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Messages - mvlad954

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New Projects / Re: Deities Mod - Development
« on: 12 February 2019, 21:08:58 »
I finally rebalanced the god related damages! At last it looks good, after all this time :D
Poseidon was the problem. I tried without him and it worked! Donno how it will work ingame, but at least on paper it looks more balanced than before.

A short explanation why i chose these damage types for each god:
Spoiler for Hiden:
God of Archery – Pierce/Bleed
God of Plagues - Vitality/Decay
God of the Sun - Fire/Burn

God of War – Physical/Wound
God of Banditry – Venom/Poison
God of Bloodlust – Attack Dmg to Health/Life Leech

Goddess of Hunting – Pierce/Bleed
Has power over winds and springs – Cold/Frostburn
Goddess of the Moon – represented by Energy Drain/Energy Leech

Goddess of Defense – Physical/Wound
Born directly of Zeus – Lightning/Electrical
Can weave enchanted clothes - represented by Energy Drain/Energy Leech

Can curse with disease or alcohol sickness – Vitality/Decay
God of poisonous plants – Venom/Poison
God of Frenzy - here Dmg to Health/Life Leech

Goddess of Witchcraft – Vitality/Decay (replaces poison, so you don’t need extra Dex)
Goddess of Ghosts – Cold/Frostburn
Uses flaming torches to immolate enemies – Fire/Burn

God of Blacksmiths – Physical/Wound
Forges Zeus’ thunderbolts – Lightning/Electrical
God of Fire – Fire/Burn

More agile fighter than strong – Piercing/Bleed
God of Trickery – Venom/Poison
Guide of souls to Hades – here Dmg to Health/Life Leech

God of Thunder – Lighning/Electrical
God of Weather and Storms – Cold/Frostburn
Because of the empty space there :P - Energy Drain/Energy Leech
Interesting.I think my first build would be Apollo or Athena or Apollo+Athena.Why isnt Poseidon included?

Forum News and Info / Re: Closed Beta Program
« on: 11 February 2019, 17:37:31 »
yep, it sound like a new game in the series will appear soon
Actually,the developer who posted the announcement clearly stated that they are looking for people with experience in the game.If it would have a new game they could have recruited anyone...well,not really,since I imagine they will want the new game to have similar mechanics(and hopefully a similar engine),so they would still need TQ veterans.Nevertheless,this could be a huge patch or a new dlc.
I personally hope that they will add more endgame content,new weapon types(two-handed swords is a popular examle),add more side areas and extend the masteries to 40 or 50(of course,that will mean they would have to increase the level cap to 100).

General Gameplay / Re: Soulvizier 0.98i database
« on: 11 February 2019, 17:23:32 »
I have just come across a very unfortunate problem with having both the old CD TQ and AE installed.
Even though they are separate games, AE still uses the same exact named folders in documents so both games are using the same shared stash ingame.
Yeah,I know,its annoying.Any AE/Ragnarok item(that its not in Immortal Throne)will be lost.The same goes for Soulvizier items that you put in the transfer stash.Also,when you come back to AE after playing IT,when you enter the main menu something will load,Im not sure what.I think it loads your characters(they wont be deleted though).I guess you could try to put AE/Ragnarok only items to another character(same for Soulvizier items).

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 01 February 2019, 16:39:53 »
I got some things to report....

The wraith mini-boss from a tomb near the Athenian Passage is missing.I only found its wraith minions:

I was exploring a new cave you added(full karkinos and ichtians) and I ran out of potions.I opened up a portal to Sparta to resupply,but after buying enough potions and returned to the Spartan Camp portal,I couldnt teleport back.My personal portal stone was gone.I had to restart the game:

Other Modifications / Re: Death Effects Mod for TQ:AE
« on: 25 January 2019, 20:12:21 »
Cool mod Id say.Is there any way to merge it with other mods?I dont really want to start a new character just for some new death effects.I dont have that much free time.

New Projects / Re: Hamunaptra Mod - Development
« on: 25 January 2019, 09:06:58 »
The screenshots look amazing.My favorites whould be the one with overgrown ruins and the one with a dark tomb and a statue sitting on a throne.Once the mod is finished,you should also upload it to Steam Workshop.I dont think I need to tell you this,since I remember one day when I was scrolling through TQ Steam disscusions,I clicked mod disscusions and I have found a trailer to Hamunapatra.Thats pretty much how Ive found your mod.
Btw,how will checkpoints work?Will it be something similar to Lilith,in wich you dont have rebirth fountains,only portals and restpoints(wich are kind of like fountains,if I think about it).

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 24 January 2019, 11:22:12 »
Continuing with my assasin build,things seem to go much more smoother now.Here are some bugs I have found...

The map in the region of Kerata Forest has this strange-looking texture.Im not sure if its caused by the mod,since it also happens in vanilla:

I have returned to beat some bosses I skiped.After I killed Boar Snatcher,I saw those satyrs trapped in spider web.I released all 3 of them,but nothing happened:

Some cyclops I stumbled upon near Delphi(the last rebirth fountain before Delphi)refuse to attack me once I get close to the fountain.
Currently level 17 in Parnassus Caves.

New Projects / Re: Deities Mod - Development Thread
« on: 22 January 2019, 19:39:44 »
Just a curiosity:How is it possible to make lyres weapons.I have read Apollos description and it says that he also has lyres as weapons.I didnt knew this was possible.Will they work similar to staves?

Humor / Re: Funny Videos
« on: 22 January 2019, 15:31:05 »
This is for Diablo fans:

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 22 January 2019, 15:16:08 »
I am the Twinkmaster! :D

My first character just farms pet rings and amulets so my next characters can get decked out with pet bling at level 3.

