Author Topic: Version 2 Development LOC  (Read 229899 times)

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Offline nargil66

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Re: Version 2 Development LOC
« Reply #240 on: 25 September 2018, 16:05:44 »
You said "summons", are the Jotunns more than one? Sounds way more epic than golem :)

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #241 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

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #242 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:

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #243 on: 27 September 2018, 01:42:58 »
Tweaked the glow texture and added glow to all the armor piece highlights:


EDIT: The rune on the forehead is the "thorn" and one site said it could mean "giant".
« Last Edit: 27 September 2018, 01:47:45 by Bumbleguppy »

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Offline nargil66

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Re: Version 2 Development LOC
« Reply #244 on: 27 September 2018, 02:12:55 »
Looks great! :D

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #245 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
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #246 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.

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Offline Medea Fleecestealer

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Re: Version 2 Development LOC
« Reply #247 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.

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #248 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
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #249 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.


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Offline nargil66

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Re: Version 2 Development LOC
« Reply #250 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?

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #251 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
« Last Edit: 03 October 2018, 22:32:17 by Bumbleguppy »

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Offline nargil66

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Re: Version 2 Development LOC
« Reply #252 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

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #253 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.

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Offline nargil66

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Re: Version 2 Development LOC
« Reply #254 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

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