Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Legion of Champions AE => Bug Reports LOC AE => Topic started by: Bumbleguppy on 25 February 2019, 21:49:14

Title: OPEN BETA TEST
Post by: Bumbleguppy on 25 February 2019, 21:49:14
https://mega.nz/#!UohS2YLD!bkybysYlOtOfbpXXKfzy7ZsSXoRLq4AhLrVa2OTU9s8

650MB Download

Requires Ragnarok expansion to play.

Download the link above and extract the legionofchampragnarok_v1 folder to your Documents folder like so:

Documents ->
                      My Games ->
                                            Titan Quest - Immortal Throne ->
                                                                                               CustomMaps ->
                                                                                                                        legionofchampragnarok_v1

This is an open BETA test release.

I am testing for minor bugs and gross imbalance issues. I'm not looking for feedback on design issues.

Visit the Game Play Videos thread here

https://titanquestfans.net/index.php?topic=126

to see what the mod is like.

I once stumbled on a video of someone exploiting a bug in the AE version Monster in the Woods quest to get unlimited Champ Hearts lol

So things like that would be helpful to find before I release the finished mod.

Please report bugs in this thread.

BUGS LIST:

Champion Heart Recipes missing text tags (fixed for next update)
Title: Re: OPEN BETA TEST
Post by: Medea Fleecestealer on 25 February 2019, 22:41:53
Geeze, something else to test.  I can't keep up!  ;D
Title: Re: OPEN BETA TEST
Post by: efko on 25 February 2019, 23:45:17
Wait what?? Playable Ragnarok on Immortal Throne version?
Title: Re: OPEN BETA TEST
Post by: sauruz on 25 February 2019, 23:47:34
Wait what?? Playable Ragnarok on Immortal Throne version?

 Ragnarok
Title: Re: OPEN BETA TEST
Post by: Tauceti on 26 February 2019, 00:52:48
Always played with TQ vanilla, so it's time to explore new roads.
Have you a few lines summary, presenting the mod, for people like me who never played with it ?

For the technical part, have i to do something with TQ vault ?
Title: Re: OPEN BETA TEST
Post by: sauruz on 26 February 2019, 00:57:29
Always played with TQ vanilla, so it's time to explore new roads.
Have you a few lines summary, presenting the mod, for people like me who never played with it ?

For the technical part, have i to do something with TQ vault ?

Its complety new world, its a pet focus mod, everything will try to kill you, theres alot of bosses, new monsters, traps, Mis are now sets, and major reworks on itens and skills

The import thing i advice is dont be upset if you cant kill some bosses at 1st time, they are meant to be killers :)

I think no vault, not sure this part
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 26 February 2019, 01:18:46
Yeah, writing has never been my strong suit. It will be a couple weeks before I can compose anything meaningful.

I am exhausted just thinking about it.

For the technical part, have i to do something with TQ vault ?

What version are you using? I have only the TQVaultAE.exe version. You have to activate the "custom maps" and restart and then select the mod from a dropdown list. My version still crashes on some items.
Title: Re: OPEN BETA TEST
Post by: sauruz on 26 February 2019, 01:23:43
Like a intro/trailer for the mod ?

i happly can do something like that ,with no problem.
Title: Re: OPEN BETA TEST
Post by: nargil66 on 26 February 2019, 03:10:28
Gratz on the open beta BG. Does it mean the release is close?
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 26 February 2019, 03:45:32
I dunno, I'm not really stressing out about it.

I'm old and I can't sell it so I don't really have any motivation besides making people happy.
Title: Re: OPEN BETA TEST
Post by: sauruz on 26 February 2019, 10:07:24

I once stumbled on a video of someone exploiting a bug in the AE version Monster in the Woods quest to get unlimited Champ Hearts lol


I think i recall seing that video long ago,

But as far i remenber there isnt any monster in this version that drops 100% titanic essence / champion hearts. It requieres now some actual farming
Title: Re: OPEN BETA TEST
Post by: Tauceti on 26 February 2019, 19:28:42
Yeah, writing has never been my strong suit. It will be a couple weeks before I can compose anything meaningful.

I am exhausted just thinking about it.
Hey it's not serious  ;) i was asking in case of you already have one on hand.

