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Messages - sauruz

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31
Another thing if anyone didnt notice

- There is new folder inside Titan Quest directory ( MP3 soundtrack) wich contains all music from vanilla ( not Imortal throne)

- Steam achivements are possible to get with mods , i dont know, while i was playing earlier i had 3x of then

32
Anniversary Edition - General discussion / Re: Multiplayer
« on: 26 January 2020, 00:04:00 »
it was on sale 2 days ago  on steam 80% base game , i dont remember how much were dlcs , before the lunar sale on steam, but every month or in two months period, is on sale i guess.

33
Anniversary Edition - General discussion / Re: Multiplayer
« on: 25 January 2020, 23:39:08 »
the dlcs is thing either  love or hate.

it depends on many things, its nice they update the game but there are still few problems waiting to be fixed. Anyway TQ and their dlcs are on sale very often , its just need to find the right day (ah)

Yhea the mobile and pc version is complety diffrent , i beleive the mobile only have the vanilla game without Immortal Throne. ( not sure)

34
They also added TQ orignal Soundtrack folder as well.

I have a problem, i need help if anyone can help me , i will be forever thankful.

After the new update , 2.9 , i having problems with the editor , when i select Rhakotis areas the program insta crash. Also when i select one of new monsters i made, even the old ones 4 months ago,  the editor crashes.

While ingame everything is running just fine.

I went to my other pc ( still have 2.8 version) and the editor is runing just as intended, no problems or whatsoever.

I  hate watching and doing nothing to try resolve it. Any ideias ?


35
i Want add another feature

-Editor now crash when you select your map mod , or any object in it.

About the font size, well ts bit weird , i guess we were used for long time the previous one, its litle smaller to read indeed.

36
Titan Quest - Update 2.9
Titanslayers!


Changelog
Added support for Brazilian text localization
Fixed issue where clicking noise was being spammed when holding down button
Fixed various issues where the game failed to save because of file attributes
Fixed an issue where the Create Artifact button was usable without the ingredients
Fixed software cursor not showing in DX11
Tartarus merchants refreshes inventory every cycle
Fixed an issue with mouse scroll wheel and spell bar
Updated version of THQ online library
Mudmen trigger their AoE skill upon exploding
Removed inconsistencies in starting armor prices
Fixed Isenhelm ~ Einherjar Hero not dropping items
Tweaked high-end scaling of Arc Discharge
Reduced size of some UI fonts (cleaner look & language compatibility)
Fixed triggered skills on Ichthian Spine, Staff of Njord, Kara's Stirrer and Fafnir's Teeth
Fixed Insectoid damage bonus on Amber Herald
Lowered Phalanx aggro generation at range
Fixed mixed up models & bitmaps of unique Atlantis greaves

37
Heroes and farming / Re: Warfare and Parry skill
« on: 20 January 2020, 20:12:24 »
oh my bad, complety didnt look at SV IT :-\

38
Heroes and farming / Re: Warfare and Parry skill
« on: 20 January 2020, 10:38:23 »
I think he means "Dodge Attacks" from warfare

It works with both dual or single weapon.

39
New Projects / Re: Soulvizier Ragnarok
« on: 19 January 2020, 22:31:26 »

4.
"Will of Horus" (Throw weapon) drops too frequently?

Both n 3 and n 4 are vanilla game issues, throwing weapons ( blues and purples) indeed drops way to often, wait until you got 5x Neith Will in one gameplay.

40
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 17 January 2020, 22:12:25 »
Nargil, i will try it making some kind of guide in nearby future, because i dont know yet  how to explain and finding the right words expressions easy to understand, since its a complex program, but i will think some way.

Anyway Weekly Update

The progress is going well so far, still creating few more monsters ( almost done)

Ive made alot of correction in several vanilla act 2 monsters, because they have wrong attck/stats in their lv difference, for exemple a ghost lv 15 have more dmg than lv 25 ghost, and so on.

-Added  4 new  types of Antlions
-Added new Tomb Roots
-Added a diverse types of maggots and Zombies

Not forgeting there will be new heroes for every type of creatures.

Evil Never Rest..

41
General Discussion / Re: A Fitting Offering Chance
« on: 12 January 2020, 16:38:27 »
you only can get elemental resistance ( lighting , fire or cold)

sadly no vitality/bleeding or poison

42
New Projects / Re: Titan Quest - Titanomachy Mod ( Development )
« on: 09 January 2020, 11:41:18 »
Update time.

Still working on Titanomachy, there are alot of new changes i added.

Made Golems and Bone Golems.

In terms of Ghosts , i made a change on their base mesh, and a made a version for then just for the outside. Because if you know around giza there are few ghosts that appears outside the tombs, and duo of the brightness of sand terrain with the daytime its kinda hard to spot then. What i did is removed their semi transparent glow, now they are more easy to spot and hit.



The ghosts found inside the tombs , remains the same.

Oh i forget to say, there are alot of new zombies to face. Carefull with the burning ones O:-)

43
New Members Introduction / Re: Sort of new Player here
« on: 08 January 2020, 01:32:29 »
Hello ! Welcome to forum!

If you are into Massbosses mod, well a 2nd class, no doubt its nature because it have alot of safe elemets to play around, plague , heals.

Storm can be good option, with squal , more aoes skills, and spellbreaker ( as it can be strong versus caster monsters), but it will lack some survivability.

44
New Projects / Re: Soulvizier Ragnarok
« on: 06 January 2020, 11:04:00 »
some boars don't even bother attacking me even though i'm hitting them with a bow, staff, or spell.. was it like that in vanilla? can't remember

Idk in case for SV, but boars have a passive controler AI, that means they will take a few secs to start attacking the player

45
Ideas and Suggestions / Re: Legion of Champions: Atlantis
« on: 04 January 2020, 02:23:29 »
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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