Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Legion of Champions AE => Downloads => Topic started by: Bumbleguppy on 10 June 2021, 03:02:28

Title: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 10 June 2021, 03:02:28
Looking to be a laboratory guinea pig? Want to bang your head when the game crashes every time you try to farm?

THIS IS A PET SUMMONER MOD.


If you like to play builds that don't use pets or even builds with pets as only player support, you're gonna have a bad time.

If you play without pets, please don't post about how hard this mod is without pets in the thread.

MEGA Link to the share folder :

https://mega.nz/folder/Q4Z22LLD#fBYOBKX9Xb2lL7n2h_bA9w

Once the MEGA page opens you'll see "legionofchampions.zip" which is the whole mod including map, assets and database.

"LegionOfChampionsAtlantisDatabaseOnly.zip" is JUST the database. Paste it over the existing one in your custom maps directory if you use it.

To download a file from the MEGA folders webpage, hover your mouse over the name of the file you want, a little "..." will appear to the right. Click the "..." and you will see a prompt for the download. Since it's already zipped, you can use the standard download selection I think.



REQUIRES RAGNAROK AND ATLANTIS DLC TO PLAY.

MOD WILL BE MODIFIED REGULARLY AND NEED RE-DOWNLOADING.

So the mod is stable for now (restarting to farm will still crash the game sometimes), keeping in mind a new patch is on the horizon. So tuck in and summon an army of minions while we can!

I have been playtesting and there are some things that can't be fixed:

Game crashes when restarting from the main menu, like when you try to farm.
Hidden merchants can still be targeted.
Auto targeting will attack creatures that are hidden from combat like traps.
Pets controllers still target hidden ambush spawns that haven't spawned yet.
Etc.

That being said, this is the thread to download and to fix bugs, balance the unbalanced and tell people I've made an executive decision and that's that. :D

Still a work in progress so don't download if you want a flawless gaming experience.

Stuff I haven't got to:
Boss treasure chests will spawn two sometimes (that can be fixed, but it's a big consolidation of multiple quest files, each with a different system...sheesh)
Miniboss near Wusuo Mountain teleporter is really rough and not complete.
Polish up the Ordnance skills.
Finish Monster Infrequent sets in act 5 and Atlantis DLC.
Etc.

Future plans:
New area in Atlantis I have planned, but won't impact this version as far as character save files.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 10 June 2021, 10:13:31
Congrats!!

I benn playing a bit so far im lv 7 , defeated Nessus

Couple Reports

I couldnt damage Satyr Brute from Medicine Quest, me and my pets didnt do any dmg on him, well only 5% hp after some minuts so i skiped it, Pandarus was a solid balanced fight even Nessus.

Skelletons Archers from spirit, dont move right ? i think they shouldnt have a UI icon, because it can confuse some people having the false sensation of having a many pets with it and actually only a few.

Dream mastery have 2x duplicate skill at lv 40 (Hecate Glyph)

In Rune Mastery, a modifier of Rune weapon isnt well connected , its placed at lv 10 , but the line is at  lv 4 , maybe its a visual bug?


i will kept playing and report the thinks i see
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 10 June 2021, 12:27:07
2nd Update

Itchians summons from nereid have wrong name (torshell turtle)

I find the bosses and heroes ahving a bit to much hp recovery in early game, if you dont have a good drops you wil be in trouble.

Dread Robert pirate is not at same lv in terms of toughness than Skeletal Prince Brothers or cyclops for exemple, as he fell very quicly

I think bat sonic attack should have a chance to stun or lower stun duration , if you got swarmed by then you can be stun locked for a long period of time

Arachne summons big group of spiders with lower cooldown , in few second you have 15 litle spiders kiling you in seconds :p
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 10 June 2021, 17:17:23
Thank you for the feedback, sauruz. This is very helpful and I'm working on changes as I write this.  :))

nargil66 and I were DMing a little and I gave Shield Maiden some early health and armor buffs in case you choose Defense as a second mastery, she really needs her defense modifier skill in later game.

The health regen that you mention is vague, but I found that the new bossgamebalanceattributes.dbr in the game directory has health regen so I removed it. The +%health regen modifier in epic and legendary I kept, undead shouldn't regen but if a boss HAS regen then I like the boost they get in epic.

I consolidated the spider spawns for arachne, it is a proxy spawn so I just added the spider archer pools to the melee pool proxy with a lower chance. Now she just summons them like the vanilla game as far as how often.

The Satyr Brute mini boss was casting Battle Awareness which is probably why you couldn't hurt him, I moved it to Epic and Legendary and removed the pet resistance.

You know, there's a story about an electrical grid blackout in New York city and it was discovered later that it was caused by a bug in the code base, a single missing semi-colon. That's how it feels about the skeletal archers in Spirit. I changed the controller and the description and the cooldown and everything but forgot to flip the "show icon" bit to zero.

I've fixed the rest of the things you mention as they are bugs like the dream skill bug, I have to check in game about the Runemaster visual bug later.

Bats keep their stun, and I have been stunlocked a couple times...now when I see a bat I'm all "Uh oh...run!" and my pets get stunned. Bats were once a funny and cute little aesthetic all "Oh, look...a bat! How spooky lol" and you just slapped it to death. Now it's all "OMG RUN YOU IDIOTS Ahhh, no too late" heh heh. I reduced it to a 50% chance and halved the stun duration, but I like that bats aren't just fluff.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 11 June 2021, 00:04:08
It seens i got stuck at Greek Telkine, im spirit and earth combo, having full skelleton warriors , lv 7 skeleton archers, lv 7 magma sprite. Telkine isnt getting much of dmg by pets, i guess i need to farm strong itens before to fight, tomorrow.

I had 1 crash when i was going unlock Minotaur Lord arena, it can be Titan Quest being silly. When i re open the game it went just fine, Minotaur Lord was tuff but it was acessible.

Is the Ratman Necromancer boss in parnassus have a resistance versus undead ? it was a long fight, maybe its intended since he far of main road ?

The boulder shoot by Satyr General before Gorgons deals kinda high dmg , as  one shot me , well my hp doesnt help since i had 600ish hp :p

Minoan Statues inside Labyrinth have tagged as Guardian stone guardian (?)

Shield casted by Automaton Broze champion could be more resistance ? As they kept casting in short period of time.

There are some Mis that have adiferent colour , for exemple stonebinders have the green olive colour and Maenad boots and Boarman Helm have the regular dark green colour, it is the same ? Or its because it spawn with Affixes ?

The Ancient Limos from quest is kinda strong atleast for skellies and fire sprite as he 1 shoot then pretty much, maybe im having a bad day :p

Sergos Longstride (Centaur hero) have somekind of hp recovery when he get up to 5% of hp ? it seens he have some kind of self buff like adrenaline.

Itchian mages have strong absorb aura right ? as i was hitting then and i didnt saw hp going down when they had the buff, im assuming it is this case.

Orthrus are really scary now,  they do more fire dmg it rip my skellies fast , it is fun and scarry when i face their groups ah! Loving it

I could walk down in this place and go through of this side area, unless theres something hiding around :0
(https://i.imgur.com/Ah5Answ.jpg)

!!Yheaa Pirate Island ...baby!! Oh i miss it

small suggestion:
THQ Nordic removed Ratman plaguebearer ( poison archers) from ratman pools , when they re implement the Fire mages, if you want to re add then, it could be cool.


Edit: I have forgot to speak about satyr altars, while it is fun device, i think they are bit tanky for early lvs, since you can find then in Sparta up to Athens , i didnt see any diference in their lvs and abilities, maybe the ones found in early lvs could have less hp/resistance and as far you travel in the act they become more dangerous and summon stronger version of satyrs. As i was in Athens Batleground and the satyr altar was kepting spawn lv 6 ghost satyrs the same i found in Sparta Graveyard.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 11 June 2021, 01:15:28
I will nerf the first Telkine's defenses a little for normal difficulty.

Notice that some enemies will be using Spirit Ward which defends against undead. Valkyries use it I know and some Necromancer type enemies. Spirit characters need to adjust.

The Satyr General does have a boulder throwing skill that can one shot casters that hang back, yes. One-shotted me several times now. You should have seen the Satyr Necro that can spwn instead lol, he kept spawning 5 Zombie Captains over and over...there was like 30 of them and I just quit to desktop :D

I nerfed the ancient limos for normal difficulty.

The Ichthian Mages cast Sylvan Nymph's Overgrowth which has a fixed amount of damage absorb so you have to keep hitting them to dissolve the buff.

I removed Longstride's buff for normal difficulty.

Thanks for pointing out that area in Knossos, I had missed painting that little area with the no-passing brush in the editor :) this is the kind of big mistake that makes people helping with testing such a wonderful thing. Honestly, you know how many things you have on your dinner plate all at once and it can get a little overwhelming. One thing drives out another as the saying goes, and you end up with a little mistake.

There are 2 satyr altars in Greece, I will nerf the first one's defenses for normal difficulty. I've only made a few Satyr ghosts, and remember that if you are playing Spirit, other masteries struggle with those ghosts.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 11 June 2021, 03:07:22
1、hello,There are four occupations,Skill bar 100, and the other six only have 40。bug?
2、Hello, is the maximum player level 85?
3、Sythestia ~ Pale Ichthian Queen,It's static,Can't attack。
Title: Re: Early Alpha Testing ~ Go!
Post by: nargil66 on 11 June 2021, 03:18:05
I fall far behind Sauruz, just entered the Pirate lord camp. Found 2 issues:
- First, had to restock potions so i teleported back to Spartan Camp, but when i got back to the portal map, my custom portal was gone...
maybe i did something wrong? Or is it because the pirate camp is a new area?
- Second thing is a small visual issue with pirate headbands. The inside is transparent so it looks a bit wonky. There is an easy fix when you want inner side of an item to be visible too - just change the shader from standardskinned to standardskinnednoculling. Its a new shader they added after AE.
- Pirate lord is tough! Hence my first death. Especially when he spawn more of his mateys.
- Did you change textures of turtles? I bet you did. They look more realistic than vanilla.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 11 June 2021, 13:13:51
Update n 3

Lv 26 Reach into Fayum

i must be blind, because i didnt notice the cave entrance that lead into the aquatic cave above cyclops lair, yhea the Pale itchian boss must have a bad controller (right?) as he cant died either.

Anyway, i was able to defeat Greek Telkine! i went to grind a bit to craft my first artefact , start heart, found as well a good magic torso from oracle set and put a point on heat shield and help from arcane power from the scroll and was able to take telkine down! Atleast the limos dont heal him back so it was nice :p

I think as far im getting into the game the problem in early game is the dps, as the bosses have more resistance versus pets and bit more defenses if the player dont have any intial skill or ability can be a problem in the start as well with the hp recovery ,but when it start to get a nice drops its turns to be alright

-fell blade have a invalid skil profile

.Scorpos from beast of legends was hard , specially the sting , it was more dangerous than Ammit

-Jakalman berseker ambush from the Rhakotis Library drops to many Mis , or atleast i was lucky , got atleast 5 parts from the gang

-you can go down into the river from here
(https://i.imgur.com/wpWj05i.jpg)

I got lucky from drops got bone bracelet and white crow and got my skellies warriors to high version at lv 21, yey
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 11 June 2021, 17:07:31
1、hello,There are four occupations,Skill bar 100, and the other six only have 40。bug?
2、Hello, is the maximum player level 85?
3、Sythestia ~ Pale Ichthian Queen,It's static,Can't attack。

1. Yes, some were 40, I changed that when I added pet bonuses to the mastery file yesterday. https://titanquestfans.net/index.php?topic=1466.msg17077#msg17077
2. According to soa and others, the game engine now hard-caps player level at 85 and the mod tools can't do anything about it. I can put any number I want in the player levels file, but the game ignores the changes.
3. Yes, saurz saw that , too. When a monster is in a "T" pose, it's a bad animation file. When they don't act but you can't kill them, it's a bad controller file.

@nargil66 I double checked Pirate Island and the overworld island and caves are added to the Knossos zone. I just re-added them redundantly in the editor, but it's a head-scratcher why that happened.

@sauruz I'm going to have to re-paint the entire length of the whole Nile again, aren't I? Same thing happened last time I modded that area in the last mod...change one map section and all the no-pass pathing just goes away. Frustrating.

Maybe the low DPS is just Spirit, I haven't had this issue when playtesting. Maybe I will boost the skelly damage or something.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 11 June 2021, 17:20:55

@sauruz I'm going to have to re-paint the entire length of the whole Nile again, aren't I? Same thing happened last time I modded that area in the last mod...change one map section and all the no-pass pathing just goes away. Frustrating.


As far i went, just that small gap in the lower nile. I will let you know if i found more

I had to repaint more or like three times Nile borders in my mod, i know the pain.

@Bumbleguppy , i think Nargil is speaking about the pirate camp in Megara coast, the area wheres is the boss
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 11 June 2021, 18:28:54
Oh! You're right, I see now. yes, that area is new and it wasn't added to the Megara zone so I fixed it.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 11 June 2021, 19:15:48
tagLocMonsterSkill015=Curse of Hades
tagLoCMonsterSkillDesc015=Slows and reduces vitality resistance.
tagLocMonsterSkill015=Stygian Fireball
tagLoCMonsterSkillDesc015=A powerful ball of energy is lobbed by the caster, exploding amongst enemies.

hello   Repeat? Wrong?
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 11 June 2021, 19:31:09
It seens its impossible to enter inside Marduk Temple  ( my guess is the connection between  entrance door outside to main dungeon)

I got a blank reward when i completed Place of Truth Quest
(https://i.imgur.com/s9pjCEL.jpg)

You can walk into this region, maybe placing rocks or debris can help out closing the gaps ? In relation of Nile, its only that place i post, so its good :D
(https://i.imgur.com/hTlD294.jpg)
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 11 June 2021, 20:29:57
tagLocMonsterSkill015=Curse of Hades
tagLoCMonsterSkillDesc015=Slows and reduces vitality resistance.
tagLocMonsterSkill015=Stygian Fireball
tagLoCMonsterSkillDesc015=A powerful ball of energy is lobbed by the caster, exploding amongst enemies.

hello   Repeat? Wrong?

Ha ha, yes repeat or as I like to call it "copy and paste error". Names of monster skills usually don't matter as the "show when pet" bit is rarely set to 1, but in this case the skill "Curse of Hades" is shown as it is like Plague and the player needs the icon so I fixed it.

@sauruz I can't figure that quest display bug out. The quest file has a tag for the reward, the tag is still there in Modstrings.txt...but it doesn't show in game so I just removed the stupid tag from the quest file. Forget about it, stupid game.
 >:(

I reimported the first level of the temple of Marduk and it showed the door connected so I didn't check...it seems that the connection from the ziggurat outside WAS broken, so confusing...so I fixed it. Sorry about that.

Ha ha, another thing I spent time on yesterday was trying to track down the dvergr sound files in the database, they had "stun" as the "death" sound etc...really confusing and messy.

So I did a personal preference selection of sounds, but they no longer say "Zoop!" when they die lol...Zoop!

I have uploaded the latest build to MEGA.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 11 June 2021, 20:52:13
Dumb Question

The recent update its on link of 1st post ? As when i click its downloads the same version as inicial, unless its not updated yet.

Sorry :/
Title: Re: Early Alpha Testing ~ Go!
Post by: nargil66 on 11 June 2021, 21:07:43
So I did a personal preference selection of sounds, but they no longer say "Zoop!" when they die lol...Zoop!
That just made the evening better lol
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 11 June 2021, 21:08:32
Yeah, it's new (to me) feature of MEGA. I downloaded and installed their desktop client app and it created a "synch" folder in my Documents.

Now I just copy and paste all the .arcs and .arz into the .zip file I have there and it (slowly, 45 minutes at least) uploads to the same file on the server. So it just updates the existing file so it's the same link.

Just use the same link that's in the OP :)

@nargil66 had to change my avatar lol
Title: Re: Early Alpha Testing ~ Go!
Post by: nargil66 on 11 June 2021, 22:09:51
@nargil66 had to change my avatar lol
You killed all the fish as we say here :))
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 12 June 2021, 02:55:07
 Hello!,As when i click its downloads the same version as inicial。As like as two peas,No change。
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 12 June 2021, 03:17:13
Sorry, I'm still learning how to use the file synch on MEGA.

It seems i DO have to get a new link every time.

Oh well, it's still a little more convenient than going to the web page.

I will update the OP with the new link to the latest version.

EDIT: I am so very sorry, it's a big file to download and it takes up time and bandwidth, too. I am reading up on the new MEGA sych app right now. It seems "versioning" is enabled by default, so I followed the steps to clear versions and disable versioning.

I will double check the link each time I make an update to download from now on.

Again, I am sorry. :(
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 12 June 2021, 04:01:46
hello,Dream Mastery,Two skills are missing,Blank Icon。    bug
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 12 June 2021, 04:25:39
Fixed.

I will add a "Database Only" link for hotfixes that only concern the database for smaller downloads when appropriate.

Here it is and I will add it to the OP, too.

https://mega.nz/file/d4ZAUbzY#MLihvlHq_7JGB6w-v4kjdMrnMI10mqJkDoomGAJDRkQ
EDIT: link no longer works, check the OP.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 12 June 2021, 05:21:29
hello,Runes Mastery,Seal of Fate skill,Unable to release,No animation。
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 12 June 2021, 06:18:16
Took me awhile to figure out what you meant as the player animations are working fine, and there are a LOT of cusom animations entries for casting that spell.

Once I playtested I saw there was no particle effect. Turns out I had made 4 different projectiles with 4 different particle effects so that the actual radius of the spell explosion is more closely aligned with what you see in game.

The only thing is, I had forgot to import them from the last mod I based this one on. I imported them, checked all the files and it was only the database that needed updating as the effect files had already been imported.

Tested it in game and it works now.

Since this is only a database update, I updated the "database only" link in the OP. I copied it from the web interface this time after uploading as even with versioning turned off, MEGA makes a new file on their server with a new link when I use the "synch" app and doesn't keep the same link. Oh well, sigh.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 12 June 2021, 06:40:25
Okay, I think I figured out a way to keep the same link in the OP, which is really great because I am tired and lazy and old.

Seems I can link to the synch folder on MEGA and you can just click the file download your own damned selves.

Since the files in the folder are updated and get new links, it doesn't matter since you click on the page link anyway.

Should work. I hope. :)
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 12 June 2021, 14:07:49
I was worried last night as i couldnt figure out how to download last update. That was way before you update the new look of Mega download, right now im dowload the full version that contain 1.59GB, since im not at home until tomorrow and im using those mobile internet usb it wil take 1h or 2h to finish the download :p

I think you should do a super boss called "Zoop Zopp" ::)
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 12 June 2021, 17:00:06
Is this passive like this, not connected ?
(https://i.imgur.com/mbj6OkP.jpg)

I found a djinn group in the spot where the Manticore appears in fayum cave, not sure if is intended

Chang´an Spider boss is really tough, couldnt do much dmg, i will return later when i got better equips or more skills

Found a Effrit hero with ice djinns in ice cavern


Man, i really dint knew it was possible to make Barmanu more evil, you prove me wrong, ahah its crazy :D! My suggestion ,atleast for me is changing the pfx of his shout, since the snow terrain is so bright, its very hard to notice the effect.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 12 June 2021, 17:48:28
The tier 7 skills have the Atlantis connectors so that they don't appear if you don't have the DLC, but  didn't like the color so removed them. On this one I forgot to add the connectors to the base skill in RUne.

Chang'an Spider is optional so I experimented. I made the rune-mine like spawn of poison puddles, I am quite proud of that for some reason. One of those "it can't be done" Oh yeah? Watch this! type of things maybe.

What the heck was a djinn doing right there in the middle of the trash scorpos pool list? I am at aloss. Must have been tired that day I don't know lol

Yeah, the proxies in vanilla for the djinn blood sisters got repurposed since I used the djinn blood sisters for a quest. Now they should spawn one of three djinn, Effrit or Marid heroes. I updated the pools so they spawn with their kind now.

You can thank @Endymion for the Baramanu skill, though I may have tweaked it a bit. I think I will have him do both the old and new skill alternately.

EDIT: By "him" I mean Baramanu, not @Endymion lol
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 12 June 2021, 22:54:45
It is really a cool skill , i might check it out later :O!!

Facing Typhoon right now, before i forget

-Rakasha ( Ghost Tigerman) have a issue with animation (T pose) , atleast the soldiers

-Ninja wraps MI gives + invalid skil profile

-Jinghe Ratman veteran archer are tagged as champion , intended ?

- The  Bounty Hunter that gives you the djinn quest is named as Antor ~ Sailor , i believe isn't correct yes ?


