July 6th, 2010
Sup nerds!
So, been moving. All my crap arrives at my new place on the 12th. I'll have my computer set up a few days after that. When I get a chance, I'll release the proper 1.4. It'll be manual install, unless someone with some knowhow volunteers to make an installer. I'll update the informatics too (I see there's a version of Uber out--nice work!) I'll try and clear the entire buglist, except for the black venom sac charm, which will likely remain bugged for the rest of eternity. JK, I just gotta remember to force-build the change in.
In the mean time, just play 1.4RC (download link below). Don't play old versions. <3
Also, I'll release the fixed Itemus map. Sorry didn't get this shit done before packing up the computer, but I was busy having fun.
Hope YOU guys are having fun too. Hasta
May 15th, 2010
I've uploaded a test version of Underlord 1.4 and Underlordemus (an Itemus for Underlord 1.4) to Moddb. Underlordemus has been approved, though 1.4RC is still pending.
Underlord download page.
Underlord 1.4RC at MegaUpload.com
I've also added EJFudd's recent randomization fix, so please leave a note if you find any usual drops.
The full change log is available in the bug-report thread: http://www.titanquest.net/tq-forum/t...rd-1.4-RC-Test
Please note, this is a test release for those of you who are willing to help out and make sure the package is good and that the changes/fixes have been implemented properly. Make sure to back up your characters first, as it's possible that you will have to restore those backups when the final version of 1.4 is released. This is not an early-release of 1.4. I will not be making a "Laches" to fix characters that are broken by using the test version of 1.4.
For those doing translations, here is the current modstrings.
April 3rd, 2010
Yerkyerk, Antarcticsnake, and Asylum101 all prevented me from packing up Underlord 1.4 today, which is a bummer because it's my only full day off for the next 9-10 days. I think if I'm good, I'll finish it up in the spare time I have during this coming week.
To those of you who are disappointed, let me remind you of the starving children in Ethiopia.
To those of you who are angry, I can only say, "U MAD? U MAD BRO? YOU ******* MAD BRO? YOU RAGING?!? YOU RAGING BRO?!? YOU RAGING HARD BRO?!?"
March 27, 2010
1.4 is almost completely done. I'm waiting to do a big round of testing until I hear back on the possible inclusion of some new items that Asylum made, but he's busy with RL stuff right now. So, I'm going to delay doing the testing and packing of the mod until next weekend. But, don't worry, with our without the items, I'll pack up 1.4 next weekend and release it. I'll try and get it all done Saturday, but it might not make it out until Sunday night (if there's any problems discovered during testing).
There's a lot of balancing and bugfixing, as well as some new stuff added (including a new mythic!) I'll try and spend any free modding time this coming week on getting Uber and DoN finished, as well as getting the final text out to the translators to see if they have time to update their translations. Once all that is done, I'll see if I have time to make an Underlord Itemus and put together some information about Underlord for the spoilers section so players know wtf is actually in this mod.
March 02, 2010
Sorry for being absent, but Life has been happening all over the place. In brief: massive amount of work-work, potential grad-school on the horizon, and a total upheaval of my romantic life, which previously had seen the end of my relationship with Zilla, who was a big contributor and supporter of the mod, and which now features a new woman, who knows nothing about my secret nerdy life as a game modder, and it's going to stay that way. I'd love to talk more about all that, but this ain't a ******* blog.
Now, to the main attraction: 1.4. It's finally begun, so this is your last chance to get any bug reports, balance issues, content contributions, or feature requests addressed in time for 1.4. Check the status thread to see where it's at: http://www.titanquest.net/forums/tec...tus-1-4-a.html
To give you an idea of what's going into 1.4 in addition to bugfixes, there's a ****-ton of balance changes that should really improve the gameplay (something only new players will really appreciate), a few new items (something only vets will really appreciate), and a few general improvements (stuff everyone will appreciate), like a small Blood-Cave related side quest, a way to get out of the Blood Cave without having to portal to the last city, a new default ability all players will have (inspired by Yerky) that will allow them to more quickly regenerate health and energy outside of combat, etc.. Also, the secret places contest winners will have their new items added, and if testing goes well with what I want to do with them, they'll be extremely cool. If testing doesn't go well, I'll just make some generic-*** ****, and then be like "Wut? Shut up."
