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Messages - AlcyonV

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1
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 30 April 2020, 00:56:31 »
Vanilla bug :

iron ball mace has the right iron texture when displayed on the character (in the world or in character window portrait) but a bronze texture when displayed in inventory, equipment slots, caravan or marchants.



2
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 29 April 2020, 23:59:35 »
Shouldn't a new SV hero begin with 1000 gold ? In Steam Workshop version I get only 500 like in vanilla.

3
Texture & Skin Modding / Re: [RESOURCES] Custom Models & Skins
« on: 28 April 2020, 21:16:33 »
I find it's very nice, really. Perhaps it would be better with a not so big hat.

And for the dialogs : does a deity say 'hello' or 'goodbye' to a hero ?

And I wonder if you plan those skins to be sold ? It doesn't seem natural for gods to ask for money. Perhaps it's better if they are free but the goddes NPC is hard to unlock ? Or with a small quest ?

4
Guides AE / Re: Hardcore Achievements
« on: 28 April 2020, 21:09:12 »
I think the best class is still haruspex, even with the nerf of AE : very high DA, damage absorption, avoid projectiles, movement speed, trap resistance, poison resistance, health regen, no damage issue, debuff... and now it can be played ranged+shield with throwing.

But it may depend on your stuff, your playstyle... Who knows ?



Poison and bleed can be safe against some bosses (wait and see him diying slowly...) but many others are very resistant or immune to those damages (undead, devices...). I advise to switch between physical (not so many boss resistances) and elemental (for those resistant to physical : mainly ghosts).

For the weapon don't forget to check attack speed parameter, not only DPS : if your main attacks are procs or charge skills like Onslaught or Calculated Strike and so, AS is more important than Dmg. Axes have better AS than clubs... And debuffs are very important on weapons (reduce resistances, armor, DA).

5
Guides AE / Re: Hardcore Achievements
« on: 28 April 2020, 20:23:49 »
I wouldn't advise to go to Atlantis before act 4 for the hardcore challenge ! It have been designed to be played after act 4. And though the challenge is still high with some nasty monsters. I's not mandatory at all. If you want to succeed with this achievment, it's better to play Atlantis after act 4, and even after act 5 (with Ylva...) ! Or not not to play it at all... but I'm sure you're a brave guy !

And yes, Conqueror is a tough and tanking class, ok for hardcore. With warfare you have Battle standard that is very defensive, stun, Ignore pain, Dodge, Ancestors for the aggro, Slam for ranged-high-damage... But you have to follow the shield way, not the dual wielding one. And you have to worry about high damage output too, unless you will die against Typhon or Alastor. Use the very best weapon you have.

6
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.

7
General Discussion / Re: Getting Started and Improving Playstyle
« on: 25 April 2020, 10:27:47 »
This feeling could be normal if you play self-found for items. Many players who rush through the game have lot of great stuff from previous play-throughs stored in vaults or mules. Their new characters are twinked with those items and they don't struggle at all until high difficulty levels. That's another game...

Conqueror is a easy to understand and to play class (not so much active skills, simple melee gameplay, attribute points to Dex and Str, only one type of damage...) but not so easy to manage : you often lack of damage in early game. It's a good way to rise mastery bars up but don't forget to boost one or two attack skills (e.g passive shield attacks, Batter, Onslaught) until you feel powerfull and nearly one-shoot trash mobs. A good way to perform this in early game is to invest skill points first in skills that deal damage with absolute bonus (not + X %, which has to be boosted more efficiently in end-game).

With a conqueror you WILL experience high difficulty with bosses that have high health and great damage output (Shadowmaw), are resistant to physical damage (Alastor) or leech your life and so regen quickly their health (Typhon). To manage bosses, don't forget those powerfull but with high cooldown skills : Colossus, Battle Standard (or Ancestral Horn, Phalanx...)... and scrolls !

