Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
Pages: < 1 « 34 35 36 37 3854 >
 

Jan 9 2013, 7:02 am Ahli Post #701

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from muzzy
can we play this game in heart of the swarm beta?
Yes, it is on HotS beta. I will host the most recent version there because 1.5.3 editor has a bad performance with my map. So, to actually be able to do a lot of things in a reasonable time, I require to use the HotS editor.

Quote from muzzy
If so, will the characters carry over from the beta to heart of the swarm?
HotS Beta is played with another client. That client has its own folders and therefore saves the bank in a different spot.

It should be possible to continue your hero, if you copy your bank file to your default SC2 then.

There is no guarantee, though. I'm not sure if that will break Blizzard's bank protection or not.

Post has been edited 2 time(s), last time on Jan 9 2013, 5:37 pm by Ahli.




Jan 9 2013, 5:05 pm muzzy Post #702



it is really hard to click on the portal, any portal in fact. i'm having trouble entering the portal. in sc2 wings of liberty, the portal was highlighted yellow when i selected it correctly. I cannot seem to select the portal in sc2 HotS.



None.

Jan 9 2013, 5:36 pm Ahli Post #703

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from muzzy
it is really hard to click on the portal, any portal in fact. i'm having trouble entering the portal. in sc2 wings of liberty, the portal was highlighted yellow when i selected it correctly. I cannot seem to select the portal in sc2 HotS.
Go into options and enable that you can select enemy units.
Blizzard didn't add a way for arcade maps to control this setting (yet). I've added that to my HotS feedback list in their EU forums and Mille25 (the triggerer for StarCraft Universe) stated the same problem on the NA forums, so I guess they will include a solution someday.

You can be glad that I added a workaround that makes you actually be able to use the stairs with that setting atm.

news:
- I optimized the amount of loading and unloading data. I reduced the saved memory footprint to the minimum, made static dungeon elements only save once (happens during main menu's loading screen) and I try to speed up the load/unload via approximating the dungeon elements based on their performance costs rather than saving/loading a fixed number per turn.

Loading takes like 8 seconds atm. I didn't test that in a multiplayer game, yet, so I might tweak the numbers in future.

Post has been edited 1 time(s), last time on Jan 10 2013, 4:16 pm by Ahli.




Jan 10 2013, 7:40 pm muzzy Post #704



Could you make it possible for us to add AIs to the game. Adding AIs will be the player substitute for the game. This way will allow monsters to be stronger and drop more gold. Let me know what you think about that option for dia blo players



None.

Jan 11 2013, 5:02 am Ahli Post #705

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from muzzy
Could you make it possible for us to add AIs to the game. Adding AIs will be the player substitute for the game. This way will allow monsters to be stronger and drop more gold. Let me know what you think about that option for dia blo players
Oh, I deactivated that because it prevented me from adding things to the map before patch 1.5 because having a computer added about 1mb of script code into the map.

Now that I have more code memory possible, I could enable them again, but I don't like having that option in the lobby.

I would rather look into another solution for that. Most of that is controlled by one variable, so I could add a way into raise the difficulty in another way.

But I just allowed computers again while writing this post. So, I will look into another solution someday in future.

The next update might come today. :D

edit:

news:
- I've added the feature Payne requested: You can now repair/recharge items as much as you can pay. For example, if you can't afford the full repair for 450 gold, you might have the option to repair 15 Durability for 412 Gold, if you have 414 gold.

Post has been edited 1 time(s), last time on Jan 12 2013, 2:58 am by Ahli.




Jan 14 2013, 7:12 am mrdorkus Post #706



Quote from Ahli
Oh, I deactivated that because it prevented me from adding things to the map before patch 1.5 because having a computer added about 1mb of script code into the map.

Seems everything is going well with this map. As for what you said, instead of adding a AI into the game, why don't you just add a more simplistic code (like Monster Power in D3 or player command in D2)?



None.

Jan 20 2013, 12:42 am Ahli Post #707

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Updated to version 0.303 on HotS Beta.
Quote from Patch Notes
BUG FIXES:
- fixed Ogden's instead of Pepin's quest icon to appear during the Black Mushroom quest
- fixed a bug with leaving players and some unique items
- fixed a bug that made the random seed not use its full negative span
(now it's more unlikely that you ever will see exacty the same dungeons ever in your life)
- fixed a bug that could potentially cause your mouse spells not load properly with your hero
- fixed 2 trigger errors that could appear when you hit ESC during the main menus
- fixed a bug that allowed you to use the items in your belt before you even loaded the hero
- fixed a bug with the sell button in the gamble window, if you selected an item that can't be sold

CHANGES:
- greatly improved the dungeon loading/saving time and performance costs during play
- reduced the lag in the hero loading menu via preloading most of the hero units
- added a second sound for non-physical hits on Rogue and Sorcerer
- slightly improved the performance of the buff display checks (-> less constant CPU load)
- added partial repair/recharge option for the max gold amount that you can pay
- shrines will now show their shrine name in their tooltip except for the random shrine effect version
- added a security feature that I do not name at this point





Jan 23 2013, 10:08 am Ahli Post #708

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

I'm currently thinking about skills and a few changes I need to add.

