Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bumbleguppy

Pages: [1] 2 3 ... 24
1
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 02:53:03 »
I moved the proxies there to prevent that from happening

lost souls are undead and ghosts yes...they are like some kind of zombie ghost

I buffed the fungoid brutes a bit, but they are technically much stronger and better armored and have more life than regular fungoids. You are just a brute killer :D

changed the sprites to demon

2
Ideas and Suggestions / Re: Version 2 Development LOC
« on: Today at 02:48:39 »
Added 3,5,7% Energy Leech resistance to the Beggar's Homes quest in Memphis.

Added 3,5,7% fire resist to the Lost Brother quest instead of flat skill point.

Gave the skill point to the staff of khufu quest.

added 3,5,7% cold resist to the giant yeti quest

added 3,5,7% lightning resist to the d'ohist mage quest



Question, as I haven't completed many side quests in act 5.

Is there a quest that grants you a choice of racial defense?

According to the quest skill tree in the x2pack, there is supposed to be a whole bunch of racial defense skills as a reward for the cauldron pieces quest. The quest file simply gives you some xp and a crappy staff though.

The quest skills are specifically named xsq24 which is the cauldron quest, named xsq24 in the quest files.


EDIT:
I updated the "surrounded promethian" quest a little. You now receive one unique item from act 2 for each difficulty.

However, I created a giant duneraider assassin miniboss you have to kill first.

I also expanded the little area to give you more room to run away:


The yellow circle is where she used to stand, the red circle is where she is now waaaaaaaayyy back there.



3
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 15 December 2018, 21:46:48 »
I think I could replicate the forge quest for the Delphi secret shop. I could just remve the merchant qualities and maybe make a new quest to go get something in act 2 or a new dungeon he gives you a key to.

But it would be a matter of copying the quest that controls the forge quest in act 5, I just have to copy it and change a couple things.

4
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 15 December 2018, 21:32:17 »
Thank you for this mountainblade, helps me keep track.

I have added +5%, 7% and 10% bleeding resistance to the act 4 Create a Diversion quest where you defeat the Melinoe Blood QUeen. (She stil needs some buffing)

Added +3%, 5% and 7% energy leech resistance to Egypt's Beggars Homes quest and removed the yellow ring reward so you still get an arcane formula and the resistance as well.

Ill keep everyone updated as I go.

Oh and mountainblade, what do you mean by "heal bonus" as opposed to flat HP? Like a permanent health regen bonus?

EDIT: Something I've wanted to do for years....instead of taking the staff to the corrupt power hungry high proest in Memphis, why not have an option to take it to the beggar and give it to him? Vive la revolucion! :D

Then when you talk to Zazamankh again he screams and attacks you ha ha!

Then on game load, the old beggar is now standing where Zazamankh was before! ha ha

And you could still do it by giving it to Zazamankh...say getting a intelligence boost, or if the beggar getting a strength boost or something.

5
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 15 December 2018, 20:04:13 »
Okay, quest update so far.

Olive branch quest gives +3% elemental resistance in normal, +5% in epic and +7% in legendary.

Skeleton Raider Brothers quest in Megara gives +5% vitality resistance in normal, +7% in epic and +10% in legendary.

Xanthippus staff fetch quest gives +3% poison resistance in normal, +5% in epic and +7% in legendary.

I added tags to teh initial quest dialog in the "reward item text" slot that describes the different values in each difficulty. The final quest journal entry includes a disclaimer describing the rewards for every difficulty since I can't change the journal entry based on difficulty in the quest editor to my knowledge. Just the one global journal entry for all difficulties.

6
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 15 December 2018, 19:59:11 »
Yep, the Melinoe sword had that text in the level requirement slot, too.

So I did a search and replace for that text and replaced it with "0". If that was the problem, it isn't any more. :)

7
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 15 December 2018, 18:28:45 »
I think I will start overhauling the existing quest rewards for this today.

This means that existing alpha tester characters quest rewards will go POOF. Oh well. I figure sooner of later, everybody is going to hate me anyway, why not today?  >:D

8
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 15 December 2018, 18:25:56 »
Maybe, but not the obvious maybe.

Back in the day a long time ago, I downloaded a template mod where someone (can't remember who) updated all the template parameter information flavor text for all the templates. In the art manager, you could select View --> Descriptions and the flavor text the modder implemented would show in a column next to the parameter names.

In a couple, he placed the flavor text in the default value by mistake.

