg


Title: Re: Version 2 Development LOC
Post by: CrocMagnum on 15 October 2018, 14:20:29
If anyone has any good ideas about Runemastery, I could use the help.

I've tried to play as a caster and it isn't going very well. I don't play melee if I can avoid it.

Anyone have any specific criticisms of the mastery that could use improvement?

I have already replaced the menhir stones with the Jotunn giant summon, and I buffed  the damage output for mines and that big delayed mine, I forget what it's called.

Seal of Fate > Aftershock

Seal of Fate and Aftershock (the debuff) might benefit from an "increase in radius" depending on Level. This would put them on a par with other debuffs like "Squall" for instance (which DOES increase in radius with Level),

Runic Mines > Freezing Mines

Is it possible with the tools provided to make the Mines a "Homing Device"? I mean when Monsters would approach the trap zone, mines could leap on nearby targets, this would make the Mines much more reliable,

Menhir Wall

The Stun chance only triggers when Monsters try to hit the Menhir Wall. So if Monsters aim at you then the Stun doesn't work, which makes the skill deadweight. So:

- why not make the Stun permanent?

or

- you could downright substitute Menhir Wall for a better Skill (like you plan to do with Guardian Stones ^^),
Title: Re: Version 2 Development LOC
Post by: nargil66 on 15 October 2018, 15:26:08
Frightening Power - I find the 1-3 seconds of fear underwhelming. Maybe the duration can increase on lvl?

Transmutation - maybe can give +% bonus to Elemental Retaliation.

Energy armor - this skill is too energy expensive for the effect it does.

+1 for Croc's ideas about Seal of Fate and especially mines. Make mines pets? I don't know how they will perform tho.
Or another pet variant - they can be pets with the explosion cast on death, so you can choose when to trigger them. If you place another set of mines, first ones "die" and explode.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 15 October 2018, 18:05:08
Yeah, I forgot to mention I moved Energy Armor to tier 4 and made it a timed aura that absorbs a percent instead of a flat amount. Better for pets this way, even though pets have weaknesses usually against elemental or poison. Meh.

Pets could have a buff self in their attack skill config slot that does negative regen, just set it to 100% chance and make short range distance 0 -1m. I think...

Okay, I can add a buff to elemental retaliation, that will synergize with storm and earth, I also added electricburn retaliation in a Dream trance.

About the beetle mummy, have a projectile spawn pet, make the projectile a beetle mesh and give it the fly animation in the flight animation slot in the projectile file. Then it spawns a beetle the same color and size, would give the illusion of shooting beetles. :)

About the "leaping" mines, the issue I can see right now is that if the mines can leap, they can follow you around...but if they are stationary, then they can't leap.

EDIT: Updated the effects, projectiles and explosion radius of Seal of Fate to mirror the Squall progression.

EDIT: Yeah, I have already replaced Menhir Wall with a Jotunn summons.

EDIT: Huh. I never noticed that before, there is no +%elemental retaliation modifier slot...at all. Have to use fire/lightning/cold. That leaves out the duration though. Pfah!

EDIT: Tier 3 rune weapon adds duration elemental damages equal to the tier 2 flat types. Also +%boosts flat elemental retaliation types. Tier 4 adds +%boost to duration elemental types.

EDIT: Modified the rune mines. Instead of "leaping", I created 10 different mine files. The original skill had one mine file with a trigger distance of 1m. I created 10 where the trigger distance increases by 0.5m each.

In the skill, I increased the explosion diameter by 0.25 m every level. With 10 levels +10 more uber levels, the max explosion radius is 6.75m for each mine with a trigger distance of 5.5m.

It's LIKE leaping, in that enemies only have to be within 5m of a mine for it to go off and strike them instead of 1m.

EDIT: Hmm, maybe I should nerf that distance....I mean, talk about a boss killer....all the mines go off and hit a single target as soon as you cast. Okay, the trigger distance for each mine starts at 1 and goes up 0.25 per 2 levels. The explosion radius is still +0.5m per level though. So the max trigger distance is 3.25m now.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 17 October 2018, 16:15:52
I have begun the long, tedious process of updating the champion heart ordnance. These kind of tasks are a real cause of burnout, so I'm doing just 3 or 4 masteries a day.

I'm such a dope, I realized that Marksmanship allows for ranged one-handed now so my dumb throwing knife skill is completely redundant. I think it would synergize better if the tier 1 skill was a passive that boosted damage or something. In version 1.1, marksmanship didn't have ranged one-handed so it was okay to duplicate the Marksmanship skill for them.

Had a bug with a couple mini-boss treasure chests spawning, I think it was that quest locations have to be built into the map and not just saved after placing them in the map like you can get away with when you drop a new proxy. Anyway, they work now.

Created satyr zombies for the necro saytr to summon.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 17 October 2018, 16:44:29
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
If Prosoro is an uber mummy, ill be a red skinned machae... you know what i mean :P 
Spawning/sowing others of my comrades...
Nargil, Corrupted Warpriest :)

Edit: Drops some kind of helm if possible.
 
Title: Re: Version 2 Development LOC
Post by: sauruz on 17 October 2018, 18:12:57

Created satyr zombies for the necro saytr to summon.

Also, they could summon satyrs ghosts ( sometimes) ( ? )

good to hear the bugs you are facing are easier to spry out :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 18 October 2018, 02:48:24
Once the method I created to spawn raksashas percolated through my brain, I had an idea!

The stone statues around the gorgon caves can see about 3 meters, if you get close, they spring to life! (sort of)

The statues are now stationary monsters that cast a suicide buff as their only attack, and then they spawn a stone monster on death.

So not only can you not hide behind statues when fighting the Gorgons, the statues are attacking you as well.

I played around with the map before the gorgons, the area opposite the rebirth fountain is accessible now and you can go down from there to circle behind the original area to the northwest.

Also added some satyr spawns to that area of black gravel before the ruins. There are satyr tents and campfires, but no satyrs...so I added them.

EDIT: Oh yeah, I forgot to say I added a lot of Cyclops to the satyr spawns.
Title: Re: Version 2 Development LOC
Post by: Prosoro on 18 October 2018, 12:34:59
If Prosoro is an uber mummy, ill be a red skinned machae... you know what i mean :P 
Spawning/sowing others of my comrades...
Nargil, Corrupted Warpriest :)

Ahaha yeah; Nargil, Corrupted Warpriest versus Prosoro the Infested Tomb Lord  8)
Title: Re: Version 2 Development LOC
Post by: sauruz on 19 October 2018, 01:32:49
Once the method I created to spawn raksashas percolated through my brain, I had an idea!

The stone statues around the gorgon caves can see about 3 meters, if you get close, they spring to life! (sort of)

The statues are now stationary monsters that cast a suicide buff as their only attack, and then they spawn a stone monster on death.

So not only can you not hide behind statues when fighting the Gorgons, the statues are attacking you as well.


That is pretty cool!

This will cause alot of scarry jumps :D! Also maybe it works with the minoan statues inside labyrinth, as well  ?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 19 October 2018, 04:26:36
Well, all the statues in Knossos are their own unique models and not just NPCs or Cyclops with stationary animations.

There is the one that looked like a candidate, the single male warrior statue holding a spear, looks like the ones you fight before the Telkine.

So I replaced the statues in the map with proxies for still statues that come to life if you get within 3 meters. Also added some to other parts of the maze.

The mini map cleared up also when I compiled that area, so there's that.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 19 October 2018, 08:46:39
This is cool stuff, I like how so many things in LoC are interactable and coming to life!
An idea about the -% dmg from devices on Rogue - it can affect chest spell traps somehow, if it doesn't already.
Title: Re: Version 2 Development LOC
Post by: sauruz on 19 October 2018, 12:39:51
Well, all the statues in Knossos are their own unique models and not just NPCs or Cyclops with stationary animations.

There is the one that looked like a candidate, the single male warrior statue holding a spear, looks like the ones you fight before the Telkine.

So I replaced the statues in the map with proxies for still statues that come to life if you get within 3 meters. Also added some to other parts of the maze.

The mini map cleared up also when I compiled that area, so there's that.

Yes. they were the ones i was talking about, i tought there were a couple of those idle statues around the maze, looks like i was wrong.

Thanks tho, it will imporve the labyrinth gameplay :)

was thinking, you know in normal there is talos statue before entering the maze, how about in epic the boss just comes to life, when you come closer ? it is possible ?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 19 October 2018, 15:23:40
This is cool stuff, I like how so many things in LoC are interactable and coming to life!
An idea about the -% dmg from devices on Rogue - it can affect chest spell traps somehow, if it doesn't already.
The invisible monsters that have always been the source of trap damage from sarcophagai even in vanilla are set to race "Device", I followed the same logic and made all the chest traps "Device" as well. There are one or two that can be pretty lethal, too. So Rogue has that advantage with the "Disarm Traps" skill.
Title: Re: Version 2 Development LOC
Post by: WNG on 19 October 2018, 15:45:40
You mean we could really die from a trap in a chest/sepulcher?

I always felt like they were dealing ridiculously low damage and that it could be increased without any worries. But lethal? I don't know if I'd like an hardcore run ruined by a chest...
Title: Re: Version 2 Development LOC
Post by: sauruz on 19 October 2018, 15:54:17
You mean we could really die from a trap in a chest/sepulcher?

I always felt like they were dealing ridiculously low damage and that it could be increased without any worries. But lethal? I don't know if I'd like an hardcore run ruined by a chest...

there are some trap chests along act 5, it can kill our take alot of hp if you dont have enought  lighting / stun resistance ( ?), on hight difficulties. and as i see some poison tombs can deal good amounts of dmg in legendary

(edited for typos)
Title: Re: Version 2 Development LOC
Post by: WNG on 19 October 2018, 16:02:26
I mostly had in mind the Fire and Cold sepulchers that barely did anything.

I know in Act V the lightning chests do much more damage, but I never seen them kill anyone... unless you have minus resistances shouldn't happen.

But yeah I'm up for some lethal traps as long as it is avoidable.
Title: Re: Version 2 Development LOC
Post by: sauruz on 19 October 2018, 16:04:58
as long there a "click" sound ingame, warning the danger, our toons are safe :P
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 19 October 2018, 18:12:42
I don't think WNG has played v1.1 :)
Title: Re: Version 2 Development LOC
Post by: WNG on 19 October 2018, 18:48:29
I wasn't around. But I planned to do so soon.
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 19 October 2018, 20:44:31
Bit of advice - stay away from the campfires. 

And v2 is sounding more and more dangerous to even attempt!  ;D
Title: Re: Version 2 Development LOC
Post by: nargil66 on 19 October 2018, 23:05:35
Hey BG, just got an idea for a skill, but i'm not sure if possible to make.
The idea is - Slow Missiles skill, like in Diablo 2 :). How it should work on theory:
You summon an invisible pet, which dies immediately and spawns its own stationary pet (say, a totem), BUT... in the summon template there is an option that the second pet will change alighment after masters death. So upon the invisible pets' death the totem becomes "your enemy". Not the tricky part - the totem casts an toggled buff aura on other enemies, which gives a weapon enchantment with no effect attached and different levels, each connected to a projectile file with DECREASING base projectile speed... As a result emeny arrows fly slower.
Do you think it will work?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 20 October 2018, 00:31:24
Yeah, that should work. Just change the velocity setting in the projectile file.

Yeah, that's pretty clever! :D

ANd you could have a CharSelfFxPak or no, the SkillCastAuraFx that has a particle effect to show the radius.

Just have an effect on the monsters that it is affecting, no need for radius indication.

Hmm...I wonder if the ProjectileSpeedModifier slot in the skill file can have negative values instead?

EDIT: Naw, I just tested it and it doesn't work. I guess that would be too easy lol :D

And it would only affect bow, right? And maybe ranged one-handed? Definitely not staves

BTW, if you have the initial spawn die on casting, just put the monster that casts the aura in their "ActorToSpawnOnDeath" and it will automatically be on the monster's team. No need to mess with the settings in the character slot for teams.

Also, it will be a pain to get this to show in the plaer UI. When I tested, negative values for projectile speed % didn't even show up at all.

Maybe put a dummy skill on the initial spawn and check the "display on pet" bit and just use attack speed to show the values.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 22 October 2018, 04:11:37
Geeze, swamped at work. Moving an e-commerce site to whole new content management system. My client only understood what a "web browser" was after Chrome got popular, and I've been working for him for over 15 years. So that means I have to do stuff like shipping plans and stuff...I just wanna code, man.

