dimitrius154 612 Posted March 18, 2020 Author Share Posted March 18, 2020 22 minutes ago, Flix said: I'd rather see more weapon classes made available to the various characters, rather than the reverse. Ah, yes, the two-handed Warhammer wielding sleek Elf weakling mage. Would probably make a good parody, then again, I'm no Mel Brooks. [EDIT] Eh, sorry, couldn't help myself. Link to comment
dimitrius154 612 Posted April 20, 2020 Author Share Posted April 20, 2020 On 3/18/2020 at 2:50 AM, Flix said: I'd rather see more weapon classes made available to the various characters, rather than the reverse. The exception would be if there's some compelling lore reason, like the Dryads abhorring T-Energy. As the animation fixing draws to a close(interesting, I've reworked around 2000 animation files over the year, not bad), I'm revisiting the issue. I've designed a solution for the High Elf pole weapon animations(there's no longer a case for restricting her from pole weapons), there's a dual-wield solution, there's a T-Energy staff solution for the Temple Guardian. The Dragon Mage is objectively restricted to fist weapons and two-handed magic staves. There's a decision to make about the Shadow Warrior. Should ranged weapons be available to him? He's effectively a melee specialist + necromancer. That means melee weapons + two-handed magic staves. Which leaves the lore intact and the Spectrail Hand viable. Especially now, that I've found a simple, but splendid improvement for the Ruinous Onslaught mechanics. 1 Link to comment
Flix 5,116 Posted April 22, 2020 Share Posted April 22, 2020 On 4/20/2020 at 6:28 PM, dimitrius154 said: There's a decision to make about the Shadow Warrior. Should ranged weapons be available to him? He's effectively a melee specialist + necromancer. That means melee weapons + two-handed magic staves. Which leaves the lore intact and the Spectrail Hand viable. Especially now, that I've found a simple, but splendid improvement for the Ruinous Onslaught mechanics. Given my quoted statement on the matter, I doubt we'll come to any agreement on how this should be handled. I've got an incoming dump of (mostly minor) bugs I've fixed in latest version of EE, sometime later this week. 1 Link to comment
Popular Post Flix 5,116 Posted April 23, 2020 Popular Post Share Posted April 23, 2020 Bugs fixed in my last mod development cycle, that we haven't yet discussed: Commander Elsurion (TaskCreature(2866, "A Long Journey" and "Raiders") gets attacked constantly by bandits. He has the behavior of a neutral, passive quest giver, but his faction ID gets him attacked and sometimes killed by nearby enemies. Needs to have faction_id = 1, added to his taskcreature entry. Dryad set "Leaves and Twigs": Spell Resistance +% set bonus is using an incorrect, weaker version (760, -- XXXSB_def_spell_resist). Should be changed to 815, -- sb_def_spell_resist_rel Raging Boar's diffuse map is missing the mask that I gave to other boars to prevent fur from sprouting on the tusks, snout, and eyes - can be corrected by editing the map to match other boars. Gronkor is missing a running animation, therefore he glides across the ground if he gives chase to the player. Fix is to add an "overload" to his animation.txt entry, pointing to the walk animation for the run event. Regular mummies that use the similar base model already have this fix in place. Grurag and Ore-Thag Orc Archers use incorrect Ogre equipsets (249,) with throwing stones and gigantic swords. Should be changed to equipset_id = 242,. Orc Archers/Hunters don't use their bows, instead they always attack with melee. This is due to their behavior "Enemy_warrior_simple_artillery", which should be changed to "Enemy_hunter". Lupus Coldhand and Ogan Kandimiro (Orc Masters of the Hunt) have no weapons and their behavior prevents use of their special moves. Solution is to add equipset_id = 242, to their creature entries (1152, and 1153,). And also to tweak the groupchanges in their quest.txt entries to use "Enemy_hunter", Ogan: "S_OR_1_G_nn-Meister der Jagd" Lupus: "S_OR_1_nn-Meister der Jagd", Blackhammer has the wrong hair. He should have the black hair Ascaron designed for him instead of generic red hair. To fix this, add the following line to his itemtype entry (8513,): surface0 = { mgr.surfGetID ("hu-m-soldier-head_v"), mgr.surfGetID ("hu-m-blackhammer-head_v") }, Also recommend giving him a weapon. Mutated Kobolds are equipped with weapons/shields they can't use, appearing at their feet & clipping into the ground. T-Mutants