I guess that I will end up with 2 skill pages and a page with passives. As I mentioned a long time ago, I want to use learned spells as synergies for skils.

Warrior Skills


It shouldn't be too hard to design spells for the Rogue like this using 2 themes and a few passives that might encourage other weapon usage. The class name Rogue doesn't express the usage of only bows, so maybe I can add skills and passives to make other weapon types work, too.

The Sorcerer might still be a problem as I would like him to use the arcane spells for attacks.
Maybe I can give him some party skills and some support skills, but I'm not sure how I will design him right now.


Also, I will change the character level cap to 76 from 51. So I need to alter the experience reuirements for the levels.
Furthermore, I will change chance to hit and defense to work more like D2's attack rating because D1's system is too linear as it is only a small step from hitting nothing and hitting everything.
Since I will have 50% more stat points available, I need to alter pretty much everything.

This might take a while to design, implement and test, but the game should become better with it.


Oh, also, I decided that I won't allow spells/skills on the belt. Instead, I will add more skill buttons and maybe a way to directly cast a spell without mouse clicks. I don't want to get rid of the belt, though.


edit:


^ A few items now look closer to their inventory icons

Post has been edited 2 time(s), last time on Feb 2 2013, 4:42 pm by Ahli.




Feb 5 2013, 7:42 pm payne Post #709

:payne:

Quote from Ahli
news:
- I've added the feature Payne requested: You can now repair/recharge items as much as you can pay. For example, if you can't afford the full repair for 450 gold, you might have the option to repair 15 Durability for 412 Gold, if you have 414 gold.
:awesome:

Do you still not update the WoL version?



None.

Feb 5 2013, 7:46 pm Ahli Post #710

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
Quote from Ahli
news:
- I've added the feature Payne requested: You can now repair/recharge items as much as you can pay. For example, if you can't afford the full repair for 450 gold, you might have the option to repair 15 Durability for 412 Gold, if you have 414 gold.
:awesome:

Do you still not update the WoL version?
I update it, when it is compatible.




Feb 19 2013, 6:30 pm Ahli Post #711

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Updated to version 0.400 on SEA, NA and EU servers.

Post has been edited 1 time(s), last time on Feb 20 2013, 11:47 pm by Ahli.




Mar 4 2013, 10:38 am queball2584 Post #712



why can't i repair some weapons? the durability just goes lower and lower until its 0 :(



None.

Mar 4 2013, 11:03 am Ahli Post #713

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from queball2584
why can't i repair some weapons? the durability just goes lower and lower until its 0 :(
Weapons that have a negative affix are considered cursed. It can happen that the effect is not visible on the item because the item would have something like +5 to all stats and -2 to one stat. I plan to change it to make it more visible.

Blacksmith's oil can repair it. Only Griswold won't repair it.




Mar 4 2013, 11:53 pm SeraphicStar Post #714

A Taste of Divine Crystalline Goodness

Hey, it's me back from a long time heh. I noticed a few oddities about the new cave levels I felt would be worth mentioning. I would not go so far as to call them "bugs" though. The first issue I had was with an area of the map that was inaccessible via normal means. This actually occurred twice to me, although only one of them truly made the area inaccessible. I will try to attach both instances of them happening here. ^^

The second issue I had was with the warrior class. I would be attacking like normal but sometimes the animation would freeze but the monster would still be taking damage as far as I could tell. I am unsure how this occurred though I just know that it only seemed to appear in the cave levels. :ermm:

P.S. Slightly unrelated and I probably mentioned this before but I notice a "Space Left" indicator when I post images. Does this mean that once I run out of this "space" that I will be prevented from posting any more pictures or attachments? :(

P.P.S. Oh almost forgot to mention I really enjoy all the new additions you have made and thank you sooooooo much for allowing access to the caves in WoL version! :D



None.