Found some time to do some chores in the new mod.

Imported weapons and petbonuses from v1.1.

Added a new skill to Persephones Caress unique axe: chance to cast 3.5m radius cold resistance debuff that lasts for 6 seconds.
Added a new skill to Helios' Reach unique bow: chance to cast fire resistance debuff same radius/duration.
Added chance to cast Thunderstrike to unique sword Thunderbolt
Frostbite unique axe gets a cold debuff aura item skill

Worked on ordnance a bit. Just getting all the item_cost files, meshes, textures, name tags and skills set up right now. Up to Harbinger today.

I decided to give the helmet and armband of each set +1 to each mastery instead of +to pet skills.

I can add +to individual skills as a artifact creation completion bonus, though.

So is it better/less OP have +1 to each mastery, or +1 to a single mastery and a +2 to a random skill in the other mastery?

Increased the lightning damage that Thunderstrike does in Runemaster. Maybe I don't understand the skill, but having only one min and max damage value for a multi leveled skill seems confusing to me. So I gave it an increasing max damage value by level and left the min at level one.

Changed Trance of Empathy to Trance of Energy, adds electricburn to attacks and chance for the same amount as retaliation. Also get a mana +%boost and flat mana regen. It is a tier 3 skill now. I am playtesting a Nature/Dream toon and have like 10 points sunk into Trance of ENergy and a couple into Nightmare's Static Field party buff, so the electricburn is melting things in Act 2 right now :D

Moved Trance of Convalescence to level 1 because I can, and did. So you and your Myconid summons should be pretty tanky through act 1.

Title: Re: Version 2 Development LOC
Post by: sauruz on 22 October 2018, 10:37:00


I decided to give the helmet and armband of each set +1 to each mastery instead of +to pet skills.

I can add +to individual skills as a artifact creation completion bonus, though.

So is it better/less OP have +1 to each mastery, or +1 to a single mastery and a +2 to a random skill in the other mastery?


Maybe it will be more diverse if give +1 single mastery and a +2 to random skill in other mastery. i dont think it will be OP since they will be rare to obtain and the player can get a litle reward for the effort :)

i agree ,Artifacts and maybe charms ( ? ) can be focus on specific skill.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 22 October 2018, 14:00:35
I decided to give the helmet and armband of each set +1 to each mastery instead of +to pet skills.

I can add +to individual skills as a artifact creation completion bonus, though.

So is it better/less OP have +1 to each mastery, or +1 to a single mastery and a +2 to a random skill in the other mastery?


I like the second idea - +1 to single mastery + random skill for each piece. Less powerful than before, but i think it's balanced. Or maybe +1 to single mastery and +2 to to two different skills?
Title: Re: Version 2 Development LOC
Post by: WNG on 22 October 2018, 14:58:21
So is it better/less OP have +1 to each mastery, or +1 to a single mastery and a +2 to a random skill in the other mastery?

I prefer the second idea - +1 to mastery/+2 to a skill.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 25 October 2018, 03:52:25
Still swamped at work as far as time.

Got up to Shaman in the ordnance initial run through, choosing meshes and adding tags and skills and item cost files. (the item cost files are files that use a calculation based on item attributes, level etc. to decide what strength or dex or int or level requirements are needed to equip and item, also the price). I created a couple new item cost files in v1.1 that I imported especially made for hybrid mastery items.

I decided to remove the permanent Taunt auras and give Shieldmaiden, Coredweller and Jotunn a timed attack radius taunt that they cast  before engaging. Corey's adds burn damage, Shieldmaiden reduces defensive ability by a flat amount and Jotunn's decreases Offensive Ability by a flat amount.

Removed the attack speed boost from Jotunn and Coredweller Metamorphosis files.

Jotunn gets his attack speed from tier 7 skill War Shout. Coredweller gets a clone of the Magma Sprite Dervish skill which is like Onslaught.

Unlike the sprites, his gets a big physical and fire boost in the same skill. It's a tier 7 skill. So Coredweller will be an excellent tank with only up to tier 5 (or was it 6?) skills, but if you pump up the tier 7 skill, he will be able to down bosses eventually.

Afraid Shieldmaiden is just a thuggish tank and never gets an inherent attack speed boost. <3 I set her "Roam" parametr in her controllers to "NeverRoam" so that way she will use her emote animations. :D Should be fun

Also took the (incredible amount of) time to redo the +skills affix tables and weight the tier 1 skills higher than tier 2 skills and so on with tier 7 having the lowest weight or chance to spawn. Before they were all equal weight.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 28 October 2018, 17:00:45
Got tired of Ordnance making. I finidhed the first pass through all the ordnance setting the mesh, inventory icon, game text, set files and pet bonus files.
Next will be going through and adding stats. Then skills. I started on the recipes first pass adding text, ordnance item files paths adn the champion heart ingredients.

Still haven't settled on what the third ingredient will be. Maybe even just have the two ingredients and call it good.

So to change things up for me, I went through unique clubs and axes and changed them up. Added a few item skills. Added pet bonuses.

Phoenix axe gets a Death Ward skill.

Persephone's Caress & Demeter's Sorrow & Hiemal Decapitator get an auto-cast enemy debuff that lowers cold resistance.

Acheron's Touch gets a wave attack skill, the UI button turned out really cool, I am very pleased with that. Most item skills have an AI controller that procs the skill, but this one is manual.

Agamemnon's Scepter spawns Machae whenever you attack.

Glacial Maul gets a cold based debiuff aura that slows and lowers cold resistance.

Kraken's Fist gets Dread Pirate Robert's sea wave aura.

Prometheus' Gift gets a fire resist debuff aura.

Scepter of Thanatos auto casts a study-Prey-like skill that lowers enemy resistance to vitality damage.

Gaia's Revenge add +4 to Forest Nymph's and Coredweller's tier 7 skills and grants the auto-cast skill Earth Fury on attack just like Coredweller's pet skill. I changed it to elemental damage instead of bleeding damage as so many legendary uniques already grant bleeding damage and it fits my theme for Gaia's damage type as elemental.

Gave Scepter of the Shadow King a mana burn shadow aura as mana burn is the theme for Shadow creatures in this mod.

I took out Sapros the Corrupter's inherent enemy resistance debuff and gave it a buffed up Plague that activates on attack. It's like the entire Plague skill line as one skill so it slows and lowers resistance to physical, poison and elemental. 16 second cool down.









Title: Re: Version 2 Development LOC
Post by: nargil66 on 28 October 2018, 18:06:42
Man, you are a rolling machine!
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 28 October 2018, 18:17:10
Heh, thanks.

I got the vitality resistance debuff idea when I had already made it for Hades third form mwa ha ha >:-)

EDIT: Changed Scepter of Thanatos to having the item skill "Blue Fog of Death" to honor the Greek poetic description. Does tons of vitality decay and %current life in radius with chance of fear.

Forgot to mention, I created a monster infrequent for Hades himself. Now that one does have the auto cast vitality debuff.
Title: Re: Version 2 Development LOC
Post by: sauruz on 28 October 2018, 22:34:24
Nice improvements to maces :D!

i dont remenber what bonus gave/gives soul feast ( club weapon) on previous version, but it could give a small radius aura life leech/hp drain , effective agaisnt medium monsters groups :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 28 October 2018, 23:35:41
Quote
Hi again. I have tried your mod with working Rune mastery and it's very very boring. You use toooo many pets and they do all your job. You just need to walk around. It's useless to put more than 1 constant and 1 temporary(who disappear after few seconds) pet per mastery. And I gathered at least 10 pets in my character. I passes Act 1 and half 2 but the game is a piece of cake and I think about to stop wasting my time any more.

Yeah, so this is why I don't hang out in multiplayer games or spend a lot of time on social media. :)
Title: Re: Version 2 Development LOC
Post by: sauruz on 28 October 2018, 23:47:22
Quote
Hi again. I have tried your mod with working Rune mastery and it's very very boring. You use toooo many pets and they do all your job. You just need to walk around. It's useless to put more than 1 constant and 1 temporary(who disappear after few seconds) pet per mastery. And I gathered at least 10 pets in my character. I passes Act 1 and half 2 but the game is a piece of cake and I think about to stop wasting my time any more.

Yeah, so this is why I don't hang out in multiplayer games or spend a lot of time on social media. :)

Thats a troll, not as bad as the act 5 ones.

I dont think that person even played the mod, even in multiplayer the game is hard ( i tried once with my brother) even with "10x pets" cant kill easly the arachnos~burning web ( hero) near tegea.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 29 October 2018, 00:44:49
The Burning Web arachnos hero? Oh, I'll have to import him into this mod then, thanks sauruz! :D

Yeah, that PM reminded me of the Simpsons (which everything usually does) where Lisa had a dream she was in a band and the audience was booing and she wakes with a start and says with a puzzled look "Why would they come to our concert just to boo us?"

Yeah, I can't figure some people out.

Anyway, I managed to partially automate the ordnance formula values and completed them today. Yay!
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 29 October 2018, 07:19:24
Quote
Hi again. I have tried your mod with working Rune mastery and it's very very boring. You use toooo many pets and they do all your job. You just need to walk around. It's useless to put more than 1 constant and 1 temporary(who disappear after few seconds) pet per mastery. And I gathered at least 10 pets in my character. I passes Act 1 and half 2 but the game is a piece of cake and I think about to stop wasting my time any more.

Yeah, so this is why I don't hang out in multiplayer games or spend a lot of time on social media. :)

Duh, guess no one told them it's a pet heavy mod.  ;D
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 29 October 2018, 15:55:27
I hate the Indianapolis 500. Sure it's a race...but the cars do all the work!

And the Kentucky Derby, too. Those jockeys aren't doing anything, the horses do all the work!


I converted one of the caves after Elysium into a volcanic cave and added a big Magma Spider boss.

EDIT:

I removed the inherent skills on the Myconid summons in Dream as they were just to OP. Instead, I added Life Leech to Hypnotic Gaze so they can heal themselves a bit.

Added Skeletal staff MI in Greece for early vitality builds.

Added a timed party lightning damage buff proc to Teslos.

Fixed a couple bugs.

Still swamped at work, not much time today and my brain was tired after work :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 01 November 2018, 03:09:16
Ahhh...completed the ordnance recipes and titanic essences today.

So the recipe is just like v1.1 one heart from one class and another from another class and a titanic essence.

Titanic Essences drop from bosses including all the new minibosses (not shadowmaw, he's just a hero).

Each is a relic that needs 4 parts to complete and can enchant amulets.

The relic stats are(normal/epic/legendary):
+16/25/33  str/int/dex
+8/12/15% total damage


The completion bonus table includes the following (all include +1 to all skills normal, +2 epic and legendary)

+%modifier to existing bleed and vitality resist (modifier means that if the bonus is 15% and if you have 50 bleed resist, it will bump it up to 58...15% or 7.5 added back to the value, rounded up)
+%total damage
+%defensive ability
+%dex
+%elemental resist modifier
+%health regen and flat regen
+%int
+%life and flat life
+%mana and flat mana
+%mana regen and flat mana regen
+%offensive ability
+%poison and pierce resist modifier
+%total speed and slow resist
+%strength

I've finally wired up the drops from bosses and the relics and their bonus tables and all the bonuses. Bosses have 17% chance to drop an essence.

Whew!

With that out of the way, the last thing to do is input all the armor values, stats, skills, pet bonus values etc. to the ordnance pieces

EDIT:
Added MI staff for mummies that does vitality damage and has an item skill, vision of death cast when receiving damage.
Title: Re: Version 2 Development LOC
Post by: sauruz on 01 November 2018, 11:51:42
Titanic essence system looks promising! very fantastic :D

i cant imagine the loads of time will be filling the ordnance equipements :S! wish you good luck and alot faith. how great will be :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 02 November 2018, 03:12:05
Added a legendary unique axe called "The Chopper". :D

20% piercing, 35% pierce damage, bleeding, attack speed and physical and pierce resist. Like a berzerker only more...psychotic.

Added an aura to Lifebane and Soul Fest that lowers enemy resistance to Life Leech and does a small amount of life leech damage.

Quicksilver Bludgeon gets a burn damage party buff.

Added a random proc Black Widow summons to Widowmaker...heh.

