Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Soulvizier AERA => Topic started by: soa on 12 March 2018, 20:25:41

Title: Soulvizier AERA - General discussion
Post by: soa on 12 March 2018, 20:25:41
MAIN PRESENTATION TOPIC IS HERE :
https://titanquestfans.net/index.php?topic=1201.0

19 April 2020
This is the general discussion topic for the Soulvizier: AERA mod.
You can discuss anything related to the mod for the Anniversary Edition here (for the TQ:IT version, there is another section on the forum).

This topic starts with all the past discussions about the making of the mod (there was an old topic in the "New Projects" section. It has been split so that I can gain ownership of this topic).





12 March 2018 :

I started the project of porting SV to the Anniversary Edition a few weeks ago, but never announced it.
So far, I only ported :
- Masteries (new skills of SV) and expanded Runes with two pets and 1 unused skill the devs left (Earthbind). Made small tweaks to skills in the 9 first masteries (unfinished skills from Soulvizier mod ; some skills reverted to their SV0.96 version)
- Creatures, FX and items from SV
- Some gameplay elements such as XP curve (needs testing because AER changes the progression), life/mana regen depending on your life/mana total, several gameplay equations tweaked, general difficulty increased (more monsters, approx x3 except bosses, more heroes encounters, general stat boost for all monsters)
- Tweaked class names

Things that are needed are :
Items
- Adapting items (SV and Ragnarok) to the new skills of SV and Ragnarok - for now, i'm looking into relics - for some of them, the Ragnarok version is better, for others, I prefer SV version
There were tons of new items and several new item types in SV. SV_AER should include :
   *Unique Souls for most heroes and monsters, 1 version per difficulty level ; they use a ring slot
   *New charms & relics including elite charms
   *Wands from SV =>1H ranged ; 1H orbs from SV => can now receive relics (either in R or L Hand)
   *New 1h ranged items (throwing weapons)
   *Mythic formulas and items (above legendary)
   *Vitality staves
   *Mercenary contracts

- Some item features such as penetration (pierce ratio) for axes and life/mana regen for rings
- Item formulas (create equipment with a new feature from SV, forging formulas) + adding some for act V

Creatures
- Creating new heroes/elites monsters for act V
- Adjusting the difficulty level of act V bosses ? They are far too easy. That being said, SV adds a general buff to all monsters, so testing is needed


Graphical
- UI mod : bringing back UI from Underlord mod should be appropriate, but it needs to be adapted to the AE changes (life/mana bar...)
- Blood & Gore (Death Effects 1.6 Mod) or an equivalent should be in the mod, in my opinion - haven't tested this mod
- Main menu should be reverted to SV, or IT or AE, Ragnarok one is pretty bad
- Camera Mod : camera rotate + proxies are hidden from view - I know these features at least are possible
- Most boss fights should have a barrier that closes behind the player when fighting (Typhon, Nessus...) - remove the Benny Hill feeling

Gameplay
- Some items should give increased Weapon mastery (increased damage and attack speed when you use these weapons)
- Potion cost and cooldown should be greatly increased
- Incorporate Caravan XL + Inventory XL mod
- New affixes
- The forge in act V should be used an infinite amount of times, for Epic or Legendary items, and require a lot of gold and special relics.

Map
For now, as map mods are very time consuming to make, I think map modifications should be limited to :
- adding merchants - New merchant type "Alchemist" - sells artifact formulas - these should no longer drop
- changing proxies if needed
Maybe when the mod is up and running, maps mods would be a good idea ("elite" maps at the end of Legendary)

Things that in my opinion should not be ported in this version of Soulvizier, or maybe optional. In any case, I won't work on these.
- Enchantable Epic and Legendary items (too much imbalance)
- Blood Cave, Secret Passage, secret vendors (they don't fit the original game atmosphere)
- Quest in Blood Cave
- Diablo 3 UI (not fit for this game)
- Infinite level (imbalance ; lvl 90 or so should be new maximum)
- Resistances penalties (or maybe not as much as before ; coherent with blue/purple not enchantable)
- Materials => no longer dropped or sold (inventory cluttering ; they are only needed in formulas ; should be replaced in formulas by charms or relics that were previously never used as ingredients)


blue : my personal suggestions
maroon : existing mods that should be part of the mix (my opinion)
green : existing features of SV that need to be expanded in act V
The rest in black is as in Soulvizier (last version 0.98i).
Title: Re: Soulvizier AERA
Post by: nargil66 on 13 March 2018, 00:36:58
Nice list. I agree on the things you suggest not to be imported. Btw, are you planning to port as a hard mod or soft one?
For start I can help on most of the graphical section and importing caravan, except the barrier idea maybe.
One more point for the list - adapting poison and bleeding damage duration for Ragnarok.
Title: Re: Soulvizier AERA
Post by: botebote77 on 13 March 2018, 02:52:20
i agree with most.. but repeatable legendary craftsmanship? how about only once but the attribute values don't change and you get to choose the bonus? (if that's possible)

i actually like the personalize quest reward from diablo 2.. can that be tied to the legendary craftsmanship quest? (again if that's possible)

i remember one issue on soulvizier was that nobody wanted to use rings anymore because souls were so much better.. that didn't come from me but i agree and was told amgoz agreed also but i think it was around the time amgoz stopped working on SV

i was sent before a list of balance suggestions for SV (done by loose friends of amgoz).. but maybe it's too much work.. gathering people to help is the first step.. i don't know anything about modding :(

those are up to you guys.. you can ignore everything i said :) i don't play much anymore.. i spend more time on forum than actually playing

edit: @nargil66 i just read that suggestions on improving TQ post of yours.. god, i like that character customization and caravan storage pages suggestions
Title: Re: Soulvizier AERA
Post by: Cygi on 13 March 2018, 08:02:14
- Blood Cave, Secret Passage, secret vendors (they don't fit the original game atmosphere)

Please leave them alone.
Title: Re: Soulvizier AERA
Post by: botebote77 on 13 March 2018, 10:17:25
if they leave them alone, they won't get included in the new SV

from what little i know, they have to port the maps to AE/R for it to be included

stupid me.. i know what you mean.. but maps i think are too much work.. not that I'm saying it's not worth it.. i can't really say because i never completed either of the secret maps.. blood cave, there was a point where my pc would lag too much i had no choice but to force close the game.. secret secret passage, the game would outright crash to desktop.. no error message.. if this project ever finishes and if the secret maps get included, i hope my poor 4gb ram can handle it :(
Title: Re: Soulvizier AERA
Post by: mvlad954 on 13 March 2018, 18:59:28
Wait,wait,wait!Hold up a minute!Is it even possible to port such a complex mod like Soulvizier to TQ Ragnarok?I mean,Im just asking.Im not really an expert modder.
Title: Re: Soulvizier AERA
Post by: SziserTrue on 13 March 2018, 20:05:00
Hi all,
Actually, I already started a project like this a few weeks ago, but never announced it.
So far, I only ported :
- Masteries (new skills of SV) and expanded Runes with two pets and 1 unused skill the devs left (Earthbind). Made small tweaks to skills in the 9 first masteries (unfinished skills from Soulvizier mod ; some skills reverted to their SV0.96 version)
- Creatures, FX and items from SV
- Some gameplay elements such as XP curve (needs testing because AER changes the progression), life/mana regen depending on your life/mana total, several gameplay equations tweaked, general difficulty increased (more monsters, approx x3 except bosses, more heroes encounters, general stat boost for all monsters)
- Tweaked class names

Things that are needed are :
Items
- Adapting items (SV and Ragnarok) to the new skills of SV and Ragnarok - for now, i'm looking into relics - for some of them, the Ragnarok version is better, for others, I prefer SV version
There were tons of new items and several new item types in SV. SV_AER should include :
   *Unique Souls for most heroes and monsters, 1 version per difficulty level ; they use a ring slot
   *New charms & relics including elite charms
   *Wands from SV =>1H ranged ; 1H orbs from SV => can now receive relics (either in R or L Hand)
   *New 1h ranged items (throwing weapons)
   *Mythic formulas and items (above legendary)
   *Vitality staves
   *Mercenary contracts

- Some item features such as penetration (pierce ratio) for axes and life/mana regen for rings
- Item formulas (create equipment with a new feature from SV, forging formulas) + adding some for act V

Creatures
- Creating new heroes/elites monsters for act V
- Adjusting the difficulty level of act V bosses ? They are far too easy. That being said, SV adds a general buff to all monsters, so testing is needed


Graphical
- UI mod : bringing back UI from Underlord mod should be appropriate, but it needs to be adapted to the AE changes (life/mana bar...)
- Blood & Gore (Death Effects 1.6 Mod) or an equivalent should be in the mod, in my opinion - haven't tested this mod
- Main menu should be reverted to SV, or IT or AE, Ragnarok one is pretty bad
- Camera Mod : camera rotate + proxies are hidden from view - I know these features at least are possible
- Most boss fights should have a barrier that closes behind the player when fighting (Typhon, Nessus...) - remove the Benny Hill feeling

Gameplay
- Some items should give increased Weapon mastery (increased damage and attack speed when you use these weapons)
- Potion cost and cooldown should be greatly increased
- Incorporate Caravan XL + Inventory XL mod
- New affixes
- The forge in act V should be used an infinite amount of times, for Epic or Legendary items, and require a lot of gold and special relics.

Map
For now, as map mods are very time consuming to make, I think map modifications should be limited to :
- adding merchants - New merchant type "Alchemist" - sells artifact formulas - these should no longer drop
- changing proxies if needed
Maybe when the mod is up and running, maps mods would be a good idea ("elite" maps at the end of Legendary)

Things that in my opinion should not be ported in this version of Soulvizier, or maybe optional. In any case, I won't work on these.
- Enchantable Epic and Legendary items (too much imbalance)
- Blood Cave, Secret Passage, secret vendors (they don't fit the original game atmosphere)
- Quest in Blood Cave
- Diablo 3 UI (not fit for this game)
- Infinite level (imbalance ; lvl 90 or so should be new maximum)
- Resistances penalties (or maybe not as much as before ; coherent with blue/purple not enchantable)
- Materials => no longer dropped or sold (inventory cluttering ; they are only needed in formulas ; should be replaced in formulas by charms or relics that were previously never used as ingredients)


blue : my personal suggestions
maroon : existing mods that should be part of the mix (my opinion)
green : existing features of SV that need to be expanded in act V
The rest in black is as in Soulvizier (last version 0.98i).

Great ! Just pm me if I can help somehow ,but there are some things that I don't agree or want to request:
- Enchantable Epic and Legendary items -let it please
- Infinite level -let it please
- Resistances penalties -let it please
- Blood Cave, Secret Passage, secret vendors -let it please
- Quest in Blood Cave - let it please
^^^^Those are things I loved in SV
-Additional skills (SV style) for new Ragnarok mastery
- Main menu - it's better to add additional option in main menu instead of deleting - I love new MM.
And one more thing ,I think we can look for some diferences beetwen classic TQ,AE and AER and find out how additional mastery was added ,maybe adding rouge or even more next to Oculltist (Eat cake and have cake) - TQ with 15 masteries ? 15 ,balanced and working together masteries which fits game well - that would be insane (f.e. something connected with ocean or sea) ,maybe Atlantis or included additional City in Egypt (there was such mod for TQ AE - we can ask). We can extend the content of the mod and TQ AER :)
Title: Re: Soulvizier AERA
Post by: raz on 05 April 2018, 14:51:13
+1 vote for enchantable epic and legendary items
Title: Re: Soulvizier AERA
Post by: Gussl on 29 April 2018, 20:24:40
Hiho!

Absolutely stunning to hear that this mod's porting is being worked on. As it comes to the content, I share the opinion with the extra secret and hidden passage and vendors, that does not fit in the style of the game. However, this was never a problem since you could simply ignore it and play SV just up until legendary hades.

What made me play SV over the retail version of Immortal Throne for the last 10 years was the more distinct customization of your character, mainly achieved by the 40 points masteries but also with the enchantable rare and legendary item. That's the only point I disagree with in the list above. You mentioned that rings were not used anylonger from the moment on the overpowered souls were introduced. Well, same goes for the enchantable rares and legendaries. Whenever I find a blue or purple item in Ragnarök I feel pretty meh about it since I can hardly customise it any further. Imbalance is a flimsy point here. If the hero is growing too strong, the enemies are just too weak ;) Activate Xmax and you're in for a challenge :D.
Having this said I do also agree with the infinite uses of the act V forge cuz being honest, who does not make a backup of his savegames before using it just in case it get's fucked up.

This game and mod was always so much fun, but it never had the intention to become a competitive espots game, so my vote is for features over balancing (just think about the excitement of a triple mastery mod :))

Anyways, enough talking, just on last big shoutout to all the people who are tackling this issue! I wish you all the best and even more endurance on your task!

Regards,

someone who just registered here :)
Title: Re: Soulvizier AERA
Post by: mountainblade on 16 May 2018, 05:58:36
i share gussls excitement.
is this actively being worked on?
Title: Re: Soulvizier AERA
Post by: Lallushe on 30 August 2018, 02:27:50
Guys, I need to know if you are still working on the mod. I can inform people, if someone interested, to join the cause. Please reply
Title: Re: Soulvizier AERA
Post by: soa on 01 September 2018, 11:19:50
Well, to be honest, I've only been working on my own since march. I think for now, the mod should remain as a soft mod (maybe hard after), considering there might be new patches for the game.

Items
I'm currently unifying all items between Ragnarok and SV. Remember this is a long work but I don't think it's a good idea to have a lot of people working on it because you need consistency and balance. Weapons are almost done for 5 acts, armors and jewelry are done for 3 acts. Relics and charms are done, Artifacts and formula items not started (few changes on artifacts but formula items need an upgrade because of new act V).
Work on affixes table is done, however since bugs have been reported on the original game, a fix is needed (torso affixes on bracelets and so on).
After that a work on loottables will be needed.
Finally, a big question : what to do with souls ? Let them as rings ? But rings are quite useless then. Another proposal : make some of them become relics for rings. Balance things like this : 1 max soul as a ring, and 1 max soul as a relic (otherwise a major penalty is given to the player). What do you think ?

Creatures
Next i'll need to unify creatures between TQ AER and SV. SV creatures need an upgrade because of new act V. Plus many creatures drop souls.
A boost for existing boss & heroes in act V is planned too.

Graphical and UI :
Caravan XL, Blood & Gore, main menu reworked : nargil66, are you ok if your features or mods ports are used here, with proper credits of course ?

Work that some people (voluntaries needed) should do is to create new content for act V :
- heroes and a few bosses, with souls
- elite green monsters (variations of existing ones)
- new items (new MI for these elite monsters, formula items, or other items like blue/purple)
- new affixes
- new charms & relics including elite ones

Submit ideas first, then we'll see.

Other things
- Other things include fixes for the original game (bugs or broken items left by Nordic Games, like correcting things listed here (https://titanquestfans.net/index.php?topic=547.0) or here (https://steamcommunity.com/app/475150/discussions/0/1733210552693906770/))
- I already said I wouldn't work on Blood Cave or additional maps from Underlord/SV (actually, I would need to bring them back; it's not that I don't want to leave them alone, because they don't exist in the main game, and I don't think it's as simple as a copy/paste to bring it back).
- Same goes for allowing blue/purples to have relics, it's an horrible idea and complete unbalance (works in Grim Dawn 'cause it was planned at the beginning of the development). The game is fine and "balanced" with 1/ rare and difficult to get green items, but these can have personalization with affixes or relics and are the most powerful; 2/ blue/purple that are easier to get (not one particular item, but one powerful enough to increase your power), but not upgradable. The game needs a complete rework on item requirements in general though (the most powerful items can be worn too soon).
- I have an idea but I don't know if it is doable in a reasonable amount of time : trade ingame. Like every item in the game (MIs, blue and purple) could be forged with formulas. The ingredients would be orbs that you get by "recycling" your unwanted MIs, blue and purple items. The idea would be that staves give an orb of a certain type, that in turn is needed to craft melee weapons (for instance). This way, the poor RNG system could be fooled (you know, when you're a physical warrior and you get mage items, or bow user and only get axes or maces). Of course, this would require a considerable amount of work to create formulas and balance, as orbs would need a power (u can't trade a lvl 7 sword for a lvl 58 staff).

Finally here are a few screens of Runes mastery.
https://imgur.com/a/fYop4xw
(https://i.imgur.com/HVTRjeF.jpg?1)
There are two new pets (I still need to know how pets can heal each other, the Runic Guardian heals me but not his Runic Warrior mate). No more Menhir Wall, but Runic Guardian can cast it instead.
Rune of Life is tweaked with no duration but active mana cost. It's an aura with almost no radius until lvl 6, after that it grows up to 18m (like Heart of the Oak)
Restored an unused skill in the mastery (used on a staff in the game) called "Earthbind". Runic Guardian can use it with an upgrade.
Frightening Power (will be changed to Dazzling Power) won't do fear any more but fumble and impaired aim.
Maybe I should tweak Mines, but I don't know how. Ideas welcomed.
Title: Re: Soulvizier AERA
Post by: WNG on 01 September 2018, 12:42:32
Looks very promising.

I would volunteer to make new heroes with spells and stuff, you would have to tell me what are your criterias.

Also, I had made ~100 new affixes for my previous mod, they were made for a Legendary level, but making a Normal/Epic version is not a problem.
Title: Re: Soulvizier AERA
Post by: nargil66 on 01 September 2018, 14:26:34
Yes! Thank you for continuing on this. And ofcourse you can use my stuff, the cause is great and is totally worth it! I'll make a new menu screen especially for Soulvizier :)
Only one suggestion - don't use the gray interface from Underlord. Vanilla UI is fitting the game world better imo.
About new heroes - I can help with skins for sure, if you need the whole package (skills, souls, etc.) I'll try, only don't know how good I am in balancing.
You can find the source files for Enhanced Gameplay here:

https://mega.nz/#!2rAC2ahL!hsnMW23mjIpakChonE2fKIL5XXLcyMT8rqEa7fxrAqM
Title: Re: Soulvizier AERA
Post by: soa on 01 September 2018, 16:06:14
Criterias for heroes would be to stay in the same spirit as Soulvizier :

- Context : random heroes/bosses encounters (like 95% heroes/5% bosses). Here by "heroes" I mean heroes or bosses, and by "bosses" I mean randomly encountered ones (they're basically uber-heroes).

- Strong heroes that can prove to be difficult to kill.
For bosses, you might just not be able to take them down and need to gear up and come back a few levels after (but they appear randomly so you mustn't quit to do that).
For heroes, you should be able to kill them, but not without putting an actual fight. In most of the original game, you kill heroes in a few hits or you don't even realize they are heroes. I remember a troglodyte hero in Soulvizier A4 with some sort of Spellbreaker spell, the fight lasted like 5 minutes. He was very resistant, not that dangerous but you couldn't kill him like that.
   -> meaning good overall stats and resistances
   -> some have defensive spells (like a buff, or heal ; spells that make the player miss his attacks)
   -> some are summoners with many summons
   -> some have spells that break the fight, while the hero regens (temporary invulnerability, Spellbreaker, teleportation, etc.)

- Heroes can kill you on their own. Random bosses might one shot weak characters.
   -> meaning they get strong offensive spells and skills. The player has to pay attention to heroes, they are not mere yellow champions with just +20% damage. They say attack is the best defense, so increasing heroes' power will result in them lasting longer
   -> some have resistance reduction, or armor reduction
   -> some get skills that cripple the player : slow of course, stun, entrapment, but also rarer things like sleep, petrify, freeze, convert the player pets... So resistances against that will prove more useful.

- Heroes must have souls, at least for new heroes. Existing ones should have too, for the most part. There were 516 souls (for each difficulty level !) in SV...
A possibility is to upgrade and reinforce existing act V heroes instead or before making new ones.
- Heroes can get MI stuff if you feel to, it may be new MI gear meant to be shared with elite monsters. I'm not a fan of hero-exclusive stuff (except souls), like Anaplekte stuff, because while the armor looks very good and all, it is too difficult to get (only one source of drop + you need to get good affixes...)
- Graphically, you may try to give heroes unique textures, surrounding auras, FX on their weapons and such to make them more appealing.
- All parts of act V should be covered, with most types of monsters (humans, ichtians, undead, dvergrs, elves, etc.)
- Some heroes are meant to work in pairs, or sometimes heroes spawn together in the same pool. You may have one warrior and one healer, or one fire based hero accompanied by a cold based one, etc...

Remember however that there are differences in SV, and if you forget/don't know them, things may become over the top.
Heroes should be good but not overly strong at first glance because :
- in SV, Health gives +% Health Regen (+0,5% per HP). Makes it hard/impossible to drop heroes with a lot of health, so don't push it too much (good health but not extra strong. If you put 100,000 HP, it means +500 Hregen. For instance during a Grey Sisters fight, the last one standing gets massive abs damage, resistances and has lots of hp, resulting in an almost impossible fight. That example in SV0.98i will need some balance)
- heroes with their souls (if it's a ring) are stronger because they wear it
- all monsters get a global boost in SV (monstergamebalanceattributes.dbr) : stats, speed, damage, resistances. So monsters may be good but not that impressive.
- be careful with summons, I think they need a limitation in number or lifetime. In SV0.98i, you had one hero in China who could summon lots of monsters (spirit boars and such), but I don't think they had a fixed lifetime or number limit, resulting in swarming the player unendlessly if you couldn't kill the hero in 10 sec. I'm not sure it was intended, anyway even if the limit is high (like 12 summons with no time limit, or 30-second lifetime with no number limit and 2s recharge), there has to be one.

You should get the original SV mod and check SV heroes and souls to get an idea and be on par with them.
Here is for reference the list of existing souls, and what they do (its just an extract from the database without formatting). Plus the DB and Resources from SV. I don't have the source files.
https://mega.nz/#!574GwCaR!2OIQxqTp6yztjyAc-EKHonimjsvwWJt9Gzn9bhF_jJU
https://mega.nz/#!0j5W2IwT!fkCs_Sc2d-WMb8YmtihYo4On95HxnK7J1oqZxrXZ2Is
https://mega.nz/#!gqgAFSIJ!RdDFK7Q-hEoVLcKrUMQbU4-WpaQ-ZhOeute5nTgyIJE


For affixes : OK, but i'd like to have a list of what they do if you have it. Or send me the files, I'll see what can be done (I don't know if too much affixes is a good thing actually, because the more you have the less chances you have to drop every single one of them)
Title: Re: Soulvizier AERA
Post by: soa on 01 September 2018, 16:14:49
Yes! Thank you for continuing on this. And ofcourse you can use my stuff, the cause is great and is totally worth it! I'll make a new menu screen especially for Soulvizier :)
Only one suggestion - don't use the gray interface from Underlord. Vanilla UI is fitting the game world better imo.
About new heroes - I can help with skins for sure, if you need the whole package (skills, souls, etc.) I'll try, only don't know how good I am in balancing.
You can find the source files for Enhanced Gameplay here:

https://mega.nz/#!2rAC2ahL!hsnMW23mjIpakChonE2fKIL5XXLcyMT8rqEa7fxrAqM

Thank you. I don't know if I must have a hard mod for a new main menu to work (or maybe it works if you load then reload a game ?)
For the interface : I wasn't planning on changing it actually. I put a dark gray background on mastery skill panels for one reason : some guy decided that when you have + skills, skill level should be written in light blue. It's unreadable. This is mainly for readability. But maybe small black windows around the level numbers could do the trick ? Or if you know how to change this light blue color ? Couldn't find any way in the database.
Title: Re: Soulvizier AERA
Post by: WNG on 01 September 2018, 19:29:37
Yes, I hadn't expected you to include all the 100 affixes at once. I made a Google Doc with the most interesting ones. It will be sent to you with the forum's PM feature. Hopefully some of these will reveal themselves useful for you. ^^

Also, I figured I lacked experience with SV so I'm probably not best suited for the hero-design part. I guess I could help doing custom effects with PSEditor, though.

Lastly, I just figured you were from France. We could comunicate together in french by now. :p
Title: Re: Soulvizier AERA
Post by: nargil66 on 03 September 2018, 11:01:15
About the new heroes - I did some reserarch on names for the different monsters in Ragnarok, if someone needs as reference. Here is the list:
 
1. Valkyrie Heroes

Eir the Merciful - Healing skills
Kára Stormblade - Storm + Rune
Skögul the Shaker - Some kind of ground-smash skill
Sigrún the Blademistress - Warfare + Rune
Hildr the Reviver - summon warrior spirits
Herja the Devastator
Gunnr, Battle Maiden - Warfare + Rune
Mist - Some kind of fog aura
Göndul Fatesealer - Spellcaster

2. Einhenjar Heroes

Arngrim the Berserker
Starkad the Jotunborn
Styrbjörn the Strong
Heimir, king of Hlymdalir
Helgi Hundingsbane
Hagbard the Sea-King
Hervör Ghostblade (Shield-maiden)
Heid (Shield-maiden)
Visna (Shield-maiden)
Veborg (Shield-maiden)

3. Alfar Heroes

Dain, King of Alfheim - Elf Uber Hero (If possible to make a male elf)

4. Dvergr Heroes

Modsognir, Dvergr Ancestor - Dwarf Uber Hero
Durin, Dvergr Ancestor - Dwarf Uber Hero
Lofar
Dvalin, Dvergr King
Andvari the Shapeshifter
Ivaldi the Craftsman

5. Siren Heroes

Aglaope
Leucosia
Ligeia
Molpe
Raidne
Parthenope

6. Seafolk Heroes

Glaucus
Thaumas
Eurybia (tritoness)

7. Kelpie Heroes

Fuath the Hateful
Aughisky
Cabyll-Ushtey

8. Nixie Heroes

Melusina
Pressyna
Talemaja
These are taken from real legends or are alternative names for the creature, as it is the case for kelpies.
Title: Re: Soulvizier AERA
Post by: soa on 03 September 2018, 21:22:54
Have you checked if they don't exist in the base game, because I have a x2tagHeroName69=Eir ~ Valkyrie Hero in the game, with a Regrowth skill.

Looks like your :
1. Valkyrie Heroes
Eir the Merciful - Healing skills

EDIT : I checked, it was the only one.

From x2monsters.txt :
   Line 173: x2tagHeroName01=Hjördrimul ~ Valkyrie Hero
   Line 174: x2tagHeroName02=Geirdriful ~ Valkyrie Hero
   Line 175: x2tagHeroName03=Sverrir the Spinning ~ Einherjar Hero
   Line 176: x2tagHeroName04=Isenhelm ~ Einherjar Hero
   Line 177: x2tagHeroName05=Aegon ~ Einherjar Hero
   Line 178: x2tagHeroName06=Ljotgard the Bright ~ Hero of Alfheim
   Line 179: x2tagHeroName07=Nostur the Dark ~ Black Elf Hero
   Line 180: x2tagHeroName08=Risnelhaz ~ Elk Lord Hero
   Line 181: x2tagHeroName09=The Mother ~ Bear Hero
   Line 182: x2tagHeroName10=Tooth Chewer ~ Wolverine Hero
   Line 183: x2tagHeroName11=Dawn Eater ~ Scorched Fiend Hero
   Line 184: x2tagHeroName12=Lugno, Disgraced Druid ~ Bandit Hero
   Line 185: x2tagHeroName13=Caen the Collector ~ Bandit Hero
   Line 186: x2tagHeroName14=Drulain the Crafty ~ Bandit Hero
   Line 187: x2tagHeroName15=Venompincer ~ Centipede Hero
   Line 188: x2tagHeroName16=Nithyr the Incantator ~ Cultist Hero
   Line 189: x2tagHeroName17=Krakonos ~ Cultist Hero
   Line 190: x2tagHeroName18=Bondar the Zealous ~ Cultist Hero
   Line 191: x2tagHeroName19=Grabak the Firstborn ~ Dragonspawn Hero
   Line 192: x2tagHeroName20=Lord Thurbald the Elder ~ Draug Hero
   Line 193: x2tagHeroName21=Blerg ~ Bloated Draug Hero
   Line 194: x2tagHeroName22=Geomancer Alviss ~ Dvergr Hero
   Line 195: x2tagHeroName23=Skirver ~ Dvergr Hero
   Line 196: x2tagHeroName24=Gandinn ~ Dvergr Hero
   Line 197: x2tagHeroName25=Narfi ~ Jotun Hero
   Line 198: x2tagHeroName26=Fornjot ~ Rimthurs Hero
   Line 199: x2tagHeroName27=Logi ~ Eldjotun Hero
   Line 200: x2tagHeroName28=Lord Hyrr ~ Eldjotun Hero
   Line 201: x2tagHeroName29=Brunia, the Blaze of Death ~ Infernal Hero
   Line 202: x2tagHeroName30=Noiryt ~ Imp Hero
   Line 203: x2tagHeroName31=Pesta the Vile ~ Rat Hero
   Line 204: x2tagHeroName32=Vali  ~ Ulfjotun Hero
   Line 205: x2tagHeroName33=Mánagarm ~ Ulfjotun Hero
   Line 206: x2tagHeroName34=Skalli  ~ Warg Hero
   Line 207: x2tagHeroName35=Hercynian Alpha ~ Wolf Hero
   Line 208: x2tagHeroName36=Hati the Spectre ~ Wolf Hero
   Line 209: x2tagHeroName37=Ytu the Kaleidoscope ~ Golem Hero
   Line 210: x2tagHeroName38=Adamas the Unbreakable ~ Golem Hero
   Line 211: x2tagHeroName39=Termerus ~ Bandit Hero
   Line 212: x2tagHeroName40=Sauros ~ Bandit Hero
   Line 213: x2tagHeroName41=Syleus ~ Bandit Hero
   Line 214: x2tagHeroName42=Thelxiepeia the Beautiful ~ Siren Hero
   Line 215: x2tagHeroName43=Peisithoe the Entangler ~ Siren Hero
   Line 216: x2tagHeroName44=Glublir  ~ Fjord Ichthian Hero
   Line 217: x2tagHeroName45=Slushwaddle ~ Fjord Ichthian Hero
   Line 218: x2tagHeroName46=Hyndla ~ Jarnvidja Heroine
   Line 219: x2tagHeroName47=Ingeborg the Merciless  ~ Raven Warrior Hero
   Line 220: x2tagHeroName48=Rungandr  ~ Seidmadr Hero
   Line 221: x2tagHeroName48=Novynn  ~ Raven Warrior Hero
   Line 222: x2tagHeroName49=Thoosa ~ Merfolk Hero
   Line 223: x2tagHeroName50=Triteia ~ Merfolk Hero
   Line 224: x2tagHeroName51=Nereus ~ Merfolk Hero
   Line 225: x2tagHeroName52=Aphros ~ Merfolk Hero
   Line 226: x2tagHeroName53=Palaemon ~ Merfolk Hero
   Line 227: x2tagHeroName54=Bythos ~ Merfolk Hero
   Line 228: x2tagHeroName55=Struana ~ Nixie Hero
   Line 229: x2tagHeroName56=Huldra ~ Nixie Hero
   Line 230: x2tagHeroName57=Ankou, the Fury of Nerthus ~ Revenant Hero
   Line 231: x2tagHeroName58=The Hydraweed ~ Spriggan Hero
   Line 232: x2tagHeroName59=Kloz Tree-Crack  ~ Troll Hero
   Line 233: x2tagHeroName60=Rumplestiltskin ~ Troll Hero
   Line 234: x2tagHeroName61=Sramm the Swift ~ Troll Hero
   Line 235: x2tagHeroName62=Chief Nunatak ~ Whitefur Yerren Hero
   Line 236: x2tagHeroName63=Jormun the Glacier ~ Whitefur Yerren Hero
   Line 237: x2tagHeroName64=Bub ~ Miner Hero
   Line 238: x2tagHeroName65=Lum ~ Miner Hero
   Line 239: x2tagHeroName66=The Evolved ~ Fungoid Hero
   Line 240: x2tagHeroName67=The Demolisher ~ Bloodbeast Hero
   Line 293: x2tagHeroName68=Trichophyton ~ Black Fungoid Hero
   Line 295: x2tagHeroName69=Eir ~ Valkyrie Hero
Title: Re: Soulvizier AERA
Post by: nargil66 on 03 September 2018, 22:13:59
I checked the same list, but it seem I've missed Eir.
Title: Re: Soulvizier AERA
Post by: soa on 08 September 2018, 10:41:52
Working on affixes, I'm getting rid of those useless OA affixes on ranged weapons.
Nordic Games has wiped out suffixes, but haven't touched prefixes, which makes no sense.
I prefer to create ranged versions of affixes instead of deleting them.

What do you think of these :

Treacherous prefix : replacing +40 OA (in original Soulvizier) by +8% Projectile Speed, and 25% chance of +15% Pierce Damage
Murderous prefix : replacing +60 OA (in original Soulvizier) by +12% Projectile Speed, and 25% chance of +20% Pierce Damage
Veteran prefix : replacing +19% Physical Damage, +15% OA by +22% Physical Damage, +15% Projectile Speed, and 25% chance of +40% Pierce Damage
Title: Re: Soulvizier AERA
Post by: nargil66 on 08 September 2018, 13:44:09
Finally, a big question : what to do with souls ? Let them as rings ? But rings are quite useless then. Another proposal : make some of them become relics for rings. Balance things like this : 1 max soul as a ring, and 1 max soul as a relic (otherwise a major penalty is given to the player). What do you think ?

Imo leave them as rings. If you split them on 2 types, you cant equip 2 souls of the same kind or the souls you really want. Buff blue/purple rings to compare with souls instead. For example, I remember I preferred using Magma Stone ring for an Earth char more than any low level soul.

About the ranged OA affixes, they look good to me.
Title: Re: Soulvizier AERA
Post by: soa on 08 September 2018, 15:31:58
Finally, a big question : what to do with souls ? Let them as rings ? But rings are quite useless then. Another proposal : make some of them become relics for rings. Balance things like this : 1 max soul as a ring, and 1 max soul as a relic (otherwise a major penalty is given to the player). What do you think ?

Imo leave them as rings. If you split them on 2 types, you cant equip 2 souls of the same kind or the souls you really want. Buff blue/purple rings to compare with souls instead. For example, I remember I preferred using Magma Stone ring for an Earth char more than any low level soul.

About the ranged OA affixes, they look good to me.

OK, another option would have been to create formulas to make any soul convertible to a relic for jewelry (1 max soul as ring, 1 max as relic). That way the player would have an incentive to use at least one ring other than a soul, and some relics for jewelry. But this would require quite some work.
For now, I think I'll stick to souls as rings only. Balance would be achieved like this :
- Yellow/green rings are buffed with a flat health/energy regen in SV0.98. Some new affixes make them more appealing + they get relics and charms
- Blue/purple need a buff for some of them, but still not enchantable
- I think souls still need to have a handicap, or have tiny bonuses if no handicap, and shouldn't be enchantable any more. But in the other hand the drop rate might be increased so that you can use those fit for your build.
Title: Re: Soulvizier AERA
Post by: soa on 12 September 2018, 17:53:49
Found out that throwing weapons have the same affix tables than axes, which seems pretty bad considering they don't need offensive ability.
I was thinking of giving them the affix tables of bows for a start. And maybe in the future, create their own tables.
Thoughts ?
Title: Re: Soulvizier AERA
Post by: nargil66 on 15 September 2018, 18:28:16
Yeah, I don't see a point in using axe affixes. Bow ones sonds good.

Some more names for Alfar heroes:

Quote
Velent the Artisan
Egil
Slagfidr
Olafr
Skuld Half-blood (the only female I found) - shes a half-elf witch in legends (seidrworker skills maybe?)

Since elves are only female in Ragnarok, maybe we need to invent some names. The question is, should they be more fantasy like (like in LotR) or just Nothern female names that sound good?
Another possibility is to try making male elves. Maybe a retextured male teen mesh can do the trick. I'm on a elf-related skinning spree right now anyway, will try :)
Title: Re: Soulvizier AERA
Post by: soa on 15 September 2018, 19:57:03
Yeah, I don't see a point in using axe affixes. Bow ones sonds good.

Some more names for Alfar heroes:

Quote
Velent the Artisan
Egil
Slagfidr
Olafr
Skuld Half-blood (the only female I found) - shes a half-elf witch in legends (seidrworker skills maybe?)

Since elves are only female in Ragnarok, maybe we need to invent some names. The question is, should they be more fantasy like (like in LotR) or just Nothern female names that sound good?
Another possibility is to try making male elves. Maybe a retextured male teen mesh can do the trick. I'm on a elf-related skinning spree right now anyway, will try :)

OK, I only have a little experience in retexturing but I never made new meshes or modified existing ones (if it can be done, I think I saw a few tutorials about this).
Maybe that a retextured female elf with reworked eyes/face and a male armor would do ? In general, adding armor helps.
Different animations may help too (not jumping like a nymph)
Title: Re: Soulvizier AERA
Post by: hieudkt on 24 September 2018, 05:45:14
Just register to say thank you. It is great to hear that someone still continue the awesome work of amgoz1. Looking forward to hear good news from you guys. Cheers!!!
Title: Re: Soulvizier AERA
Post by: nargil66 on 16 November 2018, 20:50:46
Hey, i found this in my old files, maybe you will like it:

(https://i.imgur.com/4GWmZai.jpg)
It was made originally by Munderbunny, imo its better than the normal Occult icon.
Here is a slightly tweaked variant:

(https://i.imgur.com/ilJNwKO.png)
I softened the sigils to make it fit more with the other mastery icons.

Title: Re: Soulvizier AERA
Post by: efko on 16 November 2018, 22:17:58
Masterpiece.
Title: Re: Soulvizier AERA
Post by: aminef on 19 November 2018, 18:36:22
I really loved the mod on IT. The way it expand the gameplay and add more usefull mechanic (loot orb, Heros souls, crafting etc). And the class rework, giving better synergies and usefull skills.

From the things you dont want to import from the IT version you said relic and charms on rare/legendaries. Is true it make them very powerfull... but at the same time, i feel they lack utility in the game. The only reason to use a relic or charm is to make a very good MI better (and go try your luck to find one).
Title: Re: Soulvizier AERA
Post by: aminef on 19 November 2018, 18:49:33
Also, there are a few things i think you should look at and improve (i feel like the dev had a lot of good ideas, but were to lazy to corectly implement them in the game)

There are a few physical staff:
https://www.tq-db.net/equipment/carnyx-staff
https://www.tq-db.net/equipment/faxi-staff
https://www.tq-db.net/equipment/staff-of-the-covenant

Given TQ is strongly dependant on stats for damage, why i will invest 600+ int on a staff that deals physical damage?

This is an example of some stuff that may need rework. I just pinpoint it so you could try to make it usefull.
Title: Re: Soulvizier AERA
Post by: botebote77 on 19 November 2018, 22:23:28
why i will invest 600+ int on a staff that deals physical damage?
weapon damage converted to elemental.. transmutation works on staves even if you can't use rune weapon.. I've tested this.. also requirement reduction.. it's possible to get zero int requirement.. weird builds.. maybe the devs want us to try weird builds.. heh just sayin
Title: Re: Soulvizier AERA
Post by: aminef on 19 November 2018, 23:45:30
maybe the devs want us to try weird builds.. heh just sayin

Given how TQ work, is not that easy. But yeah, sometimes weird builds can be fun to make. But this is not Grim Dawn where damage come from +%damage type. Here damage depend more on stats and other factors, wich make it a bit complicated to achieve.
Title: Re: Soulvizier AERA
Post by: aminef on 12 December 2018, 18:41:12
Personaly, i would like to see the rogue mastery stay as rogue mastery, instead of occult. And to be reworked so it could be like a throwing weapons focused mastery, or a mastery wich will greatly improve throwing weapons, with new passives and % on attack applied to them. I think throwing should simply be removed from weapon training and wood lore, and add a special dualwield tree for throwing weapons and wands(or orbs, i remember seeing 1h caster weapons). I think those should benefit from a particular mastery.
Title: Re: Soulvizier AERA
Post by: efko on 12 December 2018, 23:29:59
Hey, i found this in my old files, maybe you will like it:

(https://i.imgur.com/4GWmZai.jpg)
It was made originally by Munderbunny, imo its better than the normal Occult icon.
Here is a slightly tweaked variant:

(https://i.imgur.com/ilJNwKO.png)
I softened the sigils to make it fit more with the other mastery icons.
Nargil66, did you made this, or you've been using pieces from internet? This might become our new favicon
Title: Re: Soulvizier AERA
Post by: nargil66 on 13 December 2018, 15:16:46
First picture is made by Munderbunny, i found it in UL thread in old titanquest.net.
I just edited it a little in second picture,
Title: Re: Soulvizier AERA
Post by: BindiBindinger on 02 March 2019, 16:16:10
Hey
I just wanted to ask whether there is still development going on here?
I hope so cause I love SV. At first it didn't really bother me that SV didn't exist for AE, but since Ragnarök is out I'm sad that I can't play the expansion with SV. Please continue and don't give up, cause I'm sure you would make a lot of people happy  ;D
Title: Re: Soulvizier AERA
Post by: soa on 02 March 2019, 19:15:27
The mod is not dead. Things just have been delayed a bit and I haven't taken the time to post a proper update.

