Titan Quest Fans Forum

Titan Quest - Anniversary Edition => Soulvizier AERA => Ideas and Suggestions SV AERA => Topic started by: soa on 19 April 2020, 20:32:29

Title: Soulvizier AERA - General ideas and suggestions
Post by: soa on 19 April 2020, 20:32:29
Here is a general topic where you can throw you ideas and suggestions about the mod.
You can make a wish list, however I can't promise that everything will be doable or that I will make it.

You can also offer a contribution in the Contribution topic if you wish to actively participate to the mod.
https://titanquestfans.net/index.php?board=297.0

For bug reports, please use this topic :
https://titanquestfans.net/index.php?topic=1281.new#new
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: AlcyonV on 21 April 2020, 02:58:18
- I played a bit today. I felt great intensity. But the original side quests now seem a bit dull to me. Ennemies to kill that are quest objectives are totally harmless compared to SV heroes or elites (like the satyre for the medicine quest...). What about replace them with special monsters of the same type already existing (why not randomly) ? Like it has been done for the shaman satyre in Helos. It will provide more interest to those quests. And then you can grant a bit more XP as reward, which could help to speed up XP curve (as side issue, XP rewards for those quests seem ridiculous know in SV ; in vanilla game, achieving a quest always boost your XP bar).

- Perhaps too late for now and with technical limitations that I don't know : what about metamorph skills in Rune mastery ? I mean bear or werewolf ones, using models already existing in the game. Perhaps as powerfull temporary skills (like Colossus...). It would be quite unique and awesome within the masteries and fit perfectly to norse berserker warriors lore :

https://en.wikipedia.org/wiki/Berserker (https://en.wikipedia.org/wiki/Berserker)
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 21 April 2020, 03:36:31
- I played a bit today. I felt great intensity. But the original side quests now seem a bit dull to me. Ennemies to kill that are quest objectives are totally harmless compared to SV heroes or elites (like the satyre for the medicine quest...). What about replace them with special monsters of the same type already existing (why not randomly) ? Like it has been done for the shaman satyre in Helos. It will provide more interest to those quests. And then you can grant a bit more XP as reward, which could help to speed up XP curve (as side issue, XP rewards for those quests seem ridiculous know in SV ; in vanilla game, achieving a quest always boost your XP bar).
OK actually, these already seem dull in the main game. They're not very interesting whatsoever.
Not sure it would be technically possible to make a random quest monster.
Shaman satyr should not be random, but some random heroes can spawn near him. So i can make some body guards or a high chance of a hero near the Satyr Brute, along with boosting him.

In vanilla, a lot of quests monsters don't even have armor, and many of their skills don't work. I fixed these problems in the 1.5 patch, but there's still more to be done regarding their general power.
I can increase XP for those quests, given that I'll increase the challenge.

- Perhaps too late for now and with technical limitations that I don't know : what about metamorph skills in Rune mastery ? I mean bear or werewolf ones, using models already existing in the game. Perhaps as powerfull temporary skills (like Colossus...). It would be quite unique and awesome within the masteries and fit perfectly to norse berserker warriors lore :

https://en.wikipedia.org/wiki/Berserker (https://en.wikipedia.org/wiki/Berserker)

I already had this kind of idea, and I think that if it was technically doable, the devs would already have done it. For instance Nature+Runes is called Skinchanger in vanilla, so Runes should include a shapeshifting skill or something. But I think there are just too many issues with this. I mean virtually anything is doable with a deep engine rework, but that's just out of my hand and probably also out of range of the current devs.

I can make the player or a monster change its scale. But I can't make a player shift into an animal even if the models already exist.
The game engine would have to manage armor and weapon shift as well, also skill shift maybe ? Animations would really be an issue too.
If it's already built in the engine from the start, I guess it's OK, but here, I don't really know how to do this, as awesome as it sounds.

Sometimes monsters shift, it's mainly achieved with a death animation, like Hades. When he does his "tentacle" thing, he has a new set of animations.
So if anyone knows how to do this, please contact me, but I don't think it would be easily doable for the player. Maybe use prop mesh attached around the player hands, or head ?
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: nargil66 on 21 April 2020, 04:21:55
Quote
- Perhaps too late for now and with technical limitations that I don't know : what about metamorph skills in Rune mastery ? I mean bear or werewolf ones, using models already existing in the game. Perhaps as powerfull temporary skills (like Colossus...). It would be quite unique and awesome within the masteries and fit perfectly to norse berserker warriors lore :
There is a is a small possibility that it can be done, for a very short time. Perhaps a single running animation with invisible skill template (like Phantom strike) and attached prop of a running bear to the player model. Just an idea. But even if it works, you wont be able to transform like the druid in diablo 2... only while you're charging. Again, that is just a theory and never tested.


Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: AlcyonV on 21 April 2020, 04:28:17
Quote from: nargil66
There is a is a small possibility that it can be done, for a very short time. Perhaps a single running animation with invisible skill template (like Phantom strike) and attached prop of a running bear to the player model. Just an idea. But even if it works, you wont be able to transform like the druid in diablo 2... only while you're charging. Again, that is just a theory and never tested.

If it is actually doable, a powerfull charge skill with a short shapeshifting animation (or different skills with a choice between boar, or boarman, bear and werewolf for their effects) could be great.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: rakshir on 25 April 2020, 05:04:24
Hey soa. I don't have a lot of time to play but I'll drop a little feedback when I can. Enjoying the mod so far!

1. I ran into Goatsucker, the bat hero, in the cave where you get the quest necklace. I had cleared everything up to that point. He was absolutely unkillable. He would one shot me if I stood still, refill himself, and I could hardly dent his health bar anyway.
2. I got one of those rare arachnos poison daggers. it was "of ignition" and it had a casting speed bonus. I only mention it because I was expecting a fire affix with that name.
3. I find the vanilla flame surge spell to be useless, not only in endgame, but very early on. I don't love the way they tried to "fix" it with the lowered defense and chance of fear either. For such a short range spell, what it needs is much higher damage. That having been said, the spell template is lame as well. I don't mind the concept but I think if they would have had a wave template when they made the original game, that's what they would have used. Actually, the current template has the bolts coming out of the character's crotch or lower, which looks silly. So for what it's worth, my recommendation if you want to keep the concept would be change to wave and re-scale damage.
4. One last opinion: Speaking of flame surge, I don't love the concept of modifiers turning a cooldown skill into a no cooldown skill. I think it's much more intuitive for the player and easier to balance when a skill is just one or the other.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: nargil66 on 25 April 2020, 05:19:13
Quote from: nargil66
There is a is a small possibility that it can be done, for a very short time. Perhaps a single running animation with invisible skill template (like Phantom strike) and attached prop of a running bear to the player model. Just an idea. But even if it works, you wont be able to transform like the druid in diablo 2... only while you're charging. Again, that is just a theory and never tested.

