Submit Your Article Modifications Contact Us

Titan Quest


Go Back   Titan Quest Forums > Modding Titan Quest > Fanpatch Projects > Bugfix patch > Bugfix Fanpatch
Register FAQ Members List Calendar Search Today's Posts Mark Forums Read



If you are having problems logging in, send a mail to webmaster@titanquest.net and we'll try to sort something out.


Closed Thread
 
LinkBack Thread Tools Display Modes
  #221 (permalink)  
Old 04-13-2008, 05:18 PM
Pyrite
[User Offline]
Citizen
 
Join Date: Jan 2008
Posts: 93
Pyrite is the epitome of generic
Default Re: Bugs and fixes for unofficial patch

Quote:
Originally Posted by luedtke6788 View Post
the change log hasn't been updated since i made that change since i haven't changed much since then i'v been kinda putting it off, the program i use to generate that page take about 30 min to do it, but i'll be updating it today as for the damage bonus it should be working with v1.07 but i haven't tested it yet
Thanks for the response - and not to belittle your work or anything, but I checked both the Art Manager and in-game, and the Embodiments still gave 27%+15 damage compared to the 25% for Incarnations. (I think I've installed the patch, as -Recharge% suffixes on shields now give the "Grants Skill: [Blank]" Tag.)

If anyone has got the properly-scaled bonuses from this patch, please reply.
  #222 (permalink)  
Old 04-13-2008, 07:40 PM
Ganelon
[User Offline]
Citizen
 
Join Date: Oct 2007
Posts: 49
Ganelon is the epitome of generic
Default Re: Bugs and fixes for unofficial patch

Quote:
Originally Posted by DakedDerb View Post
Hey everyone. I installed this mod specifically to fix Ravages of Time. I tried playing the game and it doesn't appear to be working. I made a level 65 test character and only put points into spirit for Deathchill Aura and Ravages of Time. After that in act 1 I let myself start getting whacked by a beastman with a club for a while (averaged about 350-360 not including crits) and when I activated deathchill aura it continued doing the same damage, both with the show all damage mod running and when I actually subtracted previous health from my health after the hit.

I'm even pretty sure I installed the patch right, because my Homados doesn't give max attack speed anymore. Is there something I might be doing wrong?
I just tested it with the latest patch, and it is definitely working.

Ravages of Time has to be activated separately from Deathchill Aura now. We should probably change the UI icon for RoT from a circle to a square to remind the player of this change.

We also need a comprehensive read me file. Anyone object if I write one?
  #223 (permalink)  
Old 04-13-2008, 08:02 PM
Viper_Sweden's Avatar
Viper_Sweden
[User Offline]
Titan
 
Join Date: Nov 2006
Location: Gothenburg, Sweden
Posts: 5,511
Viper_Sweden is the epitome of generic
Default Re: Bugs and fixes for unofficial patch

Is there any way to fix RoT and keep it the way it is, as a synergy to Deathchill instead of making it a separate, active skill?
  #224 (permalink)  
Old 04-13-2008, 10:36 PM
yerkyerk's Avatar
yerkyerk
[User Online]
 
Join Date: Feb 2008
Posts: 6,113
yerkyerk is on the right path
Default Re: Bugs and fixes for unofficial patch

Quote:
Originally Posted by Viper_Sweden View Post
Is there any way to fix RoT and keep it the way it is, as a synergy to Deathchill instead of making it a separate, active skill?
They used this method because it couldn't be done the normal way.

Quote:
Originally Posted by Ganelon View Post
I just tested it with the latest patch, and it is definitely working.

Ravages of Time has to be activated separately from Deathchill Aura now. We should probably change the UI icon for RoT from a circle to a square to remind the player of this change.

We also need a comprehensive read me file. Anyone object if I write one?
I'd also like to be sure on the RoT thing - although it does seem to be working, the damage reduction doesn't seem correct... too low on high-level enemies perhaps? Even wondered if it reduced integer damage instead of %damage. But it might be totally in the eye of the beholder..
Anyway, making it square is a rather good idea - is it easy to do to?

I'd certainly give you the greenlight for writing the readme file
__________________
  #225 (permalink)  
Old 04-14-2008, 12:10 AM
Ganelon
[User Offline]
Citizen
 
Join Date: Oct 2007
Posts: 49
Ganelon is the epitome of generic
Default Re: Bugs and fixes for unofficial patch

Quote:
Originally Posted by yerkyerk View Post
They used this method because it couldn't be done the normal way.
Ravages of Time required the use of a custom template to getting working properly. Unfortunately, this template didn't play nice with the base DCA skill. Specifically, it caused the %Life Reduction effect of DCA to be applied on the player!

