# Titan Quest Fans Forum

## Titan Quest - Anniversary Edition => Soulvizier AERA => Presentation and downloads SV AERA => Topic started by: soa on 05 February 2020, 20:51:35

Post by: soa on 05 February 2020, 20:51:35

Last released mod version : 1.9b [PUBLIC RELEASE]   (03 January 2021)
Discord : https://discord.gg/qs9t6AA

Here is the main presentation topic of the Soulvizier mod for Titan Quest : Anniversary Edition and DLCs Ragnarök and Atlantis (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.

/!\ /!\ /!\ Both TQ:AE Ragnarök and TQ:AE Atlantis are required to play this mod.   /!\ /!\ /!\
Supported languages (if you wish to translate, contact me) :
- English
- Russian
- Chinese
- French
- German
- Planned : Polish, Bulgarian.

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 (see attachment at the bottom of the post)
- 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
* 600+ 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
- 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 – formulas still drop from monsters and chests[/i]
- 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 :

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
- Some nerfs to “overpowered” items (Giant’s tooth…) or buffs to underpowered ones (this is a long term work, not finished)
- 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 (this a work in progress)

Other :
- New player skins based on nargil66's mod, with dyes sold by deities
- 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 (see attachment at the bottom of the post)
- Created a hybrid armor class with strength and intelligence requirements (some items now use it like Valkyrie, Dvergr Mage, some new SV stuff and a few uniques ; it will be expanded in future versions)
- Created a hybrid armor class with dexterity and intelligence requirements (only used by Dvergr Master Alchemists and Artificers for now ; it will be expanded in future versions)
- 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)
- Materials are no longer dropped and sold (inventory cluttering – as said above in “other features”)

In the future, work in progress :
- Adding unique monsters and elites, new charms and relics, new forging formulas for act V
- Same for Atlantis.

Other functionalities planned but not implemented yet:

- Tweaking the use of the act V forge (infinite use - maybe in every town). But this has to be balanced
- Expanding the recycle system to recycle uniques and 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)
Post by: soa on 05 February 2020, 20:52:17

"Hard mod" version (replaces files of the main game) :
CORE files v1.1 (not needed if you have 1.0) https://mega.nz/file/Zvpg3JCb#hxtPcQg_9qKEOkjXYG-k0Gulrx-ZuGpSNLqZDnWCRUE
Install this as a base - you only need it when you install the mod for the first time.
Latest patch https://mega.nz/file/VugknKxI#Oar9pjG5yABgP86Oj14QidzNUK8-hpQ0eHYDZzDCQDM
Install this on top of CORE files base. When a new patch comes you only need this patch.

Switching between custom map and hard mod version with the same character may cause issues with quests, and caravan. So make a backup of the save before trying anything.

"Custom map" version :
Option 1 - Manual installation : https://mega.nz/file/g7oECQQS#Hw7vyFFBJzQGRxQOCY7MKNKT4wG_Yx453Dy2zOf-nN8
Option 2 - Steam Workshop : https://steamcommunity.com/sharedfiles/filedetails/?id=2076433374

SV Calculator :
Thanks to Zaphodgame. Still work in progress, allows you to plan builds
https://bytesquire.github.io/TitanQuestCalculator/mods/SoulvizierAERA/

For modders only :
Templates 1.7:
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.

Post by: soa on 05 February 2020, 20:52:41
Changelogs

Last changelogs are attached.

Old changelogs archive is here :
https://mega.nz/file/AiQliaRA#pGdTYX_8bLcRTJi-3gnrjjT4Ieu_WINHlDUmW37QS-U
Post by: soa on 05 February 2020, 20:52:49
Videos and screenshots

You can send me screenshots or video footage links if you want them to appear.

(https://steamuserimages-a.akamaihd.net/ugc/1681491802421102450/4BA812E1B2022664A0B78CB42458F5F19A9565E3/)
(https://steamuserimages-a.akamaihd.net/ugc/1681491802421025991/0840907F07C41CF6B1656C656D41E005F9A0CF70/)
(https://steamuserimages-a.akamaihd.net/ugc/1008187327228276056/F8AE3839619CB8A36FEF7DE25C45D70E40D3D88C/)
(https://steamuserimages-a.akamaihd.net/ugc/1681491802420998939/F57AE1A7B32DBD212066E5404DE81D848A7B5EA9/)
(https://steamuserimages-a.akamaihd.net/ugc/1681491802421102416/A8953399C91BB5A838826BD3CA460603EDCDCBA3/)
(https://steamuserimages-a.akamaihd.net/ugc/1681491802421164123/3D3A350C75EFE566DE23E1EAB7730400BC5F907B/)
Post by: soa on 05 February 2020, 20:53:08

