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(https://media.moddb.com/images/mods/1/19/18987/moddbheader.jpg)
Last released mod version : 1.14b [PUBLIC RELEASE] (31 December 2024)
Discord : https://discord.gg/qs9t6AA
Here is the main presentation topic of the Soulvizier mod for Titan Quest : Anniversary Edition and DLCs Ragnarök/Atlantis/Eternal Embers (also known as SV AERA).
This mod is based on the Soulvizier mod for TQ : Immortal Throne (last known version : 0.98i around 2014-2015) whose developement has been on hold since then. It aims at :
- continuing the work began before by Munderbunny (Underlord mod), amgoz1 (Soulvizier mod) and all the people who helped them.
- merging this work with the official additions brought to Titan Quest since the Anniversary Edition.
/!\ /!\ /!\ TQ:AE DLCs are required to play this mod: Ragnarök, Atlantis and Eternal Embers. /!\ /!\ /!\
Supported languages (if you wish to translate, contact me) :
- English
- Russian
- Chinese
- French
- German
Most functionalities from Soulvizier 0.98i, and from Underlord's mod (upon which Soulvizier is built) are restored and expanded for act V.
Creatures :
- Hundreds of new uniques in random encounters (heroes & bosses)
- New Elite monster groups (green name) with their own items
- New skills, textures or effects for some monsters
- Greatly increased difficulty : more monsters, tougher, with more damage
Skills :
- Reworked & expanded masteries (60 levels in mastery bar ; skills require up to lvl 40 in mastery bar)
* Occult mastery (based on Rogue mastery)
* Runes mastery expanded, including a new pet (Golem)
* Small tweaks to skills in the vanilla game (including unfinished skills from the original Soulvizier mod)
* Introduction of some new skills from Atlantis
* Brand new skills for this edition of Soulvizier
- Tweaked class names
- Many new item skills, including unique skills for souls
See here the topic for Soulvizier AERA masteries :
https://titanquestfans.net/index.php?topic=980.0
Items :
- Tons of new items and several new item types
* 710+ unique Souls for most heroes and bosses (including Act V), 1 version/difficulty level ; they use a ring slot, but most of them are no longer enchantable
* New charms & relics including elite charms for elite monsters
* New 1h items : wands (like 1h staves) and orbs (usable in main hand as a weapon, or off-hand as a smaller shield)
* Formulas to create Mythic items (above Legendary)
* Common Vitality and Poison staves (find them on enemies or merchants) based on WNG's mod
* Mercenary contracts, allows you to summon a mercenary while contract is in artifact slot
* "Reroll" artifact formulas: consume an artifact, a charm and a relic to reroll the artifact's completion bonus. Those formulas can only be obtained with drops from monsters/chests
- 220+ Unique items (Blue/Purple) with reworked loot tables
- New affixes (including original ones for this edition of Soulvizier and lot more from another WNG mod)
- Create equipment (weapons, armor and jewelry) with the new forging formulas
- Artifact formulas and forging formulas are sold by merchants
- 44 new artifacts (10 Lesser, 13 Greater, 21 Divine)
- Experience potions can be created in all acts with formulas (sold by new merchants called Alchemists)
Gameplay :
- Health Regen depends on your maximum amount of Health (+0,35% 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 as a base bonus
- Some items give increased Weapon mastery (increased damage when you use these weapons)
- Potion cost and cooldown greatly increased
- Resistance penalties (fewer than classic Soulvizier)
- Increased player speed
Other features not in the original Soulvizier mod :
QoL (Quality of Life) :
- Caravan Stash & Transfer, Player Inventory expanded
- Caravan and Mystic in Sparta
- More readable resistances in the character window
- Soul Collectors, new merchants allow you to preview all souls in the current act :
https://www.youtube.com/watch?v=ZRXZGs9vn4A
- Affixes can be seen on unique & MI
Bugfixes :
- Countless corrections of bugs (introduced by the official game, Underlord or Soulvizier mods) in affix tables, loot tables, item and affix files
- Bugfixes from nargil66's mods ("Enhanced Gameplay" and others) and Endymion's "A few bugfixes" mod
Balance, consistency :
- 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
- Complete unique item rebalance
- Armor values and requirements are now more consistent. For instance helms in act V had lower armor protection than other pieces of armor for no reason
- Requirements have increased both for attributes and levels
Other :
- Recycle unique items that you don't use into another random unique item of the type of your choice
- Upgrade unique items with the forge (gives affixes), an infinite number of times
- New player skins based on nargil66's mod, with dyes sold by new merchants in town
- Introduced a new recycling system with formulas, that allows the player to recycle his unused relics and charms into new ones, to replace the materials from classic Soulvizier
- Created hybrid armor classes with strength + intelligence or dexterity + intelligence requirements
- Added flavor/lore text for many unique items based on nargil66’s Enhanced Gameplay mod
These functionalities of "classic" Soulvizier v0.98i are not restored :
- Enchantable Epic and Legendary items (too much imbalance)
- Blood Cave + quest, Secret Passage, secret vendors (they don't fit the original game atmosphere + it would take some work to implement it into the game)
- Diablo 3 UI (not fit for this game)
- Infinite level (imbalance & doesn't work for technical reasons in Anniversary Edition)
- Materials are no longer dropped and sold (inventory cluttering – as said above in “other features”)
Other functionalities planned but not implemented yet:
- Expanding the recycle system to recycle MI (trade items ingame with formulas)
- Create quests to be able to complete sets faster without having to use stashed gear.
- New "elite" maps accessible at the end of Legendary
- Adding a barrier that closes behind the player when fighting, or some “anti-exploit” feature for most boss fights
- Blood & Gore (Death Effects 1.6 Mod)
- Increase maximum level above 85 (doesn't work in AE because of engine limitations)
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Downloads
Main mod:
https://discord.com/channels/664901959186382898/708391497392980008/713814917878120480
Changelogs:
https://discord.com/channels/664901959186382898/726939145355919383
SV Calculator :
Thanks to Zaphodgame. Still work in progress, allows you to plan builds
https://bytesquire.github.io/TitanQuestCalculator/mods/SoulvizierAERA/
For modders only :
Put the "Templates" directory in ...\My Games\Titan Quest - Immortal Throne\Working\Database
You don't need those files unless you want to do modding.
Templates files are on Discord
https://discord.com/channels/664901959186382898/708391497392980008/976908993060536410
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Videos and screenshots
Check the Steam Workshop page for various screenshots.
https://steamcommunity.com/sharedfiles/filedetails/?id=2076433374
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Frequently Asked Questions
https://discord.com/channels/664901959186382898/1028369290388328529
"Known bugs" section here
https://discord.com/channels/664901959186382898/988088816659226675
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Credits
- Munderbunny, amgoz1 and others for respectively making the Underlord mod and the original Soulvizier mod for TQ:IT disc version
- nargil66, for many new assets, features, ideas, and general support
- WNG & Torstein159 for new items, new affixes
- Endymion for bug fixes and new content
- Bumbleguppy for some assets (Runes mastery : Rune Golem, Guardian stones)
- All beta testers of Soulvizier AERA
- And more generally, everyone who provided feedback and contributions.
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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.
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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.
Screenshot of Blood Cave and all this?
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https://www.moddb.com/mods/underlord/images/blood-cave2#imagebox
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Strange, never seen this before. So its located somewhere in Chumbi Valley in act 3? Also is it available for all 3 difficulty levels?
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Updated FAQ.
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Strange, never seen this before. So its located somewhere in Chumbi Valley in act 3? Also is it available for all 3 difficulty levels?
Yes and yes.
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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 ?
To be honest, I think this is a good choice.
Blood cave is more of a repetitive "grim dawn" style area instead of the "myths and legends" style areas that titan quest normally has.
I had the same feelings about occult replacing rogue and the UI change that SV had. Simply the wrong style. Rogue wasn't the most interesting though, so that replacement was okay and the summons had satisfying special effects which made up for it.
I've been excited for this mod for awhile.
It always was my favorite mod for vanilla titan quest and the game just isn't as fun without it.
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Will there be Mythic item drops or will it only be obtained through crafting (formulas)?