The choice was either to remove DCA's damage ability, or to split the tree in half. This seemed like the lesser of two evils. Both ShadowLiche and myself have looked into alternatives, but we haven't found anything. A breakthrough is still possible, I suppose.


Quote:
I'd also like to be sure on the RoT thing - although it does seem to be working, the damage reduction doesn't seem correct... too low on high-level enemies perhaps? Even wondered if it reduced integer damage instead of %damage. But it might be totally in the eye of the beholder..
Anyway, making it square is a rather good idea - is it easy to do to?
It certainly looks like percentage reduction to me. At max level, I get get roughly 1/3 reduction on both Normal and Legendary.

Keep in mind that RoT reduces physical damage only. If the enemy attack has a significant piercing component, the percentage reduction will seem to be less than expected. It's best to do your tests against enemies armed with clubs.
  #226 (permalink)  
Old 04-14-2008, 01:39 AM
luedtke6788's Avatar
luedtke6788
[User Offline]
 
Join Date: Mar 2008
Posts: 285
luedtke6788 is the epitome of generic
Default Re: Bugs and fixes for unofficial patch

Quote:
Thanks for the response - and not to belittle your work or anything, but I checked both the Art Manager and in-game
don't think that your belittling my work, any feedback good or bad is much appreciated with out it this patch would go nowhere, sometimes as i'm trying to fix other things i somehow manage to screw up others, for instance the tag error a while back to fix this i started over re adding all the fixes with out the french patch, as a result i forgot to add a few fixes. i have hopefully fixed this with the next release when i'm done with it still adding the pet fix

Quote:
We also need a comprehensive read me file. Anyone object if I write one?
by all means please do
Quote:
BTW, how does including it in the bugfix patch affect the ability to choose between adult & non-adult modes?
at the moment it just installs the full thing(adult) after its decided if it should stay part of the mod or be a separate installer, i'll add the option to chose witch one you want to install
  #227 (permalink)  
Old 04-14-2008, 11:42 AM
Extrakun
[User Offline]
Citizen
 
Join Date: Feb 2008
Posts: 86
Extrakun is the epitome of generic
Default Re: Bugs and fixes for unofficial patch

I think I prefer RoT to be toggle-able - I mean, I love to see all the line of icons under my health bar

Just one thing to check if it is a bug - The Nightmare's Mastermind skill doesn't seem to have an effect on my Liche King's HP and MP regeneration. Is that a known issue?
  #228 (permalink)  
Old 04-14-2008, 12:09 PM
Poinas's Avatar
Poinas
[User Offline]
 
Join Date: Jan 2007
Location: Finland
Posts: 5,360
Poinas is on the right path
Default Re: Bugs and fixes for unofficial patch

Liche has a base HP regeneration of 1.0, and base mana regeneration of 1.1 +355% at lvl 1.

At level 20 Liche has 1.0 HP regen and 1.55 + 450% mana regen.

In legendary pets get +100% HP regen, no mana regen bonus.

Master Mind gives pets +135% HP- and mana regeneration at 8/8.

Liche already has a large +% mana regen modifier, that +135% isn't that much, and the difference can't really be seen. He has very small HP regen but lots of HP especially in legendary so 1 HP vs. 3 HP per second isn't visible.

Do you have any real proof that the skill is bugged?
__________________
75 Harbinger | 70 Conqueror | 70 Conjurer | 70 Diviner | 70 Spellbreaker | 68 Ranger | 65 Elementalist | 65 Evoker | 65 Bone Charmer | 62 Guardian | 61 Brigand | 61 Thane | 61 Templar | 60 Battlemage | 60 Warden | 59 Haruspex | 58 Slayer | 58 Champion | 55 Druid | 52 Paladin | 50 Oracle | +++

Guide for All Skills Attribute Guide Custom Mastery Guide
  #229 (permalink)  
Old 04-14-2008, 12:52 PM
lufe's Avatar
lufe
[User Offline]
 
Join Date: Jan 2008
Posts: 972
lufe is choosing between good and evil
Default Re: Bugs and fixes for unofficial patch

Quote:
Originally Posted by luedtke6788 View Post
...gemini
Hm, almost right A question of switching the numbers then.

Now, luedtke, some less interesting (but necessary anyway) things:

1) I would like to install the Fanpatch to try it out but I'm afraid to lose the original ones (needed for my own modding stuff). What's the list of the files affected so I can backup them?

I believe at least:
Text_EN.arc
Items.arc
Creatures.arc
database.arz

are affected. Any others?

2) Thanks for hosting the Visual Guide on your website. My original idea was to have the links for the adult skins posted on the adult forum, while the links to the non-adult would be on the thread, but maybe I am being over-cautious.