Q#01 - I have a bug : [insert bug here], can you fix please ?
Check first if you are in one of those cases, if yes that may be the cause of your bug :
- You use a hacked version of the game.
- You don't own or haven't activated Ragnarok and Atlantis DLCs.
- Your game is not up to date (latest official patch).
- You don't use a language that is supported by the mod.
- You played Soulvizier and vanilla campaign or another mod in the same game session. (If you play Soulvizier, quit the game before switching to vanilla campaign or another mod. If you play vanilla campaign or another mod, quit the game before switching to Soulvizier.)
- You used other mods with Soulvizier (bounce, or custom quests)
- You launched a bounce mod with a Soulvizier character.
- You loaded a Soulvizier character in the vanilla campaign or a vanilla character in Soulvizier.
- You used TQ Vault, TQ/GD Defiler or a third party program with a Soulvizier character/inventory (it may work, but use them at your own risk).

Q#02 - Why do you require Ragnarök and Atlantis to play the mod ? I don't have/don't want to use them or one of them. Please make a version of SV working without these !
I don't do that to displease anyone or force anyone to buy the DLCs. I am in no way affiliated with the official developers team and don't earn any money, commission, benefit of any sort if you buy their products.
The mod is 100% free. So there are various other reasons :
- First, if I create different versions, I would have to update them. The more versions of the mod you have, the more time consuming it is to balance and maintain them, and to fix the bugs.
- Ragnarök : if I make a version with AE only and one with Ragnarök only, I would have to manage 2 versions of most armor pieces and weapons, one for AE, one for Ragnarök (rescaled values). Everytime I create an item, I would have to wonder if I need to actually create 2 different versions of it and balance them. I would have the same problem with general balance and progression.
- Atlantis : players with the DLC can reach level 40 in the mastery bar. But the maximum level for players without the DLC has also been hardcoded to 32 when Atlantis came out. So it becomes impossible on paper to create a mastery mod with more than 32 levels in the mastery bar, if you don't own Atlantis : SV wouldn't work anymore. Maybe it's possible with hacks, I don't know. I also added some of Atlantis skills, and you need to have Atlantis for them to work because I'm not going to include all of the officials resources of the DLC in a mod.
- Making an AE only version would be easier, obviously (not considering the level 32 cap in mastery bars since Atlantis); but it would also be quite close to classic SV in a way. And people playing Ragnarök and/or Atlantis wouldn't be able to benefit from it. Not sure it's in the best interest of players.
- I'm not even speaking of maintaining 4 versions, AE/AE+Rag/AE+Atl/AERA.
- You can try to launch the mod without Ragnarök and Atlantis, maybe it will launch and some things will work. It's practically sure that many things won't work or will behave weirdly, even if there are no crashes. Even if you don't see bugs, you'll not get a balanced mod. But you can create your own version of the mod if you want.

Q#03 - Why is there no Blood Cave+quest, no secret passage after the one in A4, no secret vendors with occult skin, etc ?
These things [features from the classical 0.98i version of Soulvizier for TQ:IT] would be very time-consuming to port to the Anniversary Edition, even more with the recent Map Editor bugs, and more work to maintain everytime the official devs decide to update the main map.
I don't like these elements, they don't fit the atmosphere of the game. I'm just not going to spend many hours working on something I don't like and won't play. Remember the mod (as any "normal" mod) is free, one of the rewards to me is that I can play it some day.

As some point, when the main mod features will be done, I intend to include endgame map content. Maybe I will make a map that includes some elements of the Blood Cave, arranged in a way that I like.
Or I will include another modder map content that has Blood Cave elements and such, with his consent and if this is something I like.
But that's all there is to hope from me. If you want it, make it !

Q#04 - What are the Weapon Masteries ? I found an item with +X to [Weapon Type] Mastery, what does it do ?
Weapon masteries give you bonus damage when you wear a weapon of the appropriate type. It is not linked to any mastery like Warfare, Hunting, Nature, etc.
All characters start with every weapon mastery at level 1, that gives +0% bonus damage (for technical reasons, it’s not possible to make the weapon masteries start at level 0, that’s why you see the weapon mastery in yellow even if you don’t have the appropriate weapon type equipped).