Mar 5 2013, 2:17 am Ahli Post #715

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from SeraphicStar
Hey, it's me back from a long time heh. I noticed a few oddities about the new cave levels I felt would be worth mentioning. I would not go so far as to call them "bugs" though. The first issue I had was with an area of the map that was inaccessible via normal means. This actually occurred twice to me, although only one of them truly made the area inaccessible. I will try to attach both instances of them happening here. ^^
Thanks for those images. They greatly help me in debugging problems in the dungeon generation code as they show the area, the dungeon level and the seed on the right side of the screen which allows me to reconstruct your dungeon (as long as I didn't change any dungeon code). I will look into that problem tomorrow. I need to make some changes according to Blizzard's new

Quote from SeraphicStar
The second issue I had was with the warrior class. I would be attacking like normal but sometimes the animation would freeze but the monster would still be taking damage as far as I could tell. I am unsure how this occurred though I just know that it only seemed to appear in the cave levels. :ermm:
I'm actually not sure why that is happening myself. I think it's a side effect that can appear with the getting hit which slows the timescale of the hero slowing down everything. It is happening since the beginning, but the attacks are properly executed. The unit just fails to play the animation for some reason.

Quote from SeraphicStar
P.S. Slightly unrelated and I probably mentioned this before but I notice a "Space Left" indicator when I post images. Does this mean that once I run out of this "space" that I will be prevented from posting any more pictures or attachments? :(
Attachments use up your space on SEN. You can delete old attachments in your settings window under attachments. Just delete the old ones that nobody requires.

Quote from SeraphicStar
P.P.S. Oh almost forgot to mention I really enjoy all the new additions you have made and thank you sooooooo much for allowing access to the caves in WoL version! :D
Thanks. And I hope that the difficulty scaling is alright now. I had to reconfigure it as I implemented new functions for pretty much every aspect of the game.


Also, I wrote down the concept of my mouse control scheme, so other mappers can learn from it.




Mar 7 2013, 6:39 am SeraphicStar Post #716

A Taste of Divine Crystalline Goodness

Hey, found a few more instances of what I showed last time. the first again was an impassable barrier regarding 2 overlapping bridge tiles. The other two are just screens showing gaps in the bridges that are passable. :ermm:

(Note: The only way I have seen to reach the other side of the overlapping bridge bug was the warrior leap skill. Teleport does not work as it appears to rely on being able to reach the target area via direct walking. Which explains why if you enter Cathedral level 4 from the Catacombs and Ogdens sign quest is active, you are unable to exit the walled in room via Teleport. :wtfage: )

Since you said these screenshots helped you out I figured maybe these additional ones may help as well. The good news is it appears to block off only a small area of the map from what I have seen. However if there was a small area such as these that was the only "direct path" to maybe the other half of the map(highly unlikely in the caves) it would really be a hassle.

P.S. Great idea on the skills, I was wondering something though that you might want to consider. It isn't too big of a deal but maybe something worth thinking about. Would you consider adding in a one handed sword type weapon that could have 6 sockets in it? Right now the only one handed weapons that allow 6 sockets are the Flail and the Warhammer. I was thinking maybe the crystal sword from diablo 2 could be a good addition, but it does not need to have the same stats on it considering the bastard sword has the same damage.



None.

Mar 8 2013, 4:25 pm Ahli Post #717

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Found the problem with the impassable bridges. I forgot to set bridge tiles to be a bridge flag in my information, so a second river was able to flow into a bridge tile which made the bridge unusable and creating an inaccessible area. So, this will be fixed when I update the map.




Mar 12 2013, 11:46 pm SeraphicStar Post #718

A Taste of Divine Crystalline Goodness

Nice, I found a few instances where bridges would be either absent or not placed correctly to allow access to certain parts of the map. I will attach the few instances I ran into, also I ran into another instance of the bridge bug but since you said you already found out the problem and have a solution then I didn't bother making a screenshot of that.

Also there was another strange bug I am unsure if I mentioned before that I received when I used a blue stone of accretion on a gothic plate. Somehow it got a "Spell levels : 1" on it. And when I equipped it it would give me a pinked out square of a spell I could not see nor could I actually select it. This is the first occurrence I have seen of this bug and I am really unsure why it happened but I figured I would mention it. I will post screenshots of that instance as well if I can find them.

There also is a strange occurrence with the spell Mana Shield. Sometimes it does not cost any mana to cast when it is already active. (Note: I have found that this happens most often when the box is only filled in the upper left middle half for some reason.)

I was also wondering if you plan on putting in the Blood Star spell or a similar direct ranged magic spell or if you had other plans relating to your skill trees for character classes. This kind of goes into having teleport and golem spells able to be cast without staves. Unless you were planning on releasing those spells as part of the hell level section?

