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Messages - Akunde

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1
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 :(

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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

3
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

4
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!

5
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

6
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?



7
Installation and Tools / Re: TQVault - AE and Ragnarok support
« on: 06 March 2018, 12:16:09 »
That was the problem in my original post. I've checked that box, restarted Vault, but that drop down list is empty.

I'm thinking that the Steam Workshop is saving the LoC mod in a location that Vault isn't configured to access. I'll have a bit of a hunt to find out where that could be.

8
Installation and Tools / Re: TQVault - AE and Ragnarok support
« on: 06 March 2018, 11:27:17 »
Pathing looks okay. TQ Game Path and IT Game Path both point to the correct Steam library.

Vault Path is pointing to \Documents\My Games\Titan Quest\TQVaultData.

I can see the characters that I am using in the unmodded game, but not any others.

Mod I am using is Legion of Champions.

I must be missing something here.....

9
Installation and Tools / Re: TQVault - AE and Ragnarok support
« on: 04 March 2018, 11:02:34 »
Hey All,

I've installed the latest version of VaultAE (2.5.6.0) but I'm not sure how to load Custom Map chars. I've checked the box in config but nothing appears in the dropdown list. I suspect it is because I am using the Steam version of TQ:AE/R.

Has anyone used VaultAE for a Steam Workshop based mod? And if so, how did you get it working?

Cheers,
AK

10
Defense LOC / Re: Corsair LMB and RMB skills
« on: 25 February 2018, 11:43:54 »
Time for a bit of an update:

I have given up on the 2 axe idea for now. Multiple beatings at the hands of the 3 skeleton princes (the melee one in particular) have dissuaded me. So now I am running around Athens with a mace and shield.

Skill-wise I have focused on pumping up Armoured Spirit and with enough points in Aniketos' Hammers Hired Goons to get 2 of each.

Finally, I have gotten the Traps as well as my RMB and a point into each of the passives available to me.

Nothing is really setting this build apart just yet, but I have hoping to get my defense up to a point where I can go toe to toe with most enemies while my traps and minions flank them.

Thats the idea anyway...

AK

11
Defense LOC / Re: Corsair LMB and RMB skills
« on: 16 February 2018, 10:45:14 »
  I think you're a bit confused on what you're going to play or haven't really looked at the skill trees properly because there's no sneak attack in Rogue or Defense. 
Yeah, totally got the name of the skill wrong there. It was the only thing that was coming to my sleep deprived mind on the bus to work at 6:30am :P  Lethal Strike was what I thinking of. There is a Neak Attach, but it wasnt actually what I was thinking of at the time. Might give it a try to see if it is any better than Lethal Strike.

And I am using the Taiji Dao skill which, according to the description, applies the bonuses to dual wielding axes as well. Add those bonuses to the weapon bonuses from Defense (the Concussive Blow and Heavy Weapon Handling trees) and I was liking the sound of a dual wielding axe murdered with a bunch of helpers.

Thinking I might leave LMB as basic attack (nothing is jumping out at me) with Lethal Strike as RMB, while spamming Flash Powder as much as possible to increase survival chances.

Worth a look anyway :)

12
Defense LOC / Corsair LMB and RMB skills
« on: 14 February 2018, 22:06:39 »
Hi Everyone,

I'm having a go with a Corsair build (Defense + Rogue) and have a question around what stills to use on my mouse buttons. There looks to be a couple of options for the RMB with Rally and Sneak Attack (can't remember the exact name) but the LMB has got me a bit stuck. There are no skills that are really jumping out at me for it in either skill tree.

For reference, I am planning on dual wielding axes, as both classes seem to synergize well with them, but that does limit the usefulness of the Defense class with relies heavily on shields. I also like to take active part in combat rather than just letting the summons have all the fun.

So what are your thoughts? Is there a skill that you would use for the LMB or just use the basic attack skill?

Cheers!

13
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 12 February 2018, 10:56:01 »
Hi Bumbleguppy,

Its been a good 2-3 years since I last played TQ, and I didnt even realise there was an expansion to it until I installed it the other day. I decided to come back to TQ because I remember how much fun it was playing with your mod, not because of the base game itself.

I'm not a developer myself, but I do work on software development projects almost daily as a career, as a Project Manager, Business Analyst and Tester, and what MedeaFleecestealer says makes a great deal of sense. The parameters of the game have changed, but not wildly. Start with the basics of the mod again if need be and identify the root cause of the issues.

While my time is a bit limited between work and a newborn, and I don;t know my around the modding toolset just yet (but I'm a quick learner ;) ) I'd be happy to invest a bit of time in helping you do a bit of testing if need be  :)

Andrew

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