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Messages - Bumbleguppy

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106
Today another quiet small defeat since the release of Ragnarok.

In Styx I turned the geysers to proxies that then can spawn the original decorative geyser or a monster that looks like a geyser and erupts doing col and poison damage.

This worked flawlessly in my previous iterations of this mod.

Now, XPack/SceneryHades/nature/rock/rockobj/rock_styx_poisongeyser_06.dbr doesn't show up in game.

People reported a spot in Styx you couldn't walk.

Why isn't THAT geyser showing up in game anymore but all the others do? I don't know. Same with a boulder in the Orient, just stopped showing up.

So I imported the original meshes in a duplicate directory in my mod. Nope.

I rebuilt the pathing in Styx. Well, it shows up but it ignores the movement parameter settings in the database and you can walk right through it. I can only add the 0 to dblIgnorePathing setting so hard and hit save so hard and hit build so hard or I'll hurt myself. :)

So my ultimate solution is to restore the original pathing by copy-paste the offending map sections and removing the proxy from the database for good ol' no. 6 and replacing it in the database with the original static decoration file. At least it both shows up in-game and you can't walk through it.

I'm getting real tired of things breaking in the mod after they worked for so long.

107
Downloads / Re: Early Alpha Testing ~ Go!
« on: 27 June 2021, 18:42:26 »
Pet resistance ended up completely  static.

As I added skills and equipment bonuses over time, I just kept lowering the epic and legendary bonuses (in petgamebalanceattributes especially) until they are gone now. No penalty increases either.

Whatever resistances a pet starts with is all they have unless they have a secondary skill you add points to. Every pet has it's own resistance file and it's in their skill tree at level 1 across all levels of the pet files. Most have a "weakness" penalty to one or two damage types.

Keep in mind that side quest resistance bonuses (well, almost all of them) grant a resistance bonus to pets as well.

EDIT: Yes, all spiders that cast webs. The ones that shoot a ball used to spawn an invisible pet with a buff radius toggle skill. I changed it to a pet that dies instantly and has the new web skill set in their ondeath ability.

108
Downloads / Re: Early Alpha Testing ~ Go!
« on: 27 June 2021, 18:22:40 »
Speaking of Frost Wisps, something has occurred to me that's never come up before.

If the Frost Wisps have a debuff aura that lowers enemy cold resist and there are three of them now attacking an enemy, is the effect additive or does the game apply only the highest level version?

That's how I would have done it, but I don't know.

109
Downloads / Re: Early Alpha Testing ~ Go!
« on: 27 June 2021, 02:12:52 »
Yeah, I just decided to make a new mesh using the blackwidow and add the Boss Aura effect. I found that there's a texture at the very bottom of the spider directory blackwidowqueen which I used for the main boss and the web slingers are plain black widow but all have the aura effect.

Anyone notice I changed the webs skill on the spiders? I made a skill_defensivewall like Rune Mines and an AoE projectile using the cobweb2 mesh so that there's no more of that summons living after their master died bug so you can complete the quest.

110
Downloads / Re: Early Alpha Testing ~ Go!
« on: 27 June 2021, 01:54:34 »

One quest, did you removed the spiders from the last waves on Fetid Lair ? I only found the Arachnos that throws the poison bombs. i also noticed the shieldsmaiden rushing into a invisible monster i could see as named as Orbbed crawler probably it was the web, i think.
I noticed that, too. But I haven't modified those files from vanilla, it's some sort of bug...I will go in and see what I can do, maybe change the mesh.

EDIT: Oops, I guess I did change the mesh. I wanted to make them blackwidows but something went wrong. So I gave them their original mesh and Master Archer Machae controller and the Arachnos venom bolt skill.

111
Downloads / Re: Early Alpha Testing ~ Go!
« on: 26 June 2021, 21:15:11 »
Oops! Yes, I forgot...and forgetting things is going to get worse before it gets better, I will be 58 this month lol :))

Okay, the Levels.arc went from 1.4GB to 0.47GB. lol, you'd think it would be optimized automatically, like "What if we had something that automate redundant tasks, like some seried of computer commands that would execute without having to manually run it every time?" Wow, what a crazy idea! :D

Should finish uploading the compacted version in another 15 minutes from now.

112
Downloads / Re: Early Alpha Testing ~ Go!
« on: 26 June 2021, 20:45:09 »
I am uploading the newest build to MEGA.

If you are playing Storm, visit a Mystic and remove all your skill points from the Ice Golem skill line as they no longer exist before installing the update.

Well, Ice Golem base skill does, but it's level 6 now.

However, I think this is the last update as the alpha test seems to have been a great success and many bugs have been found and fixed. The game mod is playable at all which is all I wanted to achieve.

Thank you all for all the bug reports you have made, I appreciate the time and effort to play a buggy mod and not just rage quit lol :))

Please feel free to post any game breaking bugs here though as there might still be some out there.

