Not A Blog Redux IV

travisbaldreetravisbaldree Posts: 1,665 ✭✭✭✭
edited August 2012 in TL2 General Discussions
It's Friday! Time for another Not A Blog.

I don't have earth-shaking new news this week or a specific 'featurette' in mind, so I'm just going to give you a dev update.

I'm now done with everything in Act 2 except the last boss - which I hope to mostly complete over the weekend. There will probably be a few trailing animations and FX that get picked up on Monday, but my aim is to be wrapped on Act 2 at that point. This makes me very happy. I think Act 2 has turned out really well, and am pretty jazzed about how very different it feels from the other acts. I was hoping to be done with the whole Act by the end of the week, but didn't quite make it, largely due to some unexpected bugs cropping up that chewed up a good day and a half of time.

We ended up putting together some new art this week for the three superchampions in Act 2 part 2 ( which are part of a boss chain ), and they came out pretty cool. Their previous incarnation was 'meh', and this is a big improvement.

This isn't a comprehensive list of other tasks - but here goes.
This week Marsh and I ended up spending a good bit of time doing some bugfixing.

*There was an erratic issue with UI sorting which we found, due to an uninitialized variable somewhere.
*There were some 'dirty pathnode' occupation issues in warping situations that I fixed.
*We fixed an issue with dead boss units on level loads triggering certain events they shouldn't.
*We found a problem with ai-animations not properly updating when offscreen for level owners in certain situations.
*I fixed improper culling of scaled animated background room pieces. I fixed several problems with quest flags not restoring properly.
*We had a problem with magicfind where unnaturally high boosts (which we sometimes use in spawnclasses to guarantee nice items) could pass the max limit and cause unexpected results. I added in protective code which prevents that but maintains the ratio between itemtypes.
*I made it possible for any unit to consistently ignore your pet as a targetable.
*Marsh added the ability to have footstep particles ( he really needed it for one of his boss battles, because it felt lame not to have splashes ). I added some to desert and snowy regions after that went in.
*Some music fading issues with boss battles were resolved.
*I fixed some problems with certain kind of localonly triggerable units pingponging messages in multiplayer
*Matt Uelmen put together a even more cool ambient sounds which Patrick integrated
*Some special modifications were made to the level running up to the last Act 2 boss to make it cooler.
*Erich did some more fishing hole work and some unique work
*Erich did some magicfind balance and made merchants cooler
*Matt worked on NG+ UI stuff and some trailing portal/waypoint UI fixes.
*Achievements are now being hooked up.
*A new unit was made for the last Act 2 boss battle I'm working on right now which should make it much, much cooler.
*Marsh continued to make good progress on his act and fixed bugs
*Everyone everywhere continued with polish.
*Jeff added some more face and hair options, among other things


My plan for next week is to focus almost entirely on skill tree polish for the classes (although I may switch gears throughout the week to help Marsh out on Act 3 )

Thanks all!

Travis
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Comments

  • gold163gold163 Posts: 4,852
    IT BEGINNNNSSSSS
    cxNEL.png
  • narbssnarbss Posts: 73
    Thanks man
  • ShaddwShaddw Posts: 9
    Thanks for these updates. I really enjoy reading them.
  • KurrusKurrus Posts: 173
    Thanks for the update, great to hear Act 2 is almost finished!
  • gameqb11gameqb11 Posts: 975
    cool...1.5 acts to go
    Yay, TL2!!!
  • VortakaVortaka Posts: 216
    Thank you for keeping in touch!
    And thus, this fan is happy!

    Vortaka
  • Thanks for the update, sir. :mrgreen:

    Delighted to hear more customization options made it in. :3
    *We had a problem with magicfind where unnaturally high boosts (which we sometimes use in spawnclasses to guarantee nice items) could pass the max limit and cause unexpected results. I added in protective code which prevents that but maintains the ratio between itemtypes.
    So, if you would humor us (or maybe just me, but I doubt it :P), what were these "unexpected results"? Was it like magic find was a cat, and the "unnaturally high boosts" was catnip and it just totally spazzed out, causing rares, uniques, set and legendary items to explode out all the crates and mobs? :lol:
    eramahgerd-terchlite-tuu-42bf7f.jpg
  • FhaarkasFhaarkas Posts: 690
    What a lovely way to start my Saturday.
    Remember, remember, the 20th of September.
    Random quote:
    I just stand back and try to manage the chaos. - Erich Schaefer
    Caution: Autistic thinker.
    Mods: Torchlight | Diablo Font | Foggy Town
  • <.< add an option to change your beard and whatnot during the game. i **** LOVE beards. o_o
    M2qI5.jpg
    I love you Bulwarkcoco. Passionately.
  • darknaisdarknais Posts: 42
    I have a question about unique items that says 50zombies to upgrade it okay I understand this but there will be uniques that can be upgraded more than once?
  • WebbstreWebbstre Posts: 7,225 ✭✭✭
    Achievements... steam only or for everyone? :P
    Administrator/Former Owner of Runic Games Fansite. Be sure to visit RGF for all your Torchlight series needs![/color] Don't forget to check out ModDrop as a one stop solution for installing and sharing mods easily!
  • ZiddersZidders Posts: 14,345 ✭✭✭
    This gave me a tingle in my pathnode
    ItfooQF.png
  • FhaarkasFhaarkas Posts: 690
    Webbstre wrote:
    Achievements... steam only or for everyone? :P

    Though I'm not much of an achievement **** anymore, it would be cool to have a list of milestones in-game. :D
    Remember, remember, the 20th of September.
    Random quote:
    I just stand back and try to manage the chaos. - Erich Schaefer
    Caution: Autistic thinker.
    Mods: Torchlight | Diablo Font | Foggy Town
  • AcalanathaAcalanatha Posts: 232
    Thanks! Everything sounds great! Adding on to what darknais asked, perhaps there could be (or already are) multiple upgradable uniques (i.e. Kill 50 zombies, after that it upgrades once and tells you to kill a zombie champion, then it upgrades again and asks you to kill a specific type of zombie champion)? Just an idea.