In current game state, is there an area/dungeon where one can hunt/farm for better/increased chance of loots?
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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?
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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?
It's something I don't want. So I don't care if it's difficult or not, I don't want to spend even 10 minutes working on it. As with every feature I don't want, if you want it, mod it.
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Will there be Mythic item drops or will it only be obtained through crafting (formulas)?
In current game state, is there an area/dungeon where one can hunt/farm for better/increased chance of loots?
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.
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.
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Will there be Mythic item drops or will it only be obtained through crafting (formulas)?
In current game state, is there an area/dungeon where one can hunt/farm for better/increased chance of loots?
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.
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.
Don't remove or nerf the Mythical gear =)
We are already missing the relic/charm on epic/legendary items, so it's great to look forward to the mythical items.
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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
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Is there a version of SV I can download to play with a separate install of Immortal Throne? I'm jonesing, and without a release date on this, I'm debating just playing the older version. It's not nearly as long too, which is appreciated
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You can download the original versions of Soulvizier here
https://titanquestfans.net/index.php?board=250.0
Whether they all include IT as well I don't know since I've never played this mod.
As for this version I doubt it since Nordic combined both TQ and IT into one version when they made Titan Quest AE.
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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
I heard this before, I can do something similar, but not for every monster, only a few. That would be too much work otherwise.
There's at least a planned hero in A5 that will make a surprise spawn out of a standard random enemy that dies.
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Just so you know, the topic has been moved in a new board dedicated to SV:AERA along with the other SV topics.
I'll update the downloads section this evening with the first public release.
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That's great news soa. I know many people are looking forward to playing this.
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After several years of work, the mod is finally released !
Some work is yet to be done, there will always be new ideas for content, and need for balance and bug fixes. But given the good feedback during the private beta, I thought it was time to release it publicly.
Link on first page in the Downloads section.
https://titanquestfans.net/index.php?topic=1201.msg14052#msg14052
It's a "hard mod" version, like in the private beta.
I will now work on a custom maps version (Steam or GOG), no release date yet.
I will update the presentation page tomorrow. Thanks to all those who participated in this project, and thanks you for your patience !
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Congratz on the realese! I beleive it was very hard task to do.
Im sure everyone will love it!
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Finally! Time to playtest 1.5 :D
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@soa So if i copy a game version for work only with Soulvizer mod, can i run the 2 game parallely?
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Hi Soa, I just wanted to say THANK YOU for this mod and all your hard work!
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@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.
For the saves, there will still be 1 directory for all saves, so name your characters SV_XXX, Sou_XXX or whatever. You can also create a special save directory for SV, but you'll have to rename it each time you want to switch.
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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.
Yes it works. Way easier than renaming files each time for those who want to still play vanilla game alongside SV.
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.
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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.
That's another reason why it's best to disables auto-updates if you use Steam (I don't know how GOG works).
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Congratulations soa and everyone who worked on this project! It's good to see Soulvizier back to TQ after so much time. Even though the game had 2 expansion packs after the AE, your uncanny persevernace had made this dream a reality. Thank you for this and good luck in the future!
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Congratulations guys! You all are awesome and good job on reviving the mod I love!
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Let the celebrations begin ;)
As Rimmer would say, Marvelous!
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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.
(https://imgur.com/gallery/pSUFhK6)
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Spectacular work and thank you very much! You gave many people a reason to play Titan Quest again.
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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.
(https://imgur.com/gallery/pSUFhK6)
Do you have Ragnarok + Atlantis ?
Have you installed the CORE files + patch 1.5 (two links) ?
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Playing Act I Greece and it's a lot of fun ;D
Thank you Soa for the beautiful work and to all contributors.
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I was excited to learn that you added a pet to the Rune mastery and then a little disappointed to discover it is a timed pet and not a permanent one.
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At first, I created a permanent pet, but due to a bug since Atlantis it didn't work anymore (it was a different model).
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 ?)
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what happened to the inventory?
(https://i.imgur.com/tHfiPjd.jpg)
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what happened to the inventory? (https://imgur.com/tHfiPjd)
It seems normal. The buttons for bags and sorting are not in the same place.
You'll have a bigger inventory than vanilla.
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At first, I created a permanent pet, but due to a bug since Atlantis it didn't work anymore (it was a different model).
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 wanted to roleplay a Thor type character using the Mjolnir set with Storm and Rune masteries.
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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 wanted to roleplay a Thor type character using the Mjolnir set with Storm and Rune masteries.
I don't think it uses that much micro, you don't need to tell them where to go and manage their every move.
Just summon them close to the Wall, it's not more microing than casting a simple spell.
Other than that, you'll be able to get permanent pets with Storm Wisp + if you find a Mercenary Contract, and there are many souls with permanent pets too. Some souls can automatically summon pets when you attack or take a hit.
The souls list is a work in progress, but I can highlight which one give permanent and temporary pets.
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Hi! I have 2 questions:
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?
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I love what you have done with the Wisp, chain lightning and sound effects made me smile.
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?
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Hi! I have 2 questions:
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?
1. I noted that myself yesterday too. It's fixed, it will wait 1.6
2. This can happen on a few items but shouldn't be a general issue for every item like that.
Please report the exact name of the items (try to report bugs or what seems to be a bug, in the bugs section)
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I love what you have done with the Wisp, chain lightning and sound effects made me smile.
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?
Definitely. The stances for Aggressive and Normal are switched.
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.
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I love what you have done with the Wisp, chain lightning and sound effects made me smile.
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?
Definitely. The stances for Aggressive and Normal are switched.
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 lol
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".
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Your right, i am confused lol
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".
Yes. 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.
That change got lost when I ported the mod to AE.
So I'll fix that in the next patch.
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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.
(https://imgur.com/gallery/pSUFhK6)
It looks like the templates are not installed correctly. In the installation instructions :
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://i.imgur.com/98NUBhd.png)
here is a screenshot from the files and it differs from yours, what do you do differently from the instructions?
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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.
(https://imgur.com/gallery/pSUFhK6)
It looks like the templates are not installed correctly. In the installation instructions :
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/98NUBhd
here is a screenshot from the files and it differs from yours, what do you do differently from the instructions?
Actually, I have more files because I'm modding the game but you shouldn't need more than what you have.
What's on your picture is correct.
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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.
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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.
Here:
https://titanquestfans.net/index.php?topic=1201.msg14052#msg14052
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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.
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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?
And one more small point: it seems to me, or before the player could move the camera farther than the current limit allows?
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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.
Here's a preview :
https://www.youtube.com/watch?v=zDz8JnjDF4U&feature=emb_rel_end
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?
And one more small point: it seems to me, or before the player could move the camera farther than the current limit allows?
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.
I mostly add orbs to the best heroes for now.
Camera has been reverted to vanilla (pre-AE). It has been done to mitigate the current problems in the official game. The devs have done some pretty bad things with the engine in AE, sometimes we can see monsters with no animation on the edge of the screen or other clipping issues. So until the devs fix their problems (I can't do anything about to solve them), it's better to have the camera like this.
It may also limit the player from abusing bad AI from too far ; and (not sure how much) improve performance a bit.
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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 :
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) ?
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New version 1.5b is out, with hard mod + custom quest versions.
Custom quest is only a manual installation, I'll put the mod on Steam workshop next week.
It's a small patch, with mainly bug fixes.
But it also features a bit more XP for the player and more loot for random bosses orbs.
The Russian translation is also integrated with the mod.
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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. :'( :'(
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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.
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So, I've re added the custom map link. But you will have to delete the old custom map version, and start new characters, I'm sorry for that.
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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 :
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) ?
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:
Athena - Greek dyes
Isis - Egypt dyes
Nuwa - Orient dyes
Hecate - Hades dyes
Idunn - Norse dyes
Astarte (Phoenician deity) - Atlantis Dyes
Aphrodite - Adult dyes (only in the standalone version of NewSkins)
Preview of Idunn (WIP):
(https://i.imgur.com/BRYcQYU.jpg?2)
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To everyone, I'm happy to report that the mod is finally available on the Steam Workshop.
Link on first page :
https://steamcommunity.com/sharedfiles/filedetails/?id=2076433374
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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.
