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Messages - Bumbleguppy

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1
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 09 February 2019, 23:22:55 »
I can't speak for nargil66, but when I think that I'M the biggest modder just makes me sad. My God, I'm a 55 year old hobbyist for crying out loud. I will never make a mod that isn't pet specific, ever....I am aware how narrow my focus is.

WE NEED MORE MODDERS! :D

2
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 09 February 2019, 21:42:20 »
Yeah, I probably will but only because it's my favorite hobby tho :)

3
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 08 February 2019, 00:54:16 »
Maybe they just made new game with new map, so you might have to work on your mod there after version 2 is finished :)

That would be awesome tho

Yeah, suddenly I am hesitant to put a lot of energy in this mod

4
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 07 February 2019, 19:39:25 »
I'm okay with content changes, I can just re-decompile the game map and add the relevant map levels individually. Not easy, but doable.

What is intimidating are things like:
changes to the formulas that determine damage/defense. That would mean reworking all the pet/plaer damage output.
quest changes. Mostly because how do I know? I have to spend days comparing the files one by one. THe changelog will probably help.
subtle monster controller changes.

Well, anything subtle as that means reviewing each game database file individually.

I wonder if there's a file difference utility that people like me can actually learn to use? Then I can just do a scan on the existing database files versus the new database files. Have to look into that.

EDIT: Oh, Winmerge is still going strong, I downloaded the latest stable version.

I was just daydreaming, what if Shieldmaiden was like Wolves? Like you could summon 2 and then 3 at uber?

Adding addtional summons is easy, what's going to be hard is rebalancing the damage and defense. Yeesh.

5
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 07 February 2019, 16:17:28 »
https://steamcommunity.com/app/475150/discussions/0/1776010325116361217/

Looks like there is a new patch on its way.

Wonder how much I will have to change to get my mod to work after this?

6
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 05 February 2019, 03:27:27 »
ShowStatusWidgetWhenPet = 1

I dunno, man

EDIT: Started new rogue, no issues... <shrug>

7
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 05 February 2019, 00:01:50 »
I'm tempted to put a hero/boss in the Cyclops pool just for epic and legendary though.

8
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 04 February 2019, 19:31:19 »
Ugh. Fine.  ::)

I took ALL the loot magical affix tables and duplicated them into two new directoryies. I then used a text search and replace to equalize all the affixes to have the weight of 10. All prefixes and suffixes in those new directories have the same chance of spawning on an item now. 9,900+ entries.
You can see how if I didn't have a seach and replace tool I would never have attempted this. Imagine changing all those 9,900+ entries by hadn one by one.

Luckily, the delphi quest merchant has his own loot table directory. I can't see why, it points to the same tables as all the other merchants using a different table. ? Anyway, I used a search and replace tool to change the file path to the affixes to the new prefix and suffix directories.

So the delphi quest merchant now spawns NO white items and ALL suffixes and prefixes have equal weight.

That's all I 'm going to do.

EDIT:
Well, maybe a little more.

I moved the blacksmithand his house back and expanded the map area up into the hills behind the original position.

In a clearing before the blacksmith's house is a guaranteed spawn of the hardest Cyclops for that area.

And an additional spawn of the toughest Centaur pool as well.

EDIT:
Okay, just one more thing.

I added all normal unique items with 1/8 chance to spawn in the inventory for the epic version of the Blacksmith, same but with all epic unique items for the legendary blacksmith.

9
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 03 February 2019, 01:18:51 »
Uber Easter Egg creatures are of the "Common" classification. That easter egg monster was worth 1000xp.

10
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 02 February 2019, 18:31:10 »
Arachne's controller is the vanilla controller from the very first release of Titan QUest. I haven't changed it.

The GHost Pirate Banner grants nearby allies damage absorption and adds vitality damage to their attacks.

Dream's Premonition has no pet bonus.

11
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 31 January 2019, 21:36:55 »
Oops, they still had their attack skill from the Nature mastery file in their config attack slot, not the one from Hunting.

Over level 20 is okay.

EDIT:
Finally traced the bug with the Skeleton Archers. Two things actually, one the path to the bow attachment in the mesh was misspelled. tw: I tried to use the "prop" template and select the "L Hand" attach point didn't work. Changing them to a "weapon_bow" template did the trick.

12
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 31 January 2019, 00:13:48 »
The path blocking in the Dvegr halls was caused by a "feature element". That whole little rectangle with the stairs and lowered center area is one big mesh you place in the map.

For some reason, it has now refused to knit witht hte regular floor mesh and there wasn't any way I found to get it to work the way it did before I rebuilt the map.

So I removed the feature and replaced it with regular floor tiles.

This kind of thing really sucks the enthusiasm and fun out of development.

EDIT: Added Dvergr caravan to the Dvergr forge area

13
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 27 January 2019, 23:37:48 »
That gave me an idea. The Beekeeper gives you a pot of honey! The honey has a skill that grants +20hp/sec health regen for like 10 seconds.

Also: Bears and bee Swarms have a chance to drop Honey Pots.

And people will ask me: Hey, why doesn't the Sweet Honey have a pet bonus?

And I will answer: Why in the heck would I ever share my honey? :D

14
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 26 January 2019, 19:12:00 »
They can cast Call of the Hunt

15
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 24 January 2019, 21:29:48 »
Oh my, don't take my word for it. I've never been able to do it myself.

But it stands to reason, I mean look at the forest after the great wall. The trees are only noted as their impassable bits. It totally looks like the thing was touched up after the map was built.

I imagine you would have to use the archive tool directly. I've tried adding the old labyrinth map by overwriting the mini-map .tga in the Art Manager, but that didn't work.

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