Author Topic: A Few Bug Fixes And Some More  (Read 16026 times)

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Offline Endymion

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A Few Bug Fixes And Some More
« on: 22 October 2018, 22:51:21 »
Main goal of this mod is to try and fix bugs and correct mistakes found in the game, as well as to include and finish/remake things that's been cut or left out for various reasons, to improve player's experience and overall diversity of content.


Changelog as of 7/27/2020


Creatures

Content
* Water demons Kelpies now have the original horse models
* Fixed up an unused yak model (ambient animal)
* Granite Guardian Statues now can appear in game
* Bats: Vampire bats & bat heroes now have energy to use their skills, Blast Fang bat hero received new model and animation for its fire breath skill to display properly
* Dream Guide, unused pet from Dream mastery now serves as a summon for nightstalker mages; Revised some of its skills
* Reverted dark obelisks' behavior in Sphinx boss fight, now they continuously summon enemies like it used to be before; New appearance for obelisks’ summons
* Utilized unused model and texture for Talos and Dragon Liche, now they have a chance to appear with new look
* Brimstone orthuses now can appear on Olympus again
* Returned Neanderthal Bonecasters that were previously missing; New visual for their ability; Adjusted spawn weights
* Brought back Typhon's dying sequence from vanilla TQ //up to debate?
* Plague Feast, carrion bird hero received new ability to uphold its name; New model to properly display skill's fx
* Utilized special headdresses for Babylonian guards, previously not used anywhere
* Utilized previously unused idle fidget and alert animations for enemies such as arachnos, automatoi, boars, beetles, centaurs, cryptworms, dune raiders, eurynomuses, turtles, hyenas, reptilians
* Added a few new heroes (for tigermen, satyrs and drowned sailors each)
* Added some missing heroes in Ragnarok
* Ryewolf now has a tiny chance to appear in wolf groups in Ragnarok (as a temp measure)


Fixes
* Centaurs: Patriarch centaurs now have correct name tag; Fixed skill references & skill usage for Sergos Longstride centaur hero
* Hulking Yetis now qualify to benefit from their passive skill
* Adjusted race for Bonescourges
* Tangle Vines found across the game now have bleed damage passive immunity like the rest of plant enemies
* Megaere the Grudging, fury hero now uses all her skills
* Corrected skill modifier order for some Gigantes heroes
* Adjusted race for drowned sailors in IT
* Tigermen Adepts now can use Ice Shards
* Adjusted skills & their usage for some wraith heroes
* Ino from “The Good Centaur” quest can use Lethal Strike again
* Satyr trappers from “Monstrous Brigands” quest now can use Shield Smash
* Satyr Brute from “Medicine Waylaid” quest uses Fire Enchantment again
* Fixed aura skill references for some quest arachnos mages
* Roughneck, turtle hero now has energy to use its abilities
* Fixed skill references & did some adjustment for bosses in “Skeleton Raiders” quest
* Some boar heroes now can use Charge
* Fixed passive armor bonus’ skill path for some quest monsters
* Fixed First Disciple's summon's resistances
* Set a fixed death animation for Polyphemus, due to awkward behavior upon death
* Megalesios Telkine doesn't flee anymore due to him not being able to do it properly
* Vengeful Ghost now has proper passive boss immunity
* Ancient of the Lake now can use Regrowth
* Fixed Austri & Nar lacking proper boss passives; Nar now uses his aura
* Satyrs’ summon Spirit Animal now has appropriate passive skills
* Removed extra Hit callback in spell casting animation for dual wielding tigermen, which would cause them to double cast skills
* Fixed skill references and various inconsistencies for reptilians from "Plight of the Nile farmers" quest
* Fixed mess with attach points in snake models which caused issues with targeting and incorrect positioning for various effects
* Adjusted race for Mollusk Turret
* Fixed some Greek bandits heroes freezing in place upon death



Quests

* Gilfy's reward chest now drops Power of Nerthus relic according to difficulty (originally drops Normal version for all difficulties)
* Pharaoh curse from "The High Priest's Request" quest now has more impact on player



Skills

Content
* Minotaur Lord received unused vanilla look for Onslaught
* Battle Standard's Triumph skill received reworked visuals
* Fixed Archon Cloak buff (used by Mummy Priests in Egypt) not having any visuals, reworked its FX; Increased duration
* Fixed and revamped Andvaranaut and Draupner granted skills
* Revamped Barmanu's Blizzard for Legendary difficulty, now it's closer to its vanilla version (pre-IT); Current version is still used on Normal and Epic difficulties
* Revamped Dark Elves' Curse debuff
* Revamped Emasculate, granted skill; Fixed indefinite duration
* Utilized unused effect for Spellshock


