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ShadowLAnce
11-27-2009, 11:23 PM
This is for Beta 9:

Post bugs and complaints about skill balance issues. Too weak, too strong, too high energy cost, etc.

wulf0420
12-04-2009, 10:33 PM
Creature infrequent items that give bonus to certain skills haven't been updated to Path's skills.

Example: Ker's Fetish currently gives bonus to Volcanic Orb.

ShadowLAnce
12-05-2009, 12:18 AM
Cool thanks!

I did change (almost) all of the monster items, but I seemed to have missed the expansion pack monster staves.

In searching through double-checking, I also found a ratman champion item that still had an old skill, so thanks for that as well :D

EDIT: Also, Poseidon's Water Prism had 0 energy cost, fixed.

JoshBakker
12-09-2009, 09:09 AM
I think the whirlpool for poseidon has 0 energy required too.

And also sometimes the whirlpool and the geyeser do not work. (very rare but does happen) is that intentional?

I am using a poseidon/khthoros and I love it :) (especially poseidon)
I am in normal egypt and it seems that poseidon would weaken over time due the the spells like chainlighting getting outdated

ShadowLAnce
12-09-2009, 10:44 AM
Aye, I just noticed the whirlpool 0 cost thing, ty.

Whirlpool and Geyser not firing has something to do with the fact that they are projectiles before they actually summon. I tried to keep them fairly low recharge compared to other spells of their kind..

Only solution I know of is to take away the projectile function, which means no aiming them anymore.

On that note though I reduced the cooldown even further, just in case. It'll make them a little more fun to use anyway.

And Chain Lightning was supposed to level up to 46, but it seems I forgot to raise the cap before beta 9. Fixed.

Ty for the reports, I miss stuff like this constantly :)

JoshBakker
12-09-2009, 07:09 PM
Also the skeletons from the liche path also hurt themselves very slowly.

I tried them all out on max points in all skils. (by cheating :) ) It seems that the Dokkaebi path happens to be the weakest.

Now in regarding the whirlpool/geyser couldn't you make them shoot over like the nymph? Because I keep hitting monsters in front of me instead of my target.

ShadowLAnce
12-10-2009, 12:43 AM
Wrote a lengthy response then it crashed. So here's the short version:

-Skeles degen intentionally, you won't notice as much with high level skeles.
-Dokkaebi is supposed to be the weakest. Requires the most skill and finesse. Most mobs are easy, but bosses require more kiting and debuffing. Etc.
-I changed the projectile for whirlpool/geyser to be a duplicate of the nymph projectile. Except the visual, of course. Hopefully that will fix it. (I wasn't able to replicate the problem you described before or after the fix.)

JoshBakker
12-10-2009, 08:40 AM
I noticed that the chainlightining stops sometimes even if there are targets close by. (is that to make not overpowered?)

And the animation lingers for like two or three seconds after it has completed sometimes.

Good job on everything else. so far it looks great. You are doing an amazing job and doing it quickly keep it up! :clap::clap: And I can't encourage you to do better because I cant imagine it geting faster and more well done and though out.

Joshy Boy

ShadowLAnce
12-10-2009, 09:53 AM
When chain lightning doesnt fire at all is a bug related to the template, you get the same thing when the cooldown is very low and you try to cast again too quickly. So I had to find a middle-ground for the cooldown. If it's too annoying I'll prolly take the skill out and put in a passive ability or something. I'd rather not have buggy skills in there. And I fixed the animation, thank you

I got the tsunami bug, I was inside a plant in hades against a wall and it would never fire from there. Changed it from a fan skill to a wave skill. Makes more sense, works better, isn't overpowered at point blank.

and again, thanks for the compliments

(and your signature!)

JoshBakker
12-10-2009, 10:46 AM
I love chainlightning plz dont get rid of it :)

I also have a suggestion about thunderstorm. in know you changed it but i think it would be cool if the lighting came down like scroll of the skys rage. You could even put a shadow at your feet like a cloud was above your head :)

My two brothers were also complaining that it is to easy. Except vs bosses they are fine.
(mabye 3 humans vs 2 million jackelmen is to easy. We play over our network :))

PS. I like my signature too :)

lordfalco
12-10-2009, 05:33 PM
with the poison mastery it says that your immune to % attack to health and so. but i can;t find it in the mastery itself.
is this on purpose or did you forgot it?

JoshBakker
12-10-2009, 10:52 PM
I think we also need pvp for this :clap:

And storm trident is to powerful (hate to say it) mabye increase cooldown to like 1 sec.

