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Messages - idbeholdME

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Difficulty Mods / Re: TQIT Xmax Monsters x4, x3, x2 Mod
« on: 14 March 2023, 17:56:10 »
I've removed the link to the website as it seems to have a cracked copy of the game linked which is not acceptable here.
Ah, sorry  :-[. Had no idea as I didn't understand pretty much anything on the site. I was only combing through Google results in hopes of finding the mod.

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Difficulty Mods / Re: TQIT Xmax Monsters x4, x3, x2 Mod
« on: 12 March 2023, 22:48:20 »
If you have links for where you found them I can add those to the opening post.

Link directly to all the x mod versions here:
https://www.mediafire.com/folder/i8v9745dz6p2o/Mod

Tried and works with Titan Quest Gold.

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Difficulty Mods / Re: TQIT Xmax Monsters x4, x3, x2 Mod
« on: 05 March 2023, 21:38:26 »
Contains only the xmax version, not the x2, x3 and x4. Could they be added? I've found them elsewhere on the internet for the TQ+IT, but took a while.

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Encountered him today in the Minoan Labyrinth on my level 59 pet Soothsayer in Legendary. TQ+IT. Definitely a nasty surprise. Lived through his initial burst only thanks to having 8K HP and Spirit Ward, before I realized it was Him, the dread himself :P

Nothing a bit of kiting wouldn't fix, but the main problem was that he has some form of AoE life leech. Seems it's on his fan of knives. Several times, he was nearly dead or at least below 50% health, then he cast knives, hit all my summons and insta-healed to full. He tanked through the Outsider, 3 Wolves, Liche and the Nymph that way. Ultimately had to aggro him myself so he wasn't always surrounded by the summons, which couldn't out DPS him and then, mostly my Liche with his unavoidable attack slowly wore him down while he was chasing me around, with an occasional bite from a wolf, when they could catch up to him while he was Plagued. All I did was run around without stopping, only casting Plague, Refresh, Briar Ward and Dark Covenant whenever he whiffed an attack while chasing me. Once I luckily got him locked inside a Briar Ward, it was over for him. He seems hellbent on chasing you down once aggroed so he had a lot of trouble doing anything inside the Briar Ward while also surrounded by 3 Wolves, always just trying to run at me and not fighting. In the future, I will only summon the Outsider once Toxeus is aggroed on me, should make it much easier.

Before, I only met him once on my Conqueror and he got steamrolled. Just popped Colossus and downed him nearly instantly due to his low health and the massive absorption on the Colossus form.

So my death count against him is still at zero. But encountering him as a pure caster must be an absolute pain. No idea what I'd do in that case.

He's definitely up there as far as threats in this game go. The only thing worse than him that comes to mind are the Gigantes Dactyls, who spam one hit KO wave attacks with 2 second cooldown. Any melee class that does not include Defender might as well just quit the game and reload the session :P. Not even Toxeus is that bad.

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Patches / Re: [REL] Patchfix for Fanpatch 1.17 (v1.17c)
« on: 08 April 2020, 10:11:56 »
Thanks. Luckily, I had e-mail notifications set on.

I noticed back then that installing and uninstalling the patch changed the boni values. But knowing for sure that it only fixes the faulty seed generation and nothing else related to drops is good to know.

I know I am in the vast minority here in still using TQ Gold with the fanpatch so the fact the I even got an answer eventually is great   :D


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Patches / Re: [REL] Patchfix for Fanpatch 1.17 (v1.17c)
« on: 17 June 2019, 16:15:30 »
Hi,

I'd like to ask about the details of the RNG fix option included in this patch. I understand the details got lost when the old forums shut down so I have to ask here.

Does it just fix the issues with the random seed or does it also affect anything else? I am still not sure if I want to use it or not. Is there any reason I might not want the RNG fix? Does the RNG fix have any negatives at all? And how does it change the drops compared to vanilla?

Also one more question:
If I use the uninstall option in the installer, I assume it returns to the original 1.17 fanpatch? Just asking to be sure.

Thanks.

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The sound wasnt really a bug, just the base sound was to hight than the rest of the monsters.

AE Nordic decrease their volume values,  it is possible do it in IT vanilla by opening game files

Wait, so the AE didn't fix the bug, but they just lowered the sound volume of those grunts? And here I was hoping....

But I still wonder what introduced the bug in IT, when it wasn't present in vanilla TQ. The sound (grunt) always played only once there, not once for EVERY Satyr/Menead nearby.

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This is an excerpt from the Anniversary Edition changelog:

SOUNDS
 ------

- Fixed excessive Satyr grunts
- Fixed excessive Maenad screaming

I haven't played TQ in a few years and was thinking about coming back. I have the TQ and TQ:IT both separately and in the Gold Edition.
Always played with the Fanpatch, but the 2 issues above always bothered me in TQ:IT (it was not happening in the original TQ IIRC). You kill one Satyr in a group of 15 and all the remaining 14 immediately grunt at once which basically results in a very loud garble of noises any time you kill one (same for Maenads). I have no idea what caused this bug when moving from TQ to TQ:IT but nevertheless, it gets very annoying very fast.

Has a fix for this been included in the fan patch, or are there any plans to include it?

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