as a general rule don't use weapons since they return to a feral state. Equipset should be deleted from their creature entries (1741, and 258,). Informant Harol (TaskCreature(3948,) has an equipset that is not suited for his model (meant for a different human base model) therefore it clips into him and looks bad. I recommend either removing the equipset or changing the creature in his taskcreature entry - I did both in EE. Mutated Scarabs (itemtype_id = 9579,) are missing a portrait in the "Last Opponent" window. I got lazy and just recolored the one I made for Scaron for now, since I will soon be making a new one as part of the NPC Portrait Project. A fresh icon with the actual texture could also be created. NOTE: I suspect maybe the wrong itemtype is assigned to these creatures. It may need to be 6479, instead. That itemtype may even have a portrait, will check when I get home in a few hours. Kobold Ghosts on Christmas Island use the generic Kobold ghost itemype (6965,) instead of the four "Christmas" kobold ghost varieties. Possibly this was an oversight when Christmas content was restored in CM Patch. These are the corrected creature itemtype assignments: id = 1899, itemtype_id = 11740, id = 1900, itemtype_id = 11738, id = 1901, itemtype_id = 11744, id = 1902, itemtype_id = 11742, Augmenting Guidon Gold mod “Fear” debuffs the player instead of (or in addition to) opponents. I couldn't find the right value for the final number in the string to correct this, so I replaced it with a different modifier (Debuff Duration -X%). By the way, do you have a list available that describes what each final number in a spell token performs? I mostly have to use trial and error. This is just a recommendation, but IMO Sigils (CM patch relics) drop too early and too often, causing them to too easily eclipse vanilla relics. I've increased minimum drop level from 10 to 30. I've also changed them from tier 13 to tier 14. 1 1 Link to comment
dimitrius154 612 Posted April 23, 2020 Author Share Posted April 23, 2020 (edited) 1 hour ago, Flix said: Augmenting Guidon Gold mod “Fear” debuffs the player instead of (or in addition to) opponents. Now, that's interesting. 1 hour ago, Flix said: By the way, do you have a list available that describes what each final number in a spell token performs? I mostly have to use trial and error. No, have never much researched that particular aspect. I believe it affects the way the token value is calculated, and whether or not it's affected by diminishing returns. Oh, it also affects whether friendlies, or hostiles are affected. 1 hour ago, Flix said: I've increased minimum drop level from 10 to 30. I've also changed them from tier 13 to tier 14. I've combed through the blueprint.txt yesterday. All uniques have tier 13, all sets have tier 14. All uniques, sets and legendaries can now drop in Bronze, technically. Another item - drops. I now think grave drop ID selection is actually hardcoded into the appropriate sector files. Edited April 23, 2020 by dimitrius154 Link to comment
dimitrius154 612 Posted April 23, 2020 Author Share Posted April 23, 2020 1 hour ago, Flix said: Augmenting Guidon Gold mod “Fear” debuffs the player instead of (or in addition to) opponents. Strange, my attack rating does not decrease. The final is number is 42. Link to comment
Flix 5,116 Posted April 23, 2020 Share Posted April 23, 2020 11 minutes ago, dimitrius154 said: Strange, my attack rating does not decrease. The final is number is 42. Let enemies hit you, and see if their hits debuff your attack rating. Link to comment
dimitrius154 612 Posted April 23, 2020 Author Share Posted April 23, 2020 5 minutes ago, Flix said: see if their hits debuff your attack rating. Oh, I see. Something's badly broken. Link to comment
dimitrius154 612 Posted April 23, 2020 Author Share Posted April 23, 2020 2 hours ago, Flix said: That itemtype may even have a portrait, will check when I get home in a few hours. Nope, there are no icons for any of the v_t-scarabaeus creature variants. Link to comment
Flix 5,116 Posted April 23, 2020 Share Posted April 23, 2020 5 minutes ago, dimitrius154 said: Nope, there are no icons for any of the v_t-scarabaeus creature variants. Yes, I just noticed the same. I made icons for Scaron and the "wild" orange one (that wasn't even in the game until CM 1.60). Didn't think to check the others back then. I attached the fixed Raging Boar texture. v_wildschwein-miniboss_d.dds 1 Link to comment
