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Messages - Bumbleguppy

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496
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 29 December 2018, 04:07:50 »
if you still need a new name for Egyptian Bandits, i suggest "Khopesh Robbers"
That's a good one, I will use that.

-Draconian and lamias ~ravagers , turn to champions, since the addrenaline buff they are no joke, also they could have some shield smash attacks.
Okay, I made them champions.


-tropical spiders could have a ranged spit attack
Created a new type of tropical widow with a greenish yellow color that has a ranged controller and the arachnos poison bolt skill.


-Shadow stalkers in temple of Marduk can be more toughter and deadly
Good idea, done.

-Eurynomus in temple of Marduk could cast blood pools when killed
Made a new dark red color and gave them a chance to do bleed damage called them Blood Drinkers.


-  Corpulent Djinn( the gree ones) can be champions, more lighting based.
Done.


-monsters captains could have more buff diversity instead of same old Trance of Convalescence (?), they could try cast batle of awareness our heart of oak our Rune of life.
ha ha, I know right? That purplish aura doesn't really give you any clue as to what that spell is doing. It's actually a speed increase aura which Zombies and Satyr brutes really need. 

So I created a new particle effect with swirling rotating streaks so it looks like it makes you go faster.
I also made it into a toggled self-buff instead of a party buff so I could increase their speed without making all the surrounding skellies and satyrs into whirlwinds as well. Also added a chance to dodge attacks and projectiles too.

497
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 29 December 2018, 02:58:40 »
Okay, thank you very much! That was some entertaining Typhon smashing lol

I added mana cost reduction to the crafted armor for Thunderer and Paladin as well.

498
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 29 December 2018, 02:23:41 »
Well, what's your favorite class for Ice Shard? It would be trivial to add mana cost reduction to the crafted armor set bonus of like palading or whatever.

499
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 28 December 2018, 18:30:16 »
Keep me posted, I've actually never played an ice shard character before myself. Not enough pets.  ^-^

Had a bit of a glitch in the Styx leader quest, by that I mean my quest rewrite was a total failure.

Having the quest item for a fetch quest an equippable item is a bit more difficult to process than I thought.

At least the job I did on creating an equippable oar was pretty good, I'm using it on my Ranger right now even though I can't complete the quest with that character.

The problem I face is how the quest knows which version normal/epic/legendary of the item you own when turning it in. Also, I still don't know if the quest recognizes equipped items as "has item in inventory". It may not see it and that will cause confusion to players, they may have to unequip the item to turn it in.

Anyway, I created a solution I think will work this time (ha ha).

Each Quest boss has three different monster files. One of which spawns when you go to do battle with them. A weaker one, an average one and a strong one. One of them is selected randomly from the "proxy pool" that contains all three files paths to the three versions.

So I deleted the weak and average versions of Medusa, copied the strongest one twice and renamed them to look like the weak and average versions.

I added each one to their own "proxy pool" individually. Every Medusa spawning in game will be the strongest version now. But that's not important, what's important is that I added one of each of the three separate pool files to the Medusa proxy in each difficulty. Normal, Epic and Legendary each spawn only one Medusa version.

In the same quest file that  controls the Alal reverting to flesh from stone, I added the quest trigger "Player kills monster X" and gave a token "Normal Difficulty", "Epic Difficulty" and "Legendary Difficulty" based on which version of Medusa was killed.

The Gorgons are the very first quest boss battle that you can't skip, that's why I used that battle to give the difficulty version token and not the Satyr Shaman or the Centaur or even Arachne...those can be skipped.

So then I rewrote the quest for the Styx leader and oar and I could say "Player picked up Normal_Difficulty_Charons_Oar_Version" with "Has Normal Difficulty Token too" to make sure you are in the right difficulty with the right oar.

I sure hope this version works, it has a lot less to go wrong in the quest file as I only had to copy-n-paste each trigger and change the "has token" and "has item" values and not create multiple leader NPCs and such.

EDIT:

ANother thing I thought of is that if you  turn in Charon's oar to the quest giver, you can just reload and kill Charon and get another anyway. That defeats the idea of it being a fixed choice.

So I created a trap skill for Charon's treasure orb that summons an invisible monster that dies and drops the oar from his initial chest and the repeat chest. THEN I cloned the repeat chests, accessory files and proxy and removed the trap skill.

In the xpack boss chest swap quest, I checked if you had completed the oar quest. If you did, you don't get another oar. Otherwise you do....since you can only pick up one at a time, you can at least farm for affixes.

I Made Xanthippus healing staff quest item into an equippable staff. It has a built in item skill which is basically a healing scroll for the party with a big cooldown. It also comes with a hefty pet elemental and poison resistance bonus. Otherwise it's a crappy Helos level staff as far as the player is concerned.