Oh, and just wondering, has anyone found the hidden chest? If you had to fight your way through a veritable wall of lag to get to the chest, then you've definitely found it. Let me know if anyone has. I'm going to be updating the skin and name for it in 1.4 so players who do find it recognize the significance of the find, and don't report the good loot as a bug. (Note: this is not the chest found in the Temple of Eternal Love which gave legendary equipment in normal. That **** was a mistake, and has been corrected.)
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February 18th, 2010
I'm finally done with project of doom. I gotta spend a day and get my **** together, though, so I won't start work on 1.4 until day after tomorrow. Hopefully it will only take a few days, but gotta catch up on some loose threads.
Hope you've all been having fun with whatever you've been up to. I'd write more, but I have to clean this disgusting pig-pen. :O
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February 8th, 2010
The project I've been working on for my real world job is consuming all of my time. The deadline for it was the 1st, which got pushed back to the 3rd, and then the 8th, and now we're going to be turning it out unfinished, and then finish it over the next couple of days and send it out again. It turns out no matter how much my boss would like, I'm not a programmer, and no amount of coffee and googling is going to make me able to write VBA code for our database.
For those of you waiting for 1.4, obviously I have yet to start it. However, before you grumble, know that I am already being punished for this with 18-20 hour work days (no joke).
So, as bummed as you may be that 1.4 is being delayed again, take some comfort in knowing that, right now, I hate my life and want to die.
With manic, caffeinated, suicidal love,
Munder
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January 20th, 2010
I just realized I haven't yet discussed a single delay for patch 1.4. That's extremely out of character for me, so I'd like to go ahead and announce a delay now: patch 1.4 won't be out until early February. No reason--just don't want to be inconsistent.
In all honesty, I've been buried under a hideously large project since I returned home from Christmas break, and one that's not finishing as quickly as I wanted. I wanted to have 1.4 out by now, but haven't even been able to start on it. So, don't expect it before early February. This project's terminus is January 30th, so worst-case scenario, I can start work on 1.4 then.
Delayomancer casts level 8 setback.
Hits mod for 20 days of damage.
Mod is stunned.
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December 19th, 2009
Patch 1.3 out.
http://www.moddb.com/mods/underlord/downloads
Changelog:
- Players start with 2000 gold (to help new players get out of Helos without making as many loot runs for potions).
- UI text changes now working (class names, race names, damage type display changes)
- Sileni Butcher gear no longer says "Brute's" gear (they now drop "Butcher's Smock" and MI "Butcher's Plate).
- Templar's set now renamed to Overseer's.
- Anapaest and other gigantes are now correctly classed as "Gigantes"
- Skill and mastery bonuses on new set items fixed (including Horns of Vorenus, Vestments of the Seer, etc..)
- Legendary Reaver's wands and MI wands now drop in Epic and Legendary (were dropping normal ones in all 3 difficulties)
- Animations fixed when players dual-wielding wands.
- Tortured Soul charm description changed to indicate amulet-only restriction.
- OA/DA math fixed (thanks to Galefury). DA now reduces more melee damage, and chance to critical hit greatly reduced, but critical hits land for much higher damage (net damage greater than vanilla math)
- Cleave description changed for clarity.
- Epic and Legendary quilvines no longer have 100% chance to sleep target (oops :O)
Also, missing from release notes:
Recipes now take higher-quality relics and charms. Meaning, if a recipe calls for an Epic relic, you may substitute a Legendary-difficulty version of that relic, but not a Normal-difficulty version.
All map-related bugfixes will be included in the large 1.4 content patch out in January.
LET THE EVIL CONTINUE!!!
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December 16th, 2009
I'm back.
Yes, it's true.
And why am I back? Did I manage to be the bigger person and swallow my pride? Did TQNet finally change their over-restrictive ways? Did I find peace within myself? Did I overcome a life-threatening situation and gain perspective over the trivialities of internet forums?
No to all!
I am the same, petty, easy-to-irritate jackass I've always been. But, something's different now...and it's my name. It's now purple. Yes, Yerky lured me back with a purple name. And it's a pretty dirty trick, since he's aware of my pathological fixation with the color purple.
And now that I'm back, I'm going to do what I always used to do, which is announce a delay:
Bugfix Patch 1.13 was supposed to be out today (actually last Sunday), but is delayed until tomorrow or the next day.