Okay. Anyway, thanks. You did a lot of good work. Will have to suffer for this)
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@soa Did you try to upload mod on popular site for mods: moddb.com? Do you want to upload there anyway?
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@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 already have to update hard mod version + manual custom quest + Steam workshop.
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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?
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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 ?
Is the game up to date (official patch 2.9) ?
Do you have Ragnarok + Atlantis enabled ?
What type of installation did you choose (hard mod, custom map ?)
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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.
(https://imgur.com/gallery/pSUFhK6)
Do you have Ragnarok + Atlantis ?
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)
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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)
Forget what I said about templates, they are not needed. See first question here :
https://titanquestfans.net/index.php?topic=1201.msg14055#msg14055
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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)
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 got
this problem (lost some skills). I really like this mod, please help me!!!
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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)
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 got
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.
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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)
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 got
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.
Hi, my problem has been solved. I forgot change systemfont and used old verson Text EN_arc. Thanks for your help
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1.5c is out.
Minor changes, biggest change is that missing textures and icons for the custom quest versions are fixed.
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Could you also share the templates your using? i'd like to customize it a bit here and there, for personal use.
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A few questions about this mod:
- Are the resistances of static bosses (Typhon, Hades...) still the same as in the Vanilla game ?
- 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
- Is vitality decay damage (occultist) boosted with vitality resistance debuff (spirit) ?
- 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 ?
- 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).
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- Are the resistances of static bosses (Typhon, Hades...) still the same as in the Vanilla game ?
In general, all monster resists are higher, so it's also true for bosses. It's lower in SV AERA than classic SV though.
For Typhon I reduced a bit in Epic/Legendary so that he doesn't have more than 100% base Elemental resist.
- 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
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.
Confusion, Slow, Stun, Petrify, Freeze, Immobilization : 1000% resistance at least.
Reduction to enemy's health : non reduceable resistance of 80/85/90% (N/E/L).
- Is vitality decay damage (occultist) boosted with vitality resistance debuff (spirit) ?
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.
Note : in the next patch, the tooltip of the Vitality resistance in the character window will be upgraded to show that.
- 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 ?
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.
- How much is the damage of ancestral warriors ? (it's not indicated in the tooltip), is it still pure physical damage ?
It's pure physical damage (will be added in the tooltip)
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.
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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 ;)
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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 ;)
I meant, like have a dummy with 0 armor, 0 resists, and a fitting name so that you know it.
Also have next to it a dummy with like 0 armor and 40% resists to everything except physical.
And a third one with like 150 armor and 10% physical resist and no other resists.
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1.5c is out.
Minor changes, biggest change is that missing textures and icons for the custom quest versions are fixed.
Hi bro! my game have some error when i open vault, some item display error in game, and sometime map display error
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
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1.5c is out.
Minor changes, biggest change is that missing textures and icons for the custom quest versions are fixed.
Hi bro! my game have some error when i open vault, some item display error in game, and sometime map display error
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
TQ Vault is not 100% supported by the mod, there maybe missing textures that are not recognized by Vault.
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.
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1.5c is out.
Minor changes, biggest change is that missing textures and icons for the custom quest versions are fixed.
Hi bro! my game have some error when i open vault, some item display error in game, and sometime map display error
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
TQ Vault is not 100% supported by the mod, there maybe missing textures that are not recognized by Vault.
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.
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.
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1.5d is out.
Mainly balance and bug fixes.
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.
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Will have some cool skins for chararter ? I really miss Kratos skin.
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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 ?
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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 ?
What is planned is :
- Add Soul Collectors, new merchant NPCs in every town (in general, where there are already merchants)
- Soul Collectors will sell formulas with 1x1 square size looking like souls.
- Each formula will correspond to an existing soul that can be dropped in the current act, meaning the result of completing the formula is a soul worn by a hero/boss in this act.
- No soul will be actually craftable with these formulas in the first released version, the formulas will be used to display what the souls do. The reagents will be impossible to find.
- The description of the souls will be in the formula description, like if you read an artifact or a forged item formula. So you will get the same level of information as if the soul is in your inventory.
Due to engine limitations, I can't make active skills show their description.
- The colors of the formulas will be based on the attributes required to wear the soul (red for STR, green for DEX, blue for INT, gold for 3 attributes and a mix of two colors for souls with two attributes).
- The description of souls will include the act where they can be found, and the type of monster that drops it.
- If time, the drop rate may be included in the formula description.
- 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.
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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.
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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.
At the same time, there is a need for a soul recycle system, because you end up with many souls and I want to give them a purpose for self-found characters.
So there could be :
- a "lottery" allowing you to recycle, say 3 souls against a random one from the act
- some heroes dropping only a soul fragment, or something that is not usable directly and needs crafting to be properly usable
- recycling souls to create MIs or other things
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How many new sets in this mod ? Will have some sets for every characters ? Like "Alexander's Set" for Warden.
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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.
There are also other sets that are made with existing items, but the items are not part of a set in vanilla despite looking similar :
- Cloak of Zoroaster/Coronal of the Abyss/Leggings of the Defiled
- Theurgist's Ward/Cestus/Tiresias' Guide/Chtonic Legwraps
- Bracelet of Prophecy/Darkseer/Psionic Projector/Penelope's Slippers
- Spellbreaker's Gloves (renamed from Gloves of the Crimson Guard), Spellbreaker's Zeal (renamed from Templar's Zeal), Spellbreaker's Braincage (renamed from Templar's Braincage), Spellbreaker's Boots(renamed from Royal Cavalryman's Boots)
There may be other sets later.
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Is there somewhere a list of Mythic items?
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I spent some time in 1.5d and should say what it is horrible experience:
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.
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.
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.
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.
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.
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.
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.
Even without my likes, - game balance now gives too many monsters which turns you to have AOE attacks at all the costs.
I'm doesn't say what it is bad. I'm say what there is exist real problems in balance now. This is very far from perfect.
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?
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.
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.
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.
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.
PS: LoC:Atlantis has similar concept (because allow summon a lot which indirectly affects difficulty), and it not well balanced,
but it is really easier even if you will play without pets.
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 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.
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).
Well, doesn't read this too serious, it is just my feelings. As i'm already wrote - mod still magnetize me, and i'm still fighting with mobs. :) Just, it has some things which i'm doesn't like personally. Nothing more.
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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.
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. 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.
Again, please, understand me right, i'm put only on weak points from my vision. But i'm has no idea how this should be done really right. And may be if it will be done "right" - then it will be another mod.
Thanks for VERY GOOD work! This works and interesting! For me this game without any mod feel... empty. :)
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.
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From what I’ve read, you probably have little to no experience with the original Soulvizier mod, and probably don’t play the vanilla game very much. So, some issues may come from the fact you don’t know the game in general, or you prefer easy playthroughs.
I've put in red the things that are not understandable.
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.
The only downside is performance, I’ll probably reduce the numbers in poorly optimized areas like Atlantis, and maybe some places in Ragnarok.
I may also add more tools to melee characters in the future, like rescaling base armor, and base shield block (non-linear mechanics) to compensate for the monsters hitting harder, low level artifacts with retaliation to help against multiple enemies.
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.
Some shotgun effects will be reduced, there are many heroes and most of them haven’t been made by me, so it will take time.
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.
Reflect builds are not stupid on their own, it's a matter of tweaking the numbers. Probably by not making the numbers go too high at high level because Reflect scales naturally well with the monsters damage/defense ratio.
% Health reduction has reduced effectiveness against bosses.
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.
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.
Looks like a matter of taste more than design.
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.
MI drop rates for an individual monster are not final, they are like vanilla. But more monsters mean more drops, mechanically.
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.
Most people think that souls are overpowered in general, not underpowered. That’s why they have high requirements.
I will add a forge for unique items in every act in the future, but only if I can make it balanced, I’ll see what is doable with the game engine.
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.
The mod intent is to give less power to potions in comparison to regeneration. Some items with too much regeneration bonuses may need to be toned down, but overall I don’t think it’s broken.
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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 :
- 50 base STR
- 8*4/lvl STR from attributes, if you put half of your points in STR this means 32 STR
- 8*3/lvl + 1 (Sparta) = 25 skill points, if you put half your points in a mastery bar with 2 STR/skill point this means 25 STR
- Total = 50+32+25 =107, you need 16 STR with equipment to be able to wear the item, or maybe reduced requirements like Defense’s Armor Handling.
