Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bumbleguppy

Pages: 1 ... 29 30 [31] 32 33 ... 59
451
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 19 January 2019, 18:55:04 »
A couple people have expressed a kind of disappointment that their old companions won't be joining them on this adventure.

I think I understand how that feels.

"Make new friends but keep the old, one is silver the other gold".

And it's always the ugliest dog that is the one you love most I suppose....Bogdwellers come to mind :)

452
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 19 January 2019, 16:46:37 »
Oops, the weapontraining petbonus was blank. It still needed values...well, fixed now.

I dunno about more pets. We'll see.

I am playing an elementalist and just reached act 5 and I haven't had any real issues as a pure petmancer.

Don't stand next those obsidian crysta;s for too long. They have an aura that takes a % of health and can confuse, frighten and even convert your pets.

453
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 19 January 2019, 15:11:03 »
Found a few things to report tonight:

1: Firstly, a piece of passable cavern wall in the cyclops cave outside of Megara:
I can't see a problem there.

2: Secondly, 2 weird bugs in the Athens catacombs where a visual glitch appears in the doorway as you walk down stairs. Happened on levels 3 and 4.
Not a mod glitch, this is normal and has existed since the initial release of Titan Quest. You are seeing the interface of the portal connecting two map levels. Even if it was a mod glitch, it's beyond my technical know-how to address.

5: Soul Carver has a typo under the Soul Touch text: "Cursed dark energy infuses the daster and nearby allies with life draining power.
No, that's the font keming. It's actually CLASTER, it's just that the C and L are lower case and close together.

Nah, just pulling your leg. Fixed. :D

6: Issue with the Sentinels set, the helm in particular. It shows as the "Guard's Helm" and is grayed out.
Thanks. All 3 versions had the bug where the non-monster infrequent (white & yellow) was referenced in the set file. Fixed.


454
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 19 January 2019, 03:44:50 »

-I would suggest replace the Awakened dead ( skellies) from bonepile trap spawns, because of their lv, all of then are lv 1, its okay in early lvs but if you are in knossos isnt really a scary trap,


Yeah, that's probably never going to happen. That would take 8 or 10 hours of dedicated work to do.  All the act 1 bonepile traps are from 1 pool.

I would have to make a whole bunch of new bonepiles per area, each with a new trap skill and invisible spawn monster and proxy and pool for each and every proxy in the area.

So no.

Everything else, yea. I put two mino statues in the first entrance hall with the pool and lined the sides with the other statues. :)

455
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 January 2019, 03:39:18 »
Imported the Great Wizard of the Beyondness set and torso armor. Added a "Wizard Staff" to the set. (Ah bloodninja, so many laughs :D ...geeze, that was almost 20 years ago now)

Increased the HP regen for the magma sprite secondary skills.

Added more monster traps around the outdoor Formicid camps in the Styx area.

I don't mention a lot of the work as it would take as much time to type it out as to make it lol like particle effects and stuff.

Coredweller's tier 7 was broken so that's fixed now.

I keep finding rebirth fountains without health shrines so I added a couple more now. Work in progress.


456
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 January 2019, 00:26:15 »
Ah, I see...if you place points in one skill, the other line of skills becomes disabled. Yeah, that's a cool idea, I've considered it in the past.

Can't be done. Not a challenge, literally can't be done in this system.

457
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 January 2019, 00:01:54 »
I don't see it as discarding. I am creating a new mod.

I like pet builds, it's all I ever play so this mod is a pet mod too.

Only be surprised if I KEEP anything from the last mod I made.

Also, the mini-bosses in remote caves are not quest critical and are completely optional, this gives greater freedom to their difficulty.

I think you will notice that quest critical bosses are all quite manageable. Some mini-bosses are virtually impossible to defeat at the level you first encounter them.

As far as having exclusive summons you have to choose from, it's not been tried I think. If you make it a "Trance" skill, will one summon go poof if you use the other summon? Interesting question.

Also: the Nature skill tree is full.

458
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 17 January 2019, 17:38:28 »
Replying with a Simpsons gif? :o Now you're on the trolley!  :))

459
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 17 January 2019, 03:57:46 »
Just played my elementalist in act 4 and the crab quest, the potion quest work great! Got the strength buff right away, and no hacky onreload quest workarounds either. Nice. :)

460
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 17 January 2019, 02:18:31 »
Yeah, that's a good idea.
I just did that with the Frost SHield icon for the Frost Wisp when I moused over it there was nothing. Same thing.

461
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 17 January 2019, 02:16:04 »
yea i know, must be weird seing someone asking for something like that

You want Sriracha on that, sweetheart? :D

462
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 17 January 2019, 02:09:37 »
sauruz: One Nidhogr, extra damage please.
Me:


Quote
edited: There a bad visual texture in the door, its no blocking the entrance, before the Lady quarters

I don't understand...it IS blocking the door or it ISN'T blocking the door. I can't see any issue in the map editor.

463
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 16 January 2019, 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.

EDIT:
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.

464
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.

465
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.

Pages: 1 ... 29 30 [31] 32 33 ... 59

SimplePortal 2.3.7 © 2008-2024, SimplePortal