Skills and masteries
Masteries are done, but I think some balance will need to be done at some point, after the mod is released.

Affixes
I finished affixes at the end of 2018. It took more time than I thought because there were hundreds of bugs in Soulvizier mod, and literally thousands of lines to check. But now it is done, bugs are gone, several of WNG's affixes have been integrated, and some existing affixes were tweaked such as offensive ability on ranged weapons, which will no longer spawn.

Items
Weapons are done, torso and armbands are done.
Working on helmets and greaves now. After that I will need to reimport all forged items, rebalance them according to Ragnarok standards.
After that I will have to check on jewelry, including souls, and artifacts. But I don't think It will take long, I won't change many things. Balance will be adjusted in the long run.

Relics are done, but no new relics have been created. Maybe later.
Loottables is the next part.

Creatures
Sadly few has been done up to this point.
I started a list with all the new heroes (approx. 60) and I plan to publish it before end of march.
The list will contain the hero's name / race / main traits and skills / and main ideas for his soul.
I will include existing heroes as they need a soul.
Then I hope someone will help putting up all of these as it may take quite some time otherwise.

For elite monsters, nothing has been done yet. Ideas are welcomed.

Quality of Life or other things
Nothing has been done, but in this matter all I plan to do is to borrow some stuff from existing mods. So this is not the longest part of the job.

Conclusion
Any help is still welcome.
I realize that it takes a lot of time to get anything done, so from now my plan is to make things a bit quicker, even if it's not perfect or totally balanced, in order to have a playable version of the mod soon enough.
Title: Re: Soulvizier AERA
Post by: Medea Fleecestealer on 03 March 2019, 09:09:09
That's great news soa. I know a lot of people enjoy playing this mod and getting it updated for the AE version will be huge.   :)
Title: Re: Soulvizier AERA
Post by: nargil66 on 03 March 2019, 10:29:45
I can help with hero reskins, that's the least I can do. Wouldn't be modding right now it Soulvizier and LoC didn't exist. My first attempt to mod ever was for changing soul summons in SV...
Title: Re: Soulvizier AERA
Post by: soa on 03 March 2019, 10:36:51
Well, maybe in a week or two I'll publish a first (incomplete) version of the heroes' list with souls, as a reference.
Digging into the game files, I just noticed that Ragnarok has 70 heroes names but only 57 were actually created in the game. So that leaves 13 more heroes to make.
Title: Re: Soulvizier AERA
Post by: soa on 18 March 2019, 23:40:38
Here is a link for the list of new SV heroes (60 first on the list, no soul defined yet) and existing heroes of act V, half of those have a soul defined.
Feel free to comment.

https://docs.google.com/spreadsheets/d/1gLqa2sSjyoxYPuidFJBWclaJK7uKqI9nQGupj7iTewo/edit?usp=sharing
Title: Re: Soulvizier AERA
Post by: soa on 31 March 2019, 23:42:48
Some bad news : my hard drive just crashed on Saturday, and I almost lost a lot of my work. Hopefully I could recover the drive, following a long process, but it's dying. Anyways I made some backups and bought a new drive.
Always back up your files, guys. You never know. From now on, I'll make a save on an external HDD and another on mega.nz or some other cloud site, each week at least.

Here is the first new soul (all 3 screens taken in normal diff). I still have to figure out the differences in health for the valkyrie, it should be smaller (2670/2820/2970)
(https://i.imgur.com/YWS0fVv.jpg)


Title: Re: Soulvizier AERA
Post by: mountainblade on 05 April 2019, 13:54:30
the screenies look awesome, and good luck with your drive!
Title: Re: Soulvizier AERA
Post by: efko on 05 April 2019, 14:20:24
soa are you working alone on sv ragnarok?


Title: Re: Soulvizier AERA
Post by: soa on 07 April 2019, 21:52:01
soa are you working alone on sv ragnarok?
Yes. I received some help from WNG with affixes, I had some other people offering help but nothing concrete for now.
Most needed are new heroes + souls and elite monsters.
New drive is finally up, I can now resume modding.
Title: Re: Soulvizier AERA
Post by: Jaylo on 21 April 2019, 13:25:28
Soulvizier is the best mod for TQIT, it added so much to the original game while not drastically changing the feel of the game, just made it better.
It gets pets right as well, i especially liked the Shadow Stalker pet from the Occult mastery, so enjoyable.

If this conversion to TQAE:Ragnarok was completed it would genuinely be a big deal.
Fingers crossed  ;)
Title: Re: Soulvizier AERA
Post by: remanam on 27 April 2019, 13:00:08
Is there some news about release date ?
Title: Re: Soulvizier AERA
Post by: remanam on 28 April 2019, 22:10:55
Also, I tried Soulvizier Chinese AE Compatable.
This monster camps are very hard to do, and it give a lot of new content, and quest, it was hard to find special mobs, i think this feature will be cool.
Title: Re: Soulvizier AERA
Post by: soa on 30 April 2019, 23:51:26
Here's a quick update on souls, feel free to comment.
Note that values are randomized, so sometimes a soul of a higher difficulty level can give less of a bonus if bad luck occurs, even if I defined an increasing value throughout the difficulties.
I will add in yellow the % chance of activation in the description of triggered skills.
I will need to add level requirements for the souls.
For Ljotgard the Bright, there should be a line with Bonus to pets : +10/12,5/15% Elemental damage, but it doesn't display. I'll have to check on this.

(https://i.imgur.com/jGjPhef.jpg)
Title: Re: Soulvizier AERA
Post by: Jaylo on 10 May 2019, 17:43:29
Looks like more work will be needed with the new Altlantis DLC just dropping.
Title: Re: Soulvizier AERA
Post by: soa on 10 May 2019, 20:25:14
Hopefully I was a beta tester for Atlantis so I could track the changes several weeks ago. There are few on the base game + previous expansions, and no real recalibration of all existing items like in Ragnarok (this would have been huge).
But it will need some work like adding souls for the new heroes + adding heroes + items, etc...
Biggest problem now is that the game works quite bad. I can't play it, it gives me a black or white screen. (fixed by reinstalling the game). Still, I'm surprised they released it already, in that state.

Anyways, help is still largely needed to quicken the development of the mod.
Title: Re: Soulvizier AERA
Post by: mountainblade on 14 May 2019, 04:45:05
And the best way to help is just to contribute ideas for new monsters and their skills and soul stats?
Title: Re: Soulvizier AERA
Post by: Mammothmkii on 14 May 2019, 10:35:11
Keep the good work up guys! Super excited for Soulvizier for AE/R/A!
Title: Re: Soulvizier AERA
Post by: soa on 14 May 2019, 21:16:40
And the best way to help is just to contribute ideas for new monsters and their skills and soul stats?

If you don't have any modding skills and don't want to learn : yes, for now the best would be to give new ideas "on paper" and write some stats so I or someone else can implement it.
If you have some modding skills (anything like retexturing, creating effects, or create .dbr files of items or monsters and so on), pm me.
Maybe I'll create a separate topic dedicated to help with Soulvizier, with a to-do list so that people can pick a few things to do here and there.
Title: Re: Soulvizier AERA
Post by: soa on 15 May 2019, 01:10:34
New souls update. Some balance is likely to occur, and I'm thinking about giving souls the opportunity to get upgraded by relics, at least in general because these souls are not so powerful.
Maybe a different color for enchantable and non enchantable souls.

(https://i.imgur.com/1yGj0CC.jpg)
(https://i.imgur.com/PSNI6HN.jpg)
Title: Re: Soulvizier AERA
Post by: Eepis on 24 May 2019, 18:21:04
What a timing to look up if there is any mod for TQ AE, because after SV experience vanilla game starts to feel dry mid way in normal.
So is this really going to happen?? I can not wait!
Title: Re: Soulvizier AERA
Post by: soa on 02 June 2019, 23:40:21
Update on souls.
The 56 souls (per difficulty level) for existing Ragnarok random heroes are done, besides some FX improvements that will be needed further on.
Some of the last souls :
(https://i.imgur.com/2K44Nyj.png)

Next in line are the souls for quest heroes and bosses :

- Gunnlöd ~ Daughter of Suttung
- Lord of the Fjord
- Sciron, Bandit Lord
- The Restless King / Execrated
- Austri ~ Greedy Warlord & Nar ~ Tyrannical Mage
- Sinmara ~ High Priestess of the Flame
- Thrym ~ King of Jotunheim
- King Goldtooth
- Ancient of the Soil, Ancient of the Wild, Ancient of the Lake, Ancient of the Sky
- Fafnir ~ Transformed Dvergr
- The Great Shroom
- Hildisvini ~ Golden Boar
- Loki ~ Trickster God
- Mimer ~ Keeper of Knowledge
- Nidhoggr ~ Tormentor of the Dead
- Porcus the Ketos
- Vengeful Ghost
- Surtr ~ Fire Incarnate
Title: Re: Soulvizier AERA
Post by: Telkin on 16 June 2019, 20:06:47
Hello,i m glad seeing someone is doing Soulvizier. I was wondering how progress go ,does it work with new expansion Atlantis ,can we download this and would it work as it should? Thank you :))
Title: Re: Soulvizier AERA
Post by: arbo1234 on 17 June 2019, 08:07:15
Can you share the mode?

It's okay if it's incomplete.
Title: Re: Soulvizier AERA
Post by: oldirtybingo on 19 August 2019, 17:11:39
I recently picked up on TQ again after quite a few years.
I used to play SV so so much, so finding that a port is being done is absolutely thrilling, especially with the TQ IT with SV having a hard time cooperating with the different vault softwares.
I maybe in the wrong thread here - but any news on the progress, and what is missing, in relations to when this will be released?
Title: Re: Soulvizier AERA
Post by: Jaylo on 21 September 2019, 18:05:27
Any word on this mod as i've had enough of Nordic and TQAE and uninstalled it while reinstalling TQIT and being able to play Soulvizier and Lilith again is far better than anything TQAE has to offer.
Title: Re: Soulvizier AERA
Post by: soa on 09 December 2019, 22:29:47
It's been a long time since the last update. I'm still working on the mod - mostly on my own with WIP from nargil66 (new elite monsters essentially).
Here's a recap on the development progress. I'll separate into the "first release" state, which will be incomplete, and the work that is planned after the release.

Skills and masteries
1st release : ready. Masteries have been updated with Atlantis skills (see the dedicated topic for a preview https://titanquestfans.net/index.php?topic=980.0) and are ready.
After release : some balance probably. For Runes, I'm not satisfied with the Runic Warrior and Menhir Wall, will probably update them.

Items excluding souls
1st release : ready. Includes existing Soulvizier items, and some rebalancing.
After release :
- a lot of balancing is still needed, but this is more of a long term job.
- add new MI for A5/Atlantis (elite monsters) + a bit of new unique stuff maybe
- add new forged items (+ formulas) for A5/Atlantis
- update existing forged items (acts 1-4). They  may lack a bit of power right now.
- rebalance Atlantis items (haven't looked at them in depth right now, at first glance they seem very rushed)

Souls
1st release : ready with 78 new souls for the existing heroes and bosses of act 5.
After release : add souls for existing heroes and bosses of Atlantis, and new heroes and bosses of A5/Atlantis.
A list of souls is ready for approx. 60 new A5 heroes.

Relics & charms
1st release : ready
After release : create new relics, and elite charms for elite monsters (A5/Atlantis)

Affixes
1st release : ready. New affixes are integrated.
After release : only balance

Creatures
1st release : in progress. I'll only release existing creatures of Soulvizier 0.98i. Working right now on merging them within the AE game.
After release : add elite monsters and heroes for A5/Atlantis.
So far a concept list is ready (hero's name / race / main traits and skills) for approx. 60 new heroes for A5. I will progressively create them and add them to the game with every update (like, 4-5 new heroes at a time).
For elite monsters, a concept list is ready too (see dedicated topic https://titanquestfans.net/index.php?topic=1031.0) and some monsters are being worked on. It will be integrated progressively into the mod with each update (like, a new elite with each update).

Bug fixes or general balance
1st release : ready with the following below.
Obviously, there will always be some work to do in this area.

- Countless corrections of bugs (introduced by the official game, Underlord or Soulvizier mods) in affix tables, loot tables, item and affix files
- Throwing weapons now share their affix tables with bows instead of axes
- Bows and Throwing Weapons no longer get affixes or properties that give Offensive Ability or reduce Defensive Ability
- Staves no longer get affixes or properties that give Strength

Most changes from TQ:AE edition are kept and integrated into act 5, like :
- Changes to XP progression (faster beginning ; the rest of the progression is on par with TQ:AE Ragnarök)
- Health Regen depends on your maximum amount of Health (+0,5% maximum Health as Health Regen bonus)
- Energy Regen depends on your maximum amount of Energy (+0,5% maximum Energy as Energy Regen bonus), it no longer depends on Intelligence
- Magical (yellow) and Rare (green) rings give a flat Health or Energy regen
- Some items give increased Weapon mastery (increased damage and attack speed when you use these weapons)
- Potion cost and cooldown greatly increased

Quality of Life or other things
1st release : in progress, needs work on lootables and merchants.
For QoL or other features, nothing has been done, but in this matter all I plan to do is to borrow some stuff from existing mods. It will be added after first release.

Missing for 1st release
- Finish work on lootables
- Finish work on merchants
- Finish work on creatures

Conclusion
The first release will be a private beta, for around 5-10 people. I'd rather have some testing before going full public.
Hoping to get this done by the end of the year (no promises).
Title: Re: Soulvizier AERA
Post by: WNG on 10 December 2019, 01:13:46
It's very nice to see you are still working on it. It's a very ambitious first release too, keep up the good work :D
Title: Re: Soulvizier AERA
Post by: botebote77 on 10 December 2019, 01:25:26
I'm willing for a beta test.. i played UL and SV around 2011-12

edit: or later.. i just saw v0.96 was dated 2014.. iirc i played 0.96c.. might have even played 0.98i.. if there was a version like that
Title: Re: Soulvizier AERA
Post by: Medea Fleecestealer on 10 December 2019, 07:11:42
Yes, there was/is for TQIT.

https://titanquestfans.net/index.php?board=250.0
Title: Re: Soulvizier AERA
Post by: soa on 21 December 2019, 01:04:08
Update :
- Loottables and merchants are dealt with (except for forge and artifacts formulas that I will add to merchants).
- Most creatures are done at least for act 1, so I went for a little test on my own with a new char with Storm + Spirit (now called Duskbringer).

The beginning is made fast and easy, because it can be boring when you grind through hordes of monsters with very few skills and slow speed.
After that it's getting more difficult and xp slows down to reach the normal game progression. The feeling of speed and difficulty may depend on your class and build, so I will need feedback on this.

So I'm confident that before the end of the year, I will be able to release the mod.
If you want to participate to the beta, write me a private message and when the time comes I will give you a link.
Title: Re: Soulvizier AERA
Post by: soa on 21 December 2019, 12:44:35
Here are some directions for the beta. Obviously, you’re free to do as you want (except the points in red below), but these are here as a disclaimer.

What you have to do
/!\ /!\ /!\ Both TQ:AE Ragnarök and TQ:AE Atlantis are required to play the mod.   /!\ /!\ /!\
Ragnarök: because it would be too much work to maintain two versions of the mod, one with and one without this DLC, and Atlantis at least because of the new skills in the masteries.

The game language has to be English.
If you want to translate the mod in other languages, I’m open to it but I’d rather spend time of the mod itself rather than translations.

What you should do

-   Play untwinked.
Twinking should be harder now because of new requirements + the game as it is now can’t be balanced with players twinking and not twinking: my aim in the long term is to make it balanced for untwinked toons.
-   Play from the beginning in Helos.
You can try an accomplished character, in this case you should twink it only to get a good start, not filling your entire stash, and after that play self-found. But there is not a lot of new content in A5 right now.
-   Note your level progression.
Like: level X at Megara normal, level Y at Memphis Epic… and your playstyle, if you clear all the map or half of it. It will help me know if the XP curve is right.
-   Report bugs.
Take screens or videos if it’s difficult to explain.
-   Make suggestions, report what seems right and what seems wrong.

What you shouldn’t do
-   Play Atlantis.
There is no new Soulvizier content in Atlantis right now + I haven’t started to fix its bugs and tons of inconsistencies. Atlantis items haven’t been modified and are probably a mess.

What you should expect
-   More difficulty
-   More monsters
-   More loot (not that much for now but I’ll work on this)
-   More options to build: no useless skills, more useful items
-   Bigger requirements for items.
Like, you can’t wear the best armor in the game when you are in Epic Egypt or Orient. Even if you managed to get it somehow. I know this can make hybrid’s lives more difficult, this Is going to be addressed in the next versions. If you disagree with this, after testing the mod you can make a feedback comment.
-   Having to reset your character during the beta.
I'm not saying that this will happen, but it's an eventuality. I'll try to make every new version compatible with existing saves.

What you shouldn’t expect
-   A 100% complete mod.
Some things are still missing, including stuff from the pre-Anniversary Soulvizier mod.

-   Perfect balance, smooth gameplay for every build.
Balance is a long-term task, it requires time and feedback. I can't guarantee that your favorite build, even one you had in the original Soulvizier, will work wonders here, or work at all.
-   0 death.
I mean, if you don’t twink a lot.

-   0 bug or inconsistency.
The official game has bugs, I can’t fix them all. I fixed a lot of them, but I’m adding a mod on top of that so I may introduce new ones.
-   Get every request or suggestion done.
If you ask for a manga hair cut for every monster, or anything that seems nonsensical to me, obviously I won’t do it.

Title: Re: Soulvizier AERA
Post by: icefreeze on 21 December 2019, 12:52:35
So how to i join the mod beta?
I've never play this mod before (i just played with xmod almost :D ).
Title: Re: Soulvizier AERA
Post by: nargil66 on 21 December 2019, 13:14:30
I've never play this mod before (i just played with xmod almost :D ).
A big miss. It's probably the greatest mod created for IT...
Title: Re: Soulvizier AERA
Post by: icefreeze on 21 December 2019, 13:28:55
I've never play this mod before (i just played with xmod almost :D ).
A big miss. It's probably the greatest mod created for IT...
I just using clone save to making build now, so try new mod is more interesting than previous playtime.
Title: Re: Soulvizier AERA
Post by: soa on 21 December 2019, 14:17:18
So how to i join the mod beta?
I've never play this mod before (i just played with xmod almost :D ).

So I'm confident that before the end of the year, I will be able to release the mod.
If you want to participate to the beta, write me a private message and when the time comes I will give you a link.
Title: Re: Soulvizier AERA
Post by: botebote77 on 21 December 2019, 19:16:43
I've never play this mod before (i just played with xmod almost :D ).
A big miss. It's probably the greatest mod created for IT...
indeed.. the skills too are so much better than vanilla


-   Bigger requirements for items.
Like, you can’t wear the best armor in the game when you are in Epic Egypt or Orient. Even if you managed to get it somehow. I know this can make hybrid’s lives more difficult, this Is going to be addressed in the next versions.
this got me worried a little.. i always play caster and i always wear shields.. after all these years, no one can force me to play staff anymore.. i can't quite understand the reasoning behind this
Title: Re: Soulvizier AERA
Post by: soa on 21 December 2019, 20:05:46
this got me worried a little.. i always play caster and i always wear shields.. after all these years, no one can force me to play staff anymore.. i can't quite understand the reasoning behind this

The reasoning is :
- requirements for items are ridiculously low in general, especially in levels.
- you shouldn't be able to wear the best items before the end of the game, otherwise half of the stuff is useless and you have no item progression after you reach mid-epic/legendary. Item progression is a corner stone in any hack and slash game.
- for casters/hybrids, Soulvizier adds wands (1h staff in main hand) and orbs (I think they are mainly created through forge formulas) that can replace weapons or act as a smaller shield. You can also wear a "real" shield instead of a staff, I don't see any problem with that. It may require a bit more strength though, or you'll have to equip a shield with a lower level. Nonetheless, Earth in SV gives a lot of -X% requirements ; Herakles Might in SV now reduces requirements for weapons and shields.
- I created a new "hybrid" armor class with strength and intelligence requirements. Some items now use it like Valkyrie, Dvergr Mage, some new SV stuff and a few uniques. It will be expanded in future versions. I may add hybrid shields too for that matter.
- My goal is not to go against anyone's favorite gameplay, but inevitably some builds may have a harder time in SV. I can't predict the outcome for every build type. This requires time and feedback and that's where you come in.
Title: Re: Soulvizier AERA
Post by: botebote77 on 21 December 2019, 20:52:05
i don't know if you can call it hybrid.. i simply prefer calling it caster with shield.. it's way easier than a true hybrid because i don't need OA, attack speed, or %physical damage (except for some).. i simply get the things i need for a caster, i get access to hale items, and i get all the goodies from shields like lots of resists

i know about wand and orb but it doesn't eliminate the squishy nature of casters.. getting str really does wonders for DA.. weird eh? but it's the feeling one can get from getting str for casters.. personally i find the biggest reason for that is visor of the shadowlord.. i don't know but i find it really goes well with either ploutons armor or tunic of the magi.. but iirc i saw some using soldiers unyielding will

You can also wear a "real" shield instead of a staff, I don't see any problem with that.
you don't play casters with str? i understand though

and i also get str for storm casters

but ok I'm not bashing it till I've tried it
i still have the option of not raising dex very high, just enough to equip maybe neiths will.. i lose access to SB cuffs though

edit: but really.. i don't get why you should raise the requirements when we will play it untwinked anyway.. the only OP items are ragnarok items and we'll only likely get that on act 5 legendary anyway
Title: Re: Soulvizier AERA
Post by: siegefried on 22 December 2019, 01:55:41
I have played SV for many many years... playing it mostly over TQAE too.

With regards to item requirements I would say it depends on the scale of how large the change is. I play untwinked, generally the stat requirement is very low for the character's standards by the time I get something really worthwhile. I'm guessing the change is to make things a bit harder for twinkers - this is not a new concept, since at least normal (can't remember offhand for epic/leg) SBC had its requirements raised in SV over IT. Which made it much more troublesome for casters to equip early SBC, and iirc would go over the min DEX requirements for mythics if they want to push for it really early due to quest rewards. It would depend on what soa envisions I guess.

Personally I would wait to test how the game goes before raising requirements too soon though, item variety was actually not too well done in SV imo, despite the variety there is. (At least for those of us who were/are doing the untwinked hardcore). The issue was the resistance penalty, which was too high. Once you get high res gear (i.e. Tunic of the Magi, Geras' Walking Stick) it is very hard to let go. (because maintaining resistances involves swapping a lot of gear, not just switching out an armor piece) Since I believe we are not doing charms/relics in uniques now, that variety would be a bit more restricted as well. To allow for more interesting options or to make gear requirements a larger consideration... this one would be hard I guess. For twinkers, donning legendaries in Normal Act 3 or so should be simple to accomplish with current standards. I wasn't the only one in the untwinked hardcore thread who reached level 38 to 40 or so in Act 2, which might help to put things in perspective. Since res penalty will be back to default (or at least not as harsh as original SV), I find it very hard to imagine how tweaking the stat requirements (aside from level) would turn out without a lot of play testing. I would vote for increasing the level requirement of items mostly.

I'm not sure what kind of benchmark soa would want with regards to leveling, but just in case it is helpful, in current IT SV I roughly encounter this leveling curve.

Level 10 - Nessus
Level 18 - Gorgon Sisters
Level 24 - First Telkine

These milestones were noted because they are more consistent and the relative difficulty compared to the other bosses.

The Telkine generally is the first really hard fight of the game (and like x10 in difficulty if he has his soul). On most characters if I can, I will try to push past him asap to get access to Egypt where we can level faster and easier than we do in Greece. This does not mean that I can clear Telkine at Level 24 on all classes though, only that I usually reach him around that level. This does not include fully clearing maps, but does include the following

- Farming Shaman at least twice if not more, iirc he has a higher chance to drop soul than most enemies, and it is really helpful at the start if you do get it
- Using EXP shrine for quests as much as possible
- A few rounds of clearing Pythian Caves till around Level 20/21, in case I get lucky with SBC drop

Depending on how hard it is to face the Telkine, taking time to farm for some EXP and upgrades on items (lightning res is still okay to manage, Demon's Blood is obviously great for vit res, I tend to go to the cave after Delphi if I have not accumulated enough Demon's Blood. The characters that had a tougher time usually ends up around 28, latest case probably 30. Interestingly, I tend to end up with a copy of the level 10 mercenary contract in Act 1... I would estimate around 70% of my runs.

Now that I think about it, the level discrepancy can be quite large o.O", in any case, playing hardcore, I tend to reach 38 to 40 before entering Act 3. Lowest level clearing the Egypt Telkine is around 32, most are around 35, on the verge to 36. This fight has a comparatively easier feeling than the Greece Telkine, since we tend to have unlocked some of the more powerful stuff at this point. Not sure if others have a similar experience with me, but this is how the leveling goes for me. Reaching Egypt Telkine at 32 is normal for me. Leveling in this case is from the Egypt Telkine run (Obelisks + elite undead/heroes for massive exp and shrine on the way), or if I clear the Telkine, the Thebes west gate run for 2 chances of shrine, 9 obelisks and high chance of elite undead. From here on, the data is haphazard due to ahem... lots of tomb stones. And where pet builds start to suck (even more so than before). Pet builds are of course playable, but they require certain items to shine, and I don't have access to them untwinked. But if my characters finish Normal Act 4, they tend to be around 55. Generally with lesser leveling in Orient and more in Act 4. This also of course means that if I have twink gear, I would be able to equip Mythics mid Epic. It is also at this point that level tends to not be so important since you have all the stats needed to equip items (which can also signal lack of progress in itemization for twinkers, aside from legendary souls some of which will require you to grind a bit), all the core skills for your build, and are just deciding between the bonus stats between going beyond mastery 40 or to dump a bit more SP into some not as important skills.

Not sure how much of that is useful, probably not much, but just contributing what I can because of how much I love SV...

As I will be busy during this period of time I won't be able to contribute much to beta testing so I will wait for the release. Very much appreciate the work done by soa for this, it has been my hope that I would be able to play SV in AE ever since I tried AE. (Sorry to Zyddie and the officials, but I really find SV to be better than AE... heck I had Grim Dawn waiting on my list and still played SV more).
Title: Re: Soulvizier AERA
Post by: soa on 22 December 2019, 11:49:15
edit: but really.. i don't get why you should raise the requirements when we will play it untwinked anyway.. the only OP items are ragnarok items and we'll only likely get that on act 5 legendary anyway

I'm guessing the change is to make things a bit harder for twinkers
[...]
Since res penalty will be back to default (or at least not as harsh as original SV), I find it very hard to imagine how tweaking the stat requirements (aside from level) would turn out without a lot of play testing. I would vote for increasing the level requirement of items mostly.

My goal is not to bash untwinked chars, it's more to make things harder for twinkers. When I played SV I remember I could equip legendaries (or green items from Legendary difficulty) very easily while in normal. Then I had no progression in items for like 30 levels, and I don't want that.
So I raised mostly the levels, and a bit the stat requirements too. But by the time you hit the required level, I think you will have enough stats even if you don't invest in said stat (by doing quests that raise your attributes or investing in the mastery bar).
In the end I'm not sure if this will really change things for untwinked chars, and again this is not my end goal. It also depends a lot on the XP/leveling progression, so I won't make any new changes to the requirements before I get some feedback from players. If it turns out to be a mistake, I'll still be able to revert back to the official game, or to tone it down.

Regarding resistance penalty and relics/charms into uniques, my reasoning is simplistic but I think it's a start : not allowing to socket uniques is roughly compensated by not having more resistances penalties. If it's not accurate I'll just have to give more penalties in the future. But I needed something to compensate, otherwise the game would have been too difficult.

In general, I think one of the weaknesses of SV balance is to deviate too much from the original game. I mean, the official game balance surely has its faults but I think it's a good start. At some point, the more you deviate from it, the harder it becomes to get a good balance.
SV tends to balance things by always deviating more from the original :
- let's boost the number of monsters
- the player has too much XP/levels, the game is too easy, let's boost the monsters damage and resistances
- the player is getting crushed now, let's make uniques socketable
- the player's too strong now, let's give him huge resistances penalties
- the player's too weak now, let's create new ultra strong items
This is a never ending way of balancing and can get out of hand quickly. If I go too far when changing something, I'm more inclined to adjust the slider to a less extreme position, rather than moving another slider to "full speed ahead" to compensate. By deleting resistance penalties and socketable uniques, I'm merely returning to a more "official game" state. Not saying the official game is perfect, but I think it's a more reasonable start.

Level 10 - Nessus
Level 18 - Gorgon Sisters
Level 24 - First Telkine

Well, my reference was closer to the official AE game. Because they change a lot the XP curve with Ragnarok and it's hard to compare SV AER with SV0.98i if they don't have the name number of acts (not even talking about Atlantis).
I had a playthrough in AE with the following levels, clearing all the map besides Atlantis or any secret passage.
8   Tegea A1
9,8   Megara
13   Delphi
16,5   Athens
17   Herakleion
19   End Laby/Rhakotis
27,5   End Egypt
30   Zhidan
33   Typhon/Rhodes
36   Charon
40   Hades/Corinth
46,6   Surtr/Epic
48   Eleusis
50,5   End Laby/Rhakotis
54,5   End Egypt
57   Yaoguai
57,8   Typhon/Rhodes
61,7   Hades/Corinth
65,3   Surtr/Legendary
67,2   End Laby/Rhakotis
69,2   End Egypt
71   Typhon/Rhodes
73   Hades/Corinth
Around 74-75 End.

As you can see this is far lower than Soulvizier. This was my reference chart when adjusting requirements, now the leveling when playing SV : AER will probably deviate from this chart. And my requirements will not be as good as I want, but it's not a big deal. I can adjust them differently in the future.
Note that Soulvizier, like xmax, doesn't give less XP per monster despite spawning more. So the player ends up with more levels and in the end the game is somewhat easier than the normal game. To counter that, SV boosted the damage and resistances of monsters as well as giving penalties to the player.
I chose to give less XP per monster in SV : AER. In the end, I'm hoping to get a XP curve that is closer to the original AE game. Or something between AE and SV0.98i. But because you have a fifth act, and Atlantis, it's hard to know exactly where it will end up.

I'm not touching balance anymore until I get feedback from players. Now I'm focusing on content and bringing Soulvizier in full into the AE edition.
A1 creatures are done. Working on A2 creatures now. Even if this work is not complete, I think it will be good enough for a beta. Creature changes between SV0.98i and SV AER are not that big.

Title: Re: Soulvizier AERA
Post by: botebote77 on 22 December 2019, 12:13:42
how about you remove shared stash in favor of more stash space lolz? that way the only way to twink is through 3rd party programs so it's really not encouraged.. but i imagine many people might dislike this

i have no problem in increasing item lvl requirements
Title: Re: Soulvizier AERA
Post by: soa on 22 December 2019, 13:13:13
how about you remove shared stash in favor of more stash space lolz? that way the only way to twink is through 3rd party programs so it's really not encouraged.. but i imagine many people might dislike this
If I knew how to do that, I would have done it a long time ago. But I doubt this is technically possible.

The devs should give an option to the player at the beginning like : "play twink or untwinked".
- Give more loot and more stash to the untwinked. So that they get a chance to get access to a larger set of items
- Give a very large (like TQ Vault-large) shared stash to the twinked. And if you retrieve an item from the shared stash (costs gold or another kind of special currency), you get a temporary penalty to your loot rate based on the rarity and power of the item. This way you would create a dilemma like "do I really need this ?" and discourage players from sharing the same OP item between all their chars.
But that's dreaming.

Title: Re: Soulvizier AERA
Post by: siegefried on 22 December 2019, 16:45:10
It also depends a lot on the XP/leveling progression, so I won't make any new changes to the requirements before I get some feedback from players. If it turns out to be a mistake, I'll still be able to revert back to the official game, or to tone it down.

Yes, the broad range of changes that could occur given the change in leveling progression is the main reason why I would be more cautious with tuning stat requirements.

Regarding resistance penalty and relics/charms into uniques, my reasoning is simplistic but I think it's a start : not allowing to socket uniques is roughly compensated by not having more resistances penalties. If it's not accurate I'll just have to give more penalties in the future. But I needed something to compensate, otherwise the game would have been too difficult.

I was not a huge fan of the resistances penalty. It is part of what makes progression too stifling playing hardcore untwinked. Not socketing uniques is already a nerf beyond the resistances issue, I also feel this will allow you to make it easier to balance. It made getting new gear much less exciting when you had to build around at least 3 pieces of massive res gear.

In general, I think one of the weaknesses of SV balance is to deviate too much from the original game. I mean, the official game balance surely has its faults but I think it's a good start. At some point, the more you deviate from it, the harder it becomes to get a good balance.
SV tends to balance things by always deviating more from the original :
- let's boost the number of monsters
- the player has too much XP/levels, the game is too easy, let's boost the monsters damage and resistances
- the player is getting crushed now, let's make uniques socketable
- the player's too strong now, let's give him huge resistances penalties
- the player's too weak now, let's create new ultra strong items

Some of it is a legacy from Munderbunny's implementation I believe. It started from Uber mod, where orb bosses could give very interesting combination of affixes. like Divine (green ring) of the Betrayer type of affixes. In order to compete against those items, allowing uniques to be socketed would more or less be a given. When we transitioned from Uber to UL, the type of balance in mind was probably already quite different from official, and souls were only implemented in SV. Mythics were not designed for regular gameplay, they were more like tokens to chase after for end game farming. Mythics required double rare affix MIs to be crafted initially, it was pretty much impossible to get one with regular gameplay outside of insane luck. The later change of requirement for double affix with one rare took that difficulty down by more than a notch, allowing players to more conceivably farm for one. The original ultra strong items were more easter eggs that rewarded dedication than designed to be used regularly though.


Well, my reference was closer to the official AE game. Because they change a lot the XP curve with Ragnarok and it's hard to compare SV AER with SV0.98i if they don't have the name number of acts (not even talking about Atlantis).

[...]

In the end, I'm hoping to get a XP curve that is closer to the original AE game. Or something between AE and SV0.98i. But because you have a fifth act, and Atlantis, it's hard to know exactly where it will end up.

Exactly why I felt a lot of play testing would probably be needed to get an accurate picture of how to tweak the stat requirements.

I'm not touching balance anymore until I get feedback from players. Now I'm focusing on content and bringing Soulvizier in full into the AE edition.
A1 creatures are done. Working on A2 creatures now. Even if this work is not complete, I think it will be good enough for a beta. Creature changes between SV0.98i and SV AER are not that big.

Looking forward to it! If the difficulty curve is retained, I expect that like many of our forerunners, Normal Act 3 would probably be a real testing ground of builds (without twinking and massive grinding). Also just out of curiosity, any thoughts on Refresh for Nature? We had -% recharge in SV since there was no cap to recharge reduction then, there might be potential for some fun with having Refresh (or putting something similar on soul/gear maybe).
Title: Re: Soulvizier AERA
Post by: soa on 22 December 2019, 20:12:51
Also just out of curiosity, any thoughts on Refresh for Nature? We had -% recharge in SV since there was no cap to recharge reduction then, there might be potential for some fun with having Refresh (or putting something similar on soul/gear maybe).

Why not on souls or gear. Maybe a special MI for A5. For now, I'd rather let Nature as it is and gather feedback.
Title: Re: Soulvizier AERA
Post by: Vadumee on 29 December 2019, 15:27:13
Hi, I wondered if there is still some spots as beta tester, I would have no problems with the conditions (I usually play from level 1 & untwiked in multiplayer), and having to delete my character isn't really an issue for me either.

In any cases, I'm happy that the mod is still been worked on, props to you guys !  8)
Title: Re: Soulvizier AERA
Post by: icefreeze on 31 December 2019, 07:49:49
Hm, i wonder if the BETA start or not?
Today is the last day of the duration that mentioned to get it (maybe the 1st wave).
Title: Re: Soulvizier AERA
Post by: soa on 31 December 2019, 12:25:49
I'm preparing a link right now. Currently all the people who asked will be granted a link.
Trying to fix one more bug before sending it though.
Title: Re: Soulvizier AERA
Post by: soa on 31 December 2019, 18:21:36
A link has been sent to the participants of the beta. This is the version 1.00 of the mod, not because it is finished, but to help making the difference with the previous version (SV 0.98i).
Tell me if you haven’t got your link.

The mod is lighter (around 500MB) because the map is the same as the original game for now, and I don’t use several resources files from the original Underlord/Soulvizier.

Changelog of the last few days :
-   Fixed some nasty bugs in the mod and in the official database (Ragnarok loottables)
-   Integrated half of A2 creatures (in A1 only wraiths are not done)
-   Artifact formulas and forge items now appear in merchants inventory (artifact+scrolls for mage merchants, forge formulas for regular(“warrior”) merchants. “General merchants” that sell both types of stuff are treated as mage or warrior depending on the case
-   Playtested a bit, adjusted the XP curve (I gave too much XP at the beginning) and reduced difficulty (still more difficult than base game, and you may still meet heroes or bosses that you can’t seem to defeat).
-   Changed player animations to be closer to Soulvizier animations

Now thank you all for your support and participation, I’m waiting for your feedback !
I wish you all a wonderful New Year !

Feedback can be posted here or by private message, as you wish (try to avoid emails for that). I need to make a proper presentation thread for the mod, this topic is a bit of a mess.
Title: Re: Soulvizier AERA
Post by: icefreeze on 31 December 2019, 18:43:32
Can you packed the mod  into custom map folder when the mod finished?
Title: Re: Soulvizier AERA
Post by: soa on 31 December 2019, 19:03:19
I recently changed the mod to be a "hard" mod (not in custommaps, need to replace some existing files) because I hope that it will help to solve some bugs.
I'm not sure of it though.
But for now, you only have 2 files to replace (database and text) in game directory. For templates, even if a bit different should work OK even with the official game.

When I played the original Soulvizier, I just made a .bat file with a shortcut for Soulvizier that changed the name of files (database, Resources, Saves). And another one for the official game.
That way there was no accident like entering the official game with a Soulvizier character.
Title: Re: Soulvizier AERA
Post by: icefreeze on 31 December 2019, 20:33:44
I recently changed the mod to be a "hard" mod (not in custommaps, need to replace some existing files) because I hope that it will help to solve some bugs.
I'm not sure of it though.
But for now, you only have 2 files to replace (database and text) in game directory. For templates, even if a bit different should work OK even with the official game.

When I played the original Soulvizier, I just made a .bat file with a shortcut for Soulvizier that changed the name of files (database, Resources, Saves). And another one for the official game.
That way there was no accident like entering the official game with a Soulvizier character.
I hope you packed it as custom map, it easier to swap between original game and Soulvizier mod.