- If you wait 1 more level, you’ll get 50+36+28=114, you only need 9 STR with equipment.
Vanilla requires around lvl 4 and 68 STR. This is ridiculous because except if you play a character with no points in STR, you’ll always be able to wear the item very easily and very soon.
Anyways, it’s not possible to reliably increase requirements along with the power of the affixes. The game engine has a mechanic for that, but it’s limited and broken.
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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 ;)
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Is there somewhere a list of Mythic items?
Caster arms ~ Mercurial Gems
Caster helm ~ Cystalline Mask
Caster legs ~ Leggings of the Cosmos
Caster torso ~ Ananke's Canvas
Hunter helm ~ Galefury
Melee arms ~ Hephaestes' Gloves
Melee helm ~ Titan Crest
Melee legs ~ Demonbone Greaves
Melee torso ~ Ares Endless Assault
Artifact ~ Mortok's Skull
Artifact ~ The All-Seeing Eye
Amulet caster ~ Void Prism
Amulet melee ~ Paragon of Violence
Ring caster ~ Ananke's Ring
Ring melee ~ Band of the Elder Savage
Staff dream ~ Scepter of Kronos
Staff elemental ~ Staff of the Cosmos
Staff vitality ~ Soul Seekkor
Axe ~ Darkflame Devourer
bow ~ Stormbringer
Club ~ Omega
Dagger ~ Crystal Tear of Nyx
Shield ~ Agathodaemon
Spear ~ Blood Whisper
Sword ~ Shrike
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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.
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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.
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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,
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another suggest
the explevelequation ((1.2 ^playerLevel) * (1 + (playerLevel / 0.8))) + (65 * ((playerLevel + 1) ^3.25)) is not a good Demand curve for players,cause
it's to hard to levelup after level 75,no matter level 90.try this one ((1.2 ^(playerLevel-10)) * (1 + (playerLevel / 0.8))) + (65 * ((playerLevel + 1) ^3.25)).
ps: mathmatic can plot the graph,
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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. Not sure what you mean but I'll check the paths. I know that at least some boss souls drop, it can't be all wrong.
2. It's already fixed, will be in 1.6 patch
3. It's already set at 90, so if it doesn't work maybe the limit is hardcoded or something
4. Still can't find time to properly work on new heroes. But it will come.
5. I don't know what you're talking about. Post a screenshot and give examples. If you have an up to date Chinese translation of the mod, you can share it so that I include it in official releases and point out at modified tags/text when a new patch comes and translation need an update.
6. I don't know what uber_wings is.
7. It has been asked before, but it's not really doable in TQ without replacing another item type.
For equations: I'll check
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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.
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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. OK, there was a huge bug here. Almost all bosses souls were bugged.
2. It's like vanilla, I'm not sure this isn't intentional. Maybe they disabled this quest reward.
3. I know there are a lot more missing souls, they were never created. You can find the complete list here. https://titanquestfans.net/index.php?topic=1284.msg14703#msg14703
The new souls will be added over time.
4. Mythic items are broken, not balanced. They will be redone when some endgame content will be added, at that point more Mythic items will be created.
5. If you have a translation for SV AERA, just send it to me with a private message on this forum. But I would need to know who can update it when there is a new patch.
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Version 1.6 is out, with Soul Collectors.
Regarding skills :
If you had points in Insidious Miasma (Spirit Mastery), they will be converted to Spirit Ward.
Same thing if you had points in Agility (Occult Mastery), they will be converted to Disarm Traps.
Go to the Mystic NPC to retrieve your skill points.
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1.mi_m_crabmanmelee.dbr should be mi_n_crabmanmelee.dbr for every xpack3/creatures/crabman's equipment.
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.
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1.mi_m_crabmanmelee.dbr should be mi_n_crabmanmelee.dbr for every xpack3/creatures/crabman's equipment.
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, 3 : official game bugs, will fix in SV 1.7
2 : do you have any screenshot, because I don't see any issue in the links ?
4 : not a bug
5 : official game bug. I think it's because they used a loot table to point to another loot table. For that you need a master table. Will try to fix that in SV 1.7.
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1.club/u_n_brutalmaul its bitmap _DRX_Textures\Items\weapons\clubu_n_brutalmaulicon.tex
_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
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1.club/u_n_brutalmaul its bitmap _DRX_Textures\Items\weapons\clubu_n_brutalmaulicon.tex
_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
1. No, there is no missing \. I don't know why you don't see it.
2. I don't want to use Wechat. Can't you just send it with email ?
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I can't finish download.
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.
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I can't finish download.
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).
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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).
I figured that, there is a loot of trolling this days so you never know.
Restarting my modem fix it, i cant really complain for inconvenience.
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Version 1.7 is out, see changelog on first page.
Included Chinese translation by xiaorantu
Added more heroes and souls for act V
Added Alchemists and Experience potions
Various balance, bugfixing, content
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Could u add "Infinite usage of Legendary Craftsmanship item upgrade" in this mod ?
https://www.nexusmods.com/titanquestanniversaryedition/mods/21
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I hope this will never happen in any mod here.
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Could u add "Infinite usage of Legendary Craftsmanship item upgrade" in this mod ?
https://www.nexusmods.com/titanquestanniversaryedition/mods/21
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.
Vanilla implementation is also bad, because it's limited in number of uses and doesn't even guarantee that the upgraded stuff will be better. You can roll bad affixes and have important properties (like resistances) wasted with a lower roll than before. So it tempts the player to backup their saves before using.
I believe it's better to allow an infinite amount of uses, but for a high price and for lower quality affixes (lower than relics). Maybe the player should be able to choose the basic orientation of the bonus (more offense, defense, or "other" like attributes, reduced requirements...). Balance is needed, I'm not sure it can be found, but I'm willing to try.
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Version 1.7b is out (fix for unique loottables).
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Version 1.7b is out (fix for unique loottables).
Looks like you accidentally? included all uncompressed .dbr records. :)
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Version 1.7b is out (fix for unique loottables).
Looks like you accidentally? included all uncompressed .dbr records. :)
OK thanks, fixed with a new link (it was only Hard mod version).
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Hello!
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.
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Hello!
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.
There has been no change for that. The rings are the same. What custom quest version do you use ?
Have you been switching between manual custom quest and Steam Workshop custom quest ? Try not to use both custom quest versions.
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It works properly now, there was wrong folder in the Custommaps folder.
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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.
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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
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Version 1.8 is out.
Note that Greater Soul Gems, Universal Soul Gems and Relic Orbs have been removed to simplify the whole system.
So you may want to consume them before updating.
Created a new map to host nargil66 skin mod with deities as merchants
Included German translation by Michiru
Included French translation by soa
Various balance (mainly enemy heroes&bosses), bugfixing, content
See full changelog on front page
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1.8b :
Hotfix for Arcane Lore and Ravages of Time not working properly
Fixed a few things in German and French translations
+ minor tweaks and balance
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Hello do I really need the templates to make minor adjustment? like I only want to edit masteries skills e.g. damage etc
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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!
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!
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Hello do I really need the templates to make minor adjustment? like I only want to edit masteries skills e.g. damage etc
You 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!
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.
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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.
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?
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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.
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
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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
Thanks for the links, yeah that was me writing there, good old times!
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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.
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Hi soa!
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.
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1.9 version is out.
Hi soa!
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.
I won't make different versions of the mod, there are already several types of installation (custom quest, Steam Workshop, replacement of vanilla files...)
Maybe one day there will be a difficulty changer but not now, and that's the only kind of variant I may do.
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.
Templates : I'll readd them later, I need to sort them out before because some of them are useless.
Korean : I don't see the point if it's not translated ? You mean you want part Korean (vanilla texts) and the rest (SV texts) in English ?
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Gratz on 1.9 release! I saw your showcase of new mercenaries, really impressive work.
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We hope that the link to the template file will soon become an opportunity
That's right
It would be nice if a lot of parts could be translated (skill explanations, etc.), but I know it is difficult in reality.
