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Messages - soa

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16
2 Soa

Hello. Will you fix quests in Atlantis? There, all the rewards are almost the same, they only give experience. The same number points. Or will quest rewards not change?

There's nothing to fix here, it'll stay as vanilla.
I already answered as to why only XP (or items), it's to make the act truly optional.

18
2 Soa


01. Aren't you going to do minor updates? So that at least the items are transferred from vanilla. No other new content.

02. And such a question - you will not touch the skill with AOE that is set to auto-attack? With him, an excellent archer turns out ... It's just that such a skill has disappeared from the mastery of nature (

03. Why can't I go through the crack of chaos, which is in Greece? On normal difficulty. I knocked out the keys of chaos from the telkhines, but there is no passage near the waterfall. I can't go further to the waterfall.

01. EE items are meant to drop in EE so it needs to wait for the map
02. People didn't like it because it was too slow, and it can't be balanced with increased speed because then it would be too strong too soon. The engine is too stiff to allow a proper balancing for this kind of skill.
03. The map has not been updated for EE and the chaos areas were added after. The keys still drop but have no use now.

19
2 soa

All items from the add-on "Fallen Embers" that have a bonus to skills. It doesn't matter which one. A bonus to all skills or to skills of any class also shows an error.

That's normal.
Eternal Embers is not released for SV, as I'm working on it, so those items won't work. They use vanilla skills instead of SV skills.
You're not supposed to even have those items in the mod.
Transferring items from vanilla to the mod or the other way around is not supported and is done at your own risk.

20
2 soa

Will there be errors with items that add to skills? When instead of adding, "Invalid skill profile" is written on the item.
Will there be work on the latest expansion - Fallen Ambers?

1. Please tell me the name of the items with "Invalid skill profile".
2. I'm working on it, it's patch 1.12. No release date as said above.

Note : v1.11e is released to fix a bug with the XP penalty on death, that was too high.

21
I don't think I'll release anything before v1.12.
Except if there's a game-breaking or very important bug discovered, but so far v1.11d seems good.
If development really takes longer than expected, I may release an incomplete v1.12 though, and finish later.

22
Hello,SOA since you said that you are making SV1.12, I am looking forward to his release every day. I don't know when to release it. Can you tell me the exact time?

Hello, I usually know the release date the day before the release, or at the very best a week before.
So the exact date is unknown.
I'd say it will take between 2 and 6 months, depending on my motivation and what I find in the game's files.
The patch may be a bit incomplete on release, or contain lower quality stuff than the usual, because EE is too big and high quality stuff would take a year or more. So I'm trying to make it simpler.

Current progression is :
-    Bugfixes : I hope 50% is done.
-    Heroes + souls (110 new heroes + improve existing ones) : 95% of design is done, needs to be implemented.
-    Various rebalance : 50% done.

0% done :
-    New monsters & Elite
-    Unique rebalance (for EE items)
-    Include basic SV mechanics and NPCs (Alchemist, Unique Upgrader, Unique Trader, Soul Collector…)
-    Import vanilla map changes : HC Dungeons (Greece/Egypt/Hades) + random encounters + Electrum
-    Some new skins

23
Good Evening,  Does it work on the mobile version?
No, I don't mod for mobile/consoles, if that's even doable somehow.

1. In act5 and Atlantis, the spawn rate of hero was so low that when I passed and killed almost all the monsters, I only got a few souls at these two acts. The long journey without hero also seems a little boring. I hope that the spawn rate of hero in act5 and Atlantis can be raised to the same level as in act1~4.

2.(This is just an idea, and the decision is up to you) For all acts, in epic and legendary difficulty, heroes can have a higher spawn rate (for example, 1.5 times). Because in the early stage of ordinary difficulty, the characters are relatively fragile, and the current spawn rate of heroes is very appropriate. In epic and legendary difficulty, our characters are mature enough and eager to accept more challenges. I asked several of my friends, and they also look forward to such challenges.

1. For Atlantis, it's almost the same rate as in acts 1 to 4 in the game files (since SV version 1.11). For some reason it seems not to work correctly, so I think I'll just bump the numbers by +50 to +100%. I increased the rate for Potamoi in version 1.11d.
Maybe the map is just weird, not enough spawn points for high profile monsters.
For Ragnarok there are just not enough hero variety currently, because vanilla is very empty (65 heroes/bosses while other acts have 100-150). I added ~30 heroes, but it needs another 60 to be decent for act 5 size.
If I increase the spawn rates now, you may see the same heroes again and again. I can increase a bit but I would need to add new heroes to really increase the rates.