BTW: do you online much on forum's Discord channel?
I think you should add any Admin create a section for Soulvizier mod on there, so people can report about Soulvizier mod for you asap.

* Report: why there are many "neon-green" turtle at beach before reach Megara. Each of this turle strong like a hero (about dmg), and they using range attack...
Title: Re: Soulvizier AERA
Post by: siegefried on 31 December 2019, 21:30:31
* Report: why there are many "neon-green" turtle at beach before reach Megara. Each of this turle strong like a hero (about dmg), and they using range attack...

In Soulvizier there are elite mobs. These mobs can be extremely challenging to deal with, and it is recommended that you avoid engaging them if you are not ready. Elite mobs drop their own (new) charms though. They also tend to give a hefty chunk of exp if you clear them. Not sure of the build and the exact issues you are facing, but elite mobs can easily be a cause of death in SV...
Title: Re: Soulvizier AERA
Post by: botebote77 on 31 December 2019, 22:08:28
aye I'm going to download as soon as i can but as soon as i can maybe means in a few days

iirc, soulvizier always replaces the original game.. soa is just sticking to the original soulvizier.. no problem with that.. i remember clearly i had a different installation folder for SV and i ended up not touching the original

* Report: why there are many "neon-green" turtle at beach before reach Megara. Each of this turle strong like a hero (about dmg), and they using range attack...
ah the memories  ^-^
Title: Re: Soulvizier AERA
Post by: icefreeze on 31 December 2019, 22:33:48
Character class: Runemaster
Lv11 Normal, come the Rebirth Fountain after finished Shipwreck quest.
Open all maps, quests.
I kill a crow hero and it appear this white treasure orb, but i can't interact with it.

BTW: i think i'll using tqvault to group potion into 1 slots to save storage's slots, and stores items.
Title: Re: Soulvizier AERA
Post by: Vadumee on 31 December 2019, 22:58:53
Hi, quick feedback here, I played as an elementalist, the experience is quite nice for the moment, the beginning was quite hard because I encountered two heroes at the same time, but thanks to the guards tanking i managed to steal them. Also encountered the satyr boss at a camp after Nessus, had to pass it because he kept shredding me to pieces.

I'm currently at Megara, nearly lvl 10, here's a list of positive/negative points in my opinions, and bugs I encountered :

>> Positive : <<
- The mod don't have any real major problem, it runs smoothly.
- The addition of new crafting recipes is a great addition.
- The removal of resistance debuff is also a nice thing imo, well it doesn't really matter in normal, but I remember this being a pain in the back in legendary.
- The density of ennemies seems really nice (might reduce it a little bit maybe, but it's ok like it)

>> Negative : <<
- Heroes and boss seems to have the same crazy health regen the classic SV had, I always found it restrictive for builds as it forces player to take a more offensive approach in their builds, some heroes can become litteraly unkillable when orienting to more defensive build in epic/legendary
- The fact that roaming bosses (the one who spawn randomly in packs) have the possibility to spawn very early in Normal can be annoying (although it can be very fun in multiplayer)
- The experience curve is a bit too low in my opinion, I personnaly loved the SV xp curve as it allowed a more rapid progression and made act 1 & 2 way more fun in normal compared to vanilla, although I understand it could make more sense to reduce it since there is two more expensions now.

>> Bugs : <<
- The blade trap orb dropped by Child Snatcher on death doesn't detonate.
- Most of the new recipes requiring an object require a very specific item (like a copper band of insight), and even with the exact item it's still grey in the recipe.
- Speaking of recipes, you can create items from recipes (haven't tested with artefacts) without any of the reagents, the crafting button is grey, but by cliking it you have the confirmation window and you can craft it just paying the money.
- Recipes that need only one items (most weapons recipes) cannot be crafted, even with the weapon. Well technically they can because you can craft them without out of thin gold.

>> Suggestion : <<
- Increasing the xp curve a bit (maybe making a compromise between vanilla and the old SV curve), as imo it's the change that feel the most "not Soulvizier" for me.
- Make item recipes always need 3 items, since those crafted items are quite powerful (like the torch, mass, spear) and need very basic items and not much money to create (for exemple, the torch could need a basic torch, a fire of prometheus, and a mob related soul like shaman satyrs or something).

Still a very nice experience tho, i'll try to progress more tomorrow, and i'm happy this awesome mod is coming to AE.
(I still didn't droped a single soul out of dozens of heroes issou)
Title: Re: Soulvizier AERA
Post by: soa on 01 January 2020, 13:38:04
- The density of ennemies seems really nice (might reduce it a little bit maybe, but it's ok like it)
Note that I used the same equations as the original Soulvizier (base x2,7), and SV also has an increased coefficient for multiplayer.

- Heroes and boss seems to have the same crazy health regen the classic SV had, I always found it restrictive for builds as it forces player to take a more offensive approach in their builds, some heroes can become litteraly unkillable when orienting to more defensive build in epic/legendary
Actually it's a tough one because I like the increased regen for the player (makes a lot of items more valuable, adds diversity to the way a player can heal, compensates a bit for the higher cooldown of potions). It's a double-edged sword because that also gives more health regen to the monsters. I wouldn't call it crazy though : I like to punish a bit hit and run tactics, and force the player to stay a bit to defeat heroes and bosses.
Granted it makes some bosses too hard (last Grey Sister), but in theses cases I may only nerf these bosses regen in particular.
I'll try to tone down the increased regen for monsters and bosses, but not completely remove it.
But I'm not so sure that it makes it too hard for defensive builds; one could argue that it is your build that is not powerful enough.
Same if you find out that your glass cannon dies too often, it may be because it is a glass cannon, not because bosses hurt too much. Now that there is no increased resistance penalty, you get more room to increase your offensive power. And well, scrolls may finally get a purpose.

Also encountered the satyr boss at a camp after Nessus, had to pass it because he kept shredding me to pieces.
- The fact that roaming bosses (the one who spawn randomly in packs) have the possibility to spawn very early in Normal can be annoying (although it can be very fun in multiplayer)
I assume you're talking about Rakanizeus (big blue satyr, very fast, throwing electric balls, around lvl 15). Well, I think it's an issue from the original Soulvizier. In my testing playthroughs I had a worse situation, I encountered him before Sparta (in the camp near the Dowry Necklace quest). Needless to say he was unbeatable, and it felt too much. So I decided to delete him from the early spawns. Apparently that's not enough, maybe I should make him start his appearance only around the satyr camps before Delphi, if I can do that easily.

- The experience curve is a bit too low in my opinion, I personnaly loved the SV xp curve as it allowed a more rapid progression and made act 1 & 2 way more fun in normal compared to vanilla, although I understand it could make more sense to reduce it since there is two more expensions now.
- Increasing the xp curve a bit (maybe making a compromise between vanilla and the old SV curve), as imo it's the change that feel the most "not Soulvizier" for me.
For now the XP curve tries to stick to the AE edition. I'd like to keep accomplished heroes at level 40. So I can't make it like the original Soulvizier.
This said, I can try to lower the XP needed for the early game levels a bit, so that you get more levels in act 1 and 2 (and I hope this would get back to normal after). This would make the game easier (too easy ?), but that's the point, isn't it ?
I tried in early versions before the beta to have an "explosive" start, but in my playthroughs it felt too much.

- Most of the new recipes requiring an object require a very specific item (like a copper band of insight), and even with the exact item it's still grey in the recipe.
- Speaking of recipes, you can create items from recipes (haven't tested with artefacts) without any of the reagents, the crafting button is grey, but by cliking it you have the confirmation window and you can craft it just paying the money.
- Recipes that need only one items (most weapons recipes) cannot be crafted, even with the weapon. Well technically they can because you can craft them without out of thin gold.
- Make item recipes always need 3 items, since those crafted items are quite powerful (like the torch, mass, spear) and need very basic items and not much money to create (for exemple, the torch could need a basic torch, a fire of prometheus, and a mob related soul like shaman satyrs or something).
Forge recipes are bugged as of now (see the "known bugs" text file I sent you with the mod files). Of course, in the end all forge recipes will need 3 items because the game does weird things if you don't have three reagents.
The missing reagents were materials (iron, wood, silver, etc.) that I deleted. I'm currently working on a new system to replace them and make all forge recipes correctly usable.

- The blade trap orb dropped by Child Snatcher on death doesn't detonate.
Yeah, it's a known bug I forgot to add to the list. I haven't changed anything from him. Do you know if this was also an issue in the original Soulvizier ? Depending on the answer this may help me find what's wrong with him.

(I still didn't droped a single soul out of dozens of heroes issou)
This ought to be bad luck. I dropped at least one on each of my playthroughs, and even two with one char, all of them before Megara and without any farm (just clearing all the map).
Heroes have around 5% drop rate for souls (8% or 10% in act 5, might become the new reference), so you would need around 20 heroes before getting one.
Title: Re: Soulvizier AERA
Post by: nargil66 on 01 January 2020, 13:42:36
I've forgot how much fun was playing this mod...

Ok, started with a Pyromancer, lvl 7 in Sparta after beating Nessus. Feedback:
- Haven't noticed any real bugs, except a Runemaster's shield having invalid skill profile
- Heroes doesn't have stars above their heads, intentional?
- New recipes are a nice touch, but i agree with Vadumee that they should require more reagents
- Maybe you could increase champion/hero density a bit, can rmake things more interesting, also higher chance of souls will help untwinked.
Title: Re: Soulvizier AERA
Post by: soa on 01 January 2020, 14:30:29
I've forgot how much fun was playing this mod...

Ok, started with a Pyromancer, lvl 7 in Sparta after beating Nessus. Feedback:
- Haven't noticed any real bugs, except a Runemaster's shield having invalid skill profile
- Heroes doesn't have stars above their heads, intentional?
- New recipes are a nice touch, but i agree with Vadumee that they should require more reagents
- Maybe you could increase champion/hero density a bit, can rmake things more interesting, also higher chance of souls will help untwinked.

1- OK, that's because the official text file is bugged and sometimes has twice the same tags (in equipment and ui files). Will be fixed in next version
2 - Yes, that's intentional. Actually I don't mind this much about the star, but I don't like that sometimes, it doesn't disappear when the hero dies. There is a golden star staying on the floor and I find that ridiculous. I haven't found any way to make the star disappear after the hero's death, so I simply deleted it (see https://titanquestfans.net/index.php?topic=985.msg11329#msg11329)
3- Yes, as said above it is WIP stuff (see known bugs list txt file)
4- It is the same as the base game. Will see for an increase (it should be easy to do) + higher chances of souls : yes, I think it would be nice for untwinked especially. I'd like to help them more for other stuff too (finding relics, etc.)


Finally, yes I should open a discord, but there's too much on my mind right now.
Title: Re: Soulvizier AERA
Post by: icefreeze on 01 January 2020, 14:42:22
- There are some items that don't show its icon, and just 1slot size, as it showed in the screenshot attachment in this post.
- There is a Warden Manaed (cat-woman monster) heroes spawn at the rebirth fountain after finished the quest "Shipwreck" that so powerful, not about dmg, but she just too tough to kill.
- The crows that summoned by the ring soul " Dire Flock Soul" that look the same with the crown mobs, so it make hard to target those enemies when fighting. I think you should set it different color or something so they can be recognized easier.
Title: Re: Soulvizier AERA
Post by: soa on 01 January 2020, 14:59:41
Can you send me your save, I'll try to look at these items ?
About the Maenad, do you know her name ? There are 21 maenad heroes and 1 maenad boss in the game (only 4 heroes in the base game).
I'll change the crows so they get a unique skin (not on my top priority list though)
Title: Re: Soulvizier AERA
Post by: icefreeze on 01 January 2020, 15:06:16
- Yes, i just send you my character save.
- I don't remember her name, just notice she is Warden, using Spear but casting skill like throwing knives, but the projectile is javelin, sometime the buff skill on her shoot out 4 projectile in random directions.
- I used get 2 "white treasure orbs" that can't be open, it doesn't show any name on it. One from the crow hero.
Title: Re: Soulvizier AERA
Post by: soa on 01 January 2020, 15:21:25
- I used get 2 "white treasure orbs" that can't be open, it doesn't show any name on it. One from the crow hero.

It's supposed to explode, not to be a treasure (the bug is that i doesn't explode).
Title: Re: Soulvizier AERA
Post by: icefreeze on 01 January 2020, 18:56:10
My character now's almost 18 and a half, just killed Minotaur and Telkine, jump to Act2.
- Minotaur seems hard to beat without suitable Soul, its dmg too high. I dont think any melee build can stand infront of him if play sell found gears from the start.
- Telkine seems bugs or something, after aggressive at the start of fight, he just stand a place, sometime cast lightning botls around.
Title: Re: Soulvizier AERA
Post by: Vadumee on 02 January 2020, 00:28:57
Another quick update, my elementalist is now lvl 18, just entering the Nile. After having very difficult times around Megara, i got extremely lucky at Ambrossos countrysides, as i got quite a lot of items, a very nice soul, and FOUR mercenary contracts (2 duplicates of the maenad archer, and another 2 for the maenad frost mage). Along with the fragmentation of molten orb, this gave me a great boost of damage to go with my newfound crowd control, and i managed to do very well, until the minotaur lord, he seems extremely difficult against a caster, I had to enchant movement speed boots with hermes sandal to be able to dodge his stun earthquake attack (which deal 50% of my life and stun me) and let the maenad lady destroy him with arrows.
The telkine was more managable for me, he wasn't dealing too much damage (except the purple projectile, but easy to dodge), but I think that without the maenad mercenary he would have taken forever to beat, he has a ton of health and regen very fast.

- Regarding the blade trap dropped by Child Snatcher, as long as I remember, it was very rare for it to not detonate on the classic SV, where he never detonate here (actually, it also happens with a maenad hero with the exact same mechanic, don't remember the name, but she looked like the assassin ones).

- As for my opinion on the health regen, yeah I agree that it's an interesting mechanic for player, normal monsters and pets, but it can really become an issue with some heroes, especially those who have health regen boost (I remember there was a purple raptor hero who could get back to full like in not time)

Here is some strange things / bugs that happened to me during this second playtime :

- A lot of Soulvizier specific items don't have their textures (and the item icon is a little colored square), for instance the items i got suffering from this are : Black armplates, maenad's trickster bow, plhean striders, emerald marchers, telkine veil and voidleecher.
- Any entity frozen in ice is invisible, this happens to ennemies as well as the player.
- The maenad archer mercenary (i don't remember the name, but her title is night's flower) have trouble to shoot ennemies when in far distance, as she's trying to attack ennemies that are a bit farther than her maximum attack range. I don't know if it's an issue with the other mercenaries as the frost mage spam her spells at medium range so it's unoticable.
- I don't know if it's a Soulvizier-related problem of the AE edition, but Shadowmaw's nightstalkers are level 28 and deals nearly as much damage as the hero.
- The dune raider - Veteran assassin don't move at all and just stand there, t-posing menacingly (the non-veteran assassins works fine)

(https://image.noelshack.com/fichiers/2020/01/4/1577940929-tposingmenacingly.jpg)

I don't believe high enough in my luck to have dropped 4 mercenary contracts in one act, might wait for others player experiences to see if it's redundant, as in the classic SV these contracts were extremely rare.
Title: Re: Soulvizier AERA
Post by: siegefried on 02 January 2020, 11:06:39
Imo the leveling pace along with the increased level requirement can make the game feel much less rewarding. While it can be that I am not used to the leveling pace, it does feel that I am getting less for the same amount of effort placed in. I got the Nessus soul, which had the requirement increased from 10 to 14. 10 would have been the normal level I used to clear Nessus at, but now I would be waiting till at least the Gorgon sisters if not further to equip the soul. In terms of how the progression feels to me, I prefer the older implementation so far.

That aside,

Helos 3
Sparta (after Nessus) 7
Megara 9

Am running a druid to make observation easier, Level 20 wolves (with shrine) tearing up stuff quite nicely (including the elite turtles), though hero fights can wipe them off. Will respec off Wolves to get Squall later since Wolves just cost too much to invest in and I end up with low stats.
Title: Re: Soulvizier AERA
Post by: soa on 02 January 2020, 11:24:31
Another quick update, my elementalist is now lvl 18, just entering the Nile. After having very difficult times around Megara, i got extremely lucky at Ambrossos countrysides, as i got quite a lot of items, a very nice soul, and FOUR mercenary contracts (2 duplicates of the maenad archer, and another 2 for the maenad frost mage). Along with the fragmentation of molten orb, this gave me a great boost of damage to go with my newfound crowd control, and i managed to do very well, until the minotaur lord, he seems extremely difficult against a caster, I had to enchant movement speed boots with hermes sandal to be able to dodge his stun earthquake attack (which deal 50% of my life and stun me) and let the maenad lady destroy him with arrows.
The telkine was more managable for me, he wasn't dealing too much damage (except the purple projectile, but easy to dodge), but I think that without the maenad mercenary he would have taken forever to beat, he has a ton of health and regen very fast.

- Regarding the blade trap dropped by Child Snatcher, as long as I remember, it was very rare for it to not detonate on the classic SV, where he never detonate here (actually, it also happens with a maenad hero with the exact same mechanic, don't remember the name, but she looked like the assassin ones).

- As for my opinion on the health regen, yeah I agree that it's an interesting mechanic for player, normal monsters and pets, but it can really become an issue with some heroes, especially those who have health regen boost (I remember there was a purple raptor hero who could get back to full like in not time)

Here is some strange things / bugs that happened to me during this second playtime :

- A lot of Soulvizier specific items don't have their textures (and the item icon is a little colored square), for instance the items i got suffering from this are : Black armplates, maenad's trickster bow, plhean striders, emerald marchers, telkine veil and voidleecher.
- Any entity frozen in ice is invisible, this happens to ennemies as well as the player.
- The maenad archer mercenary (i don't remember the name, but her title is night's flower) have trouble to shoot ennemies when in far distance, as she's trying to attack ennemies that are a bit farther than her maximum attack range. I don't know if it's an issue with the other mercenaries as the frost mage spam her spells at medium range so it's unoticable.
- I don't know if it's a Soulvizier-related problem of the AE edition, but Shadowmaw's nightstalkers are level 28 and deals nearly as much damage as the hero.
- The dune raider - Veteran assassin don't move at all and just stand there, t-posing menacingly (the non-veteran assassins works fine)

(https://image.noelshack.com/fichiers/2020/01/4/1577940929-tposingmenacingly.jpg)

I don't believe high enough in my luck to have dropped 4 mercenary contracts in one act, might wait for others player experiences to see if it's redundant, as in the classic SV these contracts were extremely rare.


- For the freezing bug, it's an official game bug (shader problem). It is known since the Atlantis beta test. They fixed it, then they did something wrong and now it's back. It may be only in DX11 version though. Soulvizier storm gives more freezing options than the base game, so you notice this bug easier. I don't know how to fix this actually, maybe try to play in DX9 if it's better.
- Shadowmaw and shadowstalkers were not in classic SV, and I haven't changed them. May be a strange interaction between AE and SV, will check.
- I haven't changed the mercenary contracts drop rates, only thing I did was removing material drops, that mechanically increases the mercenary drops but it's still very rare (it was 0,6% and went to 0,7%), a lot rarer than forge formulas or even scrolls.
- For the rest of the bugs, I'm working on fixes.
Title: Re: Soulvizier AERA
Post by: soa on 02 January 2020, 11:32:05
- As for my opinion on the health regen, yeah I agree that it's an interesting mechanic for player, normal monsters and pets, but it can really become an issue with some heroes, especially those who have health regen boost (I remember there was a purple raptor hero who could get back to full like in not time)
Yeah, Spawn of Chi in A3. I liked him, his regen gave him more personality.
Title: Re: Soulvizier AERA
Post by: icefreeze on 02 January 2020, 11:51:01
- The Beetle boss - first boss of act2 take me some hour to kill it. I think any melee build almost impossible to kill him if play sell found items without farming before.
- Runic Warrior just like dummy, do nothing, no move, just stay there, "bugs" as you mentioned, and it can summoned unlimited as the screenshot attachment of this post.
- The Shadow Stalker hero - Sehr'tun Kah at place where do the side quest helps villages kill those shadowstalker seems too annoying, can't attack when he moves, his dmg too high to stand fight.
- Any boss, enemies using "Stun" attack (like Minautor Lord) can kill you if you take it full hit, or almost dead, even that is normal enemies.
Title: Re: Soulvizier AERA
Post by: nargil66 on 02 January 2020, 16:49:34
I fall behind, still lvl 12 Pyro in Delphi. 1 soul so far (Polyphemus), met alot of heroes, but no luck with more souls. No luck with merc contracts either. Found some new affixes, i dont remember them from old SV, a nice addition. The only bug i've seen is a missing bitmap on unique sword (Veleno's Edge). I'll post again when i reach Act 2.
Title: Re: Soulvizier AERA
Post by: icefreeze on 02 January 2020, 20:23:33
I think you should make the mod as custom map, not hard mod.
TQVault now seems not works well with each time load original items vaults.
Title: Re: Soulvizier AERA
Post by: Vadumee on 03 January 2020, 00:11:05
By the way, I forgot to mention that the items without an icon texture also don't have texture on their 3D model, i have one on me (the Khafra ward), and the armor looks like it's made either of aluminium or semen. The razor feather and fiend carapace relics also don't have textures.

I'm currently lvl 26, at bactrian forest, and I haven't encountered much bugs or issues since Sais, at the exception of the statues boss in the sphinx, it seems the momified priest aren't there at all (the one with the electrical ball attack, and they're supposed to respawn as long as one boss obelisk is alive).
I dropped more souls than in act 1 (well, more than 1 isn't hard), and the dune raider mercenary.
And merchants of act 2 seems a bit strange, for nearly half of egypt the merchant selling staves only sold the end of Act 1 staves.
Title: Re: Soulvizier AERA
Post by: sauruz on 03 January 2020, 00:14:51
at the exception of the statues boss in the sphinx, it seems the momified priest aren't there at all (the one with the electrical ball attack, and they're supposed to respawn as long as one boss obelisk is alive).

The Devs removed the priests from Pharoah Obelisks  couple patchs ago , i dont know why

Title: Re: Soulvizier AERA
Post by: Vadumee on 03 January 2020, 22:07:59
So, i'm doing an update because there is quite a massive problem in the current version of SV.
I'm level 30, currently at Olympus, and I can't progress to act IV as killing Typhon doesn't trigger the Zeus speech and the portal, I tried to kill him multiple times, same result. It does however update my quest entries with the atlantis one.

Here's other weird things I observed, probably not everything is a SV related bug, might be AE or simply a feature :
- Basic tigermen have weird textures.
- Having a shrine buff and taking a shrine of the same buff doesn't refresh the buff anymore.
- The bonus to health given by Health Shrine seems to only work in act 1 (I don't know if it's intended)
- Might keep on eye on blood damage related SV ennemies and heroes, as they possibly became way stronger with the AE version of SV (or if you plan to introduce back the blood cave and stuff like that)
- Souls dropped by ennemies seems to require a bit too high level, for exemple I have a raptor soul that requires lvl 36 to be equiped, I was lvl 28 when I dropped it, and even after finishing the act, i'm still level 30.

Speaking of which, the leveling curve seems to become slower than the base game after late-Act 2 / early-Act 3, even by cleaning the whole map, doing every quests, i'm lvl 30 at the end of the act (I was 25 at the end of Act 2), where I generaly finished between lvl 32 & 34 in the vanilla game.
All the heroes I encountered so far seemed to work as intended, I was surprised when the behemoth Ichthian hero threw me a winged shark who chewed on me, i didn't remember he was doing that in the past  ;D
I'll wait until the progress restricting bug is fixed, except if you need me to test specific things.
Title: Re: Soulvizier AERA
Post by: soa on 04 January 2020, 00:29:26
So, i'm doing an update because there is quite a massive problem in the current version of SV.
I'm level 30, currently at Olympus, and I can't progress to act IV as killing Typhon doesn't trigger the Zeus speech and the portal, I tried to kill him multiple times, same result. It does however update my quest entries with the atlantis one.

Here's other weird things I observed, probably not everything is a SV related bug, might be AE or simply a feature :
- Basic tigermen have weird textures.
- Having a shrine buff and taking a shrine of the same buff doesn't refresh the buff anymore.
- The bonus to health given by Health Shrine seems to only work in act 1 (I don't know if it's intended)
- Might keep on eye on blood damage related SV ennemies and heroes, as they possibly became way stronger with the AE version of SV (or if you plan to introduce back the blood cave and stuff like that)
- Souls dropped by ennemies seems to require a bit too high level, for exemple I have a raptor soul that requires lvl 36 to be equiped, I was lvl 28 when I dropped it, and even after finishing the act, i'm still level 30.

Speaking of which, the leveling curve seems to become slower than the base game after late-Act 2 / early-Act 3, even by cleaning the whole map, doing every quests, i'm lvl 30 at the end of the act (I was 25 at the end of Act 2), where I generaly finished between lvl 32 & 34 in the vanilla game.
All the heroes I encountered so far seemed to work as intended, I was surprised when the behemoth Ichthian hero threw me a winged shark who chewed on me, i didn't remember he was doing that in the past  ;D
I'll wait until the progress restricting bug is fixed, except if you need me to test specific things.

- The refreshing of the shrines is an AE bug (or feature, but doesn't make sense). See https://redmine.thqnordic.com/issues/28092 or https://redmine.thqnordic.com/issues/34792 . I don't know what I can do, but it's on my list if someday I find a fix.
- Health shrine : there's got to be a bug somewhere in the mod.
- I will check on the other bugs (I haven't touched Typhon, he's the same as classic SV but they may have changed some things in AE about him). Please send me your save so that I can test my fixes easier.
- The feedback gathered until now already made it clear that the XP curve is too slow. It will be faster in the next version (not like classic-SV, but no one want it slower than AE)
- Regarding souls : this is a temporary setting. I changed the requirement equation just before the start of the beta, because the requirements were too low given the power of the souls. Now I know this isn't perfect, and the req are probably too high, but that's preferable because overall I'm gonna decrease the difficulty as asked by most beta testers. So for now, souls have increased requirements in order to avoid the game from being easier than AE. At some point I may lower them, depending on the evolution of the XP curve, but I will also need to reduce their power in the same time (drop rate will also increase, so that you may find souls that suit your playstyle when untwinked).
- The ichthian's shark is a funny thing, it's already in classic SV.
- Blood damage : in TQIT, this damage was laughable. It's better now in AE because it scales and you have reduced resistances in Epic and Legendary. But it's probable that classic SV boosted it in another way (increase in flat numbers) to make it scale and that cumulates with AE changes. Same goes for poison, life leech and retaliation. I've already reduced the % global bleeding modifiers to AE level to limit this potential issue. It will need some playthroughs in Epic and Legendary to really know, because that's where it truly scales and you get reduced resistances. Are there any particular enemies that deal high bleeding damage ?

Edit : is the game still too difficult past act 1 ? Does it get better in act 2 or 3 ?

Final note : I was planning to make an important update this weekend. Well, even if I don't manage to kill the Typhon bug, I will make it anyway.
Title: Re: Soulvizier AERA
Post by: Comrade_Ajax on 04 January 2020, 02:34:12
Playing through slowly but finished Act 1.

Progression Levels:
Sparta - 6
Tegea - 8
Megara - 10
Ambrossos - 11
Delphi - 12
Athens - 16
Knossos - 16
Rhakotis - 18

I've found some more bugged gear which occupy a single slot and have no model:
-Telkine Veil
-Tricker's Bow
-Ring of Atus
-Moltenblade
-Emerald Marchers

The Runemaster prefix also doesn't apply the skill bonus to Rune skills. I'll send my save with the bugged items separately.

For feedback on the changes to leveling, I would say that for Act 1 the progression still feels smooth. The difficulty didn't feel much different even with reduced levels. As noted however, the level requirements for souls no longer aligns with the level you encounter the enemies that drop them. For example, Nessu's soul requires level 14 while I fought him around level 7. This issue will probably become more pronounced in Epic and Legendary.

I'm a little disappointed about not being able to enchant Epics/Legendaries. From prior Soulvizier playthroughs I already thought that many of the good affix rolls on Rares and MIs outclassed most uniques. With the changes to resist penalties you can probably just focus on getting good damage rolls on green gear and get resistances from enchantments. That said, I haven't played much with the new Ragnarok/Atlantis content and don't know how well it stacks up compared to IT. I also miss the small quality of life changes such as potion stacking that I believe were previously built in.
Title: Re: Soulvizier AERA
Post by: nargil66 on 04 January 2020, 05:17:44
Report from Rhakotis (lvl 18):
- The drop rates in Act I were great. Got 4 souls total, 2 SBC's and a Magmastone ring (no bitmap again). I dont know if you increased the drop chances, but its very nice that the mod does not require extensive farming
- I second @icefreeze about Minotaur lord, hes way too strong. Stun, then kill in 2 hits. Took me 9 deaths to kill (of 11 total), i cant imagine if i was melee... I met 3 different uberheroes and none of them can compare to him. Neither the Telkhine (i find his difficulty to be just right btw).

Some ideas about skills:
- Heat shield - The cooldown is too high, and after taking a few fire hits it needs to be recast. I suggest you make it passive % fire absorb it like it is in AE.
- Blade Mastery (Occult) - maybe it can be used with thrown weapons, like Calculated strike.
Title: Re: Soulvizier AERA
Post by: soa on 04 January 2020, 15:14:26
Found the solution for the Typhon bug.

However, I found out that the formula bug (you can create an item without the reagents if you click on the grey "Create artifact" button and say "Yes") is once again an official game bug.
I can't do anything about that. I thought it was because of my WIP recipes that didn't have 3 ingredients.
Only advice I can give is to be fair and don't click the grey button if you don't have the reagents. Consider it would be a basic cheat like duplicating your items with TQ Vault or by duplicating your saves. I can't stop anyone from cheating, if that's how you want to play.

See here :
https://redmine.thqnordic.com/issues/29418
Title: Re: Soulvizier AERA
Post by: icefreeze on 04 January 2020, 15:40:37
There is an issue that when I swap back to to original game (by deleting file that Soulvizier mod require in the folder that change before), play with character of original game, don't start with character that play Soulvizier mod, then come back to Soulvizier mod with Soulvizier character, there are no green seal formula - forge formula(that to create items, right?) in Relic/charm - Artifacts store page of Caravan Storage that i stores before.
- The last boss of act2, Musika iirc, the Sand lord, deal alot of dmg with his"shotgun" like skill, i must abuse Seal of Fate behind the wall to kim him.
- My character now lvl25, still Runesmaster, at start of Babylon outskirt after kill Chimaera. I don't know what do you think to set this hero at lvl41, with defense skill (rally all time it possible, low recharge so his health recovery so fast) and "new weird" skill that can't break, chasing you all along in duration like this, it seems impossible to kill this guy.
- Anh there are some items, relic that don't have texture, like this Tiamat sword (i think it's sword by it attacks peed).
Title: Re: Soulvizier AERA
Post by: icefreeze on 04 January 2020, 18:55:45
- At last, i kill him with the help of the guardians near there, and his drop this lvl38 soul.
- And this shield -Sunwheel doesn't have texture, icon miss at slots storage too.
- This Peng's Hero so crazy, he can cast lightning spell without recharge, through the wall if character in it range to cast skill  :o
Title: Re: Soulvizier AERA
Post by: soa on 04 January 2020, 19:42:35
There is an issue that when I swap back to to original game (by deleting file that Soulvizier mod require in the folder that change before), play with character of original game, don't start with character that play Soulvizier mod, then come back to Soulvizier mod with Soulvizier character, there are no green seal formula - forge formula(that to create items, right?) in Relic/charm - Artifacts store page of Caravan Storage that i stores before.
- The last boss of act2, Musika iirc, the Sand lord, deal alot of dmg with his"shotgun" like skill, i must abuse Seal of Fate behind the wall to kim him.
- My character now lvl25, still Runesmaster, at start of Babylon outskirt after kill Chimaera. I don't know what do you think to set this hero at lvl41, with defense skill (rally all time it possible, low recharge so his health recovery so fast) and "new weird" skill that can't break, chasing you all along in duration like this, it seems impossible to kill this guy.
- Anh there are some items, relic that don't have texture, like this Tiamat sword (i think it's sword by it attacks peed).

- No need to report more texture bugs. This will be fixed by next version.
- For the missing recipes in the Caravan, I don't know. You should make a complete backup of the SaveData directory when swapping between AE and SV.
- You don't seem to realize this is an existing mod I'm updating and I haven't made it all by myself. Also consider this is a beta, everything is not perfect. The XP will increase in the next version.
- The new version is ready, I'm making a playthrough right now. It will be published tomorrow.
Title: Re: Soulvizier AERA
Post by: icefreeze on 04 January 2020, 20:07:23
- Rune Field skill tier lvl is wrong, it's lvl40 skill but has the same height as lv32 skill in Runes mastery board.
- The Neanderthal Shaman hero - Yime the Beastmaster seems too tough with his pets, he resummoned his pets continuely if any of them dead, and has skill like Squall but with cold effect, can be frozen character.
* For some issue i don't know, i can't attachments picture in this post (after try sometime).
Title: Re: Soulvizier AERA
Post by: Vadumee on 04 January 2020, 21:17:07
- At last, i kill him with the help of the guardians near there, and his drop this lvl38 soul.
- And this shield -Sunwheel doesn't have texture, icon miss at slots storage too.
- This Peng's Hero so crazy, he can cast lightning spell without recharge, through the wall if character in it range to cast skill  :o

This is something that was already in the classic SV, some heroes were probably made for later points in the game, but can appear sooner because of ennemy pools (for the behemoth Ichthian for exemple, i think he was made to appear in the swamp/forst of China, rather than Babylon and the outskirts), their high levels is also due to the classic SV experience curve, at the time you were like lvl 35 at the start of act 3, where in the current version you are lvl 30 at the END of act 3. Also, i think most of the issues you encounter here are caused by the fact you don't invest enough points in mastery, having 1.1k health as a melee in act 3 is extremely fragile, there are a lot of ennemies that are going to give you troubles in the later part of act 3 (especially the flameguard dragonians and the third telkine, they are monsters in terms of dealing high damages, Ormenos is probably going to one shot you with every of his attacks)
Title: Re: Soulvizier AERA
Post by: icefreeze on 04 January 2020, 21:26:14
- At last, i kill him with the help of the guardians near there, and his drop this lvl38 soul.
- And this shield -Sunwheel doesn't have texture, icon miss at slots storage too.
- This Peng's Hero so crazy, he can cast lightning spell without recharge, through the wall if character in it range to cast skill  :o

- I noticed that Energy Armor show at the highest tier skill but it actually just require Runes mastery lvl32 to unlock, while the Rune Field skill show as lvl32 tier skill but need to unlock as lvl 40 tier skill :D

This is something that was already in the classic SV, some heroes were probably made for later points in the game, but can appear sooner because of ennemy pools (for the behemoth Ichthian for exemple, i think he was made to appear in the swamp/forst of China, rather than Babylon and the outskirts), their high levels is also due to the classic SV experience curve, at the time you were like lvl 35 at the start of act 3, where in the current version you are lvl 30 at the END of act 3. Also, i think most of the issues you encounter here are caused by the fact you don't invest enough points in mastery, having 1.1k health as a melee in act 3 is extremely fragile, there are a lot of ennemies that are going to give you troubles in the later part of act 3 (especially the flameguard dragonians and the third telkine, they are monsters in terms of dealing high damages, Ormenos is probably going to one shot you with every of his attacks)
I play throw weapon, not melee.
With Runes, abuse Seal of Fate can kill Ormenos easily.
Title: Re: Soulvizier AERA
Post by: icefreeze on 05 January 2020, 10:18:53
Also, there are a few things i think you should look at and improve (i feel like the dev had a lot of good ideas, but were to lazy to corectly implement them in the game)

There are a few physical staff:
https://www.tq-db.net/equipment/carnyx-staff
https://www.tq-db.net/equipment/faxi-staff
https://www.tq-db.net/equipment/staff-of-the-covenant

Given TQ is strongly dependant on stats for damage, why i will invest 600+ int on a staff that deals physical damage?

This is an example of some stuff that may need rework. I just pinpoint it so you could try to make it usefull.
I already do some build that using staff with physical dmg as main dmg source.

@soa :
- Some rat's Heroes seems quite dangerous with 2 AoE attack 360degree around him, very good dmg can be 1 shot killed glass cannon build, the recharge seems very low, so they cast it very often. I still can't attachs picture so i just mention by words.
- My character now is lvl30, and was defeated Typhon.
- Story and side quest bosses of act3 (Barmanu, Bandari, Yaoguai, Ormenos Telkine) and Typhon seems not much dangerous enough, actually some Heroes monster is much more dangerous than them. My character doesn't die anytime when facing those bosses.
- Runic Warriors can't die, so they can provoke enemies attack them when character run out of enemies then enemies close to Runic Warriors, and you can abuse this to attacks enemies without taking hits in d uration.
- And yes, i can't pass to act4 because there is no portal appear after defeated Typhon.
Title: Re: Soulvizier AERA
Post by: soa on 05 January 2020, 21:05:07
Version 1.1 is out.

Every beta tester should have received his link by private message, contact me if you haven't

See attached publicly shared files :
- changelog from version 1.0
- notes about the new recycling system
- notes about some WIP things that need to be tested or improved in the future
Title: Re: Soulvizier AERA
Post by: soa on 05 January 2020, 21:27:11
@soa :
- Story and side quest bosses of act3 (Barmanu, Bandari, Yaoguai, Ormenos Telkine) and Typhon seems not much dangerous enough, actually some Heroes monster is much more dangerous than them. My character doesn't die anytime when facing those bosses.
- Runic Warriors can't die, so they can provoke enemies attack them when character run out of enemies then enemies close to Runic Warriors, and you can abuse this to attacks enemies without taking hits in d uration.

- Runic Warrior : don't use it as an exploit. It is bugged, he's still there in 1.1 version but I'll remove it until it is fixed in next version.
- A3 bosses : there may be some work to do with them. Do you play the fights "fairly" or do you abuse spell casting while staying in a place the boss can't reach ? Do you have souls and mercenary contracts ?
The strange thing is that in SV: AER v1.0, I haven't really changed the balance of these particular bosses from classic SV. And from what I can remember they had a good balance.
I mean, in Normal SV AER bosses have a bit reduced resistances (+0% instead of 10% in classic SV), less life (+10% instead of +20%), less regeneration (+0% instead of +25%, only since v1.1), less damage (+5% instead of +10%, only since v1.1) but this is also applied to heroes, and all monsters from A1 and A2, and these changes are mostly here so that untwinked chars can have an easier progression. So these shouldn't make the A3 bosses look particularly weak.
I will wait for other testers feedback to see if everyone has the same issue.
Title: Re: Soulvizier AERA
Post by: Vadumee on 06 January 2020, 01:27:56
I made some quick tests regarding some modifications or skills which needed to be tested (for skills I tested them at max level with an accomplished hero).

- The mayhem and ravage of time works fine, although since the first is a mind control, it sometimes MC every ennemy, creating a weird situation where everyone is you ally and you can't kill anybody (this was with the skill at max level tho).
- Elemental fury should be tested with a higher character (like at least in epic difficulty), well equiped to see how the damage scales, because with all the flat elemental damage & the +% elemental damage & conversion, it's kind of strong even with a weak weapon, I had a bow which gave me 110 dmg per arrow, but with elemental fury + the synergy skill I was doing around 600 per arrow.
- I had a few relics drop, and one minor seal, so the update of lootpool for relics seems to work fine.
- Minotaur Lord's auto attack are more manageable, he does around 120-140 dmg without onslaught, so melee characters should have less trouble with him, but the real problem is with ground attack, it still does 360 damage per tick, and sometimes can tick 5 times (this is not a joke, I was hit by it with my level 32 character and got one shot because of the 5*360 damages)
- Ormenos's boulder attack is fine as it is i think, deals around 1600 damage, should be threatening enough to avoid it, but not a death sentence (at least in normal), i tried to see what his other attacks were doing by fighting him without pet, and his vitality auto-attack actually deals a ton of damage (i never took one on my previous fights with him), just ONE of this projectile deals around 2000 damage for the whole duration of the dot, and he spam them two by two, i think we either have to build a lot of vitality resistance (well i think it's vitality damage) or we can't fight in melee at all.