If it is actually doable, a powerfull charge skill with a short shapeshifting animation (or different skills with a choice between boar, or boarman, bear and werewolf for their effects) could be great.

After testing, it turns out it doesnt work. The prop animal becomes visible at the end of the running animation, when the player strikes. One more idea goes to the scrap... :/
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: icefreeze on 25 April 2020, 05:57:06
@nargil66 How about just disappear at character's place then suddenly appear at enemies place and hit them. Similar to Phantom Strit but there is now animation effect when "blink", and set the "blink" duration very short so it looks like character just teleport to enemies' place.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: AlcyonV on 25 April 2020, 10:41:13
Quote from: nargil66
After testing, it turns out it doesnt work. The prop animal becomes visible at the end of the running animation, when the player strikes. One more idea goes to the scrap... :/

Bad news. Thanks for having spent time to test it.

Quote from: Icefreeze
How about just disappear at character's place then suddenly appear at enemies place and hit them. Similar to Phantom Strit but there is now animation effect when "blink", and set the "blink" duration very short so it looks like character just teleport to enemies' place.

It could be a teleport skill but the initial idea was a shape-shifting skill.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: darkdramon on 28 April 2020, 13:06:39
rushed through normal/epic with petmancer build. absolutely love the mod, thank you for reviving this masterpiece!
here are a few notes/suggestions/wishlist:

-in general i'm totally satisfied with act 1-act 4, haven't touch ragnarok and atlantis content before SV release - they seem lacking right now (I understand there's work to be done, heroes to be added etc)

-act 2 Telkine brings a spike in challenge compared to other content (please don't change that)), so I would suggest making nearby areas more suitable for farming (valley of kings tombs) - could you add more hero encounters / overall raise mob difficulty, since this zone becomes to easy to clean way before Telkine can be approached with decent strength.

-about other 'farming zones' - for me its: Parnassus (good mob density, good hero to monster rate), Labyrinth (same), Valley of Kings (act 2 before Telkine), act 3 seems to be filled with them and I consider it 10/10, but here are a few favourites: marduks temple, great wall (between the wall and the portal), wusao mountain - featured zones spawn top heroes with best souls imho.
so I suggest raising spawnrate of heroes/elite groups/ubers in those areas.

-about uber spawn rates: there are some bosses that spawn more often than the others, like: Calybe, Rakanizeus, Elephantsnatcher. Rare ones I encountered once-twice at most are dark nymph (act 3, been farming moss elemental so a decent amount of time, only seen her twice), blood crow (act 4 machae (?) archer is pretty rare, bloody eyes (ratman uber) super rare)), act 3 wusao mountain dragon boss (mother of flame or something, can't remember). never seen Permean Extinguisher - can someone confirm it spawns in act2? act 1 outsider boss (Melalos or something) - pretty rare (or spawns only in one-time-pass areas like Catacombs). in current version of the mod all bosses seem to be pretty killable, so is there a point in making those encounters more reachable? would love that.

-about shrines: could you add more/improve existing ones? right now only Battle and Mastery shrine seem useful; thorns, frostbite and healing are almost always avoided)) I'm thinking Path of Exile style shrines: Frostbite shrine casting frost novas around player instead of flat cold dmg; maybe Zeus shrine giving chain lighting on hit to attacks; always crit shrine; Hellraiser shrine giving flat fire dmg increase + meteors falling around player; Necromancer shrine spawning skeleton minions for a short time; Monster shrine spawning 3-5 random heroes + elite group of the act.

-and of course more heroes/elites/bosses/mercenaries are always welcome))
about adding new mercs: are there plans to add more to starting acts (normal) in the future? thing is, I don't enjoy twinked runs, but the hero souls sometimes so good and build-defining that I just have to create new character and play again through 1st zones)) I'm thinking Minotaur melee/support for act1 (white skinned, buff auras), Reptilian caster for act2, Tropical spider (crowd control, vampirism) and Neanderthal rider for act3.

thank you for your attention ;)
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: Centurion777 on 28 April 2020, 18:46:02
First of all, this is a great mod and amazing work  ;D
The idea is to make sylvan nymph cast her heal not only on players, but on all of his pets (with smallest hp, perhaps). If it is possible, it should make the nymph more useful in low levels.
And the last is why do you think that applying relics to epic/leg items is bad idea? The balance in mod is tough sometimes. Heroes and bosses with HUGE amount of different damage types. Challenge is cool but occasionally it's worth to feel yourself a bit more confident..) Builds creating will become more diverse and interesting too.
Thank you for your work! :))
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 28 April 2020, 21:06:50
rushed through normal/epic with petmancer build. absolutely love the mod, thank you for reviving this masterpiece!
here are a few notes/suggestions/wishlist:

-in general i'm totally satisfied with act 1-act 4, haven't touch ragnarok and atlantis content before SV release - they seem lacking right now (I understand there's work to be done, heroes to be added etc)

-act 2 Telkine brings a spike in challenge compared to other content (please don't change that)), so I would suggest making nearby areas more suitable for farming (valley of kings tombs) - could you add more hero encounters / overall raise mob difficulty, since this zone becomes to easy to clean way before Telkine can be approached with decent strength.

-about other 'farming zones' - for me its: Parnassus (good mob density, good hero to monster rate), Labyrinth (same), Valley of Kings (act 2 before Telkine), act 3 seems to be filled with them and I consider it 10/10, but here are a few favourites: marduks temple, great wall (between the wall and the portal), wusao mountain - featured zones spawn top heroes with best souls imho.
so I suggest raising spawnrate of heroes/elite groups/ubers in those areas.

-about uber spawn rates: there are some bosses that spawn more often than the others, like: Calybe, Rakanizeus, Elephantsnatcher. Rare ones I encountered once-twice at most are dark nymph (act 3, been farming moss elemental so a decent amount of time, only seen her twice), blood crow (act 4 machae (?) archer is pretty rare, bloody eyes (ratman uber) super rare)), act 3 wusao mountain dragon boss (mother of flame or something, can't remember). never seen Permean Extinguisher - can someone confirm it spawns in act2? act 1 outsider boss (Melalos or something) - pretty rare (or spawns only in one-time-pass areas like Catacombs). in current version of the mod all bosses seem to be pretty killable, so is there a point in making those encounters more reachable? would love that.

