Author Topic: LoC Ragnarok / Atlantis development  (Read 266148 times)

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Offline sauruz

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Re: LoC Ragnarok / Atlantis development
« Reply #105 on: 14 June 2021, 23:15:52 »
Last time i modify Athens, i removed some side walls next to rebirth fountain before the Batlegrounds and placed few proxies around the area, and time to time the game crashed like with no reason, even in the marsh, sometimes.

The theory of having so much close spaces and only a few gaps to monsters and pets chasing each other can be a valid point to try out.

Days ago i was  even wondering if is Hydra the reason of crashes, as hydra breath skills are not in wave template but projectile, sometimes theres some fps drops during in one hydra breaths if you stay in long range.

But for some reason Arachne's mines all superimpose on top of each other in one big mass stacked puddle.
I tried to make a poison cloud version of rune mines, i copy the rune mine dbr and changed the effect with the poison cloud of arachne effect, the result was just like this , all stacked togheter. So i copy the rune mine effect and changed the projectile flight with the one of the arachne , and worked as planed. But i give to a spider, maybe i will try give that to a arachnos later to see how it work. Not sure if you tried this way

edit : pic
« Last Edit: 14 June 2021, 23:20:36 by sauruz »
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Offline Bumbleguppy

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Re: LoC Ragnarok / Atlantis development
« Reply #106 on: 14 June 2021, 23:20:58 »
I did try this and use it, I used a Skull mesh with a stream of poison smoke coming from the top and they detonate with apoison explosion very much like the RUne Mines skill only with poison.

I did manage to get the area of effect projectile template to work with the rune mines skill template instead of the mine template for the projectiles and Medua uses it and it works, but Arachne's doesn't.

So to do what I wanted, I used the Defensive Wall template, summoned spawners that die and spawn invisible monsters that cast a buff attack radius toggled to get a poison puddle skill. I had to set their lifetime in their monster configuration instead of the skill but it works. I gave it to the Chang'an Spider.

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Offline 郝玉龙

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Re: LoC Ragnarok / Atlantis development
« Reply #107 on: 15 June 2021, 04:57:37 »
Thank you for the mod,Very funny。love you ;D

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Offline Bumbleguppy

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Re: LoC Ragnarok / Atlantis development
« Reply #108 on: 15 June 2021, 05:29:47 »
Thank you!

I was feeling down from having to fix so many bugs so I decided to make some new Healer meshes.

I made a Troll and an Ichthian Mage. I also gave the Dvergr healer a staff and staff animations.

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Offline 郝玉龙

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Re: LoC Ragnarok / Atlantis development
« Reply #109 on: 15 June 2021, 08:25:06 »
Do you have steam? Can I add you up?I can't send pictures here
My steam:182918570

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Offline Medea Fleecestealer

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Re: LoC Ragnarok / Atlantis development
« Reply #110 on: 15 June 2021, 13:54:51 »
Do you have steam? Can I add you up?I can't send pictures here
My steam:182918570

See this thread regarding posting screenshots here on the forum.

https://titanquestfans.net/index.php?topic=465.0

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Offline Bumbleguppy

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Re: LoC Ragnarok / Atlantis development
« Reply #111 on: 16 June 2021, 21:59:12 »
I was in act 5 and listening to Teutorigos (I really love that smarmy fop) and I realized he called the cultists "Shamans" but then mentioned the "druids" reaction.

So I rethought about the monster infrequents that the cultists have because in-game a "shaman" is Rune/Spirit. So I redid the Chosen MI items to reflect that.
e.g. the staff does elemental/vitality damage now.

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Offline sauruz

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Re: LoC Ragnarok / Atlantis development
« Reply #112 on: 19 June 2021, 00:07:01 »
I just was wondering , what you will do with the lv 3 greek spider that appear in Parthian Highlands (Orient after the 1st bridge) ?
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Offline Bumbleguppy

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Re: LoC Ragnarok / Atlantis development
« Reply #113 on: 19 June 2021, 00:24:25 »
Ha ha, you remember? That's funny, I hadn't thought about it. I really should as a shout out to those that played the first mod. :)

Oh BTW sauruz, after watching your mana thirst in your vid, I wanted to let everyone know that the mana regeneration equation I lifted from soa's Soulvizier mod:

(manaRegen * elapsedTime) + (((manaTotal/200) * (1+(manaRegenMod/100))) * elapsedTime)

Which means that the more base energy you have the faster it regenerates. So if faced with a choice between +mana regen and +energy, you may want to increase your mana pool instead.

