Titan Quest Fans Forum
Titan Quest - Anniversary Edition => Legion of Champions AE => Ideas and Suggestions => Topic started by: Bumbleguppy on 03 December 2019, 00:13:21
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Here's a link to what I've completed so far if anyone wants to play:
https://mega.nz/#!N1xTQCDa!aqXB_MkfEUuIRXqDrr4QG1IiTrwXFPqL8jyMLZ0aRao
It isn't completely finished, but it's playable. Have only started on the map so very few new changes.
I think I will restore the Mushroom summons for Dream sometime. And add the ordnance again.
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OOHHHHHHHHHHHHH!!!
i will try this tomorrow, or maybe later tonight!!
So happy to see you around man :,)
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i just remembered sauruz said LoC has a Dread Pirate Roberts hero monster nyaha
and i remembered TQ has many R.O.U.S monsters
imagine if you can make your char say "hello, my name is Inigo Montoya. You killed my father. Prepare to die."
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Hoorah! I was hoping you hadn't give up on the mod BG because the other versions were so much fun to play. :) Now the question is what class to start with.
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Sooo good to have you back.
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Can't get it to run. :'(
Put it into mods in Steam and GOG by mistake and that didn't work. Deleted those and put it into My Documents\My Games\Titan Quest Immortal Throne\Custommaps and it still won't run. Help BG!
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it worked for me
my games/titan quest - immortal throne/custommaps/legionofchampionatlantis
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Hm, might be because I created a new character which didn't work and then tried the same character when I deleted the mods from Steam/GOG and put it into custom maps. I'll try it again later with a new character.
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Here's a link to what I've completed so far if anyone wants to play:
https://mega.nz/#!N1xTQCDa!aqXB_MkfEUuIRXqDrr4QG1IiTrwXFPqL8jyMLZ0aRao
It isn't completely finished, but it's playable. Have only started on the map so very few new changes.
I think I will restore the Mushroom summons for Dream sometime. And add the ordnance again.
Good to see you again man!I will definetly try this later.About the mushrooms for Dream mastery, yes, I think they will fit pretty well.
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Hm, managed to get it to work on Steam, but no luck with GOG Galaxy. It just chucks me out of the game after I click Start.
Sad to see Rogue doesn't have any new pets, just the traps as usual with a new synergy for them.
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Completed act 1 normal few minuts ago.
Oh man, its how i remenber ! The suprise traps from bone pile and chests, the new monsters / itens so much fun :,)
I like the personal detail you did with Parnassus Boarman Quest .
About masterys, i picked spirit + defense,
Defense- so far so good, happy to see shieldmaiden again, how i missed her!
Spirit- i see the skeeletons are back how was in 1.0 version, just 2x of then but tanky and deadly. I enjoyed the crazy evill laugh from lich king , darn :D
Few observations:
-Ghost spiders drones are tagged as inscetoid, shouldnt be ghost ? like their champions
-Found awakening dead ( lv 7) venom liche/ nightmare in upper war camp before the gorgons
-The skelletal boss/hero before upper war camp ( the one who summon circle of skelletons) need litle more dmg.
-Automatons bronze champions, their energy shield need to absorve more dmg, because they kept spawming the skill in every 3-4 secs
i agree the mushrooms from previous version were great.
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2nd post : i belive i found a problem, i got skelletal warriors at lv 17 ( +1 from the cap) and they cant walk/attack because they kept buffing thenself with no sucess
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Welcome back BG! Downloading as i write this :)
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Oh yeah!!! Its like a little christmas present! One of my favourite mod is here again! Thanks so much, BG!!!
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Started act 3 today,
-Rat pack Mi Upper, dont have any visible pet bonus stats.
So far is going great :)
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I miss the satyr altars ...
But i`m happy that you never give up LoC. I like the new fire sprites, but they are a little bit sloooowww...But they make up for it easily with their damage. I'm curious how it looks on higher levels of difficulty.
