[REL]Grim Quest

Ok thanks, I’ll see about fixing those. I can probably create a small fix to remedy this for both gq and grimarillion​

i have 1.46 without “a”, in 1.46a i think it same because i saw 1.46a changelog
PS: how about not take me for an idiot?

@ASYLUM101: Still same question…
Defense Cleave not works with dual axes anymore or tooltip error?

Update: after little testing - it absolutely does not make 4 hits with dual axes… only one hit with 1.5 multiplier for main-hand weapon, also not deal two hits when one-handed

I haven’t touched the axe/mace skills since I first drafted them in, it’s possible they are not working as intended. The damage might be tuned up to up for the fact that I cannot get them to hit 4 times yet, not sure if I will be able to since that requires adding animations annnnd I don’t know if we have enough animation slots to do so.

I will take a look and see what the original intention for the skill was (if you didn’t know, it’s from soulvizier, a mod for TQ) and try and work with that

also, hunting volley still not works like in tq :3, for spears it ok. not being fixed?

Not sure what you mean, what is the difference?

oh, sorry
also, hunting volley still not works for riffles like in tq for bows :3, for spears it ok. not being fixed?
just 3 projectiles, not tripleshot like in tq

also don’t know, bug or feature, but defense shield procs also works with duals :smiley:
PS: Shield smash and Disable use bash animantion and deal mainhand+additional phys damage, Pulzerize use default “two hands hit” animation and deal damage from both hands+phys
PSS: also works with one-handed and deal double hit when procs
PSSS: also works with two-handed riffles and staffs, no specific animation but gives additional phys damage
PSSSS: i love soulvizier

Volley:
Well, I don’t know what the actual difference you are seeing in TQ vs GQ is. The skill should be the same. To explain more accurately:

The skill templates are identical = they should function the same.
The projectile count is the same = they fire 3 projectiles
The projectile damage is the same, 100% wpn dmg = each projectile does 100% wpn dmg, as in TQ.
There are no bows, but instead rifles and pistol = still works from rifles and pistols
The animation from TQ volley was a normal attack, the one I used is for a normal attack, so there should be 0 differences since there are no callbacks to screw with.

I have no control over the arrow/shot spread with this template, if there is anything different from TQ, it is an engine change that I cannot change back.

PS: Shield smash and Disable use bash animantion and deal mainhand+additional phys damage, Pulzerize use default “two hands hit” animation and deal damage from both hands+phys

These skills dealt damage with ‘both hands’ in TQ as well.

Shield skills working with all weapons is not intended, not sure how this happened because it wasn’t something I did intentionally.

Test Batter and Shield Charge, do they work with these other weapons or shields only? I will fix the three shield proc skills to only function with shields as intended.

@ASYLUM101: Still same question…
Defense Cleave not works with dual axes anymore or tooltip error?

Just wanted to say, just because a skill says it hits with ‘both hands’ doesn’t mean it needs a weapon in each hand, a shield works fine.

“I have no control over the arrow/shot spread with this template, if there is anything different from TQ, it is an engine change that I cannot change back.”

in tq Volley was single-target proc with fast triple-shot animation, i just asked was it fixed or won’t be fixed never, because I have not been at forum for a long time
not a problem if its engine restriction and cant be fixed, hunter procs in the current state still useful for AOE with riffles

“PS: Shield smash and Disable use bash animantion and deal mainhand+additional phys damage, Pulzerize use default “two hands hit” animation and deal damage from both hands+phys”
this words was about testing how it works with duals
“These skills dealt damage with ‘both hands’ in TQ as well.”
What? I doubt that shield procs in tq CAN procs with dual weapons
of course it dealt damage with ‘both hands’ if you WEAR shield

“Test Batter and Shield Charge, do they work with these other weapons or shields only? I will fix the three shield proc skills to only function with shields as intended.”
Yes, Batter also work with these other weapons, but Shield Charge work as it must

“Just wanted to say, just because a skill says it hits with ‘both hands’ doesn’t mean it needs a weapon in each hand, a shield works fine.”
If we are still talking about Cleave, Just wanted to say, with duals it hit ONLY with main hand, with shield it also hit ONLY with main hand, that not “works fine”, because it NOT hit with ‘both hands’, but in description it CAN

also a question, Epic spears already ported? And will be in GQ higher-level versions of ported epic weapons when DLC for GD will be released?

Unique Spears and Staves are already ported. No plans for xpack gear.

[QUOTE]“I have no control over the arrow/shot spread with this template, if there is anything different from TQ, it is an engine change that I cannot change back.”

in tq Volley was single-target proc with fast triple-shot animation, i just asked was it fixed or won’t be fixed never, because I have not been at forum for a long time
not a problem if its engine restriction and cant be fixed, hunter procs in the current state still useful for AOE with riffles
[/QUOTE]

There’s nothing to fix.