You also reworked skills except for adding skills.
I am curious what direction it was designed in.
For example, nerfing powerful skills, buffing skills that do not use?
Do you think it will be a problem to progress even if you have an unfamiliar class combination?
Congratulations on completing version 1.9
thank you for the reply
I apologize if this is a stupid question.
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1.9b hotfix
Fixed duplicate Nature skill (Permanence of Stone)
Added missing Machae animations (fixes throwing wepon users)
AE resistance changes brought to several creatures
If you used the new Nature passive skill that has no connection (above Thorn Sprites), remove your points from the skill before updating
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de
I'll ask you to avoid such spam posts for the future
~ Nargil66
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Does this version work with the latest controller beta, or do we need to wait for a compatibility update?
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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.
I heard the beta patch can cause issues with mods, like texture incompatibility or some crashes.
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Yeah, also, they removed a lot of unused assets that could be used by mods, they are aware, I hope they fix it.
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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,
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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 ?
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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
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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
Yeah, that's intended.
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I like a lot of the changes, the extra spawns, the new monsters, the revised skill trees and so on... But i'm seriously questioning this:
- 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.
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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?
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^^^I can't suggest any change to this new version of Soulvizier, as i haven't tried it yet... That's why i asked if the balancing is the same as the old Underlord which i actually played a lot, or at least enough to say it wasn't a very well executed mod... it had great ideas but the balance was really bad, the game was downright unfair to the player. For example, you start the game and it's just crushingly difficult in act 1, but then act 2 is a walk in the park, then act 3 and 4 are pure torture again, but then again the first two acts of epic are just plain easy. Now, i know that acts 3 and 4 spike in difficulty in the vanilla game too, but not like that, not like this mod.
Here's the thing about the current Titan Quest AE/Ragnarock/Atlantis. I can think of any combination of masteries, with any combination of skills and i just know that somewhere in the game there's the right gear to make my idea work. Everything can be viable... and by viable i don't mean beating legendary with 150 deaths, no. 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. In Underlord that wasn't the case, the difficulty was so artificially bumped that it made a ton of builds not viable. You might have all your resistances maxed with decent amounts of DA and still get destroyed by some overpowered hero, without having the time to counter attack. Also, doubling the potion cooldown was a total bs!
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? Does the developer even play-test his own creation, or this is some sick joke, designed to piss off TQ players?
That's all i can say about the bad balancing of difficulty and enemies... probably i can say a lot more, but a lot of my bad memories with Underlord have faded over the years, after all, i haven't touched it since 2013 and i never will.
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. 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.
So i'm asking, is this mod the same unbalanced mess as Underlord?
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So i'm asking, is this mod the same unbalanced mess as Underlord?
Sorry, can't write detailed answer now. In short I suggest give a chance to the SV-AERA.
Even if it has some issues, still many things done with love. At start it easy actually (and this handled as special case by developers). Some things require polishing, but there is also new features exist, like mercenary contracts or new item affixes. Sometimes bad events happens just on bad luck: you may meet already hard hero which equiped with random item which muliply it's power (meaning if hero already drain mana or life, on top of this it may roll draining life weapon and you need somehow adapt, for example ranged alt weapon + kiting, or other genuine tactics).
As for 1/2/3/4 act difficulty spikes, - it is original game issue. + Anniversary additions (like increased character regen) makes you semi-godly tank just from start. Level progression makes you heavily overleveled at start of act 2 whatever you do (for completionist but each map cleared only once). I'm would not play in TQAE without mods under any case.
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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.
Hardcore is a very boring way to play, IMO (you end up overleveled and overstuffed, and fighting against trash mobs becomes too easy).
But instead of hardcore, trying to die as little as possible could be something to aim for.
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.
Increased spawn of Gigantes before Hades fight is not in this mod, because it would take some time to reimport it back, and I haven’t made it a priority. I don’t think I will put it back the way it was with multiple Dactyls, anyways.
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…)
Or, I would need to delete all the changed monsters in the original mod, and recreate them from scratch, which sounds irrealistic.
You don’t “just” make enemies not annihilate the player with two hits, or “just” rebalance skills & builds. I think the balance is better now than it was in the older mods because I tried to iron out things a bit, and don't stray so far away from vanilla balance, but the work is not over.
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.
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Oh, don't get me wrong, i didn't mean you have to re-design your mod by my vision, not at all. It's your creation, and you can make it however you see fit. I was just giving a vague opinion to what i think would be a better balanced difficulty progression, nothing else. I'm sure making a mod is a difficult and slow task that requires a lot of knowledge that people like me don't have.
I just have a problem with mods that punish and kill the player for no reason, it becomes very frustrating to keep me going, because i'm trying to build a tough character, while the game keeps slapping me in the face, no matter what i do. Dying all the time without making mistakes is not fun. Having to constantly kite huge distances because you have a huge, totally unfair, potion cooldown is also not fun (more on that below). The classic Underlord was doing that a lot.
I have to strongly disagree about the hardcore playthroughs being boring. For me it's the opposite, if there are no stakes and i can just throw myself at the monsters, because i know there's a rebirth fountain nearby, that completely kills the joy for me. It's not like i'm playing just hardcore and nothing else. Sometimes when i get my first death on a character, i might continue playing because i want to finish my plans for the build... but it's always more interesting for me before that first death happens. Sure, sometimes i would straight up delete a character when he dies... especially if it's a class/build that i have already played to completion on a different occasion. A solution for your mod might be to add a gold penalty when you die (if that's even possible), with increase gold losses on higher difficulties. Dying shouldn't be a casual thing with no consequences... and no, i don't consider the small XP loss a significant consequence. But when you think about it, it's better that you don't penalties for death, because i'm there's still a lot of mobs in this new version of Soulvizier, that will unfairly destroy the player, having a penalty will only make it more frustrating.
About the Hades' Gigantes minions... I don't know man, i could've sworn that these things had a mana draining wave attack that was impossible to avoid. Maybe now they're different? 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 potion usage... yeah, i disagree again. The original game got it right, sure, the potions were OP on normal difficulty, but come on - it's normal difficulty, it's meant to ease you into the game or the new class you try for the first time. The original cooldown is perfect as it is, and it will not make your mod much easier, you already made it crushingly difficult. Health regen is useless when you get a mob that can destroy you in 2-3 hits, you need your potions. You can't make every build in the game have sufficient health regen, most of the build won't benefit at all from it. 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. :D 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.
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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. :D
It'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.
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I'm playing only hardcore ever since i tried Underlord mod for the first time. In my experience hardcore can become addicting and greatly devaluate playing the game normally... But my point is i totally understand why first death can be so discouraging.
Regarding Soulvizier in particular - sadly i agree with soa that the mod is probably impossible to beat in hardcore. BUT... if you still want to try there is a type of build that can carry you at least through normal with zero deaths. Its a bit weird tho, because its a Health-focused regen build... basically you take Earth as first mastery for the reduced requirements and pump all Attribute points to Health, and gear up with "Light X of Recovery/Rejuvenation" armors + health regen green rings (not souls). Working second masteries could be Nature, Warfare, Dream, Defense... because all of them have some way to further boost your health regen. My last combo was Earth + Nature and it was so effective that i could tank any uber-hero without much problem (10k Health and around 500 HP regen per second really makes a difference, especially in Normal). I haven't reached Epic with it, actually deleted the char out of boredom :D, but it was ~lvl40 in Atlantis. I strongly recommend this kind of build if you hate dying.
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Hi, I've recently been trying out this mod and wanted to provide some constructive feedback. The character I've mostly been using is Dream/Defense focusing on melee and retaliation. Currently I'm about halfway through Act 1 on Epic.
My biggest issue with the mod thus far is not the difficulty of it, but rather that the mod is not very rewarding for overcoming the challenge. The very low drop rates combined with low exp gain makes the mod feel like a real slog to get through. In other words, most of the challenge of the mod thus far is due to being under-geared and the inability to acquire any.