Note: I think in AE they give special pool in normal for epic tagged bosses ,  Manticore and Dragon liche, maybe for some reason the djinn were linked to the manticore pool.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 13 June 2021, 00:19:52
Bug from vanilla, there is a skelleton ambush from greece (lv 12) that appear in that spot, the proxie is under the floor in the editor so you must rise everyhting up on that zone, if you dint knew that
(https://i.imgur.com/iabmAmn.jpg)


I think Quillvine Nightblosson from Potion Quest can be litle hard to face in melle , in case the quilvine allies that appear around have same power lv as the main one
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 13 June 2021, 00:37:24
You would be astounded by how much I don't know. :)

Yep, there it is, what the...? Well, I deleted that proxy, let me know if there's any others from vanilla like that, it's great information to have! :))

I nerfed the little Nightblossom clones just now, at least in Normal difficulty lol

While I was in the editor, there's that Gigantes proxy that has the same problem I just remembered and I finally found it way down under the ground and moved it. :)
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 13 June 2021, 01:09:29

Yep, there it is, what the...? Well, I deleted that proxy, let me know if there's any others from vanilla like that, it's great information to have! :))


As far i know theres in two more places :

-The Neanderthal proxie before the Chumbi valley rebirth fountain , after the pengs you fight up there

-Zombies/undead proxies under the walls i belive in top left , in the crypt that appear Neb-kemi

While those two have correct monsters ,if we can say that, they are invisible in the editor unless you rise these spots.

When i was modify Neb-Kemi Crypt i was suprise by how there was still zombies/mummys even when i removed their proxie in the editor , well i moved some objects in the editor and there they are, hidden from naked eye lol
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 13 June 2021, 03:51:52
Ha ha, I just had a total party wipe in Epic against Baramanu with his hailstorm attack. One shotted lol

So I spent some time heavily nerfing the damage.

I also restored the projectile version of his warshout and added combine shader rings and distort shader rings so it should be easy to see against the snow.

I found the Chumbi valley proxy and brought it up to the surface and then copied and pasted it two more times in the same spot lol

I couldn't find the Neb Khemi proxy, but I have so heavily modified that over the years, it's working fine anyway.

Thanks again, sauruz for all your help! :))
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 13 June 2021, 05:10:06
hello,display PREFIXES+SUFFIXES,Can you add it?   love you!
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 13 June 2021, 05:16:44
Do you mean on Monster Infrequents?

I am thinking about importing all the monster infrequent tags to my modstrings and making them olive color, that would still let people know it was a MI among all the other green rare affixed items. But it's a tedious task and I have to be in the mood. Money puts me in the mood, but I'm not getting paid so I do it when I feel like it lol :))
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 13 June 2021, 05:25:57
hello,equipment(PREFIXES+SUFFIXES),Can be seen on the equipment。  Sorry, my English is poor。
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 13 June 2021, 10:19:53
Gonna dive in and give it a whirl, but just want to check first BG.  Is it worth keeping all the old LoC stuff in my TQVault or not?  Would they still be viable or would it be better to delete the vaults and start again.  I'll back the vault up anyway, but just wondering if I can continue using my LoC vault stuff and add to it or better to delete them and make new vaults.
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 13 June 2021, 11:26:30
Okay, I'm at a loss here.  I've downloaded the zip file, but every time I try and extract it, it just puts the whole zip into My Games\Titan Quest Immortal Throne\CustomMaps without unzipping anything.  What am I doing wrong?  I've got something called Archive-ea27, but whether I extract that or the LoC WinRAR the result is the same, no unzipping. 
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 13 June 2021, 12:24:41
hello,tagLoCPetSkill088=  and  tagLoCPlayerSkillDesc027=,There is no skill description。


tagLoCPetName025=J鰐unn
tagLoCPetSkill049=Curse of Anik阾os
tagLoCItemHelm017=Grandmaster Sh?D鄌 Helm
tagLoCMonsterName754=R錼 ~ Seer

These English display errors,Can you tell me the correct word?    thank you!
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 13 June 2021, 17:24:13
Okay, I'm at a loss here.  I've downloaded the zip file, but every time I try and extract it, it just puts the whole zip into My Games\Titan Quest Immortal Throne\CustomMaps without unzipping anything.  What am I doing wrong?  I've got something called Archive-ea27, but whether I extract that or the LoC WinRAR the result is the same, no unzipping.
I just downloaded the mod to test it and I didn't have any issues, I'm sorry I don't know what to tell you.

If the .zip is already in your Custom Map folder, in Windows you can right-click and select "Extract All" and then after it's extracted, delete or move the .zip out of the custom maps folder?



@郝玉龙
tagLoCPetName025=Jotunn
tagLoCPetSkill049=Curse of Aniketos
tagLoCItemHelm017=Grandmaster She Dao Helm
tagLoCMonsterName754=Rår ~ Seer

tagLoCPlayerSkillDesc027=Spirit Strike blasts through the primary target to hit multiple enemies.

tagLoCPetSkill088 is not in use.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 13 June 2021, 17:40:06
thank you!    Tartarus(Atlantis ),Quit the game all the time,The game was forced to shut down。 :-*
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 13 June 2021, 17:49:06
i 'm sorry, Should be: tagLoCPetSkillDesc088=
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 13 June 2021, 18:11:45
Hades 2nd  phase of the fight i think it have bit to much hp recovery or im missing something, after all dmg from my pets and myelf it ddint see any difference of the his hp as it remains the same.


I think skelletal archer abilitie , i believe or is soul detonate or soul shoot, he uses the anm/female/lethal skill animation, is to strong as one shoot is capable to kill a medium group of monsters even gigantes.

Shade of Sandwraith have a issue on animation

Shade of Medusa Minions have a bad controller and have wrong name tagged

Shade of Ormenos is tagged as Asgardian

Theres 2x Formicid Thane bosses in the Pools of Mnemosyne

Some Bone scourge are tagged as undead while the big ones (champions) are tagged as demons

i think that place of healer is not the ideal, as the plants in there can actually kill you when you try to kill on the healer
(https://i.imgur.com/66Pc2Eq.jpg)
(fountain before or the ones before Charon)

there were some weird spots i couldnt walk in, as i only could walking around in the Sygian Marsh , not sure if this is TQ vanilla aspect
(https://i.imgur.com/Hm9nIaL.jpg)
For exemple
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 14 June 2021, 06:13:18
Listed entries without rare_extrarelic_01.dbr suffix.
records\item\lootmagicalaffixes\suffix\tablesarmor\legmelee_e01.dbr
records\item\lootmagicalaffixes\suffix\tablesarmor\legmelee_e02.dbr
records\item\lootmagicalaffixes\suffix\tablesarmor\legmelee_e03.dbr
records\item\lootmagicalaffixes\suffix\tablesarmor\legmelee_l01.dbr
records\item\lootmagicalaffixes\suffix\tablesarmor\legmelee_l02.dbr
records\item\lootmagicalaffixes\suffix\tablesarmor\legmelee_l03.dbr
records\item\lootmagicalaffixes\suffix\tablesunique\blackpearl.dbr
records\item\lootmagicalaffixes\suffix\tablesunique\crystal.dbr
records\item\lootmagicalaffixes\suffix\tablesunique\jade.dbr
records\item\lootmagicalaffixes\suffix\tablesunique\pythia'sclasp.dbr
Why not use rare_extrarelic_01.dbr for items on normal difficulty with levelRequirement,20, set to levelRequirement,3,?
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 14 June 2021, 06:14:37
@郝玉龙 I haven't touched Tartarus and that is a low priority to me, sorry. Maybe some day, but not now.

@sauruz Lots to do here, I think I have just fixed the Medusa minions and the Sandwraith shades and reset the race on the Telkine shades.

I nerfed Hades 2 some.

Changed all Bonescourge to Undead ~ Demon to settle the debate once and for all lol

I removed the poison mushrooms from around that healer in Styx, problem solved.

I will work on that skill for Skelly mages.

The one thing I can't figure out is how two boss Formicids could spawn...one proxy, 1 set in pool with no proxypoolequation...how could two spawn? No idea.

The invisible geysers in Styx problem again. I have impored the original meshes and everything and still they don't show up in game. I will try again to get them to show up at all. And it's just the ones from vanilla that don't spawn, my custom meshes are fine...it's weird: like so many things in modding this game lol
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 14 June 2021, 11:02:33
(https://i.imgur.com/LJiQ3S2.jpg)

One appears on the righ and other on the left, make sure his pool dont appear on other proxie, or the boss it self can spawn on the other pool that shouldnt be.

Also ,in Hades act there one shrine tagged as Shrine of elements but gives bonus to all skills, like shrine of mastery, and it have wrong tag name on the skill icon.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 14 June 2021, 11:46:31
1、 After I killed two centaurs hero, Majestic Chest And it's gone forever。 

The same is true of other boss, After killing the boss twice, Majestic Chest,It's not coming, it's gone。  bug?  bug? 

2、Some skills can be +10,Some skills can only + 4,Is this normal?

3、Legendary Steamed Ham,There is no effect after use。
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 14 June 2021, 15:19:15
1、 After I killed two centaurs hero, Majestic Chest And it's gone forever。 

The same is true of other boss, After killing the boss twice, Majestic Chest,It's not coming, it's gone。  bug?  bug? 

2、Some skills can be +10,Some skills can only + 4,Is this normal?

3、Legendary Steamed Ham,There is no effect after use。

2- I beleive +4 is only for pets, for exemple skeleton max is lv 17 and lv 21 is the max i think as you unlock the 2nd form

3- is the steam Ham the exp potion in atlantis ? t should give bonus to exp, dont give any infromation in UI just like the normal exp pot
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 14 June 2021, 15:29:20
1、 After I killed two centaurs hero, Majestic Chest And it's gone forever。 

The same is true of other boss, After killing the boss twice, Majestic Chest,It's not coming, it's gone。  bug?  bug? 

2、Some skills can be +10,Some skills can only + 4,Is this normal?

3、Legendary Steamed Ham,There is no effect after use。

2- I beleive +4 is only for pets, for exemple skeleton max is lv 17 and lv 21 is the max i think as you unlock the 2nd form

3- is the steam Ham the exp potion in atlantis ? t should give bonus to exp, dont give any infromation in UI just like the normal exp pot


Not most pets are + 10, it seems that only wolf + 4。Skeletons can + 10

Legendary Steamed Ham,It's experience potion
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 14 June 2021, 17:45:24
Okay, I'm at a loss here.  I've downloaded the zip file, but every time I try and extract it, it just puts the whole zip into My Games\Titan Quest Immortal Throne\CustomMaps without unzipping anything.  What am I doing wrong?  I've got something called Archive-ea27, but whether I extract that or the LoC WinRAR the result is the same, no unzipping.
I just downloaded the mod to test it and I didn't have any issues, I'm sorry I don't know what to tell you.

If the .zip is already in your Custom Map folder, in Windows you can right-click and select "Extract All" and then after it's extracted, delete or move the .zip out of the custom maps folder?



@郝玉龙
tagLoCPetName025=Jotunn
tagLoCPetSkill049=Curse of Aniketos
tagLoCItemHelm017=Grandmaster She Dao Helm
tagLoCMonsterName754=Rår ~ Seer

tagLoCPlayerSkillDesc027=Spirit Strike blasts through the primary target to hit multiple enemies.

tagLoCPetSkill088 is not in use.

Yeah, that's what I had to do in the end.  Extract the thing again into CustomMaps and then delete the Archive folder thing.  Weird.  :o
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 14 June 2021, 18:34:23
@MedeaFleecestealer Yeah, the more they overtake the plumbing, the easier it is to stop up the drain :)

@sauruz Ah ha! Foud it...it was one of the LE_NEW proxies. Funny, that proxy was what started me wanting to create a miniboss area and then later I guess I made my own proxy with the boss purple texture for the proxy because the LE_NEW just uses the red proxy texture and by that time I had forgotten that it was there and assumed it was a formicid 03T proxy lol. So I just removed it from the map and it should be just the one boss now. Thank you for taking the trouble to display the map image sauruz, it is so easy and fast for me to locate the problem I feel like you've done most of the work already.

There's a funny line in my favorite show the old Simpsons where Homer brags to his daughter he is in charge of the little lights on a map on the wall at work and she says "Why are so many burned out?" and he says in frustration "Because they won't hire an assistant." That's me lol

@郝玉龙 Weird, I traced through the files and found I had set the skills for the XP potion to zero for some reason, I don't remember what I was doing. I set the epic and legendary potion skill values to 1 and they should work now. I had the normal value set to 1 and used it in game and it worked last week, so I'm pretty confident that was the mystery problem.

The Summon WOlf skill in the Hunting mastery was not updated to 26 levels. I have vacillated between vanilla style +4 and my +10 between mods over the years and this file was left over from one of the +4 style mods and I simply didn't notice until you mentioned it 郝玉龙. Nice find and helpful.

Interesting modding side note: XP potions are actually a scroll template, which isn't the interesting part. THe interesting part is that the skills they fire on the player are actually NOT in the scroll skill tree but the XPack2/skills/questskilltree2.dbr. That's right, a scroll can have it's scroll skill in a QUEST tree and it works. Huh.
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 14 June 2021, 19:40:34
BG had a quick look at the masteries now I've got it installed.  Both Dream and Spirit are missing backgrounds - they're black - and in Rune the Rune Field skill doesn't connect to the mines skill line. 
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 14 June 2021, 20:13:06
BG had a quick look at the masteries now I've got it installed.  Both Dream and Spirit are missing backgrounds - they're black - and in Rune the Rune Field skill doesn't connect to the mines skill line.

Are you using public beta ? because im playing with spirit and the background is fine
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 14 June 2021, 20:23:53
Yeah, the Dream mastery in my mod's XPack UI directory had the skillpanebitmap file from vanilla in it. I just removed it and will remove it from the archive later. Something is going on with the dream mastery background in the newest patch and I don't care enough to preserve the original artwork by extracting and importing the Immortal Throne bitmap top my mod. So whatever happens in the new patch, I will deal with it then.

I've already addressed the RUne mines skill connector in another post earlier in the thread.
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 14 June 2021, 20:28:05
BG had a quick look at the masteries now I've got it installed.  Both Dream and Spirit are missing backgrounds - they're black - and in Rune the Rune Field skill doesn't connect to the mines skill line.

Are you using public beta ? because im playing with spirit and the background is fine

Yes, I've got the publicbeta. 
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 14 June 2021, 21:47:22
@sauruz  About the invisible geysers in Styx, I had the same problem near the teleporter on Wusao Mountain with orientboulderjagged22.msh and orientboulderjagged23.msh just not showing up either in game or in the editor.

I've extracted and then imported the original meshes into the mod, but that wasn't enough for the geysers so I just imported the original textures and archived them into the mod hoping that will do the trick.

I'm flying blind here, there's no documentation or error logs to know what's going on so I'm just making this up as I go trying to get the base game to work with my mod.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 14 June 2021, 21:50:37
If you want i can take a look on the mesh  and try it out with 3d programs
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 14 June 2021, 22:24:59
no, it's funny because the CUSTOM mesh is visible all the time, it's the vanilla mesh that is giving me this problem lol
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 14 June 2021, 22:32:36
Why im not suprised , probably some texture pathing is incorrect or even the mesh is missing some attribute.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 14 June 2021, 22:47:18
My thoughts exactly, so I re-extracted the XPack SceneryHades .arc from my Steam directory into a new directory. I opened the vanilla mesh and then opened the latest Steam mesh and they are the same as far as texture paths. So I don't know what's going on...maybe the new texture was recompiled with a different Texture Compiler that is now incompatible with the base game or something. It wouldn't surprise me at this point.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 15 June 2021, 00:28:11
Im probably im missing some clue,

Ive killed the three leader to unlock the barrier that is blocking the temple entrance but the game isnt reading the serpentoid leader death
(https://i.imgur.com/MnIDsVa.jpg)

Title: Re: Early Alpha Testing ~ Go!
Post by: TimeWaster on 15 June 2021, 00:47:41
Greetings @Bumbleguppy,

I've been lurking around the forums for your mods for a few years now and always enjoyed playing lilith/loc. Figured I would post some bugs and suggestions now that I'm playing this new version. I really appreciate and respect the work you put into this.

I'm not sure if this is still a thing or maybe you fixed it, but I was able to put points into the killbot mechashield passive skill before I had 4 points in the rogue mastery.

The wolves weren't the only pets capped at +4. Horn of Apollo archer from warfare also seems to be capped at +4.

I was able to buy mi from the ninja merchant in Knossos even before I completed the pirate quest.

The mi seem to be way more common drops than usual, at least in Greece. Got like 4 or 5 full gorgon sets on one run through Greece.

Question about the cyclops boss you added in Greece. He seems way too strong and impossible to fight that early in the game. Are you supposed to come back to him later? I hate backtracking in tq, so it might just be me, but him spamming that rock throw attack which deals like 1.4k damage and with that huge aoe seems a bit too strong.

The 'of the tinkerer' suffix doesn't seem to do anything.

Venom Sac has one completion bonus that is +1 to invalid skill profile.

There seems to be an invisible wall here on this path, as you can't go down here.
(https://i.imgur.com/tT2q7KP.jpg)
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 15 June 2021, 00:52:17
I killed him again and it prompted the quest, try that.

I spent yesterday completely reworking that quest. I even put a failsafe quest step in case it bugs out so it will open the door when you restart.

IMHO the whole thing is a mess: the dual unified proxies, the proxies being in out-of-the-way almost hidden places, relying on "got token" which has always been buggy and happenstance.

...so I reworked all the quest steps so it doesn't matter which order you kill them but doesn't rely on the "got token" condition in the quest file. I also added journal entries for each step because I couldn't keep track between game session. I also disabled the proxy of each leader when you kill them the first time so you only kill them once. Since you only kill them once, I could put a boss treasure orb in each as well :)

Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 15 June 2021, 01:04:15
1、 After I killed two centaurs hero, Majestic Chest And it's gone forever。

The same is true of other boss, After killing the boss twice, Majestic Chest,It's not coming, it's gone。 

Thank you. Is this a bug?

By the way, how to upload pictures?
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 15 June 2021, 01:06:56
I did a quick peak on that area in the editor , earlier, yhea i see double or more of that serpentoid proxie , uff.

I did kill it three times with no result, its okay i will try defeat Hades and move out into Ragnarok. "finger cross"


Btw , i think lich king should have bit more resistance to crowd control ( petrify for exemple), watching lich king have same duration of petrify as my other pets is bit down as is CD is bit high.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 15 June 2021, 01:16:10
Greetings @Bumbleguppy,

I've been lurking around the forums for your mods for a few years now and always enjoyed playing lilith/loc. Figured I would post some bugs and suggestions now that I'm playing this new version. I really appreciate and respect the work you put into this.

Welcome aboard, thanks for joining in the torture chamber of early alpha testing.

I'm not sure if this is still a thing or maybe you fixed it, but I was able to put points into the killbot mechashield passive skill before I had 4 points in the rogue mastery.

Whoops, nope this was an error in the skill file where the skill tier was still set to 1. I set it to 2, thank you for finding that.

The wolves weren't the only pets capped at +4. Horn of Apollo archer from warfare also seems to be capped at +4.
Yep, you're right. I just went in and fixed it.

I was able to buy mi from the ninja merchant in Knossos even before I completed the pirate quest.
Yeah, this is an issue with targeting invisible or hidden creatures that isn't something I can fix. The only solution I can think of is having a separate store in a cage and he unlocks the cage at the quest completion. Nothing I can do about the changes made  to game targeting.

The mi seem to be way more common drops than usual, at least in Greece. Got like 4 or 5 full gorgon sets on one run through Greece.

Yeah, this is a design issue, I may or may not reduce the drop rate later.

Question about the cyclops boss you added in Greece. He seems way too strong and impossible to fight that early in the game. Are you supposed to come back to him later? I hate backtracking in tq, so it might just be me, but him spamming that rock throw attack which deals like 1.4k damage and with that huge aoe seems a bit too strong.

I think I will just remove him from Normal difficulty altogether and make him an Epic/Legendary boss.


The 'of the tinkerer' suffix doesn't seem to do anything.

Yeah, this is an ongoing issue with that suffix. It's not my fault and the suffix is handled weirdly and inside the guts of the game engine I cannot access. It isn't a template or anything I can fix in the ArtManager in the database...I may end up just removing where I've added it to loot tables. I don't know.


Venom Sac has one completion bonus that is +1 to invalid skill profile.
Ah, yep. it was imported from an older mod version. Fixed, thank you. BTW it's Envenom Weapon skill bonus.

There seems to be an invisible wall here on this path, as you can't go down here.
Ha ha, it seems I got a little overzealous with the no-pass painting in the editor. My mistake, I erased the no-pass and rebuilt the map just now. It's refreshing to have a problem I made instead of game mechanics not working as they should.