Took  the Thunderclap skill off of Thump and just gave it a high level instance of Defense's Shockwave skill.

Gave Zealot's maul a 20% total speed value so you can be a zooming zealot.

Created a unique epic club called the Cactus Branch. Can shoot spines out on attack.

Gave Bristlebash a hefty pierce retaliation for you and pets.

Gave Lei Gong's Winged Mace a lightning resist debuff aura.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 02 November 2018, 06:41:29
No more the old boring weapons... This is wonderful, Bumbleguppy!
Title: Re: Version 2 Development LOC
Post by: sauruz on 02 November 2018, 15:05:15
Was checking my quest log ingame rewards, 50% of then gives pretty bad rewards , ( talking about orient and hades);

It is possible to change side quest rewards ?

In a way to stop dropping yellow stuff and only drop greens and a small chance blues and purples weapons/equipements ? Also when it drops a random relic, could give it full relic , instead of one single piece ?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 06 November 2018, 04:15:08
Yeah, you can change quest rewards...you just have to track down the file that the quest file uses to grant them and change that.

I completely agree about quest rewards though. I hate getting some crappy yellow after nearly dying, like in act 4 against all the Nightstalkers in that cave, so I can get a yellow armband my caster can't even equip. Pfah!

It's just a matter of making affix files that contain only rare affixes and linking them to the quest reward.

The only way to drop a full relic is to create a custom relic that is set to only have one piece. Like that reward in Act 5. It's a one piece charm.

But you could just get three pieces at once, that's easy to do. Just change the quest file reward amount from 1 to 3...done.

EDIT: to make it three different pieces of three different charms, you just give three rewards on three different lines in the quest file. If you want three of the same, you change the amount in the quest file.
Title: Re: Version 2 Development LOC
Post by: sauruz on 06 November 2018, 13:05:32
About the relic, i mean the single pieces, instead of 1 piece dropped 3x, if  3x pieces are from random relic would be unique.

Yhea i remenber that quest in act 5, oh thats why, its custome one ? must be a reason the relic doesnt drop ingame. i prefer the normal ones dropping tho. Custom relic can be a preatty nice reward from later top bosses (?), on legendary.

Thats the main reason i suggest to change some rewards of side quests, you face alot of danger/kiting/pulling your hair off ,because of quest monster and when you claim your reward is just a..a...a random yellow equipement , you will sell right away and sometimes its not even worth of the gold.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 08 November 2018, 00:57:04
Whoo hoo! First day off since October the 12th. The vacuum cleaner filled with cat hair three times, but at least I had time to do it today.

Started work on merchants for formula. Came across a bit of an issue.

See, the little bag or scroll that appears over a merchant's head is assigned by the game engine. I can access the meshes that it places over their heads and the merchant files themselves, but the assignment is based on a dropdown selection of merchant type in the merchant file...that's the only control you have, the way is shut.

So here was my solution:
Go to the database file  that holds the mesh for a merchant's thingie over their head, I chose the general merchant so it ended up being in records/effects/objecteffects/shieldgeneral01.dbr.

Copy it and rename it something else.

Go to the actor variables entry in the original file and delete it. That's right, delete that mesh file entry with extreme prejudice!

Next, I went and found all the general merchants in the npc/merchants directories in vanilla and the xpacks and made a list of all the meshes. Turns out all the greek, egyptian, orient and medea and most of act 5 are the same mesh. Then there was the satyr in the Monster Camp, my favorite merchant: the shade at the tower of judgement and a couple new ones in act 5.

I copied their meshes and opened them in mesheditor and added a CreateEntity entry and attached the database file containing the copied original over-the-head-thingie for my new merchant and saved them. I still have to play with which attach point, but I got a couple working already.

Auto create asset, build and then add the new custom meshes to the original merchant files. Can't tell the difference.

Next I created a custom texture for the over-the-head-thingie (orange )and place it in  it's own effect/objecteffect database file.
Copy a NPC mesh, create entity entry in the textdata, save, create asset, build, add to my new general merchant. Bingo-bango, new merchant type.


I am creating a new quest in Knossos. You know the empty pier on the north side of town? I added a boat dialog guy and he will take you to the dreaded Pirate Island. Up on the hill in Knossos by the minotaur statue is a "Shady Merchant". He will give you a quest to eliminate the pirates on pirate isle, and in return he can sell you monster infrequents from act 1.

I may add this to the other acts later, too. It's making all the loot files that's so time consuming.

I started on the map for pirate island, but it takes a long time if you want it good.

Finished the Juggernaut ordnance today.

Added the Winter Wolf mini boss with his own little map area to the first cave outside of the Western Silk Road town.


EDIT: There ya go! (notice new Yak mesh there)
(https://i.imgur.com/NKhOKQP.png)
Title: Re: Version 2 Development LOC
Post by: WNG on 08 November 2018, 03:02:16
Your work is truly impressive, keep it up ^^
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 08 November 2018, 03:18:27
That's my Dream/Nature toon there in the pic.

She died FIVE TIMES against the winter wolf. I used up all my scrolls of healing, too. Dang.

Gave up. :D

EDIT: It was the lightning bolt stun that was killing me. Gave hum a chance to rush me and then freeze me, my Refresh and potions just coouldn't keep up.

So I removed the lightning bolt skill and gave him Melinoe bloodboil instead. Also a Howl that causes fear and armor reduction.

At least I can run away now.
Title: Re: Version 2 Development LOC
Post by: sauruz on 08 November 2018, 09:58:48
Winter wolf could have some kind of blizzard attack, that could have chance to decease your aiming/confusion and , slowing on moviment speed.

Our

the Melione Bloodboil skill can have a different effect, rooting effect, due of amoount of snow in the area.

Nice to see the things are going out smoth :)
Title: Re: Version 2 Development LOC
Post by: nargil66 on 08 November 2018, 14:51:13
Nice find on how to edit those mechant symbols. Will definetly try that sometimes.
I can't wait for your pirate island, awesome idea. Knossos harbor always seemed like there is something lacking, and you filled it up :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 09 November 2018, 01:44:22
Well, Pirate Island (Island of Korykos) is done. Along with two caves stuffed with bloodthirsty pirates.
(https://i.imgur.com/NRy6s88.png)

I have all the proxies in place and the two boatmen for traveling there and back. No minibosses, just three Pirate heroes and some golden chests.

Next is to make the quest to hook it all together.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 09 November 2018, 14:17:21
Woah!
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 09 November 2018, 23:05:29
Thanks to Endymion making a shield projectile mesh, I was finally able to create my dream shield skill: Shield Sling.

https://www.youtube.com/watch?v=u1vss2KZWVY

It was really buggy at first. With the template skill_attackprojectile I added 1 projectile fragment and set it t the same projectile as the skill with min projectile amount set to 1 and max set to 1.

So I tested it in game and it immediately shot 2 projectiles and fragments. Huh?

So I set the template to skill_attackprojectileburst same thing.

Set it to skill_attackprojectilefan with 0 rotation and 1 projectile and it works. <shrug>

I don't know or care at this point, I'm just excited to finally be able to throw a shield. There isn't a template to throw your ACTUAL shield, that only works for arrows and throwing knives.

But it does a nice amount of physical, always stuns and has a chance to shoot out 0 - 2 fragments randomly.

Like I said, I set min/max fragments to 1 and it shoots out two. So I set min to 0 and max to 1 so it averages out to 1 in the end I guess.

An, as I demonstrate in the video, it uses all damage. So juggys and paladins have some additional projectile damage now.

EDIT: I'm going to remove the default arrow weapon trail and just leave the flight fx.

Also, I am not sure I wouldn't rather it pierced than had fragments.
Title: Re: Version 2 Development LOC
Post by: sauruz on 09 November 2018, 23:27:17
Woooo!

It looks freaking fantastic !! pierce throught enemies its fine.

Congrats :)
Title: Re: Version 2 Development LOC
Post by: botebote77 on 10 November 2018, 01:36:52
that is cool

https://www.youtube.com/watch?v=cVU4HURKEXs
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 10 November 2018, 01:58:22
Yeah, Winter Soldier is one of my fav all time movies now.

Finished up the quest file, journal entries and dialog for the pirate island quest today.

Dialog is frustrating, I mean, who is going to kill one pirate and then travel back to Knossos to talk to the quest giver? Well, gotta make a dialog for that and every other combination, too.

Anyway, I am too tired to face the inevitable frustration, rage, disappointment and tears to test it today.

And I switched shield sling to increasing piercing chance. The fragments are just too buggy.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 10 November 2018, 05:31:51
Anyway, I am too tired to face the inevitable frustration, rage, disappointment and tears to test it today.

And I switched shield sling to increasing piercing chance. The fragments are just too buggy.
I feel you.  :)
Nice frisbee shield you have there :)) I'm not much into superhero stuff, but that shield skill is hillarious!
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 10 November 2018, 14:28:32
If you haven't played Disc Golf, I strongly recommend the experience.
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 10 November 2018, 19:12:50
Thanks to Endymion making a shield projectile mesh, I was finally able to create my dream shield skill: Shield Sling.

https://www.youtube.com/watch?v=u1vss2KZWVY

It was really buggy at first. With the template skill_attackprojectile I added 1 projectile fragment and set it t the same projectile as the skill with min projectile amount set to 1 and max set to 1.

So I tested it in game and it immediately shot 2 projectiles and fragments. Huh?

So I set the template to skill_attackprojectileburst same thing.

Set it to skill_attackprojectilefan with 0 rotation and 1 projectile and it works. <shrug>

I don't know or care at this point, I'm just excited to finally be able to throw a shield. There isn't a template to throw your ACTUAL shield, that only works for arrows and throwing knives.

But it does a nice amount of physical, always stuns and has a chance to shoot out 0 - 2 fragments randomly.

Like I said, I set min/max fragments to 1 and it shoots out two. So I set min to 0 and max to 1 so it averages out to 1 in the end I guess.

An, as I demonstrate in the video, it uses all damage. So juggys and paladins have some additional projectile damage now.

EDIT: I'm going to remove the default arrow weapon trail and just leave the flight fx.

Also, I am not sure I wouldn't rather it pierced than had fragments.

Great minds BG, great minds. Aegis of Menhir, one of the new Oathkeeper skills in the forthcoming GD "Forgotten Gods" expansion.

http://www.grimdawn.com/forums/showthread.php?t=77940
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 10 November 2018, 19:27:35
That is so beautiful! Thanks Medea, that was a fun link. :)
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 10 November 2018, 19:50:37
Yeah, it's looking like a great new addition to the GD masteries.  We're getting a whirwind skill as well.  Don't know if you saw it in the Crate Entertainment section of the forum, but one of the playtesters pushed it to the limit just after we got hold of the mastery to play with.  This was the result.

http://www.grimdawn.com/forums/showthread.php?t=78785

As Zantai said, speed might be just a little overtuned.  ;D  Has been nerfed now of course, but still fun.  It'll also be available on a relic so you won't necessarily have to play Oathkeeper to use it.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 10 November 2018, 20:46:06
My new quest had only one major quest breaking bug, and it was only a typo! Easily remedied and...done!

It works FLAWLESSLY (now) !

PIRATE ISLAND IS GO!

Had to make some new meshes with that sparkly quest aura for the pirate captains.

Have to change the table reference to the Magi staff as it points to the regular/rare table and not the rare table only in the merchant file.

But it works!

(https://i.imgur.com/BxSNYh2.gif)
Title: Re: Version 2 Development LOC
Post by: sauruz on 10 November 2018, 21:51:23
Mr Smithers face will be ours, when we will sail into the island  lol
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 11 November 2018, 01:13:54
Got the formula loot tables done and the merchant loot tables done.

I decided Chang'an would be the only city with formula merchants. It's mid game and easy  to get around in.

(https://i.imgur.com/04fWgkC.jpg)

One merchant for each type: armband, helm and armor.

Title: Re: Version 2 Development LOC
Post by: nargil66 on 11 November 2018, 11:37:39
The trade capital of Chang'an. Looks nice, and those merchant icons too.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 11 November 2018, 19:31:29
Found that all the set files were garbage, so I redid them.

Came across a little irritating thing when using my mass search and replace. Since the "batch" command can only use regular expressions, it sees the replacement string file path directory starting with "\t" like "ordnance\templar" as "<tab>emplar". Same with\s. So there was some grumbling I admit, and much manual typing.

