# Titan Quest Fans Forum

## Titan Quest - Anniversary Edition => New Projects => Topic started by: Endymion on 22 October 2018, 22:51:21

Title: A Few Bug Fixes And Some More
Post by: Endymion on 22 October 2018, 22:51:21
Main goal of this mod is to try and fix bugs and correct mistakes found in the game, as well as to 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.

Changelog as of 7/27/2020

Creatures

Content
* Water demons Kelpies now have the original horse models
* Fixed up an unused yak model (ambient animal)
* Granite Guardian Statues now can appear in game
* Bats: Vampire bats & bat heroes now have energy to use their skills, Blast Fang bat hero received new model and animation for its fire breath skill to display properly
* Dream Guide, unused pet from Dream mastery now serves as a summon for nightstalker mages; Revised some of its skills
* Reverted dark obelisks' behavior in Sphinx boss fight, now they continuously summon enemies like it used to be before; New appearance for obelisks’ summons
* Utilized unused model and texture for Talos and Dragon Liche, now they have a chance to appear with new look
* Brimstone orthuses now can appear on Olympus again
* Returned Neanderthal Bonecasters that were previously missing; New visual for their ability; Adjusted spawn weights
* Brought back Typhon's dying sequence from vanilla TQ //up to debate?
* Plague Feast, carrion bird hero received new ability to uphold its name; New model to properly display skill's fx
* Utilized special headdresses for Babylonian guards, previously not used anywhere
* Utilized previously unused idle fidget and alert animations for enemies such as arachnos, automatoi, boars, beetles, centaurs, cryptworms, dune raiders, eurynomuses, turtles, hyenas, reptilians
* Added a few new heroes (for tigermen, satyrs and drowned sailors each)
* Added some missing heroes in Ragnarok
* Ryewolf now has a tiny chance to appear in wolf groups in Ragnarok (as a temp measure)

Fixes
* Centaurs: Patriarch centaurs now have correct name tag; Fixed skill references & skill usage for Sergos Longstride centaur hero
* Hulking Yetis now qualify to benefit from their passive skill
* Tangle Vines found across the game now have bleed damage passive immunity like the rest of plant enemies
* Megaere the Grudging, fury hero now uses all her skills
* Corrected skill modifier order for some Gigantes heroes
* Adjusted race for drowned sailors in IT
* Tigermen Adepts now can use Ice Shards
* Adjusted skills & their usage for some wraith heroes
* Ino from “The Good Centaur” quest can use Lethal Strike again
* Satyr trappers from “Monstrous Brigands” quest now can use Shield Smash
* Satyr Brute from “Medicine Waylaid” quest uses Fire Enchantment again
* Fixed aura skill references for some quest arachnos mages
* Roughneck, turtle hero now has energy to use its abilities
* Fixed skill references & did some adjustment for bosses in “Skeleton Raiders” quest
* Some boar heroes now can use Charge
* Fixed passive armor bonus’ skill path for some quest monsters
* Fixed First Disciple's summon's resistances
* Set a fixed death animation for Polyphemus, due to awkward behavior upon death
* Megalesios Telkine doesn't flee anymore due to him not being able to do it properly
* Vengeful Ghost now has proper passive boss immunity
* Ancient of the Lake now can use Regrowth
* Fixed Austri & Nar lacking proper boss passives; Nar now uses his aura
* Satyrs’ summon Spirit Animal now has appropriate passive skills
* Removed extra Hit callback in spell casting animation for dual wielding tigermen, which would cause them to double cast skills
* Fixed skill references and various inconsistencies for reptilians from "Plight of the Nile farmers" quest
* Fixed mess with attach points in snake models which caused issues with targeting and incorrect positioning for various effects
* Adjusted race for Mollusk Turret
* Fixed some Greek bandits heroes freezing in place upon death

Quests

* Gilfy's reward chest now drops Power of Nerthus relic according to difficulty (originally drops Normal version for all difficulties)
* Pharaoh curse from "The High Priest's Request" quest now has more impact on player