PS. I like how active you are. Keep it up.

your newest fan Joshy

lordfalco
12-11-2009, 05:26 AM
i came to lvl 8 and picked my second choice, (first was poison second was one of the 2 magic, not mind) and i quit the game, i logged in alter and lsot my skills, needed to pick my mastery's again but didn;t get my skill points back

this is a big bug

ShadowLAnce
12-11-2009, 10:27 AM
Sounds like when you started the game up again you didn't click "custom game->paths" first. If you don't load Paths each time you quit or return to the main menu, you're starting the original game.

When you start the original game with a mod character, any mod, it won't know what your skills are, so it will clear them.

You can use defiler to regain the lost points though.

Oh and % current life loss doesn't display in the game, because its a monster defense, but it's there. Hence why I put it specifically in the description.

@Josh, thunderstorm looks like that now, with big thunder clouds and lightning from above. And I did tone down storm trident.


Also, you mention the game being too easy. Somewhat intentional. I do want it easier to mow through common mobs. But there is a problem there, easy is boring. I'm going to test reducing the amount of health available throughout while leaving the starting health alone (I'm happy with the early-game difficulty for now).

Also, in the Discussion thread I mention having a difficulty-setter like Lilith. I could do a 'hard' mode as well, where the downsides to the Paths is harsher and there's even LESS health.

I just want to be careful not to overpower ranged/kiting characters too much

Ragura
12-11-2009, 10:45 AM
Mowing down enemies is fun, but you need to be able to feel your character growing. Doing 500 damage instead of 300 is a big upgrade, but it doesn't matter if mobs have 200 HP, it's a one shot kill either way. So, I would definitely suggest a difficulty setter like Lilith has, but not only touch your own health or resistances (feeling weaker yourself isn't the same as feeling less powerful :/), but increase that of the monsters so one shot kills are less common without optimal gear, but still possible when twinked out.

Hack & Slash games are ridiculously hard to tune, don't worry about getting it wrong just yet, because you WILL get it wrong. Only testing on the scale of a full release, not a beta, will dig up enough feedback to really make the correct adjustments.

ShadowLAnce
12-11-2009, 10:54 AM
True, it's incredibly hard. When I reduce the damage a skill does so it's not 1 hit kills early on, then the skill becomes utterly useless in legendary.

I've been adding a lot more status effects to skills so they can keep their usefulness, and simultaneously lowering their damage slightly.

But hey, this is what I bit off when i started this mod :D

lordfalco
12-11-2009, 11:48 AM
well that skill point loss is when i log out, but stay in game, and play again, under play it still says that i do path mod, same as when i log out and reload the mod.

only way to grind is everytime restart the whole game.(quit game, and rpess the quickkey on my windows background etc.)

ShadowLAnce
12-11-2009, 12:34 PM
Any time you return to the main menu, ie log out, you must do custom maps -> whatever mod.

A problem with all mods, so I never thought to put it in the readme, but maybe I'll make a little "new to mods?" section with that bug and also a link to TQDefiler, since it's practically a requirement for playing mods. Pretty easy mistake to make accidently going to the main menu then launching without doing custom maps and losing a whole char's skill points.

Instant fix with Defiler

Hope that helps!

EDIT: Added a big section in the readme about this issue, using defiler, etc.

JoshBakker
12-12-2009, 05:56 PM
I dificulty setting would be nice but dont make the char weaker just make more enemies and weaker/stronger
(I hate difficulty setting that make your char weaker)
I like it when you can use your same char at diferent levels to see what he can do... not just give the monsters handicap....

Like:
sandbox: -50 health on all enemies

normal.....

Hard: +20% health and dmg enemies

Insane: 2x as many +50% health and dmg enemies

Lots of enemies :3x Enemies -5% enemy health

Mass of enemies: 5x enemies, Enemies have 15% less health.

Awsome amount of enemies: 8x amount of enemies. -25% health

ShadowLAnce
12-13-2009, 03:07 AM
An equal increase in health and damage would be best I think. More like:

Easy: All enemies -50% health & damage.
Normal: (Default)
Hard: All enemies 50% health & damage.
Insane: All enemies 150% health & damage.

Then each would have a 1x, 3x, or xMax option.

I'm not sure how easy it is to give overall stat boosts to all enemies in the game though, never tried anything like that. Will ask around.

jabarto
12-13-2009, 03:14 AM
I'm not sure how easy it is to give overall stat boosts to all enemies in the game though, never tried anything like that. Will ask around.

Couldn't you just make a passive skill that boosts all those things and give it to them? That's what I'm planning on doing with heroes in my mod.

ShadowLAnce
12-13-2009, 05:25 AM
Could definitely do that, was hoping there was an easier way so I could make the different versions painlessly and change them for balancing easily.

EDIT: http://www.titanquest.net/forums/tutorials/29431-making-difficulty-mod.html