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BG, you've got Earthbind as a skill twice in Nature, one as a stand alone skill and the other as part of the Nymph's tree line. Is it a description discrepancy or actually the same skill in both places?
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What the hell is Crushing Damage? ???
And are mana potions supposed to drop or not? I haven't seen one from drops yet and I'm at Megara. Not that I seem to need them with my Ranger.
Forgot about your perchance for traps BG and died at L4 to a chest one.
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What the hell is Crushing Damage? ???
And are mana potions supposed to drop or not? I haven't seen one from drops yet and I'm at Megara. Not that I seem to need them with my Ranger.
Forgot about your perchance for traps BG and died at L4 to a chest one.
- Crushing dmg is Physical DoT in TQ-AE.
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What the hell is Crushing Damage? ???
And are mana potions supposed to drop or not? I haven't seen one from drops yet and I'm at Megara. Not that I seem to need them with my Ranger.
Forgot about your perchance for traps BG and died at L4 to a chest one.
Monsters do not drop any potions, if i remenber correctly from previous version
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New traps totally own. Started a Dreamkiller, in Rhakotis atm. Btw, im glad you returned Nighterrors. Mushrooms were kinda slow in previous version, and i just like NT looks more.
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Using 3 completed charms to create a fragment of another seems a bit unreasonable... have you thought of changing it?
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Few small things I've noticed:
- Disarm Traps (tier 2) is available at tier 1
- Charm completion bonuses have pet bonuses, but they don't display when you socket them, not sure if you were aware
- I think one skill isn't visually connected to its tree, I don't recall which one, I'll try to recheck and edit this later
- Nature's skill tree seems to be lacking 2 skills, what are you planning to add?
I like the MI set idea and the AoE stun you gave to bats, as well as changing the quest monsters (drowned sailors)
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Yeah, I finally got got an energy potion from Dread Pirate Robert's majestic chest, but it's the only one I've seen.
Still find pets standing around not attacking in the ruins area before the Spartan War Camp and also along the Megara Coast too.
(https://i.imgur.com/RQApVCZ.jpg)
(https://i.imgur.com/mJrrJCu.jpg)
This shrine spawned in the sepulchur after I opened it.
(https://i.imgur.com/CrQNu92.jpg)
Are they supposed to be peirates or pirates?
(https://i.imgur.com/mGsIYrb.jpg)
And could you please turn off that voice animation for them. That's one of the most annoying things I find about Ragnarok and Atlantis, all the superfluous noises. Really not needed imho.
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Peirates is from Greek language, peirātḗs ( wich mean pirates)
The tombs can also appear traps/ buffs and shrines as wells.
I agree Ragnarok sounds are..well..just bad...specially the human ones. But i guess it fits on then
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Besides summons, all this new monsters and environmental challenges (like volcanos) is super cool. You are doing devs work here. Will you upload new version? I found some bugs: mandrake does not work, the level are always 0. Hades scepter is bugged, when it summons ghosts 3rd time the game crashes. Also, why do golems have "runeword : explode" skill? It does not work on melee.
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Few Things
-Frost Aura from Rime Sprites is named as "TagLocSkillDescription002"
-Saber claw charm already gives complete bonus at 1 piece
-Spectral Swords found in chest traps in Orient are lv 8 and deal no dmg
-Spectral Saberlion summon from Neanderthal Shamans are tagged as "Beast"
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Hows the things are going in terms of LOC, BG ?
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Today I restored the first Pirate boss area before ummm...that coastal town I can't remember the name of right now.
Map, proxies, effects, meshes, textures...and so on.
Added the Naiads to the beach after there too.
I added the extra tomb outside Megara and added a mini boss. A green skeleton with zombie animations.
I lost Pirate Island map. Can't find it anywhere. Oh well.
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Sounds Cool!
Oh the Knossos Pirate cove ? dam it was beautiful
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Well, I found it after all. It wasn't showing up in the editor when I was looking for it, but it was in the source directory of the last mod.
So copied and pasted the map files into the new mod, but I had to use the Region > Add Existing Region in the editor then move them around to where I wanted it. All that meant was I had to recalculate the boat dialog coordinates.