In addition, I was wondering if you were planning on adding in regular Elixirs into the game or just keeping only the spectral elixir quest reward as the only way besides item boosts and level ups for increasing char stats. The main reason I feel it might be nice to have them in the game is due to one of the shrines that lowers other characters stats. As far as I know there are no shrines that permanently boost stats but there is one(the "Tainted Shrine") that can reduce a characters stats with no real way to remedy it other than character levels or the spectral elixir. Granted this shrine only affects other players in the game so if you are playing in multiplayer this is the only time it could possibly occur.

Oh and I was wondering if you might consider raising the maximum number of characters allowed per profile to six. The reason I believe that 6 would be better is because it allows you to have 2 of each character class. Lets say you already made 3 of each class and worked on them quite a bit so they are a fairly high level. Now you also made one of 2 of the classes to only play with some of your friends. If you wanted to make the third class, you would have to delete either one of your other 2 classes or one of your main characters. I understand that you probably implemented this limit to prevent people from making a bunch of "mule" characters to store tons of stuff on, I just figured I would see what you thought about this idea.

Again keep up the great work on this map and I hope these screenshots help you to make it even better! :D

P.S. Forgot to mention something else. For some reason when you read a book of fire ball, it actually decreases your damage instead of increasing it. Not sure if it was just a fluke but I read 2 books after learning the spell and both of them decreased the damage of the spell. I didn't post screenshots because I forgot to screenshot the second occurrence. I will try to remember to screenshot the next one I do.

Post has been edited 1 time(s), last time on Mar 13 2013, 12:51 am by SeraphicStar.



None.

Mar 13 2013, 7:52 pm Ahli Post #719

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

@bridges
The bridge leads to a 1x1 terrain tile.

@mana shield costs
I can't replicate that and the code looks fine. Also, you pay for the spell before it is added and it uses the same code as the other spells.

@spells ingame
Teleport and Golem are both in the game as books, too.

@char amount limit
I think I can do that. I need to figure out how much space 1 maxed out char uses and how much a stash can take up now.

@elixirs for stats
Maybe I will add elixirs granting stats over time. But I won't add that for permanent changes. I made the shrine buffs act in the same way.

@fireball
I altered the damage to fix it. I'm not sure how much I nerved it with that.

@spell level wrongly appearing on items
Fixed the problem: 1 line was missing. =/ Bank update incoming to eradicate the invalid items.

Post has been edited 2 time(s), last time on Mar 14 2013, 3:55 am by Ahli.




Mar 15 2013, 2:00 am SeraphicStar Post #720

A Taste of Divine Crystalline Goodness

Quote from Ahli
@spells ingame
Teleport and Golem are both in the game as books, too.

@char amount limit
I think I can do that. I need to figure out how much space 1 maxed out char uses and how much a stash can take up now.

@fireball
I altered the damage to fix it. I'm not sure how much I nerved it with that.
@spells ingame
Hmm, that is rather strange. I have never seen either one of these spell books before and I have 3 level 30 characters, so I have done a fair amount of dungeon runs and town hunts for items. The main reason why I find this strange that I would not have found these books already is mostly because of their qlvl values in vanilla Diablo. I have so far only found Flame Wave and Guardian spell books as the highest qlvl spells relating to vanilla charts(being both qlvl 9). I have not found the third qlvl 9 spell though(Bone Spirit) unless you decided not to implement that spell ingame. Now since both Golem and Teleport spell books have higher qlvls than this(qlvl 11 for Golem and qlvl 14 for Teleport respectively). It leads me to believe my characters are not a high enough level to find them from Adria. I was never really that good at determining what qlvl means relating to spell books myself though...

@char amount limit
Hey that would be nice if you could find a way to do it, I just feel it would help others who prefer to start new games with a fresh character with friends. Esp someone who plays the map a fair amount like me. ^^

@fireball
Well my main concern with Fireball in this map is that unlike Firebolt, it does not seem to base its damage off of your magic stat. Meaning that Firebolt on a Sorceror with a high magic stat will do much more damage vs a single monster compared to Fireball in most cases.(Note: I do not know what the formula is for Fireball myself but it appears to only go off of spell level. Maybe character level too? :unsure: )

In an unrelated and somewhat random question, I was wondering how someone might get their name on a custom shrine or item for your map? I don't know what you would be required to do besides help make the map but I thought that it was cool you put some custom items and shrine names in the game, just figured I would ask. :D



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