Author Topic: TQ AE vs. TQIT+Fanpatch  (Read 7502 times)

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Offline Flix

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TQ AE vs. TQIT+Fanpatch
« on: 18 July 2018, 20:41:52 »
I'm curious, have any knowledgeable players out there compared the changelog from AE with the old Fanpatch (+Patchfix mod) to see what fixes made it in?

I've read through the full AE changelogs a couple time but it's been a while since I looked at the Fanpatch changelogs.  Did any fixes from the FanPatch NOT make it into TQ AE?

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Offline Medea Fleecestealer

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Re: TQ AE vs. TQIT+Fanpatch
« Reply #1 on: 18 July 2018, 22:02:21 »
Not really checked, but as far as I'm aware both the Bugfix patch and spectre's patch for the patch were incorporated into AE.

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Offline nargil66

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Re: TQ AE vs. TQIT+Fanpatch
« Reply #2 on: 18 July 2018, 23:08:16 »
There is at least 1 thing not incorporated - the fix for the ruins wall before Sparta.

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Offline Flix

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Re: TQ AE vs. TQIT+Fanpatch
« Reply #3 on: 19 July 2018, 01:32:55 »
There is at least 1 thing not incorporated - the fix for the ruins wall before Sparta.

Weird I can't find this at all in the Fanpatch notes.  What's the issue again?

I'll do a side-by-side of the changelogs over the next few days and see if there any notable discrepancies/omissions.  I'm curious as hell.  If they really did integrate the fan patches/fixes whole cloth I'd be very impressed.

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Offline Medea Fleecestealer

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Re: TQ AE vs. TQIT+Fanpatch
« Reply #4 on: 19 July 2018, 07:29:10 »
That's the impression this from the Steam page gives:

"Countless bug fixes and other improvements, including ten years’ worth of community fixes"

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Offline mvlad954

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Re: TQ AE vs. TQIT+Fanpatch
« Reply #5 on: 19 July 2018, 10:11:54 »
Isnt the changelog suppossed to incorporate all changes and fixes?

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Offline nargil66

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Re: TQ AE vs. TQIT+Fanpatch
« Reply #6 on: 19 July 2018, 13:41:00 »
Weird I can't find this at all in the Fanpatch notes.  What's the issue again?
There is an invisible spot on the ruins wall where you can pass through unintentionally and get swarmed by skeletons. Its not too big of an issue, maybe for new players only.

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Offline Medea Fleecestealer

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Re: TQ AE vs. TQIT+Fanpatch
« Reply #7 on: 19 July 2018, 14:01:00 »
Think I know where you mean - where the skeleton archers and a mage usually stand in the ruins.  You can get through one way, but can't come out the same way.  Been like that forever and never fixed as far as I know, not even in any patches. Here's where Flix.


You get near the wall

and then when you click into the square formed by the walls you do a quick teleblink to the other side.

Only works the one way though - can't go back that way.

Not fixed as I just did this ingame a little while ago.
« Last Edit: 19 July 2018, 14:30:48 by MedeaFleecestealer »

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Offline sauruz

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Re: TQ AE vs. TQIT+Fanpatch
« Reply #8 on: 19 July 2018, 19:07:08 »
the AE vanilla have fixed alot of things, also it have the community fan fix.

Not seeing any major bugs, maybe some pathing issues, but nothing serious.
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Melancholia

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Re: TQ AE vs. TQIT+Fanpatch
« Reply #9 on: 19 July 2018, 19:31:59 »
the AE vanilla have fixed alot of things, also it have the community fan fix.

Not seeing any major bugs, maybe some pathing issues, but nothing serious.

Something i've noticed is that if you pick up a quest item and it puts it into a non inventory slot (IE your extra bags) You can't turn in the quest as the game won't recognize it. So to fix that you've to put the quest item in the normal inventory space, then relogg and go talk to the npc again and it'll work.

This annoyed me quite a bit due i loot everything so my quest items have a tendancy to enter my extra bag space.
Also pathing issues i noticed sometimes with my wolfs, if it's a narrow path or corridor they often refuse to attack the enemy until i charge in and literally stand ontop of the mob.
Only a few places i've noticed this behaviour though.

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Offline Medea Fleecestealer

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Re: TQ AE vs. TQIT+Fanpatch
« Reply #10 on: 19 July 2018, 21:01:13 »
Um, that might explain why I've had no success with the Cauldron quest in Act 5.  I put all quest items in the last bag.

Yeah, pathing isn't the best in some places for pets.  Even in some open areas (ruins before Spartan War Camp) they'll stand around doing nothing.

Tags: patch fixes 
 


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