Skills

Content
* Minotaur Lord received unused vanilla look for Onslaught
* Battle Standard's Triumph skill received reworked visuals
* Fixed Archon Cloak buff (used by Mummy Priests in Egypt) not having any visuals, reworked its FX; Increased duration
* Fixed and revamped Andvaranaut and Draupner granted skills
* Revamped Barmanu's Blizzard for Legendary difficulty, now it's closer to its vanilla version (pre-IT); Current version is still used on Normal and Epic difficulties
* Revamped Dark Elves' Curse debuff
* Revamped Emasculate, granted skill; Fixed indefinite duration
* Utilized unused effect for Spellshock

Fixes
* Fixed Onslaught's charge levels displaying incorrectly
* Fixed Psionic Beam not requiring a staff to be used, as per its description
* Fixed Monster Lure having attack animation, which allowed it to try and hit enemies in melee
* Fixed Storm Wisp having incorrect name and level at certain skill levels
* Fixed summon animation for Sand Wraith Lord
* Remade botched bump texture for Battle Standard
* Fixed Blast Fang's fire breath skill missing casting sound
* Fixed incorrect animation references for Redfist Knife & Chang-Kuo Lau's Steel Blur granted skills which prevented them from proccing

Items

Content
* Missing thrown weapon Hati added to the loot tables
* Einherjahr Hammers now drops from Einherjahr warriors wielding throwing weapons (previously unobtainable)
* More or less fixed up unfinished Atlantis easter egg weapon. Now has a chance to drop from serpentoids (maybe will be changed later)
* Added unused Ragnarok easter egg to primrose chest
* Normal common torches received new unused look; Vanilla appearance reserved for Epic & Legendary versions that now drop in accordance with difficulty (originally drops Normal version for all difficulties)
* Revived some unused common weapons and shields; Some common weapons & shields that had different versions looking the same in vanilla received new looks; Aetolian aspis (the one with the omega pattern) now has a chance to drop from guards in Sparta, Delphi and Athens fighting scenes
* Cyclop's club received unused unique drop sound
* Reworked some prop Oriental hats to be wearable by player; Now have a chance to drop from tigermen
* Loki now has a chance to drop Mistletoe of Nerthus (previously unobtainable); Fixed model alignment & attach points
* The Great Shroom boss received new MI
* Gungnir received unused unique look (originally looks identical to some common spears)
* Redone models & repurposed two unused maces as thrown weapons

Fixes
* Adjusted size of Dvergr Runestones and Blood Blossoms, and their projectiles, so player could actually see them
* Fixed Chromatic Staff mesh's path
* Remade Crescent Blade bitmap so it looks like the actual item
* Bone Bow received proper bitmap
* Philip's Reach bow is now part of the set
* Added description for Horus' Will granted skill
* Fixed Venom Sac sometimes not getting completion bonus due to wrong affix path
* Cold/fire/lightning resistance on Persephone's Tears completion bonus now scales with difficulty
* Fixed cost for Ragnarok & Atlantis relics and charms
* Reworked Atlantis loot tables to increase drop chances of Atlantis uniques// Needs testing
* Fixed mesh and texture references for Hydromancer Crown MI
* Corrected bitmaps for anouran MI torso armor
* Replaced incorrect stat on Golden Fleece relic, now gives Armor Absorption % bonus instead
* Fixed Goroggos projectile not dealing any damage
* Fixed incorrect item level Limit for legendary Atlantis loot tables which prevented Atlantis uniques to drop from chests (bosses’ or otherwise) //Needs testing
* Fixed item level limit for some loot tables to make following items obtainable from chests again: Aionios, Ferrus Gnosi, Demonskin Walkers, The Greg
* Fixed Staff of the Cosmos not having base damage chances set, which caused it to use only one type of damage
* Fixed name tag for Epic Celtic helms
* Adjusted spawn weights for unique throwing weapons in common chests in Greece, Egypt and Orient
* Fixed Aphrodite's Favor being obtainable effectively only in Ragnarok
* Improved model alignment for all Atlantis spears; Properly set attach points for weapon trail effect
* Fixed attach points for weapon trail effect for some Ragnarok spears
* Teeth on Gill Raker now face away from character's hand
* Corrected values that now scale with difficulty properly on following items: Ichtian Spine, Hood of the Chosen, Boots of the Valkyrie
* Removed unnecessary attach points on Springvine Bow model
* Set mace sounds for some Ragnarok hammers previously using those of axes
* Redone bitmaps for Ball Mace
* Fixed centaurs in Ragnarok having dvergr armor on Epic difficulty
* Set proper potion drop for some wraith heroes

Misc
* Gods statues on Olympus arena are destructible again (only by Typhon) //up to debate?

