Author Topic: A Few Bug Fixes And Some More  (Read 56194 times)

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Offline Endymion

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A Few Bug Fixes And Some More
« on: 22 October 2018, 22:51:21 »

Main goal of this project is to fix issues and correct mistakes found in the game, as well as include and finish/remake things that's been cut or left out for various reasons, to improve player's experience and overall diversity of content.

-Remade some of the unfinished Atlantis artifacts and jewelry
-Fixed a major issue with some Atlantis legendaries (and a few others, like Aionios and Demonskin Walkers) never dropping from chests of any kind, resulting in a minuscule chance to find them
-Items now receive appropriate affixes in Atlantis instead of chest affixes for all armor and axe affixes for most weaponry; Ragnarok shields now get shield affixes
-Revamped and added a cut quest boss in Ragnarok
-Added a few items (including special Easter Eggs) that were left unused
-A dozen of new/remade weapons and a lot of shields (a whole lot of them)
-Balanced out throwing weapons drop weights to avoid player being flooded with them in Act 1-3
-Remade broken item skills (such as Andvaranaut's and Draupner's)
-Fixed Hydra's dysfunctional breath attacks that often caused game-ending lag
-New FXs for skills that either didn't have any or were lacking
-Improved model alignment in character's hand for spears in Atlantis (used to float somewhere in the vicinity of hand); Fixed weapon trail for spears in Ragnarok & Atlantis
-Various unused/remade cut content
-Various fixes & adjustments for items and enemies across the game
-A little bit creativity from yours truly

Full Changelog

Spoiler for Screens:





























Spoiler for Links:
Bounce
Google Drive
Steam Workshop


Hardmod version (Needs to be put in the game directory)
for 2.9
for 2.10 Beta

Spoiler for Install notes:
Hardmod
Extract downloaded archive into the game directory (...Steam\steamapps\common\Titan Quest Anniversary Edition for the Steam version) with replace.
Run the game as usual.
Note that using hardmod allows you to run an additional mod with it via Custom Quest.

Spoiler for Planned changes:
**Creatures**
```
* Scarab boss animations put the mesh off center causing it to look awkward when turning
* Various jotuns skill errors & inconsistencies
* Proper passives/attributes for vanilla quest enemies
* Skill reference errors in quest xpack enemies
* Some more uniqueness for Babylonian NPCs
* Unfinished xpack2 hereos
* Unused mushroom (and some others, like Hades tower) traps from IT
```

**FX**
```
* Emasculate debuff
* Ryewolf
```

**Quests**
```
* Bring back cyclop smashing trees scripted sequence
* Ryewolf quest, improve the boss, new skills & effects. Atm lackluster
* Finish quest spider in Atlantis and create related encounter?
```

**Skills**
```
* Utilize unused skill effects and meshes (if looking decent) still sitting in the files with no purpose?
* Unused energizing shrine buff
* Boar heroes charge hit sound
```

**Items**
```
* Consider putting in Ragnarok easter egg parchment
* Leonidas and Feyan sets?
* Mysterious Stone shrine with poison debuff and loot drop from Sandbox
* Consider shrine traps
* Look into remaking sheer variety of unused helmets (which are currently not up to any standards)
* Look into remaking jackalmen sling MI using mesh override & attached animated mesh
```

**Map**
```
* Remove a mantis proxy put off limits in Orient
* Add yaks
* Various accessory objects for ryewolf & cyclop ss
* Chest proxy for a side xpack quest in soronis dungeon, fix spawn radius
* Fix that one gigantes proxy in Hades Palace situated on the grid's floor
```

Join dedicated discord server
https://discord.gg/bZQUfZ3Tyc

If you enjoy my work I appreciate support a lot
https://ko-fi.com/aendymion
« Last Edit: 21 October 2021, 13:41:10 by Endymion »

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Offline Typhon

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #1 on: 23 October 2018, 00:12:35 »
That's strange that there's a black hole for non-Ragnarok users...
Your inventory is full *Plays intense game of tetris*
Spoiler for Hiden:

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Offline wolpak

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #2 on: 23 October 2018, 00:39:34 »
Any chance to add vitality staves to merchants?  Sees like an oversite.

