similar issue has happened again with the shrine I’m assuming is locked behind killing the manticore, as well as “the corrupted priest” quest, some things just aren’t triggering right I suppose
Thanks. Scorpios and Devotion shrines already fixed in my internal version. Priest issue will be addressed to fix.
playing through epic some more and found a few more issues:
zombies throughout act 3 appear to be player allied
dragon liche isn’t spawning and thus the shrine is locked (unsure if you’ve added it yet)
all versions of rigid carapace can’t be added to torso armor despite the description saying they can
Noted.
For unknown reasons, Dragon Lich was available on Legendary only. It will be fixed next update.
Looks like AE text was mixed with IT assets. Carapace socketing to torso will be added next patch.
playing through ultimate difficulty and found a few more bugs:
the evil spirits for “the village temple” quest aren’t spawning
the “defeat the neanderthals who took the sacred weapons” objective for the “neanderthal heroes” quest never completes (but the warlord objective does)
thanks for all your work on this btw, really enjoying the mod and hope these reports help ![]()
Could not reproduce. Tried several times, and every time they are spawn.
Fixed. Unfortunately, since quest file was changed, quest can be blocked on that character after update, and as result quest “Mystery in the Mountains” too.
New version of mod uploaded on Google Drive and Nexus.
List of Changes
Act 4 (Hades) added. Now you can play full vanilla TQ:IT.
[Game]
Game files updated for GD v1.3 and FoA DLC.
New crafting materials added: Converting Stone, Rerolling stone, Electrum coin. Converting Stone - material for set converting. Rerolling stone - material for affix and seed reroll. Electrum coin - universal currency for various services. Dismantling stone gain new icon.
Converting sets now require Converting Stone and some quantity of Electrum, gold cost increased.
Rilics/Talismans upgrading now require Electrum.
Added random craft equipment recipes to all crafters.
Health increment per attribute point investment in Physique/Cunning/Spirit reduced to 12/6/6 respectively.
Energy increment per attribute point investment in Spirit reduced to 12.
Fixed many enemies dissolve delay with corpse persistence option greater 0.
Fixed Devotion altars locked by monsters doesn’t unlocks on boss kill.
Increased experience reward scaling for Devotion shrines.
Added Respawn point at Hanging Gardens.
Fixed Delphi attendant voiceover.
Fixed Meletus (Athenian citizen) conversation incorrect title
Fixed conversation portraits display. (no more footfetish… most likely)
Default Health and mana Potions bonus reduced to its TQ Lesser Potion values
Added simplified FoA cauldon mechanic. You will be able to find Potion upgrades (up to max lvl 5) separate for Health and Energy. Standard Potion option with default bonus also available at cauldron window.
[Enemies]
Fixed Mummy priest not spawn at The Great Sphinx dungeon
Fixed certain egypt mummies not spawn skeleton/ghost on die.
Most Spartan and Athenian guards are invincible now
Enemies, that have Physique value lower than Cunning, get additional DA bonus for compensate initial DA formula changes.
Greek Telkine bossfight was reworked (again). Now Telkine have invincible phase to prevent backdoor farm.
Fixed Orient Zombies not hostile to player
Fixed Dragon Lich not spawn on Elite difficulty
[Items]
Fixed low item price at merchants
Merchant loottables reworked to include Act 4 items
Many items get its Caster/Heavy armor type display
Golden Fleece relic - added % Armor absorption (fixed original bug)
Rigid Carapace relic - now could be socketed to torso armor
Fixed Mede Cap incorrect Spirit bonus
[Quests]
Adjusted several Act 1 conversations to not autostart sidequests
Fixed most side-quest enemies spawned multiple copies or not spawn either
Fixed Sandwraith lord doesn’t open door in Halls of Prometheus on die on elite/ultimate difficulties
Fixed The Beast of Legend sidequest could not be finished on elite/ultimate difficulties
Fixed The Corrupted Priest sidequest could not be finished on elite/ultimate difficulties
[Classes & Skills]
Devotion:
Added 13 new constellations. Devotion reallocation now cost 1 Electrum per point.
Equuleus: Fixed constellation 3rd star could not be activated, affinity requirement reduced to 4
Auriga: Pets 100 Health bonus replaced by 100% Health
Triangle: Affinity requirement reduced to 1
Bootes: Affinity requirement increased to 7
Cassiopeia: Affinity requirement reduced to 7
Cepheus: % Lightning Retaliation bonus increased to 20%, % All retaliation increased to 30%
Dream:
Phantom Strike: added missed weapon damage
Hi! Is there an Illusionist in the mod? If so, where can I find them?
Illusionist implemented as Mirror of Illusions. You can find it in large hubs. First of it at Athens.
Hi. Thanks for the mod. I really like it.
I’ve noticed a bug in Act I so far. As soon as I enter a cave and restart the game, I spawn at a fountain in the last city with a portal instead of at the last fountain I activated. For example, if I defeat the three Gorgons and restart the game, I spawn in Delphi. Also, you can’t leave the cave in Tegea. When I restart the game, I spawn in Sparta. If I restart the game at Arachne, I would appear in Megara.
Not a bug.
Respawn points placed only in safe cities.
This makes the farming runs for certain gear significantly longer. Is this intentional?
Congratulations on “finishing” the mod, @DenisMashutikov!
Thanks for the amazing mod.
Out of curiosity, do you intend to move on to a different project now, or do you plan to add custom content to this mod?
Yes, it is.
Otherwise I need place respawn point at every fountain and they will activates automatically.
Thx. As i post in roadmap, next patch (counting current one been shifted) will add some non campaign content from Anniversary edition.
Would you add something to the game like the Grimmest mod or the Zeke character, which is known from the mods “Grimarillion” and “Dawn of Masteries”? Using Zeke opens a menu that lets you increase mob density and hero monster spawns.
Not planned.
But I think about adding Dangerous domains.
When I defeat Telkin on Wusao Mountain, I can’t get to the portal to Olympus. When I try to teleport, the game freezes. I’ve tried it three times already. Any ideas?
Unfortunately this is issue related to Telkine’s telekinesis skill. I really don’t want to change it (but perhaps I will be forced to
) because it cool. Try wait some time or walk back and forth but not use teleport. That usually helps.
It worked just like you said. Thanks!
Are the bosses in this version already resistant to “Reduction to Enemy’s Health”? So would a ring with the “of Smiting” affix and the Throwing Knife skill work on bosses (like Typhon) ?








