having the Headhunter Buff up at bossfights without killing anything is not the intention of this belt and will not change to a state where you get the buff just by attacking enemies, i am sorry if people don’t like that but i will not change that back ;D
ok i checked the poe wiki again and there it tells: " This applies even if a Minion, Trap, Mine or Totem kills a rare monster; this is an exception to the usual definition of “you”, likely due to the status of this unique item." so there should be a way to make it work for yourself by slaying enemies with your pets, we will see, not checked too much but already have something in mind ;D
looking forward to it since that belt is basically best in slot
Found a way to make it work for satisfaction i guess The INITIAL buff from the Leatherbelt will now be triggered by controller “cast_@selfonattack_25%” and will grant a petbonus with half of the FULL HH CHAIN buffstats and can therefor be activated VERY easily, further charges will ONLY be granted on KILL (50 percent chance) and the increase in charsize is exclusivly handled for chars that really KILL stuff on the screen to give more advantage overall to those people, but in that way it will be usable also for petplayers
it simply needed a buff thrown out by the script in between to make that work and that looks also more fair now to me
Tried several things to make it in some other way but i really don’t want to go back to an area buff which will buff EVERYTHING also things that you don’t want to be buffed xD So this should be the way the news goes
An update will be ready at the start of next week i think
Optimizing further all creatures with newly learned parameters and finishing up the rest of the basegame updates.
Cheers.
Sounds like a good and fair compromise
I think so too Made some progress and want to share it before i fall into my bed xD
Highlights:
- CHANGE: Wolfpack → further optimized spawn and style variables; now always gets gibbed with maximum gore effect
- NEW: Zombiepack → guess what this is xD new mapnuggets added, style is not final, but mechanically working so far, added to zombie+undead+mummy proxies;
- CHANGE: Will O Wisp CM → changed template of the item to oneshot_scroll to make it viable to put onto the hotbar
furthermore optimized the pet itself to be more speedy to have a bit better chance to follow the player!
- CRAZY MIKE: various changes and new testingitems → Slow Aoe, Fast Aoe, OneShot SingleTarget, Belt with Autocast Singletarget Oneshot etc.; further optimizations done on all those testitems and uncle Mike himself
- INTEST: male+femalepc01.dbr → attack+defenseslots INCREASED from 6 to 9 for getting overwhelmed even more xD
- OPTIMIZED: Omega Rebornbox + Delicious Meal;
- CHANGE + FIX: Headhunter optimizing → the initial skill will now be cast at self on attack (25%) and grants an initial buff which includes a petbonus that grants half of the buffstats to your pets, and the full potential of the buff ONLY to yourself, when charging up BEYOND the initial charge; this new “technique” counts for both the Leatherbelt AND the Weak Elixir! in this way PETPLAYERS can use that belt and have a boost to their pets WITHOUT getting further buffs as the following charge is only cast on KILL and ALL the rest of the skillchain is granted on CRITICAL ATTACKS! the buffuptimes have been increased for a better maintaining overall and all buffstats of both items have been synchronized; new bufficons have been added aswell; this mechanic was NOT working AT ALL in the Shattered Realm anymore after the last adjustments, simply did not run SR till this happened ;D
- ATTENTION: in the Shattered Realm you will be able to LOOT items via the spawned Hero Orbs, which will appear due to the change to the lootchests which have been mechanically changed to avoid the error calls,… MAYBE i will revert this, because i was encountering 2 ONB spawns inside shards in the SR while testing, which should NOT happen at all, and i think that has to do with the above mentioned change to the lootorbs, maybe,… in investigation
maybe it could be also simply the fact that all of those spawns share the same script command, and i should seperate them into new script files…? if anyone can give me a tip on that i would be very happy
Cheers.
PS: not an official version today, only for testing till next week when i have time to make a real update which should include a finish in basegame updating aswell… ;D
EDIT: oh, that was easy to fix → the spawn of an ONB in the SR has been fixed by simply swap the scriptcommand to another scripthandler → OnInitialUpdate was not good here so that has been removed and both scriptcommands now only use OnAddToWorld as it should have been ;D
What does that even mean? :o
i think it means you can be attacked by 3 more enemies, for the defenseslots i would say, about the attackslots i am speculating and therefor this thingi is in test not seen any difference in “attackslots” so far, the defenseslots for sure
wait…theres a limited amount of enemies that can attack you at once or what are you suggesting?
yes, usually 6-12 slots iirc. this applies to enemies and players, they have their own value for it. Melee Horde Pet builds in mods like grimarillion often suffer because of this
yeah thx do you know if there can be a maximum? and what exactly does the attackslots do then, maybe count as a maximum amount of targets the player can have?