I have a few very big projects I would like to focus on now including:

  • Boss treasure chest spawns. I will probably restore vanilla quest files and separate my mini-boss quest files for chest swaps so if there's a problem I can simply point at THQNordic/Pieces from now on.
  • Moving all player skills to a unique directory. (breaks all existing characters)
  • Making more sets for MIs in Atlantis and Ragnarok.
  • Making plain MI equipment so I can have vendors sell MIs but they will spawn as normal magical items mostly making the easy purchase of MIs a little harder so as not to make people OP too soon.
  • Add MI vendor to Egypt and Muspelheim. Update Atlantis and Prison of Souls vendors to include Hades MIs.
  • Trying to get the Psionic Touch skill line to work in my mod  ::)

113
Downloads / Re: Early Alpha Testing ~ Go!
« on: 26 June 2021, 15:43:49 »
* facepalm *

As long as the skill has 1 point in it, it will be accessible to the player as all skill trees exist in the player files simultaneously. Duh.

Thanks for reminding me.

114
Downloads / Re: Early Alpha Testing ~ Go!
« on: 26 June 2021, 02:01:09 »
Skills/default/defaultskills.dbr DOESN'T work in my mod. If it works at all, it doesn't work for me.

I restored flex, allpetattack and taunt to each mastery skill tree.

I'm really tired of this kind of thing.

115
Downloads / Re: Early Alpha Testing ~ Go!
« on: 26 June 2021, 00:45:51 »
I will restore vanilla. I am tired.

116
Downloads / Re: Early Alpha Testing ~ Go!
« on: 25 June 2021, 18:07:23 »
Fixed Zombie Bone skill path.
Mini bosses in Valley of the Kings only have like a 40% spawn rate.
Fixed Deathblossom skill file path.

EDIT:
Fixed epic element shrine skill link.

Since I can't know which of the many mystery shrines is broke, it will take me a long time to track it down.

Mana regen equation is lifted from Soulvizier and is half int and half mana pool.

117
Today I did something I've wanted to do for YEARS and just always forgot or something else took precedence.

You know those little dark brown beetles in Egypt? I gave them a subtle glow texture so you can see them in the dark. Even if the original design goal was something that could jump-scare you in the dark, I hate it and want to see monsters in the distance so I made them more visible. :)

118
Well, good to know.

Then forget what I said about adding to characterAttack speed then. Truly a shame it isn't linear and intuitive, but that's how the game works I suppose. Not my idea.

To be honest, the time it takes to field test the affect for an equation adjustment isn't worth it when I could be farming Stonebinder cuffs instead. :))

119
I had to settle on a single target as the projectile templates for any kind of exploding type projectile will spin the projectile in the game engine, no setting can stop it.

In this case it was okay as it is a petskill and I didn't want a big AoE explosion to keep from being OP. They have their breath attack for that.

Just FYI about Rune Golem's speed and how I approached it, modders.

There is an attack speed cap inthe game engine, you can change it but that's not my point.

Rune Golem starts out with a powerful but slow attack. His modifiers can increse it with attack speed modifier, but that's capped at 80%. But I want maybe 100% or 120% because he is so slow to start.

I've used this before, but instead of adding +% attack speed in his Runeblade skill, I used "CharactrAttackSpeed" instead.

Veterans will remember the Homados bug, this is the same. When adding a value to the characterAttackSpeed in a skill, it is added (as a floating point value) to the character's existing attack speed.

So I the character's base is 1.000000, adding 0.100000 to the characterAttackSpeed is additive and the BASE attack speed becomes 1.100000.

So what? Well, this is the BASE, which means any +%Attack Speed Modifier acts on THE NEW BASE. That's how you get around the attack speed cap.

So you could add 0.100000 to character base to say, an epic weapon which is awesome as with it you can get other skills and equipment and end up faster than all the +%attack speed modifiers in the game put together. :)

SO here's the progression for Rune Golem's base attack speed in their Runeweapon skill:
0.100000;0.140000;0.170000;0.210000;0.240000;0.280000;0.320000;0.350000;0.390000;0.420000;0.460000;0.500000;0.530000;0.570000;0.600000;0.640000;0.680000;0.710000;0.750000;0.780000;0.820000;0.860000;0.890000;0.930000;0.960000;1.000000

So at max they have doubled their BASE attack speed (if they get their charge that high). Then OTHER Modifiers increase it with a cap of +80% to THAT speed.

120
Yeah, the Guardian Spirit was cool.

I have removed the skeletons from the Obsidian Obelisks, maybe I will add them back to Epic and Legendary.

Here is my Druid playthrough with the Frost Wisps. They get Frost Breath at level 4, Frost Shield at level 8 (not skill modifier, an inherent skill now) and then they get Ice Storm at level 12. I haven't come up with an uber mesh for level 21+ yet.


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