Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

Paths
 This topic has been pinned, so it's probably important
Noah  [developer] 8 Sep, 2016 @ 12:49am
Bugs
Troubleshooting:
Determine if the bug is isolated to Paths mod.
1) Check default un-modded Titan Quest for the bug. If it happens there, try reinstalling Titan Quest. (Not a Paths bug).
2) Check a different Titan Quest mod, such as Masteries mod. If it happens there too, I likely can't fix the issue. Reinstalling Titan Quest may help. (Not a Paths bug).

Possible fix for multiplayer issues:
"One person opens the server and the other one has to choose the SAME Mod at Singleplayer (simply click it), then try Joining Multiplayer."


Known Issues:
-Demonic Bodyguards and Skeleton Warriors are glitchy in multiplayer. They're functional, but will drop phantom equipment, appear without equipment, or animations glitch out. All issues are cosmetic. It's just the way TQ handles pets with equipment, sadly.
Last edited by Noah; 20 Nov, 2016 @ 3:59am
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Showing 1-15 of 109 comments
Like Water 9 Sep, 2016 @ 9:53pm 
epic and legendary difficult seems to be broken. correct lvl but hp as on normal or maybe lower... plz fix - greets Like
flbiv 10 Sep, 2016 @ 1:08am 
I'm not sure if its a bug, but I just recently got the psychic ward skill from the Way of the Mind Path. While I understand the ward starts out small and will probably increase in size with more levels in the skill, the placement is a bit shoddy. By that, I mean that when I activate the skill the ward is place randomly near me. I'd figure that the ward would be placed where my cursor is located, or perhaps even where my guy is standing. Instead it appears off to the side in one direction or the next. I really hope that this is merely a small bug that can be fixed, as trying to specifically place a ward to block/zap a group becomes a hassle with the random placement.

Also is there anyway to hotkey the defuse for the psychic ward? It seems convoluted to do the right click and dismiss in the middle of a massive fight, and I can't use the skill button I have for psychic ward to defuse since its on cooldown. When I first read the skill I thought you could place it, then pop it with the same button, then press again to place the next one when the cooldown allows. Instead i have to wait for the cooldown before I can defuse and it spawns another in the same action (at a random placement as well, see problem above).

Sorry if I'm griping over nothing, and I really love this mod overall. I just was wondering if this skill could be fixed a bit or if I should refund those skill points.
Noah  [developer] 10 Sep, 2016 @ 1:08am 
@Like Water: Awesome, thanks. Found the cause of it. Will update soon

EDIT: Actually that didn't work. Still trying to find the cause of this.
Last edited by Noah; 10 Sep, 2016 @ 2:54am
Noah  [developer] 10 Sep, 2016 @ 1:19am 
@flbiv: Yeah that's working as intended. If you could drop the ward where you aimed and pop it instantly, that's just a normal exploding projectile and I'd have to nerf the stats hard (plus it'd be boring). And the cooldown is in place so you can't just spam the button for constant explosions.

It takes some concentration to try and position and time your wards in combat. For example you can drop a ward down, then lure monsters into it, drop another ward to detonate the first then quickly dismiss the new ward for a double explosion. The constant health shredding can be strong too if you position a tough mob onto it while you fight them, then kaboom for the finale.

tldr: It's convoluted on purpose. Path of the Mind.
Noah  [developer] 10 Sep, 2016 @ 3:51pm 
Ok I patched with fix for Epic/Legendary.
Morgaelin 11 Sep, 2016 @ 12:37am 
I think the skeleton summons are broken since the latest patch. They do almost no damage and in the skill description the damage description is missing.
Noah  [developer] 11 Sep, 2016 @ 1:28am 
Arrrhhhhggg. Ok thanks, I'll get on it. Sounds like their attack skill lost its template.
Noah  [developer] 11 Sep, 2016 @ 1:45am 
Okay, got it. That was indeed what happened. Patched
Karina 11 Sep, 2016 @ 2:08am 
Short monsters (turtles, eyrinomes) are completly immune to Dark Sphere.
Noah  [developer] 11 Sep, 2016 @ 2:11am 
Unfortunately just not a fixable issue afaik. it almost made me scrap dark sphere entirely, but it's such a fun skill...
Karina 11 Sep, 2016 @ 2:16am 
Yes it is. Feels like magical bowling ball. Very hard to hit slim monsters though.
Karina 11 Sep, 2016 @ 6:06am 
Just loaded my character. For some reason Dark Sphere shrinked in size- from giant ball of doom to tiny black dot. Is this actual radius of Dark Sphere? Explains why it misses a lot.

http://images.akamai.steamusercontent.com/ugc/251462403314412134/AFAC9E81F5D0441185B62B3718F2EDD7CA24698E/
Last edited by Karina; 11 Sep, 2016 @ 6:07am
Falthos 11 Sep, 2016 @ 6:23am 
The Haglaz Rune for Beserker seems to have either a hit registration or pathing issue (can't tell since you only see animation when it hits). Demons and arachnids are easy to test with. You will never hit a demon and arachnids can only be hit when point blank.
Karina 11 Sep, 2016 @ 7:07am 
Tartarus Bolt doesnt set targets on fire.
Noah  [developer] 11 Sep, 2016 @ 3:47pm 
@King: Woops! I was testing something to see if I could get it to hit turtles, but never got it to work. @Tartarus Bolt: Not sure on this one, works for me.

@Falthos: Ah ha! Ty. It actually had the same issue as Dark Sphere, the "terrain following" template just can't hit short things. I changed both Dark Sphere and Haglaz Rune to be a regular projectile. This means they'll now hit shorter enemies, but won't be as good at following slopes/hills, and Dark Sphere won't continue through enemies as perfectly, but I think it's a fair trade.
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