I added the quest file, the merchant and boat guy and dialog and stuff.
Pirate Island is back, baby!
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Well, I found it after all. It wasn't showing up in the editor when I was looking for it, but it was in the source directory of the last mod.
So copied and pasted the map files into the new mod, but I had to use the Region > Add Existing Region in the editor then move them around to where I wanted it. All that meant was I had to recalculate the boat dialog coordinates.
I added the quest file, the merchant and boat guy and dialog and stuff.
Pirate Island is back, baby!
2020 couldnt be better.
Im glad its everything going well for now :)
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I wonder if the Dream tier 7 skill Touch of Nyx can be used for Earth's Flamesurge?
That would be pretty cool.
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Hello. There is minor feedback:
- `Soul Carver` shows grant's skill tagLocMonsterSkill003 (e.g. skill is not named)
- `Traitor's Shiv` shows `+1 to Invalid Skill Profile` (TQValueAE shows +1 to sneakattack)
- `Stone Hammer` is not set item, however it is listed in `Brute's Assult` set, (i got info about set items from `Brute's Wall`)
- `Brute's Plate` is not set item, however it is listed in `Brute's Assult` set
- `Greaves of Marathon` shows what it has some pet bonuses, but no any bonuses listed
- `Static Charge` - miss values for ultimate levels 16..20. Probably skill max level should be 12, same as Frost Nimbus.
- `TagLoCItemHelm011` - nice helmet... with horrible name! :) Also i'm got +2 version in Normal playthrough. (Bonelord drop i guess)
- Same, in normal playthrough i'm got `Reaper's Scythe` again in same tomb (near Monster Encampment), also +2 to all skills version. I seen what there is exist +1/+2/+3 versions in game files, so there is looks like something wrong with spawns.
- I see what almost any unique items give pet bonuses. `Frosbite` weapon some why is not. :)
- It is expected to be able farm for "Dowry Necklace" after quest is done? Because i'm do, and finish quest and get another necklace for self for my mastery, and even sold some number before get item with right prefix/suffix. Same for Xanthipus's staff - i'm returned staff for him, and there is no more exist way to get this item. It is kind of inconsistency, or expected/unexpected tricks.
- It is not issue, but just my feelings/preferences: it is nice what MI items get lot of nice bonuses, etc, and Stonebinder's Craft is nice set. But it always was annoying to farm for good cuffs. Now it is even more annoying because you not only need to get this drop (however it is true, what they are drop more often), but you need exactly required suffix, what makes hard to get right affix (which in my case on this stage of game - only one required affix is of recovery, of glade or of gryphon - none other are needed, every other item with other suffixes are trash for sold). I'm with various chars collected lot of them, but still not have cuffs for prophet. Then, going next: i'm personally, when playing with storm mastery and not elementalist - usually trying to avoid any elemental or fire damage. Fire damage makes big boom sounds and on top of already flashy hits it makes... hits even more flashy. Stonebinder's Sash return fire damage for pets (however not in so big degree), also it is designed for earth mastery. There is all items which i'm seen are "of skills", which again gives me useless affix. Same for Crown. So, this generally makes this items less valuable. They not bad, but doesn't feel happy with them. On another side, i'm think what i'm will not use stonebinder items (at least for some time), and there is good thing: it opens slots for other items. :)
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Already, spent a lot of time in act 1 with few characters. :) Love heat/storm shield mechanics, now it is not annoying to go as melee elementalist (i'm play a lot with this toon in previous versions, but always recast shields is... boring). Now going with "pure" melee storm mastery, without any spells currently, especially want to try to play without spell breaker, only one point in frost/storm nimbus, two one-point wisps without upgrades, already nearly maxed lightning dash skill... and half of cyclone armor! It is fun, and at knossos it becomes quite OP (however yellow enemies doesn't die immediately, and i'm at least see them). However i'm found Frostbite - and start use it with default attacks and lightning dash for movement/burst (this currently gives bit better feeling). :) Thinking about choosing second mastery, i guess it will be dream (mostly for support aura and passives, actually not very like spells from this mastery). I'm already tried to play with "full pets" builds with prophet and elementalist - but as for melee toon this becomes bit too flashy for me (because all pets in melee range) and it doesn't feel what i'm do something, because this beasties crush everything (espcially with right gear). :)
Thanks for excellent mod, it is feel awesome! I'm tried to play in previous version with TQAE not so long ago, but it was buggy in some places and i'm abandon. However previous version was much more harder i'm think.