dimitrius154 612 Posted April 23, 2020 Author Share Posted April 23, 2020 (edited) 3 hours ago, Flix said: Equipset should be deleted from their creature entries (1741, and 258,). 1741 has equipset 413 - it's an empty one. I'm assigning it to the 258 as well. 3 hours ago, Flix said: Informant Harol (TaskCreature(3948,) has an equipset that is not suited for his model I'm changing him to itemtype 8225, creature 875. Judging from the Commander dialogue, as well as Harol's, he's not an informant, but a military operative. So, it's 'Officer Harol' Also, 'Lord of a Castle' Shouldn't it be 'Lord Reikenstein'? Edited April 24, 2020 by dimitrius154 Link to comment
Flix 5,116 Posted April 24, 2020 Share Posted April 24, 2020 1 hour ago, dimitrius154 said: Also, 'Lord of a Castle' Shouldn't it be 'Lord Reikenstein'? Yes, I've renamed him so in EE. There's hundreds of such examples of lazy writing that I've overhauled over the years. I never took the time to list all of them. I've also spent a lot of time "spreading out" the taskcreature diversity. The devs seem to like to reuse the same NPC's as quest-givers over and over and over. Link to comment
dimitrius154 612 Posted April 24, 2020 Author Share Posted April 24, 2020 A quick scarab solution: 009579b.dds 006479b.dds 009579c.dds 006479c.dds 009579a.dds 006479a.dds 1 Link to comment
dimitrius154 612 Posted April 24, 2020 Author Share Posted April 24, 2020 (edited) So, this is very interesting: Some bad news about 'Augmenting Guidon' or whatever hybrid offensive-defensive buff used - you don't use the same stat as both strengthening(final number 41) and weakening(final number 42). Extremely annoying side-effects. Also, tokens from 'CSpellSkProvozieren' have no function. So I can't make a banner, that talks trash to hostiles and forces them into close combat. Some good news: 'et_slowdown_missiles' works like a charm. Against any projectiles, it seems, novae included. Edited April 24, 2020 by dimitrius154 Link to comment
dimitrius154 612 Posted April 24, 2020 Author Share Posted April 24, 2020 6 hours ago, Flix said: so I replaced it with a different modifier (Debuff Duration -X%). You know, tactically this one is better, than the original. Link to comment
Flix 5,116 Posted April 24, 2020 Share Posted April 24, 2020 1 hour ago, dimitrius154 said: Also, tokens from 'CSpellSkProvozieren' have no function. So I can't make a banner, that talks trash to hostiles and forces them into close combat Yeah I experimented with those a while back. No way to force aggro. spez = "DEBUFF_NOFLEE", seems to just be completely broken; it doesn't even work on items. Speaking of defunct bonuses, I also experimented with trying to get an "All Attributes +X" bonus functioning. There's one in the code, but it's clearly deactivated. You can see the naming engine trying to generate an appropriate name based on attribute bonuses, as well as the Loka-ID triggering for the bonus tooltip. I checked and the Loka-ID ended up being "UI_TT_BONUS_STATS_INACTIVE". It's been some time so I forget the way I crafted the bonus. I think it was something like: type = "BONUS_STATS", spez = "STATS_ANY", It could have been STATS_ALL or STATS_MAX, I tried several before it "worked." Anyway, we have All Skills +X and All Combat Arts +X, I don't see why All Attributes +X should be prohibited if it's appropriately balanced. 43 minutes ago, dimitrius154 said: You know, tactically this one is better, than the original. you don't use the same stat as both strengthening(final number 41) and weakening(final number 42). Extremely annoying side-effects. Agreed. I will likely need to review some spells in D2F to check for this kind of thing. I gave Grim Ward to enemies, who knows how badly they've been debuffing themselves all this time. 1 Link to comment
dimitrius154 612 Posted April 25, 2020 Author Share Posted April 25, 2020 (edited) On 4/24/2020 at 6:50 AM, Flix said: It could have been STATS_ALL or STATS_MAX, I tried several before it "worked." Anyway, we have All Skills +X and All Combat Arts +X, I don't see why All Attributes +X should be prohibited if it's appropriately balanced. It's STAT_MAX. There're so many pieces missing, that it's easier to code in another bonus for the purpose. Fortunately, there's BONUS_SMITH and BONUS_GOLD. BONUS_SMITH is unused and BONUS_GOLD, while coded in, is not assigned to any bonus blueprint. Edited April 25, 2020 by dimitrius154 Link to comment
