Titan Quest Fans Forum
Titan Quest - Anniversary Edition => Legion of Champions AE => Topic started by: Bumbleguppy on 26 November 2022, 20:57:19
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So I have ported over what I could salvage from my Atlantis mod and I'm hammering out the bugs from that and have started development on a new version.
Haven't added the game map yet, but I hope to some day if just to make some QOL changes for petmancers (Sciron's camp is crazy for pet pathing madness...where'd everybody go? Auuughh!).
Added a couple new quests so far.
Already used a new skill type template from Eternal Embers for the Champion Heart amulet skill for Warlock where every kill has a chance to raise a poison zombie and it's pretty fun. Thinking about who could use a skill that causes their victim's corpses to explode which would also be fun.
Too much to mention here in the OP.
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Wow, nargil66 gifted me a new boss mesh that I just HAD to use right away! And it's not even Christmas! :D
https://www.youtube.com/watch?v=VHO0agBzgFo
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Woah, that was fast... welcome back to the trolley, BG! ;D
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Great to see you back working on this BG. I love my pets and playing this mod. :)
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That boss looks awesome.
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👀
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Oh yeah, he's back. ^^
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Started fooling around with the Eternal Embers skill templates, remembered how my first character was a Battle Mage (naturally) and how disappointed I was.
So I added a lvl 5 skill for melee only that has a chance to explode an enemy corpse on death. Weird side-effect/bug is that if the skill kills an enemy when it goes off, all the enemies killed by the blast explode, too. Not a big deal on higher levels/difficulties but Helos Satyrs and crows all explode at one lol
The template is bad for the UI as the skill that has a UI presence calls the actual skill that does the damage, which ISN'T available to show in the UI. Since it's a passive skill, it can't show up in the quick slot to see the damage stats. Oh well.
I don't want anyone to point out how bad I am at playing melee in this video, none of it.
https://www.youtube.com/watch?v=MbzmN1_OiJs
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Looking cool, like corpse explosion from D2, a tq version of it.
This reminds me with EE and the possibility to spawn a "pet" on kill, we could see some skellies appear when a monster die :P
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Way ahead of you friend, the Warlock ordnance skill is raising poison zombies on kill :))
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Nice! Battlemage is a fun class imo, and with that skill it's even more fun.
Edit - an idea: maybe a skill or affix that grants HP/EP on kill?
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Hey, that's actually possible now. Keep 'em comin'! :D
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Ok, two more :)
1. % chance to activate some kind of Berserk skill upon killing an enemy
2. Is it possible to make an Onslaught/Psionic Strike type of skill that gains charges only when killing enemies?
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So I have ported over what I could salvage from my Atlantis mod and I'm hammering out the bugs from that and have started development on a new version.
Where can I download the Atlantis version?
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You can't , I never finished it because an update broke the map. But you can't play it with the disc version either because the update for controllers/consoles broke the map for the disc version already.
It literally can't be played on any version.
That's why I quit for so long, it was heartbreaking for me and it took me awhile to recover.
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Testing out Rogue as a single mastery to help work out the kinks. While I was uploading this videos, I made a level 6 skill for bolttrap that has a chance to cause enemies corpses to explode with poison gas.
I had tried Killbot summons as 3 wolf-like stats before, but I like a single one. He has a buff that heals him at 15% health, so if you're careful, he is practically immortal.
https://www.youtube.com/watch?v=DW1baVKiNxI
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Well, if you didn't guess already, the cast skill on target death system doesn't work for pets. Well, I couldn't get it to work anyway.
Working on Neidan skills today just to get +10 over max and fix links etc.
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looking good!
Like how the automaton shows the weapons when is casting the skill abilities 8)
Any initial plan for Neidan mastery ?
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I'm having the same old troubles: the viewer doesn't find the textures for the Xpack4 meshes so it's hard to know what things look like. Plus I probably won't play the EE DLC until I can figure out how to get there in Normal difficulty lol. I have never been one of those competitive late game content players. I was not above buying a torch from ubers from another player in D2, but I don't like the difficulty challenges in any game.