I'm familiar with escaped special characters, I just didn't expect the search and replace to parse my replacement string for them. Oh well.

EDIT: Added Fungoids and Sytgian Quillvines around Styx

https://www.youtube.com/watch?v=oXjbUZMZ3jE
Title: Re: Version 2 Development LOC
Post by: sauruz on 12 November 2018, 00:54:42
nice content ! :D

its just me our the fungoids monsters are bit slow ?

Now seeing the video, made me see, the poison attacks from the empusas have very small aoe radius
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 12 November 2018, 01:15:51
nice content ! :D

its just me our the fungoids monsters are bit slow ?

Yeah, they are slow but numerous :)

EDIT: Added Shadow Limos to the Tower of Judgement and Hades Palace.
Added Fungoid Brute mini boss and replaced Anourans throughout the Cave of Tartarus(?), that cave in teh water area in hades.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 12 November 2018, 02:59:08
Those fungoids really fit in Hades, especially with the purple color you gave them :)
Title: Re: Version 2 Development LOC
Post by: sauruz on 12 November 2018, 21:28:11
what you think of adding more demon types variety ( existing monsters) in the ranks before Hades palace , instead of having full machae , all eternity long.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 12 November 2018, 21:45:50
Yeah, that was my opinion as well.

The shadow demons I used to replace some Machae & Melinoe proxies are pretty tough so I tried to place them in more out of the way areas off the main path through the areas. I know I am going to get some players getting killed by them lol

But I am so used to the Machae I really don't want to go too far aesthetically from the humanoid look I guess. That's why I chose the Limos mesh.

CALLING nargil66 CALLING nargil66 COME RIGHT AWAY.

Any ideas?
Title: Re: Version 2 Development LOC
Post by: nargil66 on 12 November 2018, 21:52:20
Haha :D Nargil on the phone :D You want to add some demons... wait, gonna do some research. Be back later :)
Edit - Unless you want to add some of the ideas listed here:
https://titanquestfans.net/index.php?topic=690.msg6986#msg6986
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 12 November 2018, 21:59:27
Oooh, the Erinyes made out of valkyries sounds delicious!

Also, the naiads is a good idea for the watery areas.
Title: Re: Version 2 Development LOC
Post by: sauruz on 12 November 2018, 22:07:18
Some ideias_

that mounted machae , that nargil made, would fit soo well here !

Winged bone fiend ( using manticore skeletton mesh)

The abyssal liches in act 4 can be HellFire Liches ( litle flavour , so can be different the ones from orient)- focus on casting death and alot of fire spell/ summons

some Odontotyrannus could be around there as well.

oh btw, the Stygian Hydradon from salt plains, could have vitality/soul attack based instead of fire/thunder
Title: Re: Version 2 Development LOC
Post by: nargil66 on 12 November 2018, 22:20:45
Here is a big list of evil or neutral daimones:
I. EMOTIONS
GREEK   ENGLISH
Algos   Grief
Ania   Sorrow
Deimos   Fear, Terror
Eris   Strife
Penthus   Mourning
Phobos   Fear, Panic
Phrice   Horror
Phthonus   Jealousy
Styx   Hate
Zelus   Envy

II. THE HUMAN CONDITION
GREEK   ENGLISH
Achos   Pain
Amechania   Helplessness
Geras   Old Age
Hypnos   Sleep
Ker   Death
Lethe   Forgetfulness
Limos   Hunger
Mania   Madness
Methe   Drunkenness
Morus   Doom
Nosos   Disease
Oneirus   Dream
Penia   Poverty
Ponos   Toil
Ptocheia   Beggary
Thanatos   Death

III. PERSONAL QUALITIES *
GREEK   ENGLISH
Coalemus Stupidity
Cratus   Strength
Dolus   Guile

IV. MORALITY
GREEK   ENGLISH
Adephagia   Gluttony
Aergia   Laziness
Anaideia   Ruthlessness
Apate   Deceit
Ate   Delusion
Corus   Insolence
Dyssebia   Impiety
Epiphron   Prudence
Hybris   Arrogance
Peitharchia   Obedience
Phonus   Murder
Pseudologus   Lies
Thrasus   Rashness

V. VOICE & SOUND
GREEK   ENGLISH
Alala   Battle-Cry
Ara   Curse
Homadus   Battle-Din
Momus   Mockery
 
VI. ACTIONS & EVENTS
GREEK   ENGLISH
Alastor   Blood Feud
Androctasia   Slaughter
Hysmina   Fighting
Ioke   Onslaught
Mache   Battle
Palioxis   Retreat
Phonos   Murder
Poine   Retribution
Proioxis   Pursuit

VII. STATE OF SOCIETY *
GREEK   ENGLISH
Dysnomia   Lawlessness

Btw, if the machae MI names are changed to something else, all of them can become demons of different aspects of war.
Edit: Got an idea for the North - banshees. Not exactly celtic or norse but...
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 12 November 2018, 23:57:08
After awhile, I didn't like the black widow summons for Rogue, so I turned them into Shadow Demons. They aren't timed, but instead are flimsy like skeleton warriors.
https://www.youtube.com/watch?v=GT23fjkza1k
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 14 November 2018, 01:33:07
I think I'm finished with the Djinn quest in the Orient. You are tasked with killing the 3 Djinn sisters.

They spawn in fixed locations now, one in an ice area, one in the cave on Forest of the Ancients and one in Typhon's obsidian area.

The quest reward grants elemental resists of +3 and the questgiver gives you the key to the mysterious locked door in Upper Mongolia.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 14 November 2018, 19:39:29
Misterious locked door... is it what i think ;)?
Another idea - Outsider's model is almost unused, might be turned in sone Hades demon or something.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 14 November 2018, 21:17:35
Outsider mesh, okay I will file that for later.

Reskinned Valkyries, also had to rotate the RHand attach point in the mesh file so they could use one-handed weapons as all the animations are for spear.

EDIT: Also, I redid all the valkyrie animations to add the callback point for the wingflap sound effect.

(https://i.imgur.com/gROw5GW.png)


Finished the Yao Guai volcano summons meshes and skill. Tried to replace Eruption with a little obsidian volcano, but there were animation issues I don't know how to resolve.

However, I did add the meteor mesh to the Eruption projectiles, which is pretty sweet looking.
Title: Re: Version 2 Development LOC
Post by: sauruz on 14 November 2018, 21:42:39
there will be more quests in this version i am correct ? if yes will be pretty brutal

also those new valkyies looks ver well done! into my eye i think her wings are litle big but thta just me maybe
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 14 November 2018, 22:59:46
Thanks. Unfortunately, the wings are part of the Valkyrie mesh.

I'm really not interested in learning how to use a mesh application at this point. If I already knew how, sure.

The new little cave north of the swamp in that little town before the Jade Palace now has a Junglecreep miniboss. I expanded the cave a bit while I was at it.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 15 November 2018, 00:26:10
Woah, those erynies look awesome! The real Avengers squad :D




Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 17 November 2018, 02:30:37
I finally realized what was holding me back from modding Act 5, it's because I don't like it.

Some is okay, but especially the maze-iness of the map. It doesn't feel organically linear like the first 3 acts. I had the same issue with act 4 in some areas. Navigating mazes in an action RPG really busts up my rhythm.

So I tore into the Act 5 map the last couple days. My goal is basically Quality Of Life improvements (for me).

The harbor around Corinth, I tore out all the big boulders cluttering up the beach out and removed some buildings in the harbor proper to open the area up. I painted a path with city cobble all the way to the beach. I moved the respec mystic and craft mystic into the main market.

In every town, I moved all the merchants near the teleporter or at least moved them to be close together. I don't think it's fun to run through town a long ways just to run between merchants.

Rebuilt the entire salt mine, opening it up/making areas bigger to make it more linear, I placed mine track from the entrance all the way to the boss so it's easy to navigate, deleted unnecessary outlier areas.

In the Dveger halls I built shortcuts to cut down the pointless run time. I moved the teleporter into the Forge room from outside. I also added doors where there were maze-y walls before, just a lot easier to keep your rhythm going.

Moved the rebirth fountain by the beach near the first Celtic town to actually be IN town

Added sarcophagai to the Barrows, Dveger halls and the Lands End area.

Tore out the trees and mountains blocking the road out of the first Celtic town. Forcing me to weave through farmlands to fight Boars  was really frustrating. I also painted the road through to make it more noticeable. I always missed the turn to go to the saltmine and ended up 10 minutes into the forest before realizing it.

Other modifications I worked on were adding champ hearts to bosses and champions, buffing up a couple bosses.

Colored all the Trolls green.

Made all bandits and cultists of the racial type "Human" (I recycled the "Animal" racial type for this).

I think I will make the cult bosses have two forms, the second one a ghostly form, more Ancestral Warrior than evil spirit.
Title: Re: Version 2 Development LOC
Post by: WNG on 17 November 2018, 03:54:55
Made all bandits and cultists of the racial type "Human" (I recycled the "Animal" racial type for this).

At last! Thank you!
Title: Re: Version 2 Development LOC
Post by: sauruz on 17 November 2018, 13:40:36
i agree with you, act 5 is somekind of love-hate relashionship, than previous acts.

Nice work so far in that act.

i have two sugestions i can think right now for act 5.

1) Karkinus

-changing Artic karkinus name to Njord Stalker  and change their colours to white ( Karkinus name dont make any sence in norse lands)

- Changing Pale Karkinus from Corinth to Corinth Karkinus ( can have maybe purple/redish colour) turning then different that act 4, same with turtles , making then different from previous acts .

2) Turn bears into champions monsters rather normal ones (?) since they are somekind of tankish and hits hard
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 18 November 2018, 00:13:14
Just wasted the last 2 hours debugging.

It seems the staues around the Gorgon lair weren't coming to life like they did before.

I tried updating the controllers, no go. I added a sparkle to their suicide buff, and it did go off, but they dodn't work.

So I started building a quest to kill them all off when they hit 50% health...and also since there are duplicates, I had to make dozens of unique statue files as well.

Then a sheepish memory confessed...in a moment of false prudence, I had flipped the "invincible" bit thinking that way splash damage wouldn't kill them prematurely.

Well, hidden from combat already does that, and invincible made it so that they were at 0 hp and still didn't die.

So that's what I get when I play it safe as a habit. Live and learn.  ::)
Title: Re: Version 2 Development LOC
Post by: nargil66 on 18 November 2018, 11:28:06
More ideas for demons
Moros ~ Doombringer (recolored Charon's second form). Elites only, spawn with Empusas.
http://www.theoi.com/Daimon/Moros.html
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 18 November 2018, 17:19:44
Okay, I've reskinned him before by making the texture for the oar wisp01.tex.

Made a new unique gauntlet today: Corpse Handling Gloves. 50% cold, vitality & poison resist. Grants skill level 3 Spirit Ward.
(https://i.imgur.com/fWcxLuV.jpg)
Don't worry kids, your parents are going to be just fine.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 20 November 2018, 01:46:06
Added the recipes to all Blacksmith vendors to transmute 3 relics into a charm fragment or 3 charms into a relic fragment, created them all for act 5 today and added to act 5 blacksmith vendors.

Completed ordnance up to Dreamkiller now.
Title: Re: Version 2 Development LOC
Post by: sauruz on 20 November 2018, 22:25:57

Completed ordnance up to Dreamkiller now.

Kept it up :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 20 November 2018, 23:55:42
I'm trying.  :P

Wouldn't it be neat if I could finish this in time for Christmas?  ^-^
Finished Ordnance up to Evoker today.

I was finding a lot of Merman tridents so I nerfed the drop rate.

And while I was at it, I made it a set with the helm and armor. Also, the item skill was duplicated and added to the item skill directory instead of using Runemaster's actual skill as an item skill.

And since the helm and armor add +% frost burn, I added flat frostburn and 15% chance for 100% frostburn to the trident as well.

Liche King set is finished too.

EDIT: Oh yeah, I was going to add this to the bugfixes mod thread. The item skill levels for the Merman trident are totally out of order. Normal version has Legendary skill value, legendary has epic value and  epic has normal value.
Title: Re: Version 2 Development LOC
Post by: sauruz on 21 November 2018, 00:29:36
Day by day, it will be close :D

talking about Merman/triton Mis:

-Any future ( not needed right now) plans for Shield ?  The mesh for the shield could be the ones found in epic ( with a squid painted) would fit well for a aquatic monster :)


Nice bug catch!
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 21 November 2018, 01:00:07
In order to finish this, I am keeping my mind on fixing existing things like ordnance and skills so I can stay focused.

