Author Topic: Version 2 Development LOC  (Read 229635 times)

0 Members and 8 Guests are viewing this topic.

Not Yet Rated!

Offline Medea Fleecestealer

  • Administrator
  • Full Member
  • *
  • Posts: 2309
  • Country: ch
  • Karma: +24/-0
  • Gender: Female
    • View Profile
    • Awards
  • Time Zone: +1
Re: Version 2 Development LOC
« Reply #405 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.

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Version 2 Development LOC
« Reply #406 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
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Version 2 Development LOC
« Reply #407 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.

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Version 2 Development LOC
« Reply #408 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



the area from 19:46 to 20:35
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Version 2 Development LOC
« Reply #409 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.

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Version 2 Development LOC
« Reply #410 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
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Version 2 Development LOC
« Reply #411 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. :)

Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Version 2 Development LOC
« Reply #412 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.
« Last Edit: 24 November 2018, 00:51:26 by Bumbleguppy »

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Version 2 Development LOC
« Reply #413 on: 24 November 2018, 01:33:08 »
At this rate, ordnaces will be finish before christmas :P

Excelent work
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Version 2 Development LOC
« Reply #414 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.
« Last Edit: 24 November 2018, 03:37:22 by Bumbleguppy »

Not Yet Rated!

Offline sauruz

  • Maze Lord
  • Global Admin
  • Full Member
  • *
  • Posts: 1625
  • Country: pt
  • Karma: +32/-0
  • Gender: Male
    • View Profile
    • Awards
  • Time Zone: ?
Re: Version 2 Development LOC
« Reply #415 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
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Version 2 Development LOC
« Reply #416 on: 25 November 2018, 02:20:53 »
I quieted the sounds of bandits and trolls.

Finished ordnance up to Runesmith.

Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Version 2 Development LOC
« Reply #417 on: 25 November 2018, 22:34:20 »
Finished ordnance up to Skinchanger

Not Yet Rated!

Offline mountainblade

  • TQ Titans
  • Hero Member
  • *
  • Posts: 52
  • Country: 00
  • Karma: +1/-0
    • View Profile
    • Awards
  • Time Zone: ?
Re: Version 2 Development LOC
« Reply #418 on: 26 November 2018, 00:28:41 »
go bumble go


Not Yet Rated!

Offline Bumbleguppy

  • D'oh-ist Mage
  • Forum Moderator
  • Full Member
  • *
  • Topic Author
  • Posts: 884
  • Country: us
  • Karma: +42/-0
    • View Profile
    • Awards
  • Time Zone: -8
Re: Version 2 Development LOC
« Reply #419 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.
« Last Edit: 26 November 2018, 04:40:05 by Bumbleguppy »

Tags:
 


SimplePortal 2.3.7 © 2008-2024, SimplePortal