These functionalities of "classic" Soulvizier v0.98i are not restored :
- Blood Cave, Secret Passage, secret vendors (they don't fit the original game atmosphere + it would take some work to implement it into the game)
- Quest in Blood Cave
Screenshot of Blood Cave and all this?These functionalities of "classic" Soulvizier v0.98i are not restored :
- Blood Cave, Secret Passage, secret vendors (they don't fit the original game atmosphere + it would take some work to implement it into the game)
- Quest in Blood Cave
Boooo...
But I still have hope that in the end we will get these content after all.
Strange, never seen this before. So its located somewhere in Chumbi Valley in act 3? Also is it available for all 3 difficulty levels?
Frequently Asked Questions
Why is there no Blood Cave+quest, no secret passage after the one in A4, no secret vendors with occult skin, etc ?
These functionalities of "classic" Soulvizier v0.98i are not restored :
- Enchantable Epic and Legendary items (too much imbalance)
These functionalities of "classic" Soulvizier v0.98i are not restored :
- Enchantable Epic and Legendary items (too much imbalance)
Is this difficult to do this feature yourself?
Will there be Mythic item drops or will it only be obtained through crafting (formulas)?I never knew a SV version with droppable Mythics (outside of a formula). And it's probably for the best. I admit these items are probably not balanced in the current version of SV. Maybe still too rare, too powerful with too low requirements.
In current game state, is there an area/dungeon where one can hunt/farm for better/increased chance of loots?
Will there be Mythic item drops or will it only be obtained through crafting (formulas)?I never knew a SV version with droppable Mythics (outside of a formula). And it's probably for the best. I admit these items are probably not balanced in the current version of SV. Maybe still too rare, too powerful with too low requirements.
In current game state, is there an area/dungeon where one can hunt/farm for better/increased chance of loots?
There is no particular area I designed for farming. Actually farming is not something I want to favor. It shouldn't be part of the core gameplay in my opinion. Not something you have to do. Only something you do if you are underleveled, have bad stuff, or if you're looking for a particular MI. Or in the end game.
I prefer to give more options to trade or recycle stuff, and offer a good variety of items to players just playing the game "normally" (like no farm, full map clear) than to create "farming zones" or encourage boss runs and such. So farming should be pretty much like the base game now.
I thought about an idea, from from a mod in the Steam workshop:
How about a very, very small chance a hero will spawn from a monster that has been killed? Say 0.05% chance (or lower)
And maybe 0.01% chance (or lower) a Hero boss will spawn?
https://steamcommunity.com/sharedfiles/filedetails/?id=1882819690
@soa So if i copy a game version for work only with Soulvizer mod, can i run the 2 game parallely?
You mean copy the whole Titan Quest Anniversary Edition directory and install the mod files there ? I think it should work, that's what nargil does IIRC.
But if the official game updates (engine changes, exe or dll changes), you'll have to copy the updated files manually.
Or re-install SV from updated vanilla game. Not so long and official updates are not so frequent.It's just that sometimes, the devs do "silent" updates, they don't really tell anyone or create a new version, and yet some files are updated. I've noticed that several times.
Hi bro, I had a problem adding the mod, the masterial all lost some skills like these pictures, plz help me fix! i have settup all new game but can't fix the error.Do you have Ragnarok + Atlantis ?
(https://imgur.com/gallery/pSUFhK6)
what happened to the inventory?It seems normal. The buttons for bags and sorting are not in the same place.(https://imgur.com/tHfiPjd)
At first, I created a permanent pet, but due to a bug since Atlantis it didn't work anymore (it was a different model).I appreciate what you had to do but i'm not really a micro player which is why i like permanent pets, summon them and let them do their thing.
So I switched to another version, with a Golem, that is supposed to work conjointly with the menhirs.
I may also add a skill modifier like for Warfare Ancestral Warriors, to make the Golems last longer.
But given the way it is designed, it's best if you summon the Golem(s) once and awhile, next to the Menhir Wall, so they can shoot.
I may also change the Golems so that you can summon them only one by one, but still with a maximum of two (or three ?)
I appreciate what you had to do but i'm not really a micro player which is why i like permanent pets, summon them and let them do their thing.I don't think it uses that much micro, you don't need to tell them where to go and manage their every move.
I wanted to roleplay a Thor type character using the Mjolnir set with Storm and Rune masteries.
Hi! I have 2 questions:1. I noted that myself yesterday too. It's fixed, it will wait 1.6
1. WNG's poison and vitality staves have a blue backround in the inventory. Is this supposed to happen?
2. Bonuses to new SV skills from items are marked as "invalid skill profile". Why is that? I have followed installation instructions and put all the files in their corresponding directories. What am I doing wrong?
I love what you have done with the Wisp, chain lightning and sound effects made me smile.Definitely. The stances for Aggressive and Normal are switched.
There seems to be something odd though, when i have the pet ai on aggressive it seems to stick by me and not venture out too far in attacking enemies but when it's on normal the wisp goes right out to the edge of the view to attack enemies like what aggressive should be.
Has the pet ai for aggressive and normal been messed up in TQAE and got switched around?
I love what you have done with the Wisp, chain lightning and sound effects made me smile.Definitely. The stances for Aggressive and Normal are switched.
There seems to be something odd though, when i have the pet ai on aggressive it seems to stick by me and not venture out too far in attacking enemies but when it's on normal the wisp goes right out to the edge of the view to attack enemies like what aggressive should be.
Has the pet ai for aggressive and normal been messed up in TQAE and got switched around?
This was also in the TQIT version, I left it as is. I guess the goal was to have the pet on Aggressive stance by default when you summon it, counting on the fact the game engine summons them with the stance in the middle by default, which is here redirected to Aggressive.
Aggressive is what most people choose, hence the idea.
Now I reckon this behavior may confuse people quite a bit. Maybe I should switch the names of Aggressive and Normal too ? You'd have from top to bottom, Normal, Aggressive, Defensive. I could also add a mention like "Aggressive - default on summon" to help people get the idea.
As far as I know, there was no improvement or important change regarding this in the AE, compared to TQIT.
Your right, i am confused lolYes. Actually, now that I look at it, it seems the text was switched too in SV for TQIT, more of less with the labels I was proposing.
So what your saying is that pets get summoned in SV AERA by default with the aggressive stance on which is located in the middle of the ai stance list but still has the text label of "Normal".
Hi bro, I had a problem adding the mod, the masterial all lost some skills like these pictures, plz help me fix! i have settup all new game but can't fix the error.It looks like the templates are not installed correctly. In the installation instructions :
(https://imgur.com/gallery/pSUFhK6)
Step 3 : Install new templates.
Put them in My Games\Titan Quest-Immortal Throne\Working\database\Templates directory (don't include "directory")
If the directory doesn’t exist, create it.
You should end with something like this :
https://i.imgur.com/nm30RVp.png
If this is not the problem :
Do you have Ragnarok + Atlantis ?