(https://i.imgur.com/RryKnzO.jpg)

(https://i.imgur.com/Pl2AOGL.jpg)

(https://i.imgur.com/grQlmSe.jpg)

(https://i.imgur.com/oIPjdlB.jpg)

(https://i.imgur.com/M5Xpoeb.jpg)

(https://i.imgur.com/9l8nuEy.jpg)

(https://i.imgur.com/kfTZ5mi.jpg)

(https://i.imgur.com/hf8eNXg.jpg)

(https://i.imgur.com/b9vZhto.jpg)

(https://i.imgur.com/kXD1qmA.jpg)

(https://i.imgur.com/t8UhEUc.jpg)

(https://i.imgur.com/EVdDO9I.jpg)

(https://i.imgur.com/uGAGVlX.jpg)

(https://i.imgur.com/4rV5e4P.jpg)

Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2045473788)

We have a discord channel now! Join us to discuss/suggest changes and report bugs https://discord.gg/h7tZmVM
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Typhon on 23 October 2018, 00:12:35
That's strange that there's a black hole for non-Ragnarok users...
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: wolpak on 23 October 2018, 00:39:34
Any chance to add vitality staves to merchants?  Sees like an oversite.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz 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
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 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)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion 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?
(https://i.imgur.com/duRHoSn.jpg)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: WNG 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 ^^
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 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?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: wolpak on 25 October 2018, 14:39:26
Shouldn't the index finger go between the strings?  :)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 25 October 2018, 15:30:57
great job ! it looks very unique :)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion 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
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy 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.

Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 26 October 2018, 18:14:47
Thanks! And sure, feel free to use it
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: WNG 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.)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion 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.)

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

(https://i.imgur.com/2YnhR4W.gif)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: efko on 31 October 2018, 11:57:28
Very nice. Can you make more weapons? I have ideas if you are interested. My post about weapons was posted about 2-3 weeks ago somewhere on forum
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 31 October 2018, 14:21:47
Thanks. Well as it's been mentioned in this mod I'm aiming more at fixing existing things rather than adding something new.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 31 October 2018, 17:49:13
"NGDevTwo  [desenvolvedor] Há 7 horas
Thanks for the bug reports.
Most of the other things were cut on purpose. But feel free to get creative with their resources. :)"

when a wild dev appear..not bad ^^
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 01 November 2018, 22:27:39
Thanks again for the fixes. Implemented in EG without hesitation.
Hey, since you add unincluded stuff, is it possible to add the old unused yak mesh (ambient animal), to replace oxes in Orient mountains? I think it misses bones, but maybe you can add them in 3DSMax?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 02 November 2018, 01:26:51
Hey, since you add unincluded stuff, is it possible to add the old unused yak mesh (ambient animal), to replace oxes in Orient mountains? I think it misses bones, but maybe you can add them in 3DSMax?
Seconded.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 02 November 2018, 16:43:46
Hey, since you add unincluded stuff, is it possible to add the old unused yak mesh (ambient animal), to replace oxes in Orient mountains? I think it misses bones, but maybe you can add them in 3DSMax?
Seconded.
Done and done!
(https://i.imgur.com/1f1zAPg.jpg)
Fixed up yak's mesh & replaced oxes with yaks in particularly mountain & snowy areas in Orient. Which is not many actually, there was just one instance, featured above. Maybe going to place new yaks on their own later.

Revived a few unused common greek shields, gave them proper icons & added to the loot tables.
(https://i.imgur.com/mB9XQZQ.jpg)

(https://i.imgur.com/d10mvbx.jpg)

(https://i.imgur.com/sujG7yJ.jpg)

Aetolian aspis (the one with the omega pattern) in particular now has a chance to drop from some guards in Sparta, Delphi and Athens fighting scenes. Greek guards' MI, everyone!
All of it's coming with the next update.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 02 November 2018, 17:18:28
Woah, this is shaping as a real restoration project... Fantastic job! Keep up, my friend  8)
https://titanquestfans.net/index.php?topic=696.0
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 03 November 2018, 21:27:32
Woah, this is shaping as a real restoration project... Fantastic job! Keep up, my friend  8)
https://titanquestfans.net/index.php?topic=696.0
Thanks. Nice job on cataloguing them unused goods. I'd honestly like to utilize the kite shields but they just seem too out of place for any Act.

