Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

TQ-Retold
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Update: Aug 11 @ 9:01am

Patch 0.3.0

General changes:

- Clarified various skill descriptions in regards to summon limits and weapon requirements.
- The potion chest north of Helos now always drops 4 potions for 1 player (instead of 3). This change was purely made, so you can test if the mod is loaded or not.
- The Satyr Archers north of Helos won't drop splintered bows anymore. A loot table called "bow_nobreak" had for whatever reason a very high chance for broken bows.
- Monster health at normal difficulty is now increased by 50% from 33%.
- % energy regeneration modifiers now only increase energy regenration granted from intelligece by half. Example: 100% energy regeneration now acts like 50% energy regeneration for regenration granted by intelligence. Energy regeneration was just way too free before and this should help combat this a bit without going back to having to potion spam.
- The "Power of Nerthus" Relic granted from the main quest in the Ragnarök DLC can now be of epic and legendary quality and won't always be the normal difficulty version. Furthermore, the chest now drops 3 shards per player instead of 1 completed relic. This allows it to roll a completion bonus.

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New Features:

New shrine called "Shrine of Challenge": This will replace bleed retaliation shrines from act 2 normal onwards and spawns in a group of hard and rewarding enemies to fight after a 3s delay. These enemies are based upon enemies found in their respective acts and per act there is a pool of 5 different enemy groups (can't add more without removing other shrines). Those spawned in enemies have higher quality and quantity of loot. It is very likely to get at least 1 epic or legendary item per encounter (if not more), several relics and charms, formulas, several Monster Infrequents and a chance to get one of many different attribute respec potions. If your build can't handle all enemies at once, kiting or picking out enemies one by one might be your best option. Crowd control like stunning and ensnaring enemies still works on most of them but has significantly reduced duration. No enemy has any Spell Breaker like ability or reflect, some might have a bit of energy leech though. These enemies are also a great source of experience. Eternal Embers right now isn't included and shrines on the Olympus are unchanged as well.

Occasionally one enemy might get stuck in terrain when the shrine spawns in the group of enemies. As far as I know I can't fix this without altering the location of where the shrines are placed on the map (which I can't do with a bounce mod). Those stuck enemies can still be killed with spells and ranged weapons, and their loot can still be picked up.

I plan to expand on this feature in future updates. Please let me know your feedback and especially if the fights are hard enough but not too hard (or unfair). All of this is adjustable.

XMAX: There is now an optional map called “tqretold_xmax”, which increases the native spawns of enemies by 3. Bosses are unaffected and will be tuned to be more rewarding at a later point (for the normal tqretold map as well). Experience points are reduced to 55% to make it somewhat balanced. This results in 165% experience compared to vanilla. The experience redemption on death has been set to 85% from 75%. Beware: This is largely untested and was added due to high demand.

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Adjusted the following masteries / skills:

Rogue:
- Miasma: Increased the radius by 1.0m. Now has a proper custom skill icon too!
- Corrosion: Added a new custom skill icon.

Earth:
- Righteous Fire: Now also grants +0.1m radius every other level. Slightly reduced the active health cost and burn damage at higher skill levels.
- Blaze Up: Now always has a 33% chance from 22%. Added 6% damage against Insectoids and Plants per level.
- Sun Beam: Reduced the skill volume. Was way louder than other skills.

Warfare:
- Lacerate: Can now be used with clubs as well.

Nature:
- Briar Ward: Fix for the screen freeze and no cast bug when using the skill from the hotbar. Let me know if you still have any issues or if it works fine now.
- Sanctuary: Increased the radius to 5m from 3m.

Rune:
- Guardian Stones: Fix for the screen freeze and no cast bug when using the skill from the hotbar.

Storm:
- Lightning Dash: Reduced the skill volume a lot. Was way louder than other skills. It is now rather subtle... better fitting for a LMB skill. Reduced the % total damage modifier to 25% at skill level 1 from 36% and now increases by 7% per level after the first from 9% (102% total damage from 135% at skill level 12 / 8).
- Inner Voltage: Removed the 1s stun and increased the energy cost per trigger to 60 from 40.
- Glaciation: Reduced the chance to freeze to 15% from 33%.

