Titan Quest Anniversary Edition

Titan Quest Anniversary Edition

Itemization Quest
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Update: 2 Nov, 2022 @ 3:27am

26th round

Rebuilt the database for the newest official Version of the game: Update 6

Update: 24 Aug, 2022 @ 2:46am

25th round

All the update 4 & 5 changes are included.

Update: 8 Jun, 2022 @ 8:53am

24th round - These are the main changes from Update 3:

Dark obelisks now summon also casters.
Drowned sailors and variants are now undead (no ghosts)
New gold multiplier stuff on general config.
Bows and staves have new affixes without offensive ability.
Heroes/Bosses are less resistant to leech.
Fixes on wolf damage, out of base damage but instead with skills/levels.
Now machae archers drop throwing uniques of their difficulty.
Two new sets from Immortal throne uniques.
Less volume on thunderstrike.
Atlantis Loot Tables now excluded Epic uniques on legendary difficulty (already similar effect due to loot level restrictions)

Lots of changes on Eternal Embers.

Update: 22 Feb, 2022 @ 5:30am

23.0 - Build update with latest 2.10 version of the game (update 2)

Rebuilt the database for the newest Version of the game. They are mostly some Eternal Embers changes.

Update: 30 Jan, 2022 @ 9:47am

22.0 - Build update with 2.1019 version of the game

Fixed on official update (already was fixed in the mod, anyways):
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- Mounted Serpentoid Weapons
- Vanilla unique Throwing weapons high drop.
- Venom Sac with wrong poison reference.
- Doubleslash wrong animation reference.
- Fixed traps poison damage asorption from flat to percent.
- Fixed wisp summon level for legendary L4.
- Fixed name for wisp summon L10.
- Aonios & Demonskin Walker uniques now ilvl80 (prev 82).
- Pesephone's Tears relic scale properly on Epic/Legendary for Single elemental resist completion bonus.
- Einherhar can now equip MI throw weapon.
- Fixed MIs Valkyrie boots, Hood of the Chosen, Ichthian Spine swap in difficulty for bonuses.
- Fixed certain Ragnarok helms with wrong name tag (helm instead of greathelm).
- Ragnarok Centaurs now have proper possible MI centaur chest.
- Added Ferrus Gnosi in several loot tables.
- Fixed Ragnarok MI shields having axe affixes (now proper shield affixes).
- Added collision sounds to monkeyman atlas rock skill.
- Triton MIs now scale lighning res on difficulty (15>20>30), fixed chest with no bonuses.
- Philip's Reach (bow) now included in set bonus.
- Fixed all Atlantis monster and MI gear & weapons with proper type affixes (before, all had torso/axe affixes).
- Fixed drop item level ranged so Atlantis specific gear now can drop properly from lootables.
- Reptilian Limbs set bonus now applies only if 2 items are equipped (before, only 1 required).
- Corrupted mummy (summoned) now has undead resists.

Related, still not fixed on official (but I did):
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- Loot table for Atlantis Throwing weapon uniques still not fixed (9 everywhere)
- Wrong throw weapons for lvl 40 uniques.
- Act1 merchant tables Epic.
- Triton spears always magic
- Wrong affixes on Ragnarok monster Armor.
- 7 Relics don't scale properly on Epic/Legendary for Single elemental resist completion bonus.
- MI Valkyrie boots still has heavy armor values.
- Certain Ragnarok helms with wrong name tag (greathelm instead of helm).
- Still suffix chance not 100 in Atlantis monster and MI gear.

Extra fixes from official I didn't spot:
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- Chromatic Staff mesh fix.
- Spears can drop from Hydra/Typhoon bosses now.
- Proper affixes on throwing weapons on Atlantis monster and MIs.

Update: 4 Dec, 2021 @ 5:31am

21.0 - Build update with 2.10 version of the game

Nothing new, just a new build with the current official version.