Uplaoded the yak & shields changes.
Full list of added (and changed) shields can bee sen below
(https://i.imgur.com/z6lt07u.jpg)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 03 November 2018, 22:16:35
Thanks alot, especially for the yaks! :D And those shields - thats alot of work!
About kite shields - maybe they could fit in China?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 04 November 2018, 15:40:14
Now that you mentioned it some of them do have patterns that look kind of oriental. I'll give it a thought

Next up for the mod:
Revamped the sling again (just cant get enough of that sweet sling editing time)
Recreating a cut out cyclop breaking a tree quest scripted scene. Some obscure remnants of it are still in the database, just enough to give you a general idea. Will be incorporated in the Polyphemus vs soldiers encounter
Finding a way to utilize unused Dream pets
Fixing sloppy gear placement for a few corpse decorations' meshes

(https://i.imgur.com/iEtJvdm.jpg)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 04 November 2018, 16:00:19
Revamped the sling again (just cant get enough of that sweet sling editing time)
:D
Nearly spat my coffee, I feel ya brother.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 05 November 2018, 19:03:29
:D
Nearly spat my coffee, I feel ya brother.
Word. That's our modding routine.

New cyclop scene preview. Double trouble!
(https://i.imgur.com/R24Yoav.gif)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 06 November 2018, 08:59:56
Added kite shields, common tulip staves, couple o' swords & spears
Made a special chest & animation (https://giant.gfycat.com/AmbitiousCommonFowl.webm) for the cyclop boss. That one was purely for fun I confess. Let me know what you think, should I include it or nah
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 06 November 2018, 11:52:21
you should put it, it looks fun :D and adds a litle of warming "boss incoming"
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: WNG on 06 November 2018, 13:33:00
It looks absolutely awesome :o
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 06 November 2018, 13:39:10
Wooot !  keep on your work  ;)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 09 November 2018, 17:36:33
you should put it, it looks fun :D and adds a litle of warming "boss incoming"
It looks absolutely awesome :o
Wooot !  keep on your work  ;)
Thanks!

Added more unused gear, including kite shields, couple of staves, swords & spears. Some common weapons that had different versions looking the same received new looks again
Normal torches received unused crude look. The vanilla look stays for Epic & Legendary torches that were previously unobtainable
Revamped the sling
Added cyclops quest scene & a special chest
Unused Dream pet Dream Guide utilized as a nightstalker hero's summon

New full list of added unused gear featured below
(https://i.imgur.com/EBIt1Mw.jpg)
(https://i.imgur.com/M5Xpoeb.jpg)

Now however onto a more technical side of things, the mod's getting bulky so fellow modders feel free to let me know if I should create a separate records folder to contain the mod's stuff when it's feasible, for easier incorporation.
Yeah also I never explicitly mentioned it but do note I expect a credit mention should you make use of this project or some part of it
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 09 November 2018, 18:33:29

Now however onto a more technical side of things, the mod's getting bulky so fellow modders feel free to let me know if I should create a separate records folder to contain the mod's stuff when it's feasible, for easier incorporation.
Yeah also I never explicitly mentioned it but do note I expect a credit mention should you make use of this project or some part of it
Yes, a separate records folder would be greatly appreciated.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: WNG on 11 November 2018, 13:36:11
Another bug went to my attention.

It may have happened to some of you, but somtimes monsters from Act 4 appear in the Act 3. Just now I fought a hero Anouaran in a Orient Cave, or sometimes I find Frost Empusas in the Orient Mountains. I'm not sure if this is intended or anything, but I find it kind of strange.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 11 November 2018, 15:30:22
i think it was intended by the devs, in the case of anouran hero in that hidden cave.