I will keep the shield idea in mund though.

I was looking at Rally - Defiance and I thought, that reflection damage is just a flavor....it's never enough without a total item-based min/max reflect build.

So bumped up the reflect %. At max +10 to all, it gives 250% damage reflected. Still a lot of equipment to get there though :)

I made a decision on Rogue's Envenom Weapon line. I decided to abandon the party aura buff because I don't like bolt traps and other pets to get the benefits of Delirium. So now it's like vanilla as it is just a player buff-self skill, but the whole line has petbonus to poison and even the slow damage. The only thing pets don't get is the confusion from Delirium.

I guess I could make Delirium a % chance to cause confusion. But that hamstrings the non-pet player's build.

It makes me sad because I like the particle effect on my pets. :( Oh well.

EDIT:
I am making a little area off the road to the last port near Corinth in Act5.

I had an idea. See, there's centaurs there, right? So what if Chiron is standing there and he lost his bow again!  ::)

It just made me laugh, I will call the quest something like "Butter Fingered Centaur" or something lol

EDIT: I added the wrist particle effect from Envenom Weapon to Shadow Demon's poison resist debuff aura just to satisfy myself. :)


EDIT: HA ha ha!:D
Quote
A friendly but careless and mildly addled centaur named Chiron stands in the fields, untroubled by the other beasts or lack of actual caves.  A maenad named Ino grabbed his magic bow again and ran into a nearby clearing.  The addled and butter fingered centaur was grateful to have his bow back, and is generous in his thanks.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 21 November 2018, 18:30:32
Quote
A friendly but careless and mildly addled centaur named Chiron stands in the fields, untroubled by the other beasts or lack of actual caves.  A maenad named Ino grabbed his magic bow again and ran into a nearby clearing.  The addled and butter fingered centaur was grateful to have his bow back, and is generous in his thanks.
No matter where he goes, Ino is there to steal his bow :))
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 21 November 2018, 18:45:45
Exactly, I kept his original dialog so it's like he doesn't even remember you at all. Definitely getting senile. :D
Title: Re: Version 2 Development LOC
Post by: WNG on 21 November 2018, 21:29:44
This is a very nice idea! Poor Chiron though, he's getting bullied yet again.
Title: Re: Version 2 Development LOC
Post by: sauruz on 21 November 2018, 21:35:07
so it will be a undead zombie ghost Ino :D ?
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 21 November 2018, 21:40:35
Nah, it's like all those Japanese RPGs like Final Fantasy where you kill the boss and then they are perfectly unhurt and teleport away laughing.
Title: Re: Version 2 Development LOC
Post by: sauruz on 21 November 2018, 21:44:30
Thats perfect tho :D!

When we enter her dungeon , we could hear her laught at you !
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 21 November 2018, 21:45:47
So I changed the original Ino in greece to have the death effect and skill sound of flashpowder and set the death paramaters deleteBehavior to "delete".

Ha ha, maybe Chiron could show up later in Scandia or something, too.  :))

EDIT: Even better, I gave her Flashpowder skill and only listed it in the ondeath skill config, but gave her the Grey Ones evil laugh sound file for her death sound. :D

So she goes *POOF*  MWAH HA HA HA ha ha ha.....
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 22 November 2018, 19:29:59
I have a question for you: Where are the worst pet pathing areas of the game?


I have already addressed the Hanging Gardens (short of rebuilding them from scratch).
Just punched holes in all the walls in the Athenian Battleground this morning.
Moved several proxies in the Labyrinth.
Removed all the ruins from the area surrounding Iznu in Egypt.
Removed proxies from the bridges in Knossos, Chang'an and the desert outside of the Rhakotis library.
Moved several proxies in the Athenian catacombs.
Moved/replaced proxies behind the teleport shrine in Thebes.
Moved the Keres proxy outside the Plains of Judgement and a nighstalker proxy in Rhodes so they don't spawn in the walls below.



Created new textures for the centaurs around Corinth with black hide but black hair. Made one for Chiron with white hair and fetlocks but a brown hide.

Finished area around Corinth and quest for Chiron's second quest.

Finished Ordnance up to Harbinger, so almost a third done.

Removed half the buildings in the port town near Corinth and shrank the town.



Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 22 November 2018, 19:50:07
They do tend to do nothing in a small area before the ruins outside the Spartan Camp.  For some reason they just don't really do anything until you move far enough in another direction to kick them back into action.  It's the same in the main game.
Title: Re: Version 2 Development LOC
Post by: sauruz on 22 November 2018, 21:15:00
im not the best person answering that question, but areas with monsters near building/bridges are the ones i can remenber.

Oh well, how about Rainbow Bridge, in act 5 ? i think can affect that issue
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 22 November 2018, 21:28:15
They do tend to do nothing in a small area before the ruins outside the Spartan Camp.  For some reason they just don't really do anything until you move far enough in another direction to kick them back into action.  It's the same in the main game.

Aw geeze, yeah...that's the "hidden monster ambush" bug. I can't do anything about that.

You know the skeletons that pop up out of the ground? From your pet's point of view, the monsters are already spawned but they just can't path to them.

All I can do is replace the spawns with non-ambush types, which isn't a bad idea.

And I'm afraid I am not familiar enough with the rainbow bridge to know what you mean sauruz.

Finished ordnance up through Juggernaut.
Title: Re: Version 2 Development LOC
Post by: sauruz on 22 November 2018, 21:48:02

And I'm afraid I am not familiar enough with the rainbow bridge to know what you mean sauruz.

Finished ordnance up through Juggernaut.

To much movies i say..

Its Bitfrost

https://www.youtube.com/watch?v=FaF0_YSQzv4

the area from 19:46 to 20:35
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 22 November 2018, 22:13:13
Ha ha, no I know what Bifrost is. I only don't know how it effects pets that I could fix it.

Finished Ordnance up through Magician.
Title: Re: Version 2 Development LOC
Post by: sauruz on 22 November 2018, 22:21:40
mhm..does pets will try to attack the monsters placed on other  "Bitfrost " Bridge ?

Magican ? thts preatty neat :D
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 22 November 2018, 22:24:34
Yeah, the ordnance skill is to summon a Grenade Trap that does fire, bleeding and poison damage for 30 seconds.

Most Ordnance summons are AI summoned, but Magician's is manual and projectile so you can spawn it far away. It's going to be fun. :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 23 November 2018, 23:41:09
Completed ordnance up through Ranger today.

EDIT:

Also rebalanced the drop rate for Champion Hearts so they scale with act.
Title: Re: Version 2 Development LOC
Post by: sauruz on 24 November 2018, 01:33:08
At this rate, ordnaces will be finish before christmas :P

Excelent work
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 24 November 2018, 02:21:30
At this rate, ordnaces will be finish before christmas :P

Excelent work

Here's hoping!  :))

Came across a problem now.

I made an item skill for Conquerer that inspired me (read that as I stole it from ordnance) to change the Warfare tier 7 pet buff skill. Now the Lochagos skill is just like Nightmare's Mastermind but the player casts it. It is a timed party buff (like Rally) where I made the particle effect from Rally yellow for Warfare, but the petbonus is the only part of the skill with values for +%physical damage, elemental resistance, total speed and +%life regen.

Now I don't know what item skill to use for the Conqueror ordnance.

I mean, what could Conqueror possibly need? lol

EDIT: Okay, something simple: A new banner with the Athens banner mesh, aura grants 8,12,15% damage absorption, total damage and total speed. I mean, it's simple, but what's not to like?


EDIT: Whew! As far as a player skill, Battlestandard is actually one of the most complex as far as implementing it in ArtManger.
Pet files, Petskill aura with skill and skill buff files, 3 skill particle effects, pet mesh with attached effects, pet mesh texture, skill button bitmaps. Wow.
Title: Re: Version 2 Development LOC
Post by: sauruz on 24 November 2018, 16:48:39
ew a simple banner has so many thing :O!

oh btw , the sounds of bandits and troolls in act 5 are kinda to noisy , atlast in vanilla
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 25 November 2018, 02:20:53
I quieted the sounds of bandits and trolls.

Finished ordnance up to Runesmith.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 25 November 2018, 22:34:20
Finished ordnance up to Skinchanger
Title: Re: Version 2 Development LOC
Post by: mountainblade on 26 November 2018, 00:28:41
go bumble go

(https://media.giphy.com/media/9o9MxN7wtaIK4GawF9/giphy.gif)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 26 November 2018, 04:20:48
Thank you, sometimes the work feels so tedious, it's enough to discourage some days. This forum really helps me not feel so lonely about it.

Today, I remembered a system I had started developing in the last version.

Take the chest traps (which all spawn an invisible monster to cast the trap's spell), but instead of a trap skill, add a 100% chance to drop a random unique item.

I had to make 15 master tables and populate them with all the various unique item tables from each act and difficulty, but I did it.


So now uber mini bosses like Fucang Lung and Avatar of Seth have chests that (the first time you defeat them) have a 100% guaranteed chance to drop at least 1 unique item from that act and difficulty. :)

I always felt that the Wealth of Ancient kings quest was a pretty long drawn out quest and then to have a pile of crappy yellows spawn was such a let down.

So now King Dorus' chest has a 100% chance to drop a unique! The quest disables the chest proxy after quest completion, so you only get the one.

Of course, then I felt like it was too easy, so I made him into a fully buffed mini-boss. :)

Stack lightning resistance, kids.

EDIT: Okay, added the unique drop to Hydra and Manticore initial chest now, too.

I forgot to mention I buffed up Xiao, his sonic scream skill now converts pets.

EDIT: Another project I probably won't get to for awhile. Take a treasure chest mesh and open animation and change the template to shrine. Add them to the accessory pools every now and then you get a surprise shrine buff. Shrine also have a slot for treasure so you would still get that, too.
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 26 November 2018, 07:19:19
We're with you in spirit BG, even if we can't give you a physical helping hand with the work.  :)  But take a break if you need to. No point in burning out on the project and coming to hate it.  Better to step back, do something else and then return when you're ready if that's what you need to do.
Title: Re: Version 2 Development LOC
Post by: Prosoro on 26 November 2018, 10:57:10
I'm at work all day thinking about all the things I want/need to do with my mod, getting so hyped to go home and mod my creative ass off each day.  But then I finish work and have all these 'adult responsibilities' to take care of sigh.  Also am best man for my brothers upcoming wedding so thats been added stress too.  Ah well, just life I guess.  Hopefully things will ease up again and I'll get much more time to invest like you BG!

Props on the guaranteed uniques and chest shrine buffs man, so kool wish I'd thought of that  ;)
Title: Re: Version 2 Development LOC
Post by: sauruz on 26 November 2018, 10:59:16
Thats an incredible improve!! I never knew that chests could drop 100% unique when you 1st open it! Now it feells right challenge the bosses :)

yhea, doing ordnances at full speed its bit tedious, you already did a big part of then, maybe focus and other things and after a few days come back on it! you will see the things going on nicely :)
Title: Re: Version 2 Development LOC
Post by: nargil66 on 26 November 2018, 12:24:03
Nice idea on chest drops. It will reduce the need to farm, which is great.
I second Medea, you did alot for very short time, if you need a break, take your time. Anyway, keep rocking BG :D
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 26 November 2018, 15:30:04
Hopefully things will ease up again and I'll get much more time to invest like you BG!

I'd rather I was 30 years younger. Or if my wife was 30 years younger! (http://instantrimshot.com/)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 27 November 2018, 02:58:50
Completed Ordnance up through Sorcerer.

Created a Shadow Wisp for the item skill, it's pretty cool.  8)

Casts Eye of Darkness buff. +%total damage, flat mana leech, dodge & deflect projectiles. 100% mana leech resist.

Only 10 left.

Forgot to mention, the end of the Wealth of Ancient Kings map area, i moved the last room with the puzzle lever to the left so that when you go in your pets don't aggro the boss.
Title: Re: Version 2 Development LOC
Post by: sauruz on 27 November 2018, 11:05:35
10 ordinance left to be done ? oh my ! that is a great achivement! ^-^ ^-^
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 28 November 2018, 00:14:42
Finished Ordnance up through Thunderer. Only 3 left.