@sauruz Okay, I get what you're saying about petrify etc. and I will look into Corey and Lichey. :)
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 15 June 2021, 11:21:23
hello!

1、Quit, restart the game will always exit,The game was forced to shut down。What is the reason?

2、 Will you think about hard mod version? In the future.

Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 15 June 2021, 13:52:00
Darn you sneaky BG.  Forget your enjoyment of killing us.  On the way to the first Satyr boss with my Ranger planned character I opened a Primitive Chest, heard a noise, thought "What's that?" "Trap!" Dead at L2.  ;D

Hit a bug; just reached L8 with what will be an Elementalist and decided to take a point from the sprite at the Mystic in Sparta.  Having put a point into Earth and one into Coredweller the game won't allow me to choose a second mastery to use my remaining 2 points in.  Although it's flashing the Select Mastery tab it won't let me click on it.

Edit: Well, looks like my Elementalist is going to remain a Pyromancer only.  Even when reaching L9 it won't let me select another mastery.  So it seems taking a point from a skill at the Mystic before choosing a second mastery results in not being able to choose a second one at all. 

Edit: Looks like the only way to deal with it is to exit back to the character window and then re-enter the game again.  That allows the Select Mastery option to work.  Elementalist is now an Elementalist as I've added Storm to Earth. 
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 15 June 2021, 13:54:12
@TimeWaster Please see this thread regarding posting screenshots on the forum.

https://titanquestfans.net/index.php?topic=465.0
Title: Re: Early Alpha Testing ~ Go!
Post by: TimeWaster on 15 June 2021, 15:30:30
@TimeWaster Please see this thread regarding posting screenshots on the forum.

https://titanquestfans.net/index.php?topic=465.0

I posted it exactly like that, except I didn't use that image resolution. Is that the problem? My apologies.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 15 June 2021, 15:45:03
Some skills don't match the description
For example:
tagItemSkillName050=Pet Resists
tagItemSkillDesc050=Increses your summoned minions resistance to elemental and vitality damage.

Actually:It triggers poison damage and decelerates
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 15 June 2021, 16:11:13
@TimeWaster Please see this thread regarding posting screenshots on the forum.

https://titanquestfans.net/index.php?topic=465.0

I posted it exactly like that, except I didn't use that image resolution. Is that the problem? My apologies.

Yes, it's best to use 800x600 option then it's not too big for the forum.
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 15 June 2021, 16:12:38
hello!

1、Quit, restart the game will always exit,The game was forced to shut down。What is the reason?

2、 Will you think about hard mod version? In the future.

It's crashing, I'm getting it too if I go back to the character window and then try and restart.  Game shuts down completely and have to restart it.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 15 June 2021, 16:46:00
Yeah, the game crashes when you restart from the main menu most of the time.

Every mod I make does that.

I don't have any idea how to fix it because I don't know why it does it, never have had an idea.

I thought I posted that in the OP that this mod crashes when you restart from the main menu.

I am never going to do a hard mod version of this mod. Ever.
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 15 June 2021, 16:54:31
I don't remember the old versions doing it, but it's so long ago I can't swear they didn't.  And I don't often go back to the main menu and restart; I'll play for however long and then finish for the day. 
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 15 June 2021, 17:09:52
I remember the old versions doing it lol

It's a big design motivator for this mod as well, drop rates for items are made so farming is not a really big deal...

I wish I knew why it crashed...there's been so many crashes over the years. It isn't like I haven't pored over the exception.txt for hours and later the exception(string of random number).txt after Anniversary came out. I don't know assembly or C language, it's all too much for me to know from that.

One time I casually noticed that the Skill_ProjectileDropTelekinesis crashed when the Liche King cast it outside the Sphinx as I was entering so the projectiles were outside and he was inside. How the heck do I fix that? That's just part of the game, so I changed the template to a regular projectile.

At this point, after years of different things crashing the game, if the game plays at all I call that a win.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 15 June 2021, 19:30:36
Yhe i remenber to, i do not think the CD version ever crash.

I do believe any mod that modify the map or some element more deep into core game can crash the game after going and regoin into main menu ,in my mod it can happend as well with SC mod, so its a problem with the game itself. BUT i do notice if you are set in underground the game dont crash that often when you replay into main menu.

Oh one trick i do is waiting 1 minute before replaying , it dont crash that often or i think it reduce the chances as half.

Btw Cascade modifier have TagLocPlayerMastery( i think i spell it right) in ingame description of the skill


About Hades, i been able to defeat the 2nd phase and check his ghost form.

Its brutal! While i like it alot, the pets are not good versus him as hades receive minimal dmg. Atleast i can hit Hades with my volcanic orb, but i got wiped with that one combo nova that stuns me and meteors.

It is fun tho, i need to get better :P

Did you increase Hades spell casting speed ? i fell he cast the skills much faster or im seeing things.

Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 15 June 2021, 20:23:27
I know, right? Hades is totally brutal now. He is faster. Vanilla Hades goes down in 2 seconds against my pets so the buffs are a work in progress.

I did just go in and nerf his defenses for normal difficulty. Did you know he has a new vanilla defense file hades3_ghost_resists.dbr. It's like 70% damage absorption for phys, vit and bleed. 70% absorb.

So today I just went into the file and instead of a 1 level skill I made it 3 and gave 33%, 50%, 70% for normal, epic and legendary.

I think I fixed the tag for Cascade earlier, but it is fixed right now when I checked so whatever.

EDIT: See, the problem with Hades is that if he goes down too quick. If he lives long enough to finally start casing his skills, then he is a challenge.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 15 June 2021, 22:43:12
Just completed upload of latest build, including the database only.

Includes all the recent fixes, but it will still crash when trying to farm of course.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 15 June 2021, 22:52:00
Just completed upload of latest build, including the database only.

Includes all the recent fixes, but it will still crash when trying to farm of course.

hello,Do I need to download both files?
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 15 June 2021, 23:07:39
After I killed two centaurs hero, Majestic Chest And it's gone forever。

 Majestic Chest (The box behind him)There will be no more

Is this intentional? Or a bug?
Sorry, I didn't see your reply to this question。
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 15 June 2021, 23:10:50
I don't understand what you mean by "Centaur Hero".

If you mean the Centaur Boss Nessus, then the treasure chest spawning is a bug.

The fixing of the treasure chest spawning is a large project that I will tackle before Beta testing.

The only download you need is the legionofchampions.zip
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 16 June 2021, 00:23:07
After defeated Hades, i think hes now more fair but still dangerous, he dropped a epic version of zeus relic , i think its a vanilla bug

Ratman in the cave that leads to Sciron, where there are smaller rats , all of the ratman dropped their MI Ratpak i think, unless i was lucky

Whats the dmg those Eurynomus in the side cave in Corinth do ? Life leech ? one single hit is able to kill me pretty quickly

I found this spot it looks like a entrance to a field but it looks like its blocked by a invisible barrier
(https://i.imgur.com/TgBtgpi.jpg)


I like very much the new effect from the healers, when i first saw in Hades and now in the North i was like "woahhh!!!", is super well done! ( i can say non buggy things as well :p)

Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 16 June 2021, 02:08:07
After defeated Hades, i think hes now more fair but still dangerous, he dropped a epic version of zeus relic , i think its a vanilla bug

Ratman in the cave that leads to Sciron, where there are smaller rats , all of the ratman dropped their MI Ratpak i think, unless i was lucky

Whats the dmg those Eurynomus in the side cave in Corinth do ? Life leech ? one single hit is able to kill me pretty quickly

I found this spot it looks like a entrance to a field but it looks like its blocked by a invisible barrier
(https://i.imgur.com/TgBtgpi.jpg)


I like very much the new effect from the healers, when i first saw in Hades and now in the North i was like "woahhh!!!", is super well done! ( i can say non buggy things as well :p)


Hello, do you think the attributes of some equipment are too high?

Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 16 June 2021, 02:20:24
Sometimes, other times I like it.

I am trying to keep pet resistance bonus +8% or +12% per item. But sometimes that item is special and gives a better defense bonus to pets.

Many items were balanced for an older version of the mod and I just imported them all without going through each file one by one. I find that some of them were too high, but that mod version had an XMax level of monster spawn so the bonuses were appropriate.

When I find an item with greater than +8% resistance or greater than +8% damage in normal and then +10% in epic and +12% in legendary, then I look at that item and determine if it is a special property of that item e.g. Eye of Flame amulet may give +25% fire resistance because it's the Eye of Flame.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 16 June 2021, 07:24:13
1、hello,Here are skills that can only be + 4(Only + 4 skills)

Earth Mastery:1、 Stone Form

Dream Mastery:1、Psionic Touch 2、Phantom Strike 3、Dream Stealer 4、Distort Reality 5、Temporal Rift

Warfare Mastery:Onslaught

Spirit Mastery:Ravages of Time

Defense Mastery:1、Shield Clang、2、Defensive Reaction、3、Pulverize、4、Disable

Nature Mastery:Rewakening

Runes Mastery:1、Energy Armor 2、Reckless Offense  3、Sacred Rage  4、Frightening Power 5、Rune Storm 6、Runeword: Explode  7、Runeword: Burn  8、Thunder Strike  9、Unleash

Hunting Mastery:Monster Lure

Rogue Mastery:1、Throwing Knife  2、Flurry of Knives  3、Mortal Wound 


2、Summon Liche King,Skills CD,I think it's a bit long,He only exists for 60 seconds。

3、task: The Poisoned Spring。The spider is killed and it disappears forever,It will not refresh again。

4、Open the Sarcophagus , what is the probability of red boss?

5、Halcyon Coast (New map)     Aithousa ~ Daughter of Poiseidon,After using the Portal Stone, the Portal Stone will disappear。When I went back to sell equipment and wanted to send it back, he disappeared。(Portal Stone)

tagRegionName45=Monster Encampment(New map) ,The same is true。Portal Stone,It's gone。
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 16 June 2021, 08:02:15
Geeze, why is Mega being such a pain for me.  Downloaded the update and that just copied it as before, but when I then extracted it to the LoC Atlantis folder it just made another LoC Atlantis folder inside that with the database and resources. 

I've moved the database and resources into the proper LoC Atlantis folder and deleted the rest; I hope that's worked. 
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 16 June 2021, 08:05:27
Geeze, why is Mega being such a pain for me.  Downloaded the update and that just copied it as before, but when I then extracted it to the LoC Atlantis folder it just made another LoC Atlantis folder inside that with the database and resources. 

I've moved the database and resources into the proper LoC Atlantis folder and deleted the rest; I hope that's worked.


1、Delete all
2、Decompress the new file
Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 16 June 2021, 14:06:06
just discovered and immediately downloaded...Discovered the first bug:

(https://s20.directupload.net/images/210616/b8pyzhmc.jpg) (https://www.directupload.net)
ok, is it intentional that i get 650 Exp when i come to the first npc with his horse?


If the bug already exists, please ignore...I just post everything that seems wrong to me....
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 16 June 2021, 14:20:14
just discovered and immediately downloaded...Discovered the first bug:

(https://s20.directupload.net/images/210616/b8pyzhmc.jpg) (https://www.directupload.net)
ok, is it intentional that i get 650 Exp when i come to the first npc with his horse?


If the bug already exists, please ignore...I just post everything that seems wrong to me....


My download is completely normal and there are no errors。

Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 16 June 2021, 14:22:42
I downloaded the full mod by now and will look if it works normally...Now it works fine...

Little error in description for "Pyrocastic burst" --> "should written "Pyroclastic...", right?
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 16 June 2021, 14:24:54
That's the way this mod has always worked. BG gets us to L2 immediately on doing the first quest so we can get PETS! 
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 16 June 2021, 15:52:27
Cyclops down, almost.   ;D

(https://i.imgur.com/YriDFGY.jpg)

Got a weird bug, not sure what caused it.  I hit some key on my keyboard and then my character kept constantly recasting the wolves every time he had enough energy to do so.  Also stutter stopped when trying to move.  It was really weird.  Had to exit the game to get rid of it.   :o

Edit: Forgot to say that Pirate Hook is just the normal green and not the olive green of an MI.  The Jolly Roger is olive green.
Title: Re: Early Alpha Testing ~ Go!
Post by: TimeWaster on 16 June 2021, 18:00:42
Certain monster skills don't stun: war horn, lightning bolt, lightning ball, probably some others...

Spawns from necromancer monsters don't die when the caster is killed. Is this intentional? They used to die automatically before, if I recall correctly.

Is xp the only reward from the place of truth quest now? In the earlier versions you would get an epic staff or something. Doesn't bother me too much, just asking.

Honestly, I don't like that skeleton archers are a temporary summon now. Skeleton warriors and archers were pretty weak as is and spirit mastery altogether. They die all the time and constantly resummoning them is a pain. Now I see no point to level them at all. This is just my opinion, though.

Wolves from call of the wild have a completely gray texture when they are lvl 21+ and when you mouse over them, the tooltip still displays them as lvl 20.

You can climb this hill here.

(https://i.imgur.com/BqIsdEf.png)
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 16 June 2021, 18:30:58
Certain monster skills don't stun: war horn, lightning bolt, lightning ball, probably some others...

Spawns from necromancer monsters don't die when the caster is killed. Is this intentional? They used to die automatically before, if I recall correctly.

Is xp the only reward from the place of truth quest now? In the earlier versions you would get an epic staff or something. Doesn't bother me too much, just asking.

Honestly, I don't like that skeleton archers are a temporary summon now. Skeleton warriors and archers were pretty weak as is and spirit mastery altogether. They die all the time and constantly resummoning them is a pain. Now I see no point to level them at all. This is just my opinion, though.

Wolves from call of the wild have a completely gray texture when they are lvl 21+ and when you mouse over them, the tooltip still displays them as lvl 20.

You can climb this hill here.

(https://i.imgur.com/BqIsdEf.png)

 I don't like that skeleton archers are a temporary summon now.  I totally agree with you,I don't like it, either。
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 16 June 2021, 19:13:16
Well, I am spirit and earth class, and i disagree with skellies are weak.

Im right now at mid Act5 , being carried by skelletons and corey.

You can have 4 skelletons warriors, with investement they can kill and destroy big groups, of course in early game is hard to tell if a skill is weak or not. Skelleton archers are big bonus, you can place then when you want and they can shoot at will if you cast in safe place, plus they have faster attack rate and a aoe shout that do a big dmg to monster groups and big ones.

You must see the skelleton archers as bolt traps in vanilla, if you place then in right spot they are machine guns. Do not forget the CD of skelleton warrios is low so you can spam then fast. Probably is the intencion.

Also note that skellies are weak to fire, and fire is a common element in TQ :)

Edit 3 : I cant see why the dislike about being temporary the archers, the archers couldnt move anyway, so you had to resumon then when you moved to next group and 30 seconds is good timing for then.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 16 June 2021, 19:31:38
1、hello,Here are skills that can only be + 4(Only + 4 skills)
Some of the skills you listed were only +4, thank you.
3、task: The Poisoned Spring。The spider is killed and it disappears forever,It will not refresh again。
Yes.
4、Open the Sarcophagus , what is the probability of red boss?
I haven't got the exact number handy, but it is less than 0.1%.

5、Halcyon Coast (New map)     Aithousa ~ Daughter of Poiseidon,After using the Portal Stone, the Portal Stone will disappear。When I went back to sell equipment and wanted to send it back, he disappeared。(Portal Stone)
Yes, that zome needed to be added to the Megara zone.
tagRegionName45=Monster Encampment(New map) ,The same is true。Portal Stone,It's gone。
I don't know what area that is. The tag doesn't help me, either.



Certain monster skills don't stun: war horn, lightning bolt, lightning ball, probably some others...
This is new. Stun is a basic game mechanic. All the skills you listed have the stun duration listed correctly when I open the files in the DB. Other paramaters such as skill radius, expansion time are all set correctly.

Spawns from necromancer monsters don't die when the caster is killed. Is this intentional? They used to die automatically before, if I recall correctly.
Yes, they survive the master after death. It is a setting in the template added after Ragnarok I believe.

Is xp the only reward from the place of truth quest now? In the earlier versions you would get an epic staff or something. Doesn't bother me too much, just asking.
No, and the same thing happened to me. I don't understand it, I mean I don'tknow where to begin with the tedious time consuming file searching task...I hate this game some times. It SHOULD work...but that's Titan Quest for ya.
Honestly, I don't like that skeleton archers are a temporary summon now. Skeleton warriors and archers were pretty weak as is and spirit mastery altogether. They die all the time and constantly resummoning them is a pain. Now I see no point to level them at all. This is just my opinion, though.
@sauruz Hey sauruz, you want to comment on this? You are playing SPirit as well. I haven't played Spirit for a long time, since I tested the skills a few months ago.
Wolves from call of the wild have a completely gray texture when they are lvl 21+ and when you mouse over them, the tooltip still displays them as lvl 20.
A completely gray texture means that the texture is missing. Back in the disc install days before Anniversary Edition, they would be bright blue and yellow checkered and easy to spot when testing. I think the gray is so that if one goes missing or glitched, players won't complain.

Anyway, the texture was missing and I added it.

Also the character levels and stats on the Wolves over level 20 were all messed up so I just went in and fixed it after this post.

You can climb this hill here.
God*mmit.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 16 June 2021, 19:40:37
i comment in the post before yours :p

I will try recording my next playing season and post here. But i think the skellies are fine
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 16 June 2021, 19:52:45
The quest reward for Place of Truth is so bugged. I can't even get the reward text tag to show up in the quest file. Why that one quest? Why not the other quests that I added a reward text tag to? Why? I don't know. I never know with this game.

So I think I will re-engineer the whole quest reward mechanic to get around this stupid bug. I will spawn a treasure chest after the quest that contains the reward and give a big middle finger to this stupid buggy system.
Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 16 June 2021, 20:04:14
I haven't gotten very far yet, but have already discovered two new areas - very nice, I really like it so far! Very good work, Bumbleguppy! :-*
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 16 June 2021, 20:36:22
https://youtu.be/c9l0_NYw5Bs

The only thing i complain is the mana needed for the spirit pets but its how it is from the previous versions so i need more mana pots
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 16 June 2021, 20:59:51
"need more energy" lol

You need a couple points in Dark Covenant lol
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 16 June 2021, 21:24:43
Since making the archers like Traps, I hadn't revisited the mana cost per summon. It was still balanced for permanent so I reduced the increase per level from 10 to 5, that should help with the mana pots.

I really enjoyed the video sauruz, thank you for that. :)

@Mausi just try to be careful, my mods are always dangerous in ways you don't expect mwa ha ha

EDIT: I spent the last couple hours re-engineering the reward for the place of truth quest. Now when you return to Memphis to complete the quest, a treasure chest spawns next to the quest giver and dispenses a single unique item from Act 2 tables for each difficulty.

@TimeWaster Oops, I thought you meant player skills, I am just so stressed out I'm not reading properly. Anyway, in order to prevent stun lock form mobs, I gave some monster lightning skills a 20% chance to stun instead of 100% chance. Lightning bolt didn't have any so I just added some.

Centaur War Horn doesn't have stun in normal difficulty.
Title: Re: Early Alpha Testing ~ Go!
Post by: TimeWaster on 16 June 2021, 23:11:29

@TimeWaster Oops, I thought you meant player skills, I am just so stressed out I'm not reading properly. Anyway, in order to prevent stun lock form mobs, I gave some monster lightning skills a 20% chance to stun instead of 100% chance. Lightning bolt didn't have any so I just added some.

Centaur War Horn doesn't have stun in normal difficulty.

Interesting. Thanks for clarifying. Don't know how I never noticed that Centaur War Horn doesn't stun in normal, that's mb.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 16 June 2021, 23:39:05
"need more energy" lol

You need a couple points in Dark Covenant lol

Can you believe i never used that skill even in vanilla ? i dont know why was the real reason for that. I will learn that skill after i lvl up!

No problem! I will try do more videos in the future. Since i have a new laptop i dont need to use bandicam anymore.. ah ah
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 16 June 2021, 23:53:24
Monster Encampment(New map),Ancient Tomb,In front of Athens。
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 16 June 2021, 23:57:49
Monster Encampment(New map),Ancient Tomb,In front of Athens。

I think it is the new lv you add in the tomb in Athens Graveyard. its need to add the zone in editor , the one that have the fog :o

Also, its a curiosity i have, the speed_all_buff skill , like the ones satyrs brutes and zombie captains have, its just for thenself ? its not affect their allies ?
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 17 June 2021, 00:20:19
I have forgotten whether or not Centaur War Horn stuns in normal in vanilla, in this mod it doesn't and relies on fear for pets.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 17 June 2021, 00:24:04
I have forgotten whether or not Centaur War Horn stuns in normal in vanilla, in this mod it doesn't and relies on fear for pets.

it stuns in epic and legendary and 33% dmg as  hp. I guess its one reason of why centaurs elders are scary for the ones that try hardcore runs, as elders usually do the horn+banner combo.

