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Messages - MedeaFleecestealer

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Downloads / TQIT Soulvizier mod v0.90, v0.96 and v0.98i
« on: Today at 15:48:01 »
The Soulvizier mod aims at providing a more varied and difficult TQ:IT experience.
Instead of focusing on just a single aspect, the mod expands on just about everything in the game: New items, new monsters, new skills, new areas and more.
Built upon Munderbunny’s highly popular Underlord mod, it includes all his mastery reworks and new content.

200+ New hero monsters.
180+ Items.
New item types (Souls, Mercenary Scrolls, Orbs etc.)
500+ Souls.
Elite monsters.
All bosses rebalanced.
Greatly increased difficulty.
New Merchant class “Alchemist”.
200+ Item skills.
Map and AI enhancements.
Build upon Munderbunny’s Underlord mod.
Includes Kirii’s DiabloUI.

Gameplay Changes
Base move/attack/cast speed increased.
Max level raised to 1000.
Epic and Legendary items are enchantable.
Changed XP formula to make late game leveling faster.
Souls are ring-slot items which inherit attributes and even sometimes abilites from their former owners. All heroes and bosses have their own soul which only they can drop.
If you’ve played the Nez mod for D2 you will be familiar with the concept of souls.
Souls from bosses and hero monsters are especially powerful and their potential should not be overlooked.
Souls are quite rare and are used in various useful and powerful recipes and should therefore always be picked up, even if their bonus stats seem weak.
Mercenary Contracts
Mercenary Contracts are rare artifact-slot items which offer powerful summonable pets.
Each mercenary is specialized at a certain role and their power easily rivals that of other artifacts.
Hero Monsters
There’s two hundred new hero monsters and existing heroes have all been buffed both in terms of power and loot drops. All heroes have their own visuals and combinations of abilities, some of which can be obtained from their souls. A few very powerful uber heroes can also rarely be encountered.
Orbs are rare one-handed items, some act as shields others as weapons, often providing powerful elemental or spiritual bonuses at the cost of reduced physical protection.
Forge Formulas
Forge Formulas are recipes which are used at Enchanters in the same way as Arcane Formulas, however these formulas aren’t used to forge Artifacts, but can instead be used to create wide variety of powerful and specalized equipment.

Q: Why does my game crash when I open chests?
A: Turn of any droprate modifiers in TQ Defiler.
Q: Why do all the new monsters and items show up as TagNotFound?
A: Only english language files are included, using any other languages will not work for the new content.
Q: I found an item that gives + to Bow/Blunt/Sword/Axe/Spear/Staff Mastery?
A: Weapon Masteries are passive skills all characters have regardless of their mastery selection, they boost attack damage of their respective weapon types.
Q: Do I need to install the fanpatch or Underlord?
A: No, both are included in the mod.
Q: Do I need to install the RNG fix?
A: No, it is included in the mod.

Thanks to Munderbunny, Swift and Kirii for allowing me to use their content <3

First install the full version 0.90 base, then 0.96 patch and it then the 0.98i patch.
Extract all the files to your Titan Quest Immortal Throne install folder.
Note:The mod replaces the original game, so remember to take a backup of your folder if you want to remove the mod later.
Things you should be aware off:
Only English language files included, using other languages will result in missing text for the new content.
This is a beta release, expect some imbalances and unfinished content, though they are minor at this point.
As with all other mods, create a new character when playing, using old characters will screw up their skill trees.
You can use your Underlord characters for this, but be aware you won't be able to use weapon masteries.




Updated and way to go letsrock.  :)

Well done Tauceti.  Will be interesting to see how Xmax plays on Ragnarok.

Continuing the work begun in the Bugfix Fanpatch fixing more bugs in the game.

Download link:

Installation and Tools / Bugfix Fanpatch v1.17a
« on: 10 November 2018, 21:32:52 »
Community patch that fixes many of the bugs in the game. 