Both these items had flavor text descriptions in the template level requirement value slots.

Maybe some change in AE engine vomits when it sees "Level requirement for item" instead of a number? I removed the offending text from the items, that's all I can see that's different in these two items right now.

Took time today to add mystery shrines to act 5. I had just put in some from other acts, but I created all the shrines needed for all of act 5.

While I was at it, the loot shrines now have a guaranteed unique drop for that act and difficulty.


As for the mastery +%damage per level, there isn't any fractions so it goes from 11 to 11 to 12 to 12 to 13 to 13. Imagine +60% damage for level 100, I don't think so.

9
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 15 December 2018, 16:22:42 »

Tagnotfoundskill from a shrine ( i belive it was necromancer ?) inside of that tomb
Fixed, thank you.

-Anouran MI ( bramblewwod bow and Mbuti advocate) cannot be sold
There is no setting in ArtManager that would allow me to set a bow or spear as "cannot be sold" that I am aware of.

I would have to set it to "quest" in the actor variables I think. Which they are not. I have no explanation for this bug.

-Warfare mastery at lv 45 lost physical damage bonus, is this intended ?

I don't understand. Here is the actual physical damage boost for warfare mastery per level, all 100 levels:
0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;0.000000;5.000000;7.000000;9.000000;11.000000;11.000000;13.000000;14.000000;16.000000;17.000000;18.000000;20.000000;20.000000;22.000000;23.000000;25.000000;26.000000;27.000000;29.000000;30.000000;31.000000;32.000000;34.000000;35.000000;36.000000;38.000000;39.000000;41.000000;41.000000;43.000000;44.000000;46.000000;47.000000;48.000000;50.000000;51.000000;52.000000;53.000000;55.000000;56.000000;57.000000;59.000000;60.000000;61.000000;62.000000;64.000000;65.000000;66.000000;68.000000;69.000000;71.000000;71.000000;73.000000;74.000000;76.000000;77.000000;78.000000;80.000000;81.000000;82.000000;125.000000

level 45 = 11.000000;

Again, I have no explanation for this.

-oh my, i could defeat King Dorus, but he is very very deadly , even with capped lighting resistance, i think the wisps he summons deal alot of dmg, not sure

Well, I guess I could increase the loot ha ha :D

10
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 15 December 2018, 16:12:40 »

I found the balance to be much better than in previous version - I think due to a lot less stun from enemies. It hasn't been easy, but few things have felt impossible. (Gorgon slayers in acropolis out regen my damage, Glorburg boneraiser ratman hero shotgunned me like crazy with his staff.) not sure if you want the mod to be easy enough to beat without pets but I am enjoying it. The added character levels and post 40 bonuses will likely go a long way to make no pets possible.

Hmph. You sound like one of these people with well thought-out, practical ideas. Oh, and your personal hygiene is probably above reproach.

Well, I don't need you! I have a better idea!

Since the Slayer buff is loosely based off Hunting's Herbalism and meant for poison resist, I simply changed the life regen to the same amount as the poison damage from Rogue's Envenom  Weapon. Also added a poioson resist boost per level as well.

Will the olive branch collecting quest be coming back? Or was that the effort that utterly broke your spirit and left you as an empty shambling husk where once a man stood?

Quests that have rewards that permanently affect your character are always 10x more satisfying and rewarding than exp and gold. Not sure how difficult it is to switch up rewards but I have... thoughts on the matter.

I probably suggested this before but getting random resistance from the proper offering can be really irritating (fire resistance as an earth character!) instead of 5+7+ 5(all) i suggest 2(all)+3(all)+5(all). similar amount and more balanced. If you want to give psn resist to characters i would say add similar amounts to poisoned spring reward or xipphuluis the healer. If you really want to go crazy, give poison resist to poison spring in lieu of HP, and then add small hp rewards (5-10) to lots of different sidequests, to really encourage completionism. As I understand it quest bonuses are just questtree skills getting points added to them, so it would be possible to increase them by these smaller set amounts, correct?
That's just my thought as I sometimes zip by sidequests that arent on the main road if they only offer exp and gold. (skeleton raiders I am looking at you)

Yeah, the random reward is also extremely overcomplicated in the ArtManager and Map and quest file. There are literally FOUR proxies in the map for Arachne.

Simple elemental resist would be SO much less complicated.

Xanthippus could have the poison reward. Especially since Goblinsnatcher is in the same cave.