Quote
You have to activate the "custom maps" and restart and then select the mod from a dropdown list. My version still crashes on some items.
ok thanks
Title: Re: OPEN BETA TEST
Post by: Kirei on 05 March 2019, 08:41:40
I've noticed a weird seam on the map in the Broken Bridge/Athenian Passage area, decided to check it out.

Apparently, we can swim now  ;D

https://imgur.com/a/6TGuuvV (https://imgur.com/a/6TGuuvV)
Title: Re: OPEN BETA TEST
Post by: sauruz on 05 March 2019, 11:50:12
The heroes deserve to take a day off under the sea, i see no issue here :)
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 06 March 2019, 01:51:43
I've noticed a weird seam on the map in the Broken Bridge/Athenian Passage area, decided to check it out.

Apparently, we can swim now  ;D

Okay, thank you. I went into the game map and re-painted that area with the no-passing tool.
Title: Re: OPEN BETA TEST
Post by: Kirei on 19 March 2019, 02:25:53
Found a minor visual issue in multiplayer.

Jotunn has no visible weapon on client's side and drops a club, that cannot be picked up by anybody and is invisible to the host.
The issue is temporarily fixed when Jotunn moves out of sight (is unloaded?) and has his weapon back when reappearing. However, when he dies, the bug repeats itself on any freshly summoned Jotunn.

https://imgur.com/a/iBzbqnh (https://imgur.com/a/iBzbqnh)

Screenshots taken from client, everything appears normal to hosting player.
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 19 March 2019, 19:43:23
This old bug. I really wish this had been fixed by Pieces/Nordic.

I will have to attach the club to the Jotunn's mesh to solve this.

Why did I think this bug was fixed? I should know better.
Title: Re: OPEN BETA TEST
Post by: Kirei on 21 March 2019, 16:32:52
Got some more.

Container-traps in multiplayer are not always visible on the clientside.

For example, one time I could see the shurikens, but they were not visible for me most of the time. I still got damaged though.

Also, with snowball-traps (or whatever they are called) I could see the explosions, but not the projectiles themselves.

Another minor visual - monsters summoned by traps and altars don't play their "raising out of the ground" animation, they just spawn.

All of this is clientside in multiplayer.

Will let you know if I find anything else.

Edit: apparently, it does not affect all traps and does not happen 100% of the time.
Title: Re: OPEN BETA TEST
Post by: nargil66 on 23 March 2019, 16:38:14
This old bug. I really wish this had been fixed by Pieces/Nordic.

I will have to attach the club to the Jotunn's mesh to solve this.

Why did I think this bug was fixed? I should know better.
Does the bug apply for armors or only for weapons?
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 23 March 2019, 16:51:16
Edit: apparently, it does not affect all traps and does not happen 100% of the time.

Yeah, multiplayer bugs like these are just beyond the scope of the mod tools.

I can make a trap, add projectiles and build the mod. That's it. I'm helpless to address anything else.

I guess I could hit the side of my computer with a broom and yell "Come on, Emma!" BAM BAM.
Title: Re: OPEN BETA TEST
Post by: Kirei on 23 March 2019, 17:42:01
Eh, I'm just enjoying the mod (immensely!) and reporting anything I find. Just wanna help with what I can.

Got another one, though.

One of the monsters (mini earth golems) summoned by the trio of obelisks in some Egyptian Tomb is missing a name.

https://imgur.com/a/YoiiGpl

There was also an item with an empty pet bonus, but I'll have to find it in my stash.

Also, a question. I've played earlier versions of the mod and I remember it having equipment crafting. Is this feature still here or am I mixing it up with Soulvizier?
If it is from this mod, where can the recipes be found? I remember hunting for some chest armour that dropped from embalmed casters in Act II.

I know you're not looking for design feedback, but I really like your changes to Greece, especially the pirate quest.

Also, a request/suggestion: I remember Masteries mod had summons change their appearance depending on the skill level. Like, a clockwork golem, that was half your height at level one, and ended up a huge hulking death machine at max level. Or wolves changing their fur color with levels. Thought it might be a neat feature for a summon-based mod. Just a suggestion though, I'm sure you've got enough to deal with already.