For example, currently my toon in Act1 Epic is level 42. Enemies are typically 10+ levels above mine, yet yield hardly any experience. I can clear whole maps out, which is a very slow process, and my exp bar has barely moved. I've killed Nessus more times than I can count at this point, and his chest typically yields nothing but yellow junk. This was also the general experience most of the way through Normal... there is very little point in farming bosses because mystical chests and orbs all have simply terrible drop rates. I would say that about 80% or more of the gear I've gotten to this point is from farming vendor shops or from regular trash mobs. Similarly, any souls that I get at this point are well out of level range. I still can't even equip souls from Act 4 Normal because their requirements are too high.
Anyways, I'm going to take a different build through Normal and see if it fares any better. My goal with the current character was melee & retaliation, but I discovered too late that the Icescale gear has all been heavily nerfed, so I don't think there's much point in continuing on with this toon right now.
I don't want this to sound completely negative. I think there was obviously a lot of work put into this mod and the potential for interesting builds is there. I like that the souls provide new skills and trade-offs that you could potentially build around. I like the challenge of fighting heroes and champs. The mod actually gives you a reason to visit caves and side areas which were always completely pointless before. So I'll keep chipping away at it for now but I wanted to provide feedback on the experience so far. Thanks.
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I wanted to thank the OP for his amazing job bringing this mod back to TQ. I have a question and I'm sorry if this has been asked before. I'm playing with the hardcore soulvizier and not the custom map one. My question is there a way to get xmax working with soulvizier? I'm willing to even switch to the custom map version if I can make it somehow works with soulvizier. Just trying to make farming for souls easier. Thanks again for your hard work.
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Will the mod be updated further, or has the mod been discontinued?
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No date yet for next update, it's in the works.
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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).
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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.
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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.
As usual, without knowing your build, can't say much about it.
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Ah, yeah, mostly doing fire and burn damage with projectiles. That would explain why he seemed so tough. Came back and was able to farm him a few times today without too much problem. I guess I should have expected the fire/poison themed desert boss to be stronger against those.
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2 Soa
Are you going to fix the quest rewards in Atlantis? Now there is a fixed amount of experience for any quest, and this discourages all the desire to go there at all. No stat points, no skills, no magic items as in other acts. Without this, there is very little point in going there, and no one goes - confining themselves to gambling in Gadir.
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Hello soa, I think the Uber Limos boss in act 3 "Waeizhi, Scion of Winter" may be missing a soul.
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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.
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Hi soa,
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?
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Hi soa,
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?
Sao không tự tạo skill của riêng mình luôn mà lại vay mượn nhỉ :v
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Hello there. Just started a new character with SoulVizier AERA, and something wrong,or i missed something from mod's presentation? Every time upon my characters death,i lost my weapon, and it replaced by a random one. Is that a bug? I had a green Staff, died to a boss, and now my staff gone and replacent by a random low quality staff. Same happened on another character i tested. Any ideas about why is this haoppening? I'm on Steam version, with all dlcs. Thanks in advance.
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Are you sure you didnt press the alternative weapon you have in secondary slot ?
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Am I missing something here or is there no link for 1.9 download in the OP?
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Am I missing something here or is there no link for 1.9 download in the OP?
In 2nd post there is a sentence named "Custom map" version, i think is that way.
You also can download the mod via steam workshop and go inside workshop folder in Titan quest steam and copy the files inside and paste in custommaps.
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Does anyone still have this tool (made by Amgoz1)?
(https://i.imgur.com/QzXTDKZ.png?1)
I searched on the net, but couldn't find it.
The original link is down:
https://dl.dropboxusercontent.com/u/3983801/tqhardcore/TQHardcore.exe
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Hello to all,
Big thanks for having brought back the best TQ mod to the Anniversary Edition and its official expansions. :) I'm so glad to be able to enjoy it.
I've got one question: it seems that at one moment At one time you were offering the templates of your mod for download but there's no link anymore now. Could you please upload the templates for the latest version of Soulvizier ?
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Join the SV Discord channel, you can find a link to the templates there.
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Thanks a lot for the information. I've effectively found the templates on the Discord channel.
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1, Soulvisier mod will be avaiulable with Eternal Dragons 4th expansion too?
2, Soulvisier mod contains old underlord mod too?
3, Blood mod/gore death effects/corpse mod possible with this newest edition?
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Is this mod no longer work with newest dlc ? I have Eternal Dragons installed and this mod make game UI completely broken , cant interact with UI , class skill , quest table ! Any update or fix for this , i tried other mod and base game and it work fine , just have a problem with this mod
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Is this mod no longer work with newest dlc ?
There is an update for this mod on Discord server.
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Happy new year to everyone !
The mod was updated a month ago on the Discord server as a beta, I made it official today.
The update is only to make it compatible with Eternal Embers, that breaks all "big" mods.
It includes Neidan mastery but not the new map.
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:D This is all i want for happy new year hehe ! Now i can sit in home and enjoy this mod
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what a pity
It seems that ItemDescription cannot display in Game(EE editon)
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Quick update 1.9e to fix Puncture Shot arrows in Hunting mastery.
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Hey man, just wanted to register and post this message: Really appreciate your work, keep it up! Logging in every week for a past year to see if any new updates come in. With people like you, it is possible to relive even 15 year old games. Thanks man. :)
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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.
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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.
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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.
I see, thank you for the answers! Yes I would rather keep personal and relic size stashes extra large and shared stash size vanilla. I would have to eventually create mules anyway.
I would update the Q/A with info that the caravan stash can't be fixed and what to expect, so new players like me aren't frustrated for an hour plus.
That said I'm enjoying the mod. Playing pet build and it is certainly far more difficult than vanilla which was snooze fest. It sucks that most bosses hard target me the player, and it's a funny game of me running from the boss who's running from my horde of pets and around in circles we go.
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.
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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.
You can check here what masteries do :
https://bytesquire.github.io/TitanQuestCalculator/mods/SoulvizierAERA/
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Ooh, that's handy, thank you.
I'm finding this mod ridiculously difficult. Bosses are 1-shotting my melee characters when I'm only level 5. I can't even put a dent in the first boss of the game, and now the Brute blocking progress past Laconia Hills is 1-shotting me with his op af fire attack. Things are absolutely nuts later in Act 1 when I was on my pet build. Only reason I could get that far is because my pets fought and died for me. Trying to take on 30 enemies at once solo in melee? Impossible. I really like the mastery changes here, but this mod is too damn hard. I don't know why people are obsessed with bone-crushing difficulty.
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A little request.. I'm currently playing the old version of this mod (0.98i) with pre AE and I see that you got rid of that damn Diablo UI in your version.. may I ask how can I do this?.. which files should I delete to revert to vanilla hud?..
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Is there a way to fix UI visual bug? Can't see what some stats seems to do.
Without mod (https://i.imgur.com/NzsZXP5.jpeg)
With mod (https://i.imgur.com/zljzvao.jpeg)
Found a video with mod active and you can see his UI is not bugged.
https://www.youtube.com/watch?v=xTW8Q-NEbqU&t=211
To show image properly follow this form:
[img width=900]https://i.imgur.com/NzsZXP5.jpeg[/img]
~ efko
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@NETRiP26 Have you updated to SVAERA 1.10f? The link on the OP is outdated, for public beta go to SV discord channel > Betas section
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The mod has been updated to version 1.10h with translations.
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I havent been around but wanted to say a belated congrats on release! looks like a culmination of a lot of hard work and I am super excited to play it.
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Updated to version 1.11c here and on the Steam Workshop.
Atlantis update:
- added new monsters & elites
- added 41 heroes
- added 81 souls & 5 new MIs
- weapon display their exact speed
- the Side Quest log displays how many quests can be found in each location
- usual rebalance & bugfixing pass
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hello and thx for all the work you give to this mod i realy love it
just wan know if it possible to give us a version of this mod with like lootplus/xmax
thx have a nice day ;) ;) ;)
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Hello soa, the mod is beautiful, thank you for not leaving your work on this project.
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.
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just wan know if it possible to give us a version of this mod with like lootplus/xmax
As 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.
You may do that by using a"hard" installation of SV and couple it with another mod. However, this may very well brings bugs and break some SV functionalities.
I don't know exactly what's in XMAX but I heard there's more than a simple increase in monster numbers, there may other stuff that has never been fixed in there.
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.
The interface has changed in AE (since Atlantis at least and later with EE) and SV has been adapted to those changes.