I'll try to test skills with non-accomplished heroes to see how it goes on very early game, in addition to the non-tested one.
Title: Re: Soulvizier AERA
Post by: icefreeze on 06 January 2020, 05:51:39
............
- Runic Warrior : don't use it as an exploit. It is bugged, he's still there in 1.1 version but I'll remove it until it is fixed in next version.
- A3 bosses : there may be some work to do with them. Do you play the fights "fairly" or do you abuse spell casting while staying in a place the boss can't reach ? Do you have souls and mercenary contracts ?
The strange thing is that in SV: AER v1.0, I haven't really changed the balance of these particular bosses from classic SV. And from what I can remember they had a good balance.
I mean, in Normal SV AER bosses have a bit reduced resistances (+0% instead of 10% in classic SV), less life (+10% instead of +20%), less regeneration (+0% instead of +25%, only since v1.1), less damage (+5% instead of +10%, only since v1.1) but this is also applied to heroes, and all monsters from A1 and A2, and these changes are mostly here so that untwinked chars can have an easier progression. So these shouldn't make the A3 bosses look particularly weak.
I will wait for other testers feedback to see if everyone has the same issue.
- Yes, i fight them fairlly compared to other boss, heroes monster, but those original bosses not as dangerous as monster heroes in the mod, 2nd Telkine in Act2 quite easy too. Beetle Bug boss that using poison dmg is the bosses take me the most time to kill till now.
- I have using 2 soul rings, a artifact that summon Ichthian mage that regen character and deal dmg quite good (this is contracts, right?)
Title: Re: Soulvizier AERA
Post by: botebote77 on 06 January 2020, 07:07:52
sorry I'm late, but i'm about to try SV right now

I'm creating a different installation folder for SV, just like in SV for TQIT.. I want to also make a different save directory for SV, if it's possible.. how do I do it?

i'm talking about My Games\Titan Quest - Immortal Throne\SaveData
Title: Re: Soulvizier AERA
Post by: botebote77 on 06 January 2020, 10:00:38
for the mean time save directory is the same as the main game's.. but @soa i hope you can answer my question above.. i prefer a different save directory if it's possible

first impressions are positive.. i created a storm char currently lvl 8.. he will remain solo storm for quite a while.. i'm liking ice orb so far.. it seems like this is the early caster skill for this mastery.. can't remember if it's like that in the old SV.. i just hope the devs fix the freeze animation bug

i already found a soul from a champion enemy.. i just remembered the old minor problem that the original SV weren't able to address: nobody were using rings anymore because of the presence of souls

i'm not sure about the high health and mana regen for the char.. iirc the original SV had a sit skill that rapidly restores health and mana.. i think i prefer that. (was there a sit skill in the original SV? i hope i'm not confusing SV for a different game  ;D )
will have to play more and give my opinion on this when i get farther into the game

no spellbreaker? awww was it like that in the original SV? i know the energy drain is in storm nimbus now but the main feature of it was the dispel skill.. oh well i'm not complaining about it (yet)
also, if the arctic whatever cold skill has a chance to freeze, isn't it fitting that storm nimbus have chance to stun? although i don't know what you replace for it, skill disruption? i'm not complaining about it though, this is a minor issue imo

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

finally, the exp curve.. this is my only gripe so far.. i think it's too slow.. even the x3 that i usually play is faster.. i don't think following the accomplished hero lvl 40 start of act 5 is a good decision..slow leveling was a problem in TQIT that the old SV fixed in the opinion of many including me
also, accomplished hero on a straight playthrough would let you finish at about lvl 75.. it's too low.. i think it should be about lvl 78-80

edit:
also, with the presence of orbs, lightning dash might actually be a good support skill here.. just support because it looks like vanilla lightning dash so it probably won't trigger WPS skills
(will have to see this later)

occult - all masteries have something innate skill unique only to them.. storm has cast speed, earth reduced requirements, defense physical res, etc except occult which only increases stats.. is this fair?
Title: Re: Soulvizier AERA
Post by: sauruz 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
Title: Re: Soulvizier AERA
Post by: nargil66 on 06 January 2020, 11:07:04
Report from Great Wall:
- Havent reported bugs till now, because all were missing texture/mesh bugs (fixed now, thank you :D)
- Borealic Warriors (Elite Tigermen) are freezing while using skill casting animation
- Regarding Recycling recipes - the idea is good, but... i think the main problem after each game act aren't the completed charms/relics, but the incompleted ones (especially now when they are not dropping in other Acts). Can you do something about that? Like maybe 2 or 3 incomplete pieces to make 1 random incomplete piece (or maybe complete one)?
Edit: Flamescar (Forge recipe sword) has a missing tag as MI ingredient (i believe it was Sabertooth?)
Title: Re: Soulvizier AERA
Post by: efko on 06 January 2020, 18:29:05
If I'm right, in act3 (Immortal Throne) was impossible to finish weapon or relic which require special sword which drops after killing Tigermen. I was working to finish that super relic/super weapon, but it was impossible task probably because it is not finished at all.
Title: Re: Soulvizier AERA
Post by: icefreeze on 06 January 2020, 18:34:05
@soa
- This heroes monster just strong as hell, with his fast cooldown, he cast Rally all time, i can't kill him if not abuse the "bug" of game mechanic that make something in the edge of screen "freezing".
(https://scontent.fhan2-4.fna.fbcdn.net/v/t1.15752-9/81383766_2620477124655773_465683422501666816_n.jpg?_nc_cat=100&_nc_ohc=zN-NIEMe1hEAQn7tOF3kTD1xN1nQ-SnwCqzdaJHTEG59ZUZ3fsIshyjhQ&_nc_ht=scontent.fhan2-4.fna&oh=e773242a31e258ebbd9b289563612569&oe=5E9BBEE8)


- I think you should reduced the camera distance, it just too high and can make the game more laggy, stuttering.
- The "Stun on ground" skill (like Minotaur's one) seems too dangerous, any monsters have this skill become killer even if that's normal mobs.

* @botebote77 is this what you want? (https://scontent.fhan2-2.fna.fbcdn.net/v/t1.15752-9/82511343_2435969313286591_6237413650580111360_n.jpg?_nc_cat=111&_nc_ohc=xJCTf7gnRlgAQns0cb4A0MutFLXeI6wj2mJLui4aYP9AvRAiriPat2OYA&_nc_ht=scontent.fhan2-2.fna&oh=cfafd4585e3658fde3986c695c7e0584&oe=5E93CE58)

Title: Re: Soulvizier AERA
Post by: botebote77 on 06 January 2020, 19:03:06
* @botebote77 is this what you want?
what do you mean?

@efko can you check if there is a sit skill in SV that rapidly restores health and mana? it's a skill that all characters have, doesn't belong in any mastery
Title: Re: Soulvizier AERA
Post by: icefreeze on 06 January 2020, 19:07:34
what do you mean?

@efko can you check if there is a sit skill in SV that rapidly restores health and mana? it's a skill that all characters have, doesn't belong in any mastery
My bad, i just fix it, check my previous post again.
Title: Re: Soulvizier AERA
Post by: botebote77 on 06 January 2020, 19:13:22
the orb? hmm doesn't look like it. the orbs in the old SV are weapons that fit in the shield slot so you can go dual orb.. they require int rather than str
Title: Re: Soulvizier AERA
Post by: icefreeze on 06 January 2020, 19:19:40
"This formula allows you to create a relic orb with your unused charms"
Title: Re: Soulvizier AERA
Post by: nargil66 on 06 January 2020, 22:04:32
@botebote77  The "rest" skill was removed after v0.96 or 0.98 (i dont remember the exact version). Along with rejuvenation and XP potions.
Title: Re: Soulvizier AERA
Post by: soa on 06 January 2020, 23:20:45
I made some quick tests regarding some modifications or skills which needed to be tested (for skills I tested them at max level with an accomplished hero).

- The mayhem and ravage of time works fine, although since the first is a mind control, it sometimes MC every ennemy, creating a weird situation where everyone is you ally and you can't kill anybody (this was with the skill at max level tho).
- Elemental fury should be tested with a higher character (like at least in epic difficulty), well equiped to see how the damage scales, because with all the flat elemental damage & the +% elemental damage & conversion, it's kind of strong even with a weak weapon, I had a bow which gave me 110 dmg per arrow, but with elemental fury + the synergy skill I was doing around 600 per arrow.
- I had a few relics drop, and one minor seal, so the update of lootpool for relics seems to work fine.
- Minotaur Lord's auto attack are more manageable, he does around 120-140 dmg without onslaught, so melee characters should have less trouble with him, but the real problem is with ground attack, it still does 360 damage per tick, and sometimes can tick 5 times (this is not a joke, I was hit by it with my level 32 character and got one shot because of the 5*360 damages)
- Ormenos's boulder attack is fine as it is i think, deals around 1600 damage, should be threatening enough to avoid it, but not a death sentence (at least in normal), i tried to see what his other attacks were doing by fighting him without pet, and his vitality auto-attack actually deals a ton of damage (i never took one on my previous fights with him), just ONE of this projectile deals around 2000 damage for the whole duration of the dot, and he spam them two by two, i think we either have to build a lot of vitality resistance (well i think it's vitality damage) or we can't fight in melee at all.

I'll try to test skills with non-accomplished heroes to see how it goes on very early game, in addition to the non-tested one.


- Mayhem : I will make converting rate and duration fixed across all levels to avoid all monsters being MC. And will try if thechnically doable to make monsters neutral so that you can attack them (this is double-edged)
- Elemental Flurry : I slightly buffed the damage of the base skill at higher levels (67 instead of 57 at lvl 12, 88.5 instead of 75 at lvl 16). I also added % Conversion from Physical to Elemental because this Ragnarok mechanic which wasn't in classic SV seemed to fit, but it's maybe over the top if other values are not tweaked. I will wait for an Epic/Legendary feedback before a nerf.
- Can you provide a save just before the Minotaur in Normal with an appropriate leveled character, for testing purposes, I think I know why he's still strong despite the 1.1 nerf on his Earthfury.
- Ormenos : he actually deals a mixture of life leech (no life leech in AE), frostburn (damage x1,5 to 2 from AE) and vitality (smaller vitality in SV against bigger vitality decay in AE) with his bigger blast and 1000-1500% ADctH added in classic SV, and only minor vitality+cold with his smaller blast. His AI should cast the biggest Energy Blast between 6 and 22 m (Medium Range), so not in Melee. I may tone down his levels of Life Leech in Epic and Legendary considering that it should now scale with monster level. But for now he may be just as dangerous as he should in Normal (and Icefreeze said he's not). Runes now gets 20% Life Leech and Energy Leech resistance at lvl 40 in the mastery though.
Title: Re: Soulvizier AERA
Post by: soa on 07 January 2020, 00:54:40
for the mean time save directory is the same as the main game's.. but @soa i hope you can answer my question above.. i prefer a different save directory if it's possible

first impressions are positive.. i created a storm char currently lvl 8.. he will remain solo storm for quite a while.. i'm liking ice orb so far.. it seems like this is the early caster skill for this mastery.. can't remember if it's like that in the old SV.. i just hope the devs fix the freeze animation bug

i already found a soul from a champion enemy.. i just remembered the old minor problem that the original SV weren't able to address: nobody were using rings anymore because of the presence of souls

i'm not sure about the high health and mana regen for the char.. iirc the original SV had a sit skill that rapidly restores health and mana.. i think i prefer that. (was there a sit skill in the original SV? i hope i'm not confusing SV for a different game  ;D )
will have to play more and give my opinion on this when i get farther into the game

no spellbreaker? awww was it like that in the original SV? i know the energy drain is in storm nimbus now but the main feature of it was the dispel skill.. oh well i'm not complaining about it (yet)
also, if the arctic whatever cold skill has a chance to freeze, isn't it fitting that storm nimbus have chance to stun? although i don't know what you replace for it, skill disruption? i'm not complaining about it though, this is a minor issue imo

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

finally, the exp curve.. this is my only gripe so far.. i think it's too slow.. even the x3 that i usually play is faster.. i don't think following the accomplished hero lvl 40 start of act 5 is a good decision..slow leveling was a problem in TQIT that the old SV fixed in the opinion of many including me
also, accomplished hero on a straight playthrough would let you finish at about lvl 75.. it's too low.. i think it should be about lvl 78-80

edit:
also, with the presence of orbs, lightning dash might actually be a good support skill here.. just support because it looks like vanilla lightning dash so it probably won't trigger WPS skills
(will have to see this later)

occult - all masteries have something innate skill unique only to them.. storm has cast speed, earth reduced requirements, defense physical res, etc except occult which only increases stats.. is this fair?


Save directory : at the time of TQIT SV, I was using a .bat file and had two shortcuts for the game, one for SV and one for classic game. I also had two "My Games\Titan Quest - Immortal Throne" directories, one named like that and the other had an added "_original" at the end.
The shortcuts were launching the bat files that automatically renamed one "My Games\Titan Quest - Immortal Throne" to "My Games\Titan Quest - Immortal Throne_SV" or "My Games\Titan Quest - Immortal Throne_original" depending on which shortcut, then launched the game. I'll try to recover that file if you want, you'll only have to make slight edits for the game paths with any text editor, and you shouldn't need strong coding skills for that.
I suppose it's possible to duplicate only SaveData instead of the whole My Games\Titan Quest - Immortal Throne, that should work too, that's what I suggested in the instalaltion files of v1.1

About the things that were already in classic SV and the changes I made :
- Ice Orb was already there, I haven't touched it except I renamed it to Orb instead of Shard
- Spellbreaker : I knew you would not like it, but that's not my change. I don't know which version of SV or Underlord it came from, but it was reworked, moved to Dream and named Mind Breaker. I tweaked it so that there is one skill instead of a skill+modifier, to gain new slots in the mastery tree for the Atlantis skills. Admittedly it was a strong skill and kinda abusable, but it may still be strong in Dream.
- Haven't changed Storm Nimbus + modifiers, or Arctic Shell + modifiers from classic SV, besides giving Storm Nimbus a pet bonus like AE did. I can't make a dispel on attack skill, even with a % chance (or if there is any way, I don't know it). I think yeah the skill disruption is the "equivalent" of chances to freeze.
- Boars - haven't changed but as sauruz said their AI may be slow. They don't have big brains, and react mostly on attack on when you are quite close. Not sure classic SV changed anything here
- Lightning Dash is now same as the vanilla, I will rework it when I'll have some time. See the "WIP stuff" file with the installation files.
- Occult has more intelligence and energy too instead of a resistance, speed, regeneration or another bonus. It's still something. I haven't changed it from classic SV.
AE gives at level 40 : +70 Strength / +100 Dext / +1400 Health.
SV gives at level 40 : +62 Strength / +100 Dext / +1200 Health / +60 Intel / +400 Energy. You're trading 8 Strength and 200 Health for 60 Intel and 400 Energy

For exp, I know this isn't popular, but I've already got trouble balancing the game when going too far from AE, because of the new damage equations of AE (more scaling damage), the fact that the players power doesn't scale linearly. And because of the new xpacks, the XP progression isn't the same. Finally AE added a bonus XP rate in Epic and Legendary of +10% and +20% respectively. Maybe something in between AE and classic SV ? But then I'll have to increase again the power of monsters, that's not easy to balance. Will try to ease again XP again in v1.2...
x3 monsters mods (this is roughly the number of monsters in SV as well) actually make the game easier because it gives the same XP per monster so more levels. x3 monsters don't hit you for x3 damage especially if you pull carefully, and if you have AOE they don't take 3x the time to kill, but give you three times as much loot and close to 3x the XP. Loot is fine because the base game lacks it, bonus XP gives bonus levels so you have to increase the monsters power to compensate and then it's hard to know what numbers to use. I want it easier than classic SV so that you can play untwinked, but just increasing XP to classic SV standards is not going to cut it, I'm afraid. It will take some time to adjust.
Title: Re: Soulvizier AERA
Post by: soa on 07 January 2020, 01:20:26
Report from Great Wall:
- Havent reported bugs till now, because all were missing texture/mesh bugs (fixed now, thank you :D)
- Borealic Warriors (Elite Tigermen) are freezing while using skill casting animation
- Regarding Recycling recipes - the idea is good, but... i think the main problem after each game act aren't the completed charms/relics, but the incompleted ones (especially now when they are not dropping in other Acts). Can you do something about that? Like maybe 2 or 3 incomplete pieces to make 1 random incomplete piece (or maybe complete one)?
Edit: Flamescar (Forge recipe sword) has a missing tag as MI ingredient (i believe it was Sabertooth?)

- Borealic Warriors have a skill similar to Flash Freeze in Storm Mastery. This skill immobilizes them and increases their Health regeneration with 75% Damage Absorption. I think that's normal they "freeze" from time to time (if they don't become invisible it's an immobilization like Stone form would do, not actual freeze)

- Recycling recipes : the devs haven't given us modders any way to use relic shards differently from the base game (another one to add to the modding limitations topic). I don't have separate files for shards and completed relics. I can't allow them as valid ingredients or do anything with them. How about give a new formula to get a Relic Orb, with a current act seal to get an act-1 shard ? Would be similar to current act seal to get a current act shard. Only thing is that you can make the choice between current act and previous act, not let the RNG decide for you.
Besides, relic drops being exclusive to an act brings more benefits than disadvantages. Because before, you had a (tiny) chance to get Greek relics in Egypt. But that would give you in the other hand a corresponding lack in Egyptian relics. In turn you had to try to find them in Orient and so on. Plus you could find in Egypt new Greek shards which would become useless. Now you have better chances to get completed relics in each act, and you know better where to farm your relics. You don't have to wait Orient to know the number of Greek relics you got from a playthrough.
Admittedly to balance the system better I would need to maybe reduce the number of relics in A1 and increase it in A2, so that you have roughly the same chances to get a particular relic in each act. Or I can increase the chance to get two shards instead of one with a relic Orb, at least for Greece because it has more relics than the other acts.

- Flamescar : will check
Title: Re: Soulvizier AERA
Post by: soa on 07 January 2020, 01:49:39

i already found a soul from a champion enemy.. i just remembered the old minor problem that the original SV weren't able to address: nobody were using rings anymore because of the presence of souls

i'm not sure about the high health and mana regen for the char.. iirc the original SV had a sit skill that rapidly restores health and mana.. i think i prefer that. (was there a sit skill in the original SV? i hope i'm not confusing SV for a different game  ;D )
will have to play more and give my opinion on this when i get farther into the game

Forgot these comments (for other posts I'll reply later) :

- I think health/energy regen increase depending on max health/energy is one of the best ideas of late SV versions (granted, it has an inconvenience because it also boosts monsters, but I think it can be overcomed. It may already have been as of v1.1). This enables regeneration builds, and more important new ways of sustain besides the inevitable potions perfusion and % ADctH. It can be one of your sustain sources, not the only one. It gives more interest to invest points in Health of Energy.
Regen build were possible in AE or even TQIT, but would often requires gimmick items such as Caress of Persephone (+50 HP/s), Enkidu's Stand (+25 HP/s) with two weapons or something like that. Maybe these items should get less regen now, I'm not sure. But regen is not the ultimate way of making you character unkillable anyways. To me it just adds more diversity to the way you sustain and heal, more options.
The "sit" skill was called "Rest" and was deleted before like written above (I would have deleted it myself otherwise). It was made mainly for the beginning of the game when you had not many potions. You would sit with very high regen and less resistances I believe. Plus it takes one slot of much needed special animations for the character, and one much needed slot in the special hidden skill trees, for something you wouldn't use past level 5 or so. No regrets.

- Yeah souls prevalence is not so minor to me... They should get a nerf with drawbacks on every soul. That's what makes them different from most rings. I've already made them non enchantable, which I think balances things out a bit, but unique rings (except Ragnarok ?) may have a hard time to compete. What bothers me is not that a player uses a soul from a hero that has the same "playstyle" as him... That's actually perfect and probably the true "soul" (huh) of this feature. What seems wrong is that you often find a soul from a hero that has no resemblance to your character build, bonuses to a different kind of damage, bonuses to skills that aren't even in your masteries, drawbacks, etc. But you still use it because it just crushes the rings you find.
Green rings got a regen bonus in latest classic SV versions, to enhance them... that's a start.
One other possibility is that I add attributes requirements on top of the level requirements. So that a random soul not even remotely made for your build doesn't look like a usable top tier item.
I would have liked a possibility for the player to get more item slots for them, or a way to make artifacts enchantable with a soul...
Title: Re: Soulvizier AERA
Post by: botebote77 on 07 January 2020, 07:33:43
about sit skill.. i see.. no prob.. thnx for the info soa and nargil.. perhaps it just reminded me of another old game (older than TQ) i used to play

the save directory.. yeah i would like that.. another suggestion: i think it's better if you change game loading screen, game welcome screen, and desktop icon to a more fitting one for SV

- Occult has more intelligence and energy too instead of a resistance, speed, regeneration or another bonus. It's still something. I haven't changed it from classic SV.
AE gives at level 40 : +70 Strength / +100 Dext / +1400 Health.
SV gives at level 40 : +62 Strength / +100 Dext / +1200 Health / +60 Intel / +400 Energy. You're trading 8 Strength and 200 Health for 60 Intel and 400 Energy
yeah but i still ask? is this fair? say you play warfare + occult for example, would you really want to trade 8 str and 200 health for 60 int and 400 energy?
@nargil66 @icefreeze @Vadumee and others, what do you think?
One other possibility is that I add attributes requirements on top of the level requirements. So that a random soul not even remotely made for your build doesn't look like a usable top tier item.
yeah that sounds fair.. why don't we try it and see what people think?
again, guys? ....

edit:
by occult, i mean this is what it looks like at lvl 40
storm - 120 int, 40 dex, 680, health, 880 energy, 60% cast speed

earth - 120 int, +60 dex, +120 health, +320 energy, -24% reduced req

defense - +80 str, +60 dex, +2000 health, 10% phys res

etc (all have something unique to them, except

occult - +62 str, +60 int, +100 dex, +1200 health, +400 energy
Title: Re: Soulvizier AERA
Post by: icefreeze on 07 January 2020, 07:56:03
- 8str -200hp vs +60int +400mp
Fair enough (it's even some kind of "buff"). And it's suite for more int, hybrid build, melee str/dex build can be nerfed a little bit, but can  be use skill more comfortablely.

- I can play with any condition if it doesn't impossible ridiculous in-logic vs game mechanic. So just try.
Title: Re: Soulvizier AERA
Post by: botebote77 on 07 January 2020, 09:23:50
i think i found a bug.. i don't know if it's a known bug already but i don't see it in the WIP stuff and changelog

essence of herakles might - -10% str req for weapons, same for shields

but for shields, it counts as -20%.. for weapons it's correct just 10

edit:
- I can play with any condition if it doesn't impossible ridiculous in-logic vs game mechanic. So just try.
this actually feels like a toned down SV (i think).. SV is actually a troll mod lol.. it tricks you into believing you are creating a strong char, then it throws a random boss at you and then BAM you die.. and he makes a mince meat out of you.. and somehow people liked it  :))
Title: Re: Soulvizier AERA
Post by: icefreeze on 07 January 2020, 10:36:31
i think i found a bug.. i don't know if it's a known bug already but i don't see it in the WIP stuff and changelog

essence of herakles might - -10% str req for weapons, same for shields

but for shields, it counts as -20%.. for weapons it's correct just 10

edit:
- I can play with any condition if it doesn't impossible ridiculous in-logic vs game mechanic. So just try.
this actually feels like a toned down SV (i think).. SV is actually a troll mod lol.. it tricks you into believing you are creating a strong char, then it throws a random boss at you and then BAM you die.. and he makes a mince meat out of you.. and somehow people liked it  :))
Shield can be counted as "weapon", Runeword Feather skill of Runes works with shield as weapon too.
Title: Re: Soulvizier AERA
Post by: botebote77 on 07 January 2020, 11:32:56
i think i found a bug.. i don't know if it's a known bug already but i don't see it in the WIP stuff and changelog

essence of herakles might - -10% str req for weapons, same for shields

but for shields, it counts as -20%.. for weapons it's correct just 10

edit:
- I can play with any condition if it doesn't impossible ridiculous in-logic vs game mechanic. So just try.
this actually feels like a toned down SV (i think).. SV is actually a troll mod lol.. it tricks you into believing you are creating a strong char, then it throws a random boss at you and then BAM you die.. and he makes a mince meat out of you.. and somehow people liked it  :))
Shield can be counted as "weapon", Runeword Feather skill of Runes works with shield as weapon too.
i think you didn't understand.. it counted double.. 20 instead of 10
Title: Re: Soulvizier AERA
Post by: icefreeze on 07 January 2020, 11:36:00
i think i found a bug.. i don't know if it's a known bug already but i don't see it in the WIP stuff and changelog

essence of herakles might - -10% str req for weapons, same for shields

but for shields, it counts as -20%.. for weapons it's correct just 10

edit:
- I can play with any condition if it doesn't impossible ridiculous in-logic vs game mechanic. So just try.
this actually feels like a toned down SV (i think).. SV is actually a troll mod lol.. it tricks you into believing you are creating a strong char, then it throws a random boss at you and then BAM you die.. and he makes a mince meat out of you.. and somehow people liked it  :))
Shield can be counted as "weapon", Runeword Feather skill of Runes works with shield as weapon too.
i think you didn't understand.. it counted double.. 20 instead of 10
-10% str require for all weapons & -10% str require for shields => total = -20%str require for shields.
Title: Re: Soulvizier AERA
Post by: botebote77 on 07 January 2020, 11:48:45
oh boy.. how do i say it so that it's easy to understand?

pardon but it was meant for soa
Title: Re: Soulvizier AERA
Post by: icefreeze on 07 January 2020, 12:08:13
oh boy.. how do i say it so that it's easy to understand?

pardon but it was meant for soa
You're never use this ring, right?
https://tq-db.net/en/equipment/captain's-signet
I don't think it worth to complain about normal things that you don't know in base game.
Title: Re: Soulvizier AERA
Post by: botebote77 on 07 January 2020, 12:20:09
ok nice.. i meant no disrespect

now lets wait for soa.. pls?
Title: Re: Soulvizier AERA
Post by: nargil66 on 07 January 2020, 14:26:55
Talking about reduced requirements... have anyone seen this beauty?

(https://i.imgur.com/i7Yf3Mk.jpg)

The big brother of Thorny Maul out there... now im tempted to start a Warfare char >:D With a few Herakles' Mights... just imagine...
Title: Re: Soulvizier AERA
Post by: efko on 07 January 2020, 17:34:45
If I'm right, in act3 (Immortal Throne) was impossible to finish weapon or relic which require special sword which drops after killing Tigermen. I was working to finish that super relic/super weapon, but it was impossible task probably because it is not finished at all.

Never saw Flamescar in action for SV Immortal Throne, at least not in 0.98i version since I never tried any before. Invested so much time to get it without success. I'm glad to see it exist.
Remaining to finish one day 2 amulets I think.
Title: Re: Soulvizier AERA
Post by: nargil66 on 07 January 2020, 18:08:23
I didnt cheated about Flamescar, it required a single suffix Sabertooth.
Sorry @soa i started the Warfare toon. That Sickle of Cronos... can't wait to get hold of it (won't twink)
Thank you so much for reviving this mod... i'm having a total blast playing Soulvizier again.
Title: Re: Soulvizier AERA
Post by: icefreeze on 07 January 2020, 18:40:26
@soa
- My character's lvl now is 39, go to Prism Rose of Act5 Normal. It's seems game not hard as before.
- This Heroes Monster seems too strong, i don't think any melee build with sell found normal gears (or even good gears) can kill her at that moment.
(https://scontent.fhan2-3.fna.fbcdn.net/v/t1.15752-9/81387553_823432838101898_7708412384360005632_n.jpg?_nc_cat=108&_nc_ohc=CPbypQGPVP4AQmyUcJNH_p7SDPOiguMA_if_G4CN20LnQfwzk4g2uMKFA&_nc_ht=scontent.fhan2-3.fna&oh=23e899576077e95bcef5ed53ea19ec99&oe=5E8F0810)
- This armlet seems too strong for it affixes
(https://scontent.fhan2-1.fna.fbcdn.net/v/t1.15752-9/81517934_2570838486370569_4020634295851810816_n.jpg?_nc_cat=102&_nc_ohc=Gu8SX4ZvZncAQlqWn1KdixzW4E_RlPFPUx8ygSL_Nl76Xwi_T1M_MCtAA&_nc_ht=scontent.fhan2-1.fna&oh=275c292c86f118fb268a92b20afde249&oe=5EA7876D)
- Yellow gears has grants skill?  >:D
(https://scontent.fhan2-1.fna.fbcdn.net/v/t1.15752-9/82705143_449524589257378_3877553340195799040_n.jpg?_nc_cat=101&_nc_ohc=h0qO5KAQidcAQlwYwtRROxdQK5wtVNDF9WD3Nf0R0Abu0GbgOg50u6x7A&_nc_ht=scontent.fhan2-1.fna&oh=7895f424fcc252a542cfca654fa2566a&oe=5EADD651)
Title: Re: Soulvizier AERA
Post by: soa on 07 January 2020, 20:42:09
If I'm right, in act3 (Immortal Throne) was impossible to finish weapon or relic which require special sword which drops after killing Tigermen. I was working to finish that super relic/super weapon, but it was impossible task probably because it is not finished at all.

Never saw Flamescar in action for SV Immortal Throne, at least not in 0.98i version since I never tried any before. Invested so much time to get it without success. I'm glad to see it exist.
Remaining to finish one day 2 amulets I think.

I haven't fixed anything in Flamescar I think... that's strange because I recall I already made the weapon in SV0.98i.
Actually I forgot some text tags in SV : AER, but that was just for a dummy sword that gives the name "Sabertooth (Single Suffix)". So it doesn't prevent you for completing the relic.
Title: Re: Soulvizier AERA
Post by: soa on 07 January 2020, 22:01:49
i think i found a bug.. i don't know if it's a known bug already but i don't see it in the WIP stuff and changelog

essence of herakles might - -10% str req for weapons, same for shields

but for shields, it counts as -20%.. for weapons it's correct just 10


Yes this is a bug... I just forgot that weapons req counts also for shields, so shields are counted twice. It's also probable that when the devs made Captain's Signet, they weren't meaning to give -25% to Weapons and actually -50% for Shields.
I'm realizing now that the Herakles bonus is too good, because in Legendary it gives -20% so you can easily stack 4 for -80% even if fixed... Will nerf in v1.2.
Title: Re: Soulvizier AERA
Post by: soa on 07 January 2020, 22:03:47
the save directory.. yeah i would like that.. another suggestion: i think it's better if you change game loading screen, game welcome screen, and desktop icon to a more fitting one for SV

Some day... If I can do it. For now, I'll just focus on finishing to import classic SV content, fixing bugs and fleshing act 5 and Atlantis
Title: Re: Soulvizier AERA
Post by: soa on 07 January 2020, 22:07:37
@soa
- This heroes monster just strong as hell, with his fast cooldown, he cast Rally all time, i can't kill him if not abuse the "bug" of game mechanic that make something in the edge of screen "freezing".

- I think you should reduced the camera distance, it just too high and can make the game more laggy, stuttering.
- The "Stun on ground" skill (like Minotaur's one) seems too dangerous, any monsters have this skill become killer even if that's normal mobs.

There will probably be some changes for "too good" monsters in next version.
What do you mean by the "bug" of game mechanic that make something in the edge of screen "freezing" ?
Camera : what does everyone else think ? Camera should be at the same height, it is just that you can dezoom more. Admittedly, because you may cast some spells at infinite distance, that may allow you to kill monsters that shouldn't. Is that right ?
Title: Re: Soulvizier AERA
Post by: soa on 07 January 2020, 22:54:56
Talking about reduced requirements... have anyone seen this beauty?

The big brother of Thorny Maul out there... now im tempted to start a Warfare char >:D With a few Herakles' Mights... just imagine...
Wait, this wasn't supposed to happen. Classic SV improved the weapon but it didn't allow you to pick it. And AE allowed you to picked it but I haven't imported AE changes for this weapon.
It obviously lacks a level requirement.

What are the current ways to get this item ? Besides the pet trick ?
Title: Re: Soulvizier AERA
Post by: soa on 07 January 2020, 23:00:57
@soa
- My character's lvl now is 39, go to Prism Rose of Act5 Normal. It's seems game not hard as before.
- This Heroes Monster seems too strong, i don't think any melee build with sell found normal gears (or even good gears) can kill her at that moment.

- This armlet seems too strong for it affixes

- Yellow gears has grants skill?  >:D

Bloodcrow is actually a random boss, so it's normal it's harder. But in general monsters with bleeding/poison life leech and damage that didn't scale in TQIT and now scales in AE are probably too powerful now.
You think Prelacy affix is OP, right ? Shouldn't have a player bonus attack speed ?
For Yellow affix granting a bonus, yes it should be rare. Will fix
Title: Re: Soulvizier AERA
Post by: botebote77 on 08 January 2020, 01:12:12
What are the current ways to get this item ? Besides the pet trick ?
i don't know if the drop chance is the same in AE but in my experience iirc it's not that hard to drop.. maybe in 15 runs 1 will drop (without the pet trick)
Title: Re: Soulvizier AERA
Post by: nargil66 on 08 January 2020, 01:32:57
Talking about reduced requirements... have anyone seen this beauty?

The big brother of Thorny Maul out there... now im tempted to start a Warfare char >:D With a few Herakles' Mights... just imagine...
Wait, this wasn't supposed to happen. Classic SV improved the weapon but it didn't allow you to pick it. And AE allowed you to picked it but I haven't imported AE changes for this weapon.
It obviously lacks a level requirement.

What are the current ways to get this item ? Besides the pet trick ?
Tbh im not sure how it happened... started casting eruption, got some message about boss killed... (?) Also tried to send the merc, but he didn't reach the boss. Not sure. Maybe its just luck as botebote said.
Yep, its too powerful and too easy to get... An idea - there can be 3 versions of the Sickle, for each difficulty, with a very small chance to drop from Ormenos orb (not equipped by him). Please, dont make it a pitiful common item as it is in AE... it's one of the most powerful weapons in Greek lore. Besides, these stats are simply gorgeous  ^-^
Edit: Before you nerf it - a dream come true :):
(https://i.imgur.com/ZUEPFNv.jpg)
Title: Re: Soulvizier AERA
Post by: Comrade_Ajax on 08 January 2020, 03:24:50
Found what seems to be a suffix rolled as a prefix. Picked up on v1.0 but screenshot taken on v1.1.
(https://i.imgur.com/tx6bDtR.jpg)
Title: Re: Soulvizier AERA
Post by: icefreeze on 08 January 2020, 05:27:32
@soa yeah, i think that prefix is too good (should be nerfed?), bonus both character and pets with good opt.
- About the bug at edge of screen, sometime you will noticed that some monster will "freezing" (they just don't move, don't have any action, like time freezing there) when they at edge of game screen.
- Guardian Stones skill can't use, click the skill and nothing happen, just have animation to summon that skill but nothing summoned or skill doesn't cooldown.
- Can we now go to Atlantis ok?

Talking about reduced requirements... have anyone seen this beauty?

The big brother of Thorny Maul out there... now im tempted to start a Warfare char >:D With a few Herakles' Mights... just imagine...
This Sickle still good enough at AE, it just bad at its requirement....
Wait, this wasn't supposed to happen. Classic SV improved the weapon but it didn't allow you to pick it. And AE allowed you to picked it but I haven't imported AE changes for this weapon.
It obviously lacks a level requirement.

What are the current ways to get this item ? Besides the pet trick ?
Tbh im not sure how it happened... started casting eruption, got some message about boss killed... (?) Also tried to send the merc, but he didn't reach the boss. Not sure. Maybe its just luck as botebote said.
Yep, its too powerful and too easy to get... An idea - there can be 3 versions of the Sickle, for each difficulty, with a very small chance to drop from Ormenos orb (not equipped by him). Please, dont make it a pitiful common item as it is in AE... it's one of the most powerful weapons in Greek lore. Besides, these stats are simply gorgeous  ^-^
Edit: Before you nerf it - a dream come true :):
(https://i.imgur.com/ZUEPFNv.jpg)
Title: Re: Soulvizier AERA
Post by: nargil66 on 08 January 2020, 10:55:00
Two bugged skills in Dream Mastery:
- Psionic Artery requires Psionic Burn instead of Psionic Touch, which makes it unlockable
- Mind Breaker is listed as lvl 4 skill, but unlocks at lvl 10
Edit: @soa , i uploaded something for SV:
https://titanquestfans.net/index.php?topic=32.msg13781#msg13781
Title: Re: Soulvizier AERA
Post by: icefreeze on 08 January 2020, 16:45:16
- My character just finished Normal at lvl44 except Atlantis map. Does Alantis "safe" to enter to now? with v1.1?
- Act5 has less number of monster heroes, and not one of them as dangerous as heroes monster from previous acts. So i feel act5 has not different too much with base game.
- There is a place that show "wrong" floor screen (show its lower floor instead) in the last bastion before fight Surtr when you go close to the wall at bottom of this floor.
  + This is the "wrong" floor screen, it show the lower floor instead, as you can see:
(https://scontent.fhan2-2.fna.fbcdn.net/v/t1.15752-9/81521945_1769238416545543_9075307759494234112_n.jpg?_nc_cat=111&_nc_ohc=cfbN9ryIw4cAQnDIEVbfB3v5e4e8nFnUtvdFNb2RgKSweFZDPtD6R_Q-g&_nc_ht=scontent.fhan2-2.fna&oh=123f304650a1335ef3ec21a38a09d5eb&oe=5EAB0E30)

  + This is that floor screen if you go some step to above that place:
(https://scontent.fhan2-1.fna.fbcdn.net/v/t1.15752-9/81827871_513517042704715_5864217143297441792_n.jpg?_nc_cat=101&_nc_ohc=kiLqLJeF5eMAQn9t-4VECfFVkzZpAyiCBKRpWdD76LmMm8NMluL2JDJdQ&_nc_ht=scontent.fhan2-1.fna&oh=0ec4ea9adeaa69c8c9954fdd0cb2921f&oe=5E9A7E8A)

Title: Re: Soulvizier AERA
Post by: Cygi on 08 January 2020, 19:28:05
I assume that the "wrong floor" bug is from using the camera mod.
Try the same location with default camera.
Title: Re: Soulvizier AERA
Post by: soa on 08 January 2020, 20:48:00
- My character just finished Normal at lvl44 except Atlantis map. Does Alantis "safe" to enter to now? with v1.1?
- Act5 has less number of monster heroes, and not one of them as dangerous as heroes monster from previous acts. So i feel act5 has not different too much with base game.
- There is a place that show "wrong" floor screen (show its lower floor instead) in the last bastion before fight Surtr when you go close to the wall at bottom of this floor.
  + This is the "wrong" floor screen, it show the lower floor instead, as you can see:

  + This is that floor screen if you go some step to above that place:


- Atlantis has always been safe to enter even in 1.0, but there is no new content in it. Only differences with the base game are more monsters and recycling formulas. And some bugs for items that give bonuses to masteries or skills, because I haven't adapted them for Soulvizier yet (and official game bugs because I haven't fixed them). But if you have a 1.0 character, and you are underleveled, it's a good way to get more XP. It would have been better to get there during act 4 though.
- Act 5 feels the same because it is pretty much the same, basically. Only differences with the base game are more monsters (little more hero density than vanilla AE but much less than other Soulvizier acts) and recycling formulas, like Atlantis, and souls. There are no new heroes now, and I haven't boosted the existing ones (I just added some basic skills to some very weak heroes that didn't have anything or were a copy of another hero). So the heroes are mostly like the base game, very weak with no real design or effort put in, just champions with a bit more health and no exclusive skills. You'll not get a challenge in act 5 now.