Fixes
* Fixed Onslaught's charge levels displaying incorrectly
* Fixed Psionic Beam not requiring a staff to be used, as per its description
* Fixed Monster Lure having attack animation, which allowed it to try and hit enemies in melee
* Fixed Storm Wisp having incorrect name and level at certain skill levels
* Fixed summon animation for Sand Wraith Lord
* Remade botched bump texture for Battle Standard
* Fixed Blast Fang's fire breath skill missing casting sound
* Fixed incorrect animation references for Redfist Knife & Chang-Kuo Lau's Steel Blur granted skills which prevented them from proccing



Items

Content
* Missing thrown weapon Hati added to the loot tables
* Einherjahr Hammers now drops from Einherjahr warriors wielding throwing weapons (previously unobtainable)
* More or less fixed up unfinished Atlantis easter egg weapon. Now has a chance to drop from serpentoids (maybe will be changed later)
* Added unused Ragnarok easter egg to primrose chest
* Normal common torches received new unused look; Vanilla appearance reserved for Epic & Legendary versions that now drop in accordance with difficulty (originally drops Normal version for all difficulties)
* Revived some unused common weapons and shields; Some common weapons & shields that had different versions looking the same in vanilla received new looks; Aetolian aspis (the one with the omega pattern) now has a chance to drop from guards in Sparta, Delphi and Athens fighting scenes
* Cyclop's club received unused unique drop sound
* Reworked some prop Oriental hats to be wearable by player; Now have a chance to drop from tigermen
* Loki now has a chance to drop Mistletoe of Nerthus (previously unobtainable); Fixed model alignment & attach points
* The Great Shroom boss received new MI
* Gungnir received unused unique look (originally looks identical to some common spears)
* Redone models & repurposed two unused maces as thrown weapons


Fixes
* Adjusted size of Dvergr Runestones and Blood Blossoms, and their projectiles, so player could actually see them
* Fixed Chromatic Staff mesh's path
* Remade Crescent Blade bitmap so it looks like the actual item
* Bone Bow received proper bitmap
* Philip's Reach bow is now part of the set
* Added description for Horus' Will granted skill
* Fixed Venom Sac sometimes not getting completion bonus due to wrong affix path
* Cold/fire/lightning resistance on Persephone's Tears completion bonus now scales with difficulty
* Fixed cost for Ragnarok & Atlantis relics and charms
* Reworked Atlantis loot tables to increase drop chances of Atlantis uniques// Needs testing
* Fixed mesh and texture references for Hydromancer Crown MI
* Corrected bitmaps for anouran MI torso armor
* Replaced incorrect stat on Golden Fleece relic, now gives Armor Absorption % bonus instead
* Fixed Goroggos projectile not dealing any damage
* Fixed incorrect item level Limit for legendary Atlantis loot tables which prevented Atlantis uniques to drop from chests (bosses’ or otherwise) //Needs testing
* Fixed item level limit for some loot tables to make following items obtainable from chests again: Aionios, Ferrus Gnosi, Demonskin Walkers, The Greg
* Fixed Staff of the Cosmos not having base damage chances set, which caused it to use only one type of damage
* Fixed name tag for Epic Celtic helms
* Adjusted spawn weights for unique throwing weapons in common chests in Greece, Egypt and Orient
* Fixed Aphrodite's Favor being obtainable effectively only in Ragnarok
* Improved model alignment for all Atlantis spears; Properly set attach points for weapon trail effect
* Fixed attach points for weapon trail effect for some Ragnarok spears
* Teeth on Gill Raker now face away from character's hand
* Corrected values that now scale with difficulty properly on following items: Ichtian Spine, Hood of the Chosen, Boots of the Valkyrie
* Removed unnecessary attach points on Springvine Bow model
* Set mace sounds for some Ragnarok hammers previously using those of axes
* Redone bitmaps for Ball Mace
* Fixed centaurs in Ragnarok having dvergr armor on Epic difficulty
* Set proper potion drop for some wraith heroes



Misc
* Gods statues on Olympus arena are destructible again (only by Typhon) //up to debate?