There is a flying dragon model I like with a fishy tail. Thinking that may be the summons for Neidan.
I think I have all the Neidan skills set for +10 to max. If anyone can explain how potionbuf.dbr and jadeessence.dbr work as far as settings, I would appreciate it. Is potionbuf under jade essence in the skill panel? I have to go to XPAck4 ui and check the Y coordiants to see. I can't figure it out as jadeessence has no buffs but both a speed buff and a speed debuff, the posionbuf has the poison and other resistances...it's confusing.
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potionbuf = poten elixir ? its lv 1 skill the jadebuff should be at lv 4 mastery skill if i think its the correct skill name.
Have you check the link between the AM and TQ in tools.ini ? the xpack4 content is avaliable since 2 updates ago.
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potionbuf.dbr is level 1 and essence of jade.dbr is level 2 in the UI, so it's not a case of the file names being mixed up.
potionbuf.dbr is a new template Skill_OnItemUsedBuffSelf that casts potionbuf_bonus.dbr. In game it's called "Potent Elixir".
The only poison resist in any of the four files in the two skills "Potent Elixir" or "Essence of Jade" is in potionbuf_bonus.dbr, but that skill doesn't have poison resist in game, essenceofjade is the skill that has it.
Hence the confusion. essence of jade has no poison resist in either db file essenceofjade.dbr or essence_sober_bonus.dbr that it casts.
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Potent Elixir has Poison resistance (potionbuf.dbr -> pointing to potionbuf_bonus.dbr) and it shows ingame.
Inner Equilibrium doesn't have Poison resistance (essenceofjade.dbr -> pointing to essence_sober_bonus.dbr).
I don't see anything confusing. Maybe you thought you saw Poison resist in Essence of Jade (actually called Inner Equilibrium) ? Or you looked at that outdated TQ Calculator instead of ingame ?
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Yeah, I looked at the outdated titan calc online.
Whoops.
Well, better to realize there was no problem to begin with I suppose. Whew.
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"A bear-like creature, most likely a bear, has come down from the hills in search of food or perhaps employment" ~ Kent Brockman
https://www.youtube.com/watch?v=EKhbwde5tMY
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Random thought:
A rune Bear would be so cool
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with a glow texture that shines runes through the skin
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Okay, this is the first time I've seen this. I was rolling over my bear quick slot icon and I noticed his "naturepetdodge_1%perlvl" skill stated he had 19% dodge and 19%deflect projectile.
Now I KNOW I set every level of bear to only to level 15 for that skill in the pet files.
So I checked my equipment on my character and I had a total of +4 to hunting mastery, +2 to all skills and +2 to Hunting....it seems reasonable to assume then that those plus to skills were affecting the pet's skill levels.
So I am putting the pet's dodge/deflect amounts in their character files directly for now, I will have to keep an eye on otherskills that might not be working as I intended going forward.
Some can't be helped as I would have to, for example, make 20 different copies of the bear's stomp attack which is leaning towards not worth the effort.
I can't know if pet skills that are applied when the player adds points to their skill modifier are also affected this way.
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So I am putting the pet's dodge/deflect amounts in their character files directly for now, I will have to keep an eye on otherskills that might not be working as I intended going forward.
You shouldn't do that unless you're really sure it works. The manual in ...\Titan Quest Anniversary Edition\Toolset\guide\database\dbr_monsters.md.html states that
"characterDodgePercent / DeflectProjectile
Chance to dodge melee or projectile attacks (up to a cap of 80%).
Usually granted by skills or items. Likely bugged if entered as inherent ability.
Use these passive skills like instead:
records\skills\monster skills\defense\dodge_1%perlevelx100.dbr
records\skills\monster skills\defense\dodgeprojectile_1%perlevelx100.dbr"
Same for
"characterOffensive/DefensiveAbility
These may be bugged. → Use Dexterity to adjust a character's combat skill.