- For the floor, I haven't changed anything in the game map, so it's an official game bug or something because of the camera, you are zooming out too much so I'll restore it to default values and any addon like a camera mod is probably not a good idea.
- For the freezing bug, if it's actually a real freeze it's probably because they made the monsters animate only in the radius of the default camera. If it's just idle stance (monsters that breathe, turn their head around and don't move their legs, but they react on attack), it's more like the AI is just not seeing you. So again it would be a camera problem.
Title: Re: Soulvizier AERA
Post by: soa on 08 January 2020, 21:30:10
@icefreeze
Is the Hades fight in act 4 OK with his purple guards ? Or are there no guards ?
Title: Re: Soulvizier AERA
Post by: botebote77 on 08 January 2020, 22:34:52
you know... i still think it's possible to make a HP regen + reflect build relying on the sit skill.. sad the later versions removed that..lol

@soa SV added some template files.. is it safe to play vanilla or xmax even with those template files? i made a backup without the template files but it's tedious to copy paste everytime
Title: Re: Soulvizier AERA
Post by: soa on 08 January 2020, 23:28:12
you know... i still think it's possible to make a HP regen + reflect build relying on the sit skill.. sad the later versions removed that..lol
With Stone Form probably, but the sit skill had a very long cooldown.

@soa SV added some template files.. is it safe to play vanilla or xmax even with those template files? i made a backup without the template files but it's tedious to copy paste everytime

Don't quote me on this, and I'm not a dev, but I'm like 99,99% sure.
If the files are new they are harmless, and if the templates are modified by SV then the modifications only added a few lines, so if the game doesn't recognize them, he'll just ignore them. There would be a problem if the SV templates deleted or altered existing lines in the templates code, but after running a comparator I know it doesn't.
The only files that were modified are a skill template that got added lines (with a bugged line now that I'm looking into it, and the rest seems useless), and the market template that got added lines for more merchant slots. I'm not even sure these lines have any effect in game or are used.

So I'm not even sure that SV wouldn't work with the new templates. I haven't made them I'm just trying to see clear in this. I don't remember they were in classic SV installation files and that makes me wonder. But if the templates are called in the SV database and if you don't have them, there should be bugs. I think a lot of them are just failed experiments about trying to increase the number of slots in a skill tree, a merchant's loot table or to try to add modding options.

Are there templates when you install the game at the directory you put them ? I don't remember if I got them when modding or when installing the game.

I've included them for the beta because I think they would do more good than harm even if useless, after the beta I'll try to get rid of them, but that will require some testing. At the very least I will get rid of the altered files so that once the new templates are installed, you can switch to the base game with 0% risk.
Title: Re: Soulvizier AERA
Post by: soa on 09 January 2020, 00:08:17
Tbh im not sure how it happened... started casting eruption, got some message about boss killed... (?) Also tried to send the merc, but he didn't reach the boss. Not sure. Maybe its just luck as botebote said.
Yep, its too powerful and too easy to get... An idea - there can be 3 versions of the Sickle, for each difficulty, with a very small chance to drop from Ormenos orb (not equipped by him). Please, dont make it a pitiful common item as it is in AE... it's one of the most powerful weapons in Greek lore. Besides, these stats are simply gorgeous  ^-^
Edit: Before you nerf it - a dream come true :):
I think I will make the item not droppable anymore or bland until I figure something out. It's supposed to be powerful and Legendary, so not appear in Normal or Epic.
Here's a quick sketch of a mini-"quest" :
You have to make a forge recipe buyable only at the last Legendary Atlantis merchant only, to give incentive to play Atlantis, that gives you the Legendary Sickle with these three reagents :
- a Sickle item forged in Normal (has the power of an Epic item) upon a reagent you get on Ormenos (a bland Sickle he drops instead of the Legendary one) and some Atlantis ones
- an item forged in Epic with something you get on Ormenos (his soul) and some Atlantis stuff like a new Ouranos relic (he got castrated with the Sickle)
- something in Legendary related to Kronos, like a new Atlantis relic.

Essence/Embodiment/Incarnation of the Sickle of Kronos
Relic - Weapon
+ X% Reduced Enemy's Health
+ X% Total Speed

Essence/Embodiment/Incarnation of the Dome of Ouranos
Relic
?
Title: Re: Soulvizier AERA
Post by: nargil66 on 09 January 2020, 00:29:03
I think I will make the item not droppable anymore or bland until I figure something out. It's supposed to be powerful and Legendary, so not appear in Normal or Epic.
Here's a quick sketch of a mini-"quest" :
You have to make a forge recipe buyable only at the last Legendary Atlantis merchant only, to give incentive to play Atlantis, that gives you the Legendary Sickle with these three reagents :
- a Sickle item forged in Normal (has the power of an Epic item) upon a reagent you get on Ormenos (a bland Sickle he drops instead of the Legendary one) and some Atlantis ones
- an item forged in Epic with something you get on Ormenos (his soul) and some Atlantis stuff like a new Ouranos relic (he got castrated with the Sickle)
- something in Legendary related to Kronos, like a new Atlantis relic.

Essence/Embodiment/Incarnation of the Sickle of Kronos
Relic - Weapon
+ X% Reduced Enemy's Health
+ X% Total Speed

Essence/Embodiment/Incarnation of the Dome of Ouranos
Relic
?
Sounds reasonable. About the third reagent, can be used Blood of Ouranos spear:
https://titanquest.fandom.com/wiki/Blood_of_Ouranos
Title: Re: Soulvizier AERA
Post by: icefreeze on 09 January 2020, 04:59:54
@icefreeze
Is the Hades fight in act 4 OK with his purple guards ? Or are there no guards ?
- You mean is there any purple named guards appear beside Hades or not?
If that so, no, Hades fights alone. And Hades never a dangerous enemies if players care to avoid his shotgun, staff attacks or vitality vortex with good enough vitality dmg res, physical dmg res can be "pass" by avoid his attacks.

- The "freeze" state i mentioned, enemies doesn't breath or anything, they just "immobilized", even skill as you see in the screenshot i post is imobilize :D. This is some kind of "feature" since Ragnarok or Atlantis iirc.
Title: Re: Soulvizier AERA
Post by: botebote77 on 09 January 2020, 05:09:20
- something in Legendary related to Kronos, like a new Atlantis relic.
uh essence of Kronos' gen!t@ls?
Title: Re: Soulvizier AERA
Post by: soa on 09 January 2020, 16:54:50
@icefreeze
Is the Hades fight in act 4 OK with his purple guards ? Or are there no guards ?
- You mean is there any purple named guards appear beside Hades or not?
If that so, no, Hades fights alone. And Hades never a dangerous enemies if players care to avoid his shotgun, staff attacks or vitality vortex with good enough vitality dmg res, physical dmg res can be "pass" by avoid his attacks.

- The "freeze" state i mentioned, enemies doesn't breath or anything, they just "immobilized", even skill as you see in the screenshot i post is imobilize :D. This is some kind of "feature" since Ragnarok or Atlantis iirc.

- In SV, Hades should have 2 guards that make him invincible while they are alive. They look like Gigantes with a special dark purple armor and weapon/shield and are called "Anapaest". After verification, they are in a special SV proxy and I haven't modified the map so they doesn't appear. I will try to modify the Hades proxy without a map change. Do you have a save file that has beaten Hades or just before Hades, so I can test that ?
Note : in classic SV, the area before Hades was also extended with more Vindicators/Dactyles. One day I think I'll restore it, but for the time being it'll just stay as the normal game.
- Freeze state : Does this happen in the base game with the original camera (no camera mod) ? If yes, it may be hard or impossible to fix that.
Title: Re: Soulvizier AERA
Post by: soa on 09 January 2020, 16:55:51
- something in Legendary related to Kronos, like a new Atlantis relic.
uh essence of Kronos' gen!t@ls?
I was waiting for this type of comment... But I won't make the essence of the b*lls of Ouranos.
Title: Re: Soulvizier AERA
Post by: icefreeze on 09 January 2020, 17:11:37
@icefreeze
Is the Hades fight in act 4 OK with his purple guards ? Or are there no guards ?
- You mean is there any purple named guards appear beside Hades or not?
If that so, no, Hades fights alone. And Hades never a dangerous enemies if players care to avoid his shotgun, staff attacks or vitality vortex with good enough vitality dmg res, physical dmg res can be "pass" by avoid his attacks.

- The "freeze" state i mentioned, enemies doesn't breath or anything, they just "immobilized", even skill as you see in the screenshot i post is imobilize :D. This is some kind of "feature" since Ragnarok or Atlantis iirc.

- In SV, Hades should have 2 guards that make him invincible while they are alive. They look like Gigantes with a special dark purple armor and weapon/shield and are called "Anapaest". After verification, they are in a special SV proxy and I haven't modified the map so they doesn't appear. I will try to modify the Hades proxy without a map change. Do you have a save file that has beaten Hades or just before Hades, so I can test that ?
Note : in classic SV, the area before Hades was also extended with more Vindicators/Dactyles. One day I think I'll restore it, but for the time being it'll just stay as the normal game.
- Freeze state : Does this happen in the base game with the original camera (no camera mod) ? If yes, it may be hard or impossible to fix that.

- No, my Thunderer go to Act2 Epic already. But i was livestream the Hades Palace playthrough on youtube, you can check it there if needed.
https://youtu.be/rB7u10wBr2I?t=6634
- No, there is no issue like that in that bastion in base game. There is the similar issue in the  2nd or, 3rd, or 4th at Athen Catacomb since AE or Ragnarok iirc. I always play at max zoom camera. Maybe it cause by the camera zoom too high in Soulvizier. But if i reduced camera distance, the degree of camera rotation is kind of uncomfortable for me, it seems different compared to the same distance camera in base game.
- Yes, "freeze state" bug happen in base game already, since Atlantis iirc.
Title: Re: Soulvizier AERA
Post by: soa on 09 January 2020, 17:40:07
Even if you just have a save in Epic, it's OK I will get back to make a Hades run to check if the guards spawn normally.
Title: Re: Soulvizier AERA
Post by: nargil66 on 09 January 2020, 17:44:39
- something in Legendary related to Kronos, like a new Atlantis relic.
uh essence of Kronos' gen!t@ls?
I was waiting for this type of comment... But I won't make the essence of the b*lls of Ouranos.
In some accounts foam from the b*lls of Ouranos = Aphrodite. Yuck.
Title: Re: Soulvizier AERA
Post by: icefreeze on 09 January 2020, 19:00:19
- My Thunderer now is lvl51, reach Thebes. All heroes, bosses she encounters seems not too strong, maybe because she get some good gears enough from playthrough, all is sell found items.
- The mercernaries seems quite strong at their lvl vs enemies with the same lvl, maybe you should increase enemies power more.
- About Senusnet Mal Soul (and it Epic, maybe Legendary quality too): the mummies summoned from this soul seems has chance to summoned them too high, so if i fight enemies often, those mummies just resummon continuely, not attacks enemies much.
Title: Re: Soulvizier AERA
Post by: soa on 09 January 2020, 20:06:40
I just opened a Discord for beta participants. Tell me if you want to participate.
Title: Re: Soulvizier AERA
Post by: nargil66 on 09 January 2020, 23:40:36
Not much of a Discord guy here, but i'll participate.
Found a bug early on - Double Strike (unique bow) has invisible mesh.
Also, i couldnt find a common Gorgon Sash to make Serpentine sash. Only broken or magical+
Edit: Blade Fury's ultimate level is 11 instead of 12 (nvm, i though i had +4 Occult skills)
Title: Re: Soulvizier AERA
Post by: soa on 10 January 2020, 23:29:05
Regarding known bugs that will be fixed in the v1.2 that is to come, most skills that are pet modifiers (like Maul for Wolves) are going to get their max level reduced by 4.
Until now, the max level is equal to the ultimate level, that was an old fanpatch fix because pets wouldn't use their skills past max level. This fix has become useless in AE.
Only exception is the Shadowstalker, I'm gonna rescale his skills and give them to the base pet except the last one, with much more skill points for the pet. Now the pet is using a trick, because you can't give more than one skill to a pet with only one player skill. So the "Channel" modifier at lvl 40 Occult actually gives tons of mana to the pet so that he can use his skills, but he already has them since the beginning.
Title: Re: Soulvizier AERA
Post by: nargil66 on 10 January 2020, 23:42:28
Only exception is the Shadowstalker, I'm gonna rescale his skills and give them to the base pet except the last one, with much more skill points for the pet. Now the pet is using a trick, because you can't give more than one skill to a pet with only one player skill. So the "Channel" modifier at lvl 40 Occult actually gives tons of mana to the pet so that he can use his skills, but he already has them since the beginning.
Ah, so thats why he is able to use higher tier skills sometimes. It will be good to finally see his skills stats in the pet UI.
About Occult knives, iirc the base skill doesnt reduce cooldown as in AE? With the recharge cap, it will be impossible to spam them.
Title: Re: Soulvizier AERA
Post by: soa on 11 January 2020, 00:00:31
Ah, so thats why he is able to use higher tier skills sometimes. It will be good to finally see his skills stats in the pet UI.
About Occult knives, iirc the base skill doesnt reduce cooldown as in AE? With the recharge cap, it will be impossible to spam them.
I could put the isPetDisplayable to 1, his skills should show even if not usable, but it would be akward for the player.
I left Occult knives like in SV98 (except the mana cost increase of the modifier like AE). I was waiting for some feedback if people prefer the classic SV or AE version. I'm open to shift to an AE version.
SV has 100% chance to go through enemies with faster projectiles, AE 10% with less damage, but is spammable especially at high levels.
Title: Re: Soulvizier AERA
Post by: botebote77 on 11 January 2020, 01:44:23
Ah, so thats why he is able to use higher tier skills sometimes. It will be good to finally see his skills stats in the pet UI.
About Occult knives, iirc the base skill doesnt reduce cooldown as in AE? With the recharge cap, it will be impossible to spam them.
I could put the isPetDisplayable to 1, his skills should show even if not usable, but it would be akward for the player.
I left Occult knives like in SV98 (except the mana cost increase of the modifier like AE). I was waiting for some feedback if people prefer the classic SV or AE version. I'm open to shift to an AE version.
SV has 100% chance to go through enemies with faster projectiles, AE 10% with less damage, but is spammable especially at high levels.
shift to AE

i don't know if it's intentional but one of the skeleton bosses in the skeleton raiders quest, his squall is still vanilla squall
Title: Re: Soulvizier AERA
Post by: soa on 11 January 2020, 02:13:38
i don't know if it's intentional but one of the skeleton bosses in the skeleton raiders quest, his squall is still vanilla squall

I haven't changed him, but a lot of monsters use vanilla skills in classic SV. Some use the SV version of the skills.
I don't really see a problem with that, it's a matter of taste but certainly not a bug.
Title: Re: Soulvizier AERA
Post by: botebote77 on 11 January 2020, 03:10:46
no prob.. and i posted this on reddit btw
https://www.reddit.com/r/TitanQuestAE/comments/emovcb/tqae_soulvizier/
Title: Re: Soulvizier AERA
Post by: nargil66 on 11 January 2020, 05:55:12
I vote for AE version of knives as well
The soul of Pesta the Vile (Ragnarok rat hero) doesnt have lvl requirement. The summoned rats are kinda passive. Most of the time they just hang around the character.
Title: Re: Soulvizier AERA
Post by: soa on 11 January 2020, 12:00:13
I vote for AE version of knives as well
The soul of Pesta the Vile (Ragnarok rat hero) doesnt have lvl requirement. The summoned rats are kinda passive. Most of the time they just hang around the character.
All A5 souls have no level req as of now (WIP)
Will check the controller
Title: Re: Soulvizier AERA
Post by: BuZaGi on 11 January 2020, 21:39:59
Hello
 guys can i join testing and discord ??
Title: Re: Soulvizier AERA
Post by: soa on 12 January 2020, 14:51:27
Hello
 guys can i join testing and discord ??
I'll give you a link when 1.2 comes (next week).
Title: Re: Soulvizier AERA
Post by: Vadumee on 13 January 2020, 02:50:05
Hi, i had a bit of time lately to play, so i progressed and am now in the Jura in act 5, i'll soon be able to test the frost nova skill of storm mastery as i need only one level for it. Here's some bugs / problems i've encountered so far :

- The item Heart of Venom (i think it's the correct name) gives +2 to an invalid skill
- I had the completion bonus of the stygian hydragon quest after starting my next session of game. (probably a AE related bug)
- The machae hero Javaras the manabane seems absolutly unbeatable as a caster : he has insane magic resistance (even my maxed eruption did little to no damage to him, at a point he regenerated it's life in a mere seconds), kills me in two basic hits (1k1 damage for each hit), drain all my energy very often, and has a very high movement speed with a teleport like attack which makes him impossible to escape.
- The golem taunt ability seems completely uneffective to ennemies who are attacking you.
- Erebian brutes (elite troglodytes) have the same problem that the minotaur lord have, their earthquake ability is hard to dodge without movement speed bonus, and can one-shot me when it ticks 3 times.
- Although blood damage dealing ennemies seems relatively balanced (blood witches melinoe, machae hero aorg) and deal a moderate amount of bleeding damage, the multiple poison bomb ability (possessed by the zombies blightcaller and kaligoth) deals an incredible amount of damage, even when only one of the five bombs make contact with you.
- Probably a problem of the vanilla game, but the chain lightning ability of the albino spider (when they connect using wifi) also ticks a lot of times and seems to have an absurd range (i took a 6*340 ish lightning damage while the spider pack was out of my screen).

I'll probably have to go to act IV again, as i finished the admetus quest way too late, so i missed the one at the plains of judgement, and the latter one too. I also changed my mercenary with the ichthian, the first wasn't dealing enough damages and i needed a support mercenary as melee ennemies kill me very fast, i also forgot the ring of flames, as it's only usefull to deal with horde of weak ennemies, i'm looking forward to unlock the frost nova, seems way more promising, since this spell will probably be helpful to deal with strong melee ennemies.

Here is a screenshot of the machae hero i was talking about (i litteraly had to go back to the main menu, because it was next to the fountain and was spawnkilling me) :

(https://image.noelshack.com/fichiers/2020/03/1/1578879919-20200110055743-1.jpg)
Title: Re: Soulvizier AERA
Post by: nargil66 on 13 January 2020, 09:18:59
the multiple poison bomb ability (possessed by the zombies blightcaller and kaligoth) deals an incredible amount of damage, even when only one of the five bombs make contact with you
Seconding this - the poison casters were a real pain in Hades
A bug in the North - studded gauntlets have no stat requirements, cost 0 and cannot be bought or sold.
Title: Re: Soulvizier AERA
Post by: soa on 13 January 2020, 20:25:54
...

- For the monsters that deal too much damage, I'm in the process of reducing generally to AE levels the damage of most skills. Like I said, some damage types are scaling in AE and it can make some skills too powerful, especially if SV had boosted them already.
Maybe I will publish 1.2 without fixing everything, so that the update is not delayed.
- Taunt : I feel that this skill never worked properly even in the official game. But it's only 3m large around the Golem so don't expect miracles if you're too far from your Golem and monsters are already surrounding you. Classic SV added a cooldown of 10s too.
- Stygian Lurker : this is something that happens since AE, not really a bug, more a weird behavior. Some quests rewards in TQIT were forgotten by the game when you closed your game session. They fixed this in AE and apparently the game now has to "apply twice" or something the reward (like it shows you twice you have a reward, but actually the reward is given in the form of a hidden skill with a max/ultimate level of 1, so you can't really have a double reward). It's like the game still forgets the reward the first time you close the game, but he knows he has to give it once more next time you launch. This should happen with Hades generals quest too, "Mausoleum quest" (Bandari), and Yeti bonus as said in the AE changelog.

TQ AE changelog (extract from quests section)

- Hades Generals: Quest reward now works properly
- Stygian Lurker: Quest reward now works properly
+ Loading a character into the game for the first time will now retroactively fix missed or changed quest rewards
  (Affects Maousoleum, Stygian Lurker and Hades Generals rewards, as well as the new Yeti pet bonus)


For the "Mausoleum" see https://titanquest.fandom.com/wiki/The_Emperor%27s_Clay_Soldiers
 Bug Note Edit

When you leave the mausoleum after having Bandari defeated but before having talked to the Spirit of the Great Emperor, the spirit will disappear and you won't be able to get the 2 Attribute Points reward from him anymore. The Fanpatch provides a solution for this situation: If you missed this reward, go visit Laches, a guy standing next to the Portal in the Village of Helos (the first city in the game) - he will recover the reward.

In the Anniversary Edition, you automatically receive the missing 2 Attribute Points when re-entering the game at the same difficulty setting.
Title: Re: Soulvizier AERA
Post by: nargil66 on 13 January 2020, 21:40:05
- Heron's Gear (unique shield) gives +2 to invalid skill profile
Title: Re: Soulvizier AERA
Post by: soa on 13 January 2020, 23:21:20
About Javaras :
- He's the Manabane, so I bet it's normal he gives you a hard time or that he's your nemesis. I'm not being sadistic or anything (I haven't changed him in the slightest from classic SV in v1.1), but I'm "relieved" he gives you a difficult fight, otherwise I'd say something is wrong. Even if the fight is "impossible", I guess this does happen in SV.
- This said, some things need to be tweaked about him : his bonus physical damage passive was + 450/500/550 and will be reduced to 270/300/330 in v1.2 like AE (I suppose it didn't scale with Strength before, his STR of 241 gave him +37% damage). His Energy leech will be reduced as well because it now scales with level (in v1.1 Normal, his Leech (not counting mana burn) should be around 200 in one sec per hit, but in v1.1 Legendary he can leech you for more than 930 Energy in one sec with one hit, without counting his mana burn - against something like 320 mana in classic SV)
- He has 70/80/90% elemental resistances, and global modifiers give him more than 100% resists in Epic and Legendary (105/138% with SV AERA v1.2, more with classic SV). I suppose this is intended.
- If he could give some troubles to Runes too (is it me or does this mastery seems to steamroll everything ?), that would be good in my opinion.
- To reduce damage, you need better armor and most importantly better energy leech resistance (well, I already gave some to Runes mastery bar...) because he has a lot of mana burned with each hit.
- To deal damage, I guess anything else than elemental will do (scroll, mercenary...)
Title: Re: Soulvizier AERA
Post by: Groom on 15 January 2020, 17:28:32
Hello
 guys can i join testing and discord ??
I'll give you a link when 1.2 comes (next week).

Possible for more?
Title: Re: Soulvizier AERA
Post by: soa on 16 January 2020, 20:53:39
Possible for more?

OK, I'll send you v1.2. After that I won't let new participants in, except if someone wants to stop participating.
Title: Re: Soulvizier AERA
Post by: TITANAS on 16 January 2020, 22:36:06
All those who are so passionate about supporting their hobby deserve a congratulations, and all of us who freely accept their work without any exhaustion
it is good to be gracious and friendly to them.
SOA , dont forget me.

Thank's
Title: Re: Soulvizier AERA
Post by: icefreeze on 17 January 2020, 07:04:42
@soa Does v1.2 be sent? I don't get it yet.
Title: Re: Soulvizier AERA
Post by: efko on 17 January 2020, 07:44:31
Possible for more?

OK, I'll send you v1.2. After that I won't let new participants in, except if someone wants to stop participating.
How many testers you got so far? Its strange to hear that you say stop to new testers while very often everyone is lacking testers  :D
Title: Re: Soulvizier AERA
Post by: nargil66 on 17 January 2020, 18:27:19
Found another item with invisible mesh - Helona (Unique Staff):
(https://i.imgur.com/K8gLuyS.jpg)
Title: Re: Soulvizier AERA
Post by: Groom on 17 January 2020, 18:44:37
Found another item with invisible mesh - Helona (Unique Staff):
(https://i.imgur.com/K8gLuyS.jpg)


Do you mean the summoned minion/creature (Tidelurkers)?
What is supposed to be seen (if no the creature)?

Meshes

A mesh is a specific item that is displayed in game that has two functions: static or moveable. A static item is a box or a tree or even a mountain, but a moveable is a character or animal.  In order for meshes to “feel” solid in game they are given what is called a “collision” box. This “box” can be any shape, but the point is to  make sure there is a contact with the environment to feel realistic. If you ever wonder why you walk through a person at times it is because the model does not have a collision box, or it is too small. In some video games we hear the term “hit box” which is really just a term for “collision.” Some models require bigger boxes, so the bigger they are, the more area there is to connect with.
Title: Re: Soulvizier AERA
Post by: icefreeze on 17 January 2020, 19:18:34
@nargil66 What's version Soulvizier mod that you using?
Or you using it with your QoL mod (that increase inventory, it seems bigger than original).
Title: Re: Soulvizier AERA
Post by: nargil66 on 17 January 2020, 19:26:44
Do you mean the summoned minion/creature (Tidelurkers)?
What is supposed to be seen (if no the creature)?
The staff itself is invisible. Maybe the problem is my videocard, just equipped Tiamat sword and its also invisible.

@nargil66 What's version Soulvizier mod that you using?
Or you using it with your QoL mod (that increase inventory, it seems bigger than original).
Yeah, that feature is coming in a future version (its up to @soa to decide when).
Title: Re: Soulvizier AERA
Post by: soa on 17 January 2020, 20:27:23
Do you mean the summoned minion/creature (Tidelurkers)?
What is supposed to be seen (if no the creature)?
The staff itself is invisible. Maybe the problem is my videocard, just equipped Tiamat sword and its also invisible.

@nargil66 What's version Soulvizier mod that you using?
Or you using it with your QoL mod (that increase inventory, it seems bigger than original).
Yeah, that feature is coming in a future version (its up to @soa to decide when).

I'll try to make in next version (1.2, not out yet) actually two versions :

1.2a for people who already played the beta (increased inventory, not caravan)
1.2b for people who didn't (increased inventory and caravan)

If you played the beta before : you load 1.2a database
So you will be able to create mules with expanded inventory to store the content of your caravans. That is temporary, for your existing characters.
After that, you install 1.2b that has expanded caravan.
After that you will need to delete some files.
And then you will be able to move the content of your mules to your expanded caravan and play normally.
I'll describe the procedure more in detail with the installation files.

For people starting to play SV in v1.2
Directly load 1.2b
Title: Re: Soulvizier AERA
Post by: soa on 17 January 2020, 20:34:20
How many testers you got so far? Its strange to hear that you say stop to new testers while very often everyone is lacking testers  :D

In next version, 11 or maybe 12 people (it's already more than the limit I set in the beginning). It's not definitive, if I think I need more later, or if some people don't want to to continue, I'll reopen the invitations.
I just prefer that from time to time, new people come and start fresh instead of having many testers playing in very early WIP versions and getting bored or disappointed.
Maybe I'm wrong, but I'm just trying to do it that way for now.
Title: Re: Soulvizier AERA
Post by: efko on 17 January 2020, 21:21:17
Valid point, have to agree with you. You could separate people in 2 groups, one group to test older version and one newer, so if something is missing it will be easier to notice.
Title: Re: Soulvizier AERA
Post by: soa on 18 January 2020, 01:42:50
Version 1.2 is out and sent to all participants. The inventory and caravan size is expanded.
Finally I decided to make only one version to avoid confusion.
/!\/!\/!\ If you've already played the beta in a previous version, you need to carefully follow the instructions (see installation text file) if you don't want to lose all your caravan items /!\/!\/!\
If you're starting the beta with this version, ignore this warning, just install the files and you will get expanded inventory and caravan files right from the start.

See attached the changelog.
I haven't had time to make a .bat file for a quick switch between AE and SV.
However, it is no longer necessary to backup your template files from version 1.2 onwards. The template files with the mod are only new files and don't replace anything. You can copy them where the official templates are and leave them here, and safely play the official game with them, they won't be used anyways.
Just delete the files I gave you from version 1.1.
Title: Re: Soulvizier AERA
Post by: nargil66 on 18 January 2020, 11:24:57
You say that Occult darklings are about to be changed... how about combining them with Shadow Grasp? What i mean is - a skill called Nether Gate, Shadow Rift or something - a big magic circle appear on the ground, and Shadow Sprites start springing from it, auto-seeking enemies and exploding in contact with them... it would be pretty cool i think. Only, im not sure if that that old bug is fixed or not, that pets of pets doesnt give experience, as @Bumbleguppy has mentioned before.
Another thing - about some vendors not selling formulas and stuff - check if there are 4 market table entries or just 3. With 3, sometimes it doesnt work, i had the same problem with the pack animals tables in EG.
Title: Re: Soulvizier AERA
Post by: soa on 18 January 2020, 11:53:05
You say that Occult darklings are about to be changed... how about combining them with Shadow Grasp? What i mean is - a skill called Nether Gate, Shadow Rift or something - a big magic circle appear on the ground, and Shadow Sprites start springing from it, auto-seeking enemies and exploding in contact with them... it would be pretty cool i think. Only, im not sure if that that old bug is fixed or not, that pets of pets doesnt give experience, as @Bumbleguppy has mentioned before.
Another thing - about some vendors not selling formulas and stuff - check if there are 4 market table entries or just 3. With 3, sometimes it doesnt work, i had the same problem with the pack animals tables in EG.

Forge merchants have six entries ; they had 3 at the beginning and I noticed problems so I increased the number of tables. However mage merchants that sell arcane/scroll only have 3, I'll had 1 entry at least.

For the Occult Darklings, I just hadn't had time to try it, but I've had a lot of issues with pets of pets when making souls. I was trying to make crystal pets that behaved like mines (explode when an anemy gets close) and spawn a crystal golem after death.
It looks like when the "master" pet dies, its pets (pets of pets) turn against you no matter what you do. Declaring teams didn't work. So you need to be careful about when the pet that can also summon will die. Or make sure his summons dies when he dies. This is especially an issue when a pet has a skill that allows him to summon another pet on death.
The official game doesn't include pets of pets as far as I know, maybe there's a reason for that.
With what you describe, the summoned pets will be suicidal, and when the gate will die, summoned darklings will have to die. Two things that could be problematic is that dying darklings explosion could harm the player too if he's too close (because when the gate is dead, darklings become neutral or in the monsters team), and that XP thing. Darklings explosion with friendly fire could be a feature...

For the crystal idea, I believe the only way to circumvent it would be to create :
- an invisible, hidden, fixed and out of combat "master" pet that can summon a crystal pet where he stands
- the crystal pet would be fixed and explode when enemies are near, radius X (that one would be here only for graphical purpose, no damage).
The master pet (invisible) would need a skill with a very high cooldown (one-use) dealing damage around him with the same radius X, and a summoning skill of a crystal golem that triggers when he deals damage. This would give the illusion that the golem gets out of the exploding crystal, but its master would be an invisible pet, still alive.

Darklings could maybe a have an explosion skill they cast on contact instantly (or very close range), and die when an enemy is at this same range or 0.1 m less.
That way their death wouldn't deal damage, and after the gate death, they would only disappear without harming the player.
Title: Re: Soulvizier AERA
Post by: nargil66 on 18 January 2020, 13:39:54
Ok, another option is - a ProjectileSpawnPet skill with invisible projectile and max projectile speed. When it hits the ground, the circle effect appear and 3 to 6 shadow sprites spawn in burst, then auto-seek enemies and explode. This way they'll be normal pets from the players team. If pets of pets does not give XP, then Shadowstalkers's sprites - maybe they doesn't either? If that is the case, I'd say give the skill to the player like above or in some other way.
Title: Re: Soulvizier AERA
Post by: Groom on 18 January 2020, 21:37:47
Minor Question:
During loading screen (when entering game or loading new area), the SV-logo (visible in old SV) doesn't appear on the bottom right of the screen (the standard TQ-logo appears).
Is this intended or did I miss a step installing the mod?

Possible small bug:
This necklace either (the necklace type, both appeared as drop and at shop for me):
Appear too early in the game (also, bad stats for being lvl 42?)
or
has too high lvl requirement.

(https://i.imgur.com/QdKmSzK.jpg)
Title: Re: Soulvizier AERA
Post by: soa on 18 January 2020, 22:38:41
Minor Question:
During loading screen (when entering game or loading new area), the SV-logo (visible in old SV) doesn't appear on the bottom right of the screen (the standard TQ-logo appears).
Is this intended or did I miss a step installing the mod?

Possible small bug:
This necklace either (the necklace type, both appeared as drop and at shop for me):
Appear too early in the game (also, bad stats for being lvl 42?)
or
has too high lvl requirement.


I haven't added back the SV logo. I don't know exactly how to do that, I would find how eventually if I spent time looking for it, but it's not my priority to add it.
Anyways it's normal if nothing shows (same thing with the main menu ; some people would like it like classic SV, I'm not opposed to that, but I think other things are more important so I spend my time working on those instead).

For the annulling prefix, it's a bug. Should be lvl 18, it will be fixed in next version.
Title: Re: Soulvizier AERA
Post by: soa on 18 January 2020, 23:23:36
I'd like to remake the topic to give the mod a better presentation (if possible it would replace this one and be sticky)
With some screens, a summary of the main features, etc.
If someone wants to help (not necessarily now, that's not urgent), please contact me.
Title: Re: Soulvizier AERA
Post by: mvlad954 on 19 January 2020, 15:19:59
I just want to say that I highly appreciate what you are doing.After all this time you haven't given up.Looks Soulvizier could be a thing again.
Keep up the good work guys!I wish you great success!
Title: Re: Soulvizier AERA
Post by: Groom on 19 January 2020, 21:18:22
1.
Melalos - Athens Catacombs: Too easy (low hp/resistances?)   /can't say too much regarding damage, as he fell too fast (I died in the process as well).
My char was lvl 16 (Conqueror)

2.Ignore this one.

3.
Maybe general (main game) issue:
Items sometimes bounce too many times (takes time to see the item on the ground).
Example: Family sword of Anherro
When dropped just outside city of Rhakotis (the spot where monster holding the item). The item, for a moment, suspends in a stuttering animation until a "fixed" duriation passes.

Is it possible to lower the item drop animation (timer?), in order to see the items a bit faster? (so we don't run pass them by mistake?)

4.
"Will of Horus" (Throw weapon) drops too frequently?
Title: Re: Soulvizier AERA
Post by: sauruz 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.
Title: Re: Soulvizier AERA
Post by: soa on 20 January 2020, 00:29:05

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.

Yes, both vanilla issues
For 3, I don't know what to do and if I can do anything.
For 4, I definitely need to do something, but it may not be so easy to fix as there are many files. This fix has been on my list for a long time.
The devs never did anything afaik regarding this issue, despite tons of requests.
Title: Re: Soulvizier AERA
Post by: BuZaGi on 21 January 2020, 18:17:24
Bone Fiend wrong name (https://cdn.discordapp.com/attachments/664901959186382904/669227705195036682/unknown.png)
Title: Re: Soulvizier AERA
Post by: soa on 21 January 2020, 21:08:22
Ok, another option is - a ProjectileSpawnPet skill with invisible projectile and max projectile speed. When it hits the ground, the circle effect appear and 3 to 6 shadow sprites spawn in burst, then auto-seek enemies and explode. This way they'll be normal pets from the players team. If pets of pets does not give XP, then Shadowstalkers's sprites - maybe they doesn't either? If that is the case, I'd say give the skill to the player like above or in some other way.

So I tried making a rift summoning shadow sprites. They don't give any XP despite forcing givexp to 1 on both the rift and the sprites.
The Shadowstalker's sprites were actually with givexp = 0, so in classic SV they should have really no chance of giving you anything. I'm gonna delete this skill, I don't know if I'll replace it.

A similar problem occurs with Mayhem in Spirit tree. It summons an invisible pet that has a skill with a % chance of converting around him. I made a fixed pet instead of giving the skill directly to the player because otherwise converted monsters would teleport in a group to the player when they are too far. It seems the converted monsters do give XP to the player, even if the conversion is made by a pet (I suppose the game considers the player directly owns a pet converted by another pet, but he doesn't own pets of pets).
However, and the problem should occur with every conversion skill, if the converted monster is killed by an enemy, the XP is lost. Or given to the enemy and not the player.
So, either I dump this skill, but I liked the idea, or I make it a very short duration of conversion only around the player. So that monsters start to fight each other (50/50 in each side). But I would need to find a way to make converted monsters invincible or the player would lose XP. Hitting yet another modding limitation here...
Title: Re: Soulvizier AERA
Post by: nargil66 on 23 January 2020, 13:25:37
The rift can be made just a temporary effect with prop mesh (like the nymph's summoning pod). Then it won't be a pet, and the shadow sprites will be the only real pets.
Title: Re: Soulvizier AERA
Post by: soa on 23 January 2020, 20:25:29
A new official version (2.9) is out. So make sure you reinstall SV after it otherwise you may lose your char files.
Title: Re: Soulvizier AERA
Post by: Antifringe on 29 January 2020, 10:21:37
Holy moly!  I was a huge fan of Munderbunny's mod back in the day.  I did a quick search to see if Underlord/Soulvizier ever made it to AE, and here I am, looking a port that is current up to the most recent patch.  This is way beyond my expectations.

Only problem though, is I can't find the download link.  Where are you guys hosting this?
Title: Re: Soulvizier AERA
Post by: soa on 29 January 2020, 20:47:21
Holy moly!  I was a huge fan of Munderbunny's mod back in the day.  I did a quick search to see if Underlord/Soulvizier ever made it to AE, and here I am, looking a port that is current up to the most recent patch.  This is way beyond my expectations.

Only problem though, is I can't find the download link.  Where are you guys hosting this?
That's because the mod is currently in a private beta (inscriptions are closed). I don't have a planned date for public release. Maybe in a month or so (no promises).
Title: Re: Soulvizier AERA
Post by: Groom on 31 January 2020, 03:36:24
For me as melee, following caster does so much dmg, even with high resistances (+ the protection from his pets increase the difficulty).
Indrajit - in act 3, first area (Hanging Gardens)
Title: Re: Soulvizier AERA
Post by: soa on 31 January 2020, 19:43:54
For me as melee, following caster does so much dmg, even with high resistances (+ the protection from his pets increase the difficulty).
Indrajit - in act 3, first area (Hanging Gardens)

Send me a save file so I can test this.
Title: Re: Soulvizier AERA
Post by: soa on 31 January 2020, 23:39:00
I'll change the color of skills with +X in next version. Tell me what you prefer.

Here's a preview with and without Reshade.

(https://media.discordapp.net/attachments/664901959186382904/672931892756086784/unknown.png)
Title: Re: Soulvizier AERA
Post by: nargil66 on 01 February 2020, 04:05:05
I like the green one - even more if you can make it the same color as the skill connection bar.
How did you get Reshade to work with the launcher? Is there some way to isolate DX9 and 11 exes?
Title: Re: Soulvizier AERA
Post by: efko on 01 February 2020, 06:25:26
Black, yellow and white reshaded, all looks awesome.
Title: Re: Soulvizier AERA
Post by: soa on 01 February 2020, 10:15:10
I like the green one - even more if you can make it the same color as the skill connection bar.
How did you get Reshade to work with the launcher? Is there some way to isolate DX9 and 11 exes?
I don't use the launcher, but it could work with Reshade.
I just went here and downloaded https://reshade.me/
It should work with DX9 and DX11 (I play DX11). When you launch the Reshade exe, it gives you an option to select the game exe and if you play DX9 or DX11.
What I don't know yet is how to adjust the settings/strength of each FX. I just use adaptative sharpen and clarity.