dimitrius154 612 Posted April 25, 2020 Author Share Posted April 25, 2020 On 4/24/2020 at 4:11 AM, Flix said: There's hundreds of such examples of lazy writing that I've overhauled over the years. I never took the time to list all of them. Mr. @Charon117, I have a request, if You're interested: We have this here global.res decoded in a form of a txt file. All text strings are accompanied by a generated numerical ID. Would You consider writing a utility, that compares two such text files, and generates a report, that contains instances of differing texts for matching numerical IDs? Link to comment
Popular Post dimitrius154 612 Posted April 26, 2020 Author Popular Post Share Posted April 26, 2020 (edited) @FlixThe All Attributes +X is now present. The entry in the Addendum is: newBonus = { -- name = "sb_addattr_all", rating = 20, basedonskill = "SKILL_INVALID", type = "BONUS_ALLSTATS", spez = "", spez2 = "", usagebits = 65535, minconstraints = {1,1,0}, difficultyvaluerange0 = {0,2,22}, difficultyvaluerange1 = {1,3,28}, difficultyvaluerange2 = {2,4,34}, difficultyvaluerange3 = {3,5,40}, difficultyvaluerange4 = {4,6,46}, } mgr.createBonus(929, newBonus); Edited April 26, 2020 by dimitrius154 2 Link to comment
dimitrius154 612 Posted April 26, 2020 Author Share Posted April 26, 2020 And another one: newBonus = { -- name = "sb_addattr_all_rel", rating = 40, basedonskill = "SKILL_INVALID", type = "BONUS_ALLSTATS_REL", spez = "", spez2 = "", usagebits = 65535, minconstraints = {50,13,0}, difficultyvaluerange0 = {0,50,100}, difficultyvaluerange1 = {1,65,130}, difficultyvaluerange2 = {2,80,160}, difficultyvaluerange3 = {3,100,200}, difficultyvaluerange4 = {4,125,250}, } mgr.createBonus(930, newBonus); Percentage based increase for, hmm, some kind of extra difficult to get Annihilus Charm, or something. 1 Link to comment
dimitrius154 612 Posted April 26, 2020 Author Share Posted April 26, 2020 @FlixI think, I can restore the 'noflee' functionality, at least on par with the "Radiant Pillar"'s 'Hyphosis' effectiveness. Question is: should the effect be considered a debuff? The 'Fear' most certainly isn't. It's therefore logical to use the 'BONUS_NOFLEE', rather then 'DEBUFF_NOFLEE'. Link to comment
Flix 5,116 Posted April 26, 2020 Share Posted April 26, 2020 1 hour ago, dimitrius154 said: Percentage based increase for, hmm, some kind of extra difficult to get Annihilus Charm, or something. Close, I had it mind for the Hellfire Torch. Well, the flat bonus actually, but we'll see what feels right. 1 hour ago, dimitrius154 said: Question is: should the effect be considered a debuff? The 'Fear' most certainly isn't. It's therefore logical to use the 'BONUS_NOFLEE', rather then 'DEBUFF_NOFLEE'. Well, what does the name matter, unless we're talking about mechanics actually being different? Is the issue that in one case it may be resisted or mitigated somehow? Also I'm sure you've noticed, but type = "BONUS_NOFLEE", is already in use, applied to creatures to give them a kind of fear immunity. I don't know if there would be any overlap/interference with what you're planning. Link to comment
dimitrius154 612 Posted April 26, 2020 Author Share Posted April 26, 2020 (edited) 37 minutes ago, Flix said: Is the issue that in one case it may be resisted or mitigated somehow? That's the point. The BONUS_NOFLEE is supposed to resist the BONUS_CHANCE_FLEE, but I don't see it in the calculation. Is there any confirmation, that creatures with 'crbonus_nofear' are actually immune to fear? Cause Paralyzing Dread has it's own mechanics, reverse to that of the Radiant Pillar and seems unaffected by anything short of the graphics engine quirks. Edited April 26, 2020 by dimitrius154 Link to comment
Flix 5,116 Posted April 26, 2020 Share Posted April 26, 2020 6 minutes ago, dimitrius154 said: Is there any confirmation, that creatures with 'crbonus_nofear' are actually immune to fear? The bonus is given to bosses, and I've never seen them flee. That could be due to some other hidden mechanic in place though. Link to comment
dimitrius154 612 Posted April 26, 2020 Author Share Posted April 26, 2020 (edited) 15 minutes ago, Flix said: That could be due to some other hidden mechanic in place though. Ok, found it. the BONUS_NOFLEE is present in the fear calc. The flee chance and the 'noflee' chance are being calculated independently and in a direct sequence. Flee chance first, 'noflee' second. The calculation method allows to utilize the BONUS_NOFLEE on the attacker, so as to cause the attacked to run to the attacker. Edited April 26, 2020 by dimitrius154 Link to comment
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