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Messages - Akunde

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1
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 07 February 2019, 11:16:41 »
2 bugs found tonight:

Firstly, the Counter Attack skill in the warfare tree appears in the 4th tier (16 points in warfare) but doesn't actually unlock. Hovering over it shows that it still requires an additional 8 points in warfare (i.e. Tier 5, 24 points)



Secondly, you can swim outside the Memphis outskirts!!



Watch out for sharks though!!!!



I could get into the water just south of the pier shown in the map:


AK

2
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 06 February 2019, 02:10:44 »
Hmm, tried that Quest again and it was fine this time around. Hopefully just a once off hiccup locally. I'll try to replicate it on all future characters though.

3
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 05 February 2019, 10:25:17 »
So I cocked up when installing the new version of the mod and my Soothesayer is now unplayable (totally my own fault) so I have started a Conqueror.

I came across a bug with the new peirate quest on Knossos which I think has to do with the order that you kill the 3 bosses. Instead of going into the first cave, I followed my pets up to hill and into the second cave, killing both bosses on the way. I then came out and entered the first cave and killed the 3rd boss. I didn't get any notification to return to the quest giver or that the quest had been completed. When I went back to the quest giver, he didn't acknowledge that I had finished the quest.

Might be worth someone trying this quest in the same order to see if they can duplicate it.

Cheers,
AK

4
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 29 January 2019, 10:22:41 »
Jinghe valley gate issue its even from IT times, its something about the game itself, sometimes it opens sometimes it wont.

Ahh, fair enough then. I don't think I have ever come across this bug previously. Suppose my luck had to run out eventually  :P

Update:

Just remembered a bug:
The Level 21+ Skeleton Marksmen use an invisible bow. The animation works fine then they fire an arrow, just no bow.

5
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 28 January 2019, 12:04:27 »
Made it to Epic today with the Soothesayer. It's a pretty powerful class, but very weak against fire. Going up against Surtr and the Eldjotun was very difficult.

Found a few things in the last few nights. I can confirm that the cave entrance and the impassable, invisible object in the Dvergr realm both exist for me as well.

Firstly, the panda didnt fall over when I killed it (that is a sentence I never wanted to say or type). Can't remember the boss' name though, hopefully panda rider is descriptive enough :p Might be an animation issue? But I think this does occur from time to time as well.



Secondly, the Jinghe valley gate (leading back into Chang'an after visiting the yellow emporer) remained locked, even though I had completed the quest. Ended up just portalling to Chang'an and continuing.



The next few are about item stats / abilities not displaying correctly:

Bow of the Lampedes: "Bonus to all Pets" and "Grants Skill" not showing.


Shredwind: "Grants Skill" not showing


Clasp of the Mothers: "Grants Skill" has no detail


Delysid: "Bonus to All Pets" not displaying anything


Bone Armour: "Grants Skill" not displaying correctly


AK

6
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 23 January 2019, 12:24:17 »
Couple of things found tonight:

Firstly, the Treant that you summon as a part of the Soothsayer specific torso armour just holds the 'T' pose and doesn't actually do anything.



Secondly, there is something funky happening with the mini-map in the Jingyang woods. Looks like the map isnt rendering the shadows from the trees in that area, but in a rectangular shape for some reason:



Cheers,
AK

7
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 23 January 2019, 04:13:54 »
Just letting you know of a bug my wife found while playing last night. She killed the Pirate champion before Megara and portalled back to Sparta to sell some stuff. When she went to portal back to the marker, the orange/red portal icon was not showing up on the list of locations. She was in that new little area you  created if that makes any difference. She ended up running the entire way back as she had left a blue item on the ground and didn't want to lose it.

We weren't able to replicate this however, so this is just an FYI in case someone else comes across the same bug.

Additionally, I'd like to see a miniboss at the top of the Hanging Gardens exterior. It is one of my favourite locations (pretty visuals) but there isn't much to actually to there except go to the temple of Marduk. That area at the top outside the entrance of the temple looks perfect for a boss battle :) maybe a giant mantis or quillvine or something similar.

8
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 19 January 2019, 14:13:31 »
About the minion lab, the reason the map is all dark was made by Nordic devs on AE version, they wanted turn into a real labyrinth, not a good move by then, since you can miss some rooms with monsters,  and less exp for you.

Ah bugger. Didn't go that far back in this thread to see that  :-[


9
Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 19 January 2019, 13:35:44 »
Found a few things to report tonight:

1: Firstly, a piece of passable cavern wall in the cyclops cave outside of Megara:



Found here specifically:


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.

What it should look like:


And when you walk away a little bit:


Example of where I found it:


3: Another visual glitch in the catacombs:


Found here:


4: In the Minoan Labyrinth, a good portion of the map was showing while the rest was black. I seem to remember you taking the map away in a previous version (or doing something to obscure it at least).


5: Soul Carver has a typo under the Soul Touch text: "Cursed dark energy infuses the daster and nearby allies with life draining power.