-about shrines: could you add more/improve existing ones? right now only Battle and Mastery shrine seem useful; thorns, frostbite and healing are almost always avoided)) I'm thinking Path of Exile style shrines: Frostbite shrine casting frost novas around player instead of flat cold dmg; maybe Zeus shrine giving chain lighting on hit to attacks; always crit shrine; Hellraiser shrine giving flat fire dmg increase + meteors falling around player; Necromancer shrine spawning skeleton minions for a short time; Monster shrine spawning 3-5 random heroes + elite group of the act.

-and of course more heroes/elites/bosses/mercenaries are always welcome))
about adding new mercs: are there plans to add more to starting acts (normal) in the future? thing is, I don't enjoy twinked runs, but the hero souls sometimes so good and build-defining that I just have to create new character and play again through 1st zones)) I'm thinking Minotaur melee/support for act1 (white skinned, buff auras), Reptilian caster for act2, Tropical spider (crowd control, vampirism) and Neanderthal rider for act3.

thank you for your attention ;)

Those are good ideas, nonetheless I must admit I have to work in priority on the weak points of the mod. Those are Ragnarok and Atlantis, because :

- I didn't have enough time to fully flesh out the content in these areas. Acts 1-4 have already received a lot of attention over the years.
- The quality of content in act 5 and Atlantis (despite some good-looking sceneries) is inferior to the other acts, even if you take out all the SV improvements of acts 1-4. A lot of content in A5/Atlantis is recycled from other acts, sometimes on an industrial scale. Many sounds, textures models, items are recycled. So as a modder, it will take a even bigger effort to create original content here and bring those acts to the level of the other acts.
- The amount of bugs in those DLCs (in the vanilla game, not because of SV changes) is very high. A good % of the time spent to improve A5/Atlantis for SV consisted in fixing bugs. It's not easy to show and notice for players, and it doesn't make for a flashy update with cool videos and screenshots, and I still have work to do. Everyday, news bugs are found.
- The balance and consistency of those DLCs (I'm mainly speaking about items) is very low. So there is again work to do here.
- About heroes, the quantity of content is also quite low in Ragnarok : we're talking about only 41 random heroes (with weak stats, sometimes not even one skill, sometimes copycats) + 24 quest heroes or static bosses that can spawn in one of the biggest acts of the game : around 65 in total. To give you an idea of the road that lies ahead, there are more than 500 heroes and bosses in the first four acts, which is a 130+ average per act (double).
Today there are around 80 heroes + bosses in Soulvizier act 5, all with souls. They will need improvements, new skills, and more buddy heroes to make it comparable with other acts.

Atlantis vanilla is about 40 heroes (+ some bosses), but it's shorter. I don't know yet if all Atlantis heroes actually work in the game.
I haven't added anything new to Atlantis compared to vanilla due to lack of time (except more monster spawn and some recycling formulas for relics).
Any ideas and concepts for new monsters/heroes, or ideas for reworked monsters with new skills in act 5 and Atlantis are welcomed.

Other acts will have some improvements too, I think act I deserves some because being the first, it's the one that is played the most, so diversity is always a plus.
Plans for new contracts are again, in priority where the game lacks contracts : Epic, Legendary, act 5, Atlantis.

So I agree in general with all your ideas, new shrines may also benefit all acts ; but I need to focus more on act 5 and Atlantis content, balance, and bug fixes, before improving things that are already in good shape.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 28 April 2020, 21:32:56
First of all, this is a great mod and amazing work  ;D
The idea is to make sylvan nymph cast her heal not only on players, but on all of his pets (with smallest hp, perhaps). If it is possible, it should make the nymph more useful in low levels.
And the last is why do you think that applying relics to epic/leg items is bad idea? The balance in mod is tough sometimes. Heroes and bosses with HUGE amount of different damage types. Challenge is cool but occasionally it's worth to feel yourself a bit more confident..) Builds creating will become more diverse and interesting too.
Thank you for your work! :))
I'll try, now the nymph is set to heal the strongest ally, and only when the enemy is visible.
I think that there is also a bug with nymph now, if you put her on aggressive (the stance in the middle of the list) she will act as "Normal" stance. I will fix that in 1.6.

About balance : I know the game is hard (I've already reduced the damage and toughness of enemies compared to classic SV).
I will give more tools to the player to fight more efficiently.
But adding relics to Epic and Legendary items is not a good way to do that. Because green items will immediately become useless.
My aim is to give a bigger choice of unique items for the player (not by necessarily adding new items, but by allowing the player to find more of them and find those suited for his build), and allow to add affixes to those unique items with a reusable forge like act 5, in all acts (that will need to be balanced).
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: Telkin on 28 April 2020, 23:46:07
rushed through normal/epic with petmancer build. absolutely love the mod, thank you for reviving this masterpiece!
here are a few notes/suggestions/wishlist:

-in general i'm totally satisfied with act 1-act 4, haven't touch ragnarok and atlantis content before SV release - they seem lacking right now (I understand there's work to be done, heroes to be added etc)

-act 2 Telkine brings a spike in challenge compared to other content (please don't change that)), so I would suggest making nearby areas more suitable for farming (valley of kings tombs) - could you add more hero encounters / overall raise mob difficulty, since this zone becomes to easy to clean way before Telkine can be approached with decent strength.

-about other 'farming zones' - for me its: Parnassus (good mob density, good hero to monster rate), Labyrinth (same), Valley of Kings (act 2 before Telkine), act 3 seems to be filled with them and I consider it 10/10, but here are a few favourites: marduks temple, great wall (between the wall and the portal), wusao mountain - featured zones spawn top heroes with best souls imho.
so I suggest raising spawnrate of heroes/elite groups/ubers in those areas.

-about uber spawn rates: there are some bosses that spawn more often than the others, like: Calybe, Rakanizeus, Elephantsnatcher. Rare ones I encountered once-twice at most are dark nymph (act 3, been farming moss elemental so a decent amount of time, only seen her twice), blood crow (act 4 machae (?) archer is pretty rare, bloody eyes (ratman uber) super rare)), act 3 wusao mountain dragon boss (mother of flame or something, can't remember). never seen Permean Extinguisher - can someone confirm it spawns in act2? act 1 outsider boss (Melalos or something) - pretty rare (or spawns only in one-time-pass areas like Catacombs). in current version of the mod all bosses seem to be pretty killable, so is there a point in making those encounters more reachable? would love that.

