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Messages - Bumbleguppy

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Bug Reports LOC AE / Re: Alpha tester bug reports
« on: Today at 02:01:22 »
All the Act 5 Revenants had 39 armor. So I fixed that, should be 90 in normal at least.

Oops, I couldn't find that NPC since I never do the cauldron quest I never thought to look there for her.

The tag for the quest reward for the restless king in the ui.txt is literally "Torso:". Why the colon? Ah, the mysteries of life...

Troll Tusk charms were only dropping from the big Crusher trolls, that's it. So I added them to all trolls and they drop with the relics drop so 2/3 of the time its a relic and 1/3 charm.

There's a bug in the resources\Quests\Ragnarok\XPack2\x2sq17_giesela.qst file.

Under the trigger that gifts the player a relic, the reward slots have the quest reward tag "tagRelicShard"  in them and not a file path to the relics table.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 15 January 2019, 17:53:40 »
I have uploaded the fix to the pathing in act 5.

As for that quest, it wasn't one I added so I added it. The only thing I could see was that the reward for the quest was in the final action list UNDER  the "Complete Quest Now" directive. I am assuming that was the issue and updated the order in which the actions are listed placing the complete directive UNDER the reward.

I don't know what else it could be so I hope that works. If it doesn't, it's a vanilla issue I tried to fix and that's all.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 13 January 2019, 20:35:16 »
How do i open the secret door into spell piece room ? the fountain doesnt do anything,  our im looking at wrong place ?

I didn't have the quest file that controls that quest as it was introduced to the game in an update after I had extracted all the quests. I have the latest MAP, but didn't have the latest quest files extracted.

I figured that out AFTER opening every single damned quest file in the whole damned game looking for the secret basin trigger. Hours. Found that the achievements are assigned in the Quests\testquestopendoors.qst if anyone is interested.

Well, after going to the game map and seeing the new quest file in the list, I re-extracted all the XPack2 quest files and there it was.

Spoiler for Hiden:
According to the primrose control quest, you MUST have the eye of the greys in your inventory to unlock that basin and open the door.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 12 January 2019, 22:53:06 »
Had a break at work today, it only took a couple minutes to implement the plan in the game map and source directory of the ArtManager and I am building the mod as I write right now.

Theoretically it should solve the problem. The offending quest files are gone replaced by exact duplicates that the game thinks are radically new quests and will be none the wiser.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 12 January 2019, 22:23:14 »
So what I am seeing is the same bug with XPack quest changes being ignored by the game. I thought this was fixed, but evidently it isn't fixed.

So this is what I am going to do:

Since I am now using, for all intents and purposes, my own game map as far as the game engine is concerned, I am going to delete all the XPack quests from the game map itself.

Then I will copy and paste all the xpack quests into the vanilla quest directory, build and then add THOSE quests to the game map.

This will bypass this ANCIENT bug in this game, the game engine still ignores XPack quest changes.

The Xanthippus quest works flawlessly with 3 versions of equippable quest items based on the difficulty token I set up and that is set up the same way as Charon's oar quest. The ONLY reason the game wouldn't see the equippable oar is if this same ancient game engine bug were still in play.

THis also applies to the potion quest and stygian lurker quest.
Since all those quests are using the vanilla quest file and NOT the custom quest file, you will not see rewards.

Of course I am swamped at work so it will be awhile before I get to it.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 12 January 2019, 04:00:55 »
Added Minotaur statues that come to life. They aren't perfect and they tend to balance on their right foot when they are standing still, but it's pretty fun.

Removed the Storm mastery skill Reflection and added all the stats to the base Energy Shield skill. I have never put points in the vanilla Reflection skill before. I mean, unless you are aiming to max it for a reflection specific build, I just don't have enough skill points to spare.

Instead I added a new tier 7 skill to the Storm Wisp that's a debuff aura that lowers lightning resist and does lightning burn damage for a duration.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 11 January 2019, 19:08:56 »
Removed my attempted fixes for Zeus speech.

Dropbox files updated, use existing mod download link to get new version.

If I was smart enough to fix some of the things I want to fix in Titan Quest, I probably wouldn't still be making mods for Titan Quest.

I miss the ease of use of the original TQDefiler.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 11 January 2019, 03:52:15 »
Hunting has two tier 7 skills now.

I added half the original (my old school disc version data) vanilla TQ pierce damage back to scattershot arrows and moved it to tier 7.