2. I don't know how to do that easily. Maybe doable, but champions' spawn rate (yellow monsters) would increase too.

I have a problem with all artifacts and some relics. They just don't show up for me.
Just instead of them there is one small gray square.
Installed the patch according to the instructions: Latest patch, Option 1 - Manual installation
Game latest version.
What are the names of the artifacts ? No one ever had an issue with artifacts. It's almost impossible to have an issue, as everything is vanilla. Except endgame Mythic artifacts.
Usually grey squares happen with Hard mod if you installed incorrectly, not Custom Quest. Or maybe you also subscribed to the Steam Workshop version, in this case unsubscribe (don't use Option 1 - Manual installation + Option 2 Steam Workshop at the same time)
Latest versions = Version 1.11d for SV ? Version 2.10.21415 for the main game, including at least Ragnarok+Atlantis ?

Thank you for still making a mod for a very old game.
Here are what I have noticed so far.

Forge Formula - Angelheart Garland
seems not to accept Garland (grayed out.)

Forge Formula - Angelheart Garland
seems not to accept Tribal Headdress (grayed out.)
Also what is "Essence of Growth relic"?
I first thought it would be a new SVaera relic, but it is shown in gold letters (neither yellow or gray letters).
So could it be a typo in code or something?

"Mana Potion" is renamed as "Standard Mana Porion", while "Health Potion" is not changed.
The Garland formula works, but since uniques were reworked a few patches ago, common items no longer get all "quality/material" information like "Copper", "Silver", etc. (was Copper Garland, Silver Garland, etc.). Only one type of garland is supposed to work ( the one with 18 Armor). It will be fixed later.
Helm of Overgrowth accepts Tribal Headdress, it needs to be white (no affix, not broken).
Essence of Growth is a forged relic in act III, exclusive to SV (craft from 2 Viny Growth charms + a health potion). The color is orange like any forged item (maybe yellow if it's in your inventory/stash).
Mana Potion was renamed to make it different in the formulas from other types of potions. I can rename Health potion the same even if not needed.


24
IIRC he's invulnerable until you retrieve a stone from someone in Asteria.

25
Music / Re: What Music are You Listening to now?
« on: 28 January 2023, 17:56:40 »

26
Updated the OP with version 1.11d.


Hello, Soa. I play on xmax. The game is just great. Especially pleased with the new monster models on Atlantis. However, I passed almost all of Atlantis, but only got 1 soul, and that's on xmax. Drop of souls seems to me to be very small there. Noticed a few bugs.

1. tigerman (wang_42) boss, but after his kill does not appear orb with the loot.
2. the game crashes periodically on the desktop when trying to put a unique upgrade formula in the window enchanter. Crashes do not occur every time, after 1-3 times. Crashes occur not only on Xmax, but also on the original soul (checked).

1. Xiao Wang and Daechalcos (Uber Beetle Hero in act II) don't have one. I will fix that in patch 1.12.
2. There's a very poorly written piece of code that was added in the official game after Atlantis came out. If your inventory & caravan are loaded with too many items, then anytime you will use a formula the game will struggle (because it's trying to display in yellow the reagents you have).
It's impossible to fix that, so make sure that at least you sell as many items as you can and try not to hoard too many of them in the transfer area/relic vault.

As for Atlantis, soul drop rate is the same as other acts. I think I'll increase hero spawn rate. Possibly double it, as I think it's the main reason. Maybe I'll increase the soul drop rate per herp just a bit to 10 instead of 8%.
The act is optional and short so you tend to get less souls overall, but at the same time the cost for unique upgrades/potions is the same. So it would be some sort of compensation.

27
Hello soa, thank you for your effort. It is so wonderful.
I have some ideas and suggestions. I don't know if you like them.

1. It may be possible to add an automatic refresh mechanism for the bosses of the main task and the branch task, allowing them to regenerate half a minute or one minute after being killed, so that we don't need to exit the game repeatedly when collecting souls.

2. Can you allow us to reset attribute points as easily as resetting skill points? One possible way is to integrate skill points and attribute points, and obtain 5 skill points and 0 attribute points for each upgrade. At the same time, allowed to use skill points to upgrade attributes. (Add 5 skills in the skill panel to add the corresponding 5 attributes.)