-about shrines: could you add more/improve existing ones? right now only Battle and Mastery shrine seem useful; thorns, frostbite and healing are almost always avoided)) I'm thinking Path of Exile style shrines: Frostbite shrine casting frost novas around player instead of flat cold dmg; maybe Zeus shrine giving chain lighting on hit to attacks; always crit shrine; Hellraiser shrine giving flat fire dmg increase + meteors falling around player; Necromancer shrine spawning skeleton minions for a short time; Monster shrine spawning 3-5 random heroes + elite group of the act.

-and of course more heroes/elites/bosses/mercenaries are always welcome))
about adding new mercs: are there plans to add more to starting acts (normal) in the future? thing is, I don't enjoy twinked runs, but the hero souls sometimes so good and build-defining that I just have to create new character and play again through 1st zones)) I'm thinking Minotaur melee/support for act1 (white skinned, buff auras), Reptilian caster for act2, Tropical spider (crowd control, vampirism) and Neanderthal rider for act3.

thank you for your attention ;)

Question for you, if i may ask, how many deaths you have had when was playing summoner and what class did you go? I m trying to hunt for some achievments like "hardcore" (zero deaths), and i want to have less then 100 kills count.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: Bumbleguppy on 29 April 2020, 00:05:54
The biggest obstacle with more types of shrines is emulating the vanilla style of using the fixed item/ accessory slots in the proxy. Come to find out, you can use monster proxy pools for fixed item spawns to use the much larger array of slots in the proxy pool template.

I personally enjoy using templates in ways they weren't intended mwa ha ha
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: darkdramon on 29 April 2020, 10:15:31

Question for you, if i may ask, how many deaths you have had when was playing summoner and what class did you go? I m trying to hunt for some achievments like "hardcore" (zero deaths), and i want to have less then 100 kills count.

I had about 80 deaths til Epic, most of them (40-60%) are caused by me rushing too fast and not noticing hero monsters (since in current build they don't have a star above them, some of them are lil bit harder to notice - which is a good improvement imo), and also there were some tough hero encounters that took me 5-10 deaths to kill them.

I took Hierophant (Nature+Spirit). Bone Fiend  is top, good AoE, good speed+dmg, Sylvan Nymph is pretty good too. didn't bother with wolves/skellies.
Good boost of overall output as a summoner comes from Mercenary contracts (especially early on in the game), plus I farmed Chimera's soul that gives a great helping hand in dealing with bosses/tough groups (most of the time lifetime of Chimera (30sec) is enough to kill any hero/boss/uber etc) and Moss Elemental for extra summon.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: gamingbox93 on 29 April 2020, 10:20:45
Hello everyone,

First off all big thank you to soa and everyone who has made this mod possible to play on Titan Quest AERA.
I am old fan of the game and mod i've put more than 200 hours on mod and game on TQIT.
I am testing this mod and i want to share some impressions.
For now i am in  Egypat lower Nile lv 24 playing warfare+nature.
Mod plays smooth with no bugs.
I have few sugestions about mod first of all soul requerment: some souls require all there atributes to be worn so instead they sould require only atribute based on the weapon that hero has
for bows dex, for staffs int, for axes str and so on.

This version of SV deals much more damage than in TQIT SV so much that wolfes can not survive in Egypat from regular mobs without healing them. At the beginning my character had same problem but i was farming until i reached higher level so that i would not die all the time. Maybe damage in mod is bit too high.

Fighting in cave or tombs is very dangerous because for some reason there are atleast two heros in together
waiting for you. In Chirons bow quest there were 4 heros in total without counting ino.

Other than that everything else is good. I will report later if i find any bugs. Sorry for bad english. Have i nice day.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: Tauceti on 29 April 2020, 16:12:42
For now i am in  Egypat lower Nile lv 24 playing warfare+nature.

This version of SV deals much more damage than in TQIT SV so much that wolfes can not survive in Egypat from regular mobs without healing them. At the beginning my character had same problem but i was farming until i reached higher level so that i would not die all the time. Maybe damage in mod is bit too high.

As a wanderer (Nature without other mastery), i had the same problem in Egypt and i had to stop my progression. So i started another char and found a piece of gear with 30% fire resistance for pets and a mercenary contract. Therefore i came back to the wanderer, put a few more points in Survival instinct so that wolves could survive better and got the help from the mercenary. As a result the wanderer finished act II, healing the wolves in tough heroes encounters (and fire bettles !). So i found difficulty of SV really nice as it is right now. Thanks for this great mod.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 29 April 2020, 19:43:29
Hello everyone,

First off all big thank you to soa and everyone who has made this mod possible to play on Titan Quest AERA.
I am old fan of the game and mod i've put more than 200 hours on mod and game on TQIT.
I am testing this mod and i want to share some impressions.
For now i am in  Egypat lower Nile lv 24 playing warfare+nature.
Mod plays smooth with no bugs.
I have few sugestions about mod first of all soul requerment: some souls require all there atributes to be worn so instead they sould require only atribute based on the weapon that hero has
for bows dex, for staffs int, for axes str and so on.

This version of SV deals much more damage than in TQIT SV so much that wolfes can not survive in Egypat from regular mobs without healing them. At the beginning my character had same problem but i was farming until i reached higher level so that i would not die all the time. Maybe damage in mod is bit too high.

Fighting in cave or tombs is very dangerous because for some reason there are atleast two heros in together
waiting for you. In Chirons bow quest there were 4 heros in total without counting ino.

Other than that everything else is good. I will report later if i find any bugs. Sorry for bad english. Have i nice day.

Souls reqs are based on the type of damage and attribute bonuses the soul offers. Not necessarily on the weapon. In SV, some weapons and armor may require unusual reqs (eg : some axes with STR and INT, some armor with DEX and INT or STR and DEX ; there are more items like this in SV compared to vanilla). Souls follow the same rules. I tried to require all reqs sometimes (like Typhon) as a reward for hybrid characters, and because a lot of these souls are OP or very powerful, so this is for balance.
A lot of souls are not really balanced now, a lot of them don't give any drawback or have a huge list of bonuses. So having more reqs is just a way to improve balance, not make it perfect.
Also, I don't really like when you can equip a soul that doesn't suit your character at all, but because it is OP, it's better than anything else. So most of the time, soul reqs should be matching the bonuses (mostly the damage and the attribute bonuses).