Also increases via difficulty bonuses."
If they didn't even care to fix the engine, it may not work.
Maybe +2 all skills can do this kind of weird stuff as it also increases item skills. I don't see how +X to Hunting would affect the pet though, as the skill is not in the mastery tree.
My theory is that the tooltip bugs out and displays double the bonus instead of just the bonus (so it would take +2 to all skills and display as if +4....). A general way to put it is if you have skill Level X (as a base) with +Y bonus to skill, it will display X+2Y level in the skill tooltip, instead of X+Y. I've seen that on Bolt Traps default attack skill. I'm not sure if it's only a UI bug or also the game calculates that way.
You'd need to expand the skill levels over very large windows (at least 100 or even 1000) so that + skills don't really matter.
One of the biggest offenders is the pet scaling skill. In vanilla it has up to two levels (lvl 0 in Normal, 1=Epic, 2= Leg), so you may easily end up with Legendary levels in Epic. I've put two separate skills of maximum level 1.
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Thank you for this info, I never saw that "disclaimer" on the fact that the character bio entries aree bugged and they just let you know. "Um..I probably should have told you earlier" TQ devs probably.
I've been using the couple hundred level method for awhile with my global boss/hero/champion passives.
Good point about whether it's a UI tip bug or if the passive skills are actually being boosted by +skills. I don't know that Hunting pluses were boosting it or not, I can only say what I saw.
So I guess I will remove the character bio - character ability values and create a 2000 level dodge skill for pets then. Fun times. :))
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Okay, I finished implementing the 2000 level dodge skill for pets and entered it in their files.
Boot up the game and what should say 24% says...6%. And I'm looking at the files in the second monitor. Sigh.
More evidence that the UI is lying. Oh well.
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I can't seem to extract the .tex files for the XPack4 meshes. MeshView works but my TextureViewer just errors. Little help?
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I can't seem to extract the .tex files for the XPack4 meshes. MeshView works but my TextureViewer just errors. Little help?
The old TextureViewer doesnt work on the newest expansion (work until xpak2 or half of it), i wil send you the new version soon.
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I can't seem to get the TextureExport to work, but the drag and drop one I downloaded from @nargil66 tool thread. I only need it for EE textures, so the extra effort is tolerable I guess.
Now that I've started Neidan dev, here's what I have so far:
Summon Dragon
Dragon Elemental Breath
Dragon self buff
Changed terracotta to a stationary pet like Warfare's banner skill (edit: it's a fusion of Battle Standard and Monster Lure in one skill), it starts with a taunt aura and the next modifier gives the taunt skill a debuff to enemy's elemental resistance and slows their run speed a little. the last modifier gives it a party buff that boosts intelligence and absorbs vitality and poison damage.
The first potion buff also adds a petbonus with life regen for pets. I copied all the convergence potion buffs and added pet bonuses to them, the templates don't have a Bonus Life slot, so it's just regeneration.
Is it me or are the convergence potion bonuses too short lived for the investment in skill points?
https://www.youtube.com/watch?v=3AX0XCsoo8w
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BG, if you need more ideas for Neidan, i found a nice (and short) book on the matter:
https://mega.nz/file/BHATEbTI#HTQfgygUmxlvAgSb9cZLJmkDX1o05fUq8kEZOP609aI
I'll try to break it to basic concepts in the next days and make a short summary.
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Is it me or are the convergence potion bonuses too short lived for the investment in skill points?
I think they're too long (or the chances are too high) because you can cumulate the bonuses. It can become overpowered when several of them overlap.
Note that the duration in TQ Calc is outdated, it was 6s, now it is 30s. I think the duration in the base pointer skill (convergence.dbr) is what shows in the UI, but it's just for display. The real numbers are in the buff skills. Hence the comment made by the devs "Tweak: Cut Wu Tao (=essence skill) & lowered chance & entered real duration (30 - from buff)". So all the skills need to have the same duration.