Have you installed the CORE files + patch 1.5 (two links) ?
https://imgur.com/98NUBhdHi bro, I had a problem adding the mod, the masterial all lost some skills like these pictures, plz help me fix! i have settup all new game but can't fix the error.It looks like the templates are not installed correctly. In the installation instructions :
(https://imgur.com/gallery/pSUFhK6)
Step 3 : Install new templates.
Put them in My Games\Titan Quest-Immortal Throne\Working\database\Templates directory (don't include "directory")
If the directory doesn’t exist, create it.
You should end with something like this :
https://i.imgur.com/nm30RVp.png
If this is not the problem :
Do you have Ragnarok + Atlantis ?
Have you installed the CORE files + patch 1.5 (two links) ?
here is a screenshot from the files and it differs from yours, what do you do differently from the instructions?
где скачать этот мод?Первый раз на вашем сайте и немного не разобрался
Code: [Select]где скачать этот мод?Первый раз на вашем сайте и немного не разобрался
Where to download this mod? The first time on your site and did not understand a little
Note by administration:
Please next time use translator like Google Translate or similar. Global communication is on English, unless there is a need for group of people to have dedicated board for another language where can be used non-English.
Are there plans to add all skins in the not so far future or is it far off? I'd do it myself, but I forgot everything about how to do it.Yes, there will be something, not the same as the original but there will be unlock codes to summon a dye merchant of each act.
Hello, guys. I played a little in the current version of the mod (so far I have gone no further than the Gorgons) and found that loot spheres now fall from even some heroic monsters. This is a very pleasant and very reasonable innovation. But my question is - why not make this a reward for killing any hero? It seems that battles with them takes much longer than sweeping an entire location of monsters - so why not reward the player?The heroes are here mostly for the challenge, and also because they have souls. It would take a big amount of work to create all those loot orbs for more than 600 heroes.
And one more small point: it seems to me, or before the player could move the camera farther than the current limit allows?
Yes, there will be something, not the same as the original but there will be unlock codes to summon a dye merchant of each act.
Here's a preview :
Hello! This mod looks interesting, but there is any ways to fix lags and low fps in the multiplayer? 20-30 fps in the battles, often 2-7 sec lags. I’m afraid to imagine what will happen in Ragnarok when initially there are 10 FPS in battles. :'( :'(I can't really improve these problems, besides the 4GB patch maybe.
Indeed Aphrodite is planned to be added, but i decided to make her an adult dye vendor (which will not be a part of SVAE). All planned goddesses are:Quote from: soaYes, there will be something, not the same as the original but there will be unlock codes to summon a dye merchant of each act.
Here's a preview :
It looks really nice !
The Athena's model with her owl is a high-quality one but did you (or Nargil) consider using a more looks-and-beauty-related divinity like Aphrodite (and her dove) ?
Hello! This mod looks interesting, but there is any ways to fix lags and low fps in the multiplayer? 20-30 fps in the battles, often 2-7 sec lags. I’m afraid to imagine what will happen in Ragnarok when initially there are 10 FPS in battles. :'( :'(I can't really improve these problems, besides the 4GB patch maybe.
Most of the problems come from the engine and only the official devs can solve it.
Maybe I'll reduce the number of monsters in Ragnarok or Atlantis if that can help.
@soa Did you try to upload mod on popular site for mods: moddb.com? Do you want to upload there anyway?Maybe, but the more sites I need to update each time, the more time consuming it gets.
I installed the 1.5b, also my first time installing TQAE and adding this mod. Some skills are missing, just shows a blank slot with an x(Like OCC Breach and its branching skills). Am I missing something?Do you have a hacked version of the game ?
Hi, i download this mod today and have problem about skill ? Where i can find that file to fix my game ? I just saw link the CORE files + patch 1.5 in page 1. Could you up that file again ? (i have gog version, 2DLC and new character)Hi bro, I had a problem adding the mod, the masterial all lost some skills like these pictures, plz help me fix! i have settup all new game but can't fix the error.Do you have Ragnarok + Atlantis ?
(https://imgur.com/gallery/pSUFhK6)
Have you installed the CORE files + patch 1.5 (two links) ?
Hi, i download this mod today and have problem about skill ? Where i can find that file to fix my game ? I just saw link the CORE files + patch 1.5 in page 1. Could you up that file again ? (i have gog version, 2DLC and new character)
So what would i do ? i started with a new charater in TQ.exe, play him to lv 8 and i installed this mod ("hard mode") and still gotHi, i download this mod today and have problem about skill ? Where i can find that file to fix my game ? I just saw link the CORE files + patch 1.5 in page 1. Could you up that file again ? (i have gog version, 2DLC and new character)
Forget what I said about templates, they are not needed. See first question here :
https://titanquestfans.net/index.php?topic=1201.msg14055#msg14055
So what would i do ? i started with a new charater in TQ.exe, play him to lv 8 and i installed this mod ("hard mode") and still gotHi, i download this mod today and have problem about skill ? Where i can find that file to fix my game ? I just saw link the CORE files + patch 1.5 in page 1. Could you up that file again ? (i have gog version, 2DLC and new character)
Forget what I said about templates, they are not needed. See first question here :
https://titanquestfans.net/index.php?topic=1201.msg14055#msg14055
this problem (lost some skills). I really like this mod, please help me!!!
Hi, my problem has been solved. I forgot change systemfont and used old verson Text EN_arc. Thanks for your helpSo what would i do ? i started with a new charater in TQ.exe, play him to lv 8 and i installed this mod ("hard mode") and still gotHi, i download this mod today and have problem about skill ? Where i can find that file to fix my game ? I just saw link the CORE files + patch 1.5 in page 1. Could you up that file again ? (i have gog version, 2DLC and new character)
Forget what I said about templates, they are not needed. See first question here :
https://titanquestfans.net/index.php?topic=1201.msg14055#msg14055
this problem (lost some skills). I really like this mod, please help me!!!
As said, you most probably have either a hacked game, a not up to date version, or don't have Ragnarok or Atlantis, or haven't activated them. I can't do anything for that.
In general, all monster resists are higher, so it's also true for bosses. It's lower in SV AERA than classic SV though.
- Are the resistances of static bosses (Typhon, Hades...) still the same as in the Vanilla game ?
Impaired aim/fumble attacks : there is no resistance to that type of thing in the game. As far as I know, the bosses don't have any skill to reduce the effect of these. Maybe worth adding in the future.
- How are new heros and random bosses resistant to the following effects, do they share a template ?
- Impaired aim / fumble attacks / confusion
- Slower attack / slower movement
- Stun / petrify / freeze / immobilization
- Reduction to enemy's health
Vitality decay already exists in the vanilla game but it's almost never used. It works the same in SV, it's resisted by Vitality resistance.
- Is vitality decay damage (occultist) boosted with vitality resistance debuff (spirit) ?
I haven't tested, but it's supposed to work all the time, as a passive skill, as long as you wear two melee weapons.
