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Soulvizier AERA - Presentation, changelogs, downloads
« on: 05 February 2020, 20:51:35 »


Last released mod version : 1.3   (04 February 2020)

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.   /!\ /!\ /!\

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 with their own items
- Greatly increased difficulty (more monsters, tougher)
 
Skills:
- Reworked & expanded masteries (72 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
     *Small tweaks to skills in TQ:IT masteries (including unfinished skills from TQ IT Soulvizier mod)
     * Introduction of some new skills from Atlantis
     * Brand new skills for this edition of Soulvizier
- 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
     *Unique Souls for most heroes and monsters (including Act V heroes and bosses), 1 version/difficulty level ; they use a ring slot, but are no longer enchantable
     *New charms & relics including elite charms for elite monsters
     *New 1h items : wands (like 1h staves for main hand) and orbs (usable as main hand as a weapon, or off-hand as a smaller shield)
     *Mythic formulas and items (above legendary)
     *Vitality staves
     *Mercenary contracts, allows you to summon a mercenary while contract is in artifact slot
- New affixes
- Create equipment with the new forging formulas
- Artifact formulas and forge formulas are sold by merchants – in classic Soulvizier this was done with a new merchant type called Alchemist (no longer exists) – formulas still drop from monsters and chests
 
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
- Some items give increased Weapon mastery (increased damage and attack speed 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 :
- Caravan Stash & Transfer, Player Inventory expanded
- New affixes (original ones for this edition of Soulvizier and lot more from another WNG mod)
- Countless corrections of bugs (introduced by the official game, Underlord or Soulvizier mods) in affix tables, loot tables, item and affix files
- Throwing weapons now share their affix tables with bows instead of axes
- Bows and Throwing Weapons no longer get affixes or properties that give Offensive Ability or reduce Defensive Ability
- Staves no longer get affixes or properties that give Strength
- 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)
- Tweaked class names
- 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)
- 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


These functionalities of "classic" Soulvizier v0.98i are not restored :
- Enchantable Epic and Legendary items (too much imbalance)
- 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
- Diablo 3 UI (not fit for this game)
- Infinite level (imbalance ; lvl 90 is the new maximum)
- Materials are no longer dropped and sold (inventory cluttering – as said above in “other features”)

In the future, work in progress :
- Unique monsters and elites will be created for act V
- New charms and relics will be created for act V
- New forging formulas will be created for act V
- Everything done for act V (new heroes, elites, charms&relics, forge formulas…) will also be expanded for Atlantis.

Other functionalities planned but not implemented yet:

- Tweaking the use of the act V forge (infinite use - maybe in every town)
- Expanding the recycle system to recycle uniques and MI
- 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)
 
« Last Edit: 05 February 2020, 22:38:08 by soa »

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #1 on: 05 February 2020, 20:52:17 »
Downloads

The mod is currently in a private beta stage, inscriptions are closed until further notice.
« Last Edit: 05 February 2020, 20:59:14 by soa »

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #2 on: 05 February 2020, 20:52:41 »
Changelogs

Last changelog is attached.
[Old changelogs will be merged here in a link.]
« Last Edit: 05 February 2020, 21:02:49 by soa »

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #3 on: 05 February 2020, 20:52:49 »
Video and screenshots

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

Here's a livestream video from Icefreeze in act IV Normal (it was an early version, many bugs were fixed since) :

« Last Edit: 08 February 2020, 21:33:53 by soa »

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Offline soa

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #4 on: 05 February 2020, 20:53:08 »
Frequently Asked Questions

Work in progress


When will the mod be released to the public ?
No date yet.
Currently the mod is in a beta stage, every act including act V and Atlantis is fully playable. Nonetheless act V and Atlantis have less new content than the other acts, I'm working on it.


Why is there no Blood Cave+quest, no secret passage after the one in A4, no secret vendors with occult skin, etc ?
Spoiler for Hiden:
These things 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 !

What are the Weapon Masteries ? I found an item with +X to [Weapon Type] Mastery, what does it do ?
Spoiler for Hiden:
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 the weapon masteries start at level 0, that’s why you see the weapon mastery in yellow even if you don’t have the appropriate weapon type equipped).

Bonuses are as follows :

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

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

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

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

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

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

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

Throwing Mastery (also works with wands or any one hand ranged weapon, might as well change the name)
+0-80% Physical damage (+4%/level)
+0-40% Pierce damage (+2%/level)
+0-40% Total damage (+2%/level)
« Last Edit: 11 February 2020, 19:56:11 by soa »

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #5 on: 05 February 2020, 20:53:22 »
Credits

Work in progress
« Last Edit: 05 February 2020, 21:08:13 by soa »

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Offline Cygi

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #6 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.

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Offline efko

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #7 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?
discord: efko#5979
╚►They say "Before you die your whole life flashes before your eyes…". Make it worth watching. It's true, even for a blind man... ◄╝
              ╚►It is said some lives are linked across time, connected by an ancient calling that echoes through the ages ◄╝

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Offline efko

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #9 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?
discord: efko#5979
╚►They say "Before you die your whole life flashes before your eyes…". Make it worth watching. It's true, even for a blind man... ◄╝
              ╚►It is said some lives are linked across time, connected by an ancient calling that echoes through the ages ◄╝

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #10 on: 06 February 2020, 20:48:47 »
Updated FAQ.

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #11 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.

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Offline InkyCricket

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #12 on: 09 February 2020, 05:11:47 »
Frequently Asked Questions
Why is there no Blood Cave+quest, no secret passage after the one in A4, no secret vendors with occult skin, etc ?


To be honest, I think this is a good choice.
Blood cave is more of a repetitive "grim dawn" style area instead of the "myths and legends" style areas that titan quest normally has.
I had the same feelings about occult replacing rogue and the UI change that SV had. Simply the wrong style. Rogue wasn't the most interesting though, so that replacement was okay and the summons had satisfying special effects which made up for it.

I've been excited for this mod for awhile.
It always was my favorite mod for vanilla titan quest and the game just isn't as fun without it.

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #13 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?

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Offline Carl_Johnson

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Re: Soulvizier AERA - Presentation, changelogs, downloads
« Reply #14 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?

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