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Hello Morgul, congratulations for your mod, it's very fun and with great features included.
Why can't I run this mod? I dowloaded the file (glorious1.1.6.7z) and placed it in the custommaps folder. It didn't show up ingame. Then I made a folder for it so that now it shows up ingame but it is not actually working, just loads vanilla TQ.
You just need to extract the .zip into TQ's CustomMaps folder, that's allBe sure to not rename anything
Quote from: Morgul on 11 November 2020, 22:56:46You just need to extract the .zip into TQ's CustomMaps folder, that's allBe sure to not rename anythingFor some reason my windows didn't see it as a zip file so I downloaded 7zip and I could extract it. Thanks for the help anyways.Do you know approximately when can we expect the Multi-Masteries to be added to your mod?
Spoiler for Hiden: I have been playing with this mod from Helos (although with an accomplished hero, so the very beginning was easy ) and I have to say I am quite surprised how well it plays compared to other mods. At first, I was skeptical about the not-so-much-bigger monster density compared to the vanilla but the increased monster level nicely compensated for it. It might be a tad bit difficult for a level 1 character in the beginning but I am still satisfied with the experience.When the multi-masteries mod will be integrated, it might need a little bit higher mob density since you can really build an op character when you have access to all the masteries. Not having played legendary yet, this is just my guess so I might be completely wrong here.The age-old problem of not having any magic find (like in diablo 2) is still present and although this "loot" mod helps a lot, it counts basically only for boss orbs and majestic chests. It is really not worth farming regular monsters as they rarely wield or equip anything valuable. The idea to counter-balance this gave rise to mods like xmax and such. Your solution is better I think for general gameplay, however the addition of magestic chests guarded by stronger packs of monsters or bosses in side areas which are otherwise rarely or rather never visited, would enhance the gaming experience imo. I, as a player, would gladely go to different dungeons and caves even in Act1 but there is really no incentive to do so. I think this would be a possible solution to the "Magic find" problem without the need to uncessarily increase the number of monsters. I am not sure if it is the best place to suggest this idea, I just wanted to share my thoughts as a veteran tq player. I wish that all the active mod developers read this and might find it useful.Also, is it possible to play your mod as it is, but without the "Skill rework" mod? As much as I love many of the changes and fixes they introduced, some of them I neither understand nor like too much (like the Hamstring and Crushing blow skills in Warfare), so I'd like to play with the original skills.Do I need ModMerge to make it happen or how can I go about it?Overall, good job with this mod, I was pleasantly surprised. Keep up the good work!
Thank you very much for the feedback, it's essential, at least for meAnd I'm glad you're having a good experience, let me write down some updates i've working on on the latest weeksI've changed loot pools in the major chests, so exploration is rewarded indeed (but you still need some fine luck to spawn high tier chests)Mostly I reworked A LOT of enemies, bosses, stats and pretty much everything else related to gameplay difficulty, loot and balance, the main purpose for Glorious is to be hard but rewarding, and of course satisfying to playAbout the removal of Skill Reworks, you just need to remove all the player related skills from the database, and you're goodThe second branch of Glorious (called Glorium) it's almost completed, and it's basically Glorious on steroidThe features of Glorium are mainly even more difficulty (I mean, REALLY difficult, as Multi-Masteries mod will be integrated) the difficulty range will be steep, but the more you go, the more will be easier (easier don't mean easy) and of course the main balance is on Legendary difficultyAnother feature is that the player gets 4 points at every level, so build diversity will be empathized and even the first hours of gameplay won't be a boring grindNew quests, new monsters, new items, relics, charms, formulaes, artifacts, and of course a completely new skill tree balanced for the Multi-Masteries featureIt will take another month more or less for the first release of GloriumAbout Glorious, the new update will come up in a few days
Oh and one last thing, I just found a helm with Veteran's prefix at the "Squabbling merchants" namely, Tryggbord. I can access their store even though I have not yet completed their quest (just by clicking on the exclamation mark above their head).It was a Veteran's Dvergr Helmet of Warding, I have a screenshot of it as well. My question is whether it is normal or not because as far as I know, Veteran's prefix can appear only on Weapons and Chest armors (legendary craftmanship might let it appear on other types of items but I have no knowledge of that). So what is up with that?