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Messages - Kress512
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« on: 18 December 2020, 17:56:55 »
Thank you very much for the feedback, it's essential, at least for me And I'm glad you're having a good experience, let me write down some updates i've working on on the latest weeks
I'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 play About the removal of Skill Reworks, you just need to remove all the player related skills from the database, and you're good
The second branch of Glorious (called Glorium) it's almost completed, and it's basically Glorious on steroid The 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 difficulty Another 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 grind New quests, new monsters, new items, relics, charms, formulaes, artifacts, and of course a completely new skill tree balanced for the Multi-Masteries feature
It will take another month more or less for the first release of Glorium
About Glorious, the new update will come up in a few days
I was a little impatient and I made my Multi-Masteries mod with the help of the defiler.  A bit tedious but overall the experience is great. I have to really think about where to spend my skill points. As such the 4 skill points per level seems like a good addition depending on the difficulty of Glorium but please make sure you don't nerf the skills too much (as you mentioned "completely new skill tree balanced for the Multi-Masteries feature"). I think we are better off having to think about where to put our valuable but few(er) skills points rather than having enough of them but being able to spend them only on mediocre skills. One more thing, I basically didn't have to drink a health potion through Epic difficulty (thanks to the twinked items and multi-masteries), however I got basically got oneshot by Eldjotun - Infernals' aoe burn damage (the ones that are flying around in Muspelheim just before Surtr). It was ridiculous to see this with 80% fire res, 20% dmg absorbtion, different kinds of health regenerations (Rally, Adrenaline, hp potion). I don't know if it is intentional but I think the stacking burn damage is way too high. I think you can only mitigate it with fire absorbtion from skills like Heat Shield from the Earth Mastery or extremely high damage absorbtion (which is very hard to achieve). And this was only on Epic difficulty!!! I cannot image what kind of damage they do on Legendary... 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?
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« on: 03 December 2020, 16:58:45 »
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!
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« on: 13 November 2020, 23:43:01 »
On the description it says you need to select Rune mastery to unlock the free pick . Did you check that ?
Windows didn't recognize the 7Zip format so I had to download a program for it and I was able to extraxt the files properly. That was the problem, thanks anyways!
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« on: 12 November 2020, 08:28:50 »
You just need to extract the .zip into TQ's CustomMaps folder, that's all Be sure to not rename anything
For 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?
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« on: 11 November 2020, 21:50:02 »
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.
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« on: 11 November 2020, 21:26:18 »
It does not seem to be working for me. It shows up in the custommaps in game but there are no changes to the masteries. I am using steam, any idea what could have gone wrong?
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« on: 01 November 2020, 19:48:02 »
Thank you ! For skill/attributes, they were removed in the old Soulvizier, at least in the last published version (0.98i). They can't really be balanced even if they are rare, because there's no limitation in the number of uses. Also, adding them now would pose an issue because all existing characters would be at a disadvantage. When I will add endgame content, I may add them back with limited use (like, no more than X can be used per character, and will require crafting with expensive materials). This will allow to simulate increased character level, currently it's limited to 85 and the AE engine can't allow more, they added some kind of useless hard cap in the code.
What a bummer that they hard capped levels, I am sure it's hard to balance it but if you are willing to put in the effort then why not become op. Circumventing this with skill/stat potions seems like a good idea. Also, could you please provide me with the changelog of the original soulvizier/underlord mods? I could not find them anywhere and I'd like to refresh my memory. For example, I didn't remember that Temporal Flux in the Dream mastery has been changed and no longer grants avoid projectile. Or was it changed in Ragnarok?
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« on: 01 November 2020, 15:09:03 »
Wow, I am a veteran TQ player and this was my very favourite mod! Soulvizier with Underlord! If I remember correctly, there was also some sort of veteran difficulty mod and I was trying to combine all of these. But the nostalgia is real, I bought the game on steam not long ago and played the new addons and while it was fun it was far from the quality of the original game imo. At that time, I tried to search for this mod but it seemed like it had gone down into the abyss of the internet. I just searched for it now and lo and behold! I am very thankful to you, who has revived this mod, it means a lot to me! I am also thankful to the creators of the original mods Munderbunny and amgoz1; this soul-imbued item concept really spiced up the game back then and not to mention the hunt for those mythical items... I'm sure I'll be back here and have some more questions as I just stumbled upon this thread and I wanted to write this little appretion post. IIrc, there were droppable skill and attribute potions. Are they still in the game? As I remember amgoz was thinking about removing or at least limiting their availability. I am not sure he got around to it as it was around that time when he was not so active anymore. Personally, I liked the potions as I could max all those juicy skills on my OP templar  but sure, maybe limiting of how many you can get is a good idea. Alright, I stop talking for now but I just feel like a little child again. Thanks again for the mod and keep up the good work!
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« on: 31 August 2019, 21:43:26 »
It says flat reduction for me on all these items, so unless it is bugged, it is really absolute reduction and not percentage.
However, I tried to test it in pvp with a friend of mine and it didn't reduce the resistances AT ALL, netiher percentage nor absolute reduction took place, so here is one more mystery for ya...
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« on: 31 August 2019, 20:49:42 »
Thanks for the answer! I have not heard about "the betrayer" being percentage but I am going to try to test it. Maybe with someone in pvp. In the meantime, if someone knows more please feel free to shed some light on it.
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« on: 31 August 2019, 18:18:20 »
Hello everyone!
So I have a Bramblewood bow with "the Betrayer" suffix. So it has two resistance reduction mods on it. Something like this:
25% chance of 57 reduced resistances for 3.0 seconds 25% chance of 37 reduced resistances for 3.0 seconds
I would like to know the mechanics behind it and how the program calculates in this case. Does it do two separate roll for every single basic attack? If yes and if I am really lucky, do they stack with each other? Or the program just rolls them separately (in whatever order) and the first one that is applied is the one in effect?
If they stack this combination is very OP, much more so than the original item, but if not then there is a chance that the lower value overwrites the previously applied higher one making this item effectively worse than if it was a with a single mod with high reduction.
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