Created new tier 7 skill Huntmaster.

Self buff (instant cast), 8 second duration, 60 second cooldown. Requires bow, spear or ranged one-handed.

Adds +%strength, dex and DA.

Adds a flat amount to the players base attack speed. What this means is that the Hunting mastery, when this skill is active, can functionally attack faster than the attack skill cap of 80% over base because the base is now actually higher than it was.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 06 January 2019, 02:31:23 »

Edit: Is there any totem skills you did make or should I say if it is possible in TQ? My favourite char in Grim Dawn is a totemancer, maybe you can add 1 tier only totem skill(like lich) for all masteries that does different things where summons lack doing? Can you bind a totem as a pet so that they can scale with pet stats or like in Grim Dawn scale from player bonuses?

Edit2: I am writing as I remember. Because the skeletons are pretty meat shields and weak in general. I regularly resummon them. However unlike the other summons I ahve to click on the ground in order to summon them. This makes pretty hard to summon when action starts to get intense. Also their summon animation is making things take longer. Maybe you can speed up the animation a lil bit?.

I have no plans to add totems. I've been through this discussion before for v 1.1.

I like the Skeletons as they are. See post earlier in the thread when sauruz and I discussed this.

I think I will take a break from the forums. See ya all in a week or so.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 06 January 2019, 00:46:04 »
Yeah, he's a boss and drops a chest.

Moved the bandit proxy.

Added the right item tag to ghost greaves.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 05 January 2019, 21:01:18 »
I tweaked the Liche multi-lightningbolt spell so they go off either immediately, in a quarter second or a half a second randomly so it isn't just one big boom.

Also added act 5 Kallikantzeroi to the Yggdrasil area since that is where they are in the mythology.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 05 January 2019, 19:10:08 »
Can't speak  to the music, I didn't edit anything to change it I am aware of. I would need a crystal ball or a dowsing rod to determine the cause.

Liche Boss is pretty tough and like the Hydra, you can just run away.

Fixed other stuff.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 05 January 2019, 18:31:19 »
Fixed skelly hero is intentional.

Removed pierce resist from Life Rune. Changed Vitality resistance to vitality absorption and reduced amount per level.

What you are concerned about with Thunderstrike  are the vanilla components.

The only modifications I made to THunderstrike is giving it the +10 to skills values and adding a small increase in lightning max damage per level.

Reduced range on Jotunn club slam.

I don't agree about the spartan's lost reward so no changes.

I like the rusty axe idea, I think I will make that today.

I didn't design or craft the new dungeon in tegea, that was from the original Iron Lore devs, I only connected a door. It's pretty nice design.

As far as the Ratman priest, I had 2 ratman bosses from before, so I put them both in that pool to spawn one or the other.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 05 January 2019, 02:34:36 »
Ha! I did it! I figured out a way to determine which difficulty your in at the very beginning of the game!

I added a proxy to Helos. The proxy has three proxy pools, one for each difficulty. Each pool has one of three identical female non-speaking NPCs, the only difference being their file name in the database.

I created a new quest file from scratch and added it to the game map.

On game level load, the quest tells NPC1 to play an animation, when the animation is complete give the Normal Difficulty token and complete the quest

On game level load, the quest tells NPC2 to play an animation, when the animation is complete give the Epic Difficulty token and complete the quest

On game level load, the quest tells NPC4 to play an animation, when the animation is complete give the Legendary Difficulty token and complete the quest

See, if the quest can't FIND NPC2 or NPC3, it just fails silently and moves along.

I tested it by updating the dialog of each NPC to some radically different NPC dialog like Leonidas and the Athens Philosopher for each difficulty. Worked flawlessly.

So I removed all the test stuff, compiled and uploaded to dropbox.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 05 January 2019, 01:39:54 »
Yeah, so I don't know why it's doing that. All I did was change "Kill all creatures from medusa proxy" to "Kill medusa 1" and then everything broke. I never changed the code to open the doors and it really really should work.

So I removed the quest file completely and removed any reference to that quest from other quest files and everything I had added about the gorgons from the quests and database too. I'm uploading it to dropbox as I write this.

Now the Charon oar quest won't work though since you can't get the "Normal Difficulty" token.

I guess further updates won't be possible unless I figure out a way to determine which difficulty the player is in that doesn't break the game or remove charon's oar equippable quest item.

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