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Messages - Vadumee

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Soulvizier AERA / Re: Soulvizier AERA
« on: 13 January 2020, 02:50:05 »
Hi, i had a bit of time lately to play, so i progressed and am now in the Jura in act 5, i'll soon be able to test the frost nova skill of storm mastery as i need only one level for it. Here's some bugs / problems i've encountered so far :

- The item Heart of Venom (i think it's the correct name) gives +2 to an invalid skill
- I had the completion bonus of the stygian hydragon quest after starting my next session of game. (probably a AE related bug)
- The machae hero Javaras the manabane seems absolutly unbeatable as a caster : he has insane magic resistance (even my maxed eruption did little to no damage to him, at a point he regenerated it's life in a mere seconds), kills me in two basic hits (1k1 damage for each hit), drain all my energy very often, and has a very high movement speed with a teleport like attack which makes him impossible to escape.
- The golem taunt ability seems completely uneffective to ennemies who are attacking you.
- Erebian brutes (elite troglodytes) have the same problem that the minotaur lord have, their earthquake ability is hard to dodge without movement speed bonus, and can one-shot me when it ticks 3 times.
- Although blood damage dealing ennemies seems relatively balanced (blood witches melinoe, machae hero aorg) and deal a moderate amount of bleeding damage, the multiple poison bomb ability (possessed by the zombies blightcaller and kaligoth) deals an incredible amount of damage, even when only one of the five bombs make contact with you.
- Probably a problem of the vanilla game, but the chain lightning ability of the albino spider (when they connect using wifi) also ticks a lot of times and seems to have an absurd range (i took a 6*340 ish lightning damage while the spider pack was out of my screen).

I'll probably have to go to act IV again, as i finished the admetus quest way too late, so i missed the one at the plains of judgement, and the latter one too. I also changed my mercenary with the ichthian, the first wasn't dealing enough damages and i needed a support mercenary as melee ennemies kill me very fast, i also forgot the ring of flames, as it's only usefull to deal with horde of weak ennemies, i'm looking forward to unlock the frost nova, seems way more promising, since this spell will probably be helpful to deal with strong melee ennemies.

Here is a screenshot of the machae hero i was talking about (i litteraly had to go back to the main menu, because it was next to the fountain and was spawnkilling me) :


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Soulvizier AERA / Re: Soulvizier AERA
« on: 06 January 2020, 01:27:56 »
I made some quick tests regarding some modifications or skills which needed to be tested (for skills I tested them at max level with an accomplished hero).

- The mayhem and ravage of time works fine, although since the first is a mind control, it sometimes MC every ennemy, creating a weird situation where everyone is you ally and you can't kill anybody (this was with the skill at max level tho).
- Elemental fury should be tested with a higher character (like at least in epic difficulty), well equiped to see how the damage scales, because with all the flat elemental damage & the +% elemental damage & conversion, it's kind of strong even with a weak weapon, I had a bow which gave me 110 dmg per arrow, but with elemental fury + the synergy skill I was doing around 600 per arrow.
- I had a few relics drop, and one minor seal, so the update of lootpool for relics seems to work fine.
- Minotaur Lord's auto attack are more manageable, he does around 120-140 dmg without onslaught, so melee characters should have less trouble with him, but the real problem is with ground attack, it still does 360 damage per tick, and sometimes can tick 5 times (this is not a joke, I was hit by it with my level 32 character and got one shot because of the 5*360 damages)
- Ormenos's boulder attack is fine as it is i think, deals around 1600 damage, should be threatening enough to avoid it, but not a death sentence (at least in normal), i tried to see what his other attacks were doing by fighting him without pet, and his vitality auto-attack actually deals a ton of damage (i never took one on my previous fights with him), just ONE of this projectile deals around 2000 damage for the whole duration of the dot, and he spam them two by two, i think we either have to build a lot of vitality resistance (well i think it's vitality damage) or we can't fight in melee at all.

I'll try to test skills with non-accomplished heroes to see how it goes on very early game, in addition to the non-tested one.

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Soulvizier AERA / Re: Soulvizier AERA
« on: 04 January 2020, 21:17:07 »
- At last, i kill him with the help of the guardians near there, and his drop this lvl38 soul.
- And this shield -Sunwheel doesn't have texture, icon miss at slots storage too.
- This Peng's Hero so crazy, he can cast lightning spell without recharge, through the wall if character in it range to cast skill  :o

This is something that was already in the classic SV, some heroes were probably made for later points in the game, but can appear sooner because of ennemy pools (for the behemoth Ichthian for exemple, i think he was made to appear in the swamp/forst of China, rather than Babylon and the outskirts), their high levels is also due to the classic SV experience curve, at the time you were like lvl 35 at the start of act 3, where in the current version you are lvl 30 at the END of act 3. Also, i think most of the issues you encounter here are caused by the fact you don't invest enough points in mastery, having 1.1k health as a melee in act 3 is extremely fragile, there are a lot of ennemies that are going to give you troubles in the later part of act 3 (especially the flameguard dragonians and the third telkine, they are monsters in terms of dealing high damages, Ormenos is probably going to one shot you with every of his attacks)

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Soulvizier AERA / Re: Soulvizier AERA
« on: 03 January 2020, 22:07:59 »
So, i'm doing an update because there is quite a massive problem in the current version of SV.
I'm level 30, currently at Olympus, and I can't progress to act IV as killing Typhon doesn't trigger the Zeus speech and the portal, I tried to kill him multiple times, same result. It does however update my quest entries with the atlantis one.