I am looking for alpha testers, please PM me if you are interested.

This will be for skill testing balance and ordnance balance testing.

This is not for the finished game before launch, since I may add more quests and map areas. etc.

Which is not to say it won't also be fun :)
Title: Re: Version 2 Development LOC
Post by: fingolfin on 28 November 2018, 13:01:22
Hi Bumbleguppy,

I have followed your updates on a regular basis and played through Legion of Champions  a number of times.

I would be very happy to  help with play test the new Legion of Champions if it is ok with you

Kind Regards

Fingolfin
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 28 November 2018, 18:29:49
Okay, I will be another few days before I am ready to post the alpha file download.

Today, I finally just gave in and made Rogue's Throwing knives a passive.

It ended up a lot like wood lore so I think Brigand will be the go-to class if you want pure ranged one handed. Taiji Dao in Rogue allows dual wielding as well.

It's not quite the same as wood lore of course, no defensive ability:
offensivePierceModifier: 6.000000;10.000000;13.000000;16.000000;20.000000;24.000000;27.000000;30.000000;34.000000;38.000000;43.000000;51.000000;58.000000;66.000000;75.000000;85.000000

projectileSpeedModifier: 10.000000;20.000000;30.000000;40.000000;50.000000;60.000000;70.000000;80.000000;90.000000;100.000000;110.000000;120.000000;130.000000;140.000000;150.000000;160.000000

characterAttackSpeedModifier: 5.000000;8.000000;11.000000;14.000000;17.000000;20.000000;23.000000;26.000000;29.000000;32.000000;35.000000;38.000000;41.000000;44.000000;47.000000;50.000000


At tier 4 is the skill Ricochet which is like Volley but when it procs it adds projectile fragments from the target to strike out in another direction. It also adds flat pierce AND bleeding damage.

Flurry of Knives is now a tier 7 proc skill like volley  with 4 projectiles and flat bleeding.

Unlike Volley though, the chance to proc maxxes out at 50% chance for both.

Not like I envisioned, but the templates limit me. But dual wielding with skills maxxed, it should be a combat shotgun anyway.

Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 01 December 2018, 03:19:10
Had an idea.

The crystals scattered all over Hades palace as a decoration? In version 1.1 they could shoot lightning.

But I want to make different ones that spawn randomly. Like most will be decoration, but like 1 out of 5 or so will be actively shooting stuff.

One idea is a Shadow Crystal. I'll have to recolor it, but it will have a manadrain aura. Like 200 mana over 3 seconds.  >:D

Orange fire crystals, you get the idea.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 01 December 2018, 20:05:06
Added a Neanderthal MI staff that shoots a rock. :)
Physical damage only. +1 to Rune and Spirit masteries. +20% strength, +%skill cooldown, -10% attack speed. Even added special projectile and a ternion explosion effect for good measure.

Added poison sprite summons for Jinghe River naiads and the swamp chimera miniboss in the forest of the ancients.

Also, added Staves to Runeweapon (though conversion won't work very well lol).
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 04 December 2018, 02:25:18
ANybody remember Munderbunny's mod Underlord?

He had a special system where an aura appeared in boss locations in epic and legendary that nerfed your dodging and life leech and manaleech resistances. I spent a couple hours implementing that system today. -33% dodge in epic and -50% in legendary. -25%  and -33% leech resistances.

It is spawned in boss areas in the map and has a 50m radius, which is usually enough. I spawned 3 in the Manticore area just to cover the whole thing in evil goodness.

Forgot I hadn't added the ghost bosses in the Crystal quest in Hades palace, so I spent awhile adding them today.

Added a different spawn mechanic for the greek telkine where his summons spawns from a pool, so 2 of his regular limos spawn that have the give life skill to heal the telkine, and 2 or 4 basic limos like the ones in parnassus caves.

Added Scarabeus minions to the pool for the boss Scarabeus.

Mostly been putting out fires from the alpha tester thread, though :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 05 December 2018, 02:01:01
Created a new legendary staff, though I don't know if I can pronounce the name: Phthinoporon
Basically the Moire (Fate) of Autumn. Does cold and vitality damage, grants skill Autumn Nymph, +1 to all skills. A brown nymph casts Autumn Grief in 6 m radius every 6 seconds reduces enemy resistance to elemental, vitality and life leech and slows by 15% and reduces total damage by 15%. 30 second life, 60 second cooldown, manually activated.
Recolored Hecate's Rod for the staff.

Took some time to turn the snowy wagon wreckage in Act 5 into treasure chests.

Oh yeah, the corpses have treasure, if you like to desecrate the dead you irreverant looter.

But they also spawn ghosts.
Title: Re: Version 2 Development LOC
Post by: BlackSunSerpent on 05 December 2018, 16:15:04
ANybody remember Munderbunny's mod Underlord?

He had a special system where an aura appeared in boss locations in epic and legendary that nerfed your dodging and life leech and manaleech resistances. I spent a couple hours implementing that system today. -33% dodge in epic and -50% in legendary. -25%  and -33% leech resistances.


Ok, just registered to tell this one to you. Munderbunny implemented this system in TQ:IT to remove boss cheese through 100% dodge that was real in TQ:IT and was capped at 80% in TQ:AE. So I'll suggest not to remove the aura debuff but slightly nerf it for now. Also I'll hope you won't forget to increase aura ranges from standart ones. At this moment just going through old Legion of Champions, if I'll have any more suggestions I'll right them up here.
Title: Re: Version 2 Development LOC
Post by: efko on 05 December 2018, 18:07:31
ANybody remember Munderbunny's mod Underlord?

He had a special system where an aura appeared in boss locations in epic and legendary that nerfed your dodging and life leech and manaleech resistances. I spent a couple hours implementing that system today. -33% dodge in epic and -50% in legendary. -25%  and -33% leech resistances.


Ok, just registered to tell this one to you. Munderbunny implemented this system in TQ:IT to remove boss cheese through 100% dodge that was real in TQ:IT and was capped at 80% in TQ:AE. So I'll suggest not to remove the aura debuff but slightly nerf it for now. Also I'll hope you won't forget to increase aura ranges from standart ones. At this moment just going through old Legion of Champions, if I'll have any more suggestions I'll right them up here.
Welcome to the forum mighty hero  ^-^
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 05 December 2018, 18:17:45
Welcome to the forum BlackSunSerpent.  :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 05 December 2018, 19:42:34
OMG, I totally forgot that the dodge was capped in AE! Thank you for reminding me! :D

yeah, maybe something like -15 epic, -20 legendary, is plenty

EDIT: The Life Leech resistance and Mana Leech resistance aren't debuffed by playergamebalanceattributes in AE, so I think I will still nerf those resistances as well
Title: Re: Version 2 Development LOC
Post by: BlackSunSerpent on 05 December 2018, 20:39:41
Thanks everyone, I'll hope to stay here for as long this game continue to live  ;D
Also about Underlord, your mod was the second that gave me this feeling for a better expereince in Titan Quest after I played underlord so it's nice for me to help you as I can.
Title: Re: Version 2 Development LOC
Post by: BlackSunSerpent on 06 December 2018, 19:21:42
Ok after cheking all changes I see that's it feels more and more like whole new mod with some parts of old concept. As I'll looked through skills have this suggestions, maybe they will be too complicated or wrong for your point of view so I appologies for this right now.
Storm - Freezing blast - just useless in 99% time as it was in original game, IT, AE and Ragnarok.
             Summon Wisp - rename to Summon Storm Wisp.

Dream - Sands of Time + passive. Maybe need slight buff or decrease in point's needed to get maximum of it.

Spirit - Spirit Bane - nice effect, too situative to encourage point investment.
           Enslave spirit - cool ability but has no use at all, maybe rework?

Warfare - Dodge atacks - no bonus for pets, maybe some of it?

Defense - Shield Charge - Maybe replace with batter and redo slightly batter passive bonus?
               Battle Awarness -  combine with quick recovery or maybe made quick recovery passive like it was in 1.1?
               Disable - add bonuses to Shield Sling - the more the number of special atacks it's harder it get's to use them all as we can't contoll them in any way for being passives.
               Shield Clang - maybe reduce cooldown a little bit?

Nature - Call of the woods:Regrowth -needs new name, confusing.
             Refresh - maybe it's possible to make it as passive to prevent cheasing in some situations as it always been.

Runes - Sacred Rage and it's passive - nice touch but from my expirience in this game there's never a reason or chance to remain this skill active, in any time it's better to heal with potion, maybe full rework?
            Rune of Life - maybe add radius to buff all the pets?

Hunting - Wood lore - no pet bonus?
               Herbal Remedy - maybe add a radius too.

Rouge - Maybe we can hope for return of Calculated Strike for LMB as it was in original game? It'll be nice I think. Maybe change icon on Sneak Attack to that Letal Strike had previously?
   
That's all for now.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 06 December 2018, 20:05:10
Storm - Freezing blast - just useless in 99% time as it was in original game, IT, AE and Ragnarok.
             Summon Wisp - rename to Summon Storm Wisp.
Changed skill name to summon storm wisp, thank you.

To be hones, I have never used Freezing Blast ever. But I thought I was the only one so I just never touched it.

What it had a lower damage resistance buff and gave a -%  nerf to cold (or elemental) damage resistance?

Dream - Sands of Time + passive. Maybe need slight buff or decrease in point's needed to get maximum of it.
Okay, I made Snads of sleep level 8/18 and nightterrors levels 8/18. I kept the same damage range so it just takes less points to get there. ALso took some of the lightning burn damage from nightterrors and made it slow life (vitality damage over time) so it does both damage types now.

Spirit - Spirit Bane - nice effect, too situative to encourage point investment.
It is best used for the third skill modifier "Soulblade" that grants vitality damage and ADCtH.

           Enslave spirit - cool ability but has no use at all, maybe rework?
I wouldn't kow how, I have never used the skill....and with monsters getting levelled over 75 in act 5 legendary, it would not be useful late game at all if I understand how the skill works by comparing player and monster levels for success of conversion.

Warfare - Dodge atacks - no bonus for pets, maybe some of it?
Sure, okay.

Defense - Shield Charge - Maybe replace with batter and redo slightly batter passive bonus?
               Battle Awarness -  combine with quick recovery or maybe made quick recovery passive like it was in 1.1?
               Disable - add bonuses to Shield Sling - the more the number of special atacks it's harder it get's to use them all as we can't contoll them in any way for being passives.
               Shield Clang - maybe reduce cooldown a little bit?
I will have to consider this for awhile.

Nature - Call of the woods:Regrowth -needs new name, confusing.
             Refresh - maybe it's possible to make it as passive to prevent cheasing in some situations as it always been.
So a passive skill that simply adds %cooldown reduction?

Runes - Sacred Rage and it's passive - nice touch but from my expirience in this game there's never a reason or chance to remain this skill active, in any time it's better to heal with potion, maybe full rework?
I haven't played RUnemaster very much, and I never play melee because I can't. I have bad hand eye coordination that's why I make pet mods.
I will have to look into this and think about it.

Hunting - Wood lore - no pet bonus?
               Herbal Remedy - maybe add a radius too.
So a timed party buff like Rally? Yeah, okay.

Maybe change icon on Sneak Attack to that Letal Strike had previously?
Okay.

EDIT: I decided to make a custom button from teh Rogue skill panel picture of the guy backstabbing the Satyr.

Rouge - Maybe we can hope for return of Calculated Strike for LMB as it was in original game? It'll be nice I think.

Only if I can make it a charged linear like Onslaught. Call it "Shadow BLade" and it has a chance to do mana burn.

I can remove Riccochet skill and Lucky Strike move from Sneak Attack tree. THat would free up two skill slots.
Title: Re: Version 2 Development LOC
Post by: BlackSunSerpent on 06 December 2018, 20:41:11
Wow, that's awesome ideas you got from my little points that I found digging up in to the trees. Shadow Blade skill not only sounds nice but will be good damage boost for shadow based clasess.
About refresh - yes, just make it passive that ads cooldown reduction, coz it's real to get more of 100% uptime on some crazy powerfull skills like Battle Standart, Colossus etc. About Enslave spirit, maybe just remove it completely, or change into some new skill of your liking? I bet no one ever use this skill in their playthrough eather. So, about Freezing blast, maybe nerf to cold damage will get the deal, but skill still may be very weak, when you change it i'll do more testing. If i'll get more from my head and playthrough in old and new LoC I'll give some more suggestions. Also I still need to remind myself that you have not implemented all the stuff that you wanted.  ;)
Oh, and maybe add pet bonuses to Lucid Dream passive tree as well?
And remember I have no idea of what you have planned for pet bonuses, just checking that was perfect in 1.1 LoC :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 06 December 2018, 21:59:42
OKay, I will look into pet bonuses for Dream passives.

