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Messages - Jaylo

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1
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 12 June 2021, 20:11:57 »
Has the Occult Shadowstalkers's Shadowstrike been changed from the original where it teleported to an enemy to strike it as in my game it appears to just be normal walking up to an enemy to strike it or is it bugged?

Edit: on further use of the Shadowstalker it seems rather worse than i thought. It's a lot slower than the original Shadowstalker, has the aforementioned problem of not teleporting and early on at the Spartan Road area where there are hoards of skeleton archers the Stalker just moves into the middle of them and walks back and forth doing nothing while they kill it. Looks like there is something very wrong with it.
All other pets work fine.

2
I love what you have done with the Wisp, chain lightning and sound effects made me smile.
There seems to be something odd though, when i have the pet ai on aggressive it seems to stick by me and not venture out too far in attacking enemies but when it's on normal the wisp goes right out to the edge of the view to attack enemies like what aggressive should be.
Has the pet ai for aggressive and normal been messed up in TQAE and got switched around?
Definitely. The stances for Aggressive and Normal are switched.

This was also in the TQIT version, I left it as is. I guess the goal was to have the pet on Aggressive stance by default when you summon it, counting on the fact the game engine summons them with the stance in the middle by default, which is here redirected to Aggressive.
Aggressive is what most people choose, hence the idea.

Now I reckon this behavior may confuse people quite a bit. Maybe I should switch the names of Aggressive and Normal too ? You'd have from top to bottom, Normal, Aggressive, Defensive. I could also add a mention like "Aggressive - default on summon" to help people get the idea.

As far as I know, there was no improvement or important change regarding this in the AE, compared to TQIT.

Your right, i am confused lol
So what your saying is that pets get summoned in SV AERA by default with the aggressive stance on which is located in the middle of the ai stance list but still has the text label of "Normal".

3
I love what you have done with the Wisp, chain lightning and sound effects made me smile.
There seems to be something odd though, when i have the pet ai on aggressive it seems to stick by me and not venture out too far in attacking enemies but when it's on normal the wisp goes right out to the edge of the view to attack enemies like what aggressive should be.
Has the pet ai for aggressive and normal been messed up in TQAE and got switched around?

4
At first, I created a permanent pet, but due to a bug since Atlantis it didn't work anymore (it was a different model).

So I switched to another version, with a Golem, that is supposed to work conjointly with the menhirs.
I may also add a skill modifier like for Warfare Ancestral Warriors, to make the Golems last longer.
But given the way it is designed, it's best if you summon the Golem(s) once and awhile, next to the Menhir Wall, so they can shoot.
I may also change the Golems so that you can summon them only one by one, but still with a maximum of two (or three ?)
I appreciate what you had to do but i'm not really a micro player which is why i like permanent pets, summon them and let them do their thing.
I wanted to roleplay a Thor type character using the Mjolnir set with Storm and Rune masteries.

5
I was excited to learn that you added a pet to the Rune mastery and then a little disappointed to discover it is a timed pet and not a permanent one.

6
Let the celebrations begin ;)
As Rimmer would say, Marvelous!

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Soulvizier AERA / Re: Soulvizier AERA
« on: 15 April 2020, 14:35:54 »
Not sure it works perfectly, some people reported unknown images (some ? square instead of the correct image) for some items. It would take quite some time to fix it. But anyways, when the mod is out, you can try and report the bugs, I'll see what I can do.
This said, my goal is that in the end, you don't need TQ Vault. In my opinion, it's too hard to balance the game for twinked characters, and it just destroys any sense of progression which happens to be the core gameplay of any ARPG.
Using TQ Vault is what stopped me from playing the game for a long time, so my main goal will be to balance the game for untwinked characters and give them plenty of options to get good stuff, trade the items ingame, instead of having to resort to a third party program or mules.

The purpose of TQVault is to simply provide an infinate storage space due to the game's severe lack of space, how is this bad?
It was the program TQDefiler that was designed for twinking chars and assigning mods to the games exe.

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Soulvizier AERA / Re: Soulvizier AERA
« on: 12 April 2020, 20:17:57 »
Then what you want is this mod

https://titanquestfans.net/index.php?topic=251.0

Bumbleguppy did add at least one pets and sometimes more to each mastery in the game.  He did move the wolves to Hunting and add some plant pets to Nature. 