Keep it and you have a party heal skill you don't have to buy, turn it in and get a vitality resistance buff. Again, if you turn it in, the quest file disables the staff chest proxy. So you can turn it in or keep it, not both.

500
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 27 December 2018, 23:13:45 »
Happy Holidays to you! I hope your problems get solved soon. :)

No worries, I am updating the map and quests. When any quest is updated, it throws a wrench into the quest save file guts. Testing quests in game is maddening because of it.

So a hiatus is good timing right now.

I made the orangey yellow mushroom decorations into monsters that release yellow clouds that do bleeding and physical DoT. Added purple mushrooms to cave of whispers. Added yellow mushrooms to Mynemosyne cave.

Added spider-egg "dark obelisks" that summon tiny Formicids to the Formicid areas in Medea's grove and in Styx caves.

I updated two ragnarok sets, brennus and thor's.

Added flat lightning/electric burn to Essence of Thor's Hammer relic and +% lightning and electric burn as well.

Added giant cyclops to the entrance to hades right after you get through Epirus area.

Removed a section of wall from Epirus area between quest spawns so pets don't run around trying to path through it.

Re-added the killable Epirus guards that spawn zombies on death.

I didn't go as far as v1.1 as far as the shades you release from cages in Styx etc. I only gave them a treasure proxy that drops an assortment of chests of varying quality about 65% of the time. No spawning enemy shades this version. But more treasure. :) (tiny chance of boss chest spawn)

Funny thing happened while I was testing the new Renewal skill in Nature.

It seems the cooldown reduction of the self buff applies to the skill itself! I know, right? So the time starts after the skill in the engine I guess.

Anyway, it is supposed to cooldown over 60 seconds. So it was only a matter of making each level's cooldown = (60 * cooldwn reduction percent) + 60 seconds. :)




501
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 27 December 2018, 01:17:04 »
Happy New Year nargill66! :D

Today I greatly expanded the catacombs beneath Elysium city.

I created Shadow Skeleton Priests and Shadow Revenants. I also created a Shadow Revenant miniboss at the end of the expanded Elysium catacombs.

Hmm...that was like 8 hours work boiled down to two sentences lol :)

502
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 26 December 2018, 00:37:47 »
Thank you from an old guy with a hobby. :)

Today I added a permanent +0.5HP /Sec reward to the Admetus medicine fetch quest in act 4 Epirus.
Added 2 attribute point reward to the rescue mission outside Epirus.

I imported and updated Amazons for the beach around Rhodes. Still working on it, the javelin hurlers aren't hurling yet.

FINALLY moved the stupid Nightstalker proxies away from the cliff edge so they don't spawn in the area below and make my pets mill about.

Updated the particle effect for Chimera Death Wave (electric radius attack...it's called Death Wave in the DB so I call it that lol) so I could give it to the Hydradon quest boss in the hades water area there. Also gave him shadow breath. Hydradon Blacktongues now have shadow breath and a manaburn attack aura, too.

Added +%defense and +%damage to Insects to Heart of Oak.

Still tweaking the Secret Temple in Mongolia. Yesterday I got stuck because a door wouldn't open. So it's  a lot of bugfixes at this point.

Happy New Year to everybody!



503
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 24 December 2018, 19:11:29 »
I added the quest file for the Djinn quest in Act 3, if you were wondering why it wasn't working. I had it in an existing vanilla quest file and moved the body of the quest to it's own file. I then promptly forgot to add it in the map editor.

Tweaked the map area around the Ichthian minboss so fording the river doesn't get you in up to your neck anymore :)

Finally got Yao Guai's fire breath working, and I fixed his volcano summons.

Tried adding text to the dialog to indicate the pet buff for killing Typhon and Hades.

I've updated the Dropbox files if you want to down;oad the latest version

504
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 24 December 2018, 18:42:25 »
Merry Christmas everybody!  :))

Added poison cloud to green glowing mushroom decorations and pink mushroom spore skill to the purple mushroom decorations in Act 3 caves.

Added earth sprite/ Marid pools to the fire sprite proxies throughout act 3 caves.

Added MI Merchant to very last jail cell in Hades Palace by the Warden of Souls.

I have experimented with TRYING to remove the Zeus speech by adding a zero length mp3 for the Zeus dialog audio and removing all the file paths that describe the Zeus dialog ingame text box. I hope it doesn't break the door to act 4.

Re-added the treasure chests that the devs removed for the Crab quest in act 4 and buffed them up a bit. Also, the reward is now 3 champion heart fragments instead of a act 4 relic.

The reward for the Outpost in the Woods quest is now 2 skill points. HOWEVER, the Anteok quest boss (snicker...boss, more like vice secretary for regional marketing) is now a real boss, a buffed up Nightstalker Shadowlord with a second form drops a boss chest.