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Offline sauruz

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #3 on: 23 October 2018, 01:20:29 »
doh... why they take off that quest ? how strange

nice bug spray you got there! to bad they cant catch those litle things :S

edit: the original model of kelphi looks bit more unique and cooller btw
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline nargil66

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #4 on: 23 October 2018, 03:48:42 »
Thanks for doing the devs work, I hope they implement your changes.
Btw, thank you for the 3DSMax tutorials too 8)

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #5 on: 25 October 2018, 14:00:48 »
Thanks for doing the devs work, I hope they implement your changes.
Btw, thank you for the 3DSMax tutorials too 8)
You're welcome!

Any chance to add vitality staves to merchants?  Sees like an oversite.
I don't think there are any common vit staves. Or you meant make new ones? Well as stated in the foreword (sort of) with this mod I'd prefer to do more of a restoration work rather than add something completely new.

Now however my dear ladies & gents I'd like to hear your opinion on this quick remake of an unfinished sling's model I did today.
Or maybe I should just let it rest because it'll look wooden any way?

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Offline WNG

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #6 on: 25 October 2018, 14:07:09 »
The model of the sling looks good to me. If there is no trouble including them, then why not including them ^^

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Offline nargil66

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #7 on: 25 October 2018, 14:37:56 »
Yeah, it will be nice to include. About looking wooden - is it possible to add animated bones somehow?

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Offline wolpak

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #8 on: 25 October 2018, 14:39:26 »
Shouldn't the index finger go between the strings?  :)

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Offline sauruz

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #9 on: 25 October 2018, 15:30:57 »
great job ! it looks very unique :)
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #10 on: 26 October 2018, 01:17:25 »
Yeah, it will be nice to include. About looking wooden - is it possible to add animated bones somehow?
Well you can't animate weapons meshes per se, but you could make the sling invisible and attach to it an animated decoration.
Then however we're presented with a problem of it playing animation (swinging) at all times, be it in the char's hands or lying on the ground.

great job ! it looks very unique :)
The model of the sling looks good to me. If there is no trouble including them, then why not including them ^^
Thanks. I think I'll give it some more tweaking to see what I can come up with and add it in the next update.

Shouldn't the index finger go between the strings?  :)
I'll be honest here, I'm not sure it looks anything like a real sling. In my defense, source material weren't that great either

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Offline Bumbleguppy

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #11 on: 26 October 2018, 02:11:20 »
Hey, thanks for this!

I know how hard it is to track down bugs in the database, you did some mighty fine sleuthin' there pal. No lie :D

BTW, I am going to add these bugfixes to my mod I am making right now, this is really awesome!

I learned something new, too.

I didn't know you could use the loot table that way, imputting an array of the three different charms so you get a different one each difficulty...which begs the question: why the heck are there THREE DIFFERENT LOOT TABLES FOR EVERY CHARM IN EVERY MONSTER FILE, THEN?!

Could have just used the solution you made. Pretty neat little artmanager fact.


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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #12 on: 26 October 2018, 18:14:47 »
Thanks! And sure, feel free to use it

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Offline WNG

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #13 on: 30 October 2018, 23:10:31 »
If you want an easy fix, Staff of the Deep (from Fjord Ihchtians) uses the bitmap of the Staff of the Chosen (from Nertus' cultists.)

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Offline Endymion

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Re: A Few Bug Fixes AE & Ragnarok
« Reply #14 on: 31 October 2018, 07:39:54 »
If you want an easy fix, Staff of the Deep (from Fjord Ihchtians) uses the bitmap of the Staff of the Chosen (from Nertus' cultists.)
Thanks. Added to the pile.

Added the MI sling and its new model (converted a few jackalmen from archers to throwers along the way as a means of obtaining it) and gave it a new suitable projectile. Created a proper bitmap for the MI staff and changed the way the missing unique thrown was added to the loot tables to give it more diversity

Spoiler for Sling!:
« Last Edit: 31 October 2018, 08:19:14 by Endymion »

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