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Thank you @soa, I haven't played Neidan at all so this has been my first blush. That and I don't usually go past normal difficulty if I can help it...maybe act 1 epic for fun.
Makes sense, so I am trying to increase the duration from 6 seconds to 45 at +10 to all skills in the potion buff copies I am using. Placed the same duration in the main file for UI display, so it's all good.
Made the Sand Wraith Lord into main and ghost forms today and I found and re-added my ghost sand wraith obelisks from an old mod. I reduced the health of the Sand Wraith Lord and second form by 30% so it's not such a two boss fight, though it actually is.
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Neidan updates:
Convergence was crashing the game to desktop with it and the potionbuffs moved and changed in my mod skill directory. So I restored the skill to the XPack4 directory and used the potion buff files from the XPack4/misc directory and it stopped crashing. I've only updated the skill to +10 over max and added a petbonus to all the poton buffs and it's not crashing to desktop so that's a good thing.
Made Aura of Tranquility a party buff and nerfed the damage absorption. Also gave party members a minimized particle effect as the main one is pretty garish when there's multiple on screen.
Made Shen Pao projectile into a mine. Still plays the same as far as hitting enemies with it. I reduced the cooldown so you can have 3 or so out at once and ambush enemies.
Chi Realignment is now an attack_chain template like Sands of Sleep with increasing amount of targets per level. Also re-colored the lightning texture to red and yellow.
Reverberation has a chance to do either burn, frostburn, or electric burn instead of just burn.
Added @nargil66's new caravan/inventory expansion mod and it looks and works FANTASTIC. :))
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Added a new skill line for Neidan.
Just for fun I decided I wanted a mage bow user. So I added a requirement reduction skill for bows and spears (mechanically can't just use bows had to include spears oh well).
Added a skill that converts physical to elemental damage and increases attack speed and projectile speed for bows only.
Added a ternion clone RMB skill for bows that shoots 6 arrows then added a modifier skill that adds and boosts elemental damage.
I think it's a lot of fun. The total damage nerf from ternion was a necessary thing I think, you can fire it point blank so with good enough equipment and maybe some skills from Hunting or whatever you could make this a boss killer if you can take a few hits standing toe-to-toe I guess. It would still require a heavy point investment so that just makes it like any skill line like Onslaught or Marksmanship.
I just like the crowd control and mowing down mobs from a distance. And it's not a staff skill so it's kinda fun and different. Storm + Neidan bow user just shooting elemental damage with consequences into a mob...
https://www.youtube.com/watch?v=J5BJVYr7uzc
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Looks fun! Reminds me of the throwing knife skill in old LoC, i remember having a blast with it hehe.
An idea - i remember you had a Phoenix-themed skill in some older version (similar to Death Ward), maybe it can fit Neidan.
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I flipped the bit for ranged one handed with this skill too. Why not?
As far as Act 6, I don't think I'm going to spend a lot of time there. I added the boss/hero/champion buffs and fixed the file paths in the items for +skills but I still haven't played that area, so I don't want to make any changes of course.
Also, I'm really not interested in any of the dev easter egg areas or the hardcore dungeon right now, those are kind of the opposite theme to what I like to do. If I wanted the hardcore one-against-many challenge I would just play the base game.
I've got up to Disruptor ordnance amulet summons, which is 3 terracottas summon with a self-destruct skill where they explode like a Poison Gas Bomb.
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I dont think act6 bosses are like in the base game , except maybe for the Ten Suns final boss. I feel they are purple quest monsters , if you know what i mean. I only play it once eh, im not the best person to talk about it as well!
Hey, i remenber in act6 it have a Mounted Terracotta hero, it could appear as well in Orient ;D
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I went through the EE creatures with viewer.exe and that is one of the meshes that I can't see, it's just some attachpoints floating in air. Is it on a horse?
