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Messages - soa

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31
When I first started remaking this mod after EE, I just imported my monster directory from my Atlantis attempt.

Monsters dropped potions.

In my mod, monsters never drop potions...so of course I went through Satyrs for example and opened all the monster files and sure enough, no miscItem potions in any of them. I had removed the miscItem potion tables from every monster. (a simpler solution is blanking out the potion loot tables, but I didn't think of that until years later)

It kept happening with other monsters. Also, champions, heroes and bosses went down strangely quick from pet damage. In my mod they all have specific passive skills that defend against pet damage (racial damage).

Monsters that don't exist in the base game, new monster files, worked fine. It was only monsters that have the same file path as the base game that would drop potions or be susceptible to pet damage. I wasn't going to rename every monster so I moved them all to a new directory and did a mass search and replace in the proxy pools.

Proxies seem to work, proxypools seem to work but the monsters themselves would drop potions etc.

I don't know, I just didn't want any monsters to drop potions and it was a solution that worked.

It's weird. I tested now by modifying the Satyr Shaman boss after Helos, with a new name and 100% chance to drop a specific item. It did show the new name and did drop the item over several attempts. Maybe the issue doesn't affect all parameters of monsters, all the time ?

What about pets ?
What about monster and pet skills ? (player skills have issues like set boni if not duplicated)

32
For example, having to clone the entire monster directories so I could modify a monster at all. I mean, the base game player skills were always buggy like that, but modifying monsters was no problem.
Wait, what ? I never had that issue. Does it happens sometimes or all the time ?
And why not the same issue for proxies, while we're at it ?

33
Updated to version 1.11c here and on the Steam Workshop.

Atlantis update:
- added new monsters & elites
- added 41 heroes
- added 81 souls & 5 new MIs
- weapon display their exact speed
- the Side Quest log displays how many quests can be found in each location
- usual rebalance & bugfixing pass

35
Is it me or are the convergence potion bonuses too short lived for the investment in skill points?
I think they're too long (or the chances are too high) because you can cumulate the bonuses. It can become overpowered when several of them overlap.
Note that the duration in TQ Calc is outdated, it was 6s, now it is 30s. I think the duration in the base pointer skill (convergence.dbr) is what shows in the UI, but it's just for display. The real numbers are in the buff skills. Hence the comment made by the devs "Tweak: Cut Wu Tao (=essence skill) & lowered chance & entered real duration (30 - from buff)". So all the skills need to have the same duration.

36
So I am putting the pet's dodge/deflect amounts in their character files directly for now, I will have to keep an eye on otherskills that might not be working as I intended going forward.

You shouldn't do that unless you're really sure it works. The manual in ...\Titan Quest Anniversary Edition\Toolset\guide\database\dbr_monsters.md.html states that

"characterDodgePercent / DeflectProjectile

    Chance to dodge melee or projectile attacks (up to a cap of 80%).
    Usually granted by skills or items. Likely bugged if entered as inherent ability.
    Use these passive skills like instead:
        records\skills\monster skills\defense\dodge_1%perlevelx100.dbr
        records\skills\monster skills\defense\dodgeprojectile_1%perlevelx100.dbr"

Same for
"characterOffensive/DefensiveAbility

    These may be bugged. → Use Dexterity to adjust a character's combat skill.
    Also increases via difficulty bonuses."

If they didn't even care to fix the engine, it may not work.


Maybe +2 all skills can do this kind of weird stuff as it also increases item skills. I don't see how +X to Hunting would affect the pet though, as the skill is not in the mastery tree.
My theory is that the tooltip bugs out and displays double the bonus instead of just the bonus (so it would take +2 to all skills and display as if +4....). A general way to put it is if you have skill Level X (as a base) with +Y bonus to skill, it will display X+2Y level in the skill tooltip, instead of X+Y. I've seen that on Bolt Traps default attack skill. I'm not sure if it's only a UI bug or also the game calculates that way.

You'd need to expand the skill levels over very large windows (at least 100 or even 1000) so that + skills don't really matter.

One of the biggest offenders is the pet scaling skill. In vanilla it has up to two levels (lvl 0 in Normal, 1=Epic, 2= Leg), so you may easily end up with Legendary levels in Epic. I've put two separate skills of maximum level 1.

37
Potent Elixir has Poison resistance (potionbuf.dbr -> pointing to potionbuf_bonus.dbr) and it shows ingame.
Inner Equilibrium doesn't have Poison resistance (essenceofjade.dbr -> pointing to essence_sober_bonus.dbr).

I don't see anything confusing. Maybe you thought you saw Poison resist in Essence of Jade (actually called Inner Equilibrium) ? Or you looked at that outdated TQ Calculator instead of ingame ?

38
Maps and the Editor / Re: Mapdecompiler updated (Eternal Embers)
« on: 15 November 2022, 22:58:59 »
@Bumbleguppy I don't know if you have figured it out since then.
Basically here there are two releases :
https://github.com/epinter/tq-mapdecompiler/releases
Use the link at the bottom (v0.1), not the top link v0.1.1 which is bugged. Download mapdecompiler.7z from v0.1 on December 5th, 2021.
https://imgur.com/B5oHpCF

I had a dll error (ucrtbased.dll) solved with
https://fr.dll-files.com/ucrtbased.dll.html
Put 32 bits version in C:\Windows\System32   and/or 64 bits version in C:\Windows\SysWOW64

The correct command is:           mapdecompiler.exe world01.map world01.wrl
Writing ".exe" seems necessary.

39
New Members Introduction / Re: Greetings fellow fans
« on: 04 November 2022, 19:23:56 »
Hello and welcome to the forum.

I'm mostly interested in the first and last points of your list.