Now the empusas i didnt have the chance to meet then in act3, i think it was a bug (?)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 11 November 2018, 19:25:42
No, the empusa is intentional as well, same thing. A little diversisity in act 3 I guess. It's right there in the proxy pool files for act 3 ice sprites/
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: sauruz on 12 November 2018, 00:36:30
maybe it just me..but the empusas dont fit really well on china act..maybe something ..
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: WNG on 12 November 2018, 02:10:59
Intended or not, I'm not sure I'm a fan of this idea. Like sauruz said, Empusas don't really fit the Asian theme, but that's not too much of an issue.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 12 November 2018, 02:17:49
Yeah, it's not a bug, it's a feature :)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 14 November 2018, 15:25:36
About the vanilla game, there is a disturbing bug when items fall on the ground. Some items can't help shake, and can't be picked up.

When you come back later, say 30s, these items can be gathered normally. Do you think this bug can be fixed ?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 16 November 2018, 22:07:18
Found what looks like a bug to me.

XPack2\creatures\monstes\bosses\fafnir2_*.dbr.

In the InitialEquipment\Misc section. The blooddragon charm seems to drop only the Legendary charm and not a loot table with all three difficulties.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 17 November 2018, 23:27:22
I downloaded your fix Endymion and i could drop for the 1st time an icescale armor in legendary. Thanks for your work  ;)

When i used TQvault in this session play though, i got an error. The tqvault version 2.5.2.0 is maybe old. Is there a new version i should use with your fix ?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: aminef on 19 November 2018, 21:05:39
Is there any project about fixing/upgrading the ragnarok gear look? Honestly, the colors and the models are not that great in some parts
-Cooper weapon are too orange, iron are too blue.
-The celtic weapons models are not that good, specially the mace its aweful
-The celtic rings and amulets looks to pixelized. Also, why a 2 slots amulet?
-Celtic shields too plain.
-Norse helm icon can be upgraded.
-The bandit helm and armor. Those 2 need a good rework (the torso, if you look carefully you will some spots where the character model traspass the armor)

In general Ragnarok icons looks like a simple pic of the 3d model, while vanilla seem a bit reworked and adapted to look better on icon.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 21 November 2018, 21:44:25
Reporting 2 bugs found in the game:
- Staff of the chosen, dropped in legendary, is the normal version of the staff
- Wandsworth Shield seem to have a grant skill in the tooltip but there is none available:
(https://i.imgur.com/YjnJqwh.png)
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 21 November 2018, 21:53:38
Tracked it down fot that shield, it is supposed to be
Code: [Select]
records\xpack2\skills\item skills\pets_magicresists.dbr
but the actual petbonus is listed in the shiled's itemSkill slot by mistake.

The skill should grant pets 10% elemental and vitality resists.

EDIT: The nerthus shaman boss records/xpack2/creatures/monster/bosses/ancient_lake_4*.dbr only has teh normal version listed in his Initial Equipment/ Left Hand/ lootLeftHandItem4 slot and not an array of the three difficulties loot tables like it should.

EDIT: Same bug with the records/xpack2/creatures/monster/bosses/ancient_runes_4*.dbr boss, too. Ironically, teh cult heroes have the correct listing for the staff in tehir left hand slots.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: nargil66 on 21 November 2018, 22:53:25
Two NPCs with wrong textures in Megara and Corinth (and one in Delphi near the mage vendor):
(https://i.imgur.com/3IZhSDg.jpg)
(https://i.imgur.com/sIPmRJM.jpg)
Edit - Tracked them down:
Quote
"records\creature\npc\greece\delphi\male_002.dbr"
"records\creature\npc\greece\coastaltown\male_002.dbr"
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 22 November 2018, 00:50:16
Thanks for your quick investigation Bumbleguppy.
but the actual petbonus is listed in the shiled's itemSkill slot by mistake.

The skill should grant pets 10% elemental and vitality resists.