I added a new epic ring for normal act 3 & 4 that boosts all golem and golem-like summons.

EDIT: I went and got the original Chimera clone from v1 and updated his skills and texture. I then replaced the am_minion_03 in the map with a proxy. But don't worry, I added one am_minion_03.dbr to the hero spawn pool :))
« Last Edit: 19 June 2021, 00:52:41 by Bumbleguppy »

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Offline sauruz

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Re: LoC Ragnarok / Atlantis development
« Reply #114 on: 19 June 2021, 00:44:42 »
Curious to try out, today i added a point in Dark Covenant and i didnt fell any difference in terms of my mana addict , if we say in that way ah, probably im not used at that skill and need to learn how to use it better.

Speaking about easter eggs in the editor, theres also a Hyena sit in a rock in the top of cliffs where you fight the 1st reptilians in Hathor Basin, i dont know why but i giggle for a minute after i saw that.
« Last Edit: 19 June 2021, 00:46:35 by sauruz »
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Offline Bumbleguppy

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Re: LoC Ragnarok / Atlantis development
« Reply #115 on: 19 June 2021, 00:54:00 »
Ha ha

"GET DOWN FROM THERE RIGHT NOW! COME ON, GET DOWN! Ok, no treats for you Mister Hyena!"

« Last Edit: 19 June 2021, 00:58:14 by Bumbleguppy »

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Offline Medea Fleecestealer

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Re: LoC Ragnarok / Atlantis development
« Reply #116 on: 19 June 2021, 10:16:01 »
Thoughts on the Cyclops Lair.  The queen in there doesn't do anything except wander around and HR if she gets out of your attack range. 

My Ranger struggled against the yellow magical Cyclops in there.  I did manage to eventually deal with them, but wasn't easy.  I didn't even bother to try with my non-pet Elementalist.  Pet Elementalist hasn't gotten there yet.

Overall it's a nice big dungeon, but feels like it's lacking something.  I kill all these Cyclops and they drop nothing.  Not sure I'd bother to go in there again atm unless I feel I want the queen's Mysterious Orb. 

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Offline Accolon

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Re: LoC Ragnarok / Atlantis development
« Reply #117 on: 19 June 2021, 15:51:40 »
Me broke my eyes looking at formulas. How about displaying the formula as a complete relic, so far there is nothing better?

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Offline Bumbleguppy

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Re: LoC Ragnarok / Atlantis development
« Reply #118 on: 19 June 2021, 18:37:08 »
@MedeaFleecestealer You know what would be really cool? If the Cyclops mini-boss was holding a Cyclops Smith prisoner, and if you rescue him he can enchant a RARE item.

@Accolon You're right, it is eye-breaking. Bad enough with all the Ordnance formulas.

I can see taking the formula bitmap and super-imposing the fragment bitmap centered and semi-transparent over the formula bitmap.

Man, that's a lot of work, I am tired just thinking about it :)

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Offline Accolon

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Re: LoC Ragnarok / Atlantis development
« Reply #119 on: 19 June 2021, 20:48:06 »
I can see taking the formula bitmap and super-imposing the fragment bitmap centered and semi-transparent over the formula bitmap.

Man, that's a lot of work, I am tired just thinking about it :)
How about the temporary use of the proposed and implemented option? Here is the archive of the modified files.
However, I changed the formulas based on the principle of antifarm: one to nine without a guaranteed result - this is too high price, as for me. Even if these considerations are not accepted, modified files can be used for future reference.

Also, me suggest changing the requirements for the rare_extrarelic_01 suffix from level 20 to level 3. Because the relics of Greece require the 3rd level.

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