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Adjusted the following epic and legendary items:

- Torchoak Step [New]: Now correctly grants 55% increased burn retaliation.
- Rings of Rhine [R]: Reduced the added shield block chance to +35% from +50%. Reduced the defensive ability to 250 from 300.
- Shield of the Goutai [R]: Removed the 10% cold resistance. Reduced the health to 400 from 500.
- Bandit King's Cover [A]: Can now be found in the Atlantis DLC on epic difficulty. Wasn't obtainable before.
- Ba'als Way [A]: Can now be found in the Atlantis DLC on normal difficulty. Wasn't obtainable before.

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Adjusted the following Set Bonuses:

- The Mollusc [A]: The energy leech granted now has a duration of 3s from 0s. This never worked before.
- Suit of the Bandit King [A]: Added the helmet Bandit King's Cover to the set list.
- Priest of Ba'al Hammon [A]: Added the helmet Ba'als Fire and the greaves Ba'als Way to the set list.

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Adjusted the following Monster Infrequents:

- Sceptre of the Liche King [TQ]: Removed all old stats. Is now a vitality-based staff instead of cold. Has (55~65/125~135/205~225) vitality damage. Added (+1/+1/+1) to all skills. Added (16%/24%/36%) vitality decay damage.
- Crown of the Liche King [TQ]: Added (20%/30%/40%) reduced vitality decay duration received. Increased the energy regeneration from always 1.0 to (1.0/2.0/3.0).
- Jackalman Sling [TQ]: Is now obtainable as a semi rare drop from the Shrine of Challenge with a "Jackalman encounter". Removed the chance for % enemy health reduction. Added (2~3%/3~5%/4~7%) reduction to enemies health. Added (5~15/35~45/65~75) instant poison damage. Increased the confusion duration to 3s from 1s.
- Dune Raider Knives [TQ]: Increased the pierce ratio to 50% from 30%. Increased the poison damage over 3s to (60/150/300) from (45/120/240). Added (10%/15%/20%) pierce damage.
- Schlilsh’s Skinner [IT]: Removed the chance for % bleeding damage. Increased the bleeding damage over 3s to (105/180/300) from (90/150/210). Added (20%/25%/30%) bleeding damage. Added (20%/35%/50%) reduced bleeding duration received.

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Adjusted the following Relics and Charms:

- Blade of Thanatos: Now always has a 33% chance for reduced defensive and offensive ability from (25%/29%/33%). Increased the top end defensive and offensive reduction to (15%/21%/27%) from (9%/12%/15%).
- Cernunnos' Majesty: Reduced the % total damage to (9%/12%/15%) from (12%/18%/24%).

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Monster balance:

- Adjusted health and regeneration values of various bosses.
- Reduced how often many enemies will use their Spellbreaker ability.

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Tartarus changes:

- Tartarus chests and end reward now contain significantly more gold.
- The tartarus reflect modifier can no longer roll.
- The tartarus resistance modifiers now grant 40% to their respective resistances from 75%.

Update: Aug 2 @ 6:13am

Patch 0.2.3

General changes:
- The mod is now on Nexus Mods as well!
- Adjusted the completion bonus (CB) for every single Artifact. Each one has their own individual set of 8 different CB's now, which will fit the theme of the Artifact or are just generally useful. Every CB has the same chance to roll. Existing Artifacts from before the patch will retain their old CB. The full list of new CB's for each Artifact can be found in the linked google doc under "Artifact Balance".

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Adjusted the following masteries / skills:

Hunting:
- Eviscerate: Now also adds 2% bleeding damage per level (the 0% looked ugly). The added energy cost now increases by +1 per level.
- Summon Raven: Improved AI when pursuing enemies.

Nature:
- Call of the Wild: Improved AI when pursuing enemies.

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Artifact Balance:

- Emerald Quill: Now has -10% health and -10% defensive ability from -20% each. Added 20% pierce resistance.
- Final Breath: Changed the life leech from 140 ~ 210 over 7s to 75 ~ 120 over 3s. Added 25% vitality decay damage.
- Jade Idol: Changed the physical damage to 10 ~ 20 from 10. Added 25% poison resistance.
- Morpheus' Dreamweb: Added 20% vitality decay damage.
- Nexus of Insanity: Changed the % physical damage modifier to a % total damage modifier. Added 35% reduced vitality decay duration received. Added 4 ~ 6% of attack damage converted to health.
- Phylactery of Shadows: Removed the -10% defensive ability. Added 30% vitality decay damage. Added 5% physical resistance.
- Scroll of Oneiros: Changed the energy leech to 60 energy leech over 3s from 40 energy leech over 2s. Increased the sleep duration to +25% from +10%. Added 24 life leech over 3s. Added 50% sleep resistance.
- Silver Heart: Added 15% instant poison damage. Added 5% reduction to enemies health.
- Spirit Blight: Added 135 ~ 180 vitality decay over 3s. Added 50% life leech resistance.
- Star of Ishtar: Increased the slow chance and duration to 20% from 10% and 6s from 5s. Added 30% slow resistance.
- Tome of Transfiguration: Removed the 10 elemental damage. Added 15% elemental resistance. Added 50% weapon base damage becomes elemental.
- Tongue of Flame: Increased the level of the granted Earth Enchantment skill to 5 from 2. Added 35% cold resistance.
- Wheel of Taranis: Added 30 intelligence. Added 65% slow resistance.