You can gain up to 100 levels in weapon Mastery (minimum 1, maximum 101).
Bonuses are as follows:

Axe Mastery
+1 to Axe Mastery: +1% Physical damage, +0,2% Pierce damage, +0,4% Total damage
+5 to Axe Mastery: +5% Physical damage, +1% Pierce damage, +2% Total damage
+100 to Axe Mastery: +100% Physical damage, +20% Pierce damage, +40% Total damage

For instance, if you have +15 to Axe Mastery, it means you have +15% Physical damage, +3% Pierce damage, +6% Total damage when wearing an Axe.
This is cumulative, so having an item with +20 and another with +10 would give you +30 (level 31) in Axe Mastery (hence +30% Phys, +6% Pierce, +12% Total)

Blunt Mastery (maces, clubs)
+1 to Blunt Mastery: +1.2% Physical damage, +0,4% Total damage
+5 to Blunt Mastery: +6% Physical damage, +2% Total damage
+100 to Blunt Mastery: +120% Physical damage, +40% Total damage

Bow Mastery
+1 to Bow Mastery: +0.6% Physical damage, +0.6% Pierce damage, +0,4% Total damage
+5 to Bow Mastery: +3% Physical damage, +3% Pierce damage, +2% Total damage
+100 to Bow Mastery: +60% Physical damage, +60% Pierce damage, +40% Total damage

Spear Mastery
+1 to Spear Mastery: +0.6% Physical damage, +0.6% Pierce damage, +0,4% Total damage
+5 to Spear Mastery: +3% Physical damage, +3% Pierce damage, +2% Total damage
+100 to Spear Mastery: +60% Physical damage, +60% Pierce damage, +40% Total damage

Staff Mastery
+1 to Staff Mastery: +0,8% Total damage
+5 to Staff Mastery: +4% Total damage
+100 to Staff Mastery: +80% Total damage

Sword Mastery
+1 to Sword Mastery: +0.8% Physical damage, +0.4% Pierce damage, +0,4% Total damage
+5 to Sword Mastery: +4% Physical damage, +2% Pierce damage, +2% Total damage
+100 to Sword Mastery: +80% Physical damage, +40% Pierce damage, +40% Total damage

Ranged 1-Hand Mastery (works with any one hand ranged weapon)
+1 to Ranged 1-Hand Mastery: +0.8% Physical damage, +0.4% Pierce damage, +0,4% Total damage
+5 to Ranged 1-Hand Mastery: +4% Physical damage, +2% Pierce damage, +2% Total damage
+100 to Ranged 1-Hand Mastery: +80% Physical damage, +40% Pierce damage, +40% Total damage

Q#05 - Does the mod work with Steam or GoG version ?
Both versions are supported, with the same mod.

Q#06a - I've got a bug when I equip a Soul, my stats and resistance drop very low. Can you fix it ?   or
Q#06b - What are Soul Collectors and Soul Visions ?
The mod features Souls, which are unique rings dropped from heroes and bosses.
Because there are a lot of Souls, I included merchants called Soul Collectors, who sell (almost give) Soul Visions.
Soul Visions are not Souls. They are meant to give you a "vision" of what the real Souls are. It's a preview, like an ingame database ; but you have to get the real Soul from the monsters.
Soul Visions have the same stats as the corresponding Souls, and they are equippable so that you can check what the active skills do. But they are absolutely not for playing, so there's a huge penalty when you wear them.

Q#07 - I've got a Caravan bug, it looks like I can't use all of the storage space. Can you fix it ?
If you have installed the "hard mod" version (replaces the original games files), as stated in the installation notice you should have a separate save directory dedicated to Soulvizier, not mix it up with vanilla saves.

To fix the problem, first, empty your caravans for all your characters (store items of all personal/transfer/relic vault in mules), then :

In ...My Games\Titan Quest - Immortal Throne\SaveData\Sys :

Delete winsys.dxb
Delete winsys.dxg
This should delete the transfer stash, and the game will recreate it with correct size the next time you load it.

Delete miscsys.dxb
Delete miscsys.dxg
This should delete the relic vault, and the game will recreate it with correct size next the time you load it.

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.