PS: Caravan UI, transfer page is buggy - it shows big room for items, but actually only 1/3 is work. Running over TQAE 2.9. In case of any UI improvements, my preference is not touch caravan ui at all. They are not so bad as is, and no matter how many you add space to it, if you want save items - you eventually will come to external vault anyway.
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Glad to see you are still modding, bumble!
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Oh hi @mountainblade :) it's been really hard to keep going when nordic/pieces make big changes that make me start over again and again...I'm too old for this sh*t ;) if I could have just made it once, I would have been done and getting lame feedback on Steam about drop rates or something
@lixiss thx for detailed feedback, I really appreciate it :)
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Oh hi @mountainblade :) it's been really hard to keep going when nordic/pieces make big changes that make me start over again and again...I'm too old for this sh*t ;) if I could have just made it once, I would have been done and getting lame feedback on Steam about drop rates or something
@lixiss thx for detailed feedback, I really appreciate it :)
I think it will be the opposite, ofc there always people who complain about everyhting, but most of people really liked on steam.
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@Bumbleguppy I'm progressed to somewhere in near end of A3... but now not have much time to go deeper. And i'm doesn't know... should i'm go into Ragnarok/Atlantis content or i'm should go into Epic sooner? I'm already at level 35.
I'm found what LoC content/monsters, especially heroes much stronger than normal ones. I'm doesnt say what they are too strong, they just not match majority of other nearby monsters. But without deeper progress i'm will not able provide real feedback here.
It is supposed to get drops of Greater Artifacts on Normal? I'm already get some.
I'm think i'm already found some another items which is references "invalid skill profile" as well as not fulfilled sets. It is bit annoying to keep bug list during playing, and i'm think it is should be better and easier to find this wrong references during mod compilation.
Say, `u_n_traitor'sshiv.dbr`has:
```
augmentSkillLevel1,1,
augmentSkillName1,records\skills\stealth\sneakattack.dbr,
```
But, it is definitely absent sneakattack.dbr file.
If ArtManager doesn't report this kind issues, then we can do this programmatically. If you need help with this kind tool, let me know. It is should be really easy to do in hacky but still automated way.
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@Bumbleguppy I'm progressed to somewhere in near end of A3... but now not have much time to go deeper. And i'm doesn't know... should i'm go into Ragnarok/Atlantis content or i'm should go into Epic sooner? I'm already at level 35.
I'm found what LoC content/monsters, especially heroes much stronger than normal ones. I'm doesnt say what they are too strong, they just not match majority of other nearby monsters. But without deeper progress i'm will not able provide real feedback here.
Champions/Heroes and bosses are more stronger than the normals ones and versus vanilla champions. Its one features of the mod.
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If ArtManager doesn't report this kind issues, then we can do this programmatically. If you need help with this kind tool, let me know. It is should be really easy to do in hacky but still automated way.
WHat? That would be great!
What you are saying sounds to me like "It is an easy thing to fly to the moon and build a city in a day" and I am all like:
:o
I use TextCrawler for mass updates, but I have nothing that can find bugs I don't know are there. :)
ArtManager only gives errors on incompatible file types in source/assets in my experience, a utility to find broken file references would be a AWESOME tool for big mods!
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@Bumbleguppy I'm pushed some source at https://github.com/lixiss/glacie . Glacie - is mine mod name, but it actually very far from start, so repository now holds small hacky tool for you. I'm really has no time to work on it, and i'm need normal tools. I'm very surprised how you guys work with awful tooling... it is hard... So, don't expect too big growing on it. However something we can do just now.