Added Egyptian peasant bandits in act 2. "Egyptian Bandits" as an in-game monster name is pretty dang lame, so I'm open to suggestions.

I removed the +%total damage from the boss relics and replaced it with flat health/mana regen.

Finished several MI sets.

Updated the mesh/textures for Raksashas AGAIN. I just can't decide how they should look.

Finished up the hidden temple of Fu Cang Long in Upper Mongolia to explore after the Djinn quest. I actually met the boss Fu Cang Long with my Ranger in Act 3 and he wiped me out pretty fast.

Added the burning dead to act 3 wusao mountain obsidian halls to replace the golden skeletons.

Nerfed the HP for act 3 zombies and reduced their pierce resist.

High level Fire Sprites fire breath is working now, almost all the fire sprites in the obsidian halls breathe fire now.


505
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 21 December 2018, 22:56:08 »
I was taking a lo0k at bolttraps after watching the Dreamkiller build vid here https://titanquestfans.net/index.php?topic=832, and it occurred to me that moving Traps to tier 1 and nerfing the damage to match, left me with a max level damage that was less than vanilla.

I needed some kind of parabola and didn't want to do the math by hand, so I wrote a primitive script like this:
Code: [Select]
var outputArr = [];
for(var i = 4, j = 5; i < 30; i++, j++){
outputArr.push(parseInt((i * j)/2.25) + '.000000');
}

Which gave me roughly what I was looking for. I took the resulting sequence and used it for the min damage output, and multiplied it by 1.25 to get the max damage output.

Starts out doing 8 - 10 piercing damage, then has about the same as vanilla at level 20: 245 - 306.
Vanilla unlocks traps at tier 2, of course, and the trap damage starts at 16 - 30 piercing and at level 20 is 224 - 306.

Of course if you really dedicate yourself to traps in LoC, with +10 to skill the damage for traps is 386 - 482.

Level 26 in vanilla (which is actually there in the trap default attack skill, though you can never get it) is 324 - 440.

So I ended up with a primitive parabola number sequence like I wanted. Sweet.

506
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 21 December 2018, 19:43:49 »
Added secret bandit hideout cave in the collector quest spider cave on the way to chang'an

Added +%defense and +%damage to Humans to Horn of Lochagos in Warfare tier 7 skill.

507
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 21 December 2018, 15:42:12 »
Stop swimming in the river!

Ran the no-passing tool along there again.

Fixed Shieldmaiden skill.

I neglected to add the quest skill to the quest skilltree file. Fixed.

A couple quest skills in Act 5 weren't yet in the quest skill tree so I fixed those and tidied it up a bit so it's easier to keep track when I've forgotten everything in 6 months.

Removed redundant healer in Babylon outskirts.

Fixed broken skill link in those MI.


508
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 20 December 2018, 20:37:42 »
Just spent a lot of time trying to get Nature's Wrath to proc from an item skill for the Centaur Warden MI bow.

The only projectile skill template that works with autocast AI controllers that I could determine was SKill_AttackProjectileRing set to 0 projectile rotation and 1 projectile.

I tried Attack Projectile, Attack Projectile Burst, dodn't want a volley type skill as it wouldn't carry the projectile flight fx.

I had to go through the artifact skills just to see what already works and there is only the one projectile skill and that's the Tidalwave, which is a Skill_AttackProjectileRing template with 3 projectiles.

Sometimes the rules behind the scenes are so arcane, not intuitive at all. How was I supposed to know that you need to use that template? Oh well. It works now.

Also, Theban Helm item skill Armor Handling doesn't work. So I just transferred the relevant skill values from Armor Handling directly onto the  helmet.

509
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 20 December 2018, 16:39:19 »
Well, finally fixed it.

Modding tip: keep "cliff tile" objects away from map edges. It causes all kinds of pathing problems. Once I removed a cliff tile that was spanning the border between the two map sections, it knit back together. I just added cliff end pieces to the cliff tiles on either side and used cliff decorations xxl to cover up the gap left by the removed one.

Ran the smooth tool over the edge and built. Bingo.

I'm uploading the fixed map to dropbox as I write this, but it will take awhile. I will send a PM once it's finished uploading.

510
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 20 December 2018, 15:11:55 »
Well phooey. I didn't make any changes to this map section, but I di d make changes to the map NEXT TO this map section so naturally the door link broke and the map edge un-knit from the one I changed.

Sigh.

I went through and re-linked the door and re-painted the no-passing areas and used the smooth tool on the map edge and rebuilt the map section and rebuilt the map pathing so I hope that's enough.

I'll have to get my Ranger to act 2 to test it though.

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