Here is what I have in mind for Shadow Blade:

Charged Linear like Onslaught: 6 levels, 16 ultimate with +10 to skills.

I took the flat pierce damage which hits every 4th hit and simply divided by 4:

Flat Pierce: 8.000000;10.000000;12.000000;14.000000;16.000000;18.000000;20.000000;22.000000;24.000000;26.000000;28.000000;30.000000;33.000000;37.000000;42.000000;48.000000;55.000000;63.000000

The thematically for my Shadow skills, I added a chance to do mana burn:

offensiveManaBurnDrainMin: 5.000000;6.000000;8.000000;9.000000;11.000000;12.000000;14.000000;15.000000;17.000000;18.000000;20.000000;21.000000;23.000000;24.000000;26.000000;27.000000;29.000000;30.000000

offensiveManaBurnDrainChance: 10.000000;11.000000;12.000000;13.000000;14.000000;15.000000;16.000000;16.000000;17.000000;18.000000;19.000000;20.000000;21.000000;22.000000;23.000000;23.000000;24.000000;25.000000

and some attack speed boost:
characterAttackSpeed: 6.000000;8.000000;10.000000;12.000000;14.000000;16.000000;18.000000;20.000000;22.000000;24.000000;26.000000;28.000000;30.000000;32.000000;34.000000;36.000000



Then a tier 4 skill modifier 6 levles/ 16 with +10 to skills Planewalker:

offensiveManaBurnRationAdder (converts mana drained to damage instead of just draining mana): 10.000000;20.000000;30.000000;40.000000;50.000000;60.000000;70.000000;80.000000;90.000000;100.000000;110.000000;120.000000;130.000000;145.000000;160.000000;185.000000


defensiveSlowManaLeech: 10.000000;14.000000;19.000000;23.000000;28.000000;32.000000;37.000000;41.000000;46.000000;50.000000;55.000000;60.000000;66.000000;72.000000;79.000000;90.000000

defensiveManaBurnRatio (situational, right? :) ): 10.000000;14.000000;19.000000;23.000000;28.000000;32.000000;37.000000;41.000000;46.000000;50.000000;55.000000;60.000000;66.000000;72.000000;79.000000;90.000000

characterDodgePercent: 3.000000;4.000000;5.000000;5.000000;6.000000;7.000000;8.000000;8.000000;9.000000;10.000000;11.000000;11.000000;12.000000;13.000000;14.000000;14.000000;15.000000;16.000000

characterDeflectProjectile: 3.000000;4.000000;5.000000;5.000000;6.000000;7.000000;8.000000;8.000000;9.000000;10.000000;11.000000;11.000000;12.000000;13.000000;14.000000;14.000000;15.000000;16.000000

there's like 2 or 3 times in the whole game a monster uses spellbreaker. But I have added manaburn to all shadow based monsters.




Title: Re: Version 2 Development LOC
Post by: BlackSunSerpent on 06 December 2018, 23:06:28
Yeah it'll be great, even if spellbreaker is not related to shadow, I think it's suit much better for shadow then spirit, imho.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 06 December 2018, 23:59:37
I implemented and built the skill. Tried it in-game.

Crashed my computer. Not the TQ application to desktop, the whole thing.

No exception log in TQ directory, even windows event viewer doesn't remember it happened.

So I am going to strip it all out and replace it with vanilla Calculated strike.
Title: Re: Version 2 Development LOC
Post by: BlackSunSerpent on 07 December 2018, 00:07:56
Omg, that was unexpected thing to happen. Looks like you moded something that even SkyNet could not handle. >:D
BTW, thanks, and now I'm feeling bad for skill that could destroy your work.  :-[
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 07 December 2018, 00:20:50
No worries, crashes are to be expected in mods since AE I've realized.

I tested the game with vanilla Calculated Strike and played for awhile with no crashes.

Now I just need to rename the skill modifier for Sneak Attack.

I'm thinking "Sucker Punch" :D

Or "Back Stab"? Nah, "Sucker Punch" makes me happy.

BTW, to any modders, it's pretty easy to have 8 columns of skill icons, just need to change the X coordinates in InGameUI/skills/MasteryX/skillY.dbr s


108
182
256
330
404
478
552
626


EDIT:

BTW, I am restoring the vanilla Throwing Knife and Flurry of Knives skill. Flurry will be level 7 now though.

EDIT:
I decided to play around with Throwing Knife a little.

The projectile in vanilla has a range of 19m.

So I created 22 throwing knife projectiles and set them to 14m range. Then increased each one successively by another 0.6m,

So the range starts shorter than vanilla at 14m at level 1, 20.6m at level 12 max level and 26.6m at ultimate level with +10 to skills.

So at least now it's a little different than vanilla. :)
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 10 December 2018, 01:15:51
I created new monsters for worlds end. I took the RImturs ice giant mesh and made it volcanic. I replaced some of the Eljoton cinderwarriors around Land's End with them. They have special physical and pierce damage absorption skills.

I made separate Fire Imps and Chaos Imps for the same area. Chaos Imps now have Avatar of Set's chaos aura and Chaos Strike. I made a special animation for the fire imp mesh to have fire breath.

Updated the Titanic Essence relic mesh textures and inventory bitmaps to be blue in normal, yellow in epic and red in legendary.

Changed Nature's summon skills to be plain spawn pet instead of projectile spawn pet.

Added Pirate MI to greek knossos MI vendor loot tables.



EDIT:

Added volcanoes around Muspelhaim that cast their version of eruption.

Created new mesh and skills for Beast of Legend quest boss.

Made the skill Scorpos Sting hit 3 targets, do more poison damage and added flat pierce damage and make the calculated strike sound and impact special effect.

Imported the lightning casting Hades crystal set dress meshes and implemented them. I nerfed the controller radius from 8m to 6m.



Title: Re: Version 2 Development LOC
Post by: Sammie on 12 December 2018, 09:43:53
Hey guys,

First of all, great work on this mod. I had great fun with this mod in original TQ IT. Big compliments to Bumbleguppy.

I have been following this topic for a long time now, hoping that the mod is finished soon. However I cannot find any information on the progress.

Without pressuring Bumbleguppy, can you please indicate when we can start playing the mod? I bought the expansion, however I prefer to finish the game with this mod and therefore the expansion is waiting on the shelf.

Cheers and gl finishing this mod!
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 12 December 2018, 19:09:39
You can check out the Alpha testing thread here:
https://titanquestfans.net/index.php?topic=798.0

I appreciate your anticipation :)

Version 1 took me 7 years to make. It certainly isn't good enough to warrant 7 years to make, more like a year or 6 months, but I'm not a professional. I'm that old man down the street than makes wooden toys for Christmas in his shed.

Anyway, I don't want to promise a release date and break my word.

So just keep checking back I guess.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 13 December 2018, 02:11:28
Added four prefixes to arm and leg armor that grant a radius +%protection from devices and constructs.

Tweaked a couple of the pirate champions with a different name and defense mastery themed skills.

Made Earth's Flame Shield, Storm's Energy Shield, Hunting's Herbal Remedy into radius duration buffs like Rally.

Turned Runemaster's Life Rune into toggled aura.

Added phys resist to Flame Shield.

Added a shadowbolt skill to the chest trap pool.

Added new area outside the great wall town.

Restored several NPCs like story tellers and just manually added Healers.

Added a few Medusa proxies to the athens docks.

Opened up the area to the left of the Athens stairway and filled it with zombies.
Title: Re: Version 2 Development LOC
Post by: sauruz on 13 December 2018, 11:07:35
Nice additions!

Wht your future plans about ,Knossos Landing area ? the dock area before sailing into act 2.
Title: Re: Version 2 Development LOC
Post by: nargil66 on 13 December 2018, 16:32:44
Turned Runemaster's Life Rune into toggled aura.
Nice! You had to cast it on each pet before. Good news for petmancers.
Thats alot of things added, cant wait for next update :)
Title: Re: Version 2 Development LOC
Post by: Sammie on 14 December 2018, 09:31:27
Hey guys,

I am trying to find the place where we can download the alpha version. I did found the alpha bug report forum, but not where to download it.
Regards
Title: Re: Version 2 Development LOC
Post by: MedeaFleecestealer on 14 December 2018, 11:24:36
Hi Sammie, welcome to the forum.  :)

I think you need to send a private message (PM) to Bumbleguppy to be able to access it since it's being tested atm.
Title: Re: Version 2 Development LOC
Post by: Sammie on 14 December 2018, 13:58:11
Thnx, will do that.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 14 December 2018, 16:12:01
BlackSerpentSun suggested that Quick Recovery would be better as a passive in the Battle Awareness tree.

I only play full petmancers so it doesn't make a difference to me either way, I just assumed ppl would like a "boss killer" button like in vanilla so I kept it as a toggled buff.

What do you think?
Title: Re: Version 2 Development LOC
Post by: sauruz on 14 December 2018, 18:42:07
mhm it  can work as passive.

isnt collosus form a killer button in defense mastery :p?
Title: Re: Version 2 Development LOC
Post by: BlackSunSerpent on 14 December 2018, 21:16:51
Yep, that was the main reason, two kill buttons is somewhat clumsy. Btw you could weaken it for your preference as it'll be passive. I know here only hardcore fans of this game, but I have this game installed on all of my machines from moment when I got this game in 2006 and know it flaws and how it can be made better, btw I never played as summoner before your mod, and even I can tell you that your mod the reason of strange satisfactory feeling when I am killing enemies with pets that I felt never before. So my suggestions come from solid expirience. Btw I am also played very wide variety of ARPGs, from Diablo I to PoE and other that someone may even not even heard about here :)
Oh and my suggestions were to balance number of skills in each mastery little bit, so there is now overcumbering of one mastery for skill point investment.
Title: Re: Version 2 Development LOC
Post by: mountainblade on 15 December 2018, 00:19:42
I liked your toned down version of shield recovery from the previous version, but would suggest sticking in the adrenaline tree like underlord had it. Give that tree more of a reason to live.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 15 December 2018, 00:27:41
I liked your toned down version of shield recovery from the previous version, but would suggest sticking in the adrenaline tree like underlord had it. Give that tree more of a reason to live.
Oh okay, never thought of that. I had it in the Battle awareness tree. Okay.

EDIT:
Okay, put Quick Recovery at  tier 3 as a modifier for Adrenaline. I added the cooldown of Resilience to it as well and moved Defensive Reaction back to tier 5.

I removed one of Shield Maiden's passive proc shield skills and just made her nerfed version of Pulverize her only shield proc she gets at level 8.
 
I nerfed her passive base resists a bit.

Also removed the elemental resist from her defense modifier skill and substituted fire & cold, she still has her lightning vulnerability this way.

I was playing around with Shield Sling and it was way OP. So I nerfed it and gave it a cooldown. I forgot I had it set to 1 second for testing. Increased the mana cost.
Title: Re: Version 2 Development LOC
Post by: mountainblade on 15 December 2018, 05:33:59
Made it to Heraklion, no pets no deaths the way the game was meant to be played.  C:-)

Satyr bladefinger running animation is my favorite thing so far.

I found the balance to be much better than in previous version - I think due to a lot less stun from enemies. It hasn't been easy, but few things have felt impossible. (Gorgon slayers in acropolis out regen my damage, Glorburg boneraiser ratman hero shotgunned me like crazy with his staff.) not sure if you want the mod to be easy enough to beat without pets but I am enjoying it. The added character levels and post 40 bonuses will likely go a long way to make no pets possible.

Will the olive branch collecting quest be coming back? Or was that the effort that utterly broke your spirit and left you as an empty shambling husk where once a man stood?

Quests that have rewards that permanently affect your character are always 10x more satisfying and rewarding than exp and gold. Not sure how difficult it is to switch up rewards but I have... thoughts on the matter.