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.
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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'm using Titan Quest Anniversary with all the Ragnarok, Atlantis, EE + SV (hard install). Xmax created myself based on the SV database. Running it through Play Custom Quest.
I don't support SV with other mods or external tools.
Pity, but good luck with the modding anyway.
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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/xt558
As 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?
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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/xt558
As 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?
1. Neidan is out of place mastery (Neidan came out in the Middle Ages), so it will have to change. I'm thinking about turning it into an Alchemy mastery. The specifics are not known, I have several ideas but haven't started to work on it. I don't plan on following the same path as LoC which is a pet mod.
2. The map updates since EE came out are not yet included in SV (so no HC dungeons, no temple at Helos, no map in the East).
I'm currently working on patch 1.12 which will bring those changes to the SV map with lots of bugfixes, rebalance and new content for the East part.
I think HC dungeons will be included as they are at first, they are quite uninspired, maybe worthless but it'll be a first step.
3. Yes it's a known bug. Maybe I'll issue a 1.11d patch because 1.12 is not close.
For this type of questions, on SV Discord, you can check the roadmap channel for futures changes and the bug report channel.
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Soa, thank you for your reply.
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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.
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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.
1. Maybe it's technically doable but I think it would take a lot of time and effort, and I'm not sure everyone would like it. Also the respawn may look weird or I would need to create spawn effects.
Not sure what you mean by branch task (secondary quests ?)
2. This kind of mechanic is completely impossible to create in a mod, it needs an engine modification.
Fortunately, a recent patch from the official game has added potions to reset attributes. So I'll include them in the mod, and maybe create several new ways to drop or craft them.
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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).
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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.
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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.
I understand. Thank you.
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Good Evening, Does it work on the mobile version?
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Hello soa, I really love this mod and when I passed the game, I have some feelings and suggestions.
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.
Thank you very much for all the work you give to this mod.
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Hi all
I have a problem with all artifacts and some relics. They just don't show up for me.
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.
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Thank you for still making a mod for a very old game.
Here are what I have noticed so far.
gyazo.com/9a6689146669834487210abfda6e9093
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.
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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.
1. For Atlantis, it's almost the same rate as in acts 1 to 4 in the game files (since SV version 1.11). For some reason it seems not to work correctly, so I think I'll just bump the numbers by +50 to +100%. I increased the rate for Potamoi in version 1.11d.
Maybe the map is just weird, not enough spawn points for high profile monsters.
For Ragnarok there are just not enough hero variety currently, because vanilla is very empty (65 heroes/bosses while other acts have 100-150). I added ~30 heroes, but it needs another 60 to be decent for act 5 size.
If I increase the spawn rates now, you may see the same heroes again and again. I can increase a bit but I would need to add new heroes to really increase the rates.
2. I don't know how to do that easily. Maybe doable, but champions' spawn rate (yellow monsters) would increase too.
I have a problem with all artifacts and some relics. They just don't show up for me.
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.
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.
Usually grey squares happen with Hard mod if you installed incorrectly, not Custom Quest. Or maybe you also subscribed to the Steam Workshop version, in this case unsubscribe (don't use Option 1 - Manual installation + Option 2 Steam Workshop at the same time)
Latest versions = Version 1.11d for SV ? Version 2.10.21415 for the main game, including at least Ragnarok+Atlantis ?
Thank you for still making a mod for a very old game.
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.
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.
Helm of Overgrowth accepts Tribal Headdress, it needs to be white (no affix, not broken).
Essence of Growth is a forged relic in act III, exclusive to SV (craft from 2 Viny Growth charms + a health potion). The color is orange like any forged item (maybe yellow if it's in your inventory/stash).
Mana Potion was renamed to make it different in the formulas from other types of potions. I can rename Health potion the same even if not needed.
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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?
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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?
Hello, I usually know the release date the day before the release, or at the very best a week before.
So the exact date is unknown.
I'd say it will take between 2 and 6 months, depending on my motivation and what I find in the game's files.
The patch may be a bit incomplete on release, or contain lower quality stuff than the usual, because EE is too big and high quality stuff would take a year or more. So I'm trying to make it simpler.
Current progression is :
- Bugfixes : I hope 50% is done.
- Heroes + souls (110 new heroes + improve existing ones) : 95% of design is done, needs to be implemented.
- Various rebalance : 50% done.
0% done :
- New monsters & Elite
- Unique rebalance (for EE items)
- Include basic SV mechanics and NPCs (Alchemist, Unique Upgrader, Unique Trader, Soul Collector…)
- Import vanilla map changes : HC Dungeons (Greece/Egypt/Hades) + random encounters + Electrum
- Some new skins
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Thank you for your reply. I know it's hard to make a MOD. But will you release a new version in the near future? 1.11D I have cleared many roles and collected many red equipment. I am looking forward to new content to study more Builds
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I don't think I'll release anything before v1.12.
Except if there's a game-breaking or very important bug discovered, but so far v1.11d seems good.
If development really takes longer than expected, I may release an incomplete v1.12 though, and finish later.
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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?
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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?
1. Please tell me the name of the items with "Invalid skill profile".
2. I'm working on it, it's patch 1.12. No release date as said above.
Note : v1.11e is released to fix a bug with the XP penalty on death, that was too high.
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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.
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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.
That's normal.
Eternal Embers is not released for SV, as I'm working on it, so those items won't work. They use vanilla skills instead of SV skills.
You're not supposed to even have those items in the mod.
Transferring items from vanilla to the mod or the other way around is not supported and is done at your own risk.
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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.
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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.
01. EE items are meant to drop in EE so it needs to wait for the map
02. People didn't like it because it was too slow, and it can't be balanced with increased speed because then it would be too strong too soon. The engine is too stiff to allow a proper balancing for this kind of skill.
03. The map has not been updated for EE and the chaos areas were added after. The keys still drop but have no use now.
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2 Soa
Ok. But in a future update, the chaos areas will return and the keys will no longer be useless?
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Later, yes
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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?
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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?
There's nothing to fix here, it'll stay as vanilla.
I already answered as to why only XP (or items), it's to make the act truly optional.
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2 Soa
Just because of the optionality, there is much less motivation (Although the add-on is very beautiful. The quests let us down. And there are no items - only the same amount of experience ... except for one quest in my opinion.
How does the "+ to piercing damage ratio" bonus work? Is it just added to the share on the weapon, or is the bonus calculated as part of it?
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Hello,
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.
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Hello,
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.
Yes, it is still in development. Join the Discord channel if you want to stay updated, it's quite active.
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Updated the mod in version 1.12c:
Added Eternal Embers act and other features added in the vanilla game: Hardcore dungeons in act I, II and IV, and random encounters across acts I to V.
Added new skins
If your character is invisible buy a new dye at the new dye sellers in town or general traders.
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Released 1.12e patch with mostly bug fixes.
Downloads are now on Discord or Steam Workshop only.
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I released today patch 1.13 - Ragnarok update:
- added 33 heroes
- added 33 souls
- added new champions, reworked several monsters in the North
- usual rebalance & bugfixing pass
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Hi, cool mod so far. I watched a short gameplay where the player could go through a portal shortly after the helos exit into a room full of deities and buy skins. Is there something like that in the current version, 1.13?
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Updated to 1.13c with small bug fixes and minor additions
Hi, cool mod so far. I watched a short gameplay where the player could go through a portal shortly after the helos exit into a room full of deities and buy skins. Is there something like that in the current version, 1.13?
That place has been deleted in the current version, but the skins have been updated and expanded.
They are sold by new special NPCs (dyers) in towns : golden icons for both male/female and pink icon for female only dyes.
General merchants in small villages also sell some dyes, with a reduced selection.
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Gdzie można pobrać wersję 1.13c? Na stronie discord nie ma,
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Where is mod 1.13C? On discord page not exist. Can you give other link?
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Hi,
First, thanks for all your work in the best TQ mod imho.