I think equipment, especially pet and any +skills are the secret to greasing your wheels in this mod.

EDIT: Also remember you can't buy any pet rings or ammys until act 5. You have to find them. Or get them from your shared stash like me :D

Untwinked is a real slog at first. Skip what you want in early act 1, soon you will be railroading through bosses.

EDIT: And just so you all don't feel bad/frustrated, I was just killed by a poison gas trap in epic Egypt. :)

I posted a video of my Elementalist in the game videos thread.
Take a look at the equipment and you will see why I just steamroller over everything. (I forgot to show my Eye of Flame another character put in the shared stash...+2 to Earth Mastery? Yes, please.)

EDIT: I just started modifying the petgamebalanceattributes.dbr. This won't affect Normal difficulty, but I removed all the pet resistances for epic and legendary.
Thanks for sharing some tips.Im not frustrated,its just that some bosses are too hard for my character at the moment.Im gonna keep an eye out for those rings.

Bumble said it some posts ago, ITS  no shame turning back and face some bosses later, you still are in early act1, but as long you go deeper into the game you will face more dangerous bosses that will be hard on 1st time, no need to worries since all of then are placed on side areas, away from main quest. Unless you like playing your character beyond their limits, like myself :P

You are not doing anythig wrong, if you cant defeat then, come back later with full arsenal :)

Also thanks sauruz.I know there are a lot of side bosses and like you,I like playing my character beyond their limits(or you know,at their maximum potential).I only get frustrated when I mess up a build completly,wich now isnt the case.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 21 January 2019, 18:25:22 »
Greetings!I have some things to report.....

The new tomb in Tegea Graveyard is not marked on the map,although the exit is from the inside:

This npc in Tegea is floating in the air:

This is not a bug report,though I was wandering if there is any way we could have those cannon as items.Those were on some pirates(and dverg only in vannila).Probably a dumb,Im not a modder,just asking:

When I tried to exit the catacombs in Old Elusius,the game stopped for a second and then straight up crash!There is no image of this,because.....well,it was a crash.
I didnt played much today.It wasnt really a great day for me.I am currently in Kerata Forest at level 13.I think Im going to skip the Prince Brothers in Old Elusius for now,until I get more powerful.Even in previous versions,my LOC strategy was to skip very powerful enemies and come back later.Since you are the developer,what do you say?Is skiping certain enemies normal or am I doing something wrong?When I was playing the old version I didnt felt like I did something wrong,though to be fair,that version wasnt as buffed as this one and it was less detailed.I whould like to have your thoughts on this.

PS:The Xl mod "will be a fine additon to my collection".

New Projects / Re: Deities Mod - Development Thread
« on: 21 January 2019, 15:35:59 »
The crafting skills idea is interesting,though I am assuming that the crafting options will change as you progress trough the game,because crafting a knife in Legendary wont be very helpful to say the least.The Artemis skill tree seems to have been improved,but does that mean you scrapped most of the original tree?Ah,anyway,I hope the development process goes well.You still have a long way to go until release,but your motivated and you love what your doing and thats what matters.
One more question:what deity will offer the most vitality and life leech damage(and also ressistance)?Im assuming that will be Hecate,right?

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 19 January 2019, 17:24:34 »

Don't stand next those obsidian crysta;s for too long. They have an aura that takes a % of health and can confuse, frighten and even convert your pets.
Good to know.

Bug Reports LOC AE / Re: Alpha tester bug reports
« on: 19 January 2019, 16:16:06 »
Alright,so I started playing an assassin(Warfare+Rouge),wich uses spectral archers as pets(maybe more later on).

There are not a lot of things to report,no bugs so far.

This is the only thing close to a bug that I could find:

Even though the skill Weapon Training is for pets in this mod,it says "-17% Dexterity Requirement for all Weapons".This does not make sense, since pets dont use items.Is it supposed to be for the player as well?Or it was simply left of from the original skill?

Anyway,I continued on and I found this giant crystal sticking out of the ground.Nothing special about it,but it adds more detail and makes the TQ world look more ravaged:

Here there was a trowing knives/spikes(whatever they are)trap wich almost killed me.In fact,I died 3 times because of them:
Nice ideea,deadly,but nice.
Oh,hellooo Boar Snatcher!Didnt expect to see you here in Normal Difficulty(I skiped him,he was level 17,Ill come back for him).

I like those spider egg clutches.I know there was something similar in previous versions,but those are much better:

That was kind of it.I am currently in Tegea at level 10.

I do have a question:Are the masteries finished?I mean,you are going to realease them in this form or are you planing on adding more skills?Because even though I have not played all masteries yet,I looked trough their skill trees and most seemed to have less pets than the previous version.The only masteries who looked like they had more pets were Spirit,Nature and Rune(who had none and wasnt featured in previous versions,because it didnt exist at the time).This is just my opinion,maybe others feel different.There a lot cool new things like the shield sling skill from Defense mastery,but the pets from previous versions seem to be left out.Why not assign the old pets from other versions to items(weapons,armor,artifacts,rings,etc)?Again, this is just my opinion.
I will report to you if I find any bugs and I might do an occasional report even without bugs.

Edit:Damnn!My images are not posted!This didnt happened to me on other forums.I will try to see whats wrong

Edit2:Nevermind,I used Pasteboard.

New Projects / Re: [WIP] Shadow Champions (Mastery Mod) - WNG
« on: 18 January 2019, 18:47:59 »
Thats isnt 100% truth, most of time people check the work in progress in quiet, prefering waiting when the mod hits on testing phase.
I think many players underestimate their own influence on the modding process. Trust me, a modder can get alot of fuel from simple comments or any kind of feedback. Talking from experience.

I have not thought of it that way,not until now.

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