Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

TQ-Retold
224 Comments
KeT4yI7 8 minutes ago 
The only thing we need is for rare monsters to spawn as often as possible.
KeT4yI7 11 minutes ago 
x3 is too much, it adds lag to the game, x2 is the ideal option, not too much and not too little, perfection )))
Divinityy  [author] 1 hour ago 
I can also make the monster spawnrate scale with difficulty. So x2 in normal, x2.5 in epic and x3 in legendary for example.
Wereywolf 8 hours ago 
x2 or x2.5 would be great TBH
KeT4yI7 9 hours ago 
For me personally, x2 the number of monsters is the best choice.
Divinityy  [author] 16 hours ago 
PSA: There is a save issue due to both "cm_..." versions using the same map data. Never switch between them on the same character or progress will get wiped!

Please vote for the solution that you would prefer:
Vote here! [strawpoll.com]
hedgehoglock57 20 hours ago 
That would be a good compromise.
hedgehoglock57 20 hours ago 
The normal map and xmax map do not share the storage and transfer area or the relic vault. They are like two different mods.
I would really suggest that you make a single version with X2 and an increased hero spawn rate.
Divinityy  [author] 20 hours ago 
@hedgehoglock57 You can use the Nexus Mods version of installing the mod and only place the desired version in custommaps folder. To fix this I have 2 options: Either bundle the entire map data with the mod, which would bloat the size of well over 1GB or split the mod in two and tell people to only use one version.
hedgehoglock57 20 hours ago 
Unfortunately, that just happened to me by mistake...
Is there a way to have only the xmax map in the custom maps window, or can the order at least be changed? I would like to have the xmax map in first place.
Or if there is the option to subscribe to either the normal or the xmax map. Or just make a single version with X2 and an increased hero monster spawn rate.
Divinityy  [author] 20 hours ago 
PSA: There is a save issue due to both "cm_..." versions using the same map data. Never switch between them on the same character or progress will get wiped!
Divinityy  [author] 20 hours ago 
@hedgehoglock57 Pets won't trigger it. Haven't tested how reflection or retaliation interacts with it. You could easily test it with an accomplished character though.
hedgehoglock57 21 hours ago 
Just to be sure. Pets can't trigger Obliteration and Essence Drain when killing monsters, right? And what if monsters kill themselves through Retaliation/Reflection?
Malvolion 31 Oct @ 5:22pm 
This is hilarious. In 30 minutes I organized all my stuff I've been hoarding for all these years! All thanks to your mod. :)
Divinityy  [author] 31 Oct @ 11:28am 
Yup that's an awesome tool for stash management and completely invalidates the need for mules. Basically infinite stash size and very customizable. It also works with TQR to some extend.
Malvolion 31 Oct @ 11:15am 
TQ Vault, you say? Need to check it out.

The huge stash is absolutely something I would love to have.
Divinityy  [author] 31 Oct @ 11:09am 
@Malvolion If you really need those items you can use TQVault to transfer them over or use the default stash when "importing" the character via copying the save data as described in the patch notes. I know there is some friction involved but it's for the better. The huge stash size is a game changer for me personally.
Malvolion 31 Oct @ 10:48am 
Damn it, that "can't import inventory/transfer/relic vault" hurdle is brutal. I had the entire mule system set up with my chars since 2013.
hedgehoglock57 31 Oct @ 9:58am 
I started cm_TQR with a new character. Big stash mod is a huge quality of life improvement !!!
Divinityy  [author] 31 Oct @ 6:45am 
Patch 0.6.0 is out! This patch introduces 2 new Custom Maps, which are no longer bounce maps and include the "More Space Mod" by @nargil66. For the duration of patch 0.6.0 the bounce versions will remain playable but afterwards these are going to be discontinued. If you want to import an existing TQ-Retold character to be usable for the Custom Map version without risking any items or skills, please refer to the following Pastebin: TQ-Retold patch 0.6.0 [pastebin.com]
Divinityy  [author] 30 Oct @ 1:14pm 
@hedgehoglock57 Yup that's the plan! If you import a character, the stash won't get imported as well.