Not sure, not something I’ve ever bothered to change.
yeah absolutely, also never messed with it in particular but while i was stumbling accross some creature dbrs to optimize them lateley with all this new knowledge it just seemed as something might worth to take a look at. the defenseslots rly make some kind of difference but for sure a variable to be on test for some time to get a better picture. effectful variable
In either case, id be careful when making such changes. Your mod already stutters from time to time. Maybe the devs implemented these defense and attack slots to reduce the processing time per frame? Im not sure what the purpose of these attack and defense slots could be
that’s why it is a INTEST ;D sure it does stutter, that is a combination of too much projectiles, spawns, added fx effects and so on, no doubt, that’s why i am trying to optimize things and therefor need to know what values do, which i don’t know or never used, to get a better understanding, does not need to be careful, just need to make backups ;D and no, a reduction in overall fx and particles can be achieved with the gameengine.dbr settings according to the panic treshold, which i have tested several times without any positive effect with diverse combinations for that valuecluster i guess, for the most part there are pretty much optimal values set onto the basegame files, ESPECIALLY according to that, which does not mean that i have the understanding and so i keep examine those
anyways, the defense slot determines the MAX amount of enemies that can attack you or better get the playerchar into targetfocus which aims to your defenseslot, that should be pretty obvious and can easily be tested with uncle Mike or anywhere you want yes, still not 100% sure what the attack slots are, its harder to test out but i think it determines a maxvalue on how much targets the player can be focused at any given time. if that’s not true, i would be happy to learn something, at anytime
Peace
Howdy
Quick look into one of the last testruns i did with a newly imported character, who cleared not much after import, just going to reach shard 25 in the SR and testing various things as usual. Overall performance does not seem that mega bad, but for sure needs to be adressed, especially the added Hero Archetypes, which were clearly not correctly adjusted back then with less knowledge to put an eye on performance aspects ;D already did an example adjustment for the Swift Archetype which now runs pretty much alot smoother overall, which you can see at the end of the video, or if you take a closer look while that char was sharding ;D
You will see (or even might have noticed) that the initial buff of the Headhunter mechanic DOES infact introduce a little stutter everytime the buff has been cast for the first time (not on recast XD), this will be investigated, i guess it has to do with the template which might be not the best but i could not make it work in another way, when i was trying, maybe not hard enough xD
Furthermore there will be an overhaul of the Immortal Mercs in the near future, as i have thought about them alot recently and came to the conclusion that they WILL become more “companionlike” and can be KILLED while fighting by your side, therefore with more uptime, less overall attackpower and more supportive focus only, and for sure some performance optimizations, already done for the T2 Pet Merc, who bogged the engine down to its knees for sure xD.
Another thing that already has been added and will be extended in the future, is a change to all hero creatures (at this points) which will make them “splatter/burst/gib” ALWAYS with added effects for those who did not had one already, for a more gory experience overall this also solves some despawn issues on some mobtypes as i have seen already.
An update might be available at the start of the next week.
Happy weeked.
I swear, this F_CKING tileset is just a run killer in shattered realm. Should be removed, grrrr. I run out of time every time on this stupid tileset because its too big and the terrain is impossible to traverse
True, that maplayout is also not my fav xD but for diversity i will let it stay ;D already 2 special floors have been removed (one by Crate, one by me). Not a biggi i think Push through! xD
EDIT: i guess more hard for gamepad play as you have to deal more with wall collisions ;D
Howdy
An update has been uploaded, finally basegame has been completely updated to the newest version, more fixes and additions included
Highlights in this version:
- FIX + CHANGE: basegame has been updated to the newest gameversion, EXCEPTION: “Crafted consumables have been removed from the loot pool and are now only available via crafting. Some consumable blueprints have been updated.” → NOT removed from nemesis bosses and treasure troves, but lowered weights! → more “exceptions” maybe included, we will see
- CHANGE: playerchar (“female+malepc01.dbr”): further optimized, i hope xD → gibThreshold INCREASED to 999999 to never gib the player, removed gib effect + sound, added dyingFXPAK, removed more unneeded values, changed teleportcolor, increased outlineThickness, increased attack+defenseslots from 6 to 9 for more maximum targets at once versus enemies and against YOU ;D
- CHANGE: Will O Wisp CM → changed template of the item to oneshot_scroll to make it viable to put onto the hotbar
furthermore optimized the pet itself to have more speed to follow the player around;
- CHANGE: ComboMod Wisp Lightaura → increased from 75% to 100%;
- NEW: consumable “Simple Torch” → “Every adventurer should have one of these!” → item to increase lightradius by 50% for 1800 seconds → can be obtained from the Devils Crossing factionvendor on friendly status;
- CHANGE: chestloottables → “breakableloot_all_a01.dbr - breakableloot_wasp_a01.dbr” → mainly removed a few Grim Souls and adjusted a few weights! “CHEST_BOSSLOOTS”: cleaned up, removed Grim Souls and crafted potions, reduced amount of Boss Souls a bit; “CHEST_HEROLOOTS”: reduced amount of Blood Shards a bit and removed crafted potions! “chest_rottenstump_a01.dbr”: removed Grim Souls; “CHESTLOOT_ALL”: removed Grim Souls! CHESTLOOT_RACKS: removed Grim Souls!