Edit: Huh, it seems that pets actually DO change skins at very high skill levels. My applause, you've thought of everything.
Title: Re: OPEN BETA TEST
Post by: sauruz on 23 March 2019, 21:31:31
Also, a question. I've played earlier versions of the mod and I remember it having equipment crafting. Is this feature still here or am I mixing it up with Soulvizier?
If it is from this mod, where can the recipes be found? I remember hunting for some chest armour that dropped from embalmed casters in Act II.

The formulaes you can get then only in Chang'an, in act3


edited: ups many typos in one sentence
Title: Re: OPEN BETA TEST
Post by: Kirei on 27 March 2019, 18:52:40
Found some more bugs.

Wrong name on a crocodile hero and an incorrect set bonus on craftable armor.

https://imgur.com/a/fb2vIwG

Edit: Also, nothing happens when attempting to craft Champion Hearts. I just get the recipe and it's ingredients back.

Edit 2: Dreamblossom summon from Ritualist's Robe does nothing and has no animations (T-Pose). It just kind of stands there once summoned.
Title: Re: OPEN BETA TEST
Post by: sauruz on 27 March 2019, 20:18:51

Edit: Also, nothing happens when attempting to craft Champion Hearts. I just get the recipe and it's ingredients back.


I think the reason its the incorrect set name/ingredients are not correctly linked, its called berseker ordinance but the ingredients is from assasin set
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 27 March 2019, 21:09:17
For some mysterious reason, all the champion heart fragment recipe for normal difficulty pointed to the wrong directory for the result of the crafting. Epic and Legendary recipes are fine. Ah well, fixed now.

TheOrdinanace torso armor for Berserker had the assassin set in the database file, updated.

The Ritualist ordnance summon had a bad controller, fixed.

EDIT: Latest build now linked in the first post
Title: Re: OPEN BETA TEST
Post by: Kirei on 27 March 2019, 21:31:27
Wow, that was insanely fast!

Should I expect problems if I use my old saves with this version?
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 27 March 2019, 21:33:39
Wow, that was insanely fast!
At this point I am very familiar with most of the mods content as far as bugs. THere are some fuzzy areas, especially the areas where there are 7 or 8 hundred files for a system like ordinance for example.

It's like having blind spots, I can see most everything but some things are fuzzy. But I know where they are, they are in my blind spots :)

Should I expect problems if I use my old saves with this version?

Nope, no problems
Title: Re: OPEN BETA TEST
Post by: Kirei on 27 March 2019, 21:38:25
Great, thanks a lot!

Back to enjoying the mod it is. Will report if I find anything else.

I also found an item with +1 to Invalid Skill Profile in the previous version.
https://imgur.com/a/jvNub40

Edit: Dreamblossom still appears to be broken. T-posed and shoots no projectiles at enemies or whatever it is supposed to do.
Screenshot from the latest version: https://imgur.com/a/9TEQkLP
Title: Re: OPEN BETA TEST
Post by: Kirei on 22 April 2019, 16:36:47
Creating a new post for visibility, sorry if it is against the rules.

I've made it to Act V and stumbled across an invisible barrier that does not let me or my pets pass.

https://imgur.com/a/bKb0RGC


On the screenshot it is located around the upper border of the undiscovered area. Can't go around it.
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 23 April 2019, 00:28:15
Yeah, this breaks the game.

I have updated the OP link to MEGA with the fixed map version.



I fooled around trying to get the map edges to knit in the editor for awhile and was unsuccessful, it got so bad I was trying to use the "smooth" tool to get it to knit and it was just a huge mess.

So I copied and pasted the two levels that meet at this edge from the initial map extraction files I keep as a backup.

Since there is only "force save all" and there is no "force save selected" I just added the healer to the town and nudged one proxy in the other map section that way the editor at least let me save the imported original levels.

Tested it in game and it seems to be okay now.

TBH, I have completely forgotten what I did to these two map sections that I had to redraw all the non-passable areas and rebuild them in the first place. All I think I need is the healer.
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 02 May 2019, 21:24:28
Redid the cooldown values for Refresh to end up with ~90 second cooldown for every level today. Had to look up the math to get it right lol
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 17 May 2019, 17:34:09
Needless to say at this point, all development on this mod is cancelled.

Until the mod breaking issues from the Atlantis update are resolved.
Title: Re: OPEN BETA TEST
Post by: undefind on 17 May 2019, 23:10:11
if you reference one of my earlier posts there is a solution.