I haven't found any option to choose the RVB of the colors for augmented skills. I have to use the base game colors (^D, ^G, etc)
Title: Re: Soulvizier AERA
Post by: icefreeze on 01 February 2020, 11:50:42
How about (dark) orange?
Title: Re: Soulvizier AERA
Post by: soa on 01 February 2020, 12:06:24
All I can do is use these colors :
Here is a preview of how each color looks:
(https://i.imgur.com/JCSQPe5.jpg)

From topic :
https://titanquestfans.net/index.php?topic=317.0

Option 1 is maroon, option 2 is indigo, option 3 is dark gray, option 4 is green. I can't change them or make them darker (of if anyone knows how, tell me).
Title: Re: Soulvizier AERA
Post by: Groom on 01 February 2020, 16:04:48
XeiWang (as stated in Discord) is very tough.
Even with 50% undead damage reduction (from Rong Saberbane"), the damage (life leech) is immense.
Did other players face the same difficulty? (or maybe just jumped over him?)

And also, it's hard to find Life Leech resistance for equipment before act 4 (maybe whole normal?).
Soa, will probably add new LL res relic/charm.

indrajit, seems his wave is doing a lot of damage, and it makes it harder when his wall of summons (Crawlers) hinder the player.
was easier when having 80% cold resistance, but should it take that much considering a normal hero monster?

Chi You's Siphon: What does the skill: Relentless Evil do and I can't find it in my quickbar/slot.
Is it perhaps passive?

FangTooth invalid skill profile.

From Atlantis mobs:
Splint armbands - Is totally empty, even with suffix (example "of the Tinkerer").
Doration - Is totally empty, even with suffix (example "of the Tinkerer").

is just two examples. (probably general game issue).
Title: Re: Soulvizier AERA
Post by: soa on 01 February 2020, 16:48:35
XeiWang (as stated in Discord) is very tough.
Even with 50% undead damage reduction (from Rong Saberbane"), the damage (life leech) is immense.
Did other players face the same difficulty? (or maybe just jumped over him?)

And also, it's hard to find Life Leech resistance for equipment before act 4 (maybe whole normal?).
Soa, will probably add new LL res relic/charm.

indrajit, seems his wave is doing a lot of damage, and it makes it harder when his wall of summons (Crawlers) hinder the player.
was easier when having 80% cold resistance, but should it take that much considering a normal hero monster?

Chi You's Siphon: What does the skill: Relentless Evil do and I can't find it in my quickbar/slot.
Is it perhaps passive?

FangTooth invalid skill profile.

From Atlantis mobs:
Splint armbands - Is totally empty, even with suffix (example "of the Tinkerer").
Doration - Is totally empty, even with suffix (example "of the Tinkerer").

is just two examples. (probably general game issue).

- Xei Wang : I will reduce his Life Leech in SV v1.3 but he will still be very strong. Your soul gives you 50 undead damage reduction, not 50%. Life Leech resistance relic may come in a future version (not next one)
- Indrajit : not changed for now, may nerf a bit his wave. I actually killed him with your conqueror lvl 30 (random encounter)
- Relentless Evil is a Spirit Skill (upgrades skeletons)
- Fangtooth will be fixed in SV v1.3
- Tinkerer is a vanilla problem. Actually it's not really a bug, it's just that people don't know what Tinkerer suffix does and they think something is wrong. It allows you to socket 2 relics on the item.
Title: Re: Soulvizier AERA
Post by: Comrade_Ajax on 01 February 2020, 22:28:43
Green looks nice and is easy to read. Yellow and white also look fine to me.
Title: Re: Soulvizier AERA
Post by: remanam on 02 February 2020, 08:54:27
Interesting question, did TQ developers contact to you? Because you have so much good features in the game, also you have awesome skill sets ( I think it's all should be in original game)
Title: Re: Soulvizier AERA
Post by: Medea Fleecestealer on 02 February 2020, 09:32:18
Interesting question, did TQ developers contact to you? Because you have so much good features in the game, also you have awesome skill sets ( I think it's all should be in original game)

I don't know about get in touch, but soa is one of the playtesters for THQNordic for the game.

You can always make suggestions to the devs using this

https://redmine.thqnordic.com/projects/titan-quest-atlantis-community/
Title: Re: Soulvizier AERA
Post by: Antifringe on 02 February 2020, 09:33:22
Holy moly!  I was a huge fan of Munderbunny's mod back in the day.  I did a quick search to see if Underlord/Soulvizier ever made it to AE, and here I am, looking a port that is current up to the most recent patch.  This is way beyond my expectations.

Only problem though, is I can't find the download link.  Where are you guys hosting this?
That's because the mod is currently in a private beta (inscriptions are closed). I don't have a planned date for public release. Maybe in a month or so (no promises).

That explains it.  Can't say I'm not disappointed but I respect your decision to keep the beta closed.  Bought AE when it came out, and just couldn't get into it without the Underlord/Soul Vizier skills trees. One of the best mods I've ever seen in any game.

I'm jazzed that it's being ported over and that development is so active.  I didn't think that there was any way this mod would live again. 
Title: Re: Soulvizier AERA
Post by: soa on 02 February 2020, 18:38:57
Interesting question, did TQ developers contact to you? Because you have so much good features in the game, also you have awesome skill sets ( I think it's all should be in original game)
No, they didn't.
Title: Re: Soulvizier AERA
Post by: soa on 02 February 2020, 23:08:41
Next update is delayed a bit, I just want to make some improvements to act 5 heroes, so they are not as squishy and harmless (will still be WIP).
ETA of 1.3 is Monday or Tuesday.
Title: Re: Soulvizier AERA
Post by: Florek on 04 February 2020, 21:00:39
After a very long break from TQ i'm happy that Soulvizier is still supported and developed. Hope soon it will be released for a larger group of players because i can't wait to play it once again. Also i hope TQ developers someday will introduce two handed melee weapons. Great job soa.
Title: Re: Soulvizier AERA
Post by: xllxllx on 04 February 2020, 22:41:44
Hello ! Sorry for googl translate. How can I join the beta test?
Title: Re: Soulvizier AERA
Post by: soa on 04 February 2020, 23:53:13
Soulvizier v1.3 is out (now sending to participants). See changelog attached.

If you play Runes, and have skill points in Runic Warrior even if it is bugged, you may lose skill points in Runic Warrior when loading version 1.3.
So delete the skill points in this skill with the Mystic before loading 1.3.
After that, you will need at least 1 point in Runic Golem (new skill replacing the Runic Warrior) to use Guardian Stones.
Title: Re: Soulvizier AERA
Post by: Florek on 05 February 2020, 00:15:23
If you need one more tester, i'll gladly try to help you in finding bugs.
Title: Re: Soulvizier AERA
Post by: soa on 05 February 2020, 00:28:20
Hello ! Sorry for googl translate. How can I join the beta test?
Hello, now the inscriptions are closed. I'll need several more weeks before releasing the mod to the public.
Title: Re: Soulvizier AERA
Post by: Argus_Panoptes on 07 February 2020, 18:05:47
Soulvizier v1.3 is out (now sending to participants). See changelog attached.

Good afternoon dear friends. I follow updates of this mod with great attention and would like to know if it is possible to get the current build for beta testing? I understand that this version is not yet polished, so I will be glad to share any feedback
Title: Re: Soulvizier AERA
Post by: Groom on 07 February 2020, 19:57:36
@soa
Regarding Atlantis Arena:
When Tartarus is defeated, it still shows the monster as undefeated.
Is there a desync between Tartarus (due to maybe properties change) and the arena?

------------

@soa
Regarding "Ancestral Horn" and "Unyielding Phalanx":
Are they meant to be exclusive for pet builds?

If no:
Is there a possibility to add bonus based on player instead of pet bonuses?
 - Maybe even as alternative additional pet skill but scaling based on player (so there will be one skill based on pet- another on player-bonus).

------------

Increasing physical resistance is very, very hard. How important is it (outside armor) to raise it and what is the optimal level?

------------



From Atlantis mobs:
Splint armbands - Is totally empty, even with suffix (example "of the Tinkerer").
Doration - Is totally empty, even with suffix (example "of the Tinkerer").

is just two examples. (probably general game issue).


- Tinkerer is a vanilla problem. Actually it's not really a bug, it's just that people don't know what Tinkerer suffix does and they think something is wrong. It allows you to socket 2 relics on the item.

The prefix is missing (although, I have seen it for shields) when they have Tinkerer suffix.

------------
@soa
Triteia's Dress:
Missing stat (note non-tinker suffix)

------------

@Soa:
Is there a collection/database/sheet of all the souls? And maybe where the monsters can be found holding them (especially when they are exclusive for SV)?
Example: The formula: Calybe's Soulcrux
https://alchetron.com/Calybe

------------


@soa
- My character's lvl now is 39, go to Prism Rose of Act5 Normal. It's seems game not hard as before.
- This Heroes Monster seems too strong, i don't think any melee build with sell found normal gears (or even good gears) can kill her at that moment.
(https://scontent.fhan2-3.fna.fbcdn.net/v/t1.15752-9/81387553_823432838101898_7708412384360005632_n.jpg?_nc_cat=108&_nc_ohc=CPbypQGPVP4AQmyUcJNH_p7SDPOiguMA_if_G4CN20LnQfwzk4g2uMKFA&_nc_ht=scontent.fhan2-3.fna&oh=23e899576077e95bcef5ed53ea19ec99&oe=5E8F0810)
(https://scontent.fhan2-1.fna.fbcdn.net/v/t1.15752-9/81517934_2570838486370569_4020634295851810816_n.jpg?_nc_cat=102&_nc_ohc=Gu8SX4ZvZncAQlqWn1KdixzW4E_RlPFPUx8ygSL_Nl76Xwi_T1M_MCtAA&_nc_ht=scontent.fhan2-1.fna&oh=275c292c86f118fb268a92b20afde249&oe=5EA7876D)

Well you can't say that, as your resistances and health is very, very low.

I haven't fought her yet, but with my stats I should have easy time defeating (maybe 1-2 deaths, but still a win in the long run).

-------

Regarding LifeLeech resistance and lack of items:
I just recently found two AWSOME items that blows my LL res to the ROOF, and to top it off, they have other types of good res:

Resistances are very important in SV (very true for Pierce due to range attacks).
Having 60%+ on all is my goal, even if it's very hard.

(https://i.imgur.com/4ysJ77q.jpg)
Title: Re: Soulvizier AERA
Post by: icefreeze on 07 February 2020, 21:24:56
@Groom So you think your way to play is standard, and other must follow your way to play?
 ::)
Title: Re: Soulvizier AERA
Post by: soa on 07 February 2020, 22:33:44
Regarding Atlantis Arena:
When Tartarus is defeated, it still shows the monster as undefeated.
Is there a desync between Tartarus (due to maybe properties change) and the arena?
I haven't changed anything in Tartarus. If there is a bug, it's an official game bug. It seems the recent update broke things instead of fixing them.

Regarding "Ancestral Horn" and "Unyielding Phalanx":
Are they meant to be exclusive for pet builds?
If no:
Is there a possibility to add bonus based on player instead of pet bonuses?
 - Maybe even as alternative additional pet skill but scaling based on player (so there will be one skill based on pet- another on player-bonus).

They are meant for the same as in vanilla, at least for now. So not necessarily for pure petmancers.
Ancestral warriors + Lasting Legacy may be too strong. Maybe I should change lasting legacy with more bonus to lifetime but reduced power and resistance for the pets.
I can't make the pets scale with the player level. there's no option for that. If there was one, it would be a lot better than the current situation where you have to give every now and then a big buff to pets (act 3 yeti quest, beginning epic and legendary difficulty) in order to make them competitive. It's not a smooth progression.
All I can do is create another skill that improve these pets, but they are already very strong.

Increasing physical resistance is very, very hard. How important is it (outside armor) to raise it and what is the optimal level?
Before, in SV, Boar Hide increased Physical resist, but I changed it to Bleed like in AE because Bleed resist is lower in Epic/Legendary and it scales with DEX.
But Conqueror is one of the classes that has a very easy time for Physical resistance improvement :
- Defense mastery bar gives +10%
- Warfare Ignore Pain gives +15% at max level and +20% at ultimate level
- Defense gives loads of armor, so you take even less Physical Damage.
Anyways, even with no + skills, in a fight we're talking at least 25% Physical resistance from the masteries only + loads of armor and an improved shield. That's big.
Maybe you think you should aim for the same values for Physical resistance as the other damage types, but that's not true. You don't get reduced Physical resistance penalty in Epic/Legendary, that's a reason it's harder to get it high.

For any class, Dionysus Wineskin gives you 6%, Dragon Blood 10/15/20% chance of +100%. These are not so hard to find.
Veteran prefix on chest armor gives you around 15% Physical too. In SV, there are also new affixes or modified vanilla affixes that now give Physical resistance.

I don't know the "optimal level", but you definitely should not aim for a 60% minimum on this, if that hampers your damage or other resistances and such. I think 25% (as soon as you have an Onslaught charge) + big armor and shield is already good. Of course you could improve but I wouldn't make it a priority.

- Tinkerer is a vanilla problem. Actually it's not really a bug, it's just that people don't know what Tinkerer suffix does and they think something is wrong. It allows you to socket 2 relics on the item.

The prefix is missing (although, I have seen it for shields) when they have Tinkerer suffix.
Not really sure of what you saw. Take a screen or send me a save, because I don't believe there is something wrong with these specific items.
Maybe another official game bug. I haven't changed the Tinkerer suffix, and now it only spawns in Atlantis, I haven't modded Atlantis items.

Triteia's Dress:
Missing stat (note non-tinker suffix)
Official game bug. Many Atlantis items are not finished and empty. I will fix at some point if they don't make a patch for it.

Is there a collection/database/sheet of all the souls? And maybe where the monsters can be found holding them (especially when they are exclusive for SV)?
Example: The formula: Calybe's Soulcrux
https://alchetron.com/Calybe
Today, there is no proper soul database I can share.
At some point, when I'll have time, I'll try to learn how to make a complete SV database like TQ-DB.net or the Shadow Champions one.
Alternatively, or maybe in addition, I'll create special new merchants ingame that sell dummy formulas for soul creation. So you can at least see them ingame.
It could be in the form of a friendly merchant with a monster skin, selling formulas for the monsters of the same type as him in the act. So it can give you some basic indication of what drops where.
Title: Re: Soulvizier AERA
Post by: Groom on 08 February 2020, 02:50:56

- Tinkerer is a vanilla problem. Actually it's not really a bug, it's just that people don't know what Tinkerer suffix does and they think something is wrong. It allows you to socket 2 relics on the item.

The prefix is missing (although, I have seen it for shields) when they have Tinkerer suffix.
Not really sure of what you saw. Take a screen or send me a save, because I don't believe there is something wrong with these specific items.
Maybe another official game bug. I haven't changed the Tinkerer suffix, and now it only spawns in Atlantis, I haven't modded Atlantis items.

Maybe I saw items that had very long name (without the prefix XYZ's) and thought it was missing stats.
If I find any in the future, I will try to keep them and post it (rather than sell first).

Is there a collection/database/sheet of all the souls? And maybe where the monsters can be found holding them (especially when they are exclusive for SV)?
Example: The formula: Calybe's Soulcrux
https://alchetron.com/Calybe
Today, there is no proper soul database I can share.
At some point, when I'll have time, I'll try to learn how to make a complete SV database like TQ-DB.net or the Shadow Champions one.
Alternatively, or maybe in addition, I'll create special new merchants ingame that sell dummy formulas for soul creation. So you can at least see them ingame.
It could be in the form of a friendly merchant with a monster skin, selling formulas for the monsters of the same type as him in the act. So it can give you some basic indication of what drops where.


Could you kindly provide stats for the Typhon soul?
I want see if it's worth the farming and maybe you can tell what the odds are for the drop? (have done 40 runs so far, no drop)

--------------

Spellbreaker's Panoply
The boots are missing name tag



--------------
Just an idea (in future SV):
Maybe create something called Soulshards, where you gather (specific) fractions (having a % chance to drop) of souls from the (specific) monster you are farming.
Say: 40 Typhon soul-fractions from Typhon will give you the Typhon Soul-ring (formula sold by merchant in first town of act X?). So there is an alternative route/chance to aquire the soulring.

Diablo 2 mod: Median XL Sigma have something called Trophy fragments (as the chance to drop the trophy itself was very low and the bosses were really long and  hard):
"7% chance to drop a trophy fragment on Hell difficulty."
Title: Re: Soulvizier AERA
Post by: Groom on 08 February 2020, 03:50:00
@Groom So you think your way to play is standard, and other must follow your way to play?
 ::)

No =)
I'm just saying that logically, it will be more difficult to survive with low resistances & HP.

It's hard for someone to determine if X-class/build will be able to defeat X-monster, judging the difficulty based on their low resistance & hp build for that specific encounter in act X normal/epic/legendary.
[Let's say the standard measure amount (exclude any flat or percentage damage reduction, block/parry/dodge, regen, life leech data) for any given Resistance type and health points (HP) is :
Normal game (acts 1/2/3/4/5): 10% & 1000 HP /20% & 1300 HP /30% & 1600 HP /40% & 1900 HP /50% & 2100 HP  and physical resistance is 0%/5%/10%/10%/15%.
Epic: ...
Legendary: ...
]

This all res XX% & hp // phys res YY % will be the (CORE/base) benchmark to determine the difficulty of the monster X in act Y normal/epic/legendary.
And then you can state which build that might have trouble (which might require the testing).

It will not give an accurate data if we find the difficulty for obstacle X is based on resistanc of 5% 500 HP // 3% in act 4.
This might result in wrongfully nerf the X-monster or result in X-skill being overpowered.

It's too bad the ingame doesn't provide an easy grasp of the total amount of X-res, that is not mentioned in the character window (both tab data windows).
You can only count it manually yourself...
Title: Re: Soulvizier AERA
Post by: nargil66 on 08 February 2020, 07:21:28
Alternatively, or maybe in addition, I'll create special new merchants ingame that sell dummy formulas for soul creation. So you can at least see them ingame.
It could be in the form of a friendly merchant with a monster skin, selling formulas for the monsters of the same type as him in the act. So it can give you some basic indication of what drops where.
It could also be done by unlock code that drops them... but then it will be cheating and will ruin the fun
Title: Re: Soulvizier AERA
Post by: soa on 08 February 2020, 11:34:09
Could you kindly provide stats for the Typhon soul?
I want see if it's worth the farming and maybe you can tell what the odds are for the drop? (have done 40 runs so far, no drop)
Currently the stats are as follows for N/E/L difficulty :

-18/20/26% Total Speed
+17/28/38% Physical damage
+20/33/42% Elemental damage
+40/57/78% Life Leech
+40/58/72% Energy Leech
25/31/43% Elemental resist
10/11/13% Physical resist
+200/328/418 Health
+150/272/338 Energy
+16/22/31 Strength
+16/22/31 Dexterity
+16/25/30 Intelligence
+1 to All Skills
Grants skill : Meteor Storm (lvl 1/2/3, Cd 20s, 156/159/161 Energy Cost, 8 projectiles, 3m explosion radius, 177-236/184-245/191-254 Fire damage, 211-240/228-264/246-290 Physical damage)

Drop rate : 1,5% (in theory requires a mean of 66-67 runs)
Level req : around 45/61/73

Spellbreaker's Panoply
The boots are missing name tag
Will fix in 1.4

Just an idea (in future SV):
Maybe create something called Soulshards, where you gather (specific) fractions (having a % chance to drop) of souls from the (specific) monster you are farming.
Say: 40 Typhon soul-fractions from Typhon will give you the Typhon Soul-ring (formula sold by merchant in first town of act X?). So there is an alternative route/chance to aquire the soulring.
Diablo 2 mod: Median XL Sigma have something called Trophy fragments (as the chance to drop the trophy itself was very low and the bosses were really long and  hard):
"7% chance to drop a trophy fragment on Hell difficulty."
I'd like to reduce or limit inventory cluttering and in the future, provides ways to recycle the souls you don't need. Giving soul fragments would create even more clutter (+the work needed to create this system), and once you would have, say Typhon soul, either in one piece from the boss or from the 40 fragments, everytime you would farm the boss, you may get new fragments that would be useless until you complete them.
I'd rather create a Soul Seal formula for every act that allows you to recycle you souls into a Soul Seal. And maybe 3 soul seals would give you a random soul or be used for another craft system (craft MIs, etc.). That way dropping a soul that isn't good for your character would still be a good news, because you'd be able to reuse it somehow. and you wouldn't add, on top of souls, many soul shards cluttering the inventory even more.
Title: Re: Soulvizier AERA
Post by: Groom on 09 February 2020, 03:13:30
1.
Skeleton (?) Archers at "River of Styx" dies too fast (low hp)?

2.
"Flight of the Messenger"
The messenger dies too fast?

3.
Arachne's Shame (in Fetid Lair)  - Epic difficulty
Invisible!
(https://i.imgur.com/yAI6QVa.jpg)
-------------------------

Influence from HoN? (noticed these two entities)
(https://i.imgur.com/kJLv47e.jpg)
Title: Re: Soulvizier AERA
Post by: BuZaGi on 10 February 2020, 18:42:56
I observed that skill mayhem in spirit tree doesn't work. I throw orb and nothing happen i tested on diffrent mobs and nothing.
Title: Re: Soulvizier AERA
Post by: soa on 10 February 2020, 20:53:50
1. Skeleton (?) Archers at "River of Styx" dies too fast (low hp)?
Skeletons or ghosts (lost souls ?) I haven't changed them and they were OK in base game and SV. Maybe you just have a lot of damage that is effective against undead.

2. "Flight of the Messenger"
The messenger dies too fast?
Even in the base game, he sometimes dies. It's just part of the challenge to keep him alive, if he dies you can respawn him by going at the questgiver anyways. You'd better clean the whole map if he dies before spawning him again, that way you are sure he'll be safe.

3. Arachne's Shame (in Fetid Lair)  - Epic difficulty
Invisible!
OK, will check

Influence from HoN? (noticed these two entities)
These are not my work. But yes it seems that it's the same icon from Sustainer in HoN. For Meglograi, I don't see what you're referring to.

I observed that skill mayhem in spirit tree doesn't work. I throw orb and nothing happen i tested on diffrent mobs and nothing.
OK, I must have broken something during my latest tests.
However, there is another problem with Mayhem anyways, it's that converted monsters don't provide XP to the player when they die (only if they kill). This is actually one of the problems of any conversion skill. Another problem would be that converted monsters are unkillable, so you need to wait the timer before killing them, and you have nothing showing you the remaining time. In many cases, it's just slowing you down, or you take huge risks of having many monsters close to you turning against you at the worst moment.
So, either :
- I change Mayhem to make it a taunt skill, but it will look a bit like Spirit Lure. I would create a Spirit that summons many invisible entities around him (like Rune Field mines, but with taunt instead of damage). This way you may get the impression the monsters are fighting each other, or are fighting an invisible enemy. Some sort of madness.
- I change Mayhem to make it a Spirit Lure modifier, so you can summon multiple Spirit Lures (not sure that's doable), maybe with improved stats.
- I change Mayhem to make converted enemies unkillable, and for a shorter duration (not sure it's doable)
Title: Re: Soulvizier AERA
Post by: Groom on 10 February 2020, 23:06:50

Influence from HoN? (noticed these two entities)
These are not my work. But yes it seems that it's the same icon from Sustainer in HoN. For Meglograi, I don't see what you're referring to.



Meglograi sound is from the character "Wretched hag" in Heroes of Newerth.  =)
https://www.youtube.com/watch?v=zItN5NgDbQI


Items missing skills or missing icons
(https://i.imgur.com/woSDYI8.jpg)
Title: Re: Soulvizier AERA
Post by: soa on 10 February 2020, 23:35:40
Items missing skills or missing icons
I already fixed Black Venom with Arachne's Shame (+fixed the missing boss chest). Will be in SV v1.4
Will fix Stormbane (+all other unique Atlantis swords) and Occultist Greaves as well.
Title: Re: Soulvizier AERA
Post by: Groom on 11 February 2020, 03:12:12
In Arachne Soul, it's stated:
+Sword Mastery

I must be blind or something, but I can't find Sword Master at neither Warfare or Defense.
Or does it mean: Axe (maybe axe and sword is/should be in same category)?
Title: Re: Soulvizier AERA
Post by: nargil66 on 11 February 2020, 04:26:15
In Arachne Soul, it's stated:
+Sword Mastery

I must be blind or something, but I can't find Sword Master at neither Warfare or Defense.
Or does it mean: Axe (maybe axe and sword is/should be in same category)?

- Some items should give increased Weapon mastery (increased damage and attack speed when you use these weapons)
I think amgoz1 posted the exact increase somewhere on the old forum, but i dont remember them.
Title: Re: Soulvizier AERA
Post by: soa on 11 February 2020, 19:49:49
In Arachne Soul, it's stated:
+Sword Mastery

I must be blind or something, but I can't find Sword Master at neither Warfare or Defense.
Or does it mean: Axe (maybe axe and sword is/should be in same category)?


All characters start with every weapon mastery at level 1, that gives +0% bonus damage (for technical reasons, it’s not possible to make the the weapon masteries start at level 0, that’s why you see the weapon mastery in yellow even if you don’t have the appropriate weapon type equipped).

Bonuses are as follows :

Axe Mastery
+0-100% Physical damage (+5%/level)
+0-20% Pierce damage (+1%/level)
+0-40% Total damage (+2%/level)

For instance, if you have +3 to Axe Mastery, it means you have +15% Physical damage, +3% Pierce damage, +6% Total damage when wearing an Axe.
This is cumulative, so having an item with +4 and another with +2 would give you +6 (level 7) in Axe Mastery (hence +30% Phys, +6% Pierce, +12% Total)

Blunt Mastery (maces, clubs)
+0-120% Physical damage (+6%/level)
+0-40% Total damage (+2%/level)

Bow Mastery
+0-60% Physical damage (+3%/level)
+0-60% Pierce damage (+3%/level)
+0-40% Total damage (+2%/level)

Spear Mastery
+0-60% Physical damage (+3%/level)
+0-60% Pierce damage (+3%/level)
+0-40% Total damage (+2%/level)

Staff Mastery
+0-80% Total damage (+4%/level)

Sword Mastery
+0-80% Physical damage (+4%/level)
+0-40% Pierce damage (+2%/level)
+0-40% Total damage (+2%/level)

Throwing Mastery (also works with wands or any one hand ranged weapon, might as well change the name)
+0-80% Physical damage (+4%/level)
+0-40% Pierce damage (+2%/level)
+0-40% Total damage (+2%/level)
Title: Re: Soulvizier AERA
Post by: Groom on 13 February 2020, 00:57:06
1. What type of damage does:
"Blood Eyes"?

He has at least, energy leech and vitality damage.

2.
Pygmalian Replicator
The disruption they do (all replicants and himself as well), locks one out of the fight.
Any advise how to defeat him as melee?
He is the only Hero I had trouble at Epic (besides Hero boss "Blood Eyes").
(https://i.imgur.com/Pg7IJtb.jpg)
Title: Re: Soulvizier AERA
Post by: soa on 13 February 2020, 20:55:47
1. What type of damage does:
"Blood Eyes"?

He has at least, energy leech and vitality damage.

He has :
- Throwing Knives (pierce/bleeding),
- Drain Nova like Empusas (Life Leech, Energy Leech)
- Bite attack (Vitality damage, Bleeding, % health reduction, attack converted to health)
- Deathchill Aura (reduced total speed, % health reduction)
- Bonus flat vitality and physical damage on weapon attack (always carry a spear - so has some pierce on attacks)

2.
Pygmalian Replicator
The disruption they do (all replicants and himself as well), locks one out of the fight.
Any advise how to defeat him as melee?
He is the only Hero I had trouble at Epic (besides Hero boss "Blood Eyes").

You can still hit and run, I guess. Shield Charge, a few normal hits, then go back until disruption goes off, go in with batter or War Dance, etc.
Does Colossus get dispelled with Disruption ?
You can also use Battle Standard.
And of course, Disruption resistance. Defense has some.

Title: Re: Soulvizier AERA
Post by: Groom on 14 February 2020, 01:37:37

2.
Pygmalian Replicator
The disruption they do (all replicants and himself as well), locks one out of the fight.
Any advise how to defeat him as melee?
He is the only Hero I had trouble at Epic (besides Hero boss "Blood Eyes").

You can still hit and run, I guess. Shield Charge, a few normal hits, then go back until disruption goes off, go in with batter or War Dance, etc.
Does Colossus get dispelled with Disruption ?
You can also use Battle Standard.
And of course, Disruption resistance. Defense has some.

I had 80% disruption resistance, but when all of the replicatiors gangs on you with disruption and high dmg.
It's hard to even get to the hero monster.

Would be interesting to know if others as melee have trouble vs him.
He, would for sure be easy vs casters/range.

Also, as soon as I kill a replicate he summoned another.

I will test him again later, with some levels and better equipment.  (there is lots of gear swaping for melee)     =)

-------
@soa:
I don't know if SV was intended to have relics/charms on epic/legendary gear, but it does provide a challenge not having access to it. Makes you rethink your approach on groups/heros/hero bosses).

How is your gameplay? Are you playing in Legendary and which class(es) are you playing?
Title: Re: Soulvizier AERA
Post by: soa on 14 February 2020, 19:28:20
@soa:
I don't know if SV was intended to have relics/charms on epic/legendary gear, but it does provide a challenge not having access to it. Makes you rethink your approach on groups/heros/hero bosses).

How is your gameplay? Are you playing in Legendary and which class(es) are you playing?
No socketable epic/legendaries, but there is also less difficulty in SV AERA compared to classic SV (monsters have less damage, health, health regen, resistances, less resistance penalty for the player).
Title: Re: Soulvizier AERA
Post by: Groom on 18 February 2020, 03:25:17
1. What type of damage does:
"Blood Eyes"?

He has at least, energy leech and vitality damage.

He has :
- Throwing Knives (pierce/bleeding),
- Drain Nova like Empusas (Life Leech, Energy Leech)
- Bite attack (Vitality damage, Bleeding, % health reduction, attack converted to health)
- Deathchill Aura (reduced total speed, % health reduction)
- Bonus flat vitality and physical damage on weapon attack (always carry a spear - so has some pierce on attacks)

2.
Pygmalian Replicator
The disruption they do (all replicants and himself as well), locks one out of the fight.
Any advise how to defeat him as melee?
He is the only Hero I had trouble at Epic (besides Hero boss "Blood Eyes").

You can still hit and run, I guess. Shield Charge, a few normal hits, then go back until disruption goes off, go in with batter or War Dance, etc.
Does Colossus get dispelled with Disruption ?
You can also use Battle Standard.
And of course, Disruption resistance. Defense has some.

I got both of them, both were a challenge =)

1.
For the Rat (Blood-Eyes): Had to swap gear to 70% bleed/70% vital, ignored energy leech resistance.

2.
High pierce and disruption res needed (but you can do it without, only auto attack him).
But there are two hard moments with this fight:
A) He insta summons replicates as soon as they die (don't bother killing them).
B) It's hard to target/single out him specifically, when they are grouped up (not worth going after this replicates...).

If I encounter either one of them again, especially the replicate: I just ignore and run away(skip that mob, not worth the risk and time).
For me, that mob is a melee nightmare :(
Title: Re: Soulvizier AERA
Post by: soa on 18 February 2020, 22:52:14
Here's a preview video of some new stuff for the next version.

Elite group of act 5 : Druids of Cernunnos (the video is in a test map). Now there are only human torc throwers with stag shapeshifters. Later there will be more types with spear/bow druids, and mounted druids.
In the video they use an old version of the staff in the pic below.
https://www.youtube.com/watch?v=I1Bh7QaWkes


Jarnhild Wand would be a forged item in act 5 Epic. Ulfgan would be a new hero in act 5.
(https://i.imgur.com/97hkSnE.jpg?1)

Title: Re: Soulvizier AERA
Post by: icefreeze on 19 February 2020, 04:42:56
It looks nice!
But i think you should make the staff looks much bigger (and longer) than the wand  ;D
Title: Re: Soulvizier AERA
Post by: Groom on 20 February 2020, 00:59:10
Xiao Soul:
The % health cost is quite high (I haven't seen the Legendary one).
Cutting my health by 33% (Epic soul) is huge, even after what I benefit.

Or
Maybe this one is not targeted to a melee character? =)

Is StoneBinder's Cuff nerfed? Can Epic ones have +2 to all skill (Legendary +3)?
Title: Re: Soulvizier AERA
Post by: mountainblade on 20 February 2020, 01:03:57
Just bought Atlantis solely in anticipation of this mod. Nordic should be paying you a commission
Title: Re: Soulvizier AERA
Post by: soa on 20 February 2020, 20:22:32
Xiao Soul:
The % health cost is quite high (I haven't seen the Legendary one).
Cutting my health by 33% (Epic soul) is huge, even after what I benefit.
Or
Maybe this one is not targeted to a melee character? =)
Not sure, not my design. Base values are -24/-30/-36% in N/E/L (with a few random variance). It's one of the few souls that has a harsh penalty, maybe too much.

Is StoneBinder's Cuff nerfed? Can Epic ones have +2 to all skill (Legendary +3)?
I knew it would be polemical, but I nerfed it to +1/+1/+2 (same as Revenant MI armor). This should be a fixed number. They also have increased elemental resistance and require a certain level and more Dexterity.
I was just tired of seeing the same items on every char. Especially, items that are too good for many builds if not all builds just kill item diversity.
Maybe I can increase the drop rate now.
Title: Re: Soulvizier AERA
Post by: soa on 20 February 2020, 21:02:17
Just bought Atlantis solely in anticipation of this mod. Nordic should be paying you a commission
Thanks !
But as any modder, my "payments" come from the other people interest and acknowledgements. And the fact I can play the mod.
Title: Re: Soulvizier AERA
Post by: Groom on 21 February 2020, 01:25:48
Xiao Soul:
The % health cost is quite high (I haven't seen the Legendary one).
Cutting my health by 33% (Epic soul) is huge, even after what I benefit.
Or
Maybe this one is not targeted to a melee character? =)
Not sure, not my design. Base values are -24/-30/-36% in N/E/L (with a few random variance). It's one of the few souls that has a harsh penalty, maybe too much.

Having say 5500 HP and going down to 3500, is huge.
Maybe others agree that is quite harsh.

Is StoneBinder's Cuff nerfed? Can Epic ones have +2 to all skill (Legendary +3)?
I knew it would be polemical, but I nerfed it to +1/+1/+2 (same as Revenant MI armor). This should be a fixed number. They also have increased elemental resistance and require a certain level and more Dexterity.
I was just tired of seeing the same items on every char. Especially, items that are too good for many builds if not all builds just kill item diversity.
Maybe I can increase the drop rate now.

That answers it! I was farming 6 stonebinder's cuffs, and all had +1 at epic.
Thought the random might be 1-2 + skills at Epic, but had to double check at forum (especially when one dropped with nice suffix).

I'm torn if it should be nerfed or not (and at what stage, maybe only Legendary?).
On normal and Epic, SBC is not required as maybe in legendary.

Normal and epic is; you mostly go with what you find (unless one of your res is lacking and the +skills is good addition).

How about this idea: Put a penalty (our double penalty) on SBC?
Say: -% health and -% Dex?
Title: Re: Soulvizier AERA
Post by: soa on 22 February 2020, 12:18:15
That answers it! I was farming 6 stonebinder's cuffs, and all had +1 at epic.
Thought the random might be 1-2 + skills at Epic, but had to double check at forum (especially when one dropped with nice suffix).

I'm torn if it should be nerfed or not (and at what stage, maybe only Legendary?).
On normal and Epic, SBC is not required as maybe in legendary.

Normal and epic is; you mostly go with what you find (unless one of your res is lacking and the +skills is good addition).

How about this idea: Put a penalty (our double penalty) on SBC?
Say: -% health and -% Dex?
I think it's best not to give it a penalty. It still has a good bonus in Normal/Epic. I prefer to make it the dex version of revenant stuff (which is too rare).
Title: Re: Soulvizier AERA
Post by: icefreeze on 22 February 2020, 12:24:01
If still kept the original +1/+2/+3 at N/E/L difficulty, you can raise the Dex requirement of SBC to very large amount, which is very dependant for Dex base build.
Title: Re: Soulvizier AERA
Post by: soa on 22 February 2020, 12:43:15
If still kept the original +1/+2/+3 at N/E/L difficulty, you can raise the Dex requirement of SBC to very large amount, which is very dependant for Dex base build.
That's another option. Now the requirements are :
Normal :   level 13   STR 82   DEX 152
Epic :   level 48   STR 156   DEX 409
Leg :   level 66   STR 200   DEX 564
Could be pure Dex with same stats as base game and these req :
Normal :   level 13   DEX 162
Epic :   level 48   DEX 451
Leg :   level 66   DEX 619
Title: Re: Soulvizier AERA
Post by: soa on 22 February 2020, 12:54:23
Other topic, on Spirit mastery.

1/I tried to modify Mayhem to make it an acceptable skill but Mind Control is really too broken. I can't make it a taunt skill either, it would be too much like Spirit Lure.
I have to drop the skill or really change the way it works.

Here are some suggestions :
- to make it a Spirit Lure modifier. Spirit Lure already taunts monsters inside its radius, it could cause fear or confusion to some monsters outside.
- to make it a Spirit Lure modifier, that steals life of enemies and then heals the player.
- make it another spell type

2/ Would you like Life drain and its modifiers back in the Spirit skill tree ? Anyone uses Bone spire and its modifiers ?
Title: Re: Soulvizier AERA
Post by: icefreeze on 22 February 2020, 14:08:38
If still kept the original +1/+2/+3 at N/E/L difficulty, you can raise the Dex requirement of SBC to very large amount, which is very dependant for Dex base build.
That's another option. Now the requirements are :
Normal :   level 13   STR 82   DEX 152
Epic :   level 48   STR 156   DEX 409
Leg :   level 66   STR 200   DEX 564
Could be pure Dex with same stats as base game and these req :
Normal :   level 13   DEX 162
Epic :   level 48   DEX 451
Leg :   level 66   DEX 619
I think Dex requirement at Legendary should be higher, like 650 or more, so it very related to Dex base build. Epic requirement should raise too, about 450 or more.

Other topic, on Spirit mastery.

1/I tried to modify Mayhem to make it an acceptable skill but Mind Control is really too broken. I can't make it a taunt skill either, it would be too much like Spirit Lure.
I have to drop the skill or really change the way it works.

Here are some suggestions :
- to make it a Spirit Lure modifier. Spirit Lure already taunts monsters inside its radius, it could cause fear or confusion to some monsters outside.
- to make it a Spirit Lure modifier, that steals life of enemies and then heals the player.
- make it another spell type

2/ Would you like Life drain and its modifiers back in the Spirit skill tree ? Anyone uses Bone spire and its modifiers ?
- Spirit with Deathchill Aura works best at close range, why do you want to make enemies that already far away from you stay away even more further?
- If you can want to make new spell, i have a idea: a skill that's boost dmg that multiplier by total number of enemies you killed in duration (like 15, 30s or so).
Title: Re: Soulvizier AERA
Post by: soa on 22 February 2020, 15:50:14
- Spirit with Deathchill Aura works best at close range, why do you want to make enemies that already far away from you stay away even more further?
- If you can want to make new spell, i have a idea: a skill that's boost dmg that multiplier by total number of enemies you killed in duration (like 15, 30s or so).
- It was just an option to get more CC. It can be more taunt radius instead of fear.
- I can't make a spell based on the number of killed enemies. There's no option for that.
Title: Re: Soulvizier AERA
Post by: icefreeze on 22 February 2020, 16:30:26
So how about reflect some % dmg in duration, because Necrosis reduced enemies dmg, so you give new skill reflected a lot %dmg without worry it imbalanced (ofcourse except someone play without Deathchill Aura, which is big disadvantage).
Title: Re: Soulvizier AERA
Post by: soa on 22 February 2020, 22:08:33
So how about reflect some % dmg in duration, because Necrosis reduced enemies dmg, so you give new skill reflected a lot %dmg without worry it imbalanced (ofcourse except someone play without Deathchill Aura, which is big disadvantage).
I suppose you mean Ravages of Time.
RoT reduces Physical and Pierce damage (in SV), so it reduces your Reflect damage, but there is also Insidious Miasma and Necrosis that reduce enemies resistance to Life Leech, Vitality, Bleeding, and Poison.
So against most melee/close enemies it will diminish the reflected damage, except if they have a lot of LL/Vitality/Bleeding/Poison.