- The skill Parry has been moved into the DW tree (warfare). Hence, does the %chance to dodge attacks applies when wearing 2 weapons even at rest, or only when DW procs based on % to be used ?
It's pure physical damage (will be added in the tooltip)
- How much is the damage of ancestral warriors ? (it's not indicated in the tooltip), is it still pure physical damage ?
As a suggestion, it would be useful if 3 dummies were placed in Corinthe like in Sparta so that we could check numbers with an accomplished hero (single target and aoe attacks).OK. It would be better if there are more dummies with specified resistances and armor, to help for tests.
OK. It would be better if there are more dummies with specified resistances and armor, to help for tests.
Thanks for your detailed answer.OK. It would be better if there are more dummies with specified resistances and armor, to help for tests.
Sure, Boss dummies would be a big plus! That said, even basic monster dummies are helpful for creating builds ;)
1.5c is out.Hi bro! my game have some error when i open vault, some item display error in game, and sometime map display error
Minor changes, biggest change is that missing textures and icons for the custom quest versions are fixed.
TQ Vault is not 100% supported by the mod, there maybe missing textures that are not recognized by Vault.1.5c is out.Hi bro! my game have some error when i open vault, some item display error in game, and sometime map display error
Minor changes, biggest change is that missing textures and icons for the custom quest versions are fixed.
even though I went through those positions before. Finally i hope you can buff for Pets stronger, i feel the pets quite weak at difficulty legends. THANKS YOU SO MUCH FOR MODS <3
I play Assassin (Warrios + Occult) my pet always dies when there is not enough cooldown time, maybe Occult and Warrios are two classes that aren't really as strong as pets as Spirit.TQ Vault is not 100% supported by the mod, there maybe missing textures that are not recognized by Vault.1.5c is out.Hi bro! my game have some error when i open vault, some item display error in game, and sometime map display error
Minor changes, biggest change is that missing textures and icons for the custom quest versions are fixed.
even though I went through those positions before. Finally i hope you can buff for Pets stronger, i feel the pets quite weak at difficulty legends. THANKS YOU SO MUCH FOR MODS <3
For the bugs ingame, be sure to check the FAQ here https://titanquestfans.net/index.php?topic=1201.0
Map display bugs can't be because of SV because I haven't changed the map, so it's a vanilla bug.
For pets, many people ask exactly the opposite, because pets are far too strong at least in Normal/Epic, especially Spirit and when you have an army of pets (like more than 10, sometimes 15-20).
I don't have specific reports for Legendary though.
So you need to tell what class you play, what skills you use, and what is your gear, to see if the problem comes from the mod or the build.
For the next patch, I'll be working on the Soul Collectors, new NPCs that will allow you to preview the souls that drop in each act.
I checked the 1.5d changelog, a big work you have done. Thanks.For the next patch, I'll be working on the Soul Collectors, new NPCs that will allow you to preview the souls that drop in each act.What do you mean, will it be possible to check all the perks of a particular soul or a short description of it ?
- Later, I may add ways to craft the souls, maybe with other souls, or specific items. Not sure if I'll do that or let them stay there only for display.
Ow, that sounds good !- Later, I may add ways to craft the souls, maybe with other souls, or specific items. Not sure if I'll do that or let them stay there only for display.
As a player, my feeling is fighting heros should be the main road to get souls. Crafting souls could be fun though, if restricted to very specific cases.
How many new sets in this mod ? Will have some sets for every characters ? Like "Alexander's Set" for Warden.There is one set in SV with new items : Black Armor / Black Helmet / Black Armplates. It's a low level set with poison damage, poison resistance and piercing retaliation.
1. Too many monsters: this is all designed to apply ranged AOE skills for them. There is NO ANY REASON to play in true melee character like i'm do.The number of monsters is fine now. It is a compromise between the empty maps of vanilla and extreme mods like Xmax. I think you're the only one among hundreds of players to think it’s too high.
2. Heroes too strong: heroes are too strong. They not too strong on it is own, but for example Calybe Soulcrux? you can first meet at levels 10-15, but this is 22 level hero which you almost never will be able defeat easily without very specific skills. Yep, eventually, she are easy, but it is depends on specific, damage absorbing skills.Most people don’t understand that the hero level is not the best indicator of its power.
3. Heroes do shotguns: heroes too many use shotgun skills, which means you SHOULD STAY IN RANGED COMBAT. Calybe Soulcrux? Yes! Ternion attackers - yes! This is stupid design. Sorry. Again, issue not in what they do this. Issue is what, almost all of heroes doesn't match environment.Calybe doesn’t use a shotgun effect.
4. Heroes resistances. I'm really doesn't know what is what with them. Say you has 8/8 deathchill aura. So you deal -32% total speed. What it does in reality? It does nothing for most of significant heroes. It slowdown ONLY trash mobs, which already not a threat.Same as vanilla game, heroes have slow resistance, like boss monsters.
5. % health reduction, % damage reflection (at 100% chance) - this is two most stupidiest mechanics in the game. Both allow you auto-win if you patient enough. In my taste this both thing should eliminated completely from game.This doesn't really make sense, I'm not sure you really understand these mechanics.
In fact i'm playing with Prophet and this going really good. But, there is really... exploiting broken storm mechanics: getting two buffs is strong. + strong dream's psionic touch. + dream's damage absorption later can really trivialize many things.Looks like a matter of taste more than design.
I'm tried spirit-based characters who spawn skeletons, however, i'm did not found power to finish act 1, - i'm doesn't use bone spire (or whatever it named). Generally no have points, and dislike skill. I'm also dislike new storm's skill: it is has too huge radius at start, and final upgrades (obscured visibility or equiv) get too flashy results which in addition adds huge slow down on rendering. Fuck. I'm doesn't use storm surge just because it is TOO FLASHY.
Additional case is what chance to get souls are too low: even to get first soul from first boss you will end in 5-7 level. Same as chance to get some MI are also too low. Do anyone even tried to farm Stonebinder Cuffs on normal? What result over 10 hours of play? 7 items with bad affixes? It is joke? Green Gorgon Cuffs? It is exist any reason to exist?Soul drop rates have already been increased. The goal is not to make everything easy and drop all the time. First satyr boss has 10% chance to drop his soul which is high.
In Helos - there is no knives with good affixes in store. It is also is joke? I'm personally always finish first act with 54 strength with iron knife. Usually of betrayer, or so, but i'm never seen any green knife. Huh.Same as vanilla. Obviously you’ll not get very good affixes in Helos.
Mercenaries: They extremely rare. I'm already got 3 with 8 characters... And... Two frost mages who are deal a lot of damage. She alone can complete act 1 without you. I'm doesn't use them. They too strong.Most people get at least one in the first act, they're not so rare.