I lowered damage and resistance of monsters in this version of SV, compared to classic TQIT. Maybe sometimes, the AE boosted the monsters so it cancels my changes.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: nargil66 on 30 April 2020, 00:31:48
Some ideas:
1. Maybe we can have a slight rescale of Mastery skill tiers. Right now vanilla tiers are: 1>4>10>16>24>32>40 (or after lvl 1: +3/+6/+6/+8/+8/+8)
My idea is make the curve smoother and more consistent: 1>5>10>16>23>31>40 (increase after lvl 1 is: +4/+5/+6/+7/+8/+9)
2. Scroll mercenaries (Humans) - non-timed scroll summons buyable from cities. They fight for you untill they die. This was suggested from sunnysideup886089 for EG mod and i think the idea is pretty cool. If you want to implement, i can help with making different act mercs (some of them are already done).
3. All bosses like Hydra can spawn on all difficulties. I think it will make things more interesting, than waiting Epic or Legendary for a good boss fight.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: gamingbox93 on 30 April 2020, 07:58:19
Hello everyone,

First off all big thank you to soa and everyone who has made this mod possible to play on Titan Quest AERA.
I am old fan of the game and mod i've put more than 200 hours on mod and game on TQIT.
I am testing this mod and i want to share some impressions.
For now i am in  Egypat lower Nile lv 24 playing warfare+nature.
Mod plays smooth with no bugs.
I have few sugestions about mod first of all soul requerment: some souls require all there atributes to be worn so instead they sould require only atribute based on the weapon that hero has
for bows dex, for staffs int, for axes str and so on.

This version of SV deals much more damage than in TQIT SV so much that wolfes can not survive in Egypat from regular mobs without healing them. At the beginning my character had same problem but i was farming until i reached higher level so that i would not die all the time. Maybe damage in mod is bit too high.

Fighting in cave or tombs is very dangerous because for some reason there are atleast two heros in together
waiting for you. In Chirons bow quest there were 4 heros in total without counting ino.

Other than that everything else is good. I will report later if i find any bugs. Sorry for bad english. Have i nice day.

Souls reqs are based on the type of damage and attribute bonuses the soul offers. Not necessarily on the weapon. In SV, some weapons and armor may require unusual reqs (eg : some axes with STR and INT, some armor with DEX and INT or STR and DEX ; there are more items like this in SV compared to vanilla). Souls follow the same rules. I tried to require all reqs sometimes (like Typhon) as a reward for hybrid characters, and because a lot of these souls are OP or very powerful, so this is for balance.
A lot of souls are not really balanced now, a lot of them don't give any drawback or have a huge list of bonuses. So having more reqs is just a way to improve balance, not make it perfect.
Also, I don't really like when you can equip a soul that doesn't suit your character at all, but because it is OP, it's better than anything else. So most of the time, soul reqs should be matching the bonuses (mostly the damage and the attribute bonuses).

I lowered damage and resistance of monsters in this version of SV, compared to classic TQIT. Maybe sometimes, the AE boosted the monsters so it cancels my changes.

For me souls reqs are okay only it was wierd to see all three atributes required to wear soul. You are also right about being OP with souls especially in early stages in game i always used that loophole and it was like meh, easy to play, smashing everything up to Greece Telkine with ease.

I am 100% sure that damage is way higher than TQIT SV and I hope  that you will tweak it when you finish with act V and Atlantis as those areas of game are not even close by amount of content that other acts have.

Some ideas:
1. Maybe we can have a slight rescale of Mastery skill tiers. Right now vanilla tiers are: 1>4>10>16>24>32>40 (or after lvl 1: +3/+6/+6/+8/+8/+8)
My idea is make the curve smoother and more consistent: 1>5>10>16>23>31>40 (increase after lvl 1 is: +4/+5/+6/+7/+8/+9)
2. Scroll mercenaries (Humans) - non-timed scroll summons buyable from cities. They fight for you untill they die. This was suggested from sunnysideup886089 for EG mod and i think the idea is pretty cool. If you want to implement, i can help with making different act mercs (some of them are already done).
3. All bosses like Hydra can spawn on all difficulties. I think it will make things more interesting, than waiting Epic or Legendary for a good boss fight.

3. this is great idea although Hydra would be big challenge on normal difficulty but hey if loot is good no pain no gain   :D
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 30 April 2020, 14:22:34
Some ideas:
1. Maybe we can have a slight rescale of Mastery skill tiers. Right now vanilla tiers are: 1>4>10>16>24>32>40 (or after lvl 1: +3/+6/+6/+8/+8/+8)
My idea is make the curve smoother and more consistent: 1>5>10>16>23>31>40 (increase after lvl 1 is: +4/+5/+6/+7/+8/+9)
2. Scroll mercenaries (Humans) - non-timed scroll summons buyable from cities. They fight for you untill they die. This was suggested from sunnysideup886089 for EG mod and i think the idea is pretty cool. If you want to implement, i can help with making different act mercs (some of them are already done).
3. All bosses like Hydra can spawn on all difficulties. I think it will make things more interesting, than waiting Epic or Legendary for a good boss fight.
1. Not sure of the point here ?
2. It can be good but I'm concerned for balance. I mean if there's no limit you could just stack a enormous army, even if that takes time ?
I think it needs a quest to work properly.
Plus I need scroll skill slots for other ideas, even if the are 30 skill slots in trees now and that next official patch should add a new tree for skills usable by everyone (Taunt + All pets attack).
Merc assets could also be added as classic contracts.
3. Definitely planned as said in EW. I almost included Talos in Normal in SV1.5 but it's more complicated than it sounds. I have to add correct level, maybe fix XP and his skills, and most important fix his chests : add/define loot tables, proxy accessory and such, and tweak the quest that manages the repeat boss chest. So I needed to make more tests before releasing.

For me souls reqs are okay only it was wierd to see all three atributes required to wear soul. You are also right about being OP with souls especially in early stages in game i always used that loophole and it was like meh, easy to play, smashing everything up to Greece Telkine with ease.
Souls requiring all reqs are not the majority. It's mostly for souls that are supposed to be for characters investing in all stats, or OP souls.
The number of souls requiring each stat is now (1.5b) as follows :
INT : 141
STR : 78
DEX : 75
STR+INT : 91
INT+DEX : 111
STR+DEX   : 63
ALL : 43
It's not balanced, I'll try to add more souls requiring pure STR and/or DEX. But as you can see, souls requiring all stats are about 7% of the total.

I am 100% sure that damage is way higher than TQIT SV and I hope  that you will tweak it when you finish with act V and Atlantis as those areas of game are not even close by amount of content that other acts have.
Also think about resistances and the fact you don't socket relics in uniques. I think it plays a role in the global impression of damage you receive.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: gamingbox93 on 01 May 2020, 19:43:10
I am 100% sure that damage is way higher than TQIT SV and I hope  that you will tweak it when you finish with act V and Atlantis as those areas of game are not even close by amount of content that other acts have.
Also think about resistances and the fact you don't socket relics in uniques. I think it plays a role in the global impression of damage you receive.