"In the comments of the Paths mod it was mentioned that they couldn't used the compressed .arc files anymore, they apparently aren't loading anymore. So they had to put the whole uncompressed folder in for the mod. Is that something you have tried?"
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 17 May 2019, 23:21:48
Yes, I have. It works for custom meshes.

However, I have to say the first cardinal rule of programming application versions is : Never break the interface.

Instead of adding meshes in my mod's working directory, I now have to add them to the build directory. Since I was using a custom version of ArtManager, you can argue there was no interface to break as adding .msh files using the ArtManger was never implemented in the official version of the program.

Fair enough. I now have to gather all my custom meshes from my working source directory and add them manually to the build directory, not the dev's problem, but it IS MINE.  >:(

The map issue persists and my mod is unplayable.

My existing mod up on Steam will have to be updated, but I don't want to as it is too much effort. I will delete the Steam v1.1 LoC mod now.
Title: Re: OPEN BETA TEST
Post by: soa on 19 May 2019, 10:25:44
Instead of adding meshes in my mod's working directory, I now have to add them to the build directory. Since I was using a custom version of ArtManager, you can argue there was no interface to break as adding .msh files using the ArtManger was never implemented in the official version of the program.
I don't get this. If you add a .msh to the source files of your mod, you can create an asset. Or is this something new that came with the Atlantis AM ?
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 19 May 2019, 18:03:26
It's new.

You can restore the meshes to the mod by re-archiving them from the build directory (documents/games/tq/custommaps) directories.

Custom maps no longer function. Has anyone tried to play Lilith since the Atlantus update?
Title: Re: OPEN BETA TEST
Post by: sauruz on 19 May 2019, 18:07:55

Custom maps no longer function. Has anyone tried to play Lilith since the Atlantus update?

I did, ( even unistaled ATlantis)

Dont work, you are ported into main game now ( all buggy)
Title: Re: OPEN BETA TEST
Post by: Bumbleguppy on 19 May 2019, 18:20:36
From the Steam forum user BFG Zyddie:
Quote
Atlantis came with a lot of changes to even the base game which is why some mods no longer work, that is something that the modders will have to fix and work through. I know it sucks but the Titan Quest community have some great modders and I´m sure most if not all of them are already working on updating their mods.

Not much we can do from the dev side of things.


Emphasis mine.

So what I'm to understand is that this is the new modding reality and we modders can expect no fixes from the THQNordic/Pieces devs in the future.

I deleted LoC v1.1 from Steam as I don't want to rework the whole thing, I don't care if that's a problem. I'm mad as hell and I don't owe anyone anything.

I am working on a simple pet mod for atlantis and it's going well, without a custom map of course.
Title: Re: OPEN BETA TEST
Post by: sauruz on 19 May 2019, 18:33:30
I saw his post early this morning,  i dont know what to say about it..i mean..they redone the whole thing and not even a new guide , so we are going blind thru the game now.

This is kick right into the modding community. No offense to Devs, but this wasnt really necessary, no one were asking for this.

Sorry to bought this in your thread, Bumble

This hurts.

Thankfull still have disc version. If everything goes wrong
Title: Re: OPEN BETA TEST
Post by: efko on 19 May 2019, 23:28:05
If devs decided to make it that way, it seems fine to me but for Atlantis, for AE or AE+Ragnarok it should be available previous game for players, so now as 2 separated games. Blizzard for example killed WarCraft3 custom maps with game updates, targets to push away was about 90% of players, game fans for over a decade who doesn't play official maps, so they granted wishes to small amount of players and lost probably half of game fans who went to alternatives. TQ is far from that situation, but I hope it will happen this change with separated games if you guys temporary abort progress with Atlantis. I think the only way to keep things is if they push AE+R+Atlantis as separated game from AE+R, the same thing as for Immortal Throne, so we can have 3 or 4 games now.
Title: Re: OPEN BETA TEST
Post by: nargil66 on 06 June 2019, 15:01:11
That's very bad news. It's clear now, that modders won't be getting much support. At least we know what to expect.
Sorry for v1.1 BG. All that work and effort... but i bet that many people will still play 1.57. Not all is lost.
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