Well. This is criticism mostly, my opinions, i'm still spent a lot of time in this mod, and... i really like given challenge. However, i'm really become sad because game do unfair things, and additionally without ability to enhance stupid unique/epic/legendary gear - it becomes trash gear. Almost all parts of them are not worth it or no have any place. You still simply can focus on green items with right affixes and trying to roll them FOREVER. Well. Same for souls: requirements are not adequate. Bonuses except of SOME summons - are very questionable. E.g. in MOST cases you will go better without using souls, except if you want get summons from them. DOT.You can’t ask for better balance and at the same time ask relics in unique items, that’s nonsense. Balancing this would require an immense amount of work, like remaking all the items in the game.
This together means what this mod gives both bads of worlds: bad balance + bad equipment + no any ability to enchance. Generally, it is should be enough to not even try it, however i'm would say what it is has sense to try.Bad equipment : no. There are more affixes, some very good, more relics, souls… Finding some disappointing drops here and there doesn’t mean you character will equip trash. Vanilla has worse equipment.
PPS: Generally, i'm see what skills designed in mind of something. Storm who spam ice orbs (without recharge time, really?, this is stupid thing - all spells should have adequate damage and recharge time at least 8 seconds, otherwise you become to a spamming machine of skill - this is just not interesting).This is like vanilla, again, you probably have low experience in this game.
This is why i'm playing in "ugly" builds forever, like melee elementalist (however dislike it now). Anyway - this mod force you to ranged AOE combat. Think about. You can have 3 less monsters but they can be toughter as they should.You probably underestimate a lot the amount of work that would require, it's not as simple as that, and it wouldn't guarantee better balance.
PPPS: Health regen / Mana regen - it is joke? I'm can get skills for 6-10 active energy cost at level 10 without really any troubles. This doesn't really work. I mean, bonuses work as they described - but finally skills consume too many or too low energy. I mean from start of game you have no chance to feel this mechanics. You just always will have more than enough energy (except if you trying spam some skill).Vanilla has extremely cheap and overpowered potions, and offers very few options to play with regeneration. Investing in health and energy is quite useless.
I'm forget in previous messages. Strength requirements for shields doesn't look logical. It 10/13/16/19 shield has 50/52/54/90 (or similar) requirements, not necessary right this numbers, but 19 shields requires 90 str and this is big gap between when you can really achieve this even if you will put all points into strength, which surely you never should do immediately. By never, i mean, you can spent points only if you know where you can/want spent them, but, there is exist big gap. Same with souls - there is exist many hybrid low-level souls (two or three attribute requirements) and they really relatively big. I'm not sure, i'm playing with mod with replacing game files, anything looks fine, but some requirements seems bad. Also many souls as i'm mentioned above doesn't seems are good or strong, except if they provide good summons AND if you can utilize this summons. For example storm with 10/10 of weapons buff can utilize soul which summons up to 5 skeleton archers even when they has laughable health - even that they still can deal a lot of damage because of weapon buffs. On another side, there is still exist vanilla road blocks: dream's summon almost never can benefit from this buffs.Soul balance will take time, but most of them are overpowered, not underpowered.
Also - having summons in aggresive mode by default i can understand. But in practice this means what not you lead game - they lead you. In fact, using of summons means you gain more troubles than real benefits. Especially when they are not reliable over heroes... So, instead of clearing and preparing area for fighting you may get area of madness instead.No, if I don’t make them aggressive, people will turn them on aggressive most of the time.
The difference is contract summons who just OP. However, they may be very useful in farming, but this is again situational. I like idea, but i dislike what you should choose between artifact vs contract which may ends to worse results than you can achieve without it. I know, this is complex question in terms of balance, but, game/mod really did not say not force you to play in specific way (directly). However, indirectly it say what having any additional damage source is good. Also, as i'm say before, some hero skills are very questionable. Teleporting? Shotgunning? Huh. This is may be good if you have good defenses, but normal player before level 20 will have zero at defenses and have no idea about how heroes will go. And they even will not know when they will appear. What about places where you have 3 heroes at one time? It is madness.It looks like you prefer easy playthroughs, with no surprises. That’s not the point of the mod.
EDIT: For stats same things applies to MI items. For example outrider buckler - it requires 131 strength. Waaat? For 131 strength it has no any sense, except for very good affixes which you never has chance to get. Same for Brigand's Bow (which you can farm forever, one of my char got only one without farming, and with useless affixes, Amynta's Bow simply better / available easier/faster, and later Short Bow of Winds is simply better of both). So in my taste something with item requirements are wrong.Outrider’s Buckler has a requirement lvl 9 – 123 Strength. Overall it’s a good balance, because at level 9 you get :
2. Heroes too strong: heroes are too strong. They not too strong on it is own, but for example Calybe Soulcrux? you can first meet at levels 10-15, but this is 22 level hero which you almost never will be able defeat easily without very specific skills. Yep, eventually, she are easy, but it is depends on specific, damage absorbing skills.
Is there somewhere a list of Mythic items?Caster arms ~ Mercurial Gems
2. Heroes too strong: heroes are too strong. They not too strong on it is own, but for example Calybe Soulcrux? you can first meet at levels 10-15, but this is 22 level hero which you almost never will be able defeat easily without very specific skills. Yep, eventually, she are easy, but it is depends on specific, damage absorbing skills.
Calybe is a tough boss if engaged unprepared. But becomes doable with a lvl 12-15 melee char if you look at some crafting recipes helpful for this fight.
To my mind, it's not surprising if there is also a crafting recipe based on Calybe soul ;)
It depends on luck. When you have chance meet it first time - you will even not able run out from she. Something similar already complained by other users. Yes, once you prepared, like my char - she even not a threat. But at the time this heroes appears - most of users never will have right tools. If you well know game - it is true in every game, what difficulty drops. But there is not in case. She just do shotgun with their multi-projectile attack which is longer than whole screen.It's a wave, not shotgun. I never saw any specific comment about Calybe (as a monster hero) before.
hi,I am a chinese player,I love sv mod deeply.
here,I want point out some mistakes and wishes.
1.xp2_bosses,there soul's link are wrong;
2.tagRogueTorso,assassin's cover[2items], miss bitmap;
3.maxlevel 90 seems doesn't work, 197892784 is the top exp.[level 85]
4.dlc heros appear too low,hope ardently for new heros with there souls[already appears in text]
5.some item tag just write in database.arz,they are hard to be translate.As U know, there are lot of sv fans in China.
6.uber_wings very nice, the more the better.
7.Grid Dawn has two-hands weapons, does TQ can have this class
Best wishes,
1.xp2_bosses,soul links error,
for example, links in bosses:records\item\equipmentring\soul\_SVAER\bossesxp2\hildisvini_soul_n.dbr
however,the correct bdr is:records\item\equipmentring\soul\_SVAER\bosses_xp2\hildisvini_soul_n.dbr
2.the quest "wisdom",defeat mimer,U already re-active the reward,which can give player 10 Int
records\xpack2\quests\rewards\skills\x2q07_mimerwisdom_e.dbr
records\xpack2\quests\rewards\skills\x2q07_mimerwisdom_l.dbr
records\xpack2\quests\rewards\skills\x2q07_mimerwisdom_n.dbr
however,their maxlevel is 0,so it doesn't work. I think maxlevel 1 maybe works.by the way, "skilldisplayname" should be given a name,so that they can display in screen.
