Author Topic: Version 2 Development LOC  (Read 21608 times)

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Offline efko

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Re: Version 2 Development LOC
« Reply #435 on: 05 December 2018, 18:07:31 »
ANybody remember Munderbunny's mod Underlord?

He had a special system where an aura appeared in boss locations in epic and legendary that nerfed your dodging and life leech and manaleech resistances. I spent a couple hours implementing that system today. -33% dodge in epic and -50% in legendary. -25%  and -33% leech resistances.


Ok, just registered to tell this one to you. Munderbunny implemented this system in TQ:IT to remove boss cheese through 100% dodge that was real in TQ:IT and was capped at 80% in TQ:AE. So I'll suggest not to remove the aura debuff but slightly nerf it for now. Also I'll hope you won't forget to increase aura ranges from standart ones. At this moment just going through old Legion of Champions, if I'll have any more suggestions I'll right them up here.
Welcome to the forum mighty hero  ^-^
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Offline MedeaFleecestealer

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Re: Version 2 Development LOC
« Reply #436 on: 05 December 2018, 18:17:45 »
Welcome to the forum BlackSunSerpent.  :)

Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #437 on: 05 December 2018, 19:42:34 »
OMG, I totally forgot that the dodge was capped in AE! Thank you for reminding me! :D

yeah, maybe something like -15 epic, -20 legendary, is plenty

EDIT: The Life Leech resistance and Mana Leech resistance aren't debuffed by playergamebalanceattributes in AE, so I think I will still nerf those resistances as well
« Last Edit: 05 December 2018, 19:47:54 by Bumbleguppy »

Offline BlackSunSerpent

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Re: Version 2 Development LOC
« Reply #438 on: 05 December 2018, 20:39:41 »
Thanks everyone, I'll hope to stay here for as long this game continue to live  ;D
Also about Underlord, your mod was the second that gave me this feeling for a better expereince in Titan Quest after I played underlord so it's nice for me to help you as I can.
« Last Edit: 06 December 2018, 19:21:19 by BlackSunSerpent »

Offline BlackSunSerpent

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Re: Version 2 Development LOC
« Reply #439 on: 06 December 2018, 19:21:42 »
Ok after cheking all changes I see that's it feels more and more like whole new mod with some parts of old concept. As I'll looked through skills have this suggestions, maybe they will be too complicated or wrong for your point of view so I appologies for this right now.
Storm - Freezing blast - just useless in 99% time as it was in original game, IT, AE and Ragnarok.
             Summon Wisp - rename to Summon Storm Wisp.

Dream - Sands of Time + passive. Maybe need slight buff or decrease in point's needed to get maximum of it.

Spirit - Spirit Bane - nice effect, too situative to encourage point investment.
           Enslave spirit - cool ability but has no use at all, maybe rework?

Warfare - Dodge atacks - no bonus for pets, maybe some of it?

Defense - Shield Charge - Maybe replace with batter and redo slightly batter passive bonus?
               Battle Awarness -  combine with quick recovery or maybe made quick recovery passive like it was in 1.1?
               Disable - add bonuses to Shield Sling - the more the number of special atacks it's harder it get's to use them all as we can't contoll them in any way for being passives.
               Shield Clang - maybe reduce cooldown a little bit?

Nature - Call of the woods:Regrowth -needs new name, confusing.
             Refresh - maybe it's possible to make it as passive to prevent cheasing in some situations as it always been.

Runes - Sacred Rage and it's passive - nice touch but from my expirience in this game there's never a reason or chance to remain this skill active, in any time it's better to heal with potion, maybe full rework?
            Rune of Life - maybe add radius to buff all the pets?

Hunting - Wood lore - no pet bonus?
               Herbal Remedy - maybe add a radius too.

Rouge - Maybe we can hope for return of Calculated Strike for LMB as it was in original game? It'll be nice I think. Maybe change icon on Sneak Attack to that Letal Strike had previously?
   
That's all for now.

Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #440 on: 06 December 2018, 20:05:10 »
Storm - Freezing blast - just useless in 99% time as it was in original game, IT, AE and Ragnarok.
             Summon Wisp - rename to Summon Storm Wisp.
Changed skill name to summon storm wisp, thank you.

To be hones, I have never used Freezing Blast ever. But I thought I was the only one so I just never touched it.

What it had a lower damage resistance buff and gave a -%  nerf to cold (or elemental) damage resistance?

Dream - Sands of Time + passive. Maybe need slight buff or decrease in point's needed to get maximum of it.
Okay, I made Snads of sleep level 8/18 and nightterrors levels 8/18. I kept the same damage range so it just takes less points to get there. ALso took some of the lightning burn damage from nightterrors and made it slow life (vitality damage over time) so it does both damage types now.

Spirit - Spirit Bane - nice effect, too situative to encourage point investment.
It is best used for the third skill modifier "Soulblade" that grants vitality damage and ADCtH.

           Enslave spirit - cool ability but has no use at all, maybe rework?
I wouldn't kow how, I have never used the skill....and with monsters getting levelled over 75 in act 5 legendary, it would not be useful late game at all if I understand how the skill works by comparing player and monster levels for success of conversion.