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Monster balance:

- Adjusted health and regeneration values of various bosses.
- Bosses, which use a weapon, are now about 3-6x more likely (depending on the boss) to have an epic or legendary weapon equipped. Certain bosses now wear amulets and rings as well.
- Telkine and Bandari gear now always have at least one affix.

Update: Jul 30 @ 8:49am

Patch 0.2.2

General changes:

- Clarified various skill descriptions.
- Reduced the chance for affixes on items from monster base types. The removal of all broken items made a pack of monsters drop several greens/rares, which was a bit absurd. Affixes will now appear only 1/3rd as often as in patch 0.2.1. This is overall still an increase of about 2-3x more affixes compared to pre patch 0.2.1.
- Shrines now correctly have their buff radius increased by about 3 times. This makes buffing your pets or party members in multiplayer much easier.

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Adjusted the following masteries / skills:

Storm:
- Energy Shield: Now has an infinite duration. Reduced the damage absorption to 5% from 10% at skill level 1 and reduced the absorption per level to 3% from 5%. This just made you way too tanky versus cold and lightning damage. (50% absorption from 85% at skill level 16/12)
- Plasma Blast: Increased the added energy cost per level from 2 to 3.

Rune:
- Rune of Life: Now has an infinite duration.

Hunting:
- Herbal Remedy: Now has an infinite duration.
- Scatter Shot Arrows: Reduced the travel distance and duration of the fragments.
- Summon Raven and Shriek: Both now have custom icons. The raven level now also visually changes on the UI (used to be always level 1 regardless of skill level).

Earth:
- Heat Shield: Now has an infinite duration. Reduced the damage absorption to 5% from 10% at skill level 1 and reduced the absorption per level to 3% from 5%. This just made you way too tanky versus fire damage. (50% absorption from 85% at skill level 16/12)
- Summon Core Dweller: Reduced the cooldown to 20s from 90s.

Dream:
- Distortion Field: Increased the activation chance to 10% from 5%. Reduced the % absorption to 5% from 9% at skill level 1. (21.5% absorption from 25.5% at skill level 12/8)
- Summon Nightmare: Reduced the cooldown to 20s from 35s.

Nature:
- Heart of Oak: Reduced the health regeneration per level to 1.0 from 1.5.
- Sylvan Nymph: Reduced the cooldown to 20s from 60s. Increased the projectile speed of the nymph’s basic attack by 40%.
- Call of the Wild: Reduced the cooldown to 10s from 20s.
- Poisonous Death: Increased the instant poison damage to 45 ~ 55 from 25 ~ 35 at level 1. It now increases by 12 ~ 20 instant poison damage per level from 10 ~ 15. (225 ~ 355 instant poison damage from 175 ~ 260 at level 16/12)
- Barkskin: Increased the granted bleeding resistance to 4% per point from 3%.
- Wasting: Increased the added energy cost per level to +5 from +3.

Spirit:
- Summon Liche King: Reduced the cooldown to 20s from 60s.

Neidan:
- Terracotta Servants: Reduced the cooldown to 20s from 35s.


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Monster balance:

- Adjusted health and regeneration values of various bosses.
- Typhon "Thornaura": Reduced the reflect amount to 20% from 33%.
- Telkine Aktaios (Egypt) "Fireball": Significantly increased the fire damage.
- Telkine Aktaios (Egypt) "Sandstorm": Increased the physical damage.
- Telkine Ormenos (Orient) "Stalagtite Drop": Increased physical damage on lower difficulties and added 2~3s of stun.
- Telkine Ormenos (Orient) "Stalagtite Telekinesis": Increased physical damage and radius. Also increased the animation speed by 100%.
- Telkine Ormenos (Orient) "Energy Blast": Added 15% current health damage.
- Telkine Ormenos (Orient) "Short Range Blasts": Increased cold and vitality damage. Added 3% current health damage.
- Yaoguai "Demon Charge": Added fire damage in similar proportion to the base physical damage.
- Dragonian Deathlancers: Reduced their damage by ~33%.