3.the naiad creature,beautiful creature
records\creature\monster\naiad\ur_uber_45.dbr
records\creature\monster\naiad\ur_masai_43.dbr
no soul for them;
the attachment on them really really beautiful. The More the better.
records\item\attachitems\ubernymph_wings01.dbr
4.I think Mythic items should add hunter sets[caster/melee/hunter],and also add a throw weapon
5.Chinese translation of the mod,i cannot find place to upload TXT.
1.mi_m_crabmanmelee.dbr should be mi_n_crabmanmelee.dbr for every xpack3/creatures/crabman's equipment.1, 3 : official game bugs, will fix in SV 1.7
2.wrong bitmap link for item/club/u_n_brutalmaul
3.xpack3\creatures\monster\serpentoidmounted wrong equipment so that its MI/M equipment no prefix and suffix
4.x2tagUWeapon040, translate error "rings of the Rhine" should be "shield of the Rhine"
5.mainquest rewards, Records\Quests\Rewards\Q09 - Get the Gems EPIC.dbr &&Records\Quests\Rewards\Q09 - Get the Gems Normal.dbr. has "records\xpack\item\le_new\secreto_loottable.dbr" for reword. but it doesn't work,will display empty reword. I am not sure it's Official game bug or SV bug,please check.
1.club/u_n_brutalmaul its bitmap _DRX_Textures\Items\weapons\clubu_n_brutalmaulicon.tex1. No, there is no missing \. I don't know why you don't see it.
_DRX_Textures\Items\weapons\club\u_n_brutalmaulicon.tex
miss a "\" ,really really hard to find it out
2.did you have wechat account, I will send my wechat number in private mail, I cann't find any place to upload my text_ch,neither the private massage to you.I can update the text_ch for your MOD intime
I can't finish download.That's because you just exceeded a Mega download limit (like you can't download more than XXX Gb in a certain amount of time).
stack at 98%
SVAERA_customquest_1.6 .zip
1012.5 MB1.01 GB
Transfer quota exceeded. Resume
Idk is it because it count some errors it got during download or what but its just too convenient.
That's because you just exceeded a Mega download limit (like you can't download more than XXX Gb in a certain amount of time).
Could u add "Infinite usage of Legendary Craftsmanship item upgrade" in this mod ?The implementation of this mod is bad, because it grants the vanilla affixes an infinite amount of times. It would be as broken as relics in uniques, especially with rare affixes that can be very strong.
https://www.nexusmods.com/titanquestanniversaryedition/mods/21
Version 1.7b is out (fix for unique loottables).
OK thanks, fixed with a new link (it was only Hard mod version).Version 1.7b is out (fix for unique loottables).
Looks like you accidentally? included all uncompressed .dbr records. :)
Hello!There has been no change for that. The rings are the same. What custom quest version do you use ?
In the previously played version 1.6 (custom quest version), all the rings had + regeration values, but now as a clean install of 1.7b (custom quest) those bonuses disappeared. Is it intended? Or how I can reassure myself, if I playing with a proper install of SV 1.7b?
Thanks.
Hey. I'm grom Poland. How to translate this mod aera to Polish? I must modify file TextEn? How? What program do this? Please help me.You should use ARC Encryptor to extract Text_XX.arc in Text folder. I normally use TextEN because it's easy to translate, but you can use another language. When you finished your text, open tut15.md in Titan Quest - Anniversary Edition\Toolset\guide and read tutorial or you can find way to pack in: https://titanquestfans.net/index.php?topic=1371.new#new
Hello do I really need the templates to make minor adjustment? like I only want to edit masteries skills e.g. damage etcYou shouldn't need templates if you only need to modify skills.
Wow, I am a veteran TQ player and this was my very favourite mod! Soulvizier with Underlord! If I remember correctly, there was also some sort of veteran difficulty mod and I was trying to combine all of these. But the nostalgia is real, I bought the game on steam not long ago and played the new addons and while it was fun it was far from the quality of the original game imo. At that time, I tried to search for this mod but it seemed like it had gone down into the abyss of the internet. I just searched for it now and lo and behold!Thank you !
I am very thankful to you, who has revived this mod, it means a lot to me! I am also thankful to the creators of the original mods Munderbunny and amgoz1; this soul-imbued item concept really spiced up the game back then and not to mention the hunt for those mythical items...
I'm sure I'll be back here and have some more questions as I just stumbled upon this thread and I wanted to write this little appretion post.
IIrc, there were droppable skill and attribute potions. Are they still in the game? As I remember amgoz was thinking about removing or at least limiting their availability. I am not sure he got around to it as it was around that time when he was not so active anymore.
Personally, I liked the potions as I could max all those juicy skills on my OP templar :D but sure, maybe limiting of how many you can get is a good idea.
Alright, I stop talking for now but I just feel like a little child again.
Thanks again for the mod and keep up the good work!
Thank you !
For skill/attributes, they were removed in the old Soulvizier, at least in the last published version (0.98i). They can't really be balanced even if they are rare, because there's no limitation in the number of uses. Also, adding them now would pose an issue because all existing characters would be at a disadvantage.
When I will add endgame content, I may add them back with limited use (like, no more than X can be used per character, and will require crafting with expensive materials). This will allow to simulate increased character level, currently it's limited to 85 and the AE engine can't allow more, they added some kind of useless hard cap in the code.
What a bummer that they hard capped levels, I am sure it's hard to balance it but if you are willing to put in the effort then why not become op. Circumventing this with skill/stat potions seems like a good idea.The only changelogs I have are those attached. I don't have any global changelog.
Also, could you please provide me with the changelog of the original soulvizier/underlord mods? I could not find them anywhere and I'd like to refresh my memory. For example, I didn't remember that Temporal Flux in the Dream mastery has been changed and no longer grants avoid projectile. Or was it changed in Ragnarok?
The only changelogs I have are those attached. I don't have any global changelog.
Temporal Flux with -% recharge instead of +% avoid projectiles is from the old Soulvizier (or Underlord, I don't know). It's not from AE or any official DLC.
Edit : here's an old archive of tq.net about Underlord changelogs.
http://web.archive.org/web/20170506093215/http://www.titanquest.net/tq-forum/threads/36906-Changelog
Heck, maybe that's you writing at the bottom of this page :
http://web.archive.org/web/20110228002423/http://www.titanquest.net/tq-forum/threads/37153-About-the-major-1.5-changes
Hi soa!I won't make different versions of the mod, there are already several types of installation (custom quest, Steam Workshop, replacement of vanilla files...)
I appreciate your work with this mode, but there still have been lots of work by balance. And it's not seems like work for only one person with some enthusiastic level, I think. So can you also make version of this mode with only level requirements for souls, like it was in original mode? It seems like the easiest way that allows not balance all of their requirements attributes and it's still natural mecanic for TQ.