3)As for this image:

I vote for using it - it's a distinctive thing and it's a nice one - good choice! But about this, you say:

Quote:
Originally Posted by luedtke6788 View Post
oh ya i almost forgot, what do you guys think of this as the loading icon for the patch seen as we can't change the version number in game i figure we have to brand it somehow
4) What do you think of trying and changing the whole main screen (the sickly green one) for another one? The simpler way was changing the first screen and change the color. Another color (and maybe even a version number written directly on the pic) would make a clear difference between the patch and the original game.
I've made the suggestion on the masteries mod thread, but it got completely ignored. I still believe though that it is a very simple, cheap (meaning easy to do) and still visually effective change.

Quote:
Originally Posted by luedtke6788 View Post
at the moment it just installs the full thing(adult) after its decided if it should stay part of the mod or be a separate installer, i'll add the option to chose witch one you want to install
I would suggest a compromise:

5) What I've observed from modders that want to include AllSkins natively to their mods is that they (Mostal on Lilith, TheBigBoss on Frozen Throne) want to have the AllSkins non-adult on their mod (so that they reach the biggest audience possible).

So I believe that the Fanpatch should go the same way: keep ALL skins available (the .tex files) while only allowing to buy the bottles of the non-adult skins (that's how AllSkins mod itself implemented the non-adult version btw). This has a reason: no matter what version you have of AllSKins (adult or not), you should be able to see what is the skin that other user of AllSkins is using, even if you yourself don't have access to it. That was my design decision.

So, to come back to the point: What I really would like to have was the Fanpatch installing the NON-adult AllSkins version (meaning the database.arz version of the non-adult mod), but leaving ALL the .tex skins anyway (just like I asked Mostal and TheBigBoss to do on their mods).

Why am I asking to add AllSkins (even if only the non-adult) to the patch? It has a reason. Like it is today, AllSkins has a problem: the bottles you buy are not permanent - they will disappear if you don't start the game on AllSkins mode. If they are integrated on the Fan patch natively, this issue is solved for good and the bottles will be always available.

Also, while AllSkins won't correct any bug, it also doesn't create any new one, and affects nothing at all on the game dynamics - it won't add any "cheat" or anything else. This is not actually a reason to add it, it's more a reason "why not add it"?

Another matter now: while I understand your decision of not wanting to have all files of the mod spread on the ...\Titan Quest - Immortal Throne\Database\ directory, I would ask - please reconsider it for the skins themselves. The skins *should* be out of the creatures.arc file and on the ...\Titan Quest - Immortal Throne\Database\Creatures directory. People who have already the AllSkins mod have them this way, and the ones added on "Creatures.arc" will not only be redundant, but completely ignored since the game will look always at the unpacked ones first. If anyone wishes to change them directly on the directory... be my guest. By the way, the "your placeholder" skins are even meant to be replaced.

Another question/answer: and the people that want the Adult skins? Well, they can always use the standalone mod itself. This means, even with the non-adult version of AllSkins installed on the patch, you can always start the "Custom Quest" mode, choose AllSkins, start the game (it is by default in adult mode), and it will override the "Non-Adult" mode for the duration of 1 game. Since the difference of both adult/non-adult is only the presence of the "Adult skins" trader giving you access to the "Adult Skin" bottles, if you buy the bottles on the standalone mod you still would be able to use them on the Fanpatch with the non-adult version.
without having the enter the AllSkins mode again.

I see only advantages of having it done this way. Sorry for writing so much, but it's difficult to explain the idea without it.

Last edited by lufe; 04-14-2008 at 03:11 PM.
  #230 (permalink)  
Old 04-14-2008, 03:03 PM
ShadowLich's Avatar
ShadowLich
[User Offline]
Citizen
 
Join Date: Mar 2008
Posts: 32
ShadowLich is the epitome of generic
Default Re: Bugs and fixes for unofficial patch

Quote:
Originally Posted by bacon bones View Post
looks like ravages of time/triumph have a problem because they are auras. fatigue is not an aura, therefore it doesnt have the same problem, even though the effect of reducing damage is the same.
The problem is not "aura" dependant:
- Using Fatigue reduction on RoT/Triumph works very well.
That's a "Class" of skill (behind the template that carries it) issue.

The effect of reducing is not the same: Fatigue reduces ALL damages as Triumph (RoT) reduces physical damage (+ piercing damage).
Closed Thread


Thread Tools
Display Modes


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT. The time now is 09:09 PM.


TitanQuest.net is an Privacy Policy and Legal
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.3.0
Titan Quest Forums are not affiliated with THQ/Iron Lore.