That theory may be for the player who has started a fresh game and does not have proper gear or for someone who plays on legendary difficulty and does not care about resistances. I learned long before SV that survival in this game is based on resistances and that good gear with relics and charms that provide good stats based on your style of play, what gives you best chance to survive. Also you lowered resistance penalty in first place so this should not be a problem.
Many many times i sacrifice atributes because of resistance because i know that i will be beaten badly by regular mobs.
This game is huge and needs lot of time to be invested in building proper character and it is very frustrating to die all the time.
Maybe this mod is to difficult for me and it is such a shame because it gives you all stuff and content that devs did not put in game.
I respect your hard work and time that you put in all of this. Don't bother with my complaints as i only want to enjoy in this great game and the mod.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: tikondrusss1994 on 01 May 2020, 21:00:58
       What do you think of "lightning dash" can teleport short distances instead? The skill of the storm really does not need to get close to opponents, and in addition, there are so many close encounters with opponents in the game (fast approach to opponents and mastery of the storm is a dubious idea), this ability is used in really rare cases. And teleporting over short distances, with a reasonable cost of mana, will be in demand, since you can more effectively avoid hits

       The energy shield / heat shield in Atlantis for some time absorbed damage in%, and in SE in units in a complex mode. And the units, I think, are few.
is it so conceived?

     Add batle stances to the warrior - this will give great variability and combinations with other schools. You can choose only one stance (as in a dream mastery with a trance)
     1 stance (combat stance) gives armor reduction of ~ 110 and 15% for all speeds at the maximum level

     The 2nd stance (the position of an angry berserker) gives ~ 90 spell speed and ~ 17% the total damage at the maximum level, but reduces the resistance to physics or piercing (or something else, it's a berserker)
     You can combine skills from a branch of possession of 2 weapons or from the synergy of "war dance" or or remove the ability "Hew" - to save space for skills

     What do you think about adding the possibility of hunting:
2 types of pets (different bonuses are used for hunting: traps, lures, pets), but you can choose only one of 2 (like trances in a dream mastery)
1) which lures enemies (serves as a bait and is able to provoke and survive) a bear, a turtle, etc.
2) serves as an assistant to drive the victim into a corner, adds to the owner the effect n% of the total damage (this can be a tiger)
therefore, the connection with the hunt was completed
(you can combine the spear skill (active ability) in 1 to make room for pets
     if the mechanics of the game are limited for this action, then it would be possible to summon 1 pet, but in random order or only for 1 pet of support (control over a certain crowd: an example is fear causing a roar of a bear) on opponents)

    The perfect block is a very situational skill, which is rarely used even to survive (it is usually taken by those who play through assistants or reflectors of the templar)
    what i suggest: absorption of ~ 50-40% damage over ~6 seconds, but reduces total damage by 40-50%, attack speed 15% and spells by 30% cd ~ 200 sec
so that it does  require shields or cd 40 seconds, but so that the reload does work like a "trowhing knife"
    this will not only prevent a hit, but also give time for regrouping
 
What do you think about these ideas?
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 01 May 2020, 22:21:09
       What do you think of "lightning dash" can teleport short distances instead? The skill of the storm really does not need to get close to opponents, and in addition, there are so many close encounters with opponents in the game (fast approach to opponents and mastery of the storm is a dubious idea), this ability is used in really rare cases. And teleporting over short distances, with a reasonable cost of mana, will be in demand, since you can more effectively avoid hits

       The energy shield / heat shield in Atlantis for some time absorbed damage in%, and in SE in units in a complex mode. And the units, I think, are few.
is it so conceived?

     Add batle stances to the warrior - this will give great variability and combinations with other schools. You can choose only one stance (as in a dream mastery with a trance)
     1 stance (combat stance) gives armor reduction of ~ 110 and 15% for all speeds at the maximum level

     The 2nd stance (the position of an angry berserker) gives ~ 90 spell speed and ~ 17% the total damage at the maximum level, but reduces the resistance to physics or piercing (or something else, it's a berserker)
     You can combine skills from a branch of possession of 2 weapons or from the synergy of "war dance" or or remove the ability "Hew" - to save space for skills

     What do you think about adding the possibility of hunting:
2 types of pets (different bonuses are used for hunting: traps, lures, pets), but you can choose only one of 2 (like trances in a dream mastery)
1) which lures enemies (serves as a bait and is able to provoke and survive) a bear, a turtle, etc.
2) serves as an assistant to drive the victim into a corner, adds to the owner the effect n% of the total damage (this can be a tiger)
therefore, the connection with the hunt was completed
(you can combine the spear skill (active ability) in 1 to make room for pets
     if the mechanics of the game are limited for this action, then it would be possible to summon 1 pet, but in random order or only for 1 pet of support (control over a certain crowd: an example is fear causing a roar of a bear) on opponents)

    The perfect block is a very situational skill, which is rarely used even to survive (it is usually taken by those who play through assistants or reflectors of the templar)
    what i suggest: absorption of ~ 50-40% damage over ~6 seconds, but reduces total damage by 40-50%, attack speed 15% and spells by 30% cd ~ 200 sec
so that it does  require shields or cd 40 seconds, but so that the reload does work like a "trowhing knife"
    this will not only prevent a hit, but also give time for regrouping
 
What do you think about these ideas?
I don't know how to make a teleport without an enemy target, or it would work only with ranged.
Limiting the distance itself is not really doable, but I could create a duration-based skill with improved speed. If I can control speed and duration, I can control distance in a way.
So I think it could be a skill that is activated on attack, with one or more charges, like Onslaught, and when it's activated, gives you a lot of run speed for a very short duration.

Heat Shield has been buffed with % absorption on top of flat absorption, and flat has been increased. I don't think it's a bad skill. It can also be cast on a 8m radius (description needs an update) and reduced cooldown with more levels.
Energy Shield may be increased in the same way.

About Warfare+Hunting, it would interfere with Dream skills. I can't make it exclusive only in Warfare tree or Hunting tree.
If I make an exclusive Warfare stance, you won't be able to use it with any Dream Trance.
I also can't make a random pet summon (if possible, I don't know the way).
It's probable that wolves of Nature will move to Hunting, so it would be like your 2nd Hunting skill.
Maybe I can put Monster Lure back in the Hunting tree too, but can't make it exclusive with wolves.