I was looking at the viewer today because I am using the attackable tree mesh today for vultures, crows and dryads and I noticed something. The idle animation for the Dark Obelisk in the montershrine.anm is 100 frames long, that's like more than 3 seconds. I think this is how the game decides how often Obelisks summon minions. Does any database setting affect idle animations? Like run speed or even total speed? I don't think so but someone else might have seen something.
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I went through the EE creatures with viewer.exe and that is one of the meshes that I can't see, it's just some attachpoints floating in air. Is it on a horse?
I was looking at the viewer today because I am using the attackable tree mesh today for vultures, crows and dryads and I noticed something. The idle animation for the Dark Obelisk in the montershrine.anm is 100 frames long, that's like more than 3 seconds. I think this is how the game decides how often Obelisks summon minions. Does any database setting affect idle animations? Like run speed or even total speed? I don't think so but someone else might have seen something.
(https://i.imgur.com/lruWApF.jpg)
Ive been adjusting animation on 3ds max, but i think in the animation dbr you can speed the animation by increasing the numbers : "UnarmedAttackIdleAnimSpeed" if is 1.0000 to 3.0000 for exemple i think (?)
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Oh those look pretty cool, thanks for the pic!
Yeah, setting the animation speed in the animation file works fine, but since so many Obelisks share that file, I was hoping I could set the idle animation in the monster file but I guess I can just copy the anm file and set different idle animations there.
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If you want i can make a new animation by reducing the frames of the idle animation, to make it shorter.
What would be the spot ? 10 or less ?
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Oh no, it's okay and I appreciate it especially since I have no idea how you do that. I was only wondering because it would be nice to have some Obelisks summon faster than others with a setting in the monster file.
But if that's not possible, I can just use the animation speed setting myself which is pretty much the same as having custom animations without the extra work.
I have my item skills for the new Neidan ordnance done up to Hermit. It's slow going.
If anyone wants to pipe up with some ideas for the remaining Neidan class ordnance skills I would like that.
I was watching an old video for the Ragnarok version where nargil66 played without pets, so if the skill for an ordnance amulet would be better being a player skill instead of a summon, that's something I would like to hear as I only play summoners myself. :))
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Which Ordnance are done and which remain? I can try help with ideas if something comes to mind.
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Well, today I made the skill for the Monk ordnance, and since I had taken Kung Fu myself many years ago, I thought that a skill that bolsters strength, health and total damage would make sense.
For Pilgrim I added a skill that casts on enemy death and does elemental, pierce and bleeding in a 3m radius.
Ha ha, I tested it in Sparta on a dummy and wondered "why isn't this triggering?" it's an onenemykilled template skill lol
EDIT: So I wanted a skill that explodes where the enemy was at range. So I used a SKill_ProjectileAreaOfEffect template, I don't know if other templates work so whatever.
In the projectile unlike Squall the FlightFx don't work, I had to use projectileImpactFx slot in Projectile Effects in the aoe projectile itself
So I have Spiritualist and Wu left I think
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I wish you could increase a buff by killing an enemy multiple levels, but it doesn't look like that's possible.
I was thinking of turning Runemaster's Sacred Rage into Berzerk Rage that activates on kill, just nerf the duration or whatever. I think it fits the berzerker trope aesthetic better than low health trigger lol
Just wish it got stronger per kill though like a charged linear skill like Onslaught, oh well....hmmm, could a charged linear work? Just bump up the charge duration?
EDIT: Nope, of course not. Oh well. Still, a buff self duration should work, right?
EDIT: Yeah, buff self duration on enemy killed works fine.
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Changed Sacred Rage into an onkill template skill.
Frustratingly, neither the skill template or the buff skill it calls on activation seem to respect any cooldown values. It will activate based on the chance to activate and that's it. So I had to set it low (7%) just to have any time between casts. Really frustrating.
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Will you be adding extra content like the pirates cove to this mod?