Rip
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 17 June 2021, 00:35:28
Monster Encampment(New map),Ancient Tomb,In front of Athens。

I think it is the new lv you add in the tomb in Athens Graveyard. its need to add the zone in editor , the one that have the fog :o

Also, its a curiosity i have, the speed_all_buff skill , like the ones satyrs brutes and zombie captains have, its just for thenself ? its not affect their allies ?

Oh yeah, that dungeon didn't have a zone assigned so I just put it in Sparta's. Okay.
There are two versions, the Satyr brutes have the 6m radius party buff, Zombie captains have the new buff_self version.

Yeah, well said about the Centaur Elders, RIP.

EDIT: Oh the Athens Graveyard tomb, right. Okay, I zoned that now.
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 17 June 2021, 06:34:42
"need more energy" lol

You need a couple points in Dark Covenant lol

Can you believe i never used that skill even in vanilla ? i dont know why was the real reason for that. I will learn that skill after i lvl up!

No problem! I will try do more videos in the future. Since i have a new laptop i dont need to use bandicam anymore.. ah ah

I've never used it either.  Doesn't appeal to me at all. 
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 17 June 2021, 07:03:09
1、Runes Mastery,I think his pet is too weak。Only 30 seconds。You can't control your pet's movements。Too far away, will not come back to you,Stand where you are,AI too low。
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 17 June 2021, 07:34:07
I'm sorry you feel that way. I don't agree and I'm aware of their AI as I made it.

Dark Covenant is just switching mana pots for health pots.

After watching sauruz vid, I wanted to make a vid of my Summoner in Legendary.

The fiery archer is the skill from my Epic Ordnance.

https://www.youtube.com/watch?v=Q40wUFIRFwg
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 17 June 2021, 07:34:37
Dream Mastery:Master Mind(skill),+40  learn skills。The skill tree shows + 32 to learn skills
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 17 June 2021, 10:21:07
1、Nature Mastery:Gaea's Avatar(skill),Can only work on players? Not scope skills?

2、The Lost Dowry(task),I remember giving one away:Dowry Necklace。Has it been cancelled?

3、Energy Shield、Heat Shield、Herbalism,Can the duration be changed to permanent ?
Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 17 June 2021, 18:08:52

@Mausi just try to be careful, my mods are always dangerous in ways you don't expect mwa ha ha

Haha, yes I already noticed that... :)) Especially these mini-bosses with a red name you have to leave partly because you can't manage them on a low level...Challenges are great, but such bosses are frustrating...Maybe you could readjust a little bit here...If you can only manage them because you get items from the Vault (which I personally don't do because I'm a strict Selffounder), then the balance is not right imo...

Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 17 June 2021, 19:14:15
Yes, they are brutal.

My intention was to make Hydra-like bosses that are very strong but have a good reward. Strong enough to warrent skipping them until you are stronger then coming back to them to get the good treasure.

I guess it isn't obvious when they aren't a big as a house and only appear in Legendary. I guess people are expecting Shadowmaw, which is funny because his treasure was always really skimpy.

We've had the "twinking" discussion in the past, I only save rings for early act 1 for all my characters to save time as I would teleport between Sparta and Helos for hours until I could buy them anyway lol.

I appreciate that you play self-finding for testing the mod, I can rely on you to experience the game balance honestly that way, thank you.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 17 June 2021, 19:25:46
Dream Mastery:Master Mind(skill),+40  learn skills。The skill tree shows + 32 to learn skills
The skill Master mind was set as a level 7 skill in the skill file but but still appeared as level 6 skill in the in-game UI. Fixed, thank you.

1、Nature Mastery:Gaea's Avatar(skill),Can only work on players? Not scope skills?
Yes.

2、The Lost Dowry(task),I remember giving one away:Dowry Necklace。Has it been cancelled?
It has been cancelled.


3、Energy Shield、Heat Shield、Herbalism,Can the duration be changed to permanent ?
It could be made that way as it is a simple setting in the buff file's cast config, simply set the duration to 0. But no they are not permanent.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 17 June 2021, 19:36:57
During my journy in Greece the only bosses i couldnt defeat were Goblincatcher Spider and Cave Cyclops, the otheres were okay and maybe spirit helped a bit versus few of then ;D!

In Egypt the bosses i couldnt beat were the 2nd form Set Avatar and the Fire Betle , as fire mage i couldnt do much dmg yet versus it, so i skipped.

In Orient obvious answer

In Hades the ones , so far were alright

In Ragnarok, im only at Scandia so its early to say anything

Of course i dont use vault and will never use it, its not my thing.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 17 June 2021, 19:47:36
Yeah, Goblinsnatcher is really hard, TPK (total party kill) is imminent. But I am keeping it that way. Got to have one or two difficulties, at least optional ones.

Many of these are super easy in Epic difficulty though, so I don't know.

I am nerfing the Athens Lich and the Pirate mini-boss right now in the DB.

There's a Nixie miniboss at the end of a river. The first river after the dark forest I think.

Remember that the real Ryewolf only appears when you find the wolf skull in a cave and return to that cul-de-sac overlooking the Battleground in Scandia. Having Spirit you shouldn't have any trouble.

I removed the Troglodyte Cyclops mini-boss from Normal difficulty altogether and just replaced him with a tough Cyclops proxy pool and an golden chest.
Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 17 June 2021, 19:49:34
During my journy in Greece the only bosses i couldnt defeat were Goblincatcher Spider and Cave Cyclops, the otheres were okay and maybe spirit helped a bit versus few of then ;D!

In Egypt the bosses i couldnt beat were the 2nd form Set Avatar and the Fire Betle , as fire mage i couldnt do much dmg yet versus it, so i skipped.

In Orient obvious answer

In Hades the ones , so far were alright

In Ragnarok, im only at Scandia so its early to say anything

Of course i dont use vault and will never use it, its not my thing.

Of course, it's always a question of class combination whether you can defeat certain enemies early on...I don't have to skip all of them, but didn't make the pirate boss, for example. With the Dread Robert (?) I re-skilled and then defeated him with hit and run, took a while, but was doable, as well as this Neride at the end of the coast after Megara.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 17 June 2021, 19:54:26
Yeah, Goblinsnatcher is really hard, TPK (total party kill) is imminent. But I am keeping it that way. Got to have one or two difficulties, at least optional ones.


I am nerfing the Athens Lich and the Pirate mini-boss right now in the DB.


Its good, as they are placed off main road its alright in my book.

I miss the litle goblins trapped in Webs as cosmetic part tho.

I didnt find the Athens Liche, if is same spot as last version, or its not 100% spawn?

Right i forget the Green skelleton around tegea, what i suprise eheh

Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 17 June 2021, 20:28:42
ok, I just did the olive branch quest. Since the quest is mandatory, I have to really grumble here now. The spider queen summons far too many spiders...In addition, they constantly drain energy, so I have almost zero chance against them...I had to collect 4 tombstones. In my opinion, something needs to be improved here...Reduce the summoned spiders, so its not so frustrating...
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 17 June 2021, 21:05:11
I can reduce the summoned spiders, that's fine...but the quest isn't mandatory. I always do it because you get a sweet elemental resist boost for doing it.

The first boss that is mandatory I believe is Alastor.
Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 17 June 2021, 21:24:43
ok...for me the quest is mandatory, it's just part of the game... ;) more than any of this new mini bosses...It doesn't make sense to leave all the bosses because they are too strong...I mean, the new mini-bosses, ok, but the mormal "quest" bosses shouldn't be quite so strong....btw - beat Davy Jones but the reward from the chest wasn`t that good...
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 17 June 2021, 21:50:48
Okay, okay I get it. :)

I have reduced the summoned spiders by half in normal difficulty and increased the time between her casting it. I will try to restore the same difficulty Arachne has in vanilla. I totally agree about how the game should flow and not be punctuated by frustrating monsters where you get stuck.

I'm sorry it was so frustrating Mausi. It was not my intention.

As a modder, I wish that the delay between monsters casting spells was an array so I could have them cast something more often in epic if I want to.

I will look at Davy Jones' treasure tables, it's important to have a good reward because he is very challenging.

I spent some time making webbed Eurynomus treasure chests for Goblinsnatcher's lair. They have the death sound and animation for the "open chest" animation lol. BTW they are locked until you beat the boss.

EDIT: @sauruz Athens Liche doesn't spawn in Normal difficulty at all.
Title: Re: Early Alpha Testing ~ Go!
Post by: TimeWaster on 17 June 2021, 22:46:17
I always play ssf as well. Only bosses I had to skip were the cave cyclops and that blood worm in Egypt. God that blood worm thing was unkillable. Way too high dmg and hp leech/regen/whatever it has. The Wusao one was pretty tough as well, but I managed it somehow. Didn't even get an epic as a reward tho, lol. Starting Act IV atm.

Is Earth Rage the lvl 21 skill for Core Dweller? What does it do? Also, its description is tagSkillDescriptionSFM106. Core Dweller changes its texture to Magma Elemental texture before 21. Magma Sprite keeps the same texture all the way and both it and Magma Elemental have no yellow names. I haven't seen Magma Sprite cast any new ability since I got it above 21. Does it get a new one then?

Stone Form has 0% chance for burn and fire retaliation.

Got blown up by a trap from a mysterious orb. Didn't know those had them as well lol. A bug maybe?

Found a Marid hero with Ifrits in the Natu La Ridge cave, seemed out of place. Also an Ifrit hero with Djinnies in the Quinba Bamboo Forest cave.

Certain majestic chests don't unlock when you have Cinderbone from the ordnance summoned. Disbanding him fixes it though.

The Terra Cotta soldiers in Chang'an palace stand frozen in place for like a second even when you're in melee range and are also untargetable from a distance. Idk, seems odd to me.

Some ordnance amulets have "tagOrdnanceClass" names in schematics. ( bone charmer and runes+ something classes )




Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 18 June 2021, 04:14:54
I always play ssf as well. Only bosses I had to skip were the cave cyclops and that blood worm in Egypt. God that blood worm thing was unkillable. Way too high dmg and hp leech/regen/whatever it has. The Wusao one was pretty tough as well, but I managed it somehow. Didn't even get an epic as a reward tho, lol. Starting Act IV atm.
I will look at that worm, haven't run into him this version of the mod so ...


Is Earth Rage the lvl 21 skill for Core Dweller? What does it do? Also, its description is tagSkillDescriptionSFM106. Core Dweller changes its texture to Magma Elemental texture before 21. Magma Sprite keeps the same texture all the way and both it and Magma Elemental have no yellow names. I haven't seen Magma Sprite cast any new ability since I got it above 21. Does it get a new one then?
I fixed the tag for the skill description of Core Dweller.

Magma Sprite does get a new mesh and texture at level 17. I went into the textures and tweaked them a little today. I removed the Flame Surge from Magma Sprite and moved it to level 21. he also gets a melee attack that targets multiple enemies at level 21.

I didn't like the yellow text on my pets names after playing for a couple years so I removed it.

Stone Form has 0% chance for burn and fire retaliation.
Yeah, I noticed that yesterday and fixed it.

Got blown up by a trap from a mysterious orb. Didn't know those had them as well lol. A bug maybe?
I once thought it was a clever trick, but it really isn't for boss chests so I just removed them except the spiders that spawn from the spider minibosses of course.

Found a Marid hero with Ifrits in the Natu La Ridge cave, seemed out of place. Also an Ifrit hero with Djinnies in the Quinba Bamboo Forest cave.
Fixed it just now.

Certain majestic chests don't unlock when you have Cinderbone from the ordnance summoned. Disbanding him fixes it though.
Only way to get the star above Cinderbone. I have searched EXHAUSTIVELY for the little gold star above the hero monster's heads and had no luck, it must be in a .dll or something. So I made him a hero. IUf it bothers anyone that the chests are locked, then I have to remove the little star above his head.

The Terra Cotta soldiers in Chang'an palace stand frozen in place for like a second even when you're in melee range and are also untargetable from a distance. Idk, seems odd to me.
By design. I'm glad something surprises you.

Some ordnance amulets have "tagOrdnanceClass" names in schematics. ( bone charmer and runes+ something classes )
Yep, just went through the amulets and several were missing the tags in modstrings.

Thank you for finding the mistakes so I could fix them.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 18 June 2021, 05:17:11
1、I hope to add a skill(Warfare Mastery),Increase the number of targets hit by dual weapon。Because there are so many monsters,Dual weapons, the number of monsters hit is too small。If I don't play with pets, it's hard。You can refer to a skill of SV mod。

Double Helix(Skill name),  Learn to leap up then spiral down, slashing all enemies around you with such speed and control that a whirlwind of energy strikes a second time as you hit the ground. ^n^y(You need two melee weapons for this skill to work)

12 maximum target quantity。


2、tagUniqueItem, There is no translation

3、x3tagSkillAllPetAttack=Pet Attack
x3tagSkillAllPetAttackDescription=Makes all pets attack the target
This skill comes with TQ  V2.9(Shortcut bar skills), I hope it can be added.

4、tagQuestSkillFlex=Flex!
tagQuestSkillFlexDesc=Show off your beautiful and prodigious physique! Your adoring fans will love you!
I want to ask what the skill does work?

5、Dream Mastery:Trance of Convalescence(skill),+16  learn skills。The skill tree shows + 10 to learn skills。

6、Hope to add special green equipment(Show affixes),Otherwise, it is difficult to judge whether it is:of the Tinkerer(affixes)。

7、All the Majestic Chest(BOSS Treasure chest),Only appear twice,Will disappear forever on the map。

Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 18 June 2021, 07:11:36
Quote
I'm sorry it was so frustrating Mausi. It was not my intention.

You don't have to apologize, the fun definitely outweighs here... ;)
but as you also said, if you get stuck in the game too often and just can't get past some boses at all, then it can get really annoying. I also might not have chosen the best class with the Juggernaut, a player from Discord doesn't have quite as many problems with his Conqueror. I'll keep biting me further through the game and reporting back - but you don't have to listen to anything I say or apologize for anything....
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 18 June 2021, 08:35:29

Certain majestic chests don't unlock when you have Cinderbone from the ordnance summoned. Disbanding him fixes it though.
Only way to get the star above Cinderbone. I have searched EXHAUSTIVELY for the little gold star above the hero monster's heads and had no luck, it must be in a .dll or something. So I made him a hero. IUf it bothers anyone that the chests are locked, then I have to remove the little star above his head.


Monster icon as star i think its found in this place, have you check this?

records/xpack/game/monstericons/monstericonset.dbr

records/xpack/game/monstericons/monstericonhero_msh.dbr

You can also add a boss icon as well! But i think its a global file, if you add you remove one it will affect all


Edit : I believe this topic can help about that matter as well
https://titanquestfans.net/index.php?topic=985.msg11355#msg11355

Edit 2: Theres a Rune Revenant Archer that is tagged as Arch Limos


Edit 3 :
(https://i.imgur.com/O2vCyBz.jpg)
It think never saw a iten name that long

Edit 4:

Blank Reward after saving Giiiiiiseeelll
(https://i.imgur.com/tV1IFa9.jpg)
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 18 June 2021, 16:55:39

Monster icon as star i think its found in this place, have you check this?

records/xpack/game/monstericons/monstericonset.dbr

records/xpack/game/monstericons/monstericonhero_msh.dbr

You can also add a boss icon as well! But i think its a global file, if you add you remove one it will affect all


Edit : I believe this topic can help about that matter as well
https://titanquestfans.net/index.php?topic=985.msg11355#msg11355


Wow, that thread...I was the poster before that. My memory is getting worse every day...it's really quite disconcerting.

Luckily my wife is losing her memory too. We spend hours trying to remember the names of movie stars until we both give up and search on Google lol followed by the "face palm" OF COURSE! And then do it all over again next time lol
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 18 June 2021, 17:15:12

Monster icon as star i think its found in this place, have you check this?

records/xpack/game/monstericons/monstericonset.dbr

records/xpack/game/monstericons/monstericonhero_msh.dbr

You can also add a boss icon as well! But i think its a global file, if you add you remove one it will affect all


Edit : I believe this topic can help about that matter as well
https://titanquestfans.net/index.php?topic=985.msg11355#msg11355


Wow, that thread...I was the poster before that. My memory is getting worse every day...it's really quite disconcerting.

Luckily my wife is losing her memory too. We spend hours trying to remember the names of movie stars until we both give up and search on Google lol followed by the "face palm" OF COURSE! And then do it all over again next time lol


Its natural, it happends to me well, and with obvious answers as well ah

With so many detail and sources to know and remenber where it is and what it so, its normal to forget some of then.

Thankfully it just needs 1 click or hint to quickly remeneber , well more or less, what is the answer to it.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 18 June 2021, 17:36:19
Okay, it took me a few minutes to guess the Y Axis value and several trial and error, but I made a "prop" from the mesh for the hero star and attacched it to a new attach point in the mesh which I named "Star" (so creative) and now Cinderbone is set to "Common" but his name is made orange color in the modstrings.txt with {^O}.

Did the same for the diviner "Terrorbone" summons mesh.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 18 June 2021, 17:50:21

Edit 4:

Blank Reward after saving Giiiiiiseeelll
(https://i.imgur.com/tV1IFa9.jpg)

See? DO YOU SEE?! I'M NOT CRAZY!

This quest is NOT in my mod, the RewardItemTagNormal/Epic/Legendary in the quest file "Misc" at the quest root is "tagRelicShard" which is what should show up in that screenshot for the reward, it's a tag from the base game and is used for the Dowry quest since the game's first release!

NOT MY FAULT! HA HA HA
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 18 June 2021, 17:51:39
Shadowmaw,It will only appear once。I played 20 times,Never met。 :'(
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 18 June 2021, 18:07:35
Shadowmaw,It will only appear once。I played 20 times,Never met。 :'(
Proxy file NOT in my mod. Proxy pool file NOT in my mod. The fact that this monster isn't spawning is not my doing.

I imported the files and it is set to run 100%. I have met shadowmaw on every run through (when I bother to go in that cave).

So I don't know what to do.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 18 June 2021, 18:12:07
Shadowmaw,It will only appear once。I played 20 times,Never met。 :'(
Proxy file NOT in my mod. Proxy pool file NOT in my mod. The fact that this monster isn't spawning is not my doing.

I imported the files and it is set to run 100%. I have met shadowmaw on every run through (when I bother to go in that cave).

So I don't know what to do.


I think 100% is acceptable。

By the way, have you seen the seven questions I mentioned above?

Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 18 June 2021, 18:24:52

4、tagQuestSkillFlex=Flex!
tagQuestSkillFlexDesc=Show off your beautiful and prodigious physique! Your adoring fans will love you!
I want to ask what the skill does work?


Its just for fun, do not have any batle value.

Its like a show off tecnhique :)
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 18 June 2021, 19:28:29
Shadowmaw,It will only appear once。I played 20 times,Never met。 :'(
Proxy file NOT in my mod. Proxy pool file NOT in my mod. The fact that this monster isn't spawning is not my doing.

I imported the files and it is set to run 100%. I have met shadowmaw on every run through (when I bother to go in that cave).

So I don't know what to do.

Shadowman should already spawned at 100%. Shadowman is not a champion (so original champion's chance 10% is not applicable). Most likely (but need check in editor and i'm lazy to do this) this is unified proxy (ala- proxy group in editor), and engine chooses which proxy to use once when engine starts (e.g. this choice changed only by restarting whole game, not just exit in game menu and start mod again). E.g. something similar happens in Megara Bluff where we see Satyrs OR Maenads, but this choice changes only after game restarts.

PS: I'm just run around this place right now and first run in cave - no shadowman, restarted game & shadowman appears.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 18 June 2021, 19:33:27
Ye i think or it appears Shadowmaw or a group of Orthrus + bats.

Its all about RNG.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 18 June 2021, 20:17:22
By the way, have you seen the seven questions I mentioned above?
Yes.

Fixed Trance of Convalescence and set to the right skill tier of 3.

Please only list bugs, the development thread here: https://titanquestfans.net/index.php?topic=1466.0 is for ideas like the Warfare Dual Wield ideas.

I have already said I will address the treasure chest respawning later as it is a big project. Please stop posting this.

The "All Pets Attack Skill" doesn't show up at all when you try to assign it to the hotbar. Why?

I did not import the skill  XPack3/skills/allmasteries/skill_allpetattack.dbr to my mod, so I did and took a look at it.

It is a new template, introduced with Atlantis DLC I assume, named Skill_AllPetAttack.tpl.