Update: 22 Oct, 2021 @ 10:51am

20th round - Act 5 Monster Regulation, Experience and hero resists

Many lower level versions of a creature have the same stats and damage than their higher level versions (IE a Cockatrice L29 with same stats than a L33). In many groups, champions also have the same stats, including health, compared to their normal versions.

Also seems most creatures have the same stats (str/int/dex/health) between different groups, and those stats are more of the likes of endgame ragnarok creatures, when these monsters are level 30-36 most of the time.

Adjustments:

- Reduced the health points by 20% and damage by 10% of non-champion Cockatrices.

- Added a piercing attack skill that leechs life to the giant mosquitos, also their normal attacks do some bonus piercing damage.

- Reduced the core stats for melee aegipan by 15%, and dexterity for the throwers by same amount, the bare-handed ones now attack slower. Alpha ones (champs) now have +50% HP.

- Corrupted Priests now have a corrupted touch skill with a 1 in 8 chance of either bleed/poison/life leech on attack, lowered core stats 10%.

- Serpentoids have lower stats only for the lower level versions for most, and higher on the high level version for captains (champions). Lowered the physical bonus a bit for all non-mages but captains.

- Added Lay Multi-trap and flash Podwer to melee serpentoid hero (had no abilities), added calculated strike and volley to serpentoid vanguard hero (only had envenom weapon same as normal vanguards)

- Reduced stats and health by 15-20% in different ways for embalmed priests soldiers and archers, upped the health on champions and magues.

- Added abilities to the three embalmed priest heroes: deathchill + ravages of time for the melee one, dark covenant + unearthly power ofr the mage, psionic trouch + psionic burn for the archer.

- Coral Guardian stats reduced, specially dexterity, depending on type, about 10% strength and 20% dex on average. Melee Champs have not pulverize skill, Archers Chaps have not Marksmanship and Art of the Hunt.

- Coral Guardian Melee hero now has adrenaline, open wound and pulverize (before, no skills), the mage version has tigerman storm orbs as extra skill.

- Karkinos can now use their skills (Bleeding attack).

- Merfolk archers have a small chance to use gouge, Champions have 80% more health than soldiers (had the same), witches have 40% more health. Lower level versions have less stats and health.

- Most merfolk heroes have an additional skill: Alexa: Lightning bolt, Zerphare: Onslaught, Moa'lin: Shadow Bolt.

- Harrier, Basilisk Hero now has kinetic blast.

- Tangle vines can use their barb attack.

- Ascacophus can now use their stomp attack.

- Jungle centipedes have now toxib bite, have 20% less health.

- Ripjaw, Dune Stalker Hero now has phantom strike and a burning attack.

- Garden Colossus can now use his stomp and have 25% less health.

- Salamanders have 10% less dex, strenth and health.

- Deep One, Salamander Hero now has distortions field and distortion wave, Starspawn now has Storm Nimbus and Storm Surge.

- Cragling are now insectoid race, have 15% phys res instead of 5%, the bigger ones have 20% more life and deal more damage than the smaller ones, all of them deal 15% more hand damage, their backhand attack does a more phys damage.

- Crackersnap (crabman hero) now has a meteor barrage skill.

- Giant Lobsters have more armor, 20% less health and crabs Feast skill (life leech + phys + bleed damage).

- Giant Lobster Hero has Bloodpact Aura.

- Reworked Ladon fight a bit, stomp attack goes off a bit faster, and scaling with difficulty, perma-flight phase lasts 30 seconds down from 60 seconds, but a mid-phase, summons some cockatrices. Also final phase ladon is a bit stronger (was the same).

Fixes:

- Added a buff animation to giant mosquitos so their hero can use his bloodsucker aura.

- Fixed the bloodsucker aura, mainly used by Embalmed Priest Mages, to actually work and life leech (didn't have a min duration. max duration doesn't work).

- Agegipan mages had act 1 passive armor levels.

- Aegipan first mage hero has a skill that doesn't exist, changed with blizzard, to the two melee heroes, no skills at all, added battle awareness and heart of oak.

- Aegipan leader has quick recovery that cannot use because has no shield, changed with rally instead.

