Author Topic: Version 2 Development LOC  (Read 229769 times)

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #255 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.


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Offline sauruz

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Re: Version 2 Development LOC
« Reply #256 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
« Last Edit: 04 October 2018, 01:32:20 by sauruz »
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 #257 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.

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #258 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 ?
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 #259 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

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #260 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)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Version 2 Development LOC
« Reply #261 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.

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #262 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.

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Offline nargil66

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Re: Version 2 Development LOC
« Reply #263 on: 06 October 2018, 10:36:32 »
Vampiric Doom Horn... I like it! With the reduced potions, it will come in handy.

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #264 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 ?
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Re: Version 2 Development LOC
« Reply #265 on: 07 October 2018, 03:16:40 »
Yeah, it was one of my proudest achievements lol

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Offline sauruz

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Re: Version 2 Development LOC
« Reply #266 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 )?
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 #267 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

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Offline WNG

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Re: Version 2 Development LOC
« Reply #268 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?

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Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #269 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.
« Last Edit: 08 October 2018, 02:21:08 by Bumbleguppy »

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