I don't have an option either to create reflect damage over time, only retaliation over time can be created. Or +% modifier to retaliation over time.
Reflect with Spirit auras would reduce the damage of monsters close to you (mostly melee), but distant enemies would take the full reflect damage. Not sure this is very balanced.
Title: Re: Soulvizier AERA
Post by: icefreeze on 23 February 2020, 05:01:53
I mean, it grant reflected x% (all)dmg  in 30s or so.
Title: Re: Soulvizier AERA
Post by: soa on 01 March 2020, 22:17:04
Next update 1.4 is scheduled for next week (Monday or Tuesday).
Because the mod now has less bugs and more content, and also because there is less feedback, I'll reopen the beta for 5 more people.

After that, I plan to add in SV 1.5 :
- 1 more elite group
- 2 more heroes
- 1 more forged item
- some balance and bugfixes
- (maybe) new menu and some QoL

And at this point, I may release the whole mod publicly if beta testers think it's OK to.
Title: Re: Soulvizier AERA
Post by: Antifringe on 03 March 2020, 03:11:31
Don't know if there's a line for this or not, but I was a huge fan of the original mod and ended up hard dropping AE because I missed the modded class trees so much.  Would love to help out with the next round of testing.
Title: Re: Soulvizier AERA
Post by: soa on 04 March 2020, 00:24:22
Soulvizier v1.4 is out.
See the changelog attached.
There is room for 3 more people in the beta.

Estimated date for public release is something between end of March and mid-April.
Title: Re: Soulvizier AERA
Post by: Eepis on 06 March 2020, 06:54:54
More than happy to test this out. Also my body is ready to hunt souls like back in the days. Hit me up on steam Eepis
Title: Re: Soulvizier AERA
Post by: soa on 06 March 2020, 20:06:01
More than happy to test this out. Also my body is ready to hunt souls like back in the days. Hit me up on steam Eepis
I sent you a link.
1 place left for the beta.
Title: Re: Soulvizier AERA
Post by: xllxllx on 06 March 2020, 23:07:29
Hi. Can I still join the beta?
Title: Re: Soulvizier AERA
Post by: soa on 07 March 2020, 09:50:04
Hi. Can I still join the beta?
I sent you a link, inscriptions are closed again.
Title: Re: Soulvizier AERA
Post by: Dazliare on 09 March 2020, 07:44:16
Hi friends!

Don't know where else to post my question - I played TQIT: SV for a bit a few years ago but never got very far. I'm trying it again now, and struggling, which is great! My only question - is there any place where I can look at enemy resistances? Is that even a thing in TQ besides undead and constructs being immune to poison? I like to theorycraft a lot, and since my character is only in act 1, I don't have any twinked gear saved up in case my build just can't deal damage to certain things, so I wanted to check :)

Thanks!
Title: Re: Soulvizier AERA
Post by: Kole on 12 March 2020, 15:35:10
I just want to say how grateful I am for this mod, guys. I've been checking on this thread since the beginning. You the real MVPs.
Title: Re: Soulvizier AERA
Post by: soa on 30 March 2020, 01:58:44
I just discovered there are at least 15 Ragnarök heroes that don't spawn in the game, due to bugs/oversights. The devs probably just forgot to add them.
The heroes files are created, but some of the chances in the spawning pools are set to 0, or the minimum/maximum number of heroes in the pools is 0, or there is simply no place in the database calling for the hero.

So there will be at least 15 more forgotten heroes in the next patch, all already have a soul, + 1 new Valkyrie hero I created + 1 new Elite group + Dvergr monsters/heroes/bosses have new or improved skills.
Those will help to give more challenge to act V.

Forgotten heroes :
- 2 Valkyries
- 6 Giants (1 Jotun, 1 Rimthurs, 2 Eldjotuns, 2 Ulfjotuns)
- 1 Elk Lord
- 1 Greek Bandit
- 1 Troll Wolf Rider
- 1 Bear
- 2 Raven Warriors
- 1 Dragonspawn

Edit : it seems the heroes had a bland design, as usual. So many of them will have more skills and reworked stats, and no copies of each other.
Title: Re: Soulvizier AERA
Post by: mountainblade on 05 April 2020, 22:35:33
read this and all the skill changes, sound awesome. can't wait!
Title: Re: Soulvizier AERA
Post by: Yarisimo on 06 April 2020, 18:08:09
Hi, I'm sorry, but how to download the mod? :-[
Title: Re: Soulvizier AERA
Post by: nargil66 on 06 April 2020, 19:34:41
Hi, I'm sorry, but how to download the mod? :-[
You can't yet, its still in closed beta.
Title: Re: Soulvizier AERA
Post by: soa on 11 April 2020, 16:52:30
Preview on Thrym improvements :
https://youtu.be/1i3DaQ84Ecg

- Fixed Thrym not making any sound when swiping/hitting with his giant axe (added custom sounds).
- Fixed Thrym not making any sound when stomping (fixed his animations).
- Fixed Thrym’s dying animations (his axe no longer goes through the ground).
- Fixed Thrym not using his cleave attack, and improved it with radius damage.
- Created a custom hit particle effect for Thrym’s axe attack.
- Tweaked the particle effect for Thrym’s Slam (2-handed form) with a freeze chance.
- Buffed Thrym (more health and mana regen, damage and speed).
- Thrym rewards more XP.
- On a side note, Rimthurs are now immune to freeze.

Improved the dvergrs, all of them have improved skills or attributes :
https://youtu.be/twvIBoBpDXQ

- Tormentors have a new whip - entangling skill
- Cannoneers have a chance to make a more powerful shot with explosive fragments
- Warriors have more health
- Shadows deal more damage
- Bolters shoot faster, with faster projectiles - resist pierce
- Improved Austri and Nar with more skills, more skill levels, damage and health + regen
- Improved damage and health of dvergr beasts, they can use their Kinetic Blast more often with more levels
- All dvergr heroes received skills and boosts
- New elites :
•   Master artificers are canonners with frags on base attack and Volcanic orb fragments on a special powerful shot, and resist fire. Throw incendiary bombs.
•   Master alchemists throw toxic bombs or poison puddles. They slow more, and resist poison
•   They have dedicated monster and MI stuff (weapon orbs and offhands called "focus" - counts as a shield with no block but has magical properties)
(https://i.imgur.com/UBg2CCD.jpg)
So at least the Dvergr Halls and probably Utgard will feel more like SV now.
Title: Re: Soulvizier AERA
Post by: Jaylo on 11 April 2020, 21:12:48
I hope the public release is close lol, the wait is excrutiating!
Title: Re: Soulvizier AERA
Post by: soa on 11 April 2020, 21:46:08
I hope the public release is close lol, the wait is excrutiating!
It's close.
I'm adding more bug fixes to get it on par with Endymion's bugfixes mod.
Then I'll add another layer of bug fixes for those still not fixed in official DLCs (loot tables, too much throwing weapons)
And finally some requirements for better souls balance.
And I'll release it ; can't promise it'll be before next weekend though, but expect something around this date.
Title: Re: Soulvizier AERA
Post by: Jaylo on 12 April 2020, 00:14:48
I hope the public release is close lol, the wait is excrutiating!
It's close.
I'm adding more bug fixes to get it on par with Endymion's bugfixes mod.
Then I'll add another layer of bug fixes for those still not fixed in official DLCs (loot tables, too much throwing weapons)
And finally some requirements for better souls balance.
And I'll release it ; can't promise it'll be before next weekend though, but expect something around this date.
Thankyou for the quick reply.
Did you say you have added permanent pets to the hunting mastery? I'm a petmeister lol
Title: Re: Soulvizier AERA
Post by: soa on 12 April 2020, 00:27:17
Thankyou for the quick reply.
Did you say you have added permanent pets to the hunting mastery? I'm a petmeister lol
No, I haven't yet. It was just a suggestion in the Masteries topic :
https://titanquestfans.net/index.php?topic=980.msg14579#msg14579

I would add the wolves to Hunting (as it seems, they were initially planned to be included in Hunting during the development of the vanilla game : https://titanquestfans.net/index.php?topic=982.msg11280#msg11280) and plants to Nature instead. Pretty much like the Legion of Champions mod (well, it has melee Nymphs, not plants instead of wolves)
But it was just a suggestion, I haven't received feedback on this yet.
Title: Re: Soulvizier AERA
Post by: Jaylo on 12 April 2020, 04:45:04
Thankyou for the quick reply.
Did you say you have added permanent pets to the hunting mastery? I'm a petmeister lol
No, I haven't yet. It was just a suggestion in the Masteries topic :
https://titanquestfans.net/index.php?topic=980.msg14579#msg14579

I would add the wolves to Hunting (as it seems, they were initially planned to be included in Hunting during the development of the vanilla game : https://titanquestfans.net/index.php?topic=982.msg11280#msg11280) and plants to Nature instead. Pretty much like the Legion of Champions mod (well, it has melee Nymphs, not plants instead of wolves)
But it was just a suggestion, I haven't received feedback on this yet.

Personally i think every mastery should have a permanent pet!
Although wolves in Hunting and killer plants in Nature does fit very well.
Title: Re: Soulvizier AERA
Post by: Medea Fleecestealer on 12 April 2020, 09:52:04
Thankyou for the quick reply.
Did you say you have added permanent pets to the hunting mastery? I'm a petmeister lol
No, I haven't yet. It was just a suggestion in the Masteries topic :
https://titanquestfans.net/index.php?topic=980.msg14579#msg14579

I would add the wolves to Hunting (as it seems, they were initially planned to be included in Hunting during the development of the vanilla game : https://titanquestfans.net/index.php?topic=982.msg11280#msg11280) and plants to Nature instead. Pretty much like the Legion of Champions mod (well, it has melee Nymphs, not plants instead of wolves)
But it was just a suggestion, I haven't received feedback on this yet.

Personally i think every mastery should have a permanent pet!
Although wolves in Hunting and killer plants in Nature does fit very well.

Then what you want is this mod

https://titanquestfans.net/index.php?topic=251.0

Bumbleguppy did add at least one pets and sometimes more to each mastery in the game.  He did move the wolves to Hunting and add some plant pets to Nature. 

Not sure how well the mod will work though as I don't think he's updated it recently.  Still, all you can do is try.
Title: Re: Soulvizier AERA
Post by: Jaylo on 12 April 2020, 13:57:31
Then what you want is this mod

https://titanquestfans.net/index.php?topic=251.0

Bumbleguppy did add at least one pets and sometimes more to each mastery in the game.  He did move the wolves to Hunting and add some plant pets to Nature. 

Not sure how well the mod will work though as I don't think he's updated it recently.  Still, all you can do is try.
Thanks for the tip.
I had a look at the contents but i'll wait for SV, it was the best main game mod for TQIT and the Shadowstalker pet in Occult is just quality fun incarnate.
Now if only someone would fix up Lilith for AERA and make it compatible with this mod so you could play SV in Lilith then we would have the two best mods made for TQ on AERA, just like we used to have for TQIT.
Title: Re: Soulvizier AERA
Post by: efko on 12 April 2020, 18:37:40
Then what you want is this mod

https://titanquestfans.net/index.php?topic=251.0

Bumbleguppy did add at least one pets and sometimes more to each mastery in the game.  He did move the wolves to Hunting and add some plant pets to Nature. 

Not sure how well the mod will work though as I don't think he's updated it recently.  Still, all you can do is try.
Thanks for the tip.
I had a look at the contents but i'll wait for SV, it was the best main game mod for TQIT and the Shadowstalker pet in Occult is just quality fun incarnate.
Now if only someone would fix up Lilith for AERA and make it compatible with this mod so you could play SV in Lilith then we would have the two best mods made for TQ on AERA, just like we used to have for TQIT.
From what I know SV was never created for Lilith TQIT. Do you know something we don't?
Title: Re: Soulvizier AERA
Post by: Jaylo on 12 April 2020, 20:17:57
Then what you want is this mod

https://titanquestfans.net/index.php?topic=251.0

Bumbleguppy did add at least one pets and sometimes more to each mastery in the game.  He did move the wolves to Hunting and add some plant pets to Nature. 

Not sure how well the mod will work though as I don't think he's updated it recently.  Still, all you can do is try.
Thanks for the tip.
I had a look at the contents but i'll wait for SV, it was the best main game mod for TQIT and the Shadowstalker pet in Occult is just quality fun incarnate.
Now if only someone would fix up Lilith for AERA and make it compatible with this mod so you could play SV in Lilith then we would have the two best mods made for TQ on AERA, just like we used to have for TQIT.
From what I know SV was never created for Lilith TQIT. Do you know something we don't?
SV is a hard mod, Lilith is a custom map, back on the old TQnet forum in the SV section were various alternate custom databases for SV like original UI instead of Diablo, camera mod etc
There was also a database that made SV fully compatible to work in Lilith and i used to play it just fine.
Sadly TQnet is gone along with those uploads and they weren't recovered.
Title: Re: Soulvizier AERA
Post by: Raiiy on 12 April 2020, 22:04:51
I would just like to appreciate how thankful I am for this mod. Just like many others before me, I felt that the soulvizer mod made Titan Quest into a complete game.

I would also like to ask a small favour. Due to having a mac, the only way to experience the mod after release would be watching a stream. So if someone out there would be willing to stream and post a link I would be absolutely thrilled. I am sure others would be interested in watching this too, and it would also promote the mod at the same time! 
Title: Re: Soulvizier AERA
Post by: Lallushe on 14 April 2020, 16:37:52
Hello, does the mod work with TQ vault?
Title: Re: Soulvizier AERA
Post by: soa on 14 April 2020, 23:18:01
Not sure it works perfectly, some people reported unknown images (some ? square instead of the correct image) for some items. It would take quite some time to fix it. But anyways, when the mod is out, you can try and report the bugs, I'll see what I can do.
This said, my goal is that in the end, you don't need TQ Vault. In my opinion, it's too hard to balance the game for twinked characters, and it just destroys any sense of progression which happens to be the core gameplay of any ARPG.
Using TQ Vault is what stopped me from playing the game for a long time, so my main goal will be to balance the game for untwinked characters and give them plenty of options to get good stuff, trade the items ingame, instead of having to resort to a third party program or mules.
Title: Re: Soulvizier AERA
Post by: mountainblade on 15 April 2020, 04:32:57
hell yeah man.
There was a mod for D2 called Median XL that was great for that sort of thing. I specifically remember they had recipes to break down unique weapons into shards, and then 5 shards = a crystal, and that crystal could be combined with specific item types to create a unique of that type. It was such a good single player experience.
Title: Re: Soulvizier AERA
Post by: Lallushe on 15 April 2020, 11:33:00
Sorry, but what does "twinked" character mean?
Also I usually love collecting items and stash them, so how would be possible to not use mules and tq vault
or are you referring that the mod is meant to be played self-found?
Title: Re: Soulvizier AERA
Post by: Jaylo on 15 April 2020, 14:35:54
Not sure it works perfectly, some people reported unknown images (some ? square instead of the correct image) for some items. It would take quite some time to fix it. But anyways, when the mod is out, you can try and report the bugs, I'll see what I can do.
This said, my goal is that in the end, you don't need TQ Vault. In my opinion, it's too hard to balance the game for twinked characters, and it just destroys any sense of progression which happens to be the core gameplay of any ARPG.
Using TQ Vault is what stopped me from playing the game for a long time, so my main goal will be to balance the game for untwinked characters and give them plenty of options to get good stuff, trade the items ingame, instead of having to resort to a third party program or mules.

The purpose of TQVault is to simply provide an infinate storage space due to the game's severe lack of space, how is this bad?
It was the program TQDefiler that was designed for twinking chars and assigning mods to the games exe.
Title: Re: Soulvizier AERA
Post by: Medea Fleecestealer on 15 April 2020, 14:56:40
Not sure it works perfectly, some people reported unknown images (some ? square instead of the correct image) for some items. It would take quite some time to fix it. But anyways, when the mod is out, you can try and report the bugs, I'll see what I can do.
This said, my goal is that in the end, you don't need TQ Vault. In my opinion, it's too hard to balance the game for twinked characters, and it just destroys any sense of progression which happens to be the core gameplay of any ARPG.
Using TQ Vault is what stopped me from playing the game for a long time, so my main goal will be to balance the game for untwinked characters and give them plenty of options to get good stuff, trade the items ingame, instead of having to resort to a third party program or mules.

The purpose of TQVault is to simply provide an infinate storage space due to the game's severe lack of space, how is this bad?
It was the program TQDefiler that was designed for twinking chars and assigning mods to the games exe.

But you can now edit your character in TQVault iirc.
Title: Re: Soulvizier AERA
Post by: sauruz on 15 April 2020, 15:28:48
Sorry, but what does "twinked" character mean?

Twinked means having  powerfull character right away , like equip your character with top gear. For exemple instead of start the mod with a lv 1 character you import a character with best gear from vanilla/mules etc.

I guess its more fun playing fresh new character , than having everyhting ready to equip when you reach a certain lv. imo
Title: Re: Soulvizier AERA
Post by: soa on 16 April 2020, 00:16:42
Yes, twinked means using gear from the stash. And yes, the mod is designed to be played self-found, at least that is my goal in terms of balance. Even if it’s not perfect now, that’s what I try to reach.
I can’t and won’t stop anyone from playing the way they want. If you want to collect items, you can do it in TQ Vault, no problem (except maybe a few bugs for icons like I said).
If you want to play with stashed gear from another playthrough, you can do it. What I say is just a piece of advice: it’s better to play self-found. Better balance, better interest (you’re always looking for new stuff instead of wearing overpowered stuff compared to what you find), you don’t have to constantly switch between Vault/mules and the game.

When I played with stashed gear, it always was a slippery slope and in the long term, it diminished my interest for the game.
At the beginning, the game becomes far too easy because you use very powerful equipment, it becomes boring. In the vanilla game, you can wear equipment from Legendary difficulty even when you are in Normal. Then you don’t look as actively for new stuff. Instead of looking if what you find is better for your character, you wonder if this item could be good for another character you may not have even created. So you make numerous switches between Vault and your game to try to find better equipment for your character, sort your gear, or to compare items, but Vault doesn’t allow you to see the real stats of items. So it just reduces the time you spend playing the actual game. Another issue is that there is no limit to the amount of loot you get in the Vault. So every character playthrough is easier than the precedent, that’s a very big issue to me. To “balance” this, you have to use difficulty mods, but a lot of them are not really balanced. If you don’t use difficulty mods, you end up with characters that are so overpowered that there is no challenge.

You also end up with the temptation to duplicate your best items, or have a toon make a loan to another, or have one character reusing the same set of items another character had when he had less levels. For relics, you start to duplicate an item and get the relic back at the enchanter, or freely separate them from an existing item you have in Vault. All this just reduces even more the interest to find new loot. Same with player “trade” or “gifts”, items have no value because anyone trading can just duplicate his saves or find seemingly legit items in a map mod. Then you go, “do I have to really farm for this completion bonus ?” and make it in Vault, or just go with Itemus or an equivalent, because at this point you don’t even care about the limit between cheat and legit gameplay.
That’s how it ended up for me, once you start to twink it’s very hard to set a proper limit, you always want to push it further.

To me, a better design would have been to offer a gigantic shared storage space ingame, but you would have to pay a special currency (crystals or whatever), or “magic find” to be able to retrieve an item this way. This would create interesting gameplay and you would go “do I really need this item right now ?”, or “I’m really struggling, I need new armor and weapon” or “just a new weapon”, or “no, I can live without it, I’ll save my currency for later when I need it more”. And to spice it up, when you retrieve an item from shared storage, monsters get more resistances or damage until you reach a few more levels.
The game (with the storage improvements in SV) actually has enough space for the way it’s meant to be played, self-found that is. You shouldn’t need TQ Vault, except for collecting and the pleasure of the eye. Maybe TQ Collector is better for that, I don’t know (but I reckon it would need more work to make it fully compatible with SV).

As a side note, I wouldn’t use Relic Vault. Sadly, I can’t make it as a personal stash.
So I’m sorry if that’s not the way you play, and you can still continue to play as you like, it’s just my advice.
Title: Re: Soulvizier AERA
Post by: AlcyonV on 16 April 2020, 04:53:51
I agree for a very large part to what you say on twincked characters and using items from TQVault which is breaking the challenge and the interest in the game.

But I still want to collect and use all items I've found. And the vanilla game is not actually balanced for self-found.  With self-found only, you'll never equip a completed set. Or to craft a divine artefact, you will make dozens of boring hours of farming in lower difficulties, with a high-level toon, to get relics, charms an formulas you need ! It is also breaking the interest.

So I choose to have some rules from my own about transfer of items between toons :

- I store all the good items according to te act where I found them (with mules, but it can be wherever you want). It prevents from using OP items too early, so I transfer and use high-level items only in the act where I can find them, not before. No legendary in Normal...

- When I use an item, I never use it twice with another toon. After that, I store it in TQVault for collection pleasure and I never take it out again. By the way, my toons never use the same gear and they all have to rely on what they find in self-found, on good items from marchants...

- I transfer relics and charms only to craft artefacts, never to enchant an item. For enchantment, I rely only on relics from self-found. So I keep a small part of good farming for relics that I need, completion bonuses...

- I transfer artefacts or formulas only to craft other artefacts, never to equip them directly. I can equip only artefacts whose formulas my toon found by himself. I keep the pleasure of finding good formulas...




Quote from: soa
As a side note, I wouldn’t use Relic Vault. Sadly, I can’t make it as a personal stash.

Does it mean that Relic Vault doesn't work at all in SV ?
Title: Re: Soulvizier AERA
Post by: soa on 16 April 2020, 20:49:48
Of course, playing self-found also has its limits and disadvantages, particularly with vanilla. You get a more balanced game, but you also can’t really create bigger artefacts in a reasonable amount of time, complete sets and you miss a very large amount of the unique items the game has to offer.

Either way, it’s bad. I also tried to use a set of rules like you did, but I always wanted to change them, and with one playthrough you can equip many other characters. So eventually the game will become too easy, and if I ramp up the difficulty to compensate new players won’t be able to play. I’m reluctant to add difficulty changers right now.

So my goal is to get rid of the disadvantages of playing self-found :
-   In SV, merchants already sell artifact formulas.
-   I made a recycle system based on formulas (also buyable at merchants) to get new relics with the ones you don’t need.
-   I’d like to expand that for uniques and maybe MIs, so that you’ll be able to trade the stuff you don’t need for other unique items. You’d be able to target one particular item type (say you trade 2-3 uniques staves for a random spear). You’d also be able, once every 10 levels to trade more unique items against one particular unique item, if you really badly need it (would have to be balanced…)
-   Sets : I would create new quests that could start once you have a piece of the set, and that would involve spawning random enemies with a high chance of dropping a piece of the set. If time, create some specific quests with a story or special map, but that would be more time-consuming.
Moreover, most low level sets would be given a higher level version, obtainable more quickly if you have the low level version.
Set bonuses are already improved in SV.

For Relic Vault, it works in SV. It’s just that if you play self-found, it’s not usable for personal storage only (it would have suited better the gameplay I want).
Title: Re: Soulvizier AERA
Post by: AlcyonV on 16 April 2020, 21:01:49
Quote
So my goal is to get rid of the disadvantages of playing self-found :
-   In SV, merchants already sell artifact formulas.
-   I made a recycle system based on formulas (also buyable at merchants) to get new relics with the ones you don’t need.
-   I’d like to expand that for uniques and maybe MIs, so that you’ll be able to trade the stuff you don’t need for other unique items. You’d be able to target one particular item type (say you trade 2-3 uniques staves for a random spear). You’d also be able, once every 10 levels to trade more unique items against one particular unique item, if you really badly need it (would have to be balanced…)
-   Sets : I would create new quests that could start once you have a piece of the set, and that would involve spawning random enemies with a high chance of dropping a piece of the set.
Moreover, most low level sets would be given a higher level version, obtainable more quickly if you have the low level version.
Set bonuses are already improved in SV.

Sounds good !  :)
Title: Re: Soulvizier AERA
Post by: Lallushe on 17 April 2020, 00:44:15
This all sounds so exciting! I am really looking forward on the release. TQ was my favorite game (before AE) and still is, so seeing my favorite mod back in the old TQ days being reincarnated is a joy to be hold and reading your implementation plans just get me even more anxious.
I hope my excitement is utterly overwhelmed by the mod's quality and content.
Thank you in advance, in advance, because I highly believe it is going to be a good mod.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 19 April 2020, 20:17:27
For your information, this topic has been updated to give me the ownership.
To achieve that, the old topic in the "New Projects" section has been split in two :
- a remnant topic in the "New Projects" board, that shouldn't be used anymore
- this new topic, starting with a post of mine.
Title: Re: Soulvizier AERA - General discussion
Post by: Antifringe on 14 June 2020, 08:50:51
Hello!  I joined the beta several months ago, full intending to be a good tester, but then COVID-19 happened and I had other priorities.

It's a bit late, but I have the time and energy now. 

I'm playing an Occultist, with an eye towards expanding into warfare.  The idea is to try out a DoT build.  DoT builds didn't really work well in original TQ, and poison DoT were especially bad.  TQAE allows DoTs to scale with player stats, which is huge, basically doubling their power by the time you hit Legendary.

Some of you might not know this, but the Occultist was the beginning of what is now Soulvizier.  Munderbunny, the OG creator, started out by remaking the Rogue mastery into something a bit more viable.  Once he had finished, he found himself with a knowledge base and skillset that lent itself to reworking the other masteries, leading to Underlord.  Underlord then got modded (a "mod-mod") into Soulvizier.  And now SOA is keeping the torch lit by carrying it over into Anniversary Edition. Thanks SOA!

Anyways, DoTs work now, but a Occultist-centric one might not.  The problem is that Bleed, Poison, and Vitality are all heavily resisted by Undead and Automatons, which is a huge slice of the monster pie. 

Thoughts as I play through the first half of ACt I:

-Holy cow, a monster hero in Helos!!!!  I drew the C_ Sow (don't remember the full name), which I'm pretty sure is a SZ original.  Fighting it at level 2 was impossible, so I lamely kited it into the invincaguards.  From a strict balance perspective, hros probably shouldn't spawn here, but it was so cool and exciting that I think it should be kept regardless.

-Found another new hero right after Helos, a new satyr one (Paterous or something like that).  Melee dude with Onslaught and maybe some other Warfare skills.  It's cool that heroes are more common now. 

-First death happened shortly after the medicine wagon, when I run into Direflock, the a new crow hero.  Really hard monster for a kiting build like mine.  He summons adds, and the adds are PERMANENT.  They're also faster than you, so they get to nip at your heels as you try to run away.  I finally beat him by getting the animation timings near perfect.  You want them to start their attack at the edge of their range, not when they're on top of you.  There's a little dance you have to do to make that happen.

-First feeling of frustration happened at the optional undead area right before the Spartan Camp.  I knew that a build leaning into poison, bleed and vitalty decay would have a hard time here, but I was hoping it would be okay.  It really wasn't. I'm not looking forward to the undead heavy areas later in the game.  I think that if Occultist is going to lean into poison as a primary damage type, it needs a good "in-house" was of reducing poison resistance.  Waiting until Act III to get Shen Dongs's Dark Medicine doesn't count as a solution.

I know that you get some RR from the Darkling skill tree, but it can't be spammed and is unreliable.  It's also super disappointing that you have to invest in pet skills to get basic support for poison.  I don't want pets, I just want a DoT build that uses moblity to get in and out of trouble while my opponents gradually melt away!

-Flash Powder feels weak, especially when I'm looking at the possibility of getting War Horn from Warfare instead.  The horn has a much better radius and applies a 100% stun.  Flashpowder is a smaller radius and has 35% of inflicting confusion, which is another way of saying it has a 65% of doing nothing :/   It gets better with more points, but it feels lame that you have to max it out before to because even slightly reliable.

-What if Flash Powder also carried a poison resistance reduction effect?  That would solve several problems.

-On normal flesh and blood monsters, being able to stack poison with bleed with vitality damage all at once feels good and is fun.  It's not very strong, mind you, but it works.

-I love the increased hero spawns, but I kind of wish there were even more.  Back in the day, I made a personal mod that cranked the hero spawn WAY up.  It was too much really, but a side effect is that heroes oftentimes spawned in clumps.  Like, you would get all three elemental skeleton heroes in a single spawn. These "hero clumps" were as tough as boss rights and were really fun.  Years later, Grim Dawn ended up doing a similar thing, but on purpose.   

-It's probably outside the scope of this project, but a thing I always wanted in TQ was more interactions with the various caves, tombs and other side dungeons.  Too many of them are just random dead ends with no quests, lore or memorable interactions.  I usually skip them because they just aren't interesting enough.  If I could wave a wand and do it, I would make every one of these things have something special.  Maybe a quest, maybe a lore note explaining what this place is and why it's like this, or maybe a unique purple boss hiding in the last room.  Just something to make it feel like the place belongs to the world and is doing something.

Anyways, love the mod.  Underlord was one of my all time favorite mods and I'm glad to see it being maintained and improved!

EDIT: Oh yeah, forgot to talk about the wraith...

So the reworked wraith monster (yellow champion-tier undead monster) really caught me by surprise.  He summons skeletons now.  Two per summons, the summons are permanent, and if they have a limit, it must be very high.  He also has a slow moving wave projectile that petrifies you if it connects.   That's definitely a SV addition, I don' think that any monsters before Act IV had access to that effect in IT or Underlord. 

Anyways, I thought it was a cool design that really helped redefine the encounter.  Can't believe he's just a champion, the hero wraiths must be crazy.

He was VERY hard for my poor occultist.  He resists all three of my DoTs, so I was left with just my weapon's base damage.  His adds made it hard to focus him with my throwing knives and precision strikes, and he tended to hold onto his petrify attack until I got close, which made attacking very hard.  I learned that I had to feint an attack to pull his petrify spell, and then quickly dive in with precision strike, and then run away.  Each time I did this, he summoned two more skeletons :_( . I beat him, but he was harder than most heroes.

I can start looking for +Damage to Undead gear, but
1)  That's hard to do reliably if you're not twinking
2)  It won't help when I run into automatons.

Title: Re: Soulvizier AERA - General discussion
Post by: Tauceti on 14 June 2020, 11:20:35
I'm playing an Occultist, with an eye towards expanding into warfare.  The idea is to try out a DoT build.  DoT builds didn't really work well in original TQ, and poison DoT were especially bad.  TQAE allows DoTs to scale with player stats, which is huge, basically doubling their power by the time you hit Legendary.

Have you considered playing spirit rather than warfare ? For a dot build, Shadow link and envenom weapon are well boosted from Necrosis if you play a melee char. You also have another bleeding source with wither. Concerning protection, i prefer smoke screen rather than flash powder for a tactical approach. Therfore, Vision of death from spirit could be used as a panic button.
Title: Re: Soulvizier AERA - General discussion
Post by: Antifringe on 14 June 2020, 12:12:38
Yeah, that might be better.  I wanted to have a less "magical" flavor for this character, but you're right about Necrosis. 

I just wish that I didn't have to have skills from a second mastery to make poison viable.  No other mastery has poison as a primary damage type, but poison is so heavily resisted and it sucks that you have to go outside of Occult to get a solution.

I don't want to be able to completely wreck undead and automatons.  I'm fine with them being hard for this build.  But my DoTs do almost nothing at all, and the secondary DoTs offered (vitality and bleed) are also resisted by the same guys. 

It feels weird that Spirit has the best (maybe only?) source of poison resistance reduction, but no source of poison itself.  In a way, Spirit ends up being better at poison than Occult.  Like, I could make a build using poison affixes and relics and go mono-Spirit and probably have an easier time.  The highs won't be as good, but the lows will be much better, and it's the lows that are killing the build.

I'm also generally disappointed in Flashpowder.  I want to like it, but it's so weak compared to similar skills in other masteries.  Visions of Death at one point is about as good a panic button as Flashpowder is at seven points.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 14 June 2020, 14:04:53
It is planned to re-add a "Disarm Traps" skill to Occult to help fighting against Devices and Constructs, as well as Spirit Ward to Spirit, albeit with lesser power than vanilla.
Total resistance reduction in Occult is in Aphotic Ichor (Toxic Concoction), or Shadow Rifts (Darklings), but they're not really pets, more like a bomb.
To me, yeah you just need to plan on having another source of damage against Undead. That can be another mastery (so it may not be advised to start a pure DoT build with Occult), Osiris relic in act II, affixes...

For affixes, actually only clubs and staves can have the of Necromancy (+50% to Undead) affix, I don't know why it was made like that, so I think I'll add them to other types of weapons.
There are also bows/throwing weapons and spears, in the second half of act 1 with a rare affix "of the Specter" giving +30% to Undead as well as bonus % Dexterity, DA, and a few Health Reduction.
Starting in act 2, Radiant affix (on armor) gives +15% to Demons and Undead, along with bonus armor and reflect.
I think another way of supporting melee and builds like that would be to add a low level artifact with some bonus against Undead, and maybe damage like Physical/Crushing, and retaliation to help during the early stages of the game, before you can access more diverse equipment and higher level skills.

Flash Powder doesn't seem so bad to me. Actually it has more range than vanilla and same power. It has 30% to Fumble and 30% of Confusion, so that's not 70% of doing nothing, plus these mechanics tend to be less resisted by monsters, heroes in particular, compared to Stun. But I think Vision of Death has been given way more raneg in SV.

Resistance reduction is tricky because it's one of the most overpowered mechanic in the game. I think Necrosis had reduced poison resistance to give another damage orientation to the mastery and to give another source of Poison resistance reduction than Plague modifier (Nature), and it's probably overtuned. Spirit also had Acid Rain, a poison/armor reduction cloud that I deleted to get more skill slots for other things. Maybe I'll readd it later.
Title: Re: Soulvizier AERA - General discussion
Post by: Antifringe on 14 June 2020, 18:23:30
I didn't notice the RR in Aphotic Mixture.  That definitely helps.  It's in the top tier though, so it'll be a while.  Still, it's total RR, which is really strong.

Flash Powder isn't bad in isolation, it just feels weak compared to what other masteries do at similar tiers.  I was wanting to stay mono-Occult for a while, mostly because it's my least familiar mastery, but I'm not sure that idea is really going to work.

Tauceti:  Good call on Smoke Screen.  I had glanced at it, saw the one second duration, and felt very "meh" about it.  I took a closer look, and noticed that it's a 20 METER RADIUS CLOUD HOLY MOLY.  So yeah, that looks really useful.  I'll respec into that.

Title: Re: Soulvizier AERA - General discussion
Post by: soa on 14 June 2020, 19:01:08
I didn't notice the RR in Aphotic Mixture.  That definitely helps.  It's in the top tier though, so it'll be a while.  Still, it's total RR, which is really strong.

Flash Powder isn't bad in isolation, it just feels weak compared to what other masteries do at similar tiers.  I was wanting to stay mono-Occult for a while, mostly because it's my least familiar mastery, but I'm not sure that idea is really going to work.

Tauceti:  Good call on Smoke Screen.  I had glanced at it, saw the one second duration, and was felt very "meh" about it.  I took a closer look, and noticed that it's a 20 METER RADIUS CLOUD HOLY MOLY.  So yeah, that looks really useful.  I'll respec into that.
Thing is, I don't think % RR will be that efficient for poison damage against Undead, because they have a base 70% Poison Absorption. So if they've got 0% additional poison resistance, that will do nothing.
Their Bleeding and Life Leech resists are at 1000% so that may not help either.
But their base Vitality resist is usually at 50%, so you may deal some damage to them if they don't have an additional Vitality resist (usually 100%... so reducing 150% to much lower than 100% is doable with multiple sources of RR, like Aphotic Ichor + Necrosis).
Toxic Concoction also has Piercing damage, RR may help with that, same for Blade Barrier.

Some skills are not meant to be compared directly between masteries. All in all, Occult offers more crowd control than Spirit (Mandrake/Nightshade, especially when combined with Throwing Knives, Flash Powder, Smoke Screen, pets, Toxic Concoction can slow and reduce damage, Calculated Strike, etc.)
Spirit has Vision of Death, Spirit Lure was added, and the rest is not that great for CC (Bone Spire last modifier requires quite a lot of investment, Deathchill Aura slows but requires you to be close)
Title: Re: Soulvizier AERA - General discussion
Post by: Tauceti on 14 June 2020, 20:22:37
But their base Vitality resist is usually at 50%, so you may deal some damage to them if they don't have an additional Vitality resist (usually 100%... so reducing 150% to much lower than 100% is doable with multiple sources of RR, like Aphotic Ichor + Necrosis).

I agree with poison and bleed being ineffective against undead. Regarding vitality, Necrosis was strong enough on my diviner (vanilla game) to break vitality resistance on undeads. Therefore i didn't need the use of another source of damage (But it was with the help of Ternion and Praxidikae staff which was  boosted in TQ-AE). Therefore, I hope Necrosis maxed + Shadow link would work on undeads with a melee char.
Title: Re: Soulvizier AERA - General discussion
Post by: Antifringe on 14 June 2020, 20:47:11
It's been a while since I've played, so I've forgotten some of the technical jargon that TQ uses. 

So Aphotic Mixture says "x% Resistance Reduction" and Darkling says "-x Resistance Reduction."  I had forgotten that those mean different things. 

I also had no idea that undead had absorption instead of resistance to poison.  Ugh.  The game doesn't convey important details to the player like that at all.  I also figured that their bleed resistance was closer to 100%, not 1000%.  Ugh again.  I'm starting to think that going all in on poison just won't work.  Other damage types can pull it off, but the devs seem to just really hate poison for some reason. 

I'll try the Spirit build, though I'm sad to have to abandon Warfare.  An elemental affix and gear might allow me to retain the DoT concept, but now I'll be splitting my damage types across four categories.  It'll be hard to make that efficient.

Random feedback: I ran into a crazy powerful satyr hero shortly after the dowry quest.  He was a lightning shaman with a rapid fire ball lightning attack and an undodgeable stun attack.  His regen was high enough that I couldn't keep pace with it and dodge his attacks at the same time.  I don't mind weird, out-of-depth encounters from time to time, but this guy seemed a bit extreme.  The design is good, it just felt way too soon.  I'd have to have strong resistances in both lightning and stun to fight him, and there's just no way to do that when you only have access to Helos.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 14 June 2020, 22:18:44
Random feedback: I ran into a crazy powerful satyr hero shortly after the dowry quest.  He was a lightning shaman with a rapid fire ball lightning attack and an undodgeable stun attack.  His regen was high enough that I couldn't keep pace with it and dodge his attacks at the same time.  I don't mind weird, out-of-depth encounters from time to time, but this guy seemed a bit extreme.  The design is good, it just felt way too soon.  I'd have to have strong resistances in both lightning and stun to fight him, and there's just no way to do that when you only have access to Helos.
It's extremely difficult to do anything with this kind of comment, without a screenshot of the precise location, and if possible the real name of the hero. I guess it was Karato, but he just can't spawn in this location, or I don't know how.
Title: Re: Soulvizier AERA - General discussion
Post by: IdoNotKnowWhy on 15 June 2020, 06:41:46
I have some question about mod:
1.Will mod have Soulvizier HUD in the future ?
2.Can you add more detail about OA, DA, Casting speed,... like you did with DEX, STR and INT?
3.Can i use Mercenary Contracts and Artifacts at the same time in battle ?
4.How many skills that Toxeus can use ?
5.Haven't you changed anythings in Tartarus ?
6.What time Blood Cave will come back ?
7.And last one, will Defense and Earth have skill to + Health ? After all, they are tanker, right ?
Thank you for working hard in this mod. It's really interesting and attractive, even though i died a lot.
Title: Re: Soulvizier AERA - General discussion
Post by: Antifringe on 15 June 2020, 16:08:54
Random feedback: I ran into a crazy powerful satyr hero shortly after the dowry quest.  He was a lightning shaman with a rapid fire ball lightning attack and an undodgeable stun attack.  His regen was high enough that I couldn't keep pace with it and dodge his attacks at the same time.  I don't mind weird, out-of-depth encounters from time to time, but this guy seemed a bit extreme.  The design is good, it just felt way too soon.  I'd have to have strong resistances in both lightning and stun to fight him, and there's just no way to do that when you only have access to Helos.
It's extremely difficult to do anything with this kind of comment, without a screenshot of the precise location, and if possible the real name of the hero. I guess it was Karato, but he just can't spawn in this location, or I don't know how.