Q#08 - Why is it no longer possible to enchant epic and legendary items with relics?
This feature has never been balanced and made every green item useless. The whole game itemization is based on enchantable green items and non-enchantable unique items.
Currently, some unique items may look weak compared to greens, but it's not as bad as if uniques were enchantable.
The plan is to add a forge in every act (based on act 5 forge, but reusable) to allow smaller and balanced upgrades for unique items, with a high price, without making green items look weak in comparison.
Also adding more and more disproportionate bonuses to the player equipment led to an "arms race" that created disproportionately powerful monsters. The goal for SV:AERA is to limit this and increase difficulty more reasonably.
Post by: soa on 05 February 2020, 20:53:22
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 for new poison&vit staves, new affixes
- Endymion for bug fixes and new content (restored unused assets of the game and other additions)
- 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.

[to be expanded later]
Post by: Cygi on 06 February 2020, 08:55:15
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.
Post by: efko on 06 February 2020, 18:22:54
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?
Post by: Cygi on 06 February 2020, 19:16:40
https://www.moddb.com/mods/underlord/images/blood-cave2#imagebox
Post by: efko on 06 February 2020, 19:51:51
Strange, never seen this before. So its located somewhere in Chumbi Valley in act 3? Also is it available for all 3 difficulty levels?
Post by: soa on 06 February 2020, 20:48:47
Updated FAQ.
Post by: Cygi on 07 February 2020, 07:29:24
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.
Post by: InkyCricket on 09 February 2020, 05:11:47
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.
Post by: Groom on 12 February 2020, 15:44:59
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?
Post by: Carl_Johnson on 12 February 2020, 17:13:13
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?
Post by: soa on 12 February 2020, 20:20:22
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.
Post by: soa on 12 February 2020, 20:28:41
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.
Post by: Groom on 13 February 2020, 03:36:40
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.

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

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
Post by: Dazliare on 13 February 2020, 05:45:42
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
Post by: MedeaFleecestealer on 13 February 2020, 06:41:12

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.
Post by: soa on 14 February 2020, 19:32:25
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.
Post by: soa on 19 April 2020, 20:09:14
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.
Post by: MedeaFleecestealer on 19 April 2020, 22:16:34
That's great news soa.  I know many people are looking forward to playing this.
Post by: soa on 20 April 2020, 00:52:49
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.

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 !
Post by: sauruz on 20 April 2020, 01:25:53
Congratz on the realese! I beleive it was very hard task to do.

Im sure everyone will love it!
Post by: nargil66 on 20 April 2020, 01:49:08
Finally! Time to playtest 1.5 :D
Post by: icefreeze on 20 April 2020, 05:59:30
@soa So if i copy a game version for work only with Soulvizer mod, can i run the 2 game parallely?
Post by: Shayras on 20 April 2020, 10:48:41
Hi Soa, I just wanted to say THANK YOU for this mod and all your hard work!
Post by: soa on 20 April 2020, 14:03:14
@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.
Post by: AlcyonV on 20 April 2020, 16:03:58
Quote
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.

Quote
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.
Post by: soa on 20 April 2020, 16:24:14
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).
Post by: mvlad954 on 20 April 2020, 18:25:40
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!
Post by: Lallushe on 20 April 2020, 19:02:21
Congratulations guys! You all are awesome and good job on reviving the mod I love!
Post by: Jaylo on 21 April 2020, 00:45:16
Let the celebrations begin ;)
As Rimmer would say, Marvelous!
Post by: Kratos on 21 April 2020, 17:40:57
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)
Post by: Vilius_K on 21 April 2020, 19:25:34
Spectacular work and thank you very much! You gave many people a reason to play Titan Quest again.
Post by: soa on 21 April 2020, 19:35:43
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) ?
Post by: Tauceti on 21 April 2020, 20:37:26
Playing Act I Greece and it's a lot of fun  ;D

Thank you Soa for the beautiful work and to all contributors.
Post by: Jaylo on 22 April 2020, 01:24:44
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.
Post by: soa on 22 April 2020, 01:33:15
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 ?)
Post by: butinp on 22 April 2020, 08:27:29
what happened to the inventory?
(https://i.imgur.com/tHfiPjd.jpg)
Post by: soa on 22 April 2020, 12:13:08
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.
Post by: Jaylo on 22 April 2020, 13:17:06
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.
Post by: soa on 22 April 2020, 13:39:49
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.
Post by: mvlad954 on 22 April 2020, 20:03:50
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?
Post by: Jaylo on 22 April 2020, 20:15:25
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?
Post by: soa on 22 April 2020, 21:56:23
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)
Post by: soa on 22 April 2020, 22:18:12
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.
Post by: Jaylo on 22 April 2020, 23:00:02
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".
Post by: soa on 22 April 2020, 23:19:15
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.
Post by: kyrganchik on 23 April 2020, 02:24:37
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?
Post by: soa on 23 April 2020, 04:08:17
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.
Post by: Stopxam32 on 23 April 2020, 10:02:46
Code: [Select]
где скачать этот мод?Первый раз на вашем сайте и немного не разобрался