Warfare - Dodge atacks - no bonus for pets, maybe some of it?
Sure, okay.

Defense - Shield Charge - Maybe replace with batter and redo slightly batter passive bonus?
               Battle Awarness -  combine with quick recovery or maybe made quick recovery passive like it was in 1.1?
               Disable - add bonuses to Shield Sling - the more the number of special atacks it's harder it get's to use them all as we can't contoll them in any way for being passives.
               Shield Clang - maybe reduce cooldown a little bit?
I will have to consider this for awhile.

Nature - Call of the woods:Regrowth -needs new name, confusing.
             Refresh - maybe it's possible to make it as passive to prevent cheasing in some situations as it always been.
So a passive skill that simply adds %cooldown reduction?

Runes - Sacred Rage and it's passive - nice touch but from my expirience in this game there's never a reason or chance to remain this skill active, in any time it's better to heal with potion, maybe full rework?
I haven't played RUnemaster very much, and I never play melee because I can't. I have bad hand eye coordination that's why I make pet mods.
I will have to look into this and think about it.

Hunting - Wood lore - no pet bonus?
               Herbal Remedy - maybe add a radius too.
So a timed party buff like Rally? Yeah, okay.

Maybe change icon on Sneak Attack to that Letal Strike had previously?
Okay.

EDIT: I decided to make a custom button from teh Rogue skill panel picture of the guy backstabbing the Satyr.

Rouge - Maybe we can hope for return of Calculated Strike for LMB as it was in original game? It'll be nice I think.

Only if I can make it a charged linear like Onslaught. Call it "Shadow BLade" and it has a chance to do mana burn.

I can remove Riccochet skill and Lucky Strike move from Sneak Attack tree. THat would free up two skill slots.
« Last Edit: 06 December 2018, 20:34:54 by Bumbleguppy »

Offline BlackSunSerpent

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Re: Version 2 Development LOC
« Reply #441 on: 06 December 2018, 20:41:11 »
Wow, that's awesome ideas you got from my little points that I found digging up in to the trees. Shadow Blade skill not only sounds nice but will be good damage boost for shadow based clasess.
About refresh - yes, just make it passive that ads cooldown reduction, coz it's real to get more of 100% uptime on some crazy powerfull skills like Battle Standart, Colossus etc. About Enslave spirit, maybe just remove it completely, or change into some new skill of your liking? I bet no one ever use this skill in their playthrough eather. So, about Freezing blast, maybe nerf to cold damage will get the deal, but skill still may be very weak, when you change it i'll do more testing. If i'll get more from my head and playthrough in old and new LoC I'll give some more suggestions. Also I still need to remind myself that you have not implemented all the stuff that you wanted.  ;)
Oh, and maybe add pet bonuses to Lucid Dream passive tree as well?
And remember I have no idea of what you have planned for pet bonuses, just checking that was perfect in 1.1 LoC :)
« Last Edit: 06 December 2018, 21:38:18 by BlackSunSerpent »

Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #442 on: 06 December 2018, 21:59:42 »
OKay, I will look into pet bonuses for Dream passives.

Here is what I have in mind for Shadow Blade:

Charged Linear like Onslaught: 6 levels, 16 ultimate with +10 to skills.

I took the flat pierce damage which hits every 4th hit and simply divided by 4:

Flat Pierce: 8.000000;10.000000;12.000000;14.000000;16.000000;18.000000;20.000000;22.000000;24.000000;26.000000;28.000000;30.000000;33.000000;37.000000;42.000000;48.000000;55.000000;63.000000

The thematically for my Shadow skills, I added a chance to do mana burn:

offensiveManaBurnDrainMin: 5.000000;6.000000;8.000000;9.000000;11.000000;12.000000;14.000000;15.000000;17.000000;18.000000;20.000000;21.000000;23.000000;24.000000;26.000000;27.000000;29.000000;30.000000

offensiveManaBurnDrainChance: 10.000000;11.000000;12.000000;13.000000;14.000000;15.000000;16.000000;16.000000;17.000000;18.000000;19.000000;20.000000;21.000000;22.000000;23.000000;23.000000;24.000000;25.000000

and some attack speed boost:
characterAttackSpeed: 6.000000;8.000000;10.000000;12.000000;14.000000;16.000000;18.000000;20.000000;22.000000;24.000000;26.000000;28.000000;30.000000;32.000000;34.000000;36.000000



Then a tier 4 skill modifier 6 levles/ 16 with +10 to skills Planewalker:

offensiveManaBurnRationAdder (converts mana drained to damage instead of just draining mana): 10.000000;20.000000;30.000000;40.000000;50.000000;60.000000;70.000000;80.000000;90.000000;100.000000;110.000000;120.000000;130.000000;145.000000;160.000000;185.000000


defensiveSlowManaLeech: 10.000000;14.000000;19.000000;23.000000;28.000000;32.000000;37.000000;41.000000;46.000000;50.000000;55.000000;60.000000;66.000000;72.000000;79.000000;90.000000

defensiveManaBurnRatio (situational, right? :) ): 10.000000;14.000000;19.000000;23.000000;28.000000;32.000000;37.000000;41.000000;46.000000;50.000000;55.000000;60.000000;66.000000;72.000000;79.000000;90.000000

characterDodgePercent: 3.000000;4.000000;5.000000;5.000000;6.000000;7.000000;8.000000;8.000000;9.000000;10.000000;11.000000;11.000000;12.000000;13.000000;14.000000;14.000000;15.000000;16.000000

characterDeflectProjectile: 3.000000;4.000000;5.000000;5.000000;6.000000;7.000000;8.000000;8.000000;9.000000;10.000000;11.000000;11.000000;12.000000;13.000000;14.000000;14.000000;15.000000;16.000000

there's like 2 or 3 times in the whole game a monster uses spellbreaker. But I have added manaburn to all shadow based monsters.