“PS: Shield smash and Disable use bash animantion and deal mainhand+additional phys damage, Pulzerize use default “two hands hit” animation and deal damage from both hands+phys”
this words was about testing how it works with duals

You should be more specific then, your posts are extremely vague with these “reports”. Shield skills are meant to function only with shields. Anything else is either a bug or an engine limitation.

[QUOTE]“These skills dealt damage with ‘both hands’ in TQ as well.”

What? I doubt that shield procs in tq CAN procs with dual weapons
of course it dealt damage with ‘both hands’ if you WEAR shield
[/QUOTE]

I never said shield procs with two weapons.

[QUOTE]“Just wanted to say, just because a skill says it hits with ‘both hands’ doesn’t mean it needs a weapon in each hand, a shield works fine.”

If we are still talking about Cleave, Just wanted to say, with duals it hit ONLY with main hand, with shield it also hit ONLY with main hand, that not “works fine”, because it NOT hit with ‘both hands’, but in description it CAN[/QUOTE]

My point is if a skill says main hand and offhand damage it doesn’t mean you need two weapons per se, a weapon and shield will work fine as shields have their own innate damage that will be accounted for as the Offhand damage.

As for Cleave, the description is from SV so it’s not accurate. Not much I can do about which hands an attack uses since this isn’t something you can mod, it’s all based on the animation. I cannot import animations from TQ and I cannot add more custom animations because GD has a hardlimit for how many I can add. I will change the skill for more clarity.

“There’s nothing to fix.”
ok, never fixed is fine too

“You should be more specific then, your posts are extremely vague with these “reports”. Shield skills are meant to function only with shields. Anything else is either a bug or an engine limitation.”
sry, that because my english extremely bad

“My point is if a skill says main hand and offhand damage it doesn’t mean you need two weapons per se, a weapon and shield will work fine as shields have their own innate damage that will be accounted for as the Offhand damage.”
Did I say something сontradictory to this?
Cleave says only main hand damage and according to tests procs only with main-hand, regardless is there shield, offhand weapon or nothing in another hand

@ASYLUM101 Investing skill points to Volley after level 6 do nothing, how about add some bonuses?
any ideas? maybe %pierce damage or +2% main hand damage for points after 6th?

Mod updated to 1.46b. Main post updated with updated links.

1.4.6b Changes

Defense:
Concussive Blow:
+Max rank increased to 10, ultimate rank to 20.
-Removed axe qualifier.
+Added Scepter qualifier.
+Removed chance for physical damage (now always active while a ‘blunt weapon’ is equipped)
*Physical damage changed into Internal Trauma.

Heave:
+Ultimate rank increased to 18.
-Weapon damage lowered by about 100. (from 210% lvl1 to 110%)
+Damage modifier changed from Physical to All Damage.
+Increased scaling on damage modifier.
-Reduced stun duration.
+Increased armor reduction.
+Added Crit damage modifier.

Cleave:
*Adjusted the skill’s tag for clarity.
+Ultimate rank increased to 18.
+Adjusted weapon damage scaling.
+Added flat pierce damage and flat bleeding damage.
-Removed bleed modifier.

Hack:
+Max rank increased from 8 to 16, ultimate to 26.
+Chance for pierce damage changed to a constant pierce damage modifier (but at a much lower value)
+Added a bleeding modifier for the same amount.

Pulvierize:
*Fixed an issue that allowed this skill to be used with any weapon

Disable:
*Fixed an issue that allowed this skill to be used with any weapon

Shield Smash:
*Fixed an issue that allowed this skill to be used with any weapon

Hunting:
Volley:
+Added a pierce modifier that scales with rank. Increases by about 4% per rank.
+Proc chance now scales past 20%, slowly up to 25% at rank 18. (good luck getting there)

Spirit:
Summon Outsider:
*Fixed a missing tag issue.

Storm:
Summon Wisp:
*Fixed a missing tag issue.

Concussive Blow:
-Removed axe qualifier.

Axe still in description.

Yep, axe still there. And i also found one bug

Probably, this is because “tagInDeathIsLifeDESC =” which was in grimquest_tags_skillnames.txt in v1.4.5 was deleted.

Ah shit, that probably was deleted when testing Warebare’s new tool. That tool was the main reason I went through all my tags and redid them. The other tag issues were my doing, this one I’m going to pin on Warebare :wink:

I probably won’t update again for another week at least so keep posting more tag issues and bugs as you find them guys.

yeah, and I’m ok with that :stuck_out_tongue:

Heave has the description “Requires a mace”, but does not it also need a scepter? (i.g. “Requires a scepter or mace”) Alternatively, if the description is written in Concussive Blow, this description may not be necessary.