Where to download this mod? The first time on your site and did not understand a little

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.
Post by: nargil66 on 23 April 2020, 17:45:06
Code: [Select]
где скачать этот мод?Первый раз на вашем сайте и немного не разобрался

Where to download this mod? The first time on your site and did not understand a little

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
Post by: Vilius_K on 24 April 2020, 09:13:12
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.
Post by: Argus_Panoptes on 24 April 2020, 13:26:06
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?
Post by: soa on 24 April 2020, 15:44:50
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 :

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.
Post by: AlcyonV on 24 April 2020, 16:52:13
Quote from: soa
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) ?
Post by: soa on 27 April 2020, 00:22:31
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.
Post by: Gratch on 27 April 2020, 18:26:15
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. :'( :'(
Post by: soa on 27 April 2020, 18:40:48
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.
Post by: soa on 27 April 2020, 19:48:38
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.
Post by: nargil66 on 27 April 2020, 20:46:05
Quote from: soa
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
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)
Post by: soa on 28 April 2020, 00:48:01
To everyone, I'm happy to report that the mod is finally available on the Steam Workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=2076433374
Post by: Gratch on 28 April 2020, 05:25:10
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)
Post by: Telkin on 28 April 2020, 23:55:59
@soa Did you try to upload mod on popular site for mods: moddb.com? Do you want to upload there anyway?
Post by: soa on 29 April 2020, 00:22:10
@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.
Post by: voidending on 29 April 2020, 15:30:59
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?
Post by: soa on 29 April 2020, 19:50:26
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 ?)
Post by: IdoNotKnowWhy on 04 May 2020, 17:56:06
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)
Post by: soa on 04 May 2020, 19:36:43
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
Post by: IdoNotKnowWhy on 04 May 2020, 20:20:52
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
Post by: soa on 04 May 2020, 20:57:10
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

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.
Post by: IdoNotKnowWhy on 05 May 2020, 15:26:33
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

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
Post by: soa on 08 May 2020, 21:34:35
1.5c is out.
Minor changes, biggest change is that missing textures and icons for the custom quest versions are fixed.
Post by: zsolti16 on 09 May 2020, 12:32:53
Could you also share the templates your using? i'd like to customize it a bit here and there, for personal use.
Post by: Tauceti on 09 May 2020, 14:38:14

• 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).
Post by: soa on 15 May 2020, 19:20:18
• 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.
Post by: Tauceti on 17 May 2020, 20:39:12

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  ;)
Post by: soa on 17 May 2020, 21:26:08

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.
Post by: Kratos on 18 May 2020, 17:06:15
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
Post by: soa on 18 May 2020, 20:08:18
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.
Post by: Kratos on 19 May 2020, 17:04:15
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.
Post by: soa on 23 May 2020, 19:49:36
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.
Post by: IdoNotKnowWhy on 25 May 2020, 16:44:51
Will have some cool skins for chararter ? I really miss Kratos skin.
Post by: Tauceti on 26 May 2020, 15:23:44
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 ?
Post by: soa on 26 May 2020, 21:47:34
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.
Post by: Tauceti on 27 May 2020, 19:38:53
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.
Post by: soa on 27 May 2020, 20:26:16
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