Therefore it would be the 1st legendary shield with a pet bonus, and a elemental bonus worth it. Finally maybe we will make the wolves survive in Leg-Act5 with Xmax.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: icefreeze on 22 November 2018, 06:40:02
@Endymion Did this mod cause conflict to mod or any items from store and character's stash?
I want to play this mod with some xmax, massboss mod.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: stormyboy on 01 December 2018, 19:19:34
Hey! Thank you for this bug fix patch. I have a suggestion that it's been on my mind since forever. You know, when you equip an item with + to an ability, the color of the writing that represents the skill points you have invested into that ability will change. Now, my problem would be that the blue color makes the writing very hard to read. With the background of the skill tree and that color i have to hug the monitor to see the numbers. Could you do something about that? Like make the writing a dark blue? (color of the potions or so). I know it's something silly but i had to take a shot :D
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Bumbleguppy on 05 December 2018, 01:14:00
XPack2/items/equipmentweapons/staff/u_l_02.dbr

The cold min value in teh item base damge is entered in the "offensiveBaseColdChance" instead of the "offensiveBaseColdMin" slot.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: aminef on 09 December 2018, 22:15:31
I think the reckless offense on Einherjars fate (https://www.tq-db.net/equipment/einherjars-fate-normal) bug. I made a test character with only this weapon, used the cheat engine script to display all damages and tested on the targets in spartan camp. My average critical damage were at 450. 4% to do +100% total damage will be clearly noticed. But nothing. I tested this becaus reckless offense in rune mastery only work while dual wielding. Here reckelss offense doesnt enable dual wielding, but neither seems to work with one weapon.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: aminef on 10 December 2018, 19:20:25
Been farming venom sac for some relics, and gave one to a toon, to find out there was no completion bonus. I dont know if its due to the patch or something, becaus its the only thing i have installed aside from the original game. I notify it in case.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: DirkBrightblade on 30 December 2018, 23:34:11
Any chance of being able to fix the issue of merchants no longer stocking Throwing Weapons in Ragnarok and add that to the fixes?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Tauceti on 06 January 2019, 22:41:42
TQ database gives the bonus set up to: 6 out of 7 set items.
But there is a shield, a bow and a staff among others, so that only 5 items can be weared.

By the way, i enjoyed the quest the spectral wolf  ;)

I made some farming in troll' camps in all difficulty modes. All troll MIs dropped except the Troll's branch (which should now with this patch). Compared to say the Night mistress'staff, what is its drop rate ?
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: AlcyonV on 07 January 2019, 19:21:47
By the way, i enjoyed the quest the spectral wolf  ;)

Hello, what do you mean, please ?

EDIT : ok, I didn't figure you were talking about a custom map.
Title: Re: A Few Bug Fixes AE & Ragnarok
Post by: Endymion on 05 August 2019, 01:30:48
So I've been thinking to revive this little project.
If you got some fresh bugs from Atlantis I'd like to look into it. So far fixed up (seemingly) incorrect affixes for MI staves on epic& legendary.
Also fitted Sword Fish club's model to be an actual weapon, not just an ambient rotten fish.
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 19 August 2019, 04:28:46
New version's up, OP updated.
So far didn't include map/quest changes since the map will probably receive an update or few in upcoming patches.
Not much bug fixing for Atlantis either, since I weren't seeing much reported (or at least not the ones that are fixable via present modding tools). So that's where we at right now.

Yeah removed the sling since it made me physically cringe upon seeing it again after a long while. guh
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: mvlad954 on 19 August 2019, 11:32:09
New version's up, OP updated.
So far didn't include map/quest changes since the map will probably receive an update or few in upcoming patches.
Not much bug fixing for Atlantis either, since I weren't seeing much reported (or at least not the ones that are fixable via present modding tools). So that's where we at right now.

Yeah removed the sling since it made me physically cringe upon seeing it again after a long while. guh
Thanks for the update.
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 26 February 2020, 02:31:43
Hey there!
I reckon now would be as good time as ever to continue

New version's up, OP updated.
Most notable changes include: fixed Onslaught effect displaying incorrectly, Venom Sac sometimes lacking CB. Einherjahr hammers made obtainable, Psionic Blast now actually needs staves like it says in its description, Chromatic staff model's path fixed. Reverted dark obelisks behavior in Sphinx boss fight, now they continuously summon enemies like they use to do before.