Basically it do check (in this file) https://github.com/Lixiss/Glacie/blob/master/src/glacie-checkdb/Rules.cs two dbr properties. I'm hope what not write too many bugs. :)
Note, that tool check only presence of file. This means what it has access only to resources under database/records directory which you specify. It will not lookup nothing in original arz files. So, if something references "base" resource which are coming from game database.arz - it will not find it. So, best validation results can be achieved if you unpack original game database, then write own database files on top of that, and then over given directory run tool. Or someone write proper support. So... you can easily add additional checks in Rules.cs, but i'm can't check all "file_dbr" properties because it will cause too many false-positives.
Tool done in .NET Core, so if you want modify for self something you will need install it. Visual Studio (Community Edition is okay) may be also used or VSCode.
I'm doesn't do any "merge" with game's database arz, and just run over your's extracted database and here tool's output for you: https://gist.github.com/Lixiss/7acede178670d95c4b7d92f26fb6f829 (so you can pick it just now without been boring with all this dev tools). I'm doesn't test it very well, but results looks sensible (at least in start of list). If you need any specific improvement over tool, or have suggestion, it should be good idea to create issue on GitHub (however sometimes i doesn't see notifications, there is too big traffic on emails, and only real way to reach me is messengers, so i'm I apologize in advance if miss something.)
ADD: I'm updated tool, and update their result. E.g. it now looks for resource in mod, and then it optionally lookup for resource in second directory. This way i'm filter out correct references. So now i'm reduced list to 54 resources with invalid skill references. Link above with results is same.
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@Bumbleguppy added quick analyzing of set items. It take sets and ensure what setMembers is set, and then check what each member provide back reference to item set. Results: https://gist.github.com/Lixiss/cce4da37e44fa73407c0255a0522220b
E.g. possible errors are: referenced non existent item, referenced item doesn't set `itemSetName` property and/or item itself declares what it part of another set. To be fair, i'm not sure how this properties really work, never touch sets, but this rules seems logical.
:)
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Can you describe how to use the tool ? What software you need to use the .cs files ? You have to compile them ?
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Can you describe how to use the tool ? What software you need to use the .cs files ? You have to compile them ?
1. You need .NET Core SDK installed, just pick latest 3.1+. ( https://dotnet.microsoft.com/download/dotnet-core/3.1 , it is available on win, linux, macos ).
2. Once it is done, in command prompt / shell you will be able to execute `dotnet` command.
3. Now from command prompt you can go into `src/glacie-checkdb` directory. This directory holds project file `glacie-checkdb.csproj`.
4. `dotnet run` command will compile and run project if it is called from directory contained any .csproj file. So only thing you need is give right arguments.
Example:
dotnet run -- "U:\Games\Titan Quest Mods\Legion of Champions Atlantis\extracted" "U:\Games\Titan Quest IX-Glacie\tqae-2.8b-database"
Same, but save result into file:
dotnet run -- "U:\Games\Titan Quest Mods\Legion of Champions Atlantis\extracted" "U:\Games\Titan Quest IX-Glacie\tqae-2.8b-database" > report.txt
You can create some run.cmd batch file to not enter all this stuff manually everytime, and place it everywhere you want. Then it's contents might looks like:
:: cd - stands to Change Directory. /d switch means what disk (U:) also will be changed.
cd /d "U:\Glacie\Glacie\src\glacie-checkdb"
dotnet run -- "U:\Games\Titan Quest Mods\Legion of Champions Atlantis\extracted" "U:\Games\Titan Quest IX-Glacie\tqae-2.8b-database" > report.txt
PS: It is possible to compile it into executable / self-contained executable, and run without runtime or SDK separately installed, but size will be big and practically it is easier to go with SDK.
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How is the work going? Can you upload the newer version for TQ:Atlantis?
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Yeah, I'd like to see the new stuff too if it's available. How you doing BG? Is this virus situation hitting you at all?
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Hello, have you given up?