Submit Your Article Modifications Contact Us

Titan Quest


Go Back   Titan Quest Forums > Modding Titan Quest > Modifications and The Editor
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.


Reply
 
LinkBack Thread Tools Display Modes
  #121 (permalink)  
Old 04-04-2008, 10:57 AM
PinkFrog's Avatar
PinkFrog
[User Offline]
 
Join Date: Jul 2006
Location: Bonn, Germany
Posts: 713
PinkFrog is the epitome of generic
Default Re: [Release] "Masteries"

Quote:
Originally Posted by I_Raps View Post
RamBow still gives +2 to Call of the Hunt.

I haven't looked at the Bestiary Skills, but I'm guessing that's not right.

****, how could i have missed that one... it's now augmenting "Explosive Arrow"
__________________
http://masteries.titanquestvault.ign.com

The mod-site for "Masteries".
Reply With Quote
  #122 (permalink)  
Old 04-04-2008, 11:58 AM
Mr. Scetch
[User Offline]
Citizen
 
Join Date: Aug 2007
Posts: 84
Mr. Scetch is the epitome of generic
Default Re: [Release] "Masteries"

When you import a character into a mod, the mastery combos aren't the old ones, but are called like the new ones, even though it's an old character.

So it's not Slayer, Haruspex etc. anymore, but the names of the appropriate combos of Masteries. :/
Reply With Quote
  #123 (permalink)  
Old 04-04-2008, 12:07 PM
i.n.s.a.n.e's Avatar
i.n.s.a.n.e
[User Offline]
Demi God
 
Join Date: Oct 2006
Location: Czech Republic
Posts: 1,299
i.n.s.a.n.e is the epitome of generic
Default Re: [Release] "Masteries"

Quote:
Originally Posted by Mr. Scetch View Post
When you import a character into a mod, the mastery combos aren't the old ones, but are called like the new ones, even though it's an old character.

So it's not Slayer, Haruspex etc. anymore, but the names of the appropriate combos of Masteries. :/
And have you tried this with or without exiting the TQ with Masteries mod on?

For once you load the Masteries mod, it is always on until you restart TQ...I think...
__________________
See ya, i.n.s.a.n.e:rockon:

Reply With Quote
  #124 (permalink)  
Old 04-04-2008, 01:04 PM
PinkFrog's Avatar
PinkFrog
[User Offline]
 
Join Date: Jul 2006
Location: Bonn, Germany
Posts: 713
PinkFrog is the epitome of generic
Default Re: [Release] "Masteries"

Quote:
Originally Posted by Mr. Scetch View Post
Really? I never noticed that with the original game...

Btw, does PinkFrog and you also read the mastery specific forums for feedback or just this thread?

Otherwise I'd post my feedback in the appropriate forum instead of here.
Yeah, either i.n.s.a.n.e or me are browsing the different threads. We are sharing the "read"-load
__________________
http://masteries.titanquestvault.ign.com

The mod-site for "Masteries".
Reply With Quote
  #125 (permalink)  
Old 04-04-2008, 01:16 PM
podmike's Avatar
podmike
[User Offline]
Traveler
 
Join Date: Sep 2007
Posts: 23
podmike is the epitome of generic
Default Re: [Release] "Masteries"

I don't know if anyone else has noticed this..........

every time I exit from my masteries character my other non-masteries characters loose their equipped gear. My old characters are slowly becoming naked. Is this happening to any one else?
Reply With Quote
  #126 (permalink)  
Old 04-04-2008, 01:27 PM
sinclsw007
[User Offline]
Traveler
 
Join Date: Jul 2006
Posts: 1
sinclsw007 is the epitome of generic
Default Re: [Release] "Masteries"

You aren't losing anything - the character choice screen only displays items recognised from the game version last loaded, whether the original game or a mod; the items are still there on the character.
Reply With Quote
  #127 (permalink)  
Old 04-04-2008, 01:57 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: [Release] "Masteries"

Hey PinkFrog, got a Q fer'ya...