First of all, thank you for letting me enjoy the good mod
I only play single player and enjoy making a few changes to classes and skills for my own personal taste
Searching for the Steam Community
Knowing that there are people like me
Tried to get a template, but there is no current link
And I got some information from here (https://titanquestfans.net/index.php?topic=1201 reply #127)
Is there a way to edit without a template file?
one more, Could you add Korean?
Even if this mode is not translated
You will be happy to have this mod installed in Korean.
Does this version work with the latest controller beta, or do we need to wait for a compatibility update?I will wait the official patch before updating.
Here is all rings with req prefix(*) for Azorian Ring:reagent1BaseName,Records\Item\EquipmentRing\C01_Ring01.dbr;Records\Item\EquipmentRing\C01_Ring01b.dbr;Records\Item\EquipmentRing\C01_Ring02.dbr;Records\Item\EquipmentRing\C01_Ring02b.dbr;Records\Item\EquipmentRing\C01_Ring03.dbr;Records\Item\EquipmentRing\C01_Ring03b.dbr;Records\Item\EquipmentRing\C01_Ring04.dbr;Records\Item\EquipmentRing\C01_Ring04b.dbr;Records\Item\EquipmentRing\C01_Ring05.dbr;Records\Item\EquipmentRing\C01_Ring05b.dbr;Records\Item\EquipmentRing\C02_Ring01.dbr;Records\Item\EquipmentRing\C02_Ring02.dbr;Records\Item\EquipmentRing\C02_Ring03.dbr;Records\Item\EquipmentRing\C02_Ring04.dbr;Records\Item\EquipmentRing\C02_Ring05.dbr;Records\Item\EquipmentRing\C02_Ring01b.dbr;Records\Item\EquipmentRing\C02_Ring02b.dbr;Records\Item\EquipmentRing\C02_Ring03b.dbr;Records\Item\EquipmentRing\C02_Ring04b.dbr;Records\Item\EquipmentRing\C02_Ring05b.dbr;Records\Item\EquipmentRing\C03_Ring01.dbr;Records\Item\EquipmentRing\C03_Ring02.dbr;Records\Item\EquipmentRing\C03_Ring03.dbr;Records\Item\EquipmentRing\C03_Ring04.dbr;Records\Item\EquipmentRing\C03_Ring05.dbr;Records\Item\EquipmentRing\C04_Ring01.dbr;Records\Item\EquipmentRing\C04_Ring02.dbr;Records\Item\EquipmentRing\C04_Ring03.dbr;Records\Item\EquipmentRing\C04_Ring04.dbr;Records\Item\EquipmentRing\C04_Ring05.dbr;Records\Item\EquipmentRing\C03_Ring01b.dbr;Records\Item\EquipmentRing\C03_Ring02b.dbr;Records\Item\EquipmentRing\C03_Ring03b.dbr;Records\Item\EquipmentRing\C03_Ring04b.dbr;Records\Item\EquipmentRing\C03_Ring05b.dbr;Records\Item\EquipmentRing\C04_Ring01b.dbr;Records\Item\EquipmentRing\C04_Ring02b.dbr;Records\Item\EquipmentRing\C04_Ring03b.dbr;Records\Item\EquipmentRing\C04_Ring04b.dbr;Records\Item\EquipmentRing\C04_Ring05b.dbr,---
(*) reagent1PrefixName,records\item\lootmagicalaffixes\prefix\default\character_attributeenergy_01.dbr,
What do you mean ? Is there anything wrong ?Still, not all rings with character_attributeenergy_01 considered as suitable for Azorian Ring's formula in 1.9b. You can compare the represented line (in spoiler) with the one used in the formula in 1.9b (*).
Yeah, that's intended.What do you mean ? Is there anything wrong ?Still, not all rings with character_attributeenergy_01 considered as suitable for Azorian Ring's formula in 1.9b. You can compare the represented line (in spoiler) with the one used in the formula in 1.9b (*).
----
(*) records\item\formulas\n_azorianring_formula.dbr
- Greatly increased difficulty : more monsters, tougher, with more damage
Why? Because the original Immortal Throne's Underlord and Soulvizier were both an unbalanced mess. Is this going to be the same thing? If yes, then sorry but i'll pass.I'm doesn't like balance (or absence of balance in my *personal* taste) in SV-AERA, but, just playing in this mod gives challenging experience. Period. Not impossible to win, not too easy. Sometimes when you don't know something ahead - it is might be too hard, but otherwise for veteran players - it just offer playable level of challenge where you doesn't want go to sleep all the time. You might like it, you might not like it. It is up to you, but there is non-constructive generally. What you think should be changed to make mod better?
So i'm asking, is this mod the same unbalanced mess as Underlord?
The game is not the hardest ARPG out there but it's not easy if we talk about completing all 3 difficulties with no deaths, which is something i'm always aiming to do with my characters, because the game doesn't have an actual hardcore mode.The original mod was not made for hardcore, clearly, neither do this version. It’s certain that you will die, especially on the first run.
Also, doubling the potion cooldown was a total bs!It’s x1,7, and it’s one of the most essential things to do. Basically, in vanilla you can rely way too much on a potion perfusion. Also it makes regen (which is now buffed) more useful in comparison.
Then we have stupid decisions like adding some terrible and extremely tough to kill mana draining gigantes (with a mana drain attack that is impossible to avoid) in the Hades fight, making it near impossible to win without dying a couple of times... and don't even get me started with the increase spawns of gigantes just before Hades where i often got 2 or even 3 Dactyls at once. How do you deal with that on a melee character?I don’t see Hades guards having any built-in form of mana drain. Maybe I’ll rework the fight so that Hades has reduced power while the guards are up, and when you kill one, Hades gets more power. Instead of having a very hard fight at the beginning and easier when guards are down.
Does the developer even play-test his own creation, or this is some sick joke, designed to piss off TQ players?I do playtest and notice balance issues that way. But balance highly depends on the builds, and you can’t playtest everything on your own. Also when you play, you’re not modding. So detailed player reports with context are needed. Pure ranting is useless.
There's a way to make a mod interesting and challenging without making the enemies have a ton of more health and deal a ton of more damage... that only will make the game more annoying that anything. The proper way would be to gradually increase the difficulty, but not by making the enemies just annihilate you with 2 hits, but by increasing the spawns in higher difficulties and by rebalancing the skills and builds that are overpowered.Yeah, sounds easy when you say it this way, but I’m afraid you have no idea how complicated and time-consuming it is to create a mod. You need to modify thousands of files, literally, and you’re not provided with any tool that lets you see in real-time the impact of your changes (like how much damage a given monster does, when counting all his stats, skills and global modifiers, not to mention items…)
I personally would leave normal difficulty as it is in the vanilla game, just keep the new hero spawns (just don't make them overpowered) and the quality of life features of course.There are like 600+ heroes, so one doesn’t “just” make them not overpowered. It takes huge efforts and time to balance that.