Post by: IdoNotKnowWhy on 28 May 2020, 16:16:03
How many new sets in this mod ? Will have some sets for every characters ? Like "Alexander's Set" for Warden.
Post by: soa on 28 May 2020, 19:41:32
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.
Post by: Carl_Johnson on 12 June 2020, 17:08:37
Is there somewhere a list of Mythic items?
Post by: lixiss on 13 June 2020, 23:28:42
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.
Post by: lixiss on 14 June 2020, 00:03:21
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.
Post by: soa on 14 June 2020, 03:34:36
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.
Post by: soa on 14 June 2020, 03:37:50
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.
Post by: Tauceti on 14 June 2020, 11:34:15
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  ;)
Post by: soa on 14 June 2020, 14:35:57
Is there somewhere a list of Mythic items?
Caster arms ~ Mercurial Gems
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
Post by: lixiss on 15 June 2020, 22:29:13
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.
Post by: soa on 15 June 2020, 22:56:55
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.
Post by: xiaorantu on 19 June 2020, 16:52:03
hi,I am a chinese player,I love sv mod deeply.
here,I want point out some mistakes and wishes.
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,
Post by: xiaorantu on 19 June 2020, 19:28:37
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,
Post by: soa on 20 June 2020, 23:02:29
hi,I am a chinese player,I love sv mod deeply.
here,I want point out some mistakes and wishes.
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
Post by: xiaorantu on 21 June 2020, 15:12:29
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.

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.
Post by: soa on 22 June 2020, 20:36:42
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.

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.
Post by: soa on 29 June 2020, 01:26:46
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.
Post by: xiaorantu on 01 July 2020, 04:13:11
1.mi_m_crabmanmelee.dbr  should be mi_n_crabmanmelee.dbr for every xpack3/creatures/crabman's equipment.
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.
Post by: soa on 01 July 2020, 21:00:36
1.mi_m_crabmanmelee.dbr  should be mi_n_crabmanmelee.dbr for every xpack3/creatures/crabman's equipment.
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.
Post by: xiaorantu on 02 July 2020, 04:52:28
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

Post by: soa on 02 July 2020, 19:49:48
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 ?
Post by: UnBorn on 22 July 2020, 21:35:37
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.

Post by: soa on 22 July 2020, 22:13:56
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).
Post by: UnBorn on 22 July 2020, 22:22:10
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.
Post by: soa on 15 August 2020, 22:59:49
Version 1.7 is out, see changelog on first page.

Included Chinese translation by xiaorantu
Added more heroes and souls for act V
Various balance, bugfixing, content
Post by: IdoNotKnowWhy on 17 August 2020, 13:29:27
Could u add "Infinite usage of Legendary Craftsmanship item upgrade" in this mod ?
https://www.nexusmods.com/titanquestanniversaryedition/mods/21
Post by: Tauceti on 17 August 2020, 20:41:00
I hope this will never happen in any mod here.
Post by: soa on 17 August 2020, 21:14:01
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.
Post by: soa on 21 August 2020, 23:31:58
Version 1.7b is out (fix for unique loottables).
Post by: lixiss on 22 August 2020, 04:48:30
Version 1.7b is out (fix for unique loottables).

Looks like you accidentally? included all uncompressed .dbr records. :)
Post by: soa on 22 August 2020, 07:59:29
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).
Post by: Ryksa on 27 August 2020, 22:14:45
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.
Post by: soa on 27 August 2020, 22:27:48
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.
Post by: Ryksa on 29 August 2020, 10:08:50
It works properly now, there was wrong folder in the Custommaps folder.
Post by: sirtomasz1984 on 13 September 2020, 17:33:44
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.
Post by: IdoNotKnowWhy on 28 September 2020, 19:43:45
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
Post by: soa on 25 October 2020, 21:26:21
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
Post by: soa on 27 October 2020, 23:34:52
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
Post by: Lake on 31 October 2020, 07:45:38
Hello do I really need the templates to make minor adjustment? like I only want to edit masteries skills e.g. damage etc
Post by: Kress512 on 01 November 2020, 15:09:03
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!
Post by: soa on 01 November 2020, 19:09:06
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.
Post by: Kress512 on 01 November 2020, 19:48:02

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?
Post by: soa on 01 November 2020, 23:54:27
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.
Heck, maybe that's you writing at the bottom of this page :
Post by: Kress512 on 02 November 2020, 19:37:03
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.
Heck, maybe that's you writing at the bottom of this page :

Thanks for the links, yeah that was me writing there, good old times!
Post by: nijogol on 16 December 2020, 07:42:19
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.
Post by: Satana on 29 December 2020, 02:39:18
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.
Post by: soa on 02 January 2021, 03:19:59
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 ?
Post by: nargil66 on 02 January 2021, 04:01:54
Gratz on 1.9 release! I saw your showcase of new mercenaries, really impressive work.
Post by: nijogol on 03 January 2021, 05:15:37
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
I apologize if this is a stupid question.
Post by: soa on 03 January 2021, 16:15:04
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