Spoiler for Screens:






























We have a discord channel now! Join us to discuss/suggest changes and report bugs https://discord.gg/h7tZmVM
« Last Edit: 03 August 2020, 07:01:58 by Endymion »

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Offline Typhon

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #1 on: 23 October 2018, 00:12:35 »
That's strange that there's a black hole for non-Ragnarok users...
Your inventory is full *Plays intense game of tetris*
Spoiler for Hiden:

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Offline wolpak

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #2 on: 23 October 2018, 00:39:34 »
Any chance to add vitality staves to merchants?  Sees like an oversite.

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Offline sauruz

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #3 on: 23 October 2018, 01:20:29 »
doh... why they take off that quest ? how strange

nice bug spray you got there! to bad they cant catch those litle things :S

edit: the original model of kelphi looks bit more unique and cooller btw
"Welcome to new home, be nice and strong ! "

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Offline nargil66

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #4 on: 23 October 2018, 03:48:42 »
Thanks for doing the devs work, I hope they implement your changes.
Btw, thank you for the 3DSMax tutorials too 8)

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #5 on: 25 October 2018, 14:00:48 »
Thanks for doing the devs work, I hope they implement your changes.
Btw, thank you for the 3DSMax tutorials too 8)
You're welcome!

Any chance to add vitality staves to merchants?  Sees like an oversite.
I don't think there are any common vit staves. Or you meant make new ones? Well as stated in the foreword (sort of) with this mod I'd prefer to do more of a restoration work rather than add something completely new.

Now however my dear ladies & gents I'd like to hear your opinion on this quick remake of an unfinished sling's model I did today.
Or maybe I should just let it rest because it'll look wooden any way?

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Offline WNG

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #6 on: 25 October 2018, 14:07:09 »
The model of the sling looks good to me. If there is no trouble including them, then why not including them ^^

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Offline nargil66

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #7 on: 25 October 2018, 14:37:56 »
Yeah, it will be nice to include. About looking wooden - is it possible to add animated bones somehow?

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Offline wolpak

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #8 on: 25 October 2018, 14:39:26 »
Shouldn't the index finger go between the strings?  :)

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Offline sauruz

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #9 on: 25 October 2018, 15:30:57 »
great job ! it looks very unique :)
"Welcome to new home, be nice and strong ! "

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #10 on: 26 October 2018, 01:17:25 »
Yeah, it will be nice to include. About looking wooden - is it possible to add animated bones somehow?
Well you can't animate weapons meshes per se, but you could make the sling invisible and attach to it an animated decoration.
Then however we're presented with a problem of it playing animation (swinging) at all times, be it in the char's hands or lying on the ground.

great job ! it looks very unique :)
The model of the sling looks good to me. If there is no trouble including them, then why not including them ^^
Thanks. I think I'll give it some more tweaking to see what I can come up with and add it in the next update.

Shouldn't the index finger go between the strings?  :)
I'll be honest here, I'm not sure it looks anything like a real sling. In my defense, source material weren't that great either

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Offline Bumbleguppy

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #11 on: 26 October 2018, 02:11:20 »
Hey, thanks for this!

I know how hard it is to track down bugs in the database, you did some mighty fine sleuthin' there pal. No lie :D

BTW, I am going to add these bugfixes to my mod I am making right now, this is really awesome!

I learned something new, too.

I didn't know you could use the loot table that way, imputting an array of the three different charms so you get a different one each difficulty...which begs the question: why the heck are there THREE DIFFERENT LOOT TABLES FOR EVERY CHARM IN EVERY MONSTER FILE, THEN?!

Could have just used the solution you made. Pretty neat little artmanager fact.


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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #12 on: 26 October 2018, 18:14:47 »
Thanks! And sure, feel free to use it

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Offline WNG

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #13 on: 30 October 2018, 23:10:31 »
If you want an easy fix, Staff of the Deep (from Fjord Ihchtians) uses the bitmap of the Staff of the Chosen (from Nertus' cultists.)

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #14 on: 31 October 2018, 07:39:54 »
If you want an easy fix, Staff of the Deep (from Fjord Ihchtians) uses the bitmap of the Staff of the Chosen (from Nertus' cultists.)
Thanks. Added to the pile.

Added the MI sling and its new model (converted a few jackalmen from archers to throwers along the way as a means of obtaining it) and gave it a new suitable projectile. Created a proper bitmap for the MI staff and changed the way the missing unique thrown was added to the loot tables to give it more diversity

Spoiler for Sling!:
« Last Edit: 31 October 2018, 08:19:14 by Endymion »

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