Maybe the mod is more fair now? I might end up trying it after all somewhere in the near future, but i can tell you right now, the first undeserved death will probably make me delete it.The concept of "undeserved" is too subjective. It's pretty much certain you will consider one "undeserved".
Sixteen seconds (that's how much it takes, right?) to cooldown a health potion is just insane. Name a game that does that? I can tell you, if that game exist, it's not a good one. :DIt's 6s in the original TQ, 10s in SV, and 12s in Grim Dawn. So it's still longer in GD (even if it has a quick regen mechanic when out of combat), but that doesn't make it a bad game.
It's bad that the TQ community is not very alive these days, because we could've had a very interesting poll on the matter. I guarantee you that most TQ players will agree with me on the potion cooldown.Very few of the players mentioned this as an issue, actually.
Hello soa, I can't tell you how grateful I am for the work that you and the rest of the team have put in to continue the work of amgoz1! I am a massive fan who put thousands of hours into Soulvizier 0.96, and I have just recently installed your new version. I started a character using the Play Custom Quest option, and I clicked on the SVAERA_customquest ~ world01.map option and put a day or so into a character, but after I closed the game and attempted to go back in, I forgot to change the map option from EGA to SVAERA and I lost all of my skills. In the past, I would have used TQ Defiler to fix little things like this, but I am not quite sure how to recover my skill points (if it is at all possible) in the new version. Any tips or insights would be greatly appreciated! Also, thank you for adding all of the souls into the inventory of the new vendor! In the last versions of the mod, I was always looking for a way to see all of the possible heroes / souls that could be found, especially that of the Green Toxeus Uber Boss and the bosses in the secret passage (if they exist).Only tool I know that may work is GD Defiler.
Is there something going on with boss life or survivability in the mod? I'm fighting the Act 2 Telkine on normal, and despite breezing through the act, I can hardly damage this boss. He seems to just outregen all my damage.He has around 80 hp regen/s. His resistances are not so high, except poison (55%) and fire (40%), with 30% projectile dodge. So maybe you're mainly dealing poison/fire damage with projectiles, with low DPS.
Hello soa, I think the Uber Limos boss in act 3 "Waeizhi, Scion of Winter" may be missing a soul.Not every hero/boss has a soul, many are missing ever since amgoz1 was working on the disc version.
Hi soa,Sao không tự tạo skill của riêng mình luôn mà lại vay mượn nhỉ :v
Thanks for bringing Soulvizier back.
I am planning to make a mod being a mix of masteries and skills from several masteries mods together. Can I use some of the skills from your Soulvizier version?
Am I missing something here or is there no link for 1.9 download in the OP?
Is this mod no longer work with newest dlc ?
I have the caravan stash bug. I have this installed via Steam workshop. I own Ragnarok and Atlantis (but not Eternal Embers).
https://titanquestfans.net/index.php?topic=1201.msg14055#msg14055
I did everything #7 says and still the shared stash via this mod via custom Quest is glitched. Personal stash and relics tab work fine. No matter how many times I delete the stash files, and I've deleted them all, when a new one is generated it still won't let me use all of the space. New characters don't fix the problem either.
I have since uninstalled it via Steam workshop and installed the hard mod version overwriting the base game's files. Still the same problem even though I deleted the stash files yet again.
Also there are some bugs with the mod:
1. When selecting Warfare mastery and hovering over the point button thing, it says 0% armor reduction for 3 seconds. Upon putting a point into the mastery that line disappears.
2. Wolves in the Nature mastery do not list the damage they do like all the other pet skills do.
3. In the Storm mastery "Heart of Frost" (right side level 4) does not work. At the very least standing there and letting a melee dude beat on me for a few minutes and never once was he frozen like the skill claims there's a 15% chance of happening. Yes I had "Arctic Shell" active.
I have the caravan stash bug. I have this installed via Steam workshop. I own Ragnarok and Atlantis (but not Eternal Embers).
https://titanquestfans.net/index.php?topic=1201.msg14055#msg14055
I did everything #7 says and still the shared stash via this mod via custom Quest is glitched. Personal stash and relics tab work fine. No matter how many times I delete the stash files, and I've deleted them all, when a new one is generated it still won't let me use all of the space. New characters don't fix the problem either.
I have since uninstalled it via Steam workshop and installed the hard mod version overwriting the base game's files. Still the same problem even though I deleted the stash files yet again.
Also there are some bugs with the mod:
1. When selecting Warfare mastery and hovering over the point button thing, it says 0% armor reduction for 3 seconds. Upon putting a point into the mastery that line disappears.
2. Wolves in the Nature mastery do not list the damage they do like all the other pet skills do.
3. In the Storm mastery "Heart of Frost" (right side level 4) does not work. At the very least standing there and letting a melee dude beat on me for a few minutes and never once was he frozen like the skill claims there's a 15% chance of happening. Yes I had "Arctic Shell" active.
Caravan Stash worked OK before Eternal Embers.
But then the official devs "improved" the size of the stash in such a dirty way that it broke the modded stash, without any possibility to fix it, except reducing personal and Relic Vault size. So I prefer to let it this way.
For the rest :
1. It's a minor display bug I cannot fix. Basically when you have Warfare Mastery over lvl 40, new passive bonuses are given (x Reduced Armor ~3s, x% Bleeding Resistance, +x%Movement Speed).
Those bonuses are at x=0 when you have Warfare level 0 to 40, for some reason it displays 0 when you have no point in the mastery and the text disappears between level 1 and 40.
2. If a pet attacks only with bare hands or paws, then the damage is not listed. Even when damage is listed, it may not be the real damage because of how the engine works (if a pet has innate damage with its paws + an attack skill, only the skill damage will show).
I believe the vanilla game changed the attack of the Wolves in Eternal Embers. I may import this change so that something displays.
3. Heart of Frost works, but you have to attack the enemy for a chance of freezing the enemy. Same for the x% slow for 2s, works when you attack.
The rest of the skill (slows for 3s) is a retaliation, that part works when you are attacked in melee.
Basically when it doesn't says retaliation you need to attack to get the effect on the enemy.
1. Just to confirm, putting points into the Nature mastery also gives all the bonuses to pets, right? Pretty sure the life regen effects them, and hopefully the other stats do too.No, the pet bonus is after level 40. It gives your pets up to +13% Total Speed.
just wan know if it possible to give us a version of this mod with like lootplus/xmaxAs a general rule, I don't do any mod merge (SV with XMax or whatever). I don't want to spend any time to publish and maintain other versions, that won't be balanced anyways.
I'm having a problem. I put the soul files on the original TQ game. Created Xmx for myself (I don't usually play without it). But the extended caravan does not function. Both in the hero and in the gears. Visually the space in the caravan expanded, but items are not put there. This problem is ONLY with Xmax mod. On the original SV is not observed.I'm not sure what game version you're using, is it the old TQ (disc, non-Anniversary) version ? If so, then this version of SV is not compatible, it was made for TQ: AE only, with Ragnarok and Atlantis required. Otherwise, bugs are to be expected.