I notice a bug in the fracture addon skill for the Core Dweller. The skill is used from times to times but doesn't appear to do any damage at all to the enemies. I even add a 10x multiplier to the phys, fire and fire DOT dmg from Art Manager but still no damage done. I've noticed that the drxstonehandbuff.dbr skill uses "skillbuff_debuftrap" as its template. Not sure if that could explain the bug.
edit : copied drxstonehandbuff.dbr to drxstonehand.dbr. In the latter, I changed the template name and actor name to "Skill_AttackProjectileAreaEffect". The Fracture skill now does damage enemies.
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I made a few personal modifications to the Soulvizier mod to suit my tastes. In one of them (where I set soul drop chances to 25% instead of 8%), I noticed something strange in the "um_wolverine_ulfgan_50.dbr" monster record. This creature has its soul equipped to "lootFinger2Item2" instead of "lootFinger2Item1" as it is for the other 1228 monster that have a soul.
Besides, the chanceToEquipFinger2Item2 is set to 0. Unless mistaken, the ulfgan creature has then no chance to equip (and drop) its soul. I set its 3 difficulty related souls to lootFinger2Item1 instead.
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Hi,
First, thanks for all your work in the best TQ mod imho.
I notice a bug in the fracture addon skill for the Core Dweller. The skill is used from times to times but doesn't appear to do any damage at all to the enemies. I even add a 10x multiplier to the phys, fire and fire DOT dmg from Art Manager but still no damage done. I've noticed that the drxstonehandbuff.dbr skill uses "skillbuff_debuftrap" as its template. Not sure if that could explain the bug.
edit : copied drxstonehandbuff.dbr to drxstonehand.dbr. In the latter, I changed the template name and actor name to "Skill_AttackProjectileAreaEffect". The Fracture skill now does damage enemies.
Thanks for reporting bugs.
It seems weird that no one saw that in 15 years. I haven't had time to look into it.
Maybe the fix works, I'l test it.
I made a few personal modifications to the Soulvizier mod to suit my tastes. In one of them (where I set soul drop chances to 25% instead of 8%), I noticed something strange in the "um_wolverine_ulfgan_50.dbr" monster record. This creature has its soul equipped to "lootFinger2Item2" instead of "lootFinger2Item1" as it is for the other 1228 monster that have a soul.
Besides, the chanceToEquipFinger2Item2 is set to 0. Unless mistaken, the ulfgan creature has then no chance to equip (and drop) its soul. I set its 3 difficulty related souls to lootFinger2Item1 instead.
Yes, it's a bug, changing it to lootFinger2Item1 works.
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Sadly, this mod has the comments section disabled in Steam. Why disable comments there, but not here?
The mod lists lots of things, but does not list the most important step: how to play with the mod, in the intended way.
I have subscribed to the mod in Steam, but during play the caravan presents the FAQ Caravan bug. The instructions blame a "hard" version of the mod which is not in Steam.. ?
The fixes point to destinations that do not apply, for example:
"In ...My Games\Titan Quest - Immortal Throne\SaveData\Main\_charactername (for each Soulvizier character)
Delete winsys.dxb
Delete winsys.dxg
This should delete the personal stash, and the game will recreate it with correct size the next time you load it."
But my character is not in Main but in User.
I've deleted all those files and the issue persisted. I've re-applied the mod in Steam but the issue persisted.
Is the Steam mod different from the one here? Is there a different, correct way to install the mod instead of Subscribing in Steam?
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Very few people post here, while a lot more used to post on Steam, and 90% of messages there were spam, hateful or didn't make any sense. So it's a lot better closed.
Most people are on Discord, there's a more up to date FAQ section there, and other people may answer as well.
There was a stash bug in the early days of the mod that affected only the "hard installation", not the Steam one, and the instructions on this forum FAQ aimed at fixing it.
Since then a new bug appeared for all versions, because the official devs introduced new bugs/changes in their engine.
Whatever you do, some parts of the transfer stash and relic vault are unusable (on the lower right of the panel).
Fixing that would mean reducing the size of the personal stash as well, but it's not possible for a modder to fix only the shared stashes.
The FAQ here is not up to date. I don't want to update twice the FAQ so I'd rather remove it here.
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Здравствуйте! Подскажите пожалуйста, как на мод Soulvizier AERA можно установить скины из Skin Mods Collection ? Пробовал Soulvizier устанавливать как hard mod, и скины у которых написано даже что есть адаптация под Soulvizier, но все равно тела получаются глючные. Битый час вожусь, не получается. Интересует скинь Kali или Fallen Gods. Буду благодарен за подсказки.
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Hello! Can you tell me how to install skins from the Skin Mods Collection on the Soulvizier AERA mod? I tried to install Soulvizier as a hard mod, and skins that even say there is an adaptation for Soulvizier, but still the bodies turn out to be buggy. I've been trying for an hour, but I can't. Interested in dropping Kali or Fallen Gods. I will be grateful for hints.
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Здравствуйте. Скажите, могу ли я установить данный мод на игру без дополнений Ragnarok и Atlantis и начать играть? Собираюсь приобрести игру в Steam, пока только Titan Quest Anniversary Edition, позже докуплю все дополнения. Есть пиратская версия игры со всеми дополнениями и установленным Soulvizier, но я хочу купить игру, с пиратской версией есть некоторые проблемы с производительностью.
Hello. Tell me, can I install this mod on a game without the Ragnarok and Atlantis add-ons and start playing? I'm going to purchase the game on Steam, so far only the Titan Quest Anniversary Edition, later I'll buy all the add-ons. There is a pirated version of the game with all the add-ons and Soulvizier installed, but I want to buy the game, there are some performance issues with the pirated version.
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Здравствуйте. Скажите, могу ли я установить данный мод на игру без дополнений Ragnarok и Atlantis и начать играть? Собираюсь приобрести игру в Steam, пока только Titan Quest Anniversary Edition, позже докуплю все дополнения. Есть пиратская версия игры со всеми дополнениями и установленным Soulvizier, но я хочу купить игру, с пиратской версией есть некоторые проблемы с производительностью.
Hello. Tell me, can I install this mod on a game without the Ragnarok and Atlantis add-ons and start playing? I'm going to purchase the game on Steam, so far only the Titan Quest Anniversary Edition, later I'll buy all the add-ons. There is a pirated version of the game with all the add-ons and Soulvizier installed, but I want to buy the game, there are some performance issues with the pirated version.
DLCs are required to play the mod (Ragnarok, Atlantis, also Eternal Embers), otherwise there will be bugs.
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Dear Soa!
I have been a long time fan of Soulvizier and you put a lot of time and sweat to upgrade it to a whole new level, which made me to abandon vanilla TQ due to the sheer amount of features and content in SV. I cannot play any other way nowadays, only with SV .
I read your post on the Discord server and the list of points stating that you have to comply with these and those requirements for the sake of the community. I don’t think you have to comply with any of them, especially sorting/answering comments and misleading reports as you wrote: changelog would be enough for the most of us and only english language, which is the most spoken in the globe.
While I don’t know the full story of why you’re quitting, based on your description, there were a few people who didn’t agree with your changes. They simply shouldn’t use the mod. But I think the majority (including me) loved your developments, and you really worked wonders.
I’ve never run my own Discord server, but I kind of understand that it’s impossible to please everyone, and I don’t think you or anyone have to—I think developing your mod the way you want and at the pace you want is essential to a good product. But there will be always a minority who critize over it, thats life.
Also, I think a majority of us would like you to make any future patches available (because your roadmap looks and feels freaking good), if there will be any, even through the current limited Discord server, which contains the essential information abot SV. I would even donate to you, if there are options for that.
Its your mod and your decision and I respect that.
Regardless of your decision, I can safely say on behalf of the TQ community that we thank you.
Best regards,
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Hi everyone/ i try create my own mod and want create skills like heave in defense mastery and rune word explosive. I open dbr file and see these skills have own skillSpecialAnimationName - Heave, and - Hew. This animations of character attack are unique and made special for mod or its are available in origin game. i try create my skill and write these animations but skills work without its. i don`t know what i do wrong
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Hello,
Still enjoying the mod but I have a request. I'd like to change potion cooldown but can't find the corresponding resource in Art Manager. Could you help me on that matter please ?
I found related entries in records\item\miscellaneous\oneshot folder but I could have sworn there's a global unique setting for the potion cooldown. Am I wrong ?
Thanks,