Wait what?? Playable Ragnarok on Immortal Throne version?
Always played with TQ vanilla, so it's time to explore new roads.
Have you a few lines summary, presenting the mod, for people like me who never played with it ?
For the technical part, have i to do something with TQ vault ?
For the technical part, have i to do something with TQ vault ?
I once stumbled on a video of someone exploiting a bug in the AE version Monster in the Woods quest to get unlimited Champ Hearts lol
Yeah, writing has never been my strong suit. It will be a couple weeks before I can compose anything meaningful.Hey it's not serious ;) i was asking in case of you already have one on hand.
I am exhausted just thinking about it.
You have to activate the "custom maps" and restart and then select the mod from a dropdown list. My version still crashes on some items.ok thanks
I've noticed a weird seam on the map in the Broken Bridge/Athenian Passage area, decided to check it out.
Apparently, we can swim now ;D
This old bug. I really wish this had been fixed by Pieces/Nordic.Does the bug apply for armors or only for weapons?
I will have to attach the club to the Jotunn's mesh to solve this.
Why did I think this bug was fixed? I should know better.
Edit: apparently, it does not affect all traps and does not happen 100% of the time.
Also, a question. I've played earlier versions of the mod and I remember it having equipment crafting. Is this feature still here or am I mixing it up with Soulvizier?
If it is from this mod, where can the recipes be found? I remember hunting for some chest armour that dropped from embalmed casters in Act II.
Edit: Also, nothing happens when attempting to craft Champion Hearts. I just get the recipe and it's ingredients back.
Wow, that was insanely fast!At this point I am very familiar with most of the mods content as far as bugs. THere are some fuzzy areas, especially the areas where there are 7 or 8 hundred files for a system like ordinance for example.
Should I expect problems if I use my old saves with this version?
Instead of adding meshes in my mod's working directory, I now have to add them to the build directory. Since I was using a custom version of ArtManager, you can argue there was no interface to break as adding .msh files using the ArtManger was never implemented in the official version of the program.I don't get this. If you add a .msh to the source files of your mod, you can create an asset. Or is this something new that came with the Atlantis AM ?
Custom maps no longer function. Has anyone tried to play Lilith since the Atlantus update?
Atlantis came with a lot of changes to even the base game which is why some mods no longer work, that is something that the modders will have to fix and work through. I know it sucks but the Titan Quest community have some great modders and I´m sure most if not all of them are already working on updating their mods.
Not much we can do from the dev side of things.