If you're using AE with SV (Hard installation) + Xmax, then this is likely a Xmax bug, this mod may affect the interface in a way even if it is not supposed to.
I don't support SV with other mods or external tools.
Hello, soa. I have some questions.
1. Do you plan to change Neidan's mastery in any way? Will there be any skills from the LoC mod incorporated into Neidan?
2. After the recent stym updates, 3 new Chaos dungeons were added to the original game. One at the waterfall of Chryseos in Greece, another between Memphms and Fyum, and in Tartarus after Charon's bridge. I've been through almost 2 acts, I couldn't find the first two locations. Were they moved somewhere or cut out of the mod altogether? Chaos keys fall out of the bosses.
3. I can't create a Major Egyptian Soul Gem. Forging it requires 2 Minor Egyptian Soul Gem.https://transfiles.ru/xt558As you can see in the screenshot, I have 2 Minor gems in my inventory, but the formula shows one missing. This makes it impossible for the wizard to forge the larger gem. Is it a bug, or am I missing something?
Hello soa, thank you for your effort. It is so wonderful.
I have some ideas and suggestions. I don't know if you like them.
1. It may be possible to add an automatic refresh mechanism for the bosses of the main task and the branch task, allowing them to regenerate half a minute or one minute after being killed, so that we don't need to exit the game repeatedly when collecting souls.
2. Can you allow us to reset attribute points as easily as resetting skill points? One possible way is to integrate skill points and attribute points, and obtain 5 skill points and 0 attribute points for each upgrade. At the same time, allowed to use skill points to upgrade attributes. (Add 5 skills in the skill panel to add the corresponding 5 attributes.)
Thank you again for your efforts.
Hello, Soa. I play on xmax. The game is just great. Especially pleased with the new monster models on Atlantis. However, I passed almost all of Atlantis, but only got 1 soul, and that's on xmax. Drop of souls seems to me to be very small there. Noticed a few bugs.
1. tigerman (wang_42) boss, but after his kill does not appear orb with the loot.
2. the game crashes periodically on the desktop when trying to put a unique upgrade formula in the window enchanter. Crashes do not occur every time, after 1-3 times. Crashes occur not only on Xmax, but also on the original soul (checked).
Updated the OP with version 1.11d.Hello, Soa. I play on xmax. The game is just great. Especially pleased with the new monster models on Atlantis. However, I passed almost all of Atlantis, but only got 1 soul, and that's on xmax. Drop of souls seems to me to be very small there. Noticed a few bugs.
1. tigerman (wang_42) boss, but after his kill does not appear orb with the loot.
2. the game crashes periodically on the desktop when trying to put a unique upgrade formula in the window enchanter. Crashes do not occur every time, after 1-3 times. Crashes occur not only on Xmax, but also on the original soul (checked).
1. Xiao Wang and Daechalcos (Uber Beetle Hero in act II) don't have one. I will fix that in patch 1.12.
2. There's a very poorly written piece of code that was added in the official game after Atlantis came out. If your inventory & caravan are loaded with too many items, then anytime you will use a formula the game will struggle (because it's trying to display in yellow the reagents you have).
It's impossible to fix that, so make sure that at least you sell as many items as you can and try not to hoard too many of them in the transfer area/relic vault.
As for Atlantis, soul drop rate is the same as other acts. I think I'll increase hero spawn rate. Possibly double it, as I think it's the main reason. Maybe I'll increase the soul drop rate per herp just a bit to 10 instead of 8%.
The act is optional and short so you tend to get less souls overall, but at the same time the cost for unique upgrades/potions is the same. So it would be some sort of compensation.
Good Evening, Does it work on the mobile version?No, I don't mod for mobile/consoles, if that's even doable somehow.
1. In act5 and Atlantis, the spawn rate of hero was so low that when I passed and killed almost all the monsters, I only got a few souls at these two acts. The long journey without hero also seems a little boring. I hope that the spawn rate of hero in act5 and Atlantis can be raised to the same level as in act1~4.
2.(This is just an idea, and the decision is up to you) For all acts, in epic and legendary difficulty, heroes can have a higher spawn rate (for example, 1.5 times). Because in the early stage of ordinary difficulty, the characters are relatively fragile, and the current spawn rate of heroes is very appropriate. In epic and legendary difficulty, our characters are mature enough and eager to accept more challenges. I asked several of my friends, and they also look forward to such challenges.
I have a problem with all artifacts and some relics. They just don't show up for me.What are the names of the artifacts ? No one ever had an issue with artifacts. It's almost impossible to have an issue, as everything is vanilla. Except endgame Mythic artifacts.
Just instead of them there is one small gray square.
Installed the patch according to the instructions: Latest patch, Option 1 - Manual installation
Game latest version.
Thank you for still making a mod for a very old game.The Garland formula works, but since uniques were reworked a few patches ago, common items no longer get all "quality/material" information like "Copper", "Silver", etc. (was Copper Garland, Silver Garland, etc.). Only one type of garland is supposed to work ( the one with 18 Armor). It will be fixed later.
Here are what I have noticed so far.
Forge Formula - Angelheart Garland
seems not to accept Garland (grayed out.)
Forge Formula - Angelheart Garland
seems not to accept Tribal Headdress (grayed out.)
Also what is "Essence of Growth relic"?
I first thought it would be a new SVaera relic, but it is shown in gold letters (neither yellow or gray letters).
So could it be a typo in code or something?
"Mana Potion" is renamed as "Standard Mana Porion", while "Health Potion" is not changed.
Hello,SOA since you said that you are making SV1.12, I am looking forward to his release every day. I don't know when to release it. Can you tell me the exact time?
2 soa
Will there be errors with items that add to skills? When instead of adding, "Invalid skill profile" is written on the item.
Will there be work on the latest expansion - Fallen Ambers?
2 soa
All items from the add-on "Fallen Embers" that have a bonus to skills. It doesn't matter which one. A bonus to all skills or to skills of any class also shows an error.
2 Soa
01. Aren't you going to do minor updates? So that at least the items are transferred from vanilla. No other new content.
02. And such a question - you will not touch the skill with AOE that is set to auto-attack? With him, an excellent archer turns out ... It's just that such a skill has disappeared from the mastery of nature (
03. Why can't I go through the crack of chaos, which is in Greece? On normal difficulty. I knocked out the keys of chaos from the telkhines, but there is no passage near the waterfall. I can't go further to the waterfall.
2 Soa
Hello. Will you fix quests in Atlantis? There, all the rewards are almost the same, they only give experience. The same number points. Or will quest rewards not change?
Hello,Yes, it is still in development. Join the Discord channel if you want to stay updated, it's quite active.
Sorry for the question but is this mod still in development ? Latest post was 5 months ago and I can't help but remember when amgoz1 abandoned the dev of Soulvizier without notice back in the days before the AE edition. I really hope history will not repeat in this case.
Underlord followed by Soulvizier has always been my favorite TQ mod, the only one needed imho. I can't wait to see this mod updated for Eternal Embers expansion.