Download link:

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 10 November 2018, 19:50:37 »
Yeah, it's looking like a great new addition to the GD masteries.  We're getting a whirwind skill as well.  Don't know if you saw it in the Crate Entertainment section of the forum, but one of the playtesters pushed it to the limit just after we got hold of the mastery to play with.  This was the result.

As Zantai said, speed might be just a little overtuned.  ;D  Has been nerfed now of course, but still fun.  It'll also be available on a relic so you won't necessarily have to play Oathkeeper to use it.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 10 November 2018, 19:12:50 »
Thanks to Endymion making a shield projectile mesh, I was finally able to create my dream shield skill: Shield Sling.

It was really buggy at first. With the template skill_attackprojectile I added 1 projectile fragment and set it t the same projectile as the skill with min projectile amount set to 1 and max set to 1.

So I tested it in game and it immediately shot 2 projectiles and fragments. Huh?

So I set the template to skill_attackprojectileburst same thing.

Set it to skill_attackprojectilefan with 0 rotation and 1 projectile and it works. <shrug>

I don't know or care at this point, I'm just excited to finally be able to throw a shield. There isn't a template to throw your ACTUAL shield, that only works for arrows and throwing knives.

But it does a nice amount of physical, always stuns and has a chance to shoot out 0 - 2 fragments randomly.

Like I said, I set min/max fragments to 1 and it shoots out two. So I set min to 0 and max to 1 so it averages out to 1 in the end I guess.

An, as I demonstrate in the video, it uses all damage. So juggys and paladins have some additional projectile damage now.

EDIT: I'm going to remove the default arrow weapon trail and just leave the flight fx.

Also, I am not sure I wouldn't rather it pierced than had fragments.

Great minds BG, great minds. Aegis of Menhir, one of the new Oathkeeper skills in the forthcoming GD "Forgotten Gods" expansion.

Updated and well done everyone.  :)

Gaming / Re: Diablo Immortal - siigh
« on: 09 November 2018, 07:32:00 »
Looks like Blizzard have done their competitors a bit of a favour.  Medierra posted this yesterday over on the GD forum.


Great work Tauceti.  :)

Gaming / Re: Diablo Immortal - siigh
« on: 06 November 2018, 13:37:42 »
Another one for the "don't you guys have phones?" collection. :D

Gaming / Re: Diablo Immortal - siigh
« on: 06 November 2018, 11:47:35 »
Yeah, I had the Lords of Destruction expansion too, couldn't run the game without that. I think I had 2-3 charms and the cube, but it was such a pain going back and forth, especially since you needed to use a scroll to teleport so sometimes meant walking back.  I had the Pluggy inventory expansion to use when I got back there, but it was the character inventory which was crazy. The rest of the game was okay-ish, but just didn't grab me enough to want to continue trying to play it. I went back to TQIT and never bothered with it again.

Gaming / Re: Diablo Immortal - siigh
« on: 06 November 2018, 10:55:13 »
hey, this is interesting

I'm on mobile right now and just copied the link
the guy was a producer of diablo 2
edit: here for the images (i hope the dude doesn't mind :) )
Spoiler for Hiden:

i can understand why medea wouldn't like diablo 1or 2, if she has played it after TQ.. that made the game at least 6 yrs old when she first tried it.. and early 2000s seems to be the time there were huge improvements in PC graphics.. i think even movies (CGI).. just look at star wars  :))

Thing that broke it for me was the miniscule inventory your characters had.  By the time you had a few potions and a couple of runes/glyphs/whatever they were that you needed to keep to add to your character's skills the inventory was nearly full and you couldn't take more than one or two items back to sell.  Shuffling back and forth in TQIT with only the one bag is annoying enough, but that drove me nuts.  I think I got to the end of Act 2 or maybe 3 - whichever had a cold dealing boss which I couldn't manage to kill, but at that point I gave up.  The constant starting in town and having to make your way to wherever you left off in the last play session didn't help either.  Was really annoyed with Crate when they took that route for GD back in early access.  Also hated that transparent map, I wanted a proper mini-map.

Gaming / Re: Diablo Immortal - siigh
« on: 06 November 2018, 07:55:07 »

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