- 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.
- 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)
- 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.
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.
Quote from: nargil66There 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... :/
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.
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 ;)
First of all, this is a great mod and amazing work ;DI'll try, now the nymph is set to heal the strongest ally, and only when the enemy is visible.
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! :))
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.
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.
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.
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.
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.
Some ideas:1. Not sure of the point here ?
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.
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.
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.
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.
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 hitsI don't know how to make a teleport without an enemy target, or it would work only with ranged.
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 saw a teleport in "Destiny mod" with unique gloves and it was wonderful 8)Well, if you have the name of the gloves and a link for the mod, I can try to retrieve it.
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?
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.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.
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 ./
What? Did you make them even more expensive than they are in the vanilla game soa? ;DThis was done by my predecessor, but potions are extremely cheap and overpowered in the vanilla game anyways.
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.
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.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.Adrenaline + Quick Recovery does something similar, except it's recovery time, and I can't increase the amount of damage blocked by the shield.
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 ?
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?
In:I don't have time to create a proper database.
https://titanquestfans.net/index.php?board=296.0
Why not a thread dedicated for items?