For Perfect Block, not sure, it would require more tests to know if it's good.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: tikondrusss1994 on 01 May 2020, 23:37:44
I saw a teleport in "Destiny mod" with unique gloves and it was wonderful  8)

Warfarer mastery: I always wanted to see an aura or buff on the speed of spells (so that the possibilities for merging with magic mastery were higher) or something like that, and the speed of spells for a warrior will also not be superfluous, although not mandatory  :)

Perfect Block: What tests do need to do? Can i be helpful?
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 02 May 2020, 01:02:16
I saw a teleport in "Destiny mod" with unique gloves and it was wonderful  8)

Warfarer mastery: I always wanted to see an aura or buff on the speed of spells (so that the possibilities for merging with magic mastery were higher) or something like that, and the speed of spells for a warrior will also not be superfluous, although not mandatory  :)

Perfect Block: What tests do need to do? Can i be helpful?
Well, if you have the name of the gloves and a link for the mod, I can try to retrieve it.

I'm skeptic about increasing casting speed for Warfare, for a "Berserker" skill I would have thought increased attack speed would fit more thematically.
There are other ways for a Warrior to improve casting speed.
- Magical jewelry (Occult prefix) can increase casting speed.
- There are also new rare affixes in SV that can increase casting speed, like Shorechanter's (rings), Dreadnaught's (melee torso + shields), of Cosmic Power (Staves), of Ignition/Phlogiston (melee weapons), of Madness/Insanity (Jewelry).
- Storm also gives more casting speed in the mastery bar.

I think temporary increased casting speed would fit more in Storm.

For Perfect Block, I mean I think there are many ideas to tweak or add skills right now, and I don't know if they will be good ingame.
Also, if I add new skills and then find that they don't work well, I would have to delete them but people would lose their skill points if they don't go to the Mystic before to reset the skills.
So it would be better to wait until some new/tweaked skills are finished, and then maybe I'll launch a private beta for some people to test the skills. Beta testers would have to be vigilant about the fact that their characters may lose skill points if I delete or change the number of skill points.
This way, there wouldn't be any problems for people playing the main mod.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: tikondrusss1994 on 02 May 2020, 10:17:09
https://cdn.discordapp.com/attachments/702105040042721360/706053193842294784/unknown.png - name "Burning bracelet" is on the test character
https://steamcommunity.com/sharedfiles/filedetails/?id=890756180&searchtext=destiny - mod is workshop steam
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: tikondrusss1994 on 02 May 2020, 10:37:30
there the distance is unlimited if you not use the "shift" key the teleportation distance is ~ 10 meters
Teleports like Diablo 2 didn't bother anyone, but here you can sometimes teleport long distances
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: JuGG on 02 May 2020, 22:22:30
Hello Soa, great mod, great work!!!
Do you plan to add more skills to masteries? Right now in some masteries we can use 27 skills, in Hunting only 25 ect, if yes, here is some ideas:
In Soulvizer mod many magic staffs using physical or poison damage, what do u think about idea to add charge level attack in Nature with elemntal damages debuff but with poison or physical damage boost, maybe with slower attack speed with each charge lvl or something like that for the balance.
In Defence mastery we havent a skill which can counter strong enemies on distance like casters or archers(shield charge can counter,but still its a close range attack),maybe projectile attack with stun chance or skill distruption chance will make game with shield faster and more fun.
For example: https://www.youtube.com/watch?v=bZ2wL1FwMCU&feature=youtu.be.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: Tauceti on 03 May 2020, 01:26:53
Is it possible to add the name of the hero to this message 'Hero monster killed' ?. In some situations we don't have time or room to see its name, especially with a petmancer.
Or else in the char panel, i guess few people care about the greatest monster killed. Instead, the latest hero killed is better for SV, i guess.

I doubt you have access to this part of computer code though ./
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 03 May 2020, 13:47:18
Is it possible to add the name of the hero to this message 'Hero monster killed' ?. In some situations we don't have time or room to see its name, especially with a petmancer.
Or else in the char panel, i guess few people care about the greatest monster killed. Instead, the latest hero killed is better for SV, i guess.

I doubt you have access to this part of computer code though ./
I don't think I can do that. I can change the text, but not link it with the monster name. There might be a 1% chance the name is hidden somewhere and available for modders, but it would take trial and error to see.
Best bet would be that I reduce pet damage  ;)
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: Tauceti on 03 May 2020, 15:24:24
Actually i wasn't meaning that pets are so OP that we don't have time to see the hero's name. Although leveling several chars in parallel (melee, ranged or petmancers), i still don't have sufficient distance to say so. There are pros and cons to play a petmancer.

I was referring to tricky situations when you have to cast emergency spells or try to survive running around so that pets have time to take aggro from a tough hero. In those situations, you don't have the luxury of checking its name  ;D.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: UnBorn on 08 May 2020, 20:42:37
Install mod couple days ago, not played beyond a level up tho, cant decide going vanila first or streith to modded game.
Big problem i notice is Life potions are just unattainable, i know there i chest that drop them but what if i don't know or i can't even reach it?
Before we got the Rest skill and now we got to log in and out of game as idk how you can restore life in beginning of the game. I tried wendoring for heck of it like 3-4 time and still was unable to afford 1 single potion..
I mean people can cheat with caravan but for normal game is such waste of time standing unable to progres?
Will give more feedback as i probably gonna play vanilla and modded game for first time after Immortal throne expansion.
From first look i think some things with nature sims sort of old, rune mastery sims better, still not sure what to think of spellbreaker mastery swap even after all this time but its probably good to have things differently as i love that skill.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: Tauceti on 08 May 2020, 21:06:37
There is a chest with 5 health potions if you cross the north bridge for the quest. If you can't reach it, sell all the white items dropped form the first monsters, hence you should be able to buy 1 or 2 health potions, what is necessary to reach the chest. Touch AltGr key to see white items or check your keybinding options.

Welcome to the game   ;)
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 08 May 2020, 21:17:37
There is a bug in the Custom Quest versions that make you start with 500 Gold only, so you can't buy any potion. I'll need to fix this and give like 2000 Gold (or more)
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: Medea Fleecestealer on 08 May 2020, 22:01:52
What?  Did you make them even more expensive than they are in the vanilla game soa?   ;D
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 08 May 2020, 22:56:13
What?  Did you make them even more expensive than they are in the vanilla game soa?   ;D
This was done by my predecessor, but potions are extremely cheap and overpowered in the vanilla game anyways.
Health potions : Gold cost goes from 120 (A1 Normal) to 18,000 (End Legendary) in vanilla, 800 to 54,000 in SV with increased cooldown to 10s instead of 6s.
Energy potions : Gold cost goes from 180 (A1 Normal) to 27,000 (End Legendary) in vanilla, 600 to 47,250 in SV with increased cooldown to 15s instead of 6s.