Not sure how well the mod will work though as I don't think he's updated it recently.  Still, all you can do is try.
Thanks for the tip.
I had a look at the contents but i'll wait for SV, it was the best main game mod for TQIT and the Shadowstalker pet in Occult is just quality fun incarnate.
Now if only someone would fix up Lilith for AERA and make it compatible with this mod so you could play SV in Lilith then we would have the two best mods made for TQ on AERA, just like we used to have for TQIT.
From what I know SV was never created for Lilith TQIT. Do you know something we don't?
SV is a hard mod, Lilith is a custom map, back on the old TQnet forum in the SV section were various alternate custom databases for SV like original UI instead of Diablo, camera mod etc
There was also a database that made SV fully compatible to work in Lilith and i used to play it just fine.
Sadly TQnet is gone along with those uploads and they weren't recovered.

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Soulvizier AERA / Re: Soulvizier AERA
« on: 12 April 2020, 13:57:31 »
Then what you want is this mod

https://titanquestfans.net/index.php?topic=251.0

Bumbleguppy did add at least one pets and sometimes more to each mastery in the game.  He did move the wolves to Hunting and add some plant pets to Nature. 

Not sure how well the mod will work though as I don't think he's updated it recently.  Still, all you can do is try.
Thanks for the tip.
I had a look at the contents but i'll wait for SV, it was the best main game mod for TQIT and the Shadowstalker pet in Occult is just quality fun incarnate.
Now if only someone would fix up Lilith for AERA and make it compatible with this mod so you could play SV in Lilith then we would have the two best mods made for TQ on AERA, just like we used to have for TQIT.

10
Soulvizier AERA / Re: Soulvizier AERA
« on: 12 April 2020, 04:45:04 »
Thankyou for the quick reply.
Did you say you have added permanent pets to the hunting mastery? I'm a petmeister lol
No, I haven't yet. It was just a suggestion in the Masteries topic :
https://titanquestfans.net/index.php?topic=980.msg14579#msg14579

I would add the wolves to Hunting (as it seems, they were initially planned to be included in Hunting during the development of the vanilla game : https://titanquestfans.net/index.php?topic=982.msg11280#msg11280) and plants to Nature instead. Pretty much like the Legion of Champions mod (well, it has melee Nymphs, not plants instead of wolves)
But it was just a suggestion, I haven't received feedback on this yet.

Personally i think every mastery should have a permanent pet!
Although wolves in Hunting and killer plants in Nature does fit very well.

11
Soulvizier AERA / Re: Soulvizier AERA
« on: 12 April 2020, 00:14:48 »
I hope the public release is close lol, the wait is excrutiating!
It's close.
I'm adding more bug fixes to get it on par with Endymion's bugfixes mod.
Then I'll add another layer of bug fixes for those still not fixed in official DLCs (loot tables, too much throwing weapons)
And finally some requirements for better souls balance.
And I'll release it ; can't promise it'll be before next weekend though, but expect something around this date.
Thankyou for the quick reply.
Did you say you have added permanent pets to the hunting mastery? I'm a petmeister lol

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Soulvizier AERA / Re: Soulvizier AERA
« on: 11 April 2020, 21:12:48 »
I hope the public release is close lol, the wait is excrutiating!

13
Lilith map IT / Re: Lilith + Soulvizier
« on: 23 September 2019, 00:05:36 »
Soulvizier's masteries will be fine in Lilith as SV overwrites the main game but i think there were other file clashes that needed to be merged in the arz.
Way back before TQAE came out i used to play Soulvizier in the main game and in Lilith with the camera mod, vanilla UI and i think expanded inventory UI so there definitely were alternate database.arz files for SV and Lilith available for download on TQ.net.

I distinctly remember using the vanilla UI .arz for SV as i dislike the Diablo UI because the buttons are far too small.

14
Lilith map IT / Lilith + Soulvizier
« on: 22 September 2019, 14:07:10 »
I was wondering if anyone had the Lilith database.arz that makes Soulvizier compatible to play in Lilith.
It used to be on TQ.net before it shutdown.
Or possibly what i would have to do to make it fully compatible.

15
Soulvizier AERA / Re: Soulvizier AERA
« on: 21 September 2019, 18:05:27 »
Any word on this mod as i've had enough of Nordic and TQAE and uninstalled it while reinstalling TQIT and being able to play Soulvizier and Lilith again is far better than anything TQAE has to offer.

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