Thank you again for your efforts.


1. Maybe it's technically doable but I think it would take a lot of time and effort, and I'm not sure everyone would like it. Also the respawn may look weird or I would need to create spawn effects.
Not sure what you mean by branch task (secondary quests ?)

2. This kind of mechanic is completely impossible to create in a mod, it needs an engine modification.
Fortunately, a recent patch from the official game has added potions to reset attributes. So I'll include them in the mod, and maybe create several new ways to drop or craft them.

28
General Discussion / Re: MI drop sounds mod (re-)creation help
« on: 19 January 2023, 21:04:38 »
The sounds for rare items already exist :

records\sounds\soundpak\embersraredrop.dbr
records\sounds\soundpak\embersraredrop3d.dbr

They're supposed to be already working but maybe there's a bug. They are not referenced in the database which means it's likely hardcoded. They are referenced in Game.dll as well.

Playing the sound based on item type (itemClassification in the dbr) doesn't work because there's no MI item type. MIs are Rare, but Rare items also include non-MI items (those with Rare affixes).

So the engine probably uses the name of the dbr file : starting with "mi_" or checking the color of the text (lime green). If this part of the code is bugged, I don't know how and if it can be fixed by a mod.
IMO hardcoded stuff is crap, it has a lot of chances to bug out and the game takes ages to be patched (if it is), the best way would be to mute all of those files, create new ones and patch every item dbr to make it clean.

I'll definitely not make a mod dedicated to that, just giving my opinion on the matter.

29
Hello, soa. I have some questions.
1. Do you plan to change Neidan's mastery in any way? Will there be any skills from the LoC mod incorporated into Neidan?
2. After the recent stym updates, 3 new Chaos dungeons were added to the original game.  One at the waterfall of Chryseos in Greece, another between Memphms and Fyum, and in Tartarus after Charon's bridge. I've been through almost 2 acts, I couldn't find the first two locations. Were they moved somewhere or cut out of the mod altogether? Chaos keys fall out of the bosses.
3. I can't create a Major Egyptian Soul Gem. Forging it requires 2 Minor Egyptian Soul Gem.
Spoiler for Hiden:
As you can see in the screenshot, I have 2 Minor gems in my inventory, but the formula shows one missing. This makes it impossible for the wizard to forge the larger gem. Is it a bug, or am I missing something?

1. Neidan is out of place mastery (Neidan came out in the Middle Ages), so it will have to change. I'm thinking about turning it into an Alchemy mastery. The specifics are not known, I have several ideas but haven't started to work on it. I don't plan on following the same path as LoC which is a pet mod.

2. The map updates since EE came out are not yet included in SV (so no HC dungeons, no temple at Helos, no map in the East).
I'm currently working on patch 1.12 which will bring those changes to the SV map with lots of bugfixes, rebalance and new content for the East part.
I think HC dungeons will be included as they are at first, they are quite uninspired, maybe worthless but it'll be a first step.

3. Yes it's a known bug. Maybe I'll issue a 1.11d patch because 1.12 is not close.

For this type of questions, on SV Discord, you can check the roadmap channel for futures changes and the bug report channel.

30
just wan know if it possible to give us a version of this mod with like lootplus/xmax
As a general rule, I don't do any mod merge (SV with XMax or whatever). I don't want to spend any time to publish and maintain other versions, that won't be balanced anyways.
You may do that by using a"hard" installation of SV and couple it with another mod. However, this may very well brings bugs and break some SV functionalities.
I don't know exactly what's in XMAX but I heard there's more than a simple increase in monster numbers, there may other stuff that has never been fixed in there.

I'm having a problem. I put the soul files on the original TQ game. Created Xmx for myself (I don't usually play without it). But the extended caravan does not function. Both in the hero and in the gears. Visually the space in the caravan expanded, but items are not put there. This problem is ONLY with Xmax mod. On the original SV is not observed.
I'm not sure what game version you're using, is it the old TQ (disc, non-Anniversary) version ? If so, then this version of SV is not compatible, it was made for TQ: AE only, with Ragnarok and Atlantis required. Otherwise, bugs are to be expected.
The interface has changed in AE (since Atlantis at least and later with EE) and SV has been adapted to those changes.

If you're using AE with SV (Hard installation) + Xmax, then this is likely a Xmax bug, this mod may affect the interface in a way even if it is not supposed to.
I don't support SV with other mods or external tools.

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