So I look in the XPack/Creature/PC/Malepc01.dbr and checked the SkillTree list and open every skill tree in the list from all the masteries skill trees to all the Scroll skill trees to all the Quest skill trees and it isn't in any of them.

One thing I noticed spending this time I could be doing other things, is that with the beta patch (I downloaded and extracted the database from the beta) the skill "Taunt" no longer appears in the mastery skill trees at all.

Huh?  That was how it was set up after Atlantis was first released as I am using that extracted database, and that's how I implemented my Flex skill was adding it to every mastery skill tree. (this causes a "duplicate skill" error in game, but fails silently)

While fooling around trying to understand how "Taunt" is now implemented, I stumbled upon a new skill tree in Records/Skills/default directory: defaultskills.dbr.

What? So I imported the file and Lo And Behold there is Taunt and AllPetsAttack skills listed in all their glory.

So the devs have implemented a NEW skill tree that is assigned to the player independently of the mastery or the PC file and from the start of the game.

Awesome! So the first thing I did was remove "Taunt" from my existing mastery skill trees. Boot up the game and et viola, there it is...taunt is available to assign to a hotbar slot and works.

So I did it with "Flex". Yep, showed up and works.

But still "AllPetsAttack" does NOT. It didn't when it wasn't in my mod and it doesn't when in my mod. I copied and pasted it to another directory and added it to the defaultskills.dbr and nothing, doesn't show up in game.

So I don't know what the problem could be or a solution, BUT I am very happy I went looking, the defaultskills.dbr is very exciting and can be used for skills like the "Rest" skill from Underlord. (which I am not going to implement, but you get the idea)

@lixiss Shadowmaw's proxy is UNIFIED?! Aw, geeze, why didn't I think of that? *Slaps forehead* That explains everything!

So I made a new proxy and deleted the old one and the other Demon/Orthrus ones and re-added them to the map because I don't know which unified proxy entry it belongs to (it's one long list for every one in the whole game you have to scroll through, good luck with THAT) so he should show up every time now.


EDIT: I added skillallpetattack to every mastery skill tree and it shows up in game and works. There is still the silent error going on in the background on game load because duplicate skills, but the all pets attack button has been restored. Sheesh, what an adventure.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 19 June 2021, 03:15:46
BUG
Earth Mastery:Ring of Flame (skill)(Characters + pets),+% Fire Damage invalid.
Use skills:Earth Enchantment, Ring of Flame(skill) The damage will not increase。     

original edition Effective(TQ 2.9),Fire damage bonus increases damage。



2、CHARMS and RELICS + Additional bonus with pet bonus(Complete Relic reward)(+Pet ability),Text embedded in the equipment disappears。Can this be repaired?

It can't be displayed,But it works(effective),It just doesn't display。

3、 x2tagGylfi_volva_B7  ,No text。    I don't know what that means。


Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 19 June 2021, 06:23:19
BUG
Earth Mastery:Ring of Flame (skill)(Characters + pets),+% Fire Damage invalid.
Use skills:Earth Enchantment, Ring of Flame(skill) The damage will not increase。     

original edition Effective(TQ 2.9),Fire damage bonus increases damage。
Interesting. I wonder if this is why Deathchill Aura only does %current life damage as the skill buff radius toggled ignores +%to damage.

I will look into it.


2、CHARMS and RELICS + Additional bonus with pet bonus(Complete Relic reward)(+Pet ability),Text embedded in the equipment disappears。Can this be repaired?

It can't be displayed,But it works(effective),It just doesn't display。
This has been a bug since the original game was released and no one has ever found a fix.

3、 x2tagGylfi_volva_B7  ,No text。    I don't know what that means。

This is a full text dialog tag from Ragnarok. It works for me. Probably from the restored "Spectral Wolf" quest. Many bugs for quest text display are happening, yet I've changed nothing.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 19 June 2021, 09:22:19
1、Defense Mastery:
tagLoCPlayerSkill024=Shield Clang
tagLoCPlayerSkillDesc024=Slamming shield and weapon making a ringing sound, a shockwave races out from the caster damaging and stunning enemies all around.

After releasing this skill, the screen will tear。It's fuzzy,The screen keeps shaking。

Detail Level:
High:It's fuzzy
Medium、Low:The screen keeps shaking。


2、tagLoCItemTorso011=The Golden Fleece,equipment No photos(No pictures)。

3、Lowest of the Low(task)
tagRumorEg5DescC=A dignified man in rags stood before a crowd of poor beggars.  He pleaded for help clearing monsters from their flimsy, unprotected homes outside the city walls.  His gift of thanks was?unexpected.  Who was that man?{^n}{^n}{&b}Rewards:{^n}{^a}Normal:{&s}{^w} +3% Permanent Player and Pet Energy Leech Resistance{^n}{&b}{^y}Epic:{&s}{^w} +5% Permanent Player and Pet Energy Leech Resistance{^n}{&b}{^m}Legendary:{&s}{^w} +7% Permanent Player and Pet Energy Leech Resistance{^n}


actually:My reward
Normal:5% Permanent Energy Leech Resistance。           instead of:+3% Permanent Player and Pet Energy Leech Resistance。(Not this)
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 19 June 2021, 10:00:39
A few things I found yesterday.

The Poisoned Spring quest wouldn't complete for me because some spider webs kept respawning in this area. Had to kill those as well before it completed.

(https://i.imgur.com/MS5bAPG.jpg)

When you're near the area where the Ragnarok expansion butts on to the original map when teleporting the North shows up and the personal portal is on there rather than on the Greece map.

(https://i.imgur.com/xGNsPIo.jpg)

This bone pile was almost invisible. 

(https://i.imgur.com/8SySMf3.jpg)
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 19 June 2021, 12:42:31
The bonepile is a conflict terrain issue in TQ since 2.8 or 2.9, some chests and bonepiles are almost above ground.

I advanced bit during this morning with my conjurer.

Mimir is bit to tanky, took some minuts and 2x crushing vortex scrolls to take it down.

Nidhoggr , i wasnt able to defeat yet, but its seens a bit like Mimir and i think he summons so many undead in short period of time, in 3 minuts all the arena was full of minions my pets were just to confused to know what to do , just like me ahah.

Not sure if just on my side i had some fps drops time to time when i was fighting Thrym, i might check again later.

Bracers Of Alfheim MI is missing Bonus to pets discription

Edit: One of ghosts that Nidhoggr summons is called Blood Golem
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 19 June 2021, 15:17:57
Characters fail on a new centaur bridge.
https://cloud.mail.ru/public/m5nX/UCF936Q76
High priest questor does not die, but becomes invisible.
https://cloud.mail.ru/public/JB9H/p9nEmkegu
If you put the portal in this location of the dungeon of the yellow emperor, then will not be able to return through it, since it is not in the list of portals
https://cloud.mail.ru/public/h9Tz/B69xnEVD2
In this place of the dungeon, the portal is on the return list - all OK
https://cloud.mail.ru/public/tXUf/tanj3JgKh
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 19 June 2021, 18:23:15
actually:My reward
Normal:5% Permanent Energy Leech Resistance。           instead of:+3% Permanent Player and Pet Energy Leech Resistance。(Not this)
Ah ha, yes, the reward skill file had the wrong values.

The Poisoned Spring quest wouldn't complete for me because some spider webs kept respawning in this area. Had to kill those as well before it completed.
This is really weird as the skill the spiders cast was reworked for Ragnarok or Anniversary fairly recently (recently for us veterans, anyway) and changed to a "SpawnPet" where all those webs are invisible monsters with a web decoration effect that have an attack radius skill that slows and lowers defense ability. The file clearly has a 0 in the "survive master death" setting, and yet they survived their master's death. Not my skill, not my idea and definitely not my fault.

Anyway, I originally thought to set their lifetime to 16000 in the summoned web monster's monster file, but then I just made a skill defensive wall area of effect and used the cobweb mesh as the projectile mesh and it works. Of course, I forgot to remove the fire damage from the skill I copied so all the monsters died during testing. Poor test monsters. :)

When you're near the area where the Ragnarok expansion butts on to the original map when teleporting the North shows up and the personal portal is on there rather than on the Greece map.

You are subscribed to the beta. I was, too, and had these same issues and more, some cosmetic like wisps having weird shader issues, others game breaking like teleport maps. I ended up unsubscribing from the beta just so I could play my mod at all...but the patch had corrupted all my player saves with all sorts of weird issues. It was so bad I uninstalled and reinstalled the GOG version (I'm not even going to touch my Steam version for now). But it was not enough. I ended up deleting every save file of every character. I only have one test character in legendary right now, it takes a while to get back up to speed.

@sauruz already pointed out the issue with the bonepiles. If you check the map editor, it's a new issue where the proxy will spawn a bonepile/shrine/chest fixed item and the item appears EXACTLY where the proxy is and doesn't adjust it's height to the mesh anymore.

So if it's REALLY bad you can go into the map editor and nudge the proxy up or down and then the spawn is okay. There's too many for me to try to do this and it's a base game issue.

Mimir is bit to tanky, took some minuts and 2x crushing vortex scrolls to take it down.

Nidhoggr , i wasnt able to defeat yet, but its seens a bit like Mimir and i think he summons so many undead in short period of time, in 3 minuts all the arena was full of minions my pets were just to confused to know what to do , just like me ahah.
I will look into nerfing them.

Not sure if just on my side i had some fps drops time to time when i was fighting Thrym, i might check again later.
Let me know, I can't imagine what would be causing it. Maybe that spawn of icicles is too many or something?

Bracers Of Alfheim MI is missing Bonus to pets discription

No, it doesn't have any values.

See, I just copied and pasted all the MI into another directory, changed their template to "Petbonus", then removed the armor value and any racial damage. As you can see here: https://www.tq-db.net/en/equipment/bracers-of-alfheim-normal , that's all these MI HAVE is player skill, armor and racial damage.

I had to think of something and since it's hunting, I just slapped in some pierce damage %. I've never found MIs in Ragnarok I would ever use. Well, the ones I have reworked, of course lol

Characters fail on a new centaur bridge.
AH, no...the PETS fall through the bridge. You had me nervous for a second...that's a base game issue that's always been around.

High priest questor does not die, but becomes invisible.

Again with the quest command "hide" NOT hiding anymore. SO if the quest command "hide" no longer "hides", I basically have to rework all the quests. I wonder if I can use "Kill creature X" on the high priest? I think he deserves it, but that's just me. :)

If you put the portal in this location of the dungeon of the yellow emperor, then will not be able to return through it, since it is not in the list of portals
Yes, I forgot to do that. thanks for finding that. I just fixed it in the map editor.
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 19 June 2021, 21:02:12
AH, no...the PETS fall through the bridge. You had me nervous for a second...that's a base game issue that's always been around.
At first the avatar fell, but, running back and forth, got out. Then the pets decided to fall.
Quote
Again with the quest command "hide" NOT hiding anymore. SO if the quest command "hide" no longer "hides", I basically have to rework all the quests.
Yes, this is found in the game not only in the case of the high priest. Is it possible to remove the possibility of initiating a dialogue after quest command "hide"?
Quote
I wonder if I can use "Kill creature X" on the high priest? I think he deserves it, but that's just me. :)
In my opinion, he thinks otherwise and therefore hid. ^-^
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 19 June 2021, 22:10:04
Yes, this is found in the game not only in the case of the high priest. Is it possible to remove the possibility of initiating a dialogue after quest command "hide"?

Hmm, intriguing idea...perhaps, perhaps.

If I create a blank Dialog file in the database...no, wait!

There it is...in the orient journal quest I remembered that the monster in the woods quest, the quest giver in the great wall town's dialog and illumination disappear when you complete the quest, so I opened the quest file and there IS a command "Clear X's Dialog" that does it all.

Easy Peasy.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 19 June 2021, 23:48:29

Not sure if just on my side i had some fps drops time to time when i was fighting Thrym, i might check again later.
Let me know, I can't imagine what would be causing it. Maybe that spawn of icicles is too many or something?


I went fighting Thrym again, and i got the fps drops, from what i can understand when he tried to cast the close ice crystals circle the game lagged then it went normal again, after that he casted for the 2nd time the ice crystal again and it was okay, in 4th time he tried to cast it the game lagged but nothing appear and just one show up.

But its better to wait until someone else can confirm or backup this sentence, it can be at my end as well.


Side note : It is okay to complain about Troll King ? For a side boss he have to many regeneration and dmg, oh also you can just take the quest iten in the bonepile as isnt locked. Probably that was the ideia for the devs when did that boss.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 20 June 2021, 00:14:15
You can complain about anything you want my friend, alpha testing my mod AND working tirelessly on Titanomachy mod? Yeah, you've earned the right.

I was just talking this out with my wife, she's a great listener and I think about things better sometimes when I can talk them through. I guess I get so stuck in the problem I can't see a solution and talking it out gets me out of the problem.

Anyway, several months ago or more...I don't remember, I massively reduced the number of monsters that spawn. I changed the proxypool equations etc. Mostly because the game no longer can provide a good frame rate like it used to in my opinion.

What I haven't done is rebalance the skills and bosses and equipment to reflect the lower levels players will have when they get to a boss.

There's so many little things that all flow together to create just the right balance and changing the spawn rate threw it all off.

So I will nerf the Troll King but rebalancing will take time. Each of the bosses skills have to be examined for damage and how frwequently they use it. etc.

Please have patience.

EDIT: Anyone would be in their rights to say this mod isn't ready for alpha testing, so I could understand that and if you don't want to test anymore, it won't affect how much I play the mod or work on getting it the best I can. :)

EDIT: Oh, BTW, here's the vanilla regen rate for the Troll King:
100.000000;400.000000;1000.000000
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 20 June 2021, 00:29:23
I think i used the word in a wrong way.

The i way i want to mean is about Troll King case, how about he is in vanilla, just my personal experience during in vanilla. Feels like a pouching bag.

In vanilla he have a huge value  in hp recovery as base status, making the fight kinda long if you dont have the dmg burst. That is the issue i see.


The mod is well made and very smooth, i smilled when i saw some elements in this case some monsters from the CD version and older versions , scorpos commander for exmple, sometimes it comes to my memory the previous discussions and even topic on the older forum, it feel the period of space betweens versions were none.

LOC will always have a special place on my heart.


Edit : The troll king experience is similar to phantasm in Mimmer dungeon, the speallbreaker casted on death, Vanilla shinigans i think :p
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 20 June 2021, 00:40:23
The phantasms in Mimer's dungeon? Oh, don't get me started. I created a non-champion version that when he expoldes, he has the same EFFECT as spellbreaker, but it doesn't de-buff you, just mana burn and disruption.

I hate those guys SO MUCH.

EDIT: Idon't even care, I just went in and changed ALL the Phantasms to have my custom fake spellbreaker, no more debuffing in MY mod. Well, sometimes.

I am even toying around with the idea of having spellbreaker as a chest trap ma ha ha, can you imagine?

Aslo, I just got fed up and went into my editor and added 3 archery targets and a hanging dummy to Helos so I can test things with new characters.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 20 June 2021, 00:52:12
When i was exploring Mimmer Dungeon , I just was looking at my pets UI icons and see their mana go up and go down in few moments. Ah

The phantasm tend to go close to player often, i think its a cool thing the devs did for a suicide type monster.

Edit : When i was reading the spellbreaker as chest trap i just remind the Greek Orator boss with his sleep aoe radius ah, not sure why
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 20 June 2021, 01:14:20
Because they are both annoying? :))

@郝玉龙 I just tested the RIng of Flame (with the new archery targets in Helos, yay!) and your observation was correct.

The Skill_BuffRadiusToggled.tpl template and the debuff template (ala Deathchill Aura) doesn't get a boost to any damage it causes to enemies. I always wondered why  Deathchill didn't do Vitality the way Ring of Flame did fire, now I know. It's bugged. All damage should be affected by +% to that damage type EXCEPT Skill_BuffRadiusToggled.

So I tore out the skill and replaced it with vanilla, increased the level cap and added the values for +10 over max.

However, Coredweller's Ring of Flame DOES lower enemy fire resistance still, so there's that.

Oh, I also added 1/3 of the base skill as burn damage to Soften Metal.

Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 20 June 2021, 06:19:32
I am uploading the latest build to MEGA and writing this as I wait.

郝玉龙 said that the Rune Golems were "weak", So I decided to play Runemaster as first mastery. I'll be frank, I don't care for Runemastery as it doesn't suit my personal playstyle, but for the sake of testing I did.

I've played Runemaster as a second mastery before (with Nature, of course):
https://www.youtube.com/watch?v=eEvRZvYOsLY

and to be honest, it is a really rough start as a petmancer with Runemaster. So I played around with their skills. I moved War Rune down to tier 3 skill level. It should be easiER, not as easy as Earth for example.

But I do know that Rune Golem is probably the most powerful summon in the game ultimately. Max +10 skills you get 4 and they get super fast and hit hard, the resists and regen from their inherent Runeweapon when they charge up and War Rune boosts life and speed for survivability. It's really quite fun if a little different style of summons :)

The trade off is a lack of control, which suits the theme of a true Golem.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 20 June 2021, 06:27:59
thank you,The new version uploaded is only 720M ?

Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 20 June 2021, 06:54:58
1、Earth Mastery:Ring of Flame ( pet),+% Fire Damage invalid.
Use skills:Earth Enchantment, Ring of Flame(skill) The damage will not increase。     

Pet skills still don't work。(Pet)  game player √    Pet ×


2、Defense Mastery:Shield Clang
Slamming shield and weapon making a ringing sound, a shockwave races out from the caster damaging and stunning enemies all around.

After releasing this skill, the screen will tear。It's fuzzy,The screen keeps shaking。

This problem has not been fixed。
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 20 June 2021, 06:55:22
Huh.

Yeah, I guess it is.

I went back to look at the older backup and the Levels.arc was 817 MB, now the Levels.arc is only 468MB.

I don't know.  ???

EDIT:

I just created a test character and tested Shield Clang. There's no shaking and no "tearing". Cannot duplicate issue. Works as expected.

EDIT 2: Coredweller's Ring of Flame will remain as it is. End of discussion.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 20 June 2021, 07:04:09
Huh.

Yeah, I guess it is.

I went back to look at the older backup and the Levels.arc was 817 MB, now the Levels.arc is only 468MB.

I don't know.  ???

EDIT:

I just created a test character and tested Shield Clang. There's no shaking and no "tearing". Cannot duplicate issue. Works as expected.

Please observe it carefully
Detail Level:
If your choice is:High,The screen will be very fuzzy。It needs to be looked at carefully。

If your choice is:Medium、Low。It will be very obvious。The screen will shake。


ESC---Options Menu---Graphics---Detail Level(High、Medium、Low)
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 20 June 2021, 07:37:41
https://mega.nz/file/xAJk1b6a#4YA2m5J9NiQgCWVamzo88ZqmCgTbGfOQuyC6Kk7IAF0

Take a look at this video。 The shaking is very serious。


2,These skills are still only + 4,there is no repair。
I don't know if you forgot or plan to repair it later。

Dream Mastery:Psionic Touch、Phantom Strike。

Warfare Mastery:tagLoCPetSkill073=Onslaught (Pet)

Defense Mastery:1、Shield Clang、2、Defensive Reaction、3、Disable

Runes Mastery: 1、Unleash 2、Reckless Offense  3、Sacred Rage  4、Frightening Power 5、Rune Storm 6、Runeword: Explode  7、Runeword: Burn  8、Thunder Strike


3、Rune Golem:Attack damage does not show numbers。(Don't show attack damage numbers)Can this be repaired?

4、Defense Mastery:Guardian's Bulwark(skill),+16  learn skills。The skill tree shows + 10 to learn skills。

thank you!
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 20 June 2021, 10:48:11
I went back to look at the older backup and the Levels.arc was 817 MB, now the Levels.arc is only 468MB.
I don't know.  ???

Safest way to add or update file within .arc file - is *append* file to end of archive file, and mark old archive entry as removed. This means what if file was 400mb - after appending it becomes 800mb (this is simplified for sure). This is shown below:

Code: [Select]
W:\GX\loca2>..\bin-0.3.1\gx-arc info Levels.arc
                       Format: 1 (tq) (zlib)

                 # of Entries: 2
                 Total Length: 1,455,526,345 bytes
      Total Compressed Length: 479,420,045 bytes (32.9%)
  # of Non-Compressed Entries: 0
         # of Removed Entries: 1

                  # of Chunks: 5,553
             # of Used Chunks: 5,553
        # of Unordered Chunks: 0

           # of Free Segments: 1
           Free Segment Space: 479,418,740 bytes

                  Can Compact: Yes
               Can Defragment: No

(Notice on # of free segments).