Edit: I just tested a bit with importing modded TQR characters to then play the custom map version. Newly added TQR items get deleted that way and skill points invested in new skills are lost as well. That's quite unfortunate. So yeah... if you use new items you are out of luck, but for skills you can just unspec the new ones and invest into them when you launch the custom map version. Creating a new character is the best way to got about it in my opinion.

Edit 2: TQVault could actually store the new TQR items and then be used to give them back to the imported character. TQVault still semi works with the custom map version. The inventory in TQVault is not displayed correctly due to the increased inventory in game (but still partially works). However new TQR items actually show up as intended when using the custom map configuration option, which was not the case beforehand.
hedgehoglock57 30 Oct @ 11:59am 
Will TQR be released as a custom map version tomorrow? That's great! By the way, what happens to items in the transfer area?
Divinityy  [author] 30 Oct @ 11:36am 
@hedgehoglock57 Yes it does work, BUT you need to have a completely empty inventory otherwise items will get stuck there without you being able to interact with them (equipped items seem to be fine). That's why i would recommend starting fresh. I will cover this more in depth in the upcoming patch notes.

@IIala4 Bi4ey Glad to hear you are enjoying my mod! The Custom Map version and patch 0.6.0 will probably come out tomorrow. The Custom Map is basically the entirety of the 0.6.0 patch and patch 0.7.0 will be more extensive as other major patches used to be.

The Changelog was at first just for me to keep track of everything that I have changed. There is no way I could remember everything otherwise. But it's also a nice resource for you to see what has actually changed and use it as "wiki" for this mod. If you have any suggestions after playing feel free to use the pinned discussion!
hedgehoglock57 30 Oct @ 11:15am 
@Divinityy
Will it not work from patch 0.7 onwards if you simply import the old characters into the custom map?
IIala4 Bi4ey 29 Oct @ 6:07pm 
Tried 0.5, feels great. Now waiting for 0.6 to play properly because do not want to leave character behind if will not be able to port them. Huge respect for 300 page long changelog, red like 80% of it :)
Divinityy  [author] 29 Oct @ 10:34am 
@Melex Please report any bugs you find to the pinned discussion. Thanks and have fun!
Melex 29 Oct @ 10:22am 
I just want to say that I'm at level 10 and I'm enjoying this like a child, thanks a lot, there are some bugs yet, but for now nothing gamebreaking, keep up the work!
OKYRVA 29 Oct @ 5:39am 
Thanks
Divinityy  [author] 27 Oct @ 8:34am 
@Che'rios, Kell of Kellogs
Are you on Linux by any chance? I have heard before that there are issues with Linux and mods. A thing you could try is using the Nexus Mods version of "installing" the mod and see if that works.

I have never had that problem before and from what i can tell you seem to initiate the mod first, which then bounces you back to your main campaign and from there you use a character and then it crashes?
Che'rios, Kell of Kellogs 27 Oct @ 3:14am 
Weirdly, it's not working for me. It bounces, i create a new pg, it crashes to desktop when it loads the map.
When i try to load the character again, after restarting the mod, it loads a normal game.
Divinityy  [author] 25 Oct @ 9:55am 
Patch 0.5.1 is out! This patch introduces 9 new Monster Infrequents, new caravan drivers, mystics and traders for a few towns, various balance changes and bugfixes. Here are the patch notes:
TQ-Retold patch 0.5.1 [pastebin.com]
Apuff 25 Oct @ 3:12am 
loving this mod keep up the good work most fun ive had on tq in a long time
Wereywolf 20 Oct @ 12:22am 
Btw the new charms are awesome :steamhappy:
Divinityy  [author] 20 Oct @ 12:20am 
@BtheUnquenchable In terms of loot xmax and normal version are identical. Due to there being more enemies, the xmax version has slightly higher unique drops (only slightly since a lot of unique loot is from bosses and shrines) and a lot better odds to get MI's and Charms. You can also freely change between the 2 versions without anything breaking.
BtheUnquenchable 19 Oct @ 3:24pm 
Do you get more unique and monster infrequent loot on xmax, or is the drop rate adjusted so it's the same loot density as the non xmax map?
Divinityy  [author] 19 Oct @ 2:01am 
@Calla Is it exclusively my mod or does it happen with any mod? How do you start up the mod? A thing you can try is using the Nexus-Mods version and "install" it in the custommaps folder as described on the Nexus-Mods page.
Calla 18 Oct @ 7:54pm 
@Wereywolf yes, im running proton 9 on bazzite and the game runs perfect without mods but the moment i try modded it simply just crashes once i click play.
Divinityy  [author] 18 Oct @ 8:39am 
@Magican Localization will happen whenever this mod is finished. For now it's only english.
Magican 18 Oct @ 6:41am 
Здравствуйте. Очень понравился мод. Скажите планируется ли локализация на русский?
Divinityy  [author] 18 Oct @ 4:37am 
@udaa6743 This happens to me randomly as well and is independent of whether i play with or without any mods. I can't replicate this in any way and there are many others who have the same issues. This is not my mod but rather a bug of TQ itself.