    EDIT: Could even add special pre/suffixes according to the requirement? (E.g. Zombie-Tickling Hammer of Cuteness and Death)
  • **** yea! i didnt read yet! :)
  • gameqb11gameqb11 Posts: 975
    Acalanatha wrote:
    Thanks! Everything sounds great! Adding on to what darknais asked, perhaps there could be (or already are) multiple upgradable uniques (i.e. Kill 50 zombies, after that it upgrades once and tells you to kill a zombie champion, then it upgrades again and asks you to kill a specific type of zombie champion)? Just an idea.

    EDIT: Could even add special pre/suffixes according to the requirement? (E.g. Zombie-Tickling Hammer of Cuteness and Death)

    I really hope they put alot of thought into these unique item quest. I also hope a few of them arent easy to complete (at least in NG+) Dont hold back Runic! get as crazy as you can.
    Yay, TL2!!!
  • KillmouseKillmouse Posts: 130
    gameqb11 wrote:
    cool...1.5 acts to go
    + skill tier balance and quality testing :)


    we will probably see the game end of september
  • AnonymousAnonymous Posts: 642
    Awesome. I'll never get tired to say it. So many things to take care of, so many new problems spawning that need to be fixed in some hours...
    I admire all the devs, really, they have superhuman patience and skills.
  • GlassGlass Posts: 613
    <.< add an option to change your beard and whatnot during the game. i **** LOVE beards. o_o

    It says "*Jeff added some more face and hair options, among other things", put the two together and you get facialhair ;)
    And who are you, the proud lord said,
    that I must bow so low?
  • FarnhamFarnham Posts: 564
    *Marsh added the ability to have footstep particles ( he really needed it for one of his boss battles, because it felt lame not to have splashes ). I added some to desert and snowy regions after that went in.

    Look! more hidden footstep particles!


    1. please implement the classic d2 style chat display, as well as the !msgs
    2. please implement skeletons falling apart on normal deaths
    3. will pvp have any separate balancing like 1/8th dmg or something similar?
    4. will there be ias/fcr/fhr/fbr breakpoints?
    5. will there be a 'desperation mode' or something similar for bosses? (like when they reach 20% hp remaining, they could turn red and move 20% faster and maybe get a new ability into the sequence)
    6. what is Max doing? :mrgreen:

    thanks 8-)
    2gx44kg.jpg
  • ishikabeishikabe Posts: 136
    Dear Runic Games,

    Thank you for talking to the community like we are human beings. Some companies out there talk to us like we are dollar signs.
  • gameqb11gameqb11 Posts: 975
    Killmouse wrote:
    gameqb11 wrote:
    cool...1.5 acts to go
    + skill tier balance and quality testing :)


    we will probably see the game end of september

    fine with me. I think these post may be raising my expectations a little too high- it seems like they are adding an awful lot of cool extras and "polish" here and there. Not very often you hear about a game getting the extra attention it deserves in all areas. I think it will be evident when we finally get out hands on it.

    I swear this is the second time i heard that they were adding more face and hair options. How many will there be? It seems something even as simple as hair option will be fully fleshed out.
    Yay, TL2!!!
  • snewtsnewt Posts: 15
    edited August 2012
    Awesome - love seeing the progress being made. Look forward to playing the game, take as much time as you guys need. :)

    I'm hoping the replay value (NG+; along with whatever else is in store) will be top notch. I want to be playing this game for a long time to come (like Diablo 1 & 2). I still load up Diablo 2 to this day.
  • GraeystoneGraeystone Posts: 1,545
    *There were some 'dirty pathnode' occupation issues in warping situations that I fixed.
    Is that. . .**** speak?
  • ValiskValisk Posts: 372
    *Marsh added the ability to have footstep particles ( he really needed it for one of his boss battles, because it felt lame not to have splashes ). I added some to desert and snowy regions after that went in.
    Genome_Soldier.png
    Whose footprints are these?
  • gold163gold163 Posts: 4,852
    Valisk wrote:
    Whose footprints are these?

    More like

    LOOK! MORE HIDDEN FOOTPRINTS

    LOOK! MORE HIDDEN FOOTPRINTS

    LOOK! MORE HIDDEN FOOTPRINTS

    LOOK! MORE HIDDEN FOOTPRINTS

    LOOK! MORE HIDDEN FOOTPRINTS
    cxNEL.png
  • ishikabeishikabe Posts: 136
    Why is there a Russian enchantress in the desert?
  • AeydonAeydon Posts: 570
    I have a strong feeling launch is getting very close! Thanks, Travis. :)
  • jamesLjamesL Posts: 3,568
    Thanks for the update, sir. :mrgreen:

    Delighted to hear more customization options made it in. :3
    *We had a problem with magicfind where unnaturally high boosts (which we sometimes use in spawnclasses to guarantee nice items) could pass the max limit and cause unexpected results. I added in protective code which prevents that but maintains the ratio between itemtypes.
    So, if you would humor us (or maybe just me, but I doubt it :P), what were these "unexpected results"? Was it like magic find was a cat, and the "unnaturally high boosts" was catnip and it just totally spazzed out, causing rares, uniques, set and legendary items to explode out all the crates and mobs? :lol:

    MF goes negative and all your equipped items become normal whites
    I don't have a sig
  • Well... yeah, that's a bit unexpected. :|

    It's like dividing by zero. :o
    eramahgerd-terchlite-tuu-42bf7f.jpg
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