Or same with ArchiveTool (see active files):

Code: [Select]
W:\GX\loca2>ArchiveTool.exe Levels.arc -stats
Archive statistics:
    2 file entries
    1 active files
    index size: 66809 bytes
    longest filename: 35
    table size: 31
    maximum table depth: 1
    average depth 1.00

So, just running `ArchiveTool.exe Levels.arc -compact` will trim unnecessary free space from .arc files. [And you should do it for everything before publishing :) ]

Mine utilities (gx-arc/gx-arz) allows do same things, but optionally allowing recompress data chunks, which results in slight smaller output file (example below runs on already compacted file), repack done in 2 minutes on 4 core CPU :) :

Code: [Select]
W:\GX\loca2>..\bin-0.3.1\gx-arc optimize --repack Levels.arc
Optimized:
   Input Archive Size: 479,488,809 bytes
  Output Archive Size: 462,157,243 bytes (96.4%)

PS: Subsequent archive updates may reuse free space or probably ArtManager can trigger compaction on some condition. Also ArtManager Archive->Compact probably will do this for you.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 20 June 2021, 13:19:38
Alright new update is lovely!

I can admit im no longer a mana addicted ahah , its feels so  good spaming the archers at will ah!

Completed Normal diff! I enjoy how reworked Atlantis quest to unlock the barrier as well with the serpentoid leader rework!
(https://i.imgur.com/P5QnRUF.jpg)

Also Atlantis gameplay is very smooth, theres no fps drops, who knew the ragdoll could affect negatively the performance. Its great.


So i advanced to Epic difficulty and right now im in Ambrossus.

I think im facing the same problem with Satyr Brute from Medicine Quest, hes dmg is fine , but hes absorv dmg bit to much dmg, not counting in colossus form, so i skipped for now until i advance bit more in the act.

Pandarus is alright, but i think is 2nd form have alot of life leech, or what i could see it is.

Is the Skelleton Boss from Helos graveyard same tier as Uberboss ?

Boarcatcher spider is alright, same with skelletal brothers.

I couldnt find the Itchian Queen in Cyclops lair, but there is her chest.

Nessus, well its more or less, i think he was more fragile thand Satyr Shaman boss, not sure.

Ajax Iberias sword have +2 invalid skill profile.

So far its fun, i enoy the new quest ambushes :)


Edit 1 : Ratman Priest Boss give 668 exp in Epic, isnt that low ?
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 20 June 2021, 14:44:43
Btw, what should the map/mod say in Custom Game for this mod?  I show LegionofChampionsAtlantis - LegionofChampionsAtlantis.map  Is that correct?  Just wondering since I had trouble getting the mod installed properly.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 20 June 2021, 16:04:18
Btw, what should the map/mod say in Custom Game for this mod?  I show LegionofChampionsAtlantis - LegionofChampionsAtlantis.map  Is that correct?  Just wondering since I had trouble getting the mod installed properly.

Yep it should be it, since its showing to me as well
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 20 June 2021, 16:26:33
Btw, what should the map/mod say in Custom Game for this mod?  I show LegionofChampionsAtlantis - LegionofChampionsAtlantis.map  Is that correct?  Just wondering since I had trouble getting the mod installed properly.

Yep it should be it, since its showing to me as well

Good.  Trying to help someone get the mod installed correctly and now I can let him know what map it should be.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 20 June 2021, 18:44:53
Take a look at this video。 The shaking is very serious。
I see it in your video.

I always run my game on highest settings for all options and I have never seen this before. Perhaps it is a computer issue for you?

Nevertheless, I have recreated the particle effect for shield bang for next update. I used an existing particle effect from the Troglodytes in Hades as a base as I know that works for you. I simply moved emitters, added an additive shader ring effect and increased the diameter of the emmited particle  textures.

For future reference, I run on higest settings ALL the time, always have and I have never had this issue.

2,These skills are still only + 4,there is no repair。
I don't know if you forgot or plan to repair it later。

Dream Mastery:Psionic Touch、Phantom Strike。

Defense Mastery:2、Defensive Reaction、3、Disable

Runes Mastery: 1、Unleash 2、Reckless Offense  3、Sacred Rage  4、Frightening Power 5、Rune Storm 6、Runeword: Explode  7、Runeword: Burn  8、Thunder Strike
I didn't "forget".

Some I was able to fix, the others listed here are a mystery.

The skill files have all the values to +10, the ultimate skill level set to +10, yet they only go to +4 in game. Why?

I don't know, this game is very buggy...and I will say it, even moreso since Anniversary Edition and the new DLC.

This is what I'm going to do: Create new database files of the skills listed and rename them. This will trick any scripts or hardcoded values for these skills in the game engine as these are not the skills they are looking for.

Then add them to the skill tree and all the UI entries and then do a mass database search and replace in the +skills item affixes and then do a mass search and replace in artifacts and items for vanilla skill augments and replace these with the new skill paths.

This will keep me busy for a couple days I guess, but I have everything set correctly in the database right now and these skills still max out at +4.

I have an intuition that this will break Dream's tier 7 staff skill for Psionic Touch. Just a feeling.

3、Rune Golem:Attack damage does not show numbers。(Don't show attack damage numbers)Can this be repaired?
No.
4、Defense Mastery:Guardian's Bulwark(skill),+16  learn skills。The skill tree shows + 10 to learn skills。
Yes, okay fixed for next update.

Also ArtManager Archive->Compact probably will do this for you.

This is probably all you're going to get me to do. All the rest is too complicated for me to understand. The other thing I guess is to delete the compiled mod and recompile it from scratch I guess.

Alright new update is lovely!
Thank you sauruz, your praise takes the bitter taste of bad news out of my mouth.

I think im facing the same problem with Satyr Brute from Medicine Quest, hes dmg is fine , but hes absorv dmg bit to much dmg, not counting in colossus form, so i skipped for now until i advance bit more in the act.
Okay, I will completely remove his Battle Awareness buff.

Pandarus is alright, but i think is 2nd form have alot of life leech, or what i could see it is.
I will lower the life leech.

Is the Skelleton Boss from Helos graveyard same tier as Uberboss ?
Ha ha, yeah. It makes me smile thinking about how hard this boss is and there's nothing anyone can do to stop me. Quite cathartic.

I couldnt find the Itchian Queen in Cyclops lair, but there is her chest.
I don't understand. I just went through all the settings and they are the same for her spawn as Normal difficulty. Why? Ah, well...just put this on the pile.

Ajax Iberias sword have +2 invalid skill profile.
Typo in the file path. I will fix it.


Edit 1 : Ratman Priest Boss give 668 exp in Epic, isnt that low ?
Yeah, it was 0. So I will add that value.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 20 June 2021, 19:03:38
I completed act I, few minuts ago.

I went back after defeat telkine and i was able to defeat the Satyr Brute, i think it can be my dps wasnt good enought. Maybe instead of removing, lower a bit the values ?

I was happy after i could defeat the Helos Graveyard skellie boss, he was tuff! Can i sugest maybe to increase or buff his majestic orb ?

I could defeat the Athens Liche! Holy it was a epic batle and enjoy very much, specially how equal balanced he is. Hes Majestic Chest is very worthy to farm! I got 2 legendarys and few blues, i might to kill him a few times before going to Egypt.

Overall, the act was fun. Telkine and Minotaur were balanced.

I couldnt defeat Talos, Ghost Spider and Goblincatcher ( this one is for obvious reason dont mind me), probably need to boost my equips, also im using a satyr mi staff wich is fire based probably they have a solid fire resistance.

Shouldnt Centaur horn cause fear ? because i think its like vanilla, cause stuns

I got my 2nd crash , inside the Minoan Labyrinth, after i defeat the 2x deamon groups after the 2nd rebirth fountain. Not sure why, maybe its the game, but my 1st crash was around the Labyrinth before enter Minotaur Lord. I will do more runs to see if i can spot more.

BTW, maybe you can copy the shadowmaw or Leimon or any special fixed proxies that AE give and use for the itchian ? i think atleast when i use then for fixed boss spawn it always work. in case you dont use it,

I think i didnt forget anything O:-)
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 20 June 2021, 20:23:19
Talos is a fire based construct, I think that's your problem lol. Try it with a Storm/Rogue and see if that helps. :)

Centaur Horn does cause fear, but it causes stun also in Epic and Legendary.

I gave the Helos Graveyard mini-boss the same loot as bosses now. At least 1st time, then it's just crap.

Title: Re: Early Alpha Testing ~ Go!
Post by: soa on 20 June 2021, 20:31:42
2,These skills are still only + 4,there is no repair。
I don't know if you forgot or plan to repair it later。

Dream Mastery:Psionic Touch、Phantom Strike。

Defense Mastery:2、Defensive Reaction、3、Disable

Runes Mastery: 1、Unleash 2、Reckless Offense  3、Sacred Rage  4、Frightening Power 5、Rune Storm 6、Runeword: Explode  7、Runeword: Burn  8、Thunder Strike
I didn't "forget".

Some I was able to fix, the others listed here are a mystery.

The skill files have all the values to +10, the ultimate skill level set to +10, yet they only go to +4 in game. Why?

I don't know, this game is very buggy...and I will say it, even moreso since Anniversary Edition and the new DLC.

This is what I'm going to do: Create new database files of the skills listed and rename them. This will trick any scripts or hardcoded values for these skills in the game engine as these are not the skills they are looking for.

Then add them to the skill tree and all the UI entries and then do a mass database search and replace in the +skills item affixes and then do a mass search and replace in artifacts and items for vanilla skill augments and replace these with the new skill paths.

This will keep me busy for a couple days I guess, but I have everything set correctly in the database right now and these skills still max out at +4.

I have an intuition that this will break Dream's tier 7 staff skill for Psionic Touch. Just a feeling.


I don't have any proof that it's necessary, but in SV, all skills in masteries come from new dbr files, with more or less similar names.
Even if the skill itself appears and works the same ingame, there is a distinct dbr.
I believe this was done for a reason.

I did that for Psionic Beam (staff attack tier 7) and it works. But you really have to put it as a 1st modifier in the skill tree dbr, as they did in vanilla, even if it's the 3rd when looking the tree ingame. Otherwise it won't work.
https://imgur.com/QQ6nZ3k

The same thing can be said about set bonuses, it is advised to create new dbrs for your mod instead of modifying existing files.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 20 June 2021, 21:47:22
Yeah, I started to change everything to new directory on one of my previous mods, and I didn't this time becuase I forgot about this stuff.

I'm gonna have to do that, aren't I?

Anyway, here's the result for my mod changing theskill file names and adding them to the skill tree/UI entries:

https://www.youtube.com/watch?v=TDnpF3BGBq4
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 21 June 2021, 00:09:56
Well, I was able to fix all the Runemaster skills by changing the skill file names. And the two from Defense.

But I had to give up on Dream. The Psionic Touch line just isn't working fpor me, despite renaming the files.

So I deleted my files and restored all three vanilla files. So now you can have your Psionic Beam skill at level 7 just like vanilla. Yay. But all three skills only go to +4 over max and have not been altered from vanilla. Oh well.

I also began work on moving ALL player skills to a new directory. I have gone as far as I can without breaking the existing interface, which, unlike some developers (cough). I am not yet willing to do.

Eventually I will and all the alpha testing player characters will stop working and you will have to start from scratch as even the masteries will be in a new directory. Item stash will be unaffected.

For now, I will leave it alone as there are bound to be bugs that aren't skill related to find.

EDIT: Oh yeah, I also moved all set files to a new directory and xpacks subdirectories and then did a mass search and replace in the items directories for base game and xpacks.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 21 June 2021, 03:29:39
https://mega.nz/file/kMIxjAJL#Gv68A7mTcrSX6AhpKCD-zMgR1UEqJ2scoAlRqvZxqJs


It's not connected,I don't know if it will have an impact。 Maybe that's why?
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 21 June 2021, 03:55:22
The ui skill connector bitmaps?

Ha ha, anything is possible with this game now.
Title: Re: Early Alpha Testing ~ Go!
Post by: 郝玉龙 on 21 June 2021, 07:34:23
NS(Nintendo Switch),Psionic Touch,It can't be used either。I don't know why。

I like this skill very much. It's a pity.  Only + 4. That's too weak
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 21 June 2021, 10:03:15

Centaur Horn does cause fear, but it causes stun also in Epic and Legendary.


Dont  fear and stun at same time overlap one or another ? I mean if they get caught in stun the fear dont work right ? Or Vise versa.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 21 June 2021, 16:55:55
Hey yeah! I mean, if I removed the stun...would I get angry mobs with torches assaulting my home? Doubtful lol
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 21 June 2021, 19:50:13
@Bumbleguppy there is not a clearly bug report, more thoughts and concerns, still there is just mine thoughts or opinions.

First mine biggest concern what every mastery which i'm look into have some cool additions, but storm has nothing. Storm receive yet another lightning spell with no cooldown (and long animation) [mechanics of spell is nice, however, but strom already have lot of spells]. But look: Spirit has lot of pets and charge-based attack which works with any weapon. Earth has new staff-only attack, but still. Storm now receive nothing. Lightning Dash now is untouched and it has own usage (excellent movement skill, and excellent archery/staff skill if you have nothing better), but it is clearly bad to trying build around this skill. In initial LoCA version there is was special Lightning Dash version with multi-target hit, and it was cool (and as i'm remember - it was require a lot of energy, but it was good). Surely initial version had Storm completely imbalanced, but mostly by pets + storm shield (cyclone armor) combo. :)

Again, nowadays - wisp nice but 33% dodge? Wisp in my taste should have highest dodging rate across all pets in game, at the end it has very small health pool, and actually when it needed - it died in one hit (and to kill regular mobs surely no pets required). I'm did not say what it should have 99%, nor 60%. But 40-50% should be enough to not break balance and still be better than others. :) You may currently see what dodging progresses for Feral Wolves, Shield Maiden has something (and be tanky), Nature pets may be very dodgy...

Another thing, what i'm completely dislike Ice Golem in comparison to Ice/Frost Wisp or Ice/Frost Sprites. Last two infinitely better than this Ice Golem. There is main reason why i'm doesn't want to use it. Second reason - playing with melee Paladin - i'm need in low-management pets which will not disturb me and take mine battlefield free. [e.g. ranged pets preferable]

-- Balancing

I'm spent some time to complete A1/Normal with Paladin and 3 one-point pets. I'm farm best equipment like Ranger's Bow (+3 to specific skills???)... and bit bored. I'm was lucky to find Brimstone and Frostmoon just from random skellies and it was great blind boost which trivialize many things. Spider in Crisaeous Falls was hard, i'm attempted many times, and reverts, farm missing Bat Fang piece, crafted Wraithguard and win relatively easily. :) [Still enjoyed, since i'm cleared dungeon, only boss remains, and task was complete dungeon without game reload, so adapt as can] Passive damage (e.g. reflection, retaliation very strong in this mod: much stronger than vanilla, not by numbers, just way more profitable and starts to feel what it is almost requirement to success).

I'm restarted same character again. No pets allowed, except standalone (i.e. wisp). Pure elemental-based Paladin. :) I'm know what this is stupid idea, but generally, why not to try? Also no farming, except bosses, unless their Chest disappear (so bye-bye Ranger's Bow).

I'm starts with both: Defense and Storm. Storm as start works better, thanks for buff, which gives huge damage boost, which required. Then defense (utilizing double-hit mechanics and focusing into axe/club is also nice addition and did not hurt).

First bad thing which I'm meet: In Mycenean Ruins i'm meet "red" Ossiphus L19 from random grave in dungeon [I'm was L9]. I'm even can't scratch it, and retired. Also he spawn a lot of minions... Then life was not easy, and skelly in Tegea's Graveyard was hard, but much easier, and doable. I'm believe this guy is not doable on PC level 9 with any mastery. Should it be cutted of by difficulty equation?

Now at road to tegea Megara i'm was expect hard fights, but surprisingly magic of health potions and mine (mostly Recovery/Rejuvenation) equipment, i'm complete everything, without really big troubles. Doable.

Now after Tegea Megara at PC L13, i'm meet Ossiphus L19 again (from yellow chest :)) ), and... ouch. Thanks, what I'm already buy Accursed Necklace, so I'm drain his energy so he no more spawn skeletons, but still do special hard attacks on me... I'm enchant my axe with Prometheus Flame just in mid of fight (mine Axe is mediocre, even while I'm have Stone Hammer in back) :) But now I'm can survive, and face tank it for good amount of time. I'm tried to summon wisp, but it lives about 5 seconds absolutely useless. :) Any way, again lot of potions and this hero down. Got Accursed Helm with +2 to all skills - is this expected?

BTW: I'm did not use Woodman's Axe. This weapon absolutely outperform normal weapons. I'm believe it should be massively tuned down. Picking up this weapon given for free at level 4 as quest reward practically allow you to not swap weapons next 10 levels at all. There is really bad choice. Finding new weapons from ground at whole Laconia is important part of game education (or character development first few PC hours).

This weapon is too powerful. Compare to Stone Hammer which even more powerful, but obtaining Stone Hammer way more trickier to obtain (Medicines waylaid quest) and it have real stat requirements, and it did not given for free. But at low levels both with nearly equal. No?

PS: I'm noticed "Lightning Rod", "Ice Pickle" (or how properly named) and "Crude Butcher's Knife" or so... nice weapons. Do they will progress eventually?

PPS: Sometimes I'm feel what number of enemy summons are not limited... Not sure, but regardless, want to know how you balance masteries with 3 pets vs 8 pets. :)

PPPS: I'm want to see Brimstone, Storm Eye, Frostmoon in on my PC at least nearly early, but RNG did not loves me. :)
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 21 June 2021, 20:41:01
I buffed Wisp dodge to 50, that should help with their survivability.

What if Ice Golem had 3 summon limit? Wouldn't have to change very much, just tweak their stats a bit and maybe scale them a little smaller.

You've also inspired me to update the OP to make sure players that don't know understand that I don't care if a player has a bad time if they aren't running a pure petmancer build. I thought that was assumed, but I spelled it out in big letters in the OP just in case newer players don't know me or my work.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 21 June 2021, 21:00:58
Hey yeah! I mean, if I removed the stun...would I get angry mobs with torches assaulting my home? Doubtful lol

What if you give a fear effect to centaur flag ? the horn can still cause stun but the flag can cause litle chaos to your pets, making you fell alone for a period of seconds.

Also i notice the Athens Lich dont have a long vision aggresion radius, not sure if this is the correct term, as what i mean is i could attack him and he was still walking/passive in long distance
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 21 June 2021, 22:50:28
Good plan, I created a skill modifier that adds fear to the banner aura, but only in epic and legendary. Restored Centaur to vanilla version.

I had his controller set to alastor to prevent him from fleeing into a corner which all the base game caster controllers do, so I created a new controller and blended some aspects of alastor (his flee stats) and the controller_herocaster from xpack and some from the other miniboss controllers. First caster controller I made so we'll see how it goes.

Also, 3 Ice golems were too crowded, so I retrieved the Frost Wisps and am having fun playing with 3 Frost Wisps, 1 Storm Wisp and throwing down 3 Rune Golems right in front of mobs/bosses.
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 21 June 2021, 23:00:05
I buffed Wisp dodge to 50, that should help with their survivability.

What if Ice Golem had 3 summon limit? Wouldn't have to change very much, just tweak their stats a bit and maybe scale them a little smaller.

You've also inspired me to update the OP to make sure players that don't know understand that I don't care if a player has a bad time if they aren't running a pure petmancer build. I thought that was assumed, but I spelled it out in big letters in the OP just in case newer players don't know me or my work.

50 is sounds good. :) May be it is not bad idea to start with smaller dodge which increases with level, and ends at ~50%.

Ice Golem miss "native" dodging, but on another side, his AOE on-hit skill is directly depends to get hits, so there is understandable why it has no dodging. In past times It was surprisingly to see dodging Ice/Frost Wisp which can't trigger own skill, because it dodge attacks (thanks again for old cyclone armor + equipment). Still because I'm doesn't like visual of Golem (it is too big, it is looks mostly like white ghost rather than Ice Golem) - just allowing 3 golems is not an answer for me. Again, there is just mine opinions, rather than criticism. [I may critique but in exchange should propose something instead. This is not this case.] Probably Ice Golem need remain as-is make it tanky as Core Dweller and make it look natural, might be reskinning Core Dweller? I'm not sure. Just thoughts. If thinking in direction to increasing number of summons - then I'm prefer small summons in size. Again, there is just mine preference. [And generally mine position here is simple: both Ice/Frost Wisp/Sprite - was perfect. But i'm understood how opinionated this choice, and can't argue for this.]