Let me know how it goes
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 26 February 2020, 16:16:13
New update's up
Typhon got back his original dying effect sequence (can be seen in screenshots), gods' statues on Olympus arena are now destructible again, adjusted size of Blood Blossoms throwing weapon
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 03 March 2020, 01:35:18
New update's here
Reworked Atlantis loot tables to increase chances of getting an Atlantis item when you get unique drop (needs some testing)
Fixed cost for Ragnarok & Atlantis relics
Disabled greek Telkine's chance to flee in a fight, due to his inability to do it properly
Minotaur Lord's Onslaught now uses effects from vanilla TQ (To bring some uniqueness in the fight)
Reworked Atlantis easter egg, again. And adjusted its drop chances

And we have a discord channel now! Join us to discuss changes and report bugs https://discord.gg/R9RWth
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 10 March 2020, 00:28:25
New update's up
Whole lot of changes since 3/03 version
Also reworked some prop hats which I have yet to put anywhere
(https://i.imgur.com/EUFiVhm.jpg)
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 17 March 2020, 12:01:42
New update's up
Namely, revamped previously broken Andvaranaut & Draupner granted skills, fixed some Atlantis loot tables having incorrect item level limits which prevented Atlantis uniques from dropping from boss chests (or any chests, for that matter).
As well as fixed limits for some loot tables in IT & vanilla so following items can now drop from chests again: Aionios, Ferrus Gnosi, Demonskin Walkers, The Greg
Reworked prop hats now drop from tigermen
And then some more
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 03 April 2020, 17:26:41
New update's here and it's now out on Steam Workshop!
https://steamcommunity.com/sharedfiles/filedetails/?id=2045473788

v 4/2/2020
Creatures
* Utilized previously unused idle fidget and alert animations for enemies such as arachnos, automatoi, boars, beetles, centaurs, cryptworms, dune raiders, eurynomuses, turtles, hyenas, reptilians
* Added a couple of new heroes (for tigermen and satyrs each)
* Added some missing heroes in Ragnarok proxies
* Removed extra Hit callback in buff casting animation for dual wielding tigermen
* Fixed skill references and various inconsistencies for reptilians from "Plight of the Nile farmers" quest

Skills
* Revamped Barmanu's Blizzard for Legendary difficulty, now it's closer to its vanilla version (pre-IT); Current version is still used on Normal and Epic
* Fixed Blast Fang's fire breath skill missing casting sound
* Fixed summon animation for Sand Wraith Lord
* Remade botched bump texture for Battle Standard

items
* Fixed Staff of the Cosmos not having base damage chances set, which caused it to use only one type of damage
* Fixed name tag for Epic Celtic helms
Title: Re: A Few Bug Fixes AE/Ragnarok/Atlantis
Post by: Endymion on 04 May 2020, 17:27:51

v 5/4/2020
Creatures
* Ryewolf now has a tiny chance to appear in wolf groups in Ragnarok (as a temp measure)
* Fixed mess with attach points in snake models which caused issues with targeting and incorrect positioning for various effects
* Adjusted race for Mollusk Turret
* Lowered hp amount for new tigerman hero

Quests
* Pharaoh curse from "The High Priest's Request" quest now has more impact on player

Skills
* Revamped Dark Elves' Curse debuff
* Revamped Emasculate, granted skill; Fixed indefinite duration
* Fixed incorrect animation references for Redfist Knife & Chang-Kuo Lau's Steel Blur granted skills which prevented them from proccing

Items
Content
* Loki now has a chance to drop Mistletoe of Nerthus (previously unobtainable); Fixed model alignment & attach points
* The Great Shroom boss received new MI
* Gungnir received unused unique look (originally looks identical to some common spears)
* Redone models & repurposed two unused maces as thrown weapons

Fixes
* Adjusted spawn weights for unique throwing weapons in common chests in Greece, Egypt and Orient
* Fixed Aphrodite's Favor being obtainable effectively only in Ragnarok
* Improved model alignment for all Atlantis spears; Properly set attach points for weapon trail effect
* Fixed attach points for weapon trail effect for some Ragnarok spears
* Teeth on Gill Raker now face away from character's hand
* Corrected values that now scale with difficulty properly on following items: Ichtian Spine, Hood of the Chosen, Boots of the Valkyrie
* Removed unnecessary attach points on Springvine Bow model
* Set mace sounds for some Ragnarok hammers previously using those of axes
* Redone bitmaps for Ball Mace

Misc
* Set proper text tags for new items & skills

A few pics featuring some new content can be found here https://imgur.com/a/s0ilFSk
Title: Re: A Few Bug Fixes And Some More
Post by: Billy_pilgrim on 14 July 2020, 13:58:57
Love this mod, it's exactly what the game needs. Is there a way to modify the core game files with this, so I don't have to restart it as a bounce mod every time I play?

