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Messages - sauruz

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1
New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: Today at 01:20:29 »
doh... why they take off that quest ? how strange

nice bug spray you got there! to bad they cant catch those litle things :S

edit: the original model of kelphi looks bit more unique and cooller btw

2
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 22 October 2018, 10:37:00 »


I decided to give the helmet and armband of each set +1 to each mastery instead of +to pet skills.

I can add +to individual skills as a artifact creation completion bonus, though.

So is it better/less OP have +1 to each mastery, or +1 to a single mastery and a +2 to a random skill in the other mastery?


Maybe it will be more diverse if give +1 single mastery and a +2 to random skill in other mastery. i dont think it will be OP since they will be rare to obtain and the player can get a litle reward for the effort :)

i agree ,Artifacts and maybe charms ( ? ) can be focus on specific skill.

3
Modifications / Re: Idea - Stealth
« on: 21 October 2018, 01:17:33 »
im not sure if that concept works in TQ, duo of the engine. did we got anything close to stealt anyway ingame ?

unless..if the player have same mechanics as the shadowstalkers, they are invisible until the player comes to then.

but i can be wrong as well :S

4
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 19 October 2018, 16:04:58 »
as long there a "click" sound ingame, warning the danger, our toons are safe :P

5
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 19 October 2018, 15:54:17 »
You mean we could really die from a trap in a chest/sepulcher?

I always felt like they were dealing ridiculously low damage and that it could be increased without any worries. But lethal? I don't know if I'd like an hardcore run ruined by a chest...

there are some trap chests along act 5, it can kill our take alot of hp if you dont have enought  lighting / stun resistance ( ?), on hight difficulties. and as i see some poison tombs can deal good amounts of dmg in legendary

(edited for typos)

6
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 19 October 2018, 12:39:51 »
Well, all the statues in Knossos are their own unique models and not just NPCs or Cyclops with stationary animations.

There is the one that looked like a candidate, the single male warrior statue holding a spear, looks like the ones you fight before the Telkine.

So I replaced the statues in the map with proxies for still statues that come to life if you get within 3 meters. Also added some to other parts of the maze.

The mini map cleared up also when I compiled that area, so there's that.

Yes. they were the ones i was talking about, i tought there were a couple of those idle statues around the maze, looks like i was wrong.

Thanks tho, it will imporve the labyrinth gameplay :)

was thinking, you know in normal there is talos statue before entering the maze, how about in epic the boss just comes to life, when you come closer ? it is possible ?

7
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 19 October 2018, 01:32:49 »
Once the method I created to spawn raksashas percolated through my brain, I had an idea!

The stone statues around the gorgon caves can see about 3 meters, if you get close, they spring to life! (sort of)

The statues are now stationary monsters that cast a suicide buff as their only attack, and then they spawn a stone monster on death.

So not only can you not hide behind statues when fighting the Gorgons, the statues are attacking you as well.


That is pretty cool!

This will cause alot of scarry jumps :D! Also maybe it works with the minoan statues inside labyrinth, as well  ?

8
i get marbod mask early act 5 and used all way to the end, it have some nice stats for a epic helm, the strenght bonus and plus in spirit mastery works well on spirit-hybrids

9
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 17 October 2018, 18:12:57 »

Created satyr zombies for the necro saytr to summon.

Also, they could summon satyrs ghosts ( sometimes) ( ? )

good to hear the bugs you are facing are easier to spry out :)

10
Forum News and Info / Re: Is there a problem with Kirmizi Perfect?
« on: 17 October 2018, 01:00:04 »
@wolpak and @andyblast , be more specific with your idea because maybe we can make something similar. Please post longer post with details.

Just a drop down box that gives a +1, +2, +3 and +4 to all skills and the tooltip shows the overskill points (so I can get an idea was 10/6 in something looks like).
No clue what is this about.


i guess he is talking about of titan calc ? to see the values of skill capped with +4 bonus to al skils ?

11
New Projects / Re: Deities Mod - Development Thread
« on: 15 October 2018, 21:26:31 »
sumons looks awesome!

nice work so far! you will get there :D

12
Runemaster AE / Re: Dragon Hunter is the best Rune class?
« on: 15 October 2018, 19:43:12 »
A bit out of the topic, but why are you considering Cerberus one of the toughest challenges? A decent health pool + fire resistance and maxed out Herbal Remedy and you will be good, right?

why fire ? cerberus is poison based if i remenber

13
Ideas and Suggestions / Re: Version 2 Development LOC
« on: 15 October 2018, 11:47:35 »
If anyone has any good ideas about Runemastery, I could use the help.

I've tried to play as a caster and it isn't going very well. I don't play melee if I can avoid it.

Anyone have any specific criticisms of the mastery that could use improvement?

I have already replaced the menhir stones with the Jotunn giant summon, and I buffed  the damage output for mines and that big delayed mine, I forget what it's called.

Runemaster is more a physical  and ranged mastery based. as hunting and warfare hybrid.

I will leave some ideias of some skill that could be improved:

1- Sacred Rage- i would move a few tieres, ( tier lv 16 maybe ? ), it Activates when Health drops below 20%, giving some health recovery and take away slow resistance , as i think it dont make any sence. it would make like death ward skill .. cheating death.

2- runeword: feather : giving a litle dexterity and attack speed at hight lvs , our ubber lvs.

3- runeword: burn and runeword explode are almost same thing , both do burn dmg, i would mix both into one , giving chance of stun in hight lvs.

4- Replace runeword explode for runeword: glacial frost , its a cold version of runeword burn , but doing a lighting and cold damage, at hight lvs gives a chance to freeze our slow.

5-Runeword: abosorve, giving at hight lvs, hp regeneration.

6- thunder strike : decrease the moviment speed on low lvs, and giving % dmg bonus at lv 5 skill.

7-Unleash: could have a mixing of cold dmg into bonus

8- Seal f Fate: decrease the bonus against devices at lower lvs.like 40% at lv 1 and will increase at hight lvs.

9-Aftershock: removing the skill disruption, our could be a bonus at uber lvs.

10-Frightening power: a % of lifesteal at uber lvs

11-Reckless Offense: have a bonus of strenght and small boost of attack speed at uber lvs

12-Rune Weapon, it give to much % intelligence at low lvs, imo, maybe decrease a litle.

13-Transmutation: it could give bonus to fire/cold/lighting flat bonus dmg



14
Forum News and Info / Re: Is there a problem with Kirmizi Perfect?
« on: 14 October 2018, 11:12:29 »
Hey Pinhan,

Life can be hard sometimes, it can sux, but dont worry, its just bad phase, better days will come :)

Glad to see you :D

15
Anniversary Edition - General discussion / Re: Gorgons Help
« on: 13 October 2018, 14:47:33 »
also try lure each and kill one by one, if you are using a staff our bow makes batle easier.

and as WNG said , harpy witches scrool is must.

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