Regardless to understanding and warnings to not being petmancer, I'm would try to continue journey as not pet-focused character. :) I'm generally know what to expect... I'm always free to add few pets later. Also game fountain with powerful items which boosts not only pets, but PC also. I'm generally like this. I'm like also how many regular monsters and their skills reworked, and "new" look of regular gorgons also I'm very like. Also like how they lavishly drop own MI items (which doesn't make to complete right set easily, because... need to get at least one affix to fit). Also noticed what eye-burning effects of health reduction was replaced - looks much better. So actually tons of things are very nice, thanks for that. :)

Generally probably we need table with every mastery combo and max number of pets. E.g. yep, right now we still have some high-pet masteries, like Nature or Spirit, and low-pet masteries, like Defense, Storm (Defense practically has 1 pet, Unyielding Phalanx is also temporary pet(s) and again has own use, but it doesn't feel like real pet for me, same like Dream Image is not a pet for me... just temporary summons, I mean in tqae, not tried it here). Pet number looks like becomes important like with spider in Crisaeos Falls where screen becomes full of spider after... let's say 1 minute of battle. In such cases "free" damage about I'm say before especially well scaled, and they (spider summons) really lost focus, damage spreaded well, and this solves lot of things.

Even if we commit something to Storm - what with attacks? Generally, petmancer want to be ranged, and currently Dream/Spirit/Earth has way more better choices available for from early leveling stages. Storm offer nothing. I'm NEVER play with staves. I'm tried few times, and found what I'm dislike staves and that's end. I'm can love things. I'm can hate things. I'm hate stave animations, and this makes stop me use them at all. All my chars are "melee" hybrids with Bow or true melee, and usually even bad old bow as backup helps a lot if you can't facetank something. What's why I'm like universal special attacks. [Game already miss items to support INT-based melee fighters, so I'm always look for enable more possibilities, rather than lock-in mastery to staff or so]

PS: There is also question about "Cleave" skill. Generally I'm see what Heavy Weapon Mastery are weaker than shields WPS - they miss flat damage bonus (and offers only percentage bonus which is nice later, but early flat bonus is must-have). Also "Cleave" specifically... has too much-much louder sound. I'm probably should make it bit less loud, I guess 0.5x times. Also his animation has strange delay, and I'm not sure what using this skill will not result in DPS loss like this happens in all this kind games (even in modern GD some WPS makes overall character performance worse than it should, but there is no actual ). But early Cleave works fine, because any additional chance of second hit is awesome. :)

PPS: Another thing with Heavy Weapon Mastery is requirements reduction for all weapons. This sounds good on paper, but this reduction applies ONLY when you have Axe/Club weapon in hands. This renders this part of skill unusable, if you switch to alternative weapons from other categories (Bow, Staff, whatever). This only suck gameplay in the end: you think what it can wear item, but after switch you becomes without weapon at all. There is good-old known "feature" of game: never pick requirement reduction on shield or weapon otherwise you can't switch weapons (if you switch actively, and i'm switch actively always, and this is very profitable in both TQ/GD), otherwise once switched you becomes naked (if you need reduction for armor), or... or in the dead end you should meet requirements by other way (from any other items, or with stats). This makes me to think, what there is better to have separate passive skill like Armor Handling, rather than having like it done (it done good, i'm understand intention, but game did not work in this way... sadly). Using tricks like "equip" level 1 axe, and then equip level 50 axe having reduction already applied surely works with current skill... but there is old trick, and most likely bug rather than feature.

PPPS: Sorry for wall of text... I'm better keep quiet for a while to get some new thoughts about.

PPPPS:
Quote
Also, 3 Ice golems were too crowded, so I retrieved the Frost Wisps and am having fun playing with 3 Frost Wisps, 1 Storm Wisp and throwing down 3 Rune Golems right in front of mobs/bosses.
Would like to try. :) Storm very special mastery in my taste, it feels truly magic... and so having even "duplicate" pet by nature, is lessen evil than other choices (summoning Frost Sprite who is daemon is not so well themed as wisps).
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 21 June 2021, 23:23:25
I am playing Thunderer and I have found some good +skill items that required strength and I thought, okay a little strength at level up. Then I found a blue shield, then later another, then a blue axe and then a rare helmet with +1 to all skills.

So now I am a strength character lol, but my summons are very strong. Funny to have a Storm character with Stoneewall and Frostbite.

I am playing my Legendary Summoner with a rare sword/shield combo too. Just for skills/bonuses to pets.
Title: Re: Early Alpha Testing ~ Go!
Post by: TimeWaster on 22 June 2021, 06:28:43
New possible bugs/features (some of these I had encountered before I downloaded the latest version so apologies if they've been fixed)

The Butter Finger Centaur quest gives only 3k xp

One Essence of Anubis' Wrath gave no completion bonus

The Han Xin Terra Cotta hero in Jade Palace is tagged as a beastman

You can unspec all points from Brimstone before unspecing from Stone Skin

You can walk in the river between the Pellana Valley and the Spartan Road

One mystery shrine and one shrine of elements I found between Sparta and Tegea on Epic gave no buffs

EDIT: Don't know how I haven't noticed this earlier but putting points into intelligence doesn't increase energy regen, wtf?
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 22 June 2021, 06:44:24
So now I am a strength character lol, but my summons are very strong. Funny to have a Storm character with Stoneewall and Frostbite.

I am playing my Legendary Summoner with a rare sword/shield combo too. Just for skills/bonuses to pets.
Me decided for myself that this diablo's legacy with insane equipment requirements caused only irritation and therefore should die. The NwN-developers eventually refused the level requirement. I killed these requirements this way: inject into all skill mastery the effect of reducing to the level and requirement of objects, from 5% to 25% (itm equip) and 15% (itm level) from the 1st to 40th mastery level. So summary of both mastery at 40-th level grants 50% (for itm equip) and 30% (for itm level). And me was quite pleased with that. :))
Quote
There it is...in the orient journal quest I remembered that the monster in the woods quest, the quest giver in the great wall town's dialog and illumination disappear when you complete the quest, so I opened the quest file and there IS a command "Clear X's Dialog" that does it all.
If this works, then may be you can correct the same "hide"-ing of Feiyan (tagNPCName048).
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 22 June 2021, 16:08:37
Just to say I went through all the Athens battlegrounds/ruins and didn't crash at all - publicbeta version. 
Title: Re: Early Alpha Testing ~ Go!
Post by: TimeWaster on 25 June 2021, 12:15:30
The Order of Prometheus had a blank quest reward (epic) (I assume it's the same bug as with the other quest)

Zombie Bone has an empty "Grants Skill:" completion bonus

No golden beetle in the Tomb of Thuyu on Epic. Also, what happened to that lightning boss that used to be in the Tomb of Thutmes?

One bone pile on Epic Orient I think spawned a mantis or something with just a code tag. Not sure what it was exactly, died too fast. Haven't seen it again.

Deathblossom has +2 to invalid skill profile. Breastplate of Otus and Greaves of the Nemean Lion have +4 to invalid skill profile.

Had a weird bug with the Noisy Diversion quest in Hades. I think because I killed that monster for the quest that spawns a majestic on death before accepting the quest, the chest was locked and stayed locked even after talking to the npc. Also the chests after killing the Undead Typhoon were locked as well. Restarting the game fixed fixed the typhoon chests but the quest chest was gone.

EDIT: Aphotic Maw has +2 to invalid skill profile x2
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 25 June 2021, 12:21:55
The Order of Prometheus had a blank quest reward (epic) (I assume it's the same bug as with the other quest)


Its a bug that appear in vanilla as well, its something related to a amulet or a ring paths as reward , forget what the quest gives.

Month ago i had same situation in vanila in a quest in Egypt belive during the main quest in Memphis.


Had a weird bug with the Noisy Diversion quest in Hades. I think because I killed that monster for the quest that spawns a majestic on death before accepting the quest, the chest was locked and stayed locked even after talking to the npc. Also the chests after killing the Undead Typhoon were locked as well. Restarting the game fixed fixed the typhoon chests but the quest chest was gone.

I think its better you give more information about if you have any timmed summons or convert one, maybe one of then were blocking the chest to open

Edited: I bellieve the Melione commander from the Noisy diversion chest is just one time event.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 25 June 2021, 18:07:23
Fixed Zombie Bone skill path.
Mini bosses in Valley of the Kings only have like a 40% spawn rate.
Fixed Deathblossom skill file path.

EDIT:
Fixed epic element shrine skill link.

Since I can't know which of the many mystery shrines is broke, it will take me a long time to track it down.

Mana regen equation is lifted from Soulvizier and is half int and half mana pool.
Title: Re: Early Alpha Testing ~ Go!
Post by: TimeWaster on 26 June 2021, 00:38:00
I think its better you give more information about if you have any timmed summons or convert one, maybe one of then were blocking the chest to open

Edited: I bellieve the Melione commander from the Noisy diversion chest is just one time event.

I might have had Lich King summoned.

Mana regen equation is lifted from Soulvizier and is half int and half mana pool.

This issue is really weird for me. On my legendary character, with no gear on, 796 energy and 736 int, I have 2.0 energy regen. With a ring on, which has +180 energy, it still stays at 2.0. That character is somehow bricked. I went to my normal character, which I made before this one, and tried increasing only the energy pool or only int. Total energy works and increases the regen but int doesn't. I made a new character went rune weapon and dumped all points into int, still no increase.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 26 June 2021, 00:45:51
I will restore vanilla. I am tired.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 26 June 2021, 02:01:09
Skills/default/defaultskills.dbr DOESN'T work in my mod. If it works at all, it doesn't work for me.

I restored flex, allpetattack and taunt to each mastery skill tree.

I'm really tired of this kind of thing.
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 26 June 2021, 09:47:26
Skills/default/defaultskills.dbr DOESN'T work in my mod. If it works at all, it doesn't work for me.

I restored flex, allpetattack and taunt to each mastery skill tree.

I'm really tired of this kind of thing.

Why you should add default skills to each mastery instead pushing one skill in one mastery tree? Allpetattack skill in TQAE located at defense tree, i guess it can work at scroll tree as well. No need to duplicate same skill 11 times.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 26 June 2021, 15:43:49
* facepalm *

As long as the skill has 1 point in it, it will be accessible to the player as all skill trees exist in the player files simultaneously. Duh.

Thanks for reminding me.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 26 June 2021, 20:45:09
I am uploading the newest build to MEGA.

If you are playing Storm, visit a Mystic and remove all your skill points from the Ice Golem skill line as they no longer exist before installing the update.

Well, Ice Golem base skill does, but it's level 6 now.

However, I think this is the last update as the alpha test seems to have been a great success and many bugs have been found and fixed. The game mod is playable at all which is all I wanted to achieve.

Thank you all for all the bug reports you have made, I appreciate the time and effort to play a buggy mod and not just rage quit lol :))

Please feel free to post any game breaking bugs here though as there might still be some out there.

I have a few very big projects I would like to focus on now including:

Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 26 June 2021, 21:06:30
@Bumbleguppy thanks for update! sounds great. :)

One question - did you just forget run archive compaction in ArtManager or it is just not work for you? (There is again unnecessary big arc files).
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 26 June 2021, 21:15:11
Oops! Yes, I forgot...and forgetting things is going to get worse before it gets better, I will be 58 this month lol :))

Okay, the Levels.arc went from 1.4GB to 0.47GB. lol, you'd think it would be optimized automatically, like "What if we had something that automate redundant tasks, like some seried of computer commands that would execute without having to manually run it every time?" Wow, what a crazy idea! :D

Should finish uploading the compacted version in another 15 minutes from now.
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 26 June 2021, 21:38:19
Oops! Yes, I forgot...and forgetting things is going to get worse before it gets better, I will be 58 this month lol :))

Okay, the Levels.arc went from 1.4GB to 0.47GB. lol, you'd think it would be optimized automatically, like "What if we had something that automate redundant tasks, like some seried of computer commands that would execute without having to manually run it every time?" Wow, what a crazy idea! :D

Should finish uploading the compacted version in another 15 minutes from now.

This is relatively easy to make automated (not from ArtManager side, but you anyways pack to zip mod somehow, I feel what you do this manually, but again this can be done again automatically in single click, you just need download few tools for that and do not forget to use this). :) I guess I'm can help with this.
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 26 June 2021, 22:25:27
@Bumbleguppy in the area where now located Davy Jones again if teleported out, then can't return back.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 27 June 2021, 01:39:42
Congrats for the new update!

I started a paladin ( defense + storm)

I loved the shieldmaiden alot in the previous version, now i love it more, not sure why but maybe how cool it looks! It remains me as well the Armored spirit from cd version as he cast taunt and club slam into the hordes of enemies ah, sweet

Im lv 9 at tegea, i maxed shieldsmaiden at lv 16 and she looks strong, i guess being ghost also helps versus some heroes as tegean skelleton and Arachne Maiden spider boss.

One quest, did you removed the spiders from the last waves on Fetid Lair ? I only found the Arachnos that throws the poison bombs. i also noticed the shieldsmaiden rushing into a invisible monster i could see as named as Orbbed crawler probably it was the web, i think.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 27 June 2021, 01:54:34

One quest, did you removed the spiders from the last waves on Fetid Lair ? I only found the Arachnos that throws the poison bombs. i also noticed the shieldsmaiden rushing into a invisible monster i could see as named as Orbbed crawler probably it was the web, i think.
I noticed that, too. But I haven't modified those files from vanilla, it's some sort of bug...I will go in and see what I can do, maybe change the mesh.

EDIT: Oops, I guess I did change the mesh. I wanted to make them blackwidows but something went wrong. So I gave them their original mesh and Master Archer Machae controller and the Arachnos venom bolt skill.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 27 June 2021, 02:02:53
Probably its the mesh. Try change their mesh and take a look on the editor, to see if shows up.

Edit : nevermind i checked your edit
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 27 June 2021, 02:12:52
Yeah, I just decided to make a new mesh using the blackwidow and add the Boss Aura effect. I found that there's a texture at the very bottom of the spider directory blackwidowqueen which I used for the main boss and the web slingers are plain black widow but all have the aura effect.

Anyone notice I changed the webs skill on the spiders? I made a skill_defensivewall like Rune Mines and an AoE projectile using the cobweb2 mesh so that there's no more of that summons living after their master died bug so you can complete the quest.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 27 June 2021, 12:43:55
All spiders that throws webs ? Or just from the quest ones ?

Coming into Monster Warcamp before Athens, everyhting so good so far. I got a crash when i was facing the monsters in the big camp next to centaurs camp before the rebirth fountain, probably is just a random crash. As i never had one in there with my various runs.

Im wondering hows pets restistance , is scaling up lvs or its always static ? im terms of vulnerability, it increase per lv or its stays the same ?


Edit: I found the Cyclops cave boss in normal, he was lv 30, did you put it back in normal ?

Edit 2: Woah! Davey Jones chest was very but very nice , dropeed alot of yellows and 2x blues

Edit 3: My shieldmaiden and my 3x storm wisps and thunder wisp were able to defeat goblincatcher spider without much issue, probably they are good versus poison dmg, i think her egg nest majestic chest can be improved, as it only dropped couple yellows and few pottions
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 27 June 2021, 18:22:40
Speaking of Frost Wisps, something has occurred to me that's never come up before.

If the Frost Wisps have a debuff aura that lowers enemy cold resist and there are three of them now attacking an enemy, is the effect additive or does the game apply only the highest level version?

That's how I would have done it, but I don't know.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 27 June 2021, 18:42:26
Pet resistance ended up completely  static.

As I added skills and equipment bonuses over time, I just kept lowering the epic and legendary bonuses (in petgamebalanceattributes especially) until they are gone now. No penalty increases either.

Whatever resistances a pet starts with is all they have unless they have a secondary skill you add points to. Every pet has it's own resistance file and it's in their skill tree at level 1 across all levels of the pet files. Most have a "weakness" penalty to one or two damage types.

Keep in mind that side quest resistance bonuses (well, almost all of them) grant a resistance bonus to pets as well.

EDIT: Yes, all spiders that cast webs. The ones that shoot a ball used to spawn an invisible pet with a buff radius toggle skill. I changed it to a pet that dies instantly and has the new web skill set in their ondeath ability.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 27 June 2021, 19:40:31
Okay, i notice now the web shoot, it neat!

I just completed few moments ago 1st Act,  shieldsmaiden and wisps numbers are a complete strong army, while shieldsmaiden taunt/aggro monster groups, the wisps just kept casting their debuffs and aoes then, lets see how it  be Egypt as it have more fire type monsters.

Didnt resummon the wisp as often as skelletons not trying to compare then as they are different , mostly when i faced the Lighting Automaton champions.

Both satyr necromancer and brute mini boss in the warcamp before gorgons have same name, in case is not intended.

No issues or crash during my gameplay.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 28 June 2021, 11:58:10
I believe theres a typo on the Mummy raider name, as ingame is named as "Tomb Rider"

In Sphinix Dungeon there is not any health shrine recovery/healer nearby the rebirth fountains unlike the other places, i think its intended like that ?
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 28 June 2021, 13:38:30
@Bumbleguppy I'm found missing pet bonuses at greaves of marathon... and there is was similar reports before.

Report below contains every record which contains "petBonusName" but referenced dbr is missing:

Code: [Select]
Trace: Glacie.Alloy.Database: Opening...
Trace: Glacie.Alloy.Database: #0: C:\Users\lixiss\Documents\My Games\Titan Quest - Immortal Throne\CustomMaps\legionofchampionsatlantis\database\LegionOfChampionsAtlantis.arz
Trace: Glacie.Alloy.Database: #0: Records (Linked/Total): 52865/52865
Trace: Glacie.Alloy.Database: #1: G:\Games\TQAE\database\database.arz
Trace: Glacie.Alloy.Database: #1: Records (Linked/Total): 36271/64231
Trace: Glacie.Alloy.Database: Total Records: 89136
records\item\equipmenthelm\us_e_aspectofthewild.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_aspectofthewild_helmet.dbr".
records\item\equipmenthelm\us_e_crystallinearray.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_us_e_crystallinearray.dbr".
records\item\equipmenthelm\usm_e_adept'sregalia.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_adept'sregalia.dbr".
records\item\equipmenthelm\usm_e_pyromancer'sguard.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_pyromancerscirclet.dbr".
records\item\equipmenthelm\usm_l_archmage'sregalia.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_l_archmage'sregalia.dbr".
records\item\equipmenthelm\us_e_tempest.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_us_e_tempest.dbr".
records\item\equipmenthelm\usm_e_raimentofthestorm.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_e_raimentofthestorm.dbr".
records\item\equipmentarmor\us_e_crystallinearray.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_us_e_crystallinearray.dbr".
records\item\equipmentarmor\us_e_aspectofthewild.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_aspectofthewild_armor.dbr".
records\item\equipmentarmor\usm_e_pyromancer'sguard.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_pyromancersrobe.dbr".
records\item\equipmentarmor\usm_e_raimentofthestorm.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_e_raimentofthestorm.dbr".
records\item\equipmentarmor\usm_e_adept'sregalia.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_adept'sregalia.dbr".
records\item\equipmentarmor\usm_l_archmage'sregalia.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_l_archmage'sregalia.dbr".
records\item\equipmentarmor\us_e_tempest.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_us_e_tempest.dbr".
records\xpack\item\equipmentweapons\shield\us_e_003.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_baneofthekarkinos_shield.dbr".
records\xpack\item\equipmentweapons\shield\u_e_002.dbr(petBonusName): error GX1001: Unresolved reference "records\item\lootmagicalaffixes\pet\equipment\shields\the_greg.dbr".
records\item\equipmentarmband\usm_l_archmage'sregalia.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_l_archmage'sregalia.dbr".
records\item\equipmentarmband\usm_e_adept'sregalia.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_adept'sregalia.dbr".
records\item\equipmentarmband\usm_e_raimentofthestorm.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_e_raimentofthestorm.dbr".
records\item\equipmentarmband\us_e_crystallinearray.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_us_e_crystallinearray.dbr".
records\item\equipmentarmband\us_e_tempest.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_us_e_tempest.dbr".
records\item\equipmentarmband\us_e_aspectofthewild.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_aspectofthewild_armband.dbr".
records\item\equipmentarmband\usm_e_pyromancer'sguard.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_pyromancersbracelet.dbr".
records\loc_skills\runemaster\runeweapon_transmutation.dbr(petBonusName): error GX1001: Unresolved reference "Records\LoC_Skills\runemaster\runeweapon_conversion_petbonus.dbr".
records\loc_skills\runemaster\runeword_absorb.dbr(petBonusName): error GX1001: Unresolved reference "Records\LoC_Skills\runemaster\manaabsorb_petbonus.dbr".
records\loc_skills\runemaster\runeword_feather.dbr(petBonusName): error GX1001: Unresolved reference "Records\LoC_Skills\runemaster\lightweight_petbonus.dbr".
records\quests\rewards\questskills\xsq02 - poison resistance reward.dbr(petBonusName): error GX1001: Unresolved reference "records\quests\rewards\questskills\xsq02 - poison resistance reward petbonus.dbr".
records\item\equipmentgreaves\us_e_tempest.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_us_e_tempest.dbr".
records\item\equipmentgreaves\us_e_aspectofthewild.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_aspectofthewild_greaves.dbr".
records\item\equipmentgreaves\us_e_armoroftheimmortalguard.dbr(petBonusName): error GX1001: Unresolved reference "records\item\lootmagicalaffixes\pet\equipment\greaves\set_immortalguard.dbr".
records\item\equipmentgreaves\us_e_crystallinearray.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_us_e_crystallinearray.dbr".
records\item\equipmentgreaves\usm_l_archmage'sregalia.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_l_archmage'sregalia.dbr".
records\item\equipmentgreaves\usm_e_adept'sregalia.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_adept'sregalia.dbr".
records\item\equipmentgreaves\us_n_prideofthejadepalace.dbr(petBonusName): error GX1001: Unresolved reference "records\xpack\item\lootmagicalaffixes\prefix\skills and pet bonuses\item petbonuses\petbonus_set_jadegreaves.dbr".
records\item\equipmentgreaves\us_l_abyssalarmor.dbr(petBonusName): error GX1001: Unresolved reference "records\item\lootmagicalaffixes\pet\equipment\greaves\us_l_abyssalarmor.dbr".
records\item\equipmentgreaves\u_n_greavesofmarathon.dbr(petBonusName): error GX1001: Unresolved reference "records\item\lootmagicalaffixes\pet\equipment\greaves\greavesofmarathon.dbr".
records\item\equipmentweapon\club\us_e_tempest.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_us_e_tempest.dbr".
records\item\equipmentweapon\sword\us_e_crystallinearray.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_us_e_crystallinearray.dbr".
records\xpack\item\equipmentweapons\sword\u_l_002.dbr(petBonusName): error GX1001: Unresolved reference "records\item\lootmagicalaffixes\pet\equipment\weapons\sword_swordofeternaldarkness.dbr".
records\xpack\item\equipmentweapons\sword\us_e_003.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_baneofthekarkinos_sword.dbr".
records\xpack\item\equipmentweapons\sword\u_l_001.dbr(petBonusName): error GX1001: Unresolved reference "records\item\lootmagicalaffixes\pet\equipment\weapons\sword_drakaina.dbr".
records\loc_skills\runemaster\runeweapon_magical_charge.dbr(petBonusName): error GX1001: Unresolved reference "Records\LoC_Skills\runemaster\runeweapon_bonus_petbonus.dbr".
records\item\equipmentweapon\staff\us_e_raimentofthestorm.dbr(petBonusName): error GX1001: Unresolved reference "records\item\sets\petbonus_usm_e_raimentofthestorm.dbr".
records\xpack\item\equipmentweapons\staff\u_l_001.dbr(petBonusName): error GX1001: Unresolved reference "records\xpack\item\lootmagicalaffixes\prefix\skills and pet bonuses\item petbonuses\petbonus_staff_praxadikae.dbr".
records\xpack\ui\unlockcodes\skill_test_artifact.dbr(petBonusName): error GX1001: Unresolved reference "records\xpack\item\artifacts\petbonuses\petbonus_amberflask.dbr".