There is a "4GB Patch" that allows TQ to allocate more memory and some said it helped to make TQ more stable. There is also a CPU optimization tool called "Core Switcher" for Grim Dawn that works for TQ:AE as well. It allows the application to use all cores more evenly instead of having one core doing all the heavy lifting. I have not tested any of them so far to see if they help.
udaa6743 17 Oct @ 8:26pm 
I'm Korean, so I'm sorry for translating the Papago... Yes, that's right. The game suddenly stops and bounces automatically. ㅠㅠㅠ
Divinityy  [author] 17 Oct @ 2:20pm 
@udaa6743 I appreciate it! Uhm, what exactly gets automatically turned off? You mean as in the game is crashing?
udaa6743 17 Oct @ 9:52am 
Thank you for the detailed answer! This is the best belance mod I've ever experienced in over 1000 hours of Titan quests! I love the basics! It turns off automatically when I'm playing the game, can you tell me why?
Divinityy  [author] 17 Oct @ 4:57am 
@udaa6743 You are correct about it not showing up in the UI. The passive bonuses get applied though... the problem is however: Once you have equipped that helmet once for that play session you keep the passive skill even when unequipping the helmet again. I will probably have to rework the Pet Master skill into a buff type skill that you cast on yourself, so it does not persist after unequipping the helmet. Thanks for letting me know that it is not working as intended!
udaa6743 17 Oct @ 4:16am 
No matter how many times I look at Spica's Hwagwan Pet Master skill, I can't apply passive and I can't check the skill mark. I can't apply it even if I look at the pet effect on the third tab, so please check it ㅠㅠ
Divinityy  [author] 16 Oct @ 9:52am 
@BtheUnquenchable How far are you into the game yet? This probably falls off a lot later on. Liche King can basically breeze through act 1 solo if you pump all your points into him. That's just a thing how TQ skills work. This however does not mean that those Skeleton Warriors are perfectly balances rn... I will be looking into it. If you have other specific suggestions feel free to use the pinned discussion! Thanks
BtheUnquenchable 16 Oct @ 9:34am 
@Divinityy I see, that makes sense. As my level 15 skeletal warriors are doing about ~200 damage per melee hit with 2 rings buffing elemental damage and a staff buffing vitality damage, you may wish to increase the damage reduction as they're cleaving through xmax mode like they're on a mission. Thanks again for this lovely mod.:steamthumbsup:
Divinityy  [author] 16 Oct @ 8:46am 
@BtheUnquenchable So they get less value via pet bonuses from other sources like affixes on gear. Normally Spirit does not have access to those 6 pets, which would just multiply any additional pet damage by 6x without this total damage penalty. Might not be perfectly balanced as is rn... but that was my intention. If you have any other questions feel free to ask!
BtheUnquenchable 16 Oct @ 8:41am 
Out of curiosity, what is the logic behind setting damage values for the skeletal warriors and archers, then applying a flat damage reduction?
Divinityy  [author] 16 Oct @ 4:22am 
@udaa6743 Hi! That is indeed a passive skill that will be active once the helmet is equipped. The Pet Master passive grants among other stats % total damage to pets and this should show up on the 3rd tab of your inventory when you hover over the pet damage modifier.