Is it possible to add a new mastery without replacing any of the old?
Reply With Quote
  #128 (permalink)  
Old 04-04-2008, 02:54 PM
vofou
[User Offline]
Traveler
 
Join Date: Mar 2008
Posts: 14
vofou is the epitome of generic
Default Re: [Release] "Masteries"

Hello all...
Is it normal that with electrical shot, sometimes a mob doesn't take the damage ? I mean the mob i aim take the damage, but a mob near the first one isn't injured systematicaly. Sometimes, yes, sometimes, no, whereas the animation show he should always take the damage.
I don't now if i'm clear, excuse my bad english...
But the "lightning sorcerer" is very fun and powerfull in my mind. Good job !
Reply With Quote
  #129 (permalink)  
Old 04-04-2008, 03:29 PM
PinkFrog's Avatar
PinkFrog
[User Offline]
 
Join Date: Jul 2006
Location: Bonn, Germany
Posts: 713
PinkFrog is the epitome of generic
Default Re: [Release] "Masteries"

Quote:
Originally Posted by podmike View Post
I don't know if anyone else has noticed this..........

every time I exit from my masteries character my other non-masteries characters loose their equipped gear. My old characters are slowly becoming naked. Is this happening to any one else?

I think i wrote it somewhere in the readme that this is happening but no danger to the integrity of the chars.

Here's a little explanation: to show the chars in the menu the character values (str., int... armour etc.) are read (but not changed, of course). Now, as you know, all masteries increase stuff like str., dex and int. Those attributes are needed to wear armour. So, if the mod is loaded the game can not find the "normal" masteries because they are replaced. Therefore the increased str. int. and dex cannot be found either. Like this the armour-requirements are not met and the character cannot wear the armor for the menu.
But because the values are only read and not overwritten, next time you are playing normal TQ again the game can find the proper masteries together with the attributes and can put the armor back to the character

It's not necessary to know that but reassuring maybe, because it's neither a mystery nor buggy...

Have fun!
__________________
http://masteries.titanquestvault.ign.com

The mod-site for "Masteries".
Reply With Quote
  #130 (permalink)  
Old 04-04-2008, 03:37 PM
PinkFrog's Avatar
PinkFrog
[User Offline]
 
Join Date: Jul 2006
Location: Bonn, Germany
Posts: 713
PinkFrog is the epitome of generic
Default Re: [Release] "Masteries"

Quote:
Originally Posted by vofou View Post
Hello all...
Is it normal that with electrical shot, sometimes a mob doesn't take the damage ? I mean the mob i aim take the damage, but a mob near the first one isn't injured systematicaly. Sometimes, yes, sometimes, no, whereas the animation show he should always take the damage.
I don't now if i'm clear, excuse my bad english...
But the "lightning sorcerer" is very fun and powerfull in my mind. Good job !
To be honest the electrical shot is one of the skills that is pretty much the same as in TQ. The electrical shot is an area-damage-spell with a tiny radius (approx 1 m.). So, if the mobs are close together they will be affected and a few centimeters more distance can make the difference. But there's also the jumping from target to target. This also needs a certain closeness to work. And it only works up to 6 targets i think. Must check the exact number again. So if you have many monsters the first 6 will be hit and the 7th will be spared.

I hope i was able to help

Quote:
Hey PinkFrog, got a Q fer'ya...

Is it possible to add a new mastery without replacing any of the old?
Can you elaborate a bit? Adding it to normal TQ or to the mod like a tenth mastery? I am still not sure about it. There's a fixed amount of skill-trees implemented in the chars. And their total is 10! But IronLore uses the tenth for the skills that you get as bonus for quests (e.g. the resistance-buff for bringing the twig to Delphi) But maybe its possible to move the quest-skills onto the artifact-trees. There are some empty slots there. That would free the tenth tree. What happens then i don't know. Maybe the number is hardwired after all. I cannot tell.


***

Edit:

A question to german-speaking people: is anyone interested in translating the modstrings.txt into german? The french version is in preperation so it would be great to have the german one too, i think, but I don't want to do it myself atm. I will eventually but right now i'm concentrating on fixing stuff...
Feel free to contact me via PM or whereever...
__________________
http://masteries.titanquestvault.ign.com

The mod-site for "Masteries".

Last edited by PinkFrog; 04-04-2008 at 03:57 PM.
Reply With Quote
Reply


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 06:33 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.