I'd also like to announce that while a French translation has been done of the mod (thanks to Numberouane), I've managed to delay that until January's big 1.14 patch. This will also include the German text (done by Kaets and available on the German forums now), and the potential Spanish version (since Gigatron just resurfaced and volunteered to translate the mod again).
Those who are playing the game now know that there's a few problems with the text, and I want to make sure our system for implementing the text changes is going to work comfortably first. So, while 1.13 should have working text in English (class names, damage types, monster races, etc..), other languages won't be available through the ModDB page until later.
I was going to offer an explanation for the delays, but unfortunately the explanation isn't quite ready yet, so I'll hopefully have that to you in the next few days.
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November 3rd, 2009
Moddb page up: http://www.moddb.com/mods/underlord
News and release info will be posted there. If you need to contact me for something, send me an email at munderbunny@gmail.com. If I don't respond, please don't bother my friends with questions for me. I will do my best to make more and more info available on the moddb page, perhaps in the features section (as I become more familiar with it).
Hastita
August 28th, 2009
Dear People Waiting for the Occult Mod,
I've been waiting to make an update until I have Yerky's maps in my hand; my poor ability to estimate is only multiplied by Yerky's, so I haven't wanted to make any joint predictions. However, once I do have them, it's much easier for me to guess when the mod will be done. He's very close to being done according to him.
However, I will not be updating here anymore. These forums--although wonderful and fun--are a bit too delicate for me, and frankly, I'm getting older or something, because I just don't have same energy to fight the power or whatever. It's exhausting walking on eggshells, and constantly arguing about whether or not I'm being too harsh or too silly (that's a new one for me). You know, it's the difference between that party with your friends, and the exhausting trial of the party with your gf's friends.
And, since Yerky's my friend and the admin here, it's sort of unfair to put him in that position, lol, talk about awkward. 'Cause, I mean, you know, lol, having me as a friend and having to be diplomatic here has got to be a nightmare.
So, although work on Occult and Uber 1.1 will go forward, I'm going to be updating somewhere else in the near future. Just like Google for it in a week or something.
Until then, a micro-update: because I've had so much extra time with the delays with Yerky's maps, I've gotten a little carried away, and added a few more things--some rare MI drops and stuff, as well as a new monster type to the blood cave. The total new affix count is 30 rare affixes (I said 24 before, but it was wrong). The down side, is that the latest community patch 1.17a doesn't protect against all the items in the Occult Mod, so I'll release the final version of Occult as 1.0a or something so that people have some indication that the custom-game support in the patch doesn't cover everything. Also, I finished most of the writing today. So, other than dicking around with the new boss, the mod is pretty much done. I'll get Yerky's maps very shortly, then it should only be like 2-3 days to get the final version out for testing, minus a day to set up some place to put news up about it.
A big thanks to everyone on these forums who've taken the time to playtest the mod and argue for the things they love, and against the things they hate.
August 12th, 2009
Got word from the Yerkinator; RL business has kept him behind on finishing up the maps. I tried to pack up just the blood cave as a stand-alone mod, so I could at least send that off to the testers (as that's the part that really needs testing), but I ended up with more work work. I'll reassess and update again on the 20th or 21st. For now, the mod is on hold.
August 11th, 2009
I haven't heard back from Yerky in a few days, so I'm not sure what's what with the maps. Needless to say at this point, as I'm leaving on the 13th, it's unrealistic that magic will happen today and I'll get the maps, be able to incorporate them, do brief test, build mod, transfer all 500mb to Yerky, have him make the first installer, etc., etc..
This means not even being able to get a test version to testers before I leave day after tomorrow, so it'll have to wait until I get back. Sorry dudes and dudettes.