Here's other weird things I observed, probably not everything is a SV related bug, might be AE or simply a feature :
- Basic tigermen have weird textures.
- Having a shrine buff and taking a shrine of the same buff doesn't refresh the buff anymore.
- The bonus to health given by Health Shrine seems to only work in act 1 (I don't know if it's intended)
- Might keep on eye on blood damage related SV ennemies and heroes, as they possibly became way stronger with the AE version of SV (or if you plan to introduce back the blood cave and stuff like that)
- Souls dropped by ennemies seems to require a bit too high level, for exemple I have a raptor soul that requires lvl 36 to be equiped, I was lvl 28 when I dropped it, and even after finishing the act, i'm still level 30.

Speaking of which, the leveling curve seems to become slower than the base game after late-Act 2 / early-Act 3, even by cleaning the whole map, doing every quests, i'm lvl 30 at the end of the act (I was 25 at the end of Act 2), where I generaly finished between lvl 32 & 34 in the vanilla game.
All the heroes I encountered so far seemed to work as intended, I was surprised when the behemoth Ichthian hero threw me a winged shark who chewed on me, i didn't remember he was doing that in the past  ;D
I'll wait until the progress restricting bug is fixed, except if you need me to test specific things.

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Soulvizier AERA / Re: Soulvizier AERA
« on: 03 January 2020, 00:11:05 »
By the way, I forgot to mention that the items without an icon texture also don't have texture on their 3D model, i have one on me (the Khafra ward), and the armor looks like it's made either of aluminium or semen. The razor feather and fiend carapace relics also don't have textures.

I'm currently lvl 26, at bactrian forest, and I haven't encountered much bugs or issues since Sais, at the exception of the statues boss in the sphinx, it seems the momified priest aren't there at all (the one with the electrical ball attack, and they're supposed to respawn as long as one boss obelisk is alive).
I dropped more souls than in act 1 (well, more than 1 isn't hard), and the dune raider mercenary.
And merchants of act 2 seems a bit strange, for nearly half of egypt the merchant selling staves only sold the end of Act 1 staves.

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Soulvizier AERA / Re: Soulvizier AERA
« on: 02 January 2020, 00:28:57 »
Another quick update, my elementalist is now lvl 18, just entering the Nile. After having very difficult times around Megara, i got extremely lucky at Ambrossos countrysides, as i got quite a lot of items, a very nice soul, and FOUR mercenary contracts (2 duplicates of the maenad archer, and another 2 for the maenad frost mage). Along with the fragmentation of molten orb, this gave me a great boost of damage to go with my newfound crowd control, and i managed to do very well, until the minotaur lord, he seems extremely difficult against a caster, I had to enchant movement speed boots with hermes sandal to be able to dodge his stun earthquake attack (which deal 50% of my life and stun me) and let the maenad lady destroy him with arrows.
The telkine was more managable for me, he wasn't dealing too much damage (except the purple projectile, but easy to dodge), but I think that without the maenad mercenary he would have taken forever to beat, he has a ton of health and regen very fast.

- Regarding the blade trap dropped by Child Snatcher, as long as I remember, it was very rare for it to not detonate on the classic SV, where he never detonate here (actually, it also happens with a maenad hero with the exact same mechanic, don't remember the name, but she looked like the assassin ones).

- As for my opinion on the health regen, yeah I agree that it's an interesting mechanic for player, normal monsters and pets, but it can really become an issue with some heroes, especially those who have health regen boost (I remember there was a purple raptor hero who could get back to full like in not time)

Here is some strange things / bugs that happened to me during this second playtime :

- A lot of Soulvizier specific items don't have their textures (and the item icon is a little colored square), for instance the items i got suffering from this are : Black armplates, maenad's trickster bow, plhean striders, emerald marchers, telkine veil and voidleecher.
- Any entity frozen in ice is invisible, this happens to ennemies as well as the player.
- The maenad archer mercenary (i don't remember the name, but her title is night's flower) have trouble to shoot ennemies when in far distance, as she's trying to attack ennemies that are a bit farther than her maximum attack range. I don't know if it's an issue with the other mercenaries as the frost mage spam her spells at medium range so it's unoticable.
- I don't know if it's a Soulvizier-related problem of the AE edition, but Shadowmaw's nightstalkers are level 28 and deals nearly as much damage as the hero.
- The dune raider - Veteran assassin don't move at all and just stand there, t-posing menacingly (the non-veteran assassins works fine)

Spoiler for Hiden:

I don't believe high enough in my luck to have dropped 4 mercenary contracts in one act, might wait for others player experiences to see if it's redundant, as in the classic SV these contracts were extremely rare.