1st : I'm not sure of the goal here, but could it allow to form a database like TQDB.net but for any mod ? Or an internal database to classify information, balance stuff, etc. ?

Last : Yes, replacing the Art Manager is a great idea. AM is just a pile of weak crap, I've used it for years and I see very well its limitations.

- no data validation (like verifying if a link to a dbr or a resource is valid, checking if the data type corresponds strings/integers/reals..., checking if numbers are not too high, 1.000000 can quickly turn into a million if you forget the dot)
- no way of editing values as smoothly as with any spreadsheet. Like a copy handle, drag&drop,...
- the database in the AM is not a true database, it's just an old tree view without any filter, find function (there's one but it's broken), very few information about each file if you don't open it
- no way to look for cross-references (you need an external tool)
- etc.

Also the main game database & templates are a real mess :
- added Xpack, Xpack2, Xpack3, Xpack4 directories instead of putting everything at the same place. A simple parameter in each file could tell us from which Xpack the file comes from.
- templates are not organized efficiently. For instance sounds are not regrouped in the same section, they are split between 3 or 4 different sections.
- lots of missing descriptions for parameters, sometimes wrong ones.
- many useless parameter values, or parameters without values, are left in dbrs. I wonder if over thousands of files it can affect performance.
- string parameters are not written in a unified manner, there's a mix of lower & upper case.
- etc.

I'm already modding the game, so it would be hard for me to provide more support than feedback and ideas. But it'd still be something.
If you manage to get a usable version, even if it doesn't compile properly the archives but still allows some efficient dbr edits, I would be happy to test it.
Currently the tool seems more or less functional, but I'm not sure how to launch it or what software is required to launch it. Is it Godot 4 beta ? Standard or .NET 6 build ? standard seems to fail and I don't have .NET 6 currently as above version 4 it tends to break many other TQ tools.

40
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 03 October 2022, 18:01:57 »
1.10h is just a small version for compatibility, it is not fixing those bugs.
Version 1.11 will fix them.

41
The mod has been updated to version 1.10h with translations.

42
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 03 September 2022, 18:56:10 »
[...]
@Accolon Thank you for the input.
I could fix everything (replace every call of am_bloodthirster by bm_bloodthirster ; fix siren/telkine mesh field ; put Briar Ward as an attack skill instead of buff skill for Nesis Fleshmender, and also for Drusil Thornweaver that has the same issue ; fix a wrong Centaur marauder call in Beastmen pools (am_ instead of bm_)

The only thing where I don't see anything wrong is :
records\xpack2\proxiesnorth\pools\human\greekbandit_03_dark01.dbr
All monsters exist and I don't see anything wrong with them. Can you re-check if that precise pool also causes crashes ? I don't think that one is used near Delphi.

43
Music / Re: What Music are You Listening to now?
« on: 10 June 2022, 21:38:26 »
Spoiler for Hiden:
Oh, I've been listening to this album regularly since the end of 2019, definitely an exceptional one. Favorites are Part V and Cosmic Soul (especially for the solos), but others are very good too.
There's a good live performance here with some of the songs from this album and others :
Spoiler for Hiden:

44
1. Just to confirm, putting points into the Nature mastery also gives all the bonuses to pets, right? Pretty sure the life regen effects them, and hopefully the other stats do too.
No, the pet bonus is after level 40. It gives your pets up to +13% Total Speed.
You can check here what masteries do :
https://bytesquire.github.io/TitanQuestCalculator/mods/SoulvizierAERA/

45
I have the caravan stash bug. I have this installed via Steam workshop. I own Ragnarok and Atlantis (but not Eternal Embers).

https://titanquestfans.net/index.php?topic=1201.msg14055#msg14055

I did everything #7 says and still the shared stash via this mod via custom Quest is glitched. Personal stash and relics tab work fine. No matter how many times I delete the stash files, and I've deleted them all, when a new one is generated it still won't let me use all of the space. New characters don't fix the problem either.

I have since uninstalled it via Steam workshop and installed the hard mod version overwriting the base game's files. Still the same problem even though I deleted the stash files yet again.

Also there are some bugs with the mod:

1. When selecting Warfare mastery and hovering over the point button thing, it says 0% armor reduction for 3 seconds. Upon putting a point into the mastery that line disappears.

2. Wolves in the Nature mastery do not list the damage they do like all the other pet skills do.

3. In the Storm mastery "Heart of Frost" (right side level 4) does not work. At the very least standing there and letting a melee dude beat on me for a few minutes and never once was he frozen like the skill claims there's a 15% chance of happening. Yes I had "Arctic Shell" active.


Caravan Stash worked OK before Eternal Embers.
But then the official devs "improved" the size of the stash in such a dirty way that it broke the modded stash, without any possibility to fix it, except reducing personal and Relic Vault size. So I prefer to let it this way.

For the rest  :

1. It's a minor display bug I cannot fix. Basically when you have Warfare Mastery over lvl 40, new passive bonuses are given (x Reduced Armor ~3s, x% Bleeding Resistance, +x%Movement Speed).
Those bonuses are at x=0 when you have Warfare level 0 to 40, for some reason it displays 0 when you have no point in the mastery and the text disappears between level 1 and 40.

2. If a pet attacks only with bare hands or paws, then the damage is not listed. Even when damage is listed, it may not be the real damage because of how the engine works (if a pet has innate damage with its paws + an attack skill, only the skill damage will show).
I believe the vanilla game changed the attack of the Wolves in Eternal Embers. I may import this change so that something displays.

3. Heart of Frost works, but you have to attack the enemy for a chance of freezing the enemy. Same for the x% slow for 2s, works when you attack.
The rest of the skill (slows for 3s) is a retaliation, that part works when you are attacked in melee.
Basically when it doesn't says retaliation you need to attack to get the effect on the enemy.

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