Noted.  I tried to find him again, but hero spawns are rare. 

New issue.  These guys:

(https://i.imgur.com/uLvfkGv.jpg)

are too much.  They have a fast firing lightning attack that does a lot of damage.  They either have a huge health pool or huge resistances, because a full DoT that two shots most champions only took about 8% of their health off.  But the biggest problem is that there are way, way too many of them.  They're about as strong as heroes, and there are 16 of them at once!  I tried kiting some away from the pack, but even the four that I managed to peel off were too much.  You can't really attack much, because you have ot be constantly dodging the converging waves of lightning blasts, and their regen makes guerilla tactics worthless.

I think one or two would be fine as a "mini boss" encounter, but sixteen seems unworkable.  This encounter happens right before reaching Megara.
Title: Re: Soulvizier AERA - General discussion
Post by: IdoNotKnowWhy on 15 June 2020, 18:37:58
Random feedback: I ran into a crazy powerful satyr hero shortly after the dowry quest.  He was a lightning shaman with a rapid fire ball lightning attack and an undodgeable stun attack.  His regen was high enough that I couldn't keep pace with it and dodge his attacks at the same time.  I don't mind weird, out-of-depth encounters from time to time, but this guy seemed a bit extreme.  The design is good, it just felt way too soon.  I'd have to have strong resistances in both lightning and stun to fight him, and there's just no way to do that when you only have access to Helos.
It's extremely difficult to do anything with this kind of comment, without a screenshot of the precise location, and if possible the real name of the hero. I guess it was Karato, but he just can't spawn in this location, or I don't know how.

Noted.  I tried to find him again, but hero spawns are rare. 

New issue.  These guys:

(https://i.imgur.com/uLvfkGv.jpg)

are too much.  They have a fast firing lightning attack that does a lot of damage.  They either have a huge health pool or huge resistances, because a full DoT that two shots most champions only took about 8% of their health off.  But the biggest problem is that there are way, way too many of them.  They're about as strong as heroes, and there are 16 of them at once!  I tried kiting some away from the pack, but even the four that I managed to peel off were too much.  You can't really attack much, because you have ot be constantly dodging the converging waves of lightning blasts, and their regen makes guerilla tactics worthless.

I think one or two would be fine as a "mini boss" encounter, but sixteen seems unworkable.  This encounter happens right before reaching Megara.
Yes, i think in early game, you should run because many hereos in act 1 have good health regen and some of them have life leech from spirit skill.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 15 June 2020, 20:28:54
New issue.  These guys:
...
are too much.  They have a fast firing lightning attack that does a lot of damage.  They either have a huge health pool or huge resistances, because a full DoT that two shots most champions only took about 8% of their health off.  But the biggest problem is that there are way, way too many of them.  They're about as strong as heroes, and there are 16 of them at once!  I tried kiting some away from the pack, but even the four that I managed to peel off were too much.  You can't really attack much, because you have ot be constantly dodging the converging waves of lightning blasts, and their regen makes guerilla tactics worthless.

I think one or two would be fine as a "mini boss" encounter, but sixteen seems unworkable.  This encounter happens right before reaching Megara.
They're totally doable, I fought them many times with self-found characters.
They have like 3x the health of champion turtles, same resistances except they got 60% lightning instead of 40% cold, and some secondary resistances.
I just take them on one by one or two by two, sometimes I swap to a bow to aggro only a few.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 15 June 2020, 20:45:45
I have some question about mod:
1.Will mod have Soulvizier HUD in the future ?
2.Can you add more detail about OA, DA, Casting speed,... like you did with DEX, STR and INT?
3.Can i use Mercenary Contracts and Artifacts at the same time in battle ?
4.How many skills that Toxeus can use ?
5.Haven't you changed anythings in Tartarus ?
6.What time Blood Cave will come back ?
7.And last one, will Defense and Earth have skill to + Health ? After all, they are tanker, right ?
Thank you for working hard in this mod. It's really interesting and attractive, even though i died a lot.
1. I don't know what that is.
2. OA, DA, maybe if I find useful information to add, Casting Speed, besides the cap I don't see anything useful.
3. No, it's in the same slot.
4. In you mean the one in the Secret passage, 5 active : Distort Reality, Phantom Strike, Lethal Strike, a base attack skill, and a radius attack called Bladestorm. He also has a few passives, Distortion Field and Envenom Weapon.
5. I only reduced Tartarus Health and increased his resists.
6. Never, or maybe if someone else works on something that I like. See the FAQ.
7. I don't know what a "skill to + Health" means. Defense already has the biggest bonus to Health in the mastery bar, and a healing skill. Earth is not a tank mastery.
Title: Re: Soulvizier AERA - General discussion
Post by: lixiss on 15 June 2020, 22:24:13
New issue.  These guys:

are too much.  They have a fast firing lightning attack that does a lot of damage.  They either have a huge health pool or huge resistances, because a full DoT that two shots most champions only took about 8% of their health off.  But the biggest problem is that there are way, way too many of them.  They're about as strong as heroes, and there are 16 of them at once!  I tried kiting some away from the pack, but even the four that I managed to peel off were too much.  You can't really attack much, because you have ot be constantly dodging the converging waves of lightning blasts, and their regen makes guerilla tactics worthless.

I think one or two would be fine as a "mini boss" encounter, but sixteen seems unworkable.  This encounter happens right before reaching Megara.

My Prophets have about 70+ damage per hit at this time which you describe (yes lighting and cold most of time, which is resistant by turtles). Depending on "build" at level 10 - you can easily face tank them or can still can face tank them if you focus on recovery items. Generally First 20 level, stacking recovering items feels like cheat, however this mod abandon cheating feelings. This is still valid strategy: this mod allow this.

So, to defeat pack of turtles you need able to tank them (1-3 at once) and deal damage, for example via summons (at  this level no summons be able tank for you), or kill it faster than they can kill you. If your mastery gives additional damage - then enfleebling weapons (even dagger) should allow you tank turtle much longer. Actually slowing enemies is also valid tactics, however having near 90% slowing attack - doesn't mean what you will make this for everyone: some heroes much more resistant or completely immune to effect. I'm already wrote about in another topic. This is what i'm say HORRIBLE experience.

The only thing, what I may agree, what if you really unlucky, or classes did not provide good tools at 1/2 tier skills - then yep, you are in trouble.

Proposed running technique is still valid and legal: right after Megara you may meet really tough heroes which will be defeated easily near end of act 1, but they may spawn right after Megara. And, i'm agreed, what balance there is no exist. Only prior knowledge may save you - you should know if you can survive or tank or kill (have enough dps) or you should skip/run hero this time. This is really bad thing: many areas has specific spawns, so ahead of time you exactly doesn't know what you be able to meet them again.

PS: I'm stuck once in same situation with skeleton-caller (spirit). And it was long recalling run with lot of kiting. Skeletons can't tank them. Only once i'm take aggro and focus their attack - then can do something valuable. Something, doing in minutes what Prophet do in seconds. Haha.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 15 June 2020, 23:13:44
My Prophets have about 70+ damage per hit at this time which you describe (yes lighting and cold most of time, which is resistant by turtles). Depending on "build" at level 10 - you can easily face tank them or can still can face tank them if you focus on recovery items. Generally First 20 level, stacking recovering items feels like cheat, however this mod abandon cheating feelings. This is still valid strategy: this mod allow this.

So, to defeat pack of turtles you need able to tank them (1-3 at once) and deal damage, for example via summons (at  this level no summons be able tank for you), or kill it faster than they can kill you. If your mastery gives additional damage - then enfleebling weapons (even dagger) should allow you tank turtle much longer. Actually slowing enemies is also valid tactics, however having near 90% slowing attack - doesn't mean what you will make this for everyone: some heroes much more resistant or completely immune to effect. I'm already wrote about in another topic. This is what i'm say HORRIBLE experience.

The only thing, what I may agree, what if you really unlucky, or classes did not provide good tools at 1/2 tier skills - then yep, you are in trouble.

Proposed running technique is still valid and legal: right after Megara you may meet really tough heroes which will be defeated easily near end of act 1, but they may spawn right after Megara. And, i'm agreed, what balance there is no exist. Only prior knowledge may save you - you should know if you can survive or tank or kill (have enough dps) or you should skip/run hero this time. This is really bad thing: many areas has specific spawns, so ahead of time you exactly doesn't know what you be able to meet them again.

PS: I'm stuck once in same situation with skeleton-caller (spirit). And it was long recalling run with lot of kiting. Skeletons can't tank them. Only once i'm take aggro and focus their attack - then can do something valuable. Something, doing in minutes what Prophet do in seconds. Haha.
You probably expect every mastery or build to behave the same against every monster, that's not the case.
You have to adapt, know the game, know the skills, and have backup solutions (like against Undead if poison, etc.). The mod is not made for beginners, I think you need more knowledge about the game before complaining too much.
Heroes resisting slow and stun is just a basic feature of the vanilla game, it's not a horrible experience, just part of the base game.
And again, I can't do anything with generic comment like "there are heroes that are too strong".
Title: Re: Soulvizier AERA - General discussion
Post by: lixiss on 15 June 2020, 23:44:59
You probably expect every mastery or build to behave the same against every monster, that's not the case.
You have to adapt, know the game, know the skills, and have backup solutions (like against Undead if poison, etc.). The mod is not made for beginners, I think you need more knowledge about the game before complaining too much.
Heroes resisting slow and stun is just a basic feature of the vanilla game, it's not a horrible experience, just part of the base game.
And again, I can't do anything with generic comment like "there are heroes that are too strong".

I'm may be described badly. Some heroes much more resistant without any visible reason (practically - immune). Some heroes (and most of them) can't resist at all or resist partially, and this is not depends on hero level or color. As player, you just has no any input to guess something. I know what you can't do anything with this. Understand correctly: horrible this is only in sense what overall playing experience is horrible. Say, first-time experience. This is non-linear complexity. There is no issue with strength or resistance of heroes: the issue what they appears when, as you say, some classes has no chances to counter this. Equipment also can't solve: you has no any good what can solve at this moment (just no source, even with money shops are still mediocre). And on top of this, if you newcomer, first levels hero get too quickly, which gives false illusion about strength of hero. And in my taste right before Megara, and right after Megara (is should be 10-11 hero level without farm i guess), - is some kind of culmination: you still too low level, low health, no real damaging skills (yep, depending on mastery) which may help to solve issues. Even quest with three princes is not easy, however, only melee prince is real bad ass (however something similar present in "vanilla" AE too, but not at this degree). Yep, if hero can deal with this at this time without big troubles - i guess, it will not have really big troubles with anyone later (in act 1).

PS: I'm doesn't complain too much. I'm personally found a own way and no one turtle stayed behind me... I'm complain, no more than other say to you. Before you get any tools - game may spawn non adequate challenge for you. This happens rarely on low levels. I'm meet hero who spawn spirit boars, but in sparta. He stun. I'm wasn't able do anything with him at level 7, unless kiting away to spartan's soldiers who with right kiting ends this job. Fighting with 6 spirit boars at once will be challenge enough even at end of act 1 (doen't forget what there is exist also 10-20 satyrs who fire on you, hero fire on you, and if you lucky enough you can get boar rider or even better pillager). And you say about experience? No. There is no any balance. Spawns are not adequate to map level. Stop think about all players around you are stupid mans who doesn't understand nothing. If i'm say what percentage-based damage is suck - then it is suck. This is exist only because whole game never was properly balanced. Period.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 16 June 2020, 01:24:19
I'm may be described badly. Some heroes much more resistant without any visible reason (practically - immune). Some heroes (and most of them) can't resist at all or resist partially, and this is not depends on hero level or color. As player, you just has no any input to guess something. I know what you can't do anything with this. Understand correctly: horrible this is only in sense what overall playing experience is horrible. Say, first-time experience. This is non-linear complexity. There is no issue with strength or resistance of heroes: the issue what they appears when, as you say, some classes has no chances to counter this. Equipment also can't solve: you has no any good what can solve at this moment (just no source, even with money shops are still mediocre). And on top of this, if you newcomer, first levels hero get too quickly, which gives false illusion about strength of hero. And in my taste right before Megara, and right after Megara (is should be 10-11 hero level without farm i guess), - is some kind of culmination: you still too low level, low health, no real damaging skills (yep, depending on mastery) which may help to solve issues. Even quest with three princes is not easy, however, only melee prince is real bad ass (however something similar present in "vanilla" AE too, but not at this degree). Yep, if hero can deal with this at this time without big troubles - i guess, it will not have really big troubles with anyone later (in act 1).

PS: I'm doesn't complain too much. I'm personally found a own way and no one turtle stayed behind me... I'm complain, no more than other say to you. Before you get any tools - game may spawn non adequate challenge for you. This happens rarely on low levels. I'm meet hero who spawn spirit boars, but in sparta. He stun. I'm wasn't able do anything with him at level 7, unless kiting away to spartan's soldiers who with right kiting ends this job. Fighting with 6 spirit boars at once will be challenge enough even at end of act 1 (doen't forget what there is exist also 10-20 satyrs who fire on you, hero fire on you, and if you lucky enough you can get boar rider or even better pillager). And you say about experience? No. There is no any balance. Spawns are not adequate to map level. Stop think about all players around you are stupid mans who doesn't understand nothing. If i'm say what percentage-based damage is suck - then it is suck. This is exist only because whole game never was properly balanced. Period.
I just played a new character to check, until Ambrossos for now (Nature with pets, because someone else told it was very bad) and I found it was pretty balanced, kinda easy. I was using self-found items, no artifact/contract, yellow items with very few relics. There was like 1 hero fight that lasted a few minutes, I died, but it wasn't a big deal. Green turtles group took me 2:30 and I wasn't really doing my best, taking them 4 by 4.
Obviously you don't fight a hero in the middle of 20 satyrs, you just clean things around him before really engaging, you don't fight everything at once.
There are some heroes here and there that may be over the top, so I nerf those who can kill you in like in one hit with no cooldown, but it's far from what you describe. To me it's very clear you expect every fight to be as difficult as the last one, but it's not how the game works, sometimes you get surprises.
And if you can't kill one hero for some reason, you can just skip him.
Title: Re: Soulvizier AERA - General discussion
Post by: Tauceti on 17 June 2020, 21:15:03
I'm playing an Occultist, with an eye towards expanding into warfare.  The idea is to try out a DoT build.  DoT builds didn't really work well in original TQ, and poison DoT were especially bad.  TQAE allows DoTs to scale with player stats, which is huge, basically doubling their power by the time you hit Legendary.

Do you still play an occultist ? If yes, with a new char i just dropped the bloodmistress neith soul interesting for your build:
(https://i.imgur.com/9nLbY82.jpg)

(https://i.imgur.com/c07ojKp.jpg)

The summoned pet doesn't do great damage compared to mercenaries and is rather fragile but the aura is great. Therefore the best use for this pet is with defensive stance in order to make the most of the bleeding aura.

I am sure that the sould dropped in normal act II but i wonder where... likely near Fayoum i guess where harpy spots can be found.

@soa there is a minor bug (2nd pic) for the thumb-size image of the pet.
Title: Re: Soulvizier AERA - General discussion
Post by: lixiss on 18 June 2020, 17:37:56
I'm may be described badly. Some heroes much more resistant without any visible reason (practically - immune). Some heroes (and most of them) can't resist at all or resist partially, and this is not depends on hero level or color. As player, you just has no any input to guess something. I know what you can't do anything with this. Understand correctly: horrible this is only in sense what overall playing experience is horrible. Say, first-time experience. This is non-linear complexity. There is no issue with strength or resistance of heroes: the issue what they appears when, as you say, some classes has no chances to counter this. Equipment also can't solve: you has no any good what can solve at this moment (just no source, even with money shops are still mediocre). And on top of this, if you newcomer, first levels hero get too quickly, which gives false illusion about strength of hero. And in my taste right before Megara, and right after Megara (is should be 10-11 hero level without farm i guess), - is some kind of culmination: you still too low level, low health, no real damaging skills (yep, depending on mastery) which may help to solve issues. Even quest with three princes is not easy, however, only melee prince is real bad ass (however something similar present in "vanilla" AE too, but not at this degree). Yep, if hero can deal with this at this time without big troubles - i guess, it will not have really big troubles with anyone later (in act 1).

PS: I'm doesn't complain too much. I'm personally found a own way and no one turtle stayed behind me... I'm complain, no more than other say to you. Before you get any tools - game may spawn non adequate challenge for you. This happens rarely on low levels. I'm meet hero who spawn spirit boars, but in sparta. He stun. I'm wasn't able do anything with him at level 7, unless kiting away to spartan's soldiers who with right kiting ends this job. Fighting with 6 spirit boars at once will be challenge enough even at end of act 1 (doen't forget what there is exist also 10-20 satyrs who fire on you, hero fire on you, and if you lucky enough you can get boar rider or even better pillager). And you say about experience? No. There is no any balance. Spawns are not adequate to map level. Stop think about all players around you are stupid mans who doesn't understand nothing. If i'm say what percentage-based damage is suck - then it is suck. This is exist only because whole game never was properly balanced. Period.
I just played a new character to check, until Ambrossos for now (Nature with pets, because someone else told it was very bad) and I found it was pretty balanced, kinda easy. I was using self-found items, no artifact/contract, yellow items with very few relics. There was like 1 hero fight that lasted a few minutes, I died, but it wasn't a big deal. Green turtles group took me 2:30 and I wasn't really doing my best, taking them 4 by 4.
Obviously you don't fight a hero in the middle of 20 satyrs, you just clean things around him before really engaging, you don't fight everything at once.
There are some heroes here and there that may be over the top, so I nerf those who can kill you in like in one hit with no cooldown, but it's far from what you describe. To me it's very clear you expect every fight to be as difficult as the last one, but it's not how the game works, sometimes you get surprises.
And if you can't kill one hero for some reason, you can just skip him.

I'm yesterday played with fresh self-found char until Megara (started from DW Warfare + very few levels of Storm) and it was was pretty good, however some Maenad hero give some stress in Megara Bluff, but I'm survived (did not remember her name, but she attack pretty fast and hit with special attack in 200-300 hp and massive bleeding i guess, really not very concentrated on this). Meet green turtles, but also did not get nothing serious with them. Continued today, and right after Megara Polypas? price of sword kill me. I'm even teleport to prepare before it kill me. Lol. I'm know some cheese bow tactics over him, but tried to play fair. :) I'm finally killed this prince, rush for cyclope boss, and practically kill it relatively easily in melee (surely, not by just face tanking it all the time). I'm found what experience may deeply vary on their equipment, there is nothing wrong.

PS: I'm noticed what Storm mastery now gives less health, than usual (but more energy). Is it what expected?
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 18 June 2020, 23:14:41
PS: I'm noticed what Storm mastery now gives less health, than usual (but more energy). Is it what expected?
I haven't made that change, but I think this is intended.
Title: Re: Soulvizier AERA - General discussion
Post by: lixiss on 20 June 2020, 22:15:50
@soa Sorry, again. I'm still not sure what you me absolutely correctly understand. Generally you are right, however, item requirements has gaps (shields). Some items has gaps, - items from one level / one set (normal set) - has different requirements. All of us can close eyes on this, because this is not a big matter, but this is not consistent. Same for heroes. I'm last days somehow (i'm fantastic idiot) lost all my saves and start new char. :) Defense+Storm. Archon. And i'm early got drop (which never happens for other my chars at this level) - got Moonwell jewerly, which really fits my plan. But, just right after Helos on level 1 i meet fire-satyr hero, he is level 11, and helos's guardians care about. I'm doesn't say what it too strong, but i'm say what current spawn equations actually wrong. It is what peoples say - you can be level 1-5 and meet some powerful heroes. I'm meet before at same area hero boar. I'm here doesn't say what they are really though - i'm say, what they may appear at this area without respect to hero level. Generally, this is happens and later, but all depends on your class. I'm start's to play with Defense+Storm (Why always storm? Well... Don't know, because always play with storm - no matter if it is not really fits.). So I'm only saying what PROBABLY difficultyEquations are wrong or difficultyCuttOffs are not defined at all. What is a problem. Heroes may appear when you has no tools. Like a some fire-satyr hero at very first area, or like a hero boar. All of them are "doable" depending on mastery and on your's personal kiting mastery. My complaining is what it is gives absolutely fantasticly wrong learning curve. What is what. Yep, some heroes still in my case a too strong. But, we can really skip this, and count as complains. But, meeting heroes at area north to Helos - is absolutely doable, but generally relies on luck (when you meet it - after you level up or before), which opens much more questions, surely, Soulvizier authors NEVER CARE ABOUT. I'm did not expect about from you. Understand me right - i'm just say you fact. You can try do something with it, or ignore completely. My goal - only show current possiblities for you.

Another thing - it is indirect difficulty changing from hero level. Say, it should be good to know - should we farm first hero for soul or we should no? Because my heroes who tried farm it - ends with 5-6 level without leaving Helos. When you trying to play with this char - it is "cursed" by diffculty equation, so, anyone who any bit overleveled - has better chances to meet stronger enemies. As result - you may try infinitely to play fair up to megara but you never get same spaws as users, who play differently a bit (no matter if it is expected or no).

As I'm say, I'm point only on existing a potential issue. E.g. in short, yep, level 1 hero may get level 11 hero as enemy just north from Helos. Or level 9 hero boar. I'm personally meet lot of them, and sometimes look for meeting. But in terms of balance - i'm can't say what everything is good. You still can get spawns which can "disrupt" you in one hit (Calybe for example).

Read carefully again, we speak about same thing about week: there is nothing wrong with them per-self. The wrong thing only what they spawn when you char can't be ready. Yep, you can stack resistance of something, but in reality, game provides 8 damage types, 8 resistance types + 8 cc resistance types. Which you should choose choice? Each hero do own damage type, so you even can't rely on environment.

As always, i'm still say what best defense early game - is stacking recovery/rejuventation items. In normal AE it was opinionable (choose between how many you gulp potions vs don't gulp). But in this mod - high recovery from my perspective AS MELEE char - is mandatory. 30 hp/sec - is mediocre. 50-100 - is ultimate goal for end of act 1. Surely health pool should be also big.

I'm playing now with new char (again) defense+storm - it is fantastic. It feels very strong. Really. But, in fact, you doesn't need to have special attacks for regular mobs, and rare of special attacks can really change a fight with hero. Well. "Static Charge" in my taste even in 1 point (but better 4) - actually solves many heroes fights. The thing is what it is very strong skill, it is available early, it is per-hit, and... it can work as last chance to win. When just DPS/High Damage is not help - then it alone helps a lot. I'm feel like a cheater with it (not really like a cheat, it work not so often, but for classes who no have any real special attack - it can change whole battle). As example - i tried to win a battle with good damage, but it was satyr or maenad (did not remember) at megara bluff nature-based char which recover self too fast. Once i'm pick this skill - i'm just pew-pew she from bow, because... well, because this skill may help a lot. However, this skill, doesn't work when it doesn't work, and 14% at 8/8 level is not what really high (but enough). What I mean - skill is very strong. But i'm meet already lot of heroes where this skill at 4/8 doesn't matter at all.

Also, my biggest notice - not only heroes, but almost normal mobs can do very strong CC. Say hero-like (yellow?) gorgon cryomncer gorgons can freeze you on... forever. In minoan labyrinth is deadly. So any Mountainer's armor is a good way to get big up to surviving. However, normally, when i'm playing without pets - i'm has no issues. On another side - frost mage still can ditch them out almost alone... Ugh! + standard artifacts which give you chocie - get free pet or buff self.

Mine Achron got "Shroud of Eternal Night" formula every early, AND i'm know how to craft this formula by using sources in areas near Tegea. This is one of artifacts which i'm hate - it adds too many good things, without any specialization. Meh. Almost never use it. But i'm start to use it. I'm crafted it at level 10, by absolutely legal crafting - and it solves some issues with attack speed and damage. It is not thing what i'm want, but it is much more early available without drawbacks.

Also my Achron feels very strong, however it is not really stronger than Tempest or Prophet. Prophet actually most easiest char (in my taste) to dealing early with heroes.

Any way, i'm re-run Tempest and Prophet again too, but Achron my favourite currently. :)

PS: To make Achron be playable i'm overriden Buff03.pfx to be empty - i'm use Batter as LMB skill, and rend armor effect (which i'm currently pick ONLY for additional target) - adds a lot of purple circles on screen which appears every 4 seconds. It is okay for enemy skills, but for player skills which used regurarly... ouch. So, i'm just put empty file in game folders, and make self free from this visuals. I'm doesn't play lot of time with Defense exactly by this case... whoa. There is same with Dream - it is very nice mastery, but some visuals are HORRIBLE. After some skills you never know what really happens on the screen. It is playable, but add this psionic touch on every hit, and if you melee char you will see a lot of a BIG BOOMS on eyes. (ADD: I mean regular big booms as melee char is funny, but in long term is kind of tiring effect. + phantom strike = lot of smoothness of screen. E.g. in practice i'm end what doesn't understand what happens on screen at all. And Dream mastery help in this misunderstanding a lot. But this master still very-very-very strong, and still one of my favourites, except "spells" - but this is only mine opinions and to be efficient dream-melee char you doesn't need them at all actually, even in SV).

PPS: In parallel run with Tempest. Never liked OnSlaught. Nice skill, may be stronger than Psionic Touch, but in early game it doesn't worth more than 1-2 points. In many cases if you need keep auras - it doesn't worth any point at all, because it consume energy faster, than at early levels it can give benefits. Again, i'm doesn't say what it is bad or wrong. But Battle Rage for example is clear buff. But you can get 8/8 points on OnSlaugh, say at level 8, and feel what it give you nothing. I'm know it has +Total Damage, i'm only mean, what it has strange description, and very pathetic flat bonus. In practice - most of times (at low levels) you can get better results without this skill at all. (Only in my taste, but i'm tried to play only with this skill alone, and found what is not rewardable early.) (ADD: This doesn't meant what skill wrong, but DESCRIPTION say really something strange. Escalating charge? Really? It works like adding flat bonus + total damage from numbers what i'm seen. I mean description is more confusing than game-generated info.)
Title: Re: Soulvizier AERA - General discussion
Post by: UnBorn on 28 July 2020, 10:42:50

@lixiss
Soulvizier authors NEVER CARE ABOUT???

I played loot in my time and in version of mod i played game was perfectly fine, only thing i remember at one point was bit over tuned life regen on some uncommon monster pack that got fixed.
Most problems come from wanting more, before content was mostly epic and legendary difficulty.
If you have monster with 4 skills when hero have one it's obviously problem, you can't simply down scale monster levels.
From my point im perfectly fine with just old content and bug fixes, adding new things is very demanding for one person alone. Instead of fixing this he should just remove normal difficulty content making trouble and spend energy where it really matter mid-end game. I played similar games where content is sezonal and what work they keep and move to new things. Having fun in experiencing new things is also a concept.
Title: Re: Soulvizier AERA - General discussion
Post by: oldirtybingo on 02 August 2020, 11:05:53
Hey Everyone!

Great work on the mod first of all, been following this process for quite a while, and i´m exhilerated to see it finally playable.
I have a question though: In my game i see text such as "tagnewitem", "tagnewmerchant". It seems that, whenever there is something new, something goes wrong. I tried searching the forums, but couldnt find anything. I installed the "Hard mod" version, and did as instructed when installing.
Anybody know how to fix this?

It seems, that i cant
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 02 August 2020, 12:10:09
Hey Everyone!

Great work on the mod first of all, been following this process for quite a while, and i´m exhilerated to see it finally playable.
I have a question though: In my game i see text such as "tagnewitem", "tagnewmerchant". It seems that, whenever there is something new, something goes wrong. I tried searching the forums, but couldnt find anything. I installed the "Hard mod" version, and did as instructed when installing.
Anybody know how to fix this?

It seems, that i cant
1/ Read the FAQ, 1st question to see if you meet the requirements. https://titanquestfans.net/index.php?topic=1201.msg14055#msg14055
2/ What language do you play in ? Is it English ? In your Titan Quest Anniversary Edition\Text directory, you should have a Text_EN.arc file, much bigger than the others (it should have replaced the original Text_EN.arc file)
Title: Re: Soulvizier AERA - General discussion
Post by: oldirtybingo on 02 August 2020, 13:13:52
Hey Everyone!

Great work on the mod first of all, been following this process for quite a while, and i´m exhilerated to see it finally playable.
I have a question though: In my game i see text such as "tagnewitem", "tagnewmerchant". It seems that, whenever there is something new, something goes wrong. I tried searching the forums, but couldnt find anything. I installed the "Hard mod" version, and did as instructed when installing.
Anybody know how to fix this?

It seems, that i cant
1/ Read the FAQ, 1st question to see if you meet the requirements. https://titanquestfans.net/index.php?topic=1201.msg14055#msg14055
2/ What language do you play in ? Is it English ? In your Titan Quest Anniversary Edition\Text directory, you should have a Text_EN.arc file, much bigger than the others (it should have replaced the original Text_EN.arc file)

1. I do meet the requirements. I have both dlcs installed and enabled.
2. I play the English version. i Had not replaced the "Text_EN.arc" file. I just did that, and checked to see if it worked, but no, still the same issue.
The "Text_EN.arc" file currently in my "Text" folder, is 561 kb, which means that it isnt the biggest file in folder.

PS. I play the steam edition of the game, and have previously played the original SV mod for TQ:IT, which is coinciddentally also instaleld as of this moment.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 02 August 2020, 14:38:23
1. I do meet the requirements. I have both dlcs installed and enabled.
2. I play the English version. i Had not replaced the "Text_EN.arc" file. I just did that, and checked to see if it worked, but no, still the same issue.
The "Text_EN.arc" file currently in my "Text" folder, is 561 kb, which means that it isnt the biggest file in folder.

PS. I play the steam edition of the game, and have previously played the original SV mod for TQ:IT, which is coinciddentally also instaleld as of this moment.
I also use the Steam version with a hard mod installation.
Actually, 561 kb for Text_EN.arc is the correct size in SV:AERA patch 1.6 (it isn't exactly the biggest Text_xx.arc, but sizeably bigger than the original and most other languages).
Do you use other mods along with SV:AERA ? When using the hard mod, you only have to use the "Play Titan Quest" button, not the "Custom Quest" button.

If the old SV mod is installed in a different folder than the new one, it shouldn't interfere, except for saves, you should avoid mixing up save files (between SV:AERA characters and any other characters).
If the old SV mod is installed in the TQ:AE folder, you should uninstall it completely and not mix it with SV:AERA.

If it doesn't work, you can try to upload screenshots of your installation folders to check if anything is missing or weird.
Title: Re: Soulvizier AERA - General discussion
Post by: oldirtybingo on 02 August 2020, 15:04:29
I do not use any other mods.
I do not mix save files.
The old SV is installed in antoher folder (the TQ:IT folder).


I have made some snips of my TQ:AE folder (resources folder, text folder, database folder etc).
I cant seem to figure out how to post pictures, so i made a folder and uploaded it to weshare, if this is not allowed, i apologize in advance.
https://we.tl/t-0nYbMkyvvy

If these snips do not suffice let me know.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 02 August 2020, 15:55:09
I do not use any other mods.
I do not mix save files.
The old SV is installed in antoher folder (the TQ:IT folder).


I have made some snips of my TQ:AE folder (resources folder, text folder, database folder etc).
I cant seem to figure out how to post pictures, so i made a folder and uploaded it to weshare, if this is not allowed, i apologize in advance.
https://we.tl/t-0nYbMkyvvy

If these snips do not suffice let me know.

I see you have remnants of an old SV installation in your resources folder. There is even another text_EN.arc in there.
You should delete anything that is not actually meant to be there.
Here's for comparison my Resources folder :
https://i.imgur.com/kFg9Rjq.png

Don't mind the size of the following files, mine can be a little different because i'm working on a new patch :
_DRX_Effects.arc
_DRX_Meshes.arc
_DRX_Textures
A Few Bug Fixes.arc
Levels.arc
N66_Mods.arc
Quests.arc
Title: Re: Soulvizier AERA - General discussion
Post by: oldirtybingo on 06 August 2020, 07:16:06
I did as you said, and now it is working like a charm. Thank you so much for your time :)
Title: Re: Soulvizier AERA - General discussion
Post by: agrail on 22 November 2020, 11:47:17
1. Rings are significantly inferior in quality to souls. The meaning of the rings has disappeared altogether, they were not needed. I have 2 mythical rings, but they are in the chest, I don't wear them, I prefer souls. Souls need to be nerfed, for example legendary soul ~ Yaoguai -> http://radikal.ru/fp/d0z01kh38i1qb. why use native skills from the profession, the damage per second of which is 10 times less? or increase the cooldown of the skill or reduce the damage done.

2. On the norm and epic, the game lagged only with a very large concentration of mobs. In the legend, these lags, friezes have increased markedly. In addition to the above, freezes began in almost every location in certain specific places. The location is probably loading. When you try to transport a lot of mobs, after lags, the game often just turns off. I repeat once again - this rarely happened in the norm and epic. I tried to lower the graphics settings, it doesn't help. Could this be due to a lack of RAM (I only have 4 GB)?

After playing this mod, you no longer want to play others, much less return to the vanilla version. Thanks for this wonderful mod. Looking forward to further improvements.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 22 November 2020, 21:58:43
1. Rings are significantly inferior in quality to souls. The meaning of the rings has disappeared altogether, they were not needed. I have 2 mythical rings, but they are in the chest, I don't wear them, I prefer souls. Souls need to be nerfed, for example legendary soul ~ Yaoguai -> http://radikal.ru/fp/d0z01kh38i1qb. why use native skills from the profession, the damage per second of which is 10 times less? or increase the cooldown of the skill or reduce the damage done.

2. On the norm and epic, the game lagged only with a very large concentration of mobs. In the legend, these lags, friezes have increased markedly. In addition to the above, freezes began in almost every location in certain specific places. The location is probably loading. When you try to transport a lot of mobs, after lags, the game often just turns off. I repeat once again - this rarely happened in the norm and epic. I tried to lower the graphics settings, it doesn't help. Could this be due to a lack of RAM (I only have 4 GB)?

After playing this mod, you no longer want to play others, much less return to the vanilla version. Thanks for this wonderful mod. Looking forward to further improvements.
Thank you for the feedback !

1. Yes, souls are too strong in general. Some people still use rings, but there are many overpowered souls.
So if you find any soul that seems too strong, let me now, and I'll try to rebalance it.
It will be a long work, because the original author of the mod created more than 500 souls (and I added more than 100), but I appreciate every feedback on this.

2. I can't see any reason why there would be more lags in Legendary rather than Normal or Epic. The number of monsters is supposed to be the same.
If you haven't, you can try to use the 4GB patch (how to use is in the Steam page of the mod https://steamcommunity.com/sharedfiles/filedetails/?id=2076433374)

You may also try to use the Core Switcher to make the game use more than 1 core :
https://forums.crateentertainment.com/t/tool-core-switcher-force-gd-to-use-all-cores-equally/100875#J2
+
https://titanquestfans.net/index.php?topic=1340.msg15453#msg15453
Title: Re: Soulvizier AERA - General discussion
Post by: Groom on 24 November 2020, 15:19:37
New issue.  These guys:
...
are too much.  They have a fast firing lightning attack that does a lot of damage.  They either have a huge health pool or huge resistances, because a full DoT that two shots most champions only took about 8% of their health off.  But the biggest problem is that there are way, way too many of them.  They're about as strong as heroes, and there are 16 of them at once!  I tried kiting some away from the pack, but even the four that I managed to peel off were too much.  You can't really attack much, because you have ot be constantly dodging the converging waves of lightning blasts, and their regen makes guerilla tactics worthless.

I think one or two would be fine as a "mini boss" encounter, but sixteen seems unworkable.  This encounter happens right before reaching Megara.
They're totally doable, I fought them many times with self-found characters.
They have like 3x the health of champion turtles, same resistances except they got 60% lightning instead of 40% cold, and some secondary resistances.
I just take them on one by one or two by two, sometimes I swap to a bow to aggro only a few.

Maybe add a quest relating to killing these mobs, so it feels a bit more rewarding?
At normal, I just usually run past them as they are too time consuming and not so rewarding to kill = not so fun.
Title: Re: Soulvizier AERA - General discussion
Post by: soa on 27 November 2020, 17:34:03
Maybe add a quest relating to killing these mobs, so it feels a bit more rewarding?
At normal, I just usually run past them as they are too time consuming and not so rewarding to kill = not so fun.
What can be done is reducing/rescaling their health and/or damage, because I feel they are not very dangerous in Epic/Legendary.
I can also add a forged item requiring their charm.
Title: Re: Soulvizier AERA - General discussion
Post by: Sveznalica on 18 April 2021, 17:18:58
Is there a xmax mod for SV? can someone point me in the right direction if there is one?
Title: Re: Soulvizier AERA - General discussion
Post by: sirtomasz1984 on 21 August 2021, 20:46:59
What is a hardcore? How to play this and where I can start this game? When I turn on titan quest, there will be choice Legacy or enhanced, not hardcore. Sorry for my English.
Title: Re: Soulvizier AERA - General discussion
Post by: areki38 on 29 April 2023, 23:12:18
Hi there!

So I recently am trying to get back into TQ, I just bought the EE Xpack on GOG. Now I am trying to use the SV mod via CustomMaps. While that is basically working, I'm also trying to use some new skins, and that's where things fall apart.

For some reason, the basic female skin is already a little twisted (not very noticeably), but no skin mods which are supposed to work for SV work out at all. I have a screenshot of the basic female skin, but I have no idea how to post a screenshot here.

So my question would be - how do I get the basic skin to revert to the original form? Because I do hope that on that basis, I could get the compatible skin mods to work. On that note, can anybody tell me which skin mods are supposed to be compatible to SV? I was thinking Ariadne HD/v10i/v10V, Vae PC and maybe Perseus? Btw, even though the basic male skin is not in any way changed, the Perseus mod so far also has never worked. All the while, both the Perseus mod as well as the Vae and Ariadne mods look exactly how they should in the character screen, just not in-game.

Thank you for your time and any help you can provide.
Title: Re: Soulvizier AERA - General discussion
Post by: Antar36 on 30 April 2023, 15:23:48
When it comes to skins, Nargil knows best about skins and you should contact him first. It seems to me that combining two mods is very difficult (you want to play Soulvizier playing Nargil skins). I think it's best to wait until Nargil integrates his EG2 mods and skins.
Title: Re: Soulvizier AERA - General discussion
Post by: nargil66 on 30 April 2023, 15:52:43
Soa already has the latest Ariadne and most of the newer skins, but i dont think they will be implemented before the EE update of SV... he's busy enough with other things, i dont think that skins are his priority ATM.
Title: Re: Soulvizier AERA - General discussion
Post by: areki38 on 30 April 2023, 17:19:37
The question is then, when I just delete the whole SV mod, and paste it fresh into the CustomMaps folder... why are the female toons so weird? Without adding any mods?
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