I probably suggested this before but getting random resistance from the proper offering can be really irritating (fire resistance as an earth character!) instead of 5+7+ 5(all) i suggest 2(all)+3(all)+5(all). similar amount and more balanced. If you want to give psn resist to characters i would say add similar amounts to poisoned spring reward or xipphuluis the healer. If you really want to go crazy, give poison resist to poison spring in lieu of HP, and then add small hp rewards (5-10) to lots of different sidequests, to really encourage completionism. As I understand it quest bonuses are just questtree skills getting points added to them, so it would be possible to increase them by these smaller set amounts, correct?
That's just my thought as I sometimes zip by sidequests that arent on the main road if they only offer exp and gold. (skeleton raiders I am looking at you)
Title: Re: Version 2 Development LOC
Post by: nargil66 on 15 December 2018, 14:59:30
I probably suggested this before but getting random resistance from the proper offering can be really irritating (fire resistance as an earth character!) instead of 5+7+ 5(all) i suggest 2(all)+3(all)+5(all). similar amount and more balanced. If you want to give psn resist to characters i would say add similar amounts to poisoned spring reward
+1. Always hated the random bonus.
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 15 December 2018, 16:12:40

I found the balance to be much better than in previous version - I think due to a lot less stun from enemies. It hasn't been easy, but few things have felt impossible. (Gorgon slayers in acropolis out regen my damage, Glorburg boneraiser ratman hero shotgunned me like crazy with his staff.) not sure if you want the mod to be easy enough to beat without pets but I am enjoying it. The added character levels and post 40 bonuses will likely go a long way to make no pets possible.

Hmph. You sound like one of these people with well thought-out, practical ideas. Oh, and your personal hygiene is probably above reproach.

Well, I don't need you! I have a better idea!

Since the Slayer buff is loosely based off Hunting's Herbalism and meant for poison resist, I simply changed the life regen to the same amount as the poison damage from Rogue's Envenom  Weapon. Also added a poioson resist boost per level as well.

Will the olive branch collecting quest be coming back? Or was that the effort that utterly broke your spirit and left you as an empty shambling husk where once a man stood?

Quests that have rewards that permanently affect your character are always 10x more satisfying and rewarding than exp and gold. Not sure how difficult it is to switch up rewards but I have... thoughts on the matter.

I probably suggested this before but getting random resistance from the proper offering can be really irritating (fire resistance as an earth character!) instead of 5+7+ 5(all) i suggest 2(all)+3(all)+5(all). similar amount and more balanced. If you want to give psn resist to characters i would say add similar amounts to poisoned spring reward or xipphuluis the healer. If you really want to go crazy, give poison resist to poison spring in lieu of HP, and then add small hp rewards (5-10) to lots of different sidequests, to really encourage completionism. As I understand it quest bonuses are just questtree skills getting points added to them, so it would be possible to increase them by these smaller set amounts, correct?
That's just my thought as I sometimes zip by sidequests that arent on the main road if they only offer exp and gold. (skeleton raiders I am looking at you)

Yeah, the random reward is also extremely overcomplicated in the ArtManager and Map and quest file. There are literally FOUR proxies in the map for Arachne.

Simple elemental resist would be SO much less complicated.

Xanthippus could have the poison reward. Especially since Goblinsnatcher is in the same cave.

The Skeleton Raiders and Salt Mine quest in act 5 could offer some small vitality resistance.

The Melinoe Witch quest in act 4 could offer bleed resist.
Title: Re: Version 2 Development LOC
Post by: sauruz on 15 December 2018, 16:38:37
i like that ideia of side quests giving a small % of resistances, it gives a reason for finish those quests
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 15 December 2018, 18:28:45
I think I will start overhauling the existing quest rewards for this today.

This means that existing alpha tester characters quest rewards will go POOF. Oh well. I figure sooner of later, everybody is going to hate me anyway, why not today?  >:D
Title: Re: Version 2 Development LOC
Post by: sauruz on 15 December 2018, 18:56:02
thtas good news !

being honest, i kinda hate most of quest rewards, to many trash yellow itens
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 15 December 2018, 20:04:13
Okay, quest update so far.

Olive branch quest gives +3% elemental resistance in normal, +5% in epic and +7% in legendary.

Skeleton Raider Brothers quest in Megara gives +5% vitality resistance in normal, +7% in epic and +10% in legendary.

Xanthippus staff fetch quest gives +3% poison resistance in normal, +5% in epic and +7% in legendary.

I added tags to teh initial quest dialog in the "reward item text" slot that describes the different values in each difficulty. The final quest journal entry includes a disclaimer describing the rewards for every difficulty since I can't change the journal entry based on difficulty in the quest editor to my knowledge. Just the one global journal entry for all difficulties.
Title: Re: Version 2 Development LOC
Post by: mountainblade on 15 December 2018, 20:52:03
Woohoo, good news indeed. I remember the old site had a guide for "worthwhile" quests. Looking through this list (full disclosure I haven't played  through act 5 yet) I jotted down some where a bonus could make sense. I know this mod already adds a few more skill points, but my thoughts are that multi part quests (hades treasurery, wealth of old kinds etc) should probably get a skill/attribute point as a nice juicy reward. rescuing people could get a small life/heal bonus for being such a nice person. (+5/10 hp or +5/10% hp regen. Very small to avoid opness as a lot of quests could fit in here)
Some that have obvious ties (order of promethean giving fire dmg, maybe cold dmg/res for killing the yeti?)

I put my suggestions in red, trying to space out a bit. Not sure if all this is possible so feel free to disregard, but thought it might give you some good ideas if you decide to go this route.

Act 1
Helos (3)

[ ] Monstrous brigands
[ ] Cornered man
[ ] Medicines wayland  (life/heal bonus)

Sparta (3)

[ ] The lost dowry: relic
[ ] Ancient of war
[ ] The poisoned spring: +75 max health

Main quest (returning to the camp to talk to Leonidas): +1 skill point

Megara (2)

[ ] Skeleton raiders
[ ] News of a shipwreck

Delphi (5)

[ ] A proper offering: +5% to a random resistance
[ ] The Good Centaur: +2 attribute points
[ ] A Master Blacksmith  (could this add an enchantment similar to the act5 quest?)
[ ] Goods Abandoned
[ ] The Grieving Widow  (this already gets SP bonus)

Athens (2)

[ ] Trapped in the ruins (this already gets SP bonus)
[ ] Spartans lost

Knossos (2)

[ ] Xanthippus the healer (this is getting poison bonus)
[ ] The undead tyrant
Act 2
Rhakotis (1)

[ ] Family heirloom: relic

Lower Nile (3)

[ ] The beast of legend: +2 skill points
[ ] Plight of the Nile farmers: charm
[ ] A Promethean surrounded   (+bonus fire dmg or resist?)

Memphis (3)

[ ] Lowest of the low
[ ] The missing Brother  (life/heal bonus)
[ ] The high priest's request: relic

Giza (1)

[ ] Khufu's curse  (poison bonus)

Fayum oasis (2)

[ ] Caravan woes
[ ] A hidden treasure

Main quest (returning the artifacts to Imhotep in Memphis): +2 attribute points

Thebes (1)

[ ] The corrupted priest   (vitality bonus)

Main quest (talking to Imhotep after defeating the Telkine): +2 skill points   
Act 3
Babylon (1)

[ ] The seeds of destruction

Silk road (3)

[ ] A gargantuan yeti: +100% health bonus to pets
[ ] Mystery in the mountains   (skill/attribute point)
[ ] Caravan troubles

Great wall (5)

[ ] The child and the raptor  (life/heal bonus)
[ ] Peng problems
[ ] Stalker in the woods
[ ] The wealthy collector
[ ] A lesson in despair  (life/heal bonus)

Chang'an (3)

[ ] The emperor's clay soldiers: +2 attribute points
[ ] Terra cottas at large
[ ] Behind the waterfall

Qiyun (3)

[ ] A general in repose   (+% physical dmg? This is rescuing the old general right?)
[ ] The hermit mage    (elemental dmg)
[ ] Three sisters   (skill/attribute point)
Act 4
Rhodes (4)

[ ] An impossible task: arcane formula
[ ] A crab story: relic
[ ] The torch-lighter's gauntlet: arcane formula  (life/heal bonus or fire dmg)
[ ] Outpost in the woods  (life/heal bonus)

Ixian woods (4)

[ ] The stolen sigil
[ ] Lampido's potion: +6 str, +80 health
[ ] The wealth of the ancient kings   (Skill/attribute point if not already added to mod?)
[ ] The treasure hunters (life/heal bonus)

Epirus (3)

[ ] Among the ruins
[ ] A dangerous mission (life/heal bonus)
[ ] The enemy's captain

Styx (2)

[ ] One who would lead
[ ] The stygian lurker: +4 str, dex, int

Plains of judgment (7)

[ ] Hades' treasury  (skill/attribute point)
[ ] The dust of a titan: +2 skill points
[ ] Eurydice and Orpheus: scroll  (life/heal bonus)
[ ] An invitation
[ ] The necromanteion: scroll  (vitality bonus)
[ ] An inside source: relic
[ ] Admeteus among the dead

Elysium (4)

[ ] The siege striders: scroll
[ ] The flight of the messenger (life/heal bonus or runspeed bonus??)
[ ] The achaean pass   (life/heal bonus)
[ ] A noisy diversion

Palace of Hades (2)

[ ] The shards of Erebus: complete unique charm (1 per playthrough)
[ ] Hades' generals: +5% total damage


Act 5 Quests

    Act 5.22 Troubles of a New Age
        5.22.1 Festivities
        5.22.2 Sciron
        5.22.3 A Northern Contact (reward: an arcane artifact?)
    Act 5.23 The Warrior Princess
        Heart to Stomach
        White Gold
        The Golden Sickle
    Act 5.24 The Power of Nerthus
        Wine from the Rhine
        The Troubled Son (Glauberg)
        Celtic Plaid (Glauberg)
        Little Friends (Weser Uplands)
        The Trapped Nixie (Wild Heathlands) (1 Skill Point)
        The Kornwyf's Scythe (Wild Heathlands)
    Act 5.26 The Rescue
        Fir Cone Liquor
        The Restless King
        The Magic Cauldron
        The Survivor
        Giesel
    Act 5.27 The Wisest Being
        Dvergar History (?) (2 Skill Points)
        Squabbling Merchants
        The Craftsman's Passion
        Legendary Craftsmanship (?) (affix added to epic/legendary equipment)
    Act 5.28 The Burning Sword
Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 15 December 2018, 21:32:17
Thank you for this mountainblade, helps me keep track.

I have added +5%, 7% and 10% bleeding resistance to the act 4 Create a Diversion quest where you defeat the Melinoe Blood QUeen. (She stil needs some buffing)

Added +3%, 5% and 7% energy leech resistance to Egypt's Beggars Homes quest and removed the yellow ring reward so you still get an arcane formula and the resistance as well.

Ill keep everyone updated as I go.

Oh and mountainblade, what do you mean by "heal bonus" as opposed to flat HP? Like a permanent health regen bonus?

EDIT: Something I've wanted to do for years....instead of taking the staff to the corrupt power hungry high proest in Memphis, why not have an option to take it to the beggar and give it to him? Vive la revolucion! :D

Then when you talk to Zazamankh again he screams and attacks you ha ha!

Then on game load, the old beggar is now standing where Zazamankh was before! ha ha

And you could still do it by giving it to Zazamankh...say getting a intelligence boost, or if the beggar getting a strength boost or something.
Title: Re: Version 2 Development LOC
Post by: sauruz on 15 December 2018, 21:37:47
the ones i can remenber,

general in repose quest is only to find 3x chest in the cave,like the skeleeton riders in greece, a better chance to drop blues itens will fit.

 wealth of the ancient kings , no need to change since you can get a unique item from the chest

I am afraid giving a enchant bonus like act 5, to master blacksmith would be difficult to implement ,i think, i would say better itens to his shop

A Promethean surrounded quest, could give a chance to get a blue item

Mystery in the mountains , i agree skill point

Title: Re: Version 2 Development LOC
Post by: Bumbleguppy on 15 December 2018, 21:46:48
I think I could replicate the forge quest for the Delphi secret shop. I could just remve the merchant qualities and maybe make a new quest to go get something in act 2 or a new dungeon he gives you a key to.

But it would be a matter of copying the quest that controls the forge quest in act 5, I just have to copy it and change a couple things.