Offline BlackSunSerpent

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Re: Version 2 Development LOC
« Reply #443 on: 06 December 2018, 23:06:28 »
Yeah it'll be great, even if spellbreaker is not related to shadow, I think it's suit much better for shadow then spirit, imho.

Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #444 on: 06 December 2018, 23:59:37 »
I implemented and built the skill. Tried it in-game.

Crashed my computer. Not the TQ application to desktop, the whole thing.

No exception log in TQ directory, even windows event viewer doesn't remember it happened.

So I am going to strip it all out and replace it with vanilla Calculated strike.

Offline BlackSunSerpent

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Re: Version 2 Development LOC
« Reply #445 on: 07 December 2018, 00:07:56 »
Omg, that was unexpected thing to happen. Looks like you moded something that even SkyNet could not handle. >:D
BTW, thanks, and now I'm feeling bad for skill that could destroy your work.  :-[

Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #446 on: 07 December 2018, 00:20:50 »
No worries, crashes are to be expected in mods since AE I've realized.

I tested the game with vanilla Calculated Strike and played for awhile with no crashes.

Now I just need to rename the skill modifier for Sneak Attack.

I'm thinking "Sucker Punch" :D

Or "Back Stab"? Nah, "Sucker Punch" makes me happy.

BTW, to any modders, it's pretty easy to have 8 columns of skill icons, just need to change the X coordinates in InGameUI/skills/MasteryX/skillY.dbr s


108
182
256
330
404
478
552
626


EDIT:

BTW, I am restoring the vanilla Throwing Knife and Flurry of Knives skill. Flurry will be level 7 now though.

EDIT:
I decided to play around with Throwing Knife a little.

The projectile in vanilla has a range of 19m.

So I created 22 throwing knife projectiles and set them to 14m range. Then increased each one successively by another 0.6m,

So the range starts shorter than vanilla at 14m at level 1, 20.6m at level 12 max level and 26.6m at ultimate level with +10 to skills.

So at least now it's a little different than vanilla. :)
« Last Edit: 07 December 2018, 02:35:54 by Bumbleguppy »

Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #447 on: 10 December 2018, 01:15:51 »
I created new monsters for worlds end. I took the RImturs ice giant mesh and made it volcanic. I replaced some of the Eljoton cinderwarriors around Land's End with them. They have special physical and pierce damage absorption skills.

I made separate Fire Imps and Chaos Imps for the same area. Chaos Imps now have Avatar of Set's chaos aura and Chaos Strike. I made a special animation for the fire imp mesh to have fire breath.

Updated the Titanic Essence relic mesh textures and inventory bitmaps to be blue in normal, yellow in epic and red in legendary.

Changed Nature's summon skills to be plain spawn pet instead of projectile spawn pet.

Added Pirate MI to greek knossos MI vendor loot tables.



EDIT:

Added volcanoes around Muspelhaim that cast their version of eruption.

Created new mesh and skills for Beast of Legend quest boss.

Made the skill Scorpos Sting hit 3 targets, do more poison damage and added flat pierce damage and make the calculated strike sound and impact special effect.

Imported the lightning casting Hades crystal set dress meshes and implemented them. I nerfed the controller radius from 8m to 6m.



« Last Edit: 10 December 2018, 03:29:43 by Bumbleguppy »

Offline Sammie

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Re: Version 2 Development LOC
« Reply #448 on: 12 December 2018, 09:43:53 »
Hey guys,

First of all, great work on this mod. I had great fun with this mod in original TQ IT. Big compliments to Bumbleguppy.

I have been following this topic for a long time now, hoping that the mod is finished soon. However I cannot find any information on the progress.

Without pressuring Bumbleguppy, can you please indicate when we can start playing the mod? I bought the expansion, however I prefer to finish the game with this mod and therefore the expansion is waiting on the shelf.

Cheers and gl finishing this mod!

Offline Bumbleguppy

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Re: Version 2 Development LOC
« Reply #449 on: 12 December 2018, 19:09:39 »
You can check out the Alpha testing thread here:
https://titanquestfans.net/index.php?topic=798.0

I appreciate your anticipation :)

Version 1 took me 7 years to make. It certainly isn't good enough to warrant 7 years to make, more like a year or 6 months, but I'm not a professional. I'm that old man down the street than makes wooden toys for Christmas in his shed.

Anyway, I don't want to promise a release date and break my word.

So just keep checking back I guess.

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