6: Issue with the Sentinels set, the helm in particular. It shows as the "Guard's Helm" and is grayed out.


Hope there was something new for you here.

AK

10
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 January 2019, 00:30:58 »
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.

Figured that might be the case. Oh well. Ill continue on tonight, but for now, it's off to work :(

11
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 January 2019, 00:19:25 »
I know you aren't looking at balance just yet, but something to consider is that the Boar Snatcher may need to be nerfed. I didn't particularly find it to be a fun fight. The Pirate hero was fun though.

I dont agree, Boar Snatcher is fine for two reason

1st the spider is on side area, optional  boss, if the player cant kill it, he/she can go back at anytime and bring the  revenger :)

2nd the spider have the same timing attacks just dont face tank it because of the 3rd attack will be a strong hit. Also, the pets are the key for it, i have kill it with all my test chars , the plan is simple, use your pets as meat shield, and attack her with a ranged weapon and its doable.

Tried the ranged idea, but she would just ignore my pets and run straight for me, all the time.

It's fair enough to come back to it later in the game, I just know that I will either forget or continue on until I reach the next difficulty unless the incentive is there to return.

AK

12
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 18 January 2019, 00:14:13 »
Only be surprised if I KEEP anything from the last mod I made.

Haha, fair enough.

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.

I guess I was more thinking as your investing the points into skills. I.e at level 1 nature if you chose the nymphs, the bog dwellers would be disabled, unless you reversed the points. But this would likely require changes to the UI which would not be easy.

The trance option could be interesting. It would open possibilities to cover for weaknesses. If you had a trance for skellies and came up against fire using enemies, you could switch to another 'trance' that could be more resistant to fire, but lose the skellies in the process.

There is still that question of # of skills per tree though. If it is finite, then maybe disregard this suggestion.

AK

13
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 17 January 2019, 23:52:18 »
I think that plan wont work in the game system. Well seeing masterys having a different summons from previous version is good. It bring new mechanics, variety and strategy into the table for the player.

I would have been surprised if it was possible. I think it could add an extra element of choice for the player though if it was possible. Also, as an IT Project Manager, I hate seeing good functions/features get discarded from a product  ;)

Played through to Megara last night. Got absolutely spanked by the Boar Snatcher (died 3 times) and the Pirate hero (died once). I know you aren't looking at balance just yet, but something to consider is that the Boar Snatcher may need to be nerfed. I didn't particularly find it to be a fun fight. The Pirate hero was fun though.

The Handmaiden of Arachnae was super easy for the spirit mastery. She could really damage my level 8 skellies so I just his behind a pillar and she was dead in no time.

Last note from last night is the traps. You have successfully installed a paranoia in me to run from all containers as I open them. To make it even more fun, you could have a type of trap that explodes at the 10 second mark, because that is when I normally run back in to get the loot.

Other than the occasional monster up on an unreachable cliff (can't even get them with ranged weapons. I know this is a bug outside of LoC) I haven't come across anything worth reporting. Keep up the amazing work BG!

14
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 17 January 2019, 06:30:37 »
Back into LoC after an extended break from TQ.

Created a Soothsayer (Nature/spirit) last night as it has been my favourite character in the past.

I was going to go for Defence instead of spirit but saw that the armoured colossus (I think that is what it was called) summon has been cut. Was a bit sad about that, it really was great. Overpowered, but great.

Those new traps are doing my head in until I get used to them. Died twice because of them already. Wasn't paying attention and all of a sudden these blades start flying from a chest or sepulchre and cut me down.

While I haven't had a huge amount of time in game yet, I am enjoying the changes to nature in particular.

As an idea, would it be possible to keep the old summons (bogdweller as an example) and have them mutually exclusive with the new melee nymphs? I.e, you choose either the bog dweller path OR the nymph path to begin with, not both? Not sure if the game could handle something like that but it would be kinda fun to see. It would also open up a higher degree of customisation.

AK

15
Installation and Tools / Re: TQVault - AE and Ragnarok support
« on: 10 March 2018, 02:51:28 »
Hmm... Still not close to a resolution, but I do have some additional info at least.

The TQ Vault Data is stored at Documents\My Games\Titan Quest\TQVaultData

Modded characters are stored at Documents\My Games\Titan Quest - Immortal Throne\SaveData\User

Not sure if that is the normal path for modded characters, but thats where mine installation has defaulted to.

Finally, Steam Workshop mod files appear to be stored here (LoC used as example) SteamLibrary\steamapps\workshop\content\475150\762383321

What is also interesting is what is visible between versions of TQVault. TQVault AE 2.5.6.0 doesn't show custom game characters, but TQVault XL (1.1.5.1) does, but I still can't select a mod from the Steam Workshop.

Has anyone else successfully loaded a Steam Workshop based mod in either of these versions of TQVault before? If so, did you have to do any particular config to get it working?



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