- On serpentoids, guards, stalkers and captains couldn't use lethal strike, envenom weapon, and poison gas bomb respectively due to wrong animations and no energy pools.

- Serpentoid vanguards couldn't use their envenom weapon skill (wrong animation).

- Coral Guardian Champions: correct animation for Shield Charge, removed energy for those without skills.

- Lykos Telkine, and others had act 1-2 level armor (due to copy paste I guess).

- Sciron and Sinmara, High Priestess of the Flame has proper boss resistances instead of hero resistances.

- Many bigger size heroes now move slower as they should, as movement is affected by scale (size).

Others:

- Adjusted experience gains from some monsters, and specially, some heroes and bosses that didn't give hero-like experience, like the troll king and the giant king in Ragnarok, and most heroes on Atlantis.

- Added 40/50/60% resistance to Trap, Stun, Petrify, Sleep and Freeze, to all heroes, and adjusted these values for those who already had those resistances.

Update: 13 Oct, 2021 @ 2:03am

19th round - Monster Regulation - Act 5

Much like Act 4, most of the physical enemies in this act have a flat physical damage bonus instead of a physical percent, that didn't scale into higher difficulties.

Adjustments:

- Hit points reduced in some capacity (ranging from 10% to 30%) on:
Mud Snappers, Abominable Mold (slimes), Bandit Ringleaders, Merfolk Sea Lords, Robber Boss, Giant Centipedes, Raven Warrior Champions, Wood Colossus, Crypt Worms.

- Merfolk (Tritones and such) monsters move and attack a bit faster.

- Act 5 Crows do some extra piercing damage.

- Bees/Hornets have special resistances instead of undead ones: absorb 50% physical/pierce but weak to poison/vitality and very weak to fire, and less health scaling with higher difficulties (33% less life).

- Added Toxic Bite skill to Centipedes (some poison and a bit of slow), they had some poison bile not properly configured anyways.

- Enhanced Cultist Ancient Bosses (Ancient of the Soil/Wind...) skill usage.

- Crystal Golems stone form reflect skill now lasts 3.5 seconds instead of 4, they regen about 15% HP.

- Adjusted some values for pasive armor that went way off in value (too much points in higher difficulties).

Fixes:

- Centaurs, Giant Rats. Shades (ghosts), Cave Bats and Storm Revenants had passive armor values from Act 1 (side effect of copy/paste).

- Salt Corpse skeletons didn't have bare-handed damage, and many times they appear without weapons (no melee damage as result).

- Drowned Slaves didn't have the race tag 'Ghost', and their physical damage bonus was wrongly configured as it had the legendary bare handed bonus in all difficulties.

- Fixed one of Salt mine Ghost boss zombie summons (has 3 different summons but one was repeated).

- The lvl 40+ bettles and crypt worms had the same core stats than the act 2 beetles.

- Wolfs and Wargs have some energy so they are able to use their maul skill.

- Quill Vines didn't have their barb attack skill configured...

- Fungoid Brute hero can now use onslaught (using a version for monsters with no weapon requirements).

- Dvergr Tormentor now can summon his Fungoid slaves and cast the speed-all aura (missing energy and one animation).

- Jarl-specific Onslaught skill didn't work for Throwing weapons (...).

- Act 5 Spiders had lower core stats than their Act 3 counterparts (Tropical Widows).

- Passive armor skill has 1000 levels but only implemented 650, added missing levels.

- Rimturs Hoar did Fire/Frost damage instead of Ice/Frost.

- Wrong character level in normal for Chaos Imps.

Update: 2 Oct, 2021 @ 4:05am

18.0 - Monster Regulation - Act 4

Most of the physical enemies in this act have a flat physical damage bonus instead of a physical percent, that didn't scale into higher difficulties.

Adjustements:

- Chief Bullfrog Longbellow (Anouran Hero), could cast a special warhorn skill that deal huge physical damage and stuns 1/2/3 seconds, each 3 seconds... delayed the cooldown to 6 seconds.