8
General Discussion / Re: Tips On Character Building
« on: 24 April 2020, 17:44:46 »
um, if you only get 2 stat points per level, how do you go 2:1 when applying your skill levels? And is there a limit on how high your endgame stats should be? Does it depend on your endgame equipment? The type of weapon you use, such as a sword, axe, club, spear, bow, or throwing?

Max stats requirements in Legendary (for all types of items : unique, MI, common) :


Staves : 662 Int
Mage armor : 515 Int 206 Dex

Bows : 544 Dex 129 Str
Dex armor (Alfr MI...) : 538 Dex 206 Str
Spears : 504 Dex 208 Str
Throwing : 430 Dex 316 Str               (Hati : 435 Dex 320 Str - doesn't drop)

Swords : 346 Dex 425 Str
Light Str armor (Tritons MI, Trolls MI, light armor to act IV, Discs of Mani...) : 436 Str
Shields : 564 Str
Axes : 208 Dex 583 Str
Heavy Str armor : 655 Str
Clubs : 662 Str

You can set your attribute points's distribution on those requirements up. That's what I do. I don't like to lack of stat points when I want to equip an item or to rely on -% requirements gear. So I choose a type of gear when I plan my build (e.g Dex armor, spear, buckler : I want 538 Dex and 564 Str for the end-game) and use the attributes points in order to match it.

But it's not the only (nor perhaps the best) way to manage it. Keep in mind there is plenty of -% requirements gear in end-game stuff. And items grant lot of attribute points by themselves. E.g staves give Int, melee armor give Str... Everyone use rings with +%Str or Int... (But Dex bonuses are less fequent than Int or Str ones).

So distribution models like 1:1, 2:1 allways perform very well.

The only difficulty is for hybrid builds.



And don't forget that items requirements aren't the only parameter for attribute points distribution : consider boosting the type of damage you deal, every type of toon can need Dex for DA, a small amount of health or energy if your masteries lack of it...

9
Quote from: soa
Yes, there will be something, not the same as the original but there will be unlock codes to summon a dye merchant of each act.
Here's a preview :

It looks really nice !

The Athena's model with her owl is a high-quality one but did you (or Nargil) consider using a more looks-and-beauty-related divinity like Aphrodite (and her dove) ?

10
General Discussion / Re: Tips On Character Building
« on: 24 April 2020, 12:41:58 »
Quote from: MedeaFleecestealer
Nature and Spirit don't rely on intel for their spells which is why they're good for hybrid melee/ranged classes.

Except vitality damage (Spirit and Dream) that relies on intelligence.

11
Bug Reports SV AERA / Re: Soulvizier AERA bug topic
« on: 23 April 2020, 06:41:32 »


I have this when I launch Vanilla version. Inventory, stash and relic vault seem fine though.

Did I mismatched SV and Vanilla files while modifying by multiple times my installation ? Or is it normal since there are core (and others) SV files in TQ directory ? Which file is the transfer zone setup's one ?


EDIT : my mistake. I mismatched Vanilla's and Soulvizier's SaveData files while renaming them to set .bat file up. All works fine.

12
Quote
When I did that, it gave me an error message (files corrupted). I don't know why.

I entered this (like you I assume) and had no error :

cd C:\Program Files (x86)\Steam\steamapps\common\Titan Quest Anniversary Edition
start TQ.exe

Thanks for the mispelling report about the icon command.

13
All works fine for me.

I've finally added a new command to switch Settings files, in order to have SV in english and Vanilla in french (I copied and changed the SaveData's command) and perhaps different game speed settings.

I also pointed the last command of Steam version to TQ.exe instead of steam://rungameid/475150, in order to start with the launcher if I want to choose between DX9 and DX11.

But I wouldn't have done this without your file, since I didn't know anything about .bat files before. Thank you again.

14
Much appreciated ! :)

15
Thanks, I'll test it. Could you add a switch command for optional loading screen pictures ?

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