The Skeleton Raiders and Salt Mine quest in act 5 could offer some small vitality resistance.

The Melinoe Witch quest in act 4 could offer bleed resist.

11
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 15 December 2018, 00:27:41 »
I liked your toned down version of shield recovery from the previous version, but would suggest sticking in the adrenaline tree like underlord had it. Give that tree more of a reason to live.
Oh okay, never thought of that. I had it in the Battle awareness tree. Okay.

EDIT:
Okay, put Quick Recovery at  tier 3 as a modifier for Adrenaline. I added the cooldown of Resilience to it as well and moved Defensive Reaction back to tier 5.

I removed one of Shield Maiden's passive proc shield skills and just made her nerfed version of Pulverize her only shield proc she gets at level 8.
 
I nerfed her passive base resists a bit.

Also removed the elemental resist from her defense modifier skill and substituted fire & cold, she still has her lightning vulnerability this way.

I was playing around with Shield Sling and it was way OP. So I nerfed it and gave it a cooldown. I forgot I had it set to 1 second for testing. Increased the mana cost.

12
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 14 December 2018, 16:12:01 »
BlackSerpentSun suggested that Quick Recovery would be better as a passive in the Battle Awareness tree.

I only play full petmancers so it doesn't make a difference to me either way, I just assumed ppl would like a "boss killer" button like in vanilla so I kept it as a toggled buff.

What do you think?

13
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 14 December 2018, 15:55:38 »
How i can acess the new dungeon in mongolian plateau ? its related to djiin quest ?
Yes, though it isn't finished by far.
The key from the end of the Djinn quest should open it, if I have got that far...I don't remember.


i ddint saw any weapon, but its the only one i found, forest of ancients
Too bad, that was supposed to be a MI staff, but I hadn't imported it yet. Fixed.

This area, after leaving the temple of marduk, you can walk into the river and exploring this area, that shouldnt be acessible, unless it could be a extra area :)
Good idea, thought of that myself but the map area is too small and I am getting tired just thinking about adding extra map sections to expand it. I re-painted the no passing tool over that area and rebuilt the map sections and pathing. That should fix it.


i notice some fire sprites ( bigger ones) dropped champion hearts, they are tagged normal.
Fixed

I didnt found any abyssal liches in wusao, maybe i was lucky (?)
Lucky. None of the liche sproxies have a 100% chance to spawn, so you just rolled lucky numbers. I increased the chance for the proxies to run while I was checking though :)


-Master automatoi~champion could be tagged as champions
I could swear that you were the one to suggest that in the last version lol, fixed.

While I was checking, I added dual wield animations and made the olympus master automotoi dual wielding swords.

14
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 14 December 2018, 14:57:51 »
Hello ...

Either i have soooo many Bad Luck ...  :-[ ... OR are now ALL the Chests = Blade-Traps ??  :o ::)

In my Opinion there are to many Traps in the newest Version ... Faster kill as i can see  :'(

Best Regards from Wolfgang / Germany

Ha ha, no you don't have bad luck

One day earlier this week, I was testing traps and set the spawn rate to 100% in normal Greece so I could see traps in game. I forgot to switch the number back to a normal trap spawn rate.

I was wondering the same thing while playing and I thought "OH NO!" and here we are, you have the version with 100% chest trap spawn rate.

It will be fixed next upload.

15
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 14 December 2018, 02:22:03 »
Ritualist robe had a bug in the formula where the text in teh editor is just too small for me now. I need new glasses. So I manually selected the file from the file picker instead of trying to fix the typo.

Fixed the rings, I had the flavor text already, just neglected to add it to the quest item when I was making them.

Fixed the templar petbonus, it was pointing to the v1.1 version. Pleas let me know if you see any missing petbonus on Ordnance items. There may still be bad file paths and I don't know how to search better than the regex "petbonus_0[4-9]{1}\.dbr". THe Templar was pointing to petbonus_07.dbr, but there aren't any others with that particular bug.

If an item skill has blue text, then that means it has to be assigned to a hotkey slot as it is manually activated. Once you do that you can see the skill via the tool tip like any skill.

If it says "grants skill:" and then there's nothing, that's a bug.

Yeah, I am slowly adding the environment skills for burning wagons etc. so don't stand near fires.

Fixed that one Terra Cptta, it was a bad animation file reference.

Pages: [1] 2 3 ... 24