Note that in SV, you get flat Health and Energy regeneration depending on your maximum Health/Energy. You may also find more items hence more gold. But the monsters hit harder.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: nargil66 on 09 May 2020, 00:30:34
You shouldnt have problems after the first levels in Act I. I dont know if the potion drop rate is increased, but you find them pretty often.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: IdoNotKnowWhy on 14 May 2020, 07:42:40
About lightning dash, i think change it like vanilla is much better. It's LMB skill so 0,7s recharge and 20 enrgy costs make it not ok to use, especially playing fast speed melee.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 14 May 2020, 22:18:30
About lightning dash, i think change it like vanilla is much better. It's LMB skill so 0,7s recharge and 20 enrgy costs make it not ok to use, especially playing fast speed melee.
By vanilla, you mean make it like the first vanilla version ? Now the skill in SV is like vanilla current version, except it's tier 5 instead of 7.
Either way it's a bad skill, 0,7s makes it clunky to use with left-click, you've got to use right-click as secondary.
And if cooldown is removed, there are no passive procs like shield procs, so it sucks.

There is an ability to teleport without a target if you use a stationary attack + the skill, but that's a bug and should get fixed in the next official patch.
So, another option I see is to make it like Onslaught, no cooldown and use of procs possible, and give the player additional movement speed, and dodge. It would build up when you attack, and maybe allow you to chain between groups of monsters. So you wouldn't be able to teleport from the get go, but it would allow you to get a duration bonus.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: IdoNotKnowWhy on 15 May 2020, 13:50:32
 Yes, i think change it much better. I prefer lightning dash is 1 skill with 4-6s recharge, help character move faster in large area. And 1 new skill for LMB, +lightning/cold damage, %chance to stun/forzen/slowed enemies, no recharge. It will be better for Archon because Batter is not a fun choice to LMB, except you have -80% recharge
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: IdoNotKnowWhy on 15 May 2020, 19:52:37
Hey, i have idea about shield. In Dark Soul or games like it, you parry success and you get a gift about that, right ? So i think have a gift like that in Defense skill. Block success, you will heal a small hp/mp, high chance to block larger damage in next time and maybe, just maybe that kill enemies incontinently.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 15 May 2020, 20:00:22
Hey, i have idea about shield. In Dark Soul or games like it, you parry sh and you get a gift about that, right ? So i think have a gift like that in Defense skill. Block success, you will heal a small hp/mp, high chance to block larger damage in next time and maybe, just maybe that kill enemis incontinently.
Problem is that there is no way I can do that.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: icefreeze on 15 May 2020, 20:14:22
Hey, i have idea about shield. In Dark Soul or games like it, you parry sh and you get a gift about that, right ? So i think have a gift like that in Defense skill. Block success, you will heal a small hp/mp, high chance to block larger damage in next time and maybe, just maybe that kill enemis incontinently.
Problem is that there is no way I can do that.
You can added grant skill that activated on taken enemies dmg and has effect that boosting health/energy regen or +%block chance/higher block dmg,... in duration.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 15 May 2020, 20:41:28
You can added grant skill that activated on taken enemies dmg and has effect that boosting health/energy regen or +%block chance/higher block dmg,... in duration.
Adrenaline + Quick Recovery does something similar, except it's recovery time, and I can't increase the amount of damage blocked by the shield.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: IdoNotKnowWhy on 17 May 2020, 06:19:57
Can you help me ? I am working to translate this mod to Vietnamese. I used ARC Encryptor 1.4.2 to pack and unpack the file Text_EN.arc.  Unpack successed in .txt files to localize but when I test some folder on Vietnamese, repack and run game, it doesn't work or gets error in menu: https://drive.google.com/file/d/12FbaHTyUbrbFh8SyfNIEp8Kud72ZiqHY/view?usp=sharing
How to fix this problem ? Which tools i should use to continue my work ?
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: nargil66 on 17 May 2020, 09:07:43
You dont need to repack until you are translating. Just leave the folder for translating unpacked in the main Database folder (rename it to Text_EN if its not already). Then start the translation directly in the files of this folder. Each time you add changes, restart the game and they will show immediately. Leave repacking for later, when things are more finished.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: IdoNotKnowWhy on 17 May 2020, 10:17:37
You dont need to repack until you are translating. Just leave the folder for translating unpacked in the main Database folder (rename it to Text_EN if its not already). Then start the translation directly in the files of this folder. Each time you add changes, restart the game and they will show immediately. Leave repacking for later, when things are more finished.
Thanks for your advice.  And when i finished, should i repack it and move to Text folder and rename it Text_VN ?
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: nargil66 on 17 May 2020, 15:42:44
There is an official guide left by Nordic on how to make localizations. You can find it in "Titan Quest - Anniversary Edition/Toolset/Guide/Tut15.md.html". Things are explained there better than i could.
(https://i.imgur.com/zpHvBgE.png)
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: IdoNotKnowWhy on 17 May 2020, 15:56:56
My PC is died and my file is gone. I'm too tired to restart my Text_VN, 4 working months. Maybe restart in next year, i don't know...
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: xiaorantu on 10 July 2020, 11:15:33
good job!
soul collector really helpful to all of us.

there still have anti-human setting:
some boss to faraway from respawnpool: hades,egpty telken,sandwing,China telken,manticore…… etc.
could you add respawnpool nearby?[I already successed in TQAE.but in SV,there have errors,every SV changes  :charactwindow,caravan ]
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: xiaorantu on 11 July 2020, 11:22:14
one suggestion
set members
for example, tagSetName012  contains [rings]alke & timaios
I think these rings should be cannot pick up multi,please conside.
either the one-hand weapons.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: Zantetsuken on 23 August 2020, 16:31:51
Great mod so far. Having a blast playing it with friends.

By the way, is there a possibility (and do you have any plans) for a transmog feature?
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 23 August 2020, 17:34:33
Great mod so far. Having a blast playing it with friends.

By the way, is there a possibility (and do you have any plans) for a transmog feature?

Thanks ! But no, sorry, that's not doable in a mod.
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: Groom on 20 November 2020, 03:06:48
In:
https://titanquestfans.net/index.php?board=296.0

Why not a thread dedicated for items?
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: soa on 20 November 2020, 19:23:49
In:
https://titanquestfans.net/index.php?board=296.0

Why not a thread dedicated for items?
I don't have time to create a proper database.
What would you put in that thread, is it a list of all new items ? Modified items too ?
Title: Re: Soulvizier AERA - General ideas and suggestions
Post by: bakapi91 on 03 January 2022, 12:25:13
Any chance to have Arcane Blast come back for Liche King , maybe add this skill when Liche reach max lv 20 :)
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