Hope this helps.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 29 June 2021, 19:52:38
Im advancing into Egypt in epic as conjurer.So far so good, but

The Dark spirit conduit obelisk in the tomb before Memphis atleast in epic have to much deflect chance ,for what i see when im hitting, i tried 5+ minunts me and my volcanic orbs didnt do almost any hit they are deflect/miss. I didnt notice that difficult in normal
Title: Re: Early Alpha Testing ~ Go!
Post by: nargil66 on 30 June 2021, 00:40:12
Killbot textures aren't showing. Started a new Rogue btw :)
Edit - tested on 2.10 and they show normally.
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 01 July 2021, 23:21:57
There is no line in the LoCA's file records\xpack\game\gameengine.dbr
Code: [Select]
monsterAttributePak,Records\Game\MonsterGameBalanceAttributes.dbr,maybe it's not a mistake, but decided to say just in case.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 01 July 2021, 23:32:43
Did you mean the boss game balance attributes?

yeah, the version of game engine I was modding was from before the devs updated to include the bossgamebalanceattributes file.

Well, that's gonna hurt when I add it and playtest lol
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 02 July 2021, 09:40:20
Did you mean the boss game balance attributes?
Yes.
Code: [Select]
monsterBossAttributePak,Records\game\bossgamebalanceattributes.dbr,Me copy wring line. Looks like I've been digging in files for too long. ???
Quote
Well, that's gonna hurt when I add it and playtest lol
If it doesn't matter, then okay. :)
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 07 July 2021, 20:21:10
Same value in rows:

records\item\lootmagicalaffixes\suffix\tablesjewelry\amulet_e03.dbr
Code: [Select]
randomizerName58,records\item\lootmagicalaffixes\suffix\default\rare_%energycost_02.dbr,
randomizerName59,records\item\lootmagicalaffixes\suffix\default\rare_%energycost_02.dbr,

records\item\lootmagicalaffixes\suffix\tablesjewelry\ring_pet_e01.dbr
Code: [Select]
randomizerName56,records\xpack\item\lootmagicalaffixes\suffix\default\petbonus_healthliferesist_01.dbr,
randomizerName57,records\xpack\item\lootmagicalaffixes\suffix\default\petbonus_healthliferesist_01.dbr,
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 07 July 2021, 20:37:56
Thanks, fixed :)
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 07 July 2021, 20:53:36
Me find more  :-[
No affixes for dream and runic skillmastery in unique prefixes. It's may be vanilla bag, but LoCA override this records.
records\item\lootmagicalaffixes\prefix\tablesunique\jade.dbr
Code: [Select]
randomizerName50,Records\XPack\Item\LootMagicalAffixes\Prefix\Default\Character_SkillMasteryDream_01.dbr,
randomizerName52,records\xpack2\item\lootmagicalaffixes\prefix\default\character_skillmasteryrunes_01.dbr,
blackpearl.dbr; crystal.dbr; pythia'sclasp.dbr (records\item\lootmagicalaffixes\prefix\tablesunique\ )
Code: [Select]
randomizerName50,Records\XPack\Item\LootMagicalAffixes\Prefix\Default\Character_SkillMasteryDream_01.dbr,
randomizerName51,Records\XPack\Item\LootMagicalAffixes\Prefix\Default\Character_SkillMasteryDream_02.dbr,
randomizerName52,records\xpack2\item\lootmagicalaffixes\prefix\default\character_skillmasteryrunes_01.dbr,
randomizerName53,records\xpack2\item\lootmagicalaffixes\prefix\default\character_skillmasteryrunes_02.dbr,

No extrarelic in suffixes for unique blackpearl.dbr; crystal.dbr; jade.dbr; pythia'sclasp.dbr
(records\xpack3\items\lootmagicalaffixes\suffix\default\rare_extrarelic_01.dbr)

I am still adapting my OverrideTQ to the LoCA and will let you know if I find anything else.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 07 July 2021, 21:03:47
Yeah, these are the base game files I imported in case I wanted to do something with them later but I haven't yet.

So these items in the base game can't spawn with either Dream or Runemaster, since Immortal Throne was released I assume.

There's no point adding extra relic to an epic or legendary item though.
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 10 July 2021, 17:13:10
I found no other errors in the dbr files.

Hero continues to fall through bridges

east of the Chiron's Grove
https://cloud.mail.ru/public/JB9H/p9nEmkegu
Lower Delphi
https://cloud.mail.ru/public/c72W/uYKMdxXQR

Quote
So these items in the base game can't spawn with either Dream or Runemaster, since Immortal Throne was released I assume.
I definitely met them in epic stores in SVarea. But I can't say it for vanilla.
Quote
There's no point adding extra relic to an epic or legendary item though.
Why? In dlc Atlantis the suffix is used for things with epics and legendary difficulty level.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 10 July 2021, 17:15:48
Im pretty sure the bridge problem, if we call that way,  its from TQ itself rather with the mod
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 10 July 2021, 18:13:10
Im pretty sure the bridge problem, if we call that way,  its from TQ itself rather with the mod
So yes. But, for example, I do not remember the character falling on the bridge in the Lower Delphi. I have associations with map editing for Heroes4. As soon as a massive object was placed, the landscape changed irreversibly.
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 10 July 2021, 18:33:44
So yes. But, for example, I do not remember the character falling on the bridge in the Lower Delphi. I have associations with map editing for Heroes4. As soon as a massive object was placed, the landscape changed irreversibly.

This is because your hero drinks too many healing wine. ;) Seriously, i'm visit chiron's grove few times, and did not notice issue with this bridge. Sounds like engine bug.
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 10 July 2021, 19:06:23
Quote
This is because your hero drinks too many healing wine. ;)
That's because you were too quick to killing the centaurs, and I'm enjoying the neighborhood. :P
Quote
Seriously, i'm visit chiron's grove few times, and did not notice issue with this bridge. Sounds like engine bug.
Hmm. But you're playing at normal speed, and I'm at maximum speed. Perhaps the appearance of this bug is related to this. Okay, if nothing can be done about it, we'll know.
Title: Re: Early Alpha Testing ~ Go!
Post by: Bumbleguppy on 10 July 2021, 19:25:50
Bridges are tricky to add to the map and there's only so much finesse an old man can muster to paint no-passing along the edge of them. Especially when I am full of coffee and cigarettes.
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 10 July 2021, 19:48:58
Main hassle for me atm is that TQVault doesn't see the transfer or relic parts and I keep forgetting you've changed the inventory bags too and put stuff too far right and then can't access it ingame because it's technically not in the inventory bag. 
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 16 July 2021, 21:03:52
I'm found what i'm completed Typhon on Normal with mine Paladin, and did not report back.

Generally there is was some inconsistency with custom/added monsters. Some things feels not very well balanced. But overall feelings - is free and light gameplay. I'm probably become too lucky in few parts (in terms of equipment), however it fair enough.

I'm put only 1 point in every pet. I'm did not pick any pet upgrade except first upgrade in defense and storm wisp. I'm reach +11 bonus for frost wisp and +5 for storm mastery, and +3 for defense mastery. My character did not care about resistances, only about damage. Brimstone? Yes. Insulated Ring of Fire? Yes. Even while it is not mine damage type - is nice to have. Paladin's Ordnance of course (BTW, despite what buff should stays only 10 seconds - visual effect often keeps forever). Before Ordnance - Frostmoon, then Storm's Elemental Shard (lucky again?). Surely - frostbite -> nice weapon.

The only thing which i'm changed, it is lowered "Cleave" sound volume from 0.4 to 0.25 I'm guess.

I'm did not play too much and heavily, but will try to continue progress.

Ah, Typhon was surprisingly easy. I'm almost facetank he. My pets died almost immediately (i'm expect this, because i'm did not invest in them, and will not invest directly). But... well, fight with skeleton-dragon-like-boss-who-was-level-60 - was much harder. :)

One thing which is annoying - beating this side bosses are often absolutely have no reward. I'm for whole game i'm guess got almost no good blue items, and often big magic chest, magical orb after bosses -> lot of yellow loot, which i'm immediately sending to merchant's trash (and get my few millions gold :) ).

Regardless to all above, there is was kind of subjective feedback. Constructive feedback - looks very solid, smooth and good. Difficulty spikes (for me) almost not exist, which is good. E.g. get mine great positive feedback. :)

PS: In few places plain (unmodded) TQAE actually harder, but not better.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 16 July 2021, 21:33:10
If my memory dont fail to me, Typhoon cant be modified, as BG as tried in the past and  results was the Portal that lead into Rhodes dont appear at all/crashes. he still stong versus pets tho.
Title: Re: Early Alpha Testing ~ Go!
Post by: lixiss on 16 July 2021, 21:59:37
If my memory dont fail to me, Typhoon cant be modified, as BG as tried in the past and  results was the Portal that lead into Rhodes dont appear at all. he still stong versus pets tho.

It is true what game has some special (non-understandable / non-clean and non-generic rules driven) support for few major quest monsters. I'm basically refer to monsters who have class which not equal to "Monster". Still believe what adjustments can be made and them should follow to mod's overrides. Still there is might be infinite numbers of errors which 2.9 don't report back. Ugh. I'm again starts to complain...

No. No matter, Typhon was reasonable tought. Just was not challenge-like fight like i'm expect. However, i'm bold this again - there is better have things too easier than they should be, rather than have too hard things than they must be (like in sv-aera, allowed spawning uber heroes who ignores difficulty equations, and did not take into account how spawning in game designed - so you can get lvl 6 hero at pc lvl 1 => unkillable). Balancing is tricky in this kind games and so - in my opinion - all fine in my case. It is not really hard, but i'm always can adjust difficulty by not pets at all. :)

I'm might say what paladin is unbalanced combo. But i'm have no exp how it work at higher difficulties, so would like to keep thought about private. Still while i'm very like heavy weapon mastery - but it looks bad: defense before this mastery had 3 WPS skills with shield. Now we have 2 more WPS skills for weapon. This makes defense - top-tier WPS mastery. Warfare all times cried in that sense, but now cried even more. Defense works nice now. My words about what other masteries lack of any WPS skills. Look at Earth - new non-WPS nice staff-only skill. Good skill per-se but there is not WPS and staff only. So... if you really want to play in melee - Defense looks way even more appealing than others, while it was very strong even before additions. There is not proposing change something, just fact. And in fact this fact hard to counter / "resolve".
Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 17 July 2021, 18:37:19
Is it intentional that the minimap in the minoaic labyrinth is black and you can't see anything on it?
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 17 July 2021, 18:45:39
Is it intentional that the minimap in the minoaic labyrinth is black and you can't see anything on it?

Thats from vanilla game, yhea it sux

I could revert it back on my mod , i forget how i did it as it was long ago, i vaguely remenber BUT i had to export  the labyrinth mini map from CD version and paste into the art manager / source files, maybe it was a trick between the progress but it is possible to retun back.
Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 17 July 2021, 19:11:13
I am sure that it works in Vanilla, because I play Vanilla in between... I have never seen that the minimap is completely black...
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 17 July 2021, 19:13:12
Only the 1st lvl it shows in minimap, after you get down in the stairs its all dark-blue
Title: Re: Early Alpha Testing ~ Go!
Post by: Mausi on 17 July 2021, 19:53:57
(https://s20.directupload.net/images/210717/temp/w5irv4nt.jpg) (https://www.directupload.net/file/d/6247/w5irv4nt_jpg.htm)  <<< Do not click
This is LoC AE DX 9

Checked in Vanilla DX 9 and there its working normally...



Do not click on the image ~ efko
Title: Re: Early Alpha Testing ~ Go!
Post by: Accolon on 20 July 2021, 13:54:39
The boss is fall. Chest block the way.
https://cloud.mail.ru/public/hQ1G/pPppMcaj7
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 10 August 2021, 11:08:08
Well, that was a big oops.   :-[  Went to move something in my pet Elementalist's inventory to put into the Vault and somehow clicked on a bounce mod.  Went back to Custom Game and chose the LoC mod, it tried to load and then closed down.  Started again and lo and behold the Elementalist has now lost most of her skill points and her weapon.  Will have to start her all over again.

A couple of buggy things.  Pets standing around in this area of the Megara coast; golem did finally move, but the other two didn't until the pirates were on top of me.  And not sure this is the right text for Corrie's skill.

(https://i.imgur.com/TG6oKrp.jpg)
(https://i.imgur.com/TeHn4yC.jpg)
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 11 August 2021, 07:41:03
Can the energy cost of Rupture come down a bit?  Using it as my main attack on a no pet Elementalist; have only a point in each part of the skill plus an extra one from Hallowed helm and I'm already having to down energy potions fairly often at L17.  Dread to think what it'll be like with them all maxed and +4 on top.   :o
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 15 August 2021, 10:14:46
Looks like the Trance skills in Dream aren't in the right place.  ToC looks like it's at L10 when in fact it still need 6 more points before you can access it.

(https://i.imgur.com/7AAna6C.jpg)

And pets standing around not attacking in the Mycenean Ruins area. 

(https://i.imgur.com/vNvoVIq.jpg)
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 13 October 2021, 11:17:09
Main hassle for me atm is that TQVault doesn't see the transfer or relic parts and I keep forgetting you've changed the inventory bags too and put stuff too far right and then can't access it ingame because it's technically not in the inventory bag.

Not sure this is related to previous post, but ....

Background: me and some of the other mods on the official TQ discord were trying to recreate a multiplayer bug problem to give the devs more info on it.  I've been playing the 2.10 publicbeta patch since we got it for playtesting, but as the others were on 2.9 I reverted back to that on Steam.  I then couldn't join in at all so had to drop out of the multiplayer testing.  I reinstalled 2.10 on Steam and that was it.

The other day I decided that it might be better to uninstall my GOG version of the game which is 2.9 at least until the publicbeta gets to that platform.  So I backed everything up - save folder and TQVault stuff too - and then uninstalled GOG and also uninstalled the Steam version, deleted the save folder as well.  I then reinstalled the Steam version and put back the characters I wanted into the new save folder. 

Went to play LoC yesterday and find this with my existing characters.  Not only are things outside the inventory bags, but the personal stashes - which had been expanded to full size - were back to the first level with no way to pay to expand them again.  I verified the Steam files and also downloaded and installed the LoC mod again, but no change.  Also in TQVault I can't access the expanded inventory bags either (they're not expanded in there as well) so can't move those items into useable space.

It may be something I screwed up with my fiddling around, but I thought I'd better post here too just in case it's something to do with the mod. 

I did start a new character in the mod yesterday and had no problems expanding the personal stash so it only seems to be my existing characters that are affected.  It's no big loss as none of them were that far along, but a bit sad as I was looking forward to seeing what you'd done in Egypt as I'd just gotten into Act 2; now I've got to get a new character to that point again. 

(https://i.imgur.com/uofI44J.jpg)
Title: Re: Early Alpha Testing ~ Go!
Post by: nargil66 on 13 October 2021, 17:01:00
Have you tried using the Autosort button? It fixes it in some cases
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 13 October 2021, 22:12:33
Not tried that, I'll give it a go tomorrow and see if it works.
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 14 October 2021, 12:53:55
Yeah, that worked nargil, thanks for the tip.  :)
Title: Re: Early Alpha Testing ~ Go!
Post by: ANTIVEGAS on 26 October 2021, 17:27:39
Hi, very often the game crashes before Delphi, while I got 3 times, I think it is because of the expansion of the location with the skeleton boss.
Title: Re: Early Alpha Testing ~ Go!
Post by: sauruz on 26 October 2021, 17:37:11
Hi, very often the game crashes before Delphi, while I got 3 times, I think it is because of the expansion of the location with the skeleton boss.

I just went there , from delphi to boetia and didnt had any issue. Killed the boss and everyhting on the path

Do you have both expansions (ragnarok and atlantis)?

Are you using 2.9 version of the game ?
Title: Re: Early Alpha Testing ~ Go!
Post by: bakapi91 on 03 January 2022, 13:15:12
So many pets changed from the prev version , tbh i really miss my big bad Armored colossus instead of the new Shield Maiden ( she look and feel squishy, weak compare to big Daddy Armored ), where is my sweet Skeleton Berzerker  or Outsider ? Liche King is now temporary pet which is for me a turn down ! I see many pets removed in this early testing ,will you re add , change it when full release or this is the way you want Bumbleguppy ? :( :( :(
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 23 February 2022, 08:54:49
You still working on this Bumbleguppy?  Seems to be broken again with the new Eternal Embers expansion. 

Edit: Hm, maybe not.  Might just be because it was an older character before EE came out.  Will try with a new one and see how it goes.

Edit: Yep, it's partially broken at least.  While a new character seems to be fine for the pets side of things (old character lost all points I had in the wolves and melee nymphs), new areas seem to be missing.  I've just reached Cyclops and there's no additional cave system there now. 

Edit: Even more weird as the cave with the Ghost Spider Queen is still in and working.
Title: Re: Early Alpha Testing ~ Go!
Post by: Gamilkar on 16 November 2022, 22:09:23
Hi! What version of the game does this mod work on? It is sad that it is no longer updated. The best mod for Titan forever.
Title: Re: Early Alpha Testing ~ Go!
Post by: Medea Fleecestealer on 02 April 2023, 14:48:59
This is the newer one, though BG has also halted work on it as he has plans to change a lot of things.  Hopefully we'll be seeing the new one soon.

https://titanquestfans.net/index.php?topic=1702.0
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