Update: Jul 29 @ 6:52am

Hotfix 0.2.1a

- The new epic body armor "Greed's Embrace" can now be picked up.
- Adjusted attribute requirements of newly introduced epic and legendary items. They now have their intended values.

Update: Jul 29 @ 3:31am

Patch 0.2.1

General changes:

- Someone was kind enough to create a custom logo for the mod, which looks way better in my opinion (the old one was AI)! Credit: @Asnen
- Significantly lowered the download time and size by only shipping the .arz files with the mod. This is a buff!
- Monster Infrequents now display prefix and suffix modifiers! Also added the unique drop sound to MI's!
- Removed 99.9% of all broken, splintered and worn items. Very rarely there are still some to be found and iam not sure what causes this. For example: North of Helos in normal difficulty bows from satyrs are occasionally still splintered for whatever reason.
- Increased the chance for shrines to appear in act 4, Ragnarök and Atlantis. Shrine spawn rate is now consistent for all acts.

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New Feature:

- Introduction of "Shrine of Riches": These replace the healing shrines and grant gold. The gold equation is based on the players level among other things, so it scales well into legendary difficulty. The minimum gold granted is at 650 for now and the maximum can reach as high as 2 million gold! Shrines at Olympus (typhon arena) are unchanged. Added these shrines into the "combat shrine pool", so they are overall more common.
- This feature will be expanded upon in the future: I could for example create a similar mechanic as grim dawn has with its totems: A shrine, which spawns in monsters and grants loot like epic or legendary items, monster infrequents, respec potions, relics, charms, etc.

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Animations:

- Increased the animation speed for "Lethal Strike" and "Gouge" when using a spear by ~28%.
- Increased the animation speed for "Take Down" by 10%.
- Increased the animation speed for "Volley" when using a spear by 20%.
- Increased the animation speed for the alternating animation when attacking with dual wielded ranged weapons by ~22%.
- Increased the animation speed for "Taunt" by ~82%.

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Adjusted the following masteries / skills:

Rune:
- Runic Arrows: Increased the chance for one of the effects to happen to 20% from 15%.

Rogue:
- Blade Honing: Now also grants a pet bonus with added pierce damage (since pets don't use bladed weapons)

Generic:
- Taunt: Now has a radius of 16.0m from 12.0m and a cooldown of 16.0s from 30.0s. Increased the "taunt intensity" by 50%, so it's more reliable.

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Adjusted the following affixes:

- Nerfed the health regeneration of the newly introduced "of Tenacity" modifier for normal and epic difficulty to (6.0/12.0) from (10.0/15.0).
- Nerfed the attack damage converted to health of the newly introduced "of Rage" modifier to (4%/6%/8%) from (8%/12%/16%).

Update: Jul 26 @ 6:34am

Patch 0.2

General changes:

- The camera by default is now further zoomed out when starting a new game.
- Adjusted health scaling and regeneration of various enemies.
- Increased the base energy regeneration by 2.0, but reduced the energy granted from intelligence. Example:
200 intelligence now grants 8.0 energy regeneration from 10.0.
- All enemies now deal 33% increased elemental damage at all dificulties.

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New Epic and Legendary items:

Formatted as number of new items for (normal/epic/legendary) difficulty.

- Added (5/7/11) new shields
- Added (7/7/9) new torso armors
- Added (7/6/15) new helmets
- Added (4/5/8) new arm guards
- Added (6/5/11) new boots
- Added (6/7/8) new amulets
- Added (5/12/7) new rings

Thats 158 new Epic and Legendary items in total.
There are many new custom skills attached to these epic and legendary items, which can only be found on those pieces. For a detailed breakdown/spoilers you can look up the linked google doc under "Epic and Legendary Item Balance".
Happy hunting and remember to not play your modded characters without this mod... these new items will be deleted otherwise!