- CHANGE: Inventor → removed Blood Shards from Dismantling → more then enough other sources are available! increased chance to get Mysterious Ore out of both epic and legendary gearitem, furthermore CREATED and added some UNSTABLE MESS as a FAILED DISMANTLE (low chance!), to not overwhelm the player with goodies, there shall be a chance to get NOTHING aswell in my opinion ;D additionally: removed crafted potions, NO MORE endgame components on any level! added Aether Crystals to possible outcomes;
- CHANGE: Hero Archetype Swift → overhauled for a better overall performance!
- CHANGE: Hero Archetype Vampiric → overhauled for a better overall performance!
- CHANGE: added more GORE to the game → “records/creatures/enemies/hero+devotion/” + normal enemies but ONLY for the zombies for now as testing! → CHANGED values → deathEffect: added where it was needed; gibEffect: added where it was needed; gibSound: added where it was needed; gibThreshold: changed ALL values to 0 to ALWAYS gib them for a gory dead;
- CHANGE: Shatterered Realm → updated BLACKLIST + ALLOWED items! added lootchests to blacklist to NOT let them spawn in the SR which did NOT work, BUT after playing with it a while i will let this in as it was pretty much more to my liking especially while playing as a petchar
no issues so far, let’s call this a WIP!
- CHANGE: Omega → increased chance to spawn an ONB from a boss creature! → 11% at MAX Omega Level;
- CHANGE: Omega Script → adjusted and cleaned up a bit; new scriptfunction → GUARANTEED spawn of an ONB when clearing a Monstertotem in Elite and Ultimate Difficulty! this will make hunting for them a bit easier, especially on low Omega Levels!
- ONB Guardian: now has the same DOME FX as the Defender Archetype, also the same radius was applied!
- NEW: the Omega Zombiepack for additional ONB spawns has arrived at the usual places for zombies, undead and mummies;
- Headhunter mechanic further optimized → you will encounter a small hiccup at the start of the Headhunter skillchain, on first cast, NOT on recast while active → will be investigated!
- NEW: various new testing gearitems available at uncle Mike;
- ADDON: GrimCam parameters adjusted to get the char a bit more “up” into the screen… → feels overall a bit better i think, also it seems those new parameters are a bit less impactful on performance as it seems… → provided the DPyes ini file with ADDITIONAL ARCHIVES;
Happy hunting
Attention: the newly added “mechanic” to spawn the lootorbs from heros and bosses is not working as intended for multiplayer sessions and is introducing alot of new issues…xD it will be reverted to the old state in the next update. furthermore we noticed various things not dropping (anymore=?) for either the host or the client, and the SR extra reward Orb doesn’t seem to work anymore at all in coop, all this will be investigated! sorry if anyone experienced some issues due to that. The next update will be available at the start of next week i think.
Cheers.
EDIT1: anyone who is interested in some changes to fix coop issues can take a look at this version which we are playing atm to get rid of some (or maybe all? XD), feel free to contribute ;D
EDIT2: we’re getting there XD updated file-link again for those who are interested as usual it’s initial problem with coop and functions not working was/is the scriptfunction to spawn, which has been adjusted for mp now ;D some stuff already working in coop, very happy
EDIT3: testings and adjustments will take a “bit” longer then initially thought, more things working in coop, mostly unfortunatly only when the host takes the primary action on it → like Grim Souls, Bookworm Buff etc. Shattering Essences as reward are intest with a reward trove to get them, which also works, but only when host opens it. I am unsure if i can change this behavior at least it is working a bit better now
what also will be further optimized atm are the hero archetypes, better how they are spawned. intest is a new mechanic to open a small portal for each archetype to spawn the addons from that petspawner, which seems to work pretty much alot better in terms of control over it and the performance it drains ;D adapted it from the spawnmechanic Diablo himself already has in phase 2 for spawning his shadows, looks also better overall
Anyway, an update will be available a bit later, i will update the MPtesters.zip file from time to time until a real udate will hit, i can’t tell you when this is but at least 1 week more testings and adjustments it will be for to make it worth it to call it an update.