07-09-2012, 02:23 PM
I don't think making bosses into melee punchbags is the point of that skill. Its real purpose imo is to silence dangerous heroes.
07-09-2012, 09:01 PM
Hey guys, still making this mod? I haven't played TQ for a long time, but was here when you were first making the mod, looks great and coming along well. Going to load it up again with the new stuff and try TQ out again while I wait for Grimdawn and Torchlight2!
07-09-2012, 09:55 PM
Hello again! The mod is still going strong, a lot of progress has been made since the last version you played.
Originally Posted by salan
07-10-2012, 12:40 AM
Hi everyone! I'm a newbie of the forum, since I play TQ (IT) for almost 4 years. Recently I've tried the Soulvizier mod and my friends also loved it. Can anyone tell me - is it still under version of 0.7 beta or it has advanced?
07-10-2012, 02:02 PM
Since moddb sorts releases based on date:
I am pretty sure 0.7 is the latest version.
07-11-2012, 02:33 PM
Every legendary staff which used to have fire damage now has vitality damage! I finally noticed it. That is the reason I walked with a green staff all game. It is quite ridiculous. If you are making new items perhaps revert the damage type changes on old staffs?
Last edited by Mrbanisher; 07-11-2012 at 06:38 PM.
07-12-2012, 04:48 AM
Possessed boar have no animation. Questions.. do all red and orange named monsters have soul and if posible mor info on quest monsters. Do all sub types of let say Construct heroes have soul and are they difrent? Im curently thinking to get 3 mor soul from monsters i will not see after Act 1. Construct King, Undead Tyranin and Maenad hero whit smoke screen, but im not sure if they have soul after i kill them 10x mor then i needed for 2 act 1 bosses souls...
07-12-2012, 07:09 PM
Whats with the Boulderfout soul? CD is 5 sec and the skill activates like every 15 seconds or on like 40th attack
07-13-2012, 01:02 PM
I got the impression that the UL item changes were well balanced. Does this shortage of staffs include other elemental staffs or is it just the fire ones?
Originally Posted by Mrbanisher
ALL heroes and quest monsters have unique souls.
Originally Posted by nEVER_BoRN
That skill is set up in a weird way, each attack has 6% chance to trigger the ability. There's no reason for it to be dependant on AS, so it will be changed to something like 100% chance with 15 sec CD.
Originally Posted by KingOfDawn96
07-13-2012, 08:01 PM
Just installed Titan Quest this week for the first time since a very brief trial with the original Titan Quest (unexpanded) shortly after release. Back then I couldn't enjoy the game due to the common stutter issue associated with the version of Miles 2D the game shipped with, but beyond that it just didn't seem like a very interesting game... However, thanks to your (and Murderbunny's) work, I'm having a lot of fun with it now. I'm playing a Druid as I read in Murderbunny's UL primer that Nature and Storm are among the more challenging masteries to excel at, though I've not yet invested anything in Storm. It's easy so far, but most games of this type (D2 and the wonderful but virtually unknown Soma Bringer being very comparable) are easy in normal mode
Anyway, some questions: are there any other modifications I should know about that would complement SV? It seems the camera mods all use the stock game's database slightly modified, as does the new unofficial fan patch additions by spectre, so I guess they're off the table... Is there a camera mod available for SV? Also, does TQ have an equivalent to D2's '/players 8' command so I can scale the difficulty up a bit? It's not terribly easy to get into an already mature mod scene like this when you're a clueless newb. In fact, I almost started playing Underlord after overlooking your mod because UL had more sub-forums and posts under it than SV
I look forward to future updates, though by the time they come I'll barely have scratched the surface of what's already there heh...