- Buffed Hydradon heroes physical damage (was lower than normal Hydradons).

- Slower dual wield attack animations for Nightstalkers, Lost Soul DW hero, Formicid Captains, Melinoe, Gigantes and Anteok Forest Lord, on all their attacks that are double hits (25% slower).

- Swapped life values between Lamia Dark Rangers and Lamia Clan Misstress (now the Clan Mistress has more life than a common tier archer).

- Dactil has now 30/45/60% projectile evasion, before was 30/55/80%.


Fixes:

- Nikias; Betrayer of Sparta (Lost Soul Hero) Crippling ward didn't work. fixed that.

- Lamia Clan Misstress can use their Maul Skill attacks.

- Machae Wardens have an attack animation that does not do any damage (so 50% of the time they don't deal damage). I changed it with another animation.

- Added a visual effect (same as Earth Fury) for Machae General's Fire Ring skill (an AoE attack that deals huge Burn damage, 1 second).

- Added some energy to the Troglodite Beserker so he can use his punch skill. Better punch hit effect (a blunt hit instead of a green slash...).

- Troglodite ground slam could often not be used at melee due to very short activation radius, expanded it a bit (for beserker, jailors and a few heroes).

- Buffed arch-limos a bit (Str/Dex/Int), so they are not so weak compared to their Act 1 and 3 cousins.

- Added a 4 seconds cooldown to kinetic blast skill (didn't have cooldown), so Dactyl cannot chain it when you move into a different range.

Update: 25 Sep, 2021 @ 5:59am

17.0 - Monster Regulation - Act 3

Adjustments

- Non-mage Jackalmen attack 10% faster (they are from Act II, but whatever).

- Buffed the physical damage of some quest monsters/bosses, relative to their normal versions: the big Jungle Raptor, the big spider on Changan caves, Gargantuan Yeti.

- Skeleton Assasin much like their Act 1 counterparts, have open wound and calculated strike, brigands have marksmanship. Both are correctly categorized as Champions (Yellow title).

- Dragonian Warlocks now have the Dragonian Storm orb same as Dragonian Wyrm-Mages and the Decay aura (cold/vitality damage on proximity), instead of a low damage lightning projectile. Lowered Dragonian Storm orb damage on normal for both mage versions.

- Lowered damage potential (a bit) on some heroes: ratmen, skeleton, that melee tigerman, tropical arachnos, yerren... specially on normal, most of them can still easily dispatch you.

- Quest tigermen less physical modifier, and non-quest tigermen a bit more physical modifier, Quest Tigermam Sorcerers now have same skills than non-quest, Quest Warlords now Titled as "Master Tigerman - Warlord" as they are a mix of non-quest Pack Leader and Warlord ability-wise.

- Improved animations for Tigermen: new animations for pack leaders when casting battle standard and their speed aura.

- Modified some cheaters while dual wielding: Minotaur, Tigermen, Yerren, Djinn. Dual wield attack animations (those hit with both weapons each swing) from normal attacks and not dual wield skill procs are 25% slower.

- Dragon Liche super-boss now does a normal amount of damage (relative to the difficulty, compared to other normal big monsters) when attacks physically...

Fixes

- Fixed "Mantid Calculated Strike" skill, used by the Mantid Champion versions and the big Karkinos (the crabs), had weapon requirements thus not being eligible for use.

- Not a big impact, but Skeleton Assasins (Champion tier) had lower physical modifiers than normal warriors, swapped the values (error assigning values in alphabetical order).

- Yerren Chieftains now are able to use their radius attack skill "Earth Fury". Yerren Heroes can now use their auras properly (error in self-buff animations)

- Djinns now are able to use their special Storm Nimbus Aura, and the Blood Pact aura for the Heroes (error in self-buff animations)

- Yeti champions have their concussive blow (defense stun chance passive skill) version with no weapon requirements so it can trigger, also they are bigger in size than the common yetis.

- On Ancient Limos (before Typhoon), the stronger version had the common title and the weaker version the champion title. I swapped them.