August 7th, 2009
The Occult mod is very near completion. Yerky's had RL stuff going on, but is going to do his best to get the maps to me by the 10th, then I'm going to do my best to get the test version off to the testers before I leave on the 13th for my sister's wedding. I was hoping to get the full release out before my trip, so I could just relax, but c'est la vie. Besides, I have so much work-work piled up in my lap right now, I'll likely be working on the trip anyway. :/
So, depending on how the testing goes between the 13th and the 19th, the final version shouldn't be long afterwards. With my near-psychic-like powers of prediction, I'm going to guess that it'll only take a couple days to make whatever necessary fixes, and rebuild and release. I'm going to guess August 21st. Hey, that date sounds familiar:
It almost makes me want to delay, just in case he ends up being right! (BTW: does anyone else think Neph needs to ease up on the porn?)Originally Posted by Nephlyte
August 4th, 2009
Yerky gave me a great solution to my lighting problem with the Blood Cave that I was able to implement in 1 day (instead of 3-4). Since then, I've managed to finish the blood cave, and even fix some annoying issues, like sticky bridges that you sometimes could not get off of. :O I actually finished the blood cave yesterday, but wasn't going to update until I imported it into the main campaign and had it working without problem; even though I made sure to test the import function to make sure it worked and got everything properly before I moved development of the bloodcave into it's own mod (for build-time reasons), a part of me is still worried there's going to be some huge problem. But, I'll throw myself off that bridge when I come to it.
I'm now back onto the short list of items to address with the non-bloodcave stuff. So, I'm back to only seeing a few days left to being done, then we're going to do the big import, then prep the game patch, make installer, etc.. So, lots of little and boring stuff to do, but shouldn't be much longer now. And if you're worried that I'm forgetting about it, don't; every day, I get an IMs from a friend along the lines of:
"So, the mod ready to go?"
"Still? Dude, it's been like 9 months since you said it was going to be done in a day."
"Are we playing tonight?"
"So, the mod's like done, right? I'm going to reinstall."
"Ok, I reinstalled and updated to 1.17, where's the mod?"
"Is the mod ready to rock?"
"So, you're done with the mod now, right?"
July 30th, 2009
So, ridiculously large setback today--big enough that I'm tempted to scrap the blood cave. Basically, painting light layers in the grid tool is annoying because for most of my grids, the layer is painting beneath the tiles, which means I can't see if I'm missing any spots. Well, running through the map, I have spots where it suddenly goes full daylight. So, I reasonably figure they're just missed spots, and I'll paint them later. Except, lol, today as I'm taking care of that, I discover I can't paint them at all. Turns out resizing a grid at all doesn't make it appear that you can't paint in places, but really makes it so you can't paint in places. So, a good half of the blood cave grids would have to be remade from scratch. I mean, it would go faster than when I first made them, but man...just...Jesus. I'm not sure yet if I'm going to ditch the blood cave. Yerky's still working on his maps, and it depends on how quickly he'll be done. If he'll be done by tomorrow or the next day, I might ditch the blood cave. We'll see.
July 28th, 2009
Yerky is hard at work finishing up his maps, and I've been plugging through this last 2% of the mod which feels like forever now; it's disturbing how such small issues can eat up so much time to fix. Also, there was a bit of a set back with some skills and animations with the new boss, so I'm going to hunt down a more reasonable mesh to use. I expect at least a few more days to push through this crap. And, it seems every time I run through the blood cave for balance testing, I find some other minor problem that needs addressing. Oh, and about the blood cave, lol, so, if you've always wondered if you were ready to tackle Uber, just go from the beginning to the end of the blood cave. If you can do that, you are ready; it is a hilariously challenging gauntlet, insanely long, and has zero health fountains--though I'm considering one at a particular halfway, but don't get your hopes up, 'cause it's something I've wanted to do for a long time; the Uber beta had all health fountains removed from areas leading up to bosses, and the only reason I put them back in was because at the time I couldn't disable the Typhon fountain without removing all the rebirth fountains from Elysium, and that part of the game was just too long and boring to have to run through more than once.Oh, and a little blood-cave related spoiler:
Remember this advice for when and if you find the blood cave: if you run across more than one Seductress at a time, and you can't quickly take one out, run like a motherfucker. I balanced the Seductress stand-alone, but when more than one get together, they can drive up their synergy chain almost instantly, and create what I'll call a lag-filled blood vortex of death. It was on my list of things to fix, but, frankly, it's just too ******* evil to take away, so I'm leaving it. I'm not sure how I'll deal with it in Uber, but likely I'll have to limit her spawning.
July 23th, 2009
Ok, I have enough testers now. Thank you all for your interest. Hopefully these dudes will help speed the mod into your lap. And to those of you who say you don't care about bugs and just want to see the mod done, might I remind you of the beta 1 bug where male players couldn't respawn?
Never forget.
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