Thanks for doing the devs work!
Title: Re: A Few Bug Fixes And Some More
Post by: Tauceti on 14 July 2020, 23:18:54
@Endymion  What do you think of Atlantis performance issues ?

When playing with it, i got the feeling that monsters animations are the source of the problem but i may be wrong.
Did someone try to simplify animations (or even cut them off) to check this ?
If so, this would open a door for a solution ?

I hope one day Atlantis will be playable with Xmax (unplayable right now).
Title: Re: A Few Bug Fixes And Some More
Post by: sauruz on 14 July 2020, 23:31:24
@Endymion  What do you think of Atlantis performance issues ?

When playing with it, i got the feeling that monsters animations are the source of the problem but i may be wrong.
Did someone try to simplify animations (or even cut them off) to check this ?
If so, this would open a door for a solution ?

I hope one day Atlantis will be playable with Xmax (unplayable right now).

This is my guess, and im sure this is one of the main problem with Atlantis

(https://i.imgur.com/zxD4oCV.jpg)(https://i.imgur.com/SW9iiZd.jpg)

All the pink circles you see its the amount of itens have in the scenary ( flowers/terrain/mountains), as you see Nordic create and place then 1 BY 1...Unlike the vanilla acts the scenary is more placed toghter as unity.

As the game have so mnay different files to read and its a 2006 engine ( older maybe) its have the difficulty to read alltoghter fast...

Another thing i notice some monster doesnt have sound display on the animation ( unlike the rest) so the death sound is played as external mp3 file , causing to cause frames as well - as exemple serpentoids ( try to kill a pack of then toghter and you will see what im saying)

yhea..
Title: Re: A Few Bug Fixes And Some More
Post by: Tauceti on 15 July 2020, 00:48:32
it's instructive Sauruz, i didn't understand all though.
In particular, why they proceeded like this with Atlantis.

Quote
Another thing i notice some monster doesnt have sound display on the animation ( unlike the rest) so the death sound is played as external mp3 file , causing to cause frames as well - as exemple serpentoids ( try to kill a pack of then toghter and you will see what im saying)
On the other hand, this aspect could be improved without access to the mp3 file no ? who cares of the death sound of pack monsters if it prevents a drop of the framerate.
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 28 July 2020, 01:32:30
New update's up. Also made database replacement version.
I don't have access to my old Steam Workshop at the moment so Steam page won't be up to date for indefinite period of time. Either unsubscribe and install it manually or put new version in ...Steam\steamapps\workshop\content\475150\2045473788

@Endymion  What do you think of Atlantis performance issues ?
Well there's a multitude of issues.
As has been mentioned, with Atlantis they went Grim Dawn way and made a wide variety of separate smaller decoration pieces than need to be put together on the map, as opposed to previous acts where it's mostly single block decorations.
So density of objects, textures of higher resolution; I assume more complex hitbox data for enemies' models, and better textures for them as well, these are probably the main source of problems with performance
Title: Re: A Few Bug Fixes And Some More
Post by: Diego982 on 02 August 2020, 14:01:23
Hello Endymion, really appreciate your work in this mod.

Just to report a problem with the Database Replacement that you released couple of days ago.

I've tested and it is not showing the different kinds of shields, swords, etc. I used the new Custom Map and its working flawlessly, only problem seems to be with the Database replacement.

Thank you for all your years of work in Titan Quest.

:)
Title: Re: A Few Bug Fixes And Some More
Post by: Endymion on 03 August 2020, 07:08:55
Appreciate it and thanks for the report
It appears for some reason only a part of the mod's records were packed into hardmod's .arz. Fixed version is up
Title: Re: A Few Bug Fixes And Some More
Post by: Diego982 on 03 August 2020, 13:35:30
Appreciate it and thanks for the report
It appears for some reason only a part of the mod's records were packed into hardmod's .arz. Fixed version is up

Endymion, the Hardmod version is now working properly.

Thanks
Title: Re: A Few Bug Fixes And Some More
Post by: Billy_pilgrim on 05 August 2020, 08:37:34
It works great, thanks for this!