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Soulvizier AERA / Re: Soulvizier AERA
« on: 31 December 2019, 22:58:53 »
Hi, quick feedback here, I played as an elementalist, the experience is quite nice for the moment, the beginning was quite hard because I encountered two heroes at the same time, but thanks to the guards tanking i managed to steal them. Also encountered the satyr boss at a camp after Nessus, had to pass it because he kept shredding me to pieces.

I'm currently at Megara, nearly lvl 10, here's a list of positive/negative points in my opinions, and bugs I encountered :

>> Positive : <<
- The mod don't have any real major problem, it runs smoothly.
- The addition of new crafting recipes is a great addition.
- The removal of resistance debuff is also a nice thing imo, well it doesn't really matter in normal, but I remember this being a pain in the back in legendary.
- The density of ennemies seems really nice (might reduce it a little bit maybe, but it's ok like it)

>> Negative : <<
- Heroes and boss seems to have the same crazy health regen the classic SV had, I always found it restrictive for builds as it forces player to take a more offensive approach in their builds, some heroes can become litteraly unkillable when orienting to more defensive build in epic/legendary
- The fact that roaming bosses (the one who spawn randomly in packs) have the possibility to spawn very early in Normal can be annoying (although it can be very fun in multiplayer)
- The experience curve is a bit too low in my opinion, I personnaly loved the SV xp curve as it allowed a more rapid progression and made act 1 & 2 way more fun in normal compared to vanilla, although I understand it could make more sense to reduce it since there is two more expensions now.

>> Bugs : <<
- The blade trap orb dropped by Child Snatcher on death doesn't detonate.
- Most of the new recipes requiring an object require a very specific item (like a copper band of insight), and even with the exact item it's still grey in the recipe.
- Speaking of recipes, you can create items from recipes (haven't tested with artefacts) without any of the reagents, the crafting button is grey, but by cliking it you have the confirmation window and you can craft it just paying the money.
- Recipes that need only one items (most weapons recipes) cannot be crafted, even with the weapon. Well technically they can because you can craft them without out of thin gold.

>> Suggestion : <<
- Increasing the xp curve a bit (maybe making a compromise between vanilla and the old SV curve), as imo it's the change that feel the most "not Soulvizier" for me.
- Make item recipes always need 3 items, since those crafted items are quite powerful (like the torch, mass, spear) and need very basic items and not much money to create (for exemple, the torch could need a basic torch, a fire of prometheus, and a mob related soul like shaman satyrs or something).

Still a very nice experience tho, i'll try to progress more tomorrow, and i'm happy this awesome mod is coming to AE.
(I still didn't droped a single soul out of dozens of heroes issou)

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Soulvizier AERA / Re: Soulvizier AERA
« on: 29 December 2019, 15:27:13 »
Hi, I wondered if there is still some spots as beta tester, I would have no problems with the conditions (I usually play from level 1 & untwiked in multiplayer), and having to delete my character isn't really an issue for me either.

In any cases, I'm happy that the mod is still been worked on, props to you guys !  8)

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Art Manager / Re: Problem with a Bounce Mod for Soulvizier
« on: 19 December 2019, 17:58:47 »
The problem is that I don't have these files, since it's a bounce mod (so no actual map), when I run my mod it just get me back to the campaign and modify it, the only files related to map that I have is a .sd and .wrl

I also thought of trying to inject my modification directly in the game database (so basically what Soulvizier does), but I would prefer to keep it as a bounce mod.

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Art Manager / Problem with a Bounce Mod for Soulvizier
« on: 18 December 2019, 15:35:39 »
Hi !

I have a problem with a bounce mod i'm creating for Soulvizier, the mod itself works just fine (it adds new relics I created and fix the crazy health regen, nothing more), the items works well, the drops are here where they are supposed to be, etc...

The problem that I encounter is that for some reason the pressure plate at the end of Marduk's Temple (just after you beat the Chimera) don't activate, blocking me. I tried multiple times with the same results, I also made a backup and tried without the bounce mod to see if it wasn't my SV installation fault, I could progress without problem.

I also tried to create the bounce mod from scratch, taking only the database and string file/textures from source, creating the empty map and building everything completely, but the problem persists. I did that after being suggested to do so by a user of the steam forum, they also suggested that I should try to ask here if it doesn't work, since there is a lot of modders active on the site.

I hope I didn't post into the wrong section, i'm sorry if I did.

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