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Adjusted the following old set bonuses:

- "Alexander's Panoply": Removed the flat armor bonus (never worked and did nothing)
Added a 20% armor protection bonus for the 5th and 6th set bonus
- "Vestment of the Battlemage": Removed the flat armor bonus (never worked and did nothing)
Added a (12%/24%/36%) armor protection bonus for the (2nd/3rd/4th) set bonus
- "Raiments of Wodan": Removed the flat armor bonus (never worked and did nothing)
Added a (8%/16%/24%/36%) armor protection bonus for the (2nd/3rd/4th/5th) set bonus
- "Might of Haephaestus": Removed the flat armor bonus (never worked and did nothing)
Added a (6%/12%) armor protection bonus for the (2nd/3rd) set bonus

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Adjusted the following affixes:

- Slightly nerfed the newly introduced burn, frostburn, electrical burn and vitality decay modifiers. They are now more in line with poison and bleeding damage modifers.
- Nerfed the newly introduced "Chromatic" modifier by ~12%.

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Adjusted the following masteries / skills:

Defence:
- Adrenaline: Reduced the health regeneration to 53.0 from 70.0 at skill level 16 / 12.
- Resilience: Reduced the % health regeneration to 6% from 10% per level.
- Titan Form: Increased the active health cost per second. Now starts at 50.0 from 24.0 and increases by 10.0 from 6.0 per level.
- Unshattering Fortitude: Reduced the passive health regeneration to 2.0 from 4.0 at level 1, which now increases by 1.0 from 2.0 per level. Reduced the armor protection to 3% from 4% at level 1, which now increases by 1.5% from 2% per level.
- Unyielding Phalanx: Now has an inherent -33% total damage modifier at all levels.

Storm:
- Summon Wisp: Substantially increased the energy cost of the Thunder Clap skill.
- Squall: Slightly reverted the AoE-Nerf. Now it is at 10.0m radius at skill level 16 / 12 from 8.5m (modded) / 11.0m (vanilla).
- Spellshock: Increased the added energy cost. Now starts at +20 energy cost from +14 and increases by +4 from +2 per level.
-Hail Salvo: Slightly reduced the delay before the projectiles start hitting the ground.

Dream:
- Trance of Convalescence: Reverted the health regeneration buff. Back to 16.0 health regeneration from 24.0 at level 16 / 12.
- Recuperation: Lowered the % health regeneration to scale just like the % energy regeneration.
- Hatred: Now reduces health regeneration by -0.75 per level from -1.0.
- Horror: Lowered the damage ratio of lost energy to 5% per level from 10%.

Warfare:
- Mageslayer: Lowered the damage ratio of lost energy to 10% per level from 15%.

Neidan:
- Ataraxy: Lowered the duration reduction of DoTs to 50% from 65% at level 12 / 8. Now starts at 6% from 10% and increases by 4% from 5% per level. Also removed the % defensive ability entirely. The skill is already loaded enough as is.

Spirit:
- Obliteration: Added a 1.0s cooldown.
- Eldritch Knowledge: Removed the added vitality damage. Now deals increased bleeding damage. 288 ~ 432 bleeding damage over 3s from 216 ~ 360 at skill level 12 / 8. This is to prevent the damage scaling to get out of hand from Ternion Attack inherently multiplying all hit damage by 3.
- Eldritch Influence: Reduced the granted cooldown reduction and % intelligence.
Now grants 25% cooldown reduction and intelligence from 40% each at level 12 / 8.

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Adjusted the following Relics and Charms:

- Completion bonuses, which grant hybrid regen have been nerfed for normal and epic difficulty.
- Completion bonuses, which grant regen + %regen have been nerfed.
- Completion bonuses, which grant %reduced x duration received (x=DoT like bleeding) have been nerfed for epic and legendary difficulty. Was (20%/40%/60%) and is now (20%/30%/40%).
- Venom Sack: Now also grants 1% poison damage per piece (the 0% looked ugly lol)

Update: Jul 22 @ 2:44am

Patch 0.1.2

  • Corrected a bunch of small spelling mistakes
  • Clarified some skill descriptions
  • Nerfed the new "of Thievery" suffix to have lower life and energy leech values (was a bit overtuned)
  • Nerfed the new "Everlasting Storm" modifier for "Squall". Now adds a slightly higher energy cost and reduced the added duration by 0.5s per level (2.5s from 3.0s)
  • Added a small cooldown of 1.0s to the new "Haemophilia" skill in Warfare mastery
  • Reduced the health regeneration of epic and legendary enemies

Update: Jul 20 @ 2:49pm

Patch 0.1.1

Various small fixes to make it ready for a public launch.

Update: Jul 20 @ 6:22am

Added the launch version 0.1