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edit: but really.. i don't get why you should raise the requirements when we will play it untwinked anyway.. the only OP items are ragnarok items and we'll only likely get that on act 5 legendary anyway
I'm guessing the change is to make things a bit harder for twinkers[...]Since res penalty will be back to default (or at least not as harsh as original SV), I find it very hard to imagine how tweaking the stat requirements (aside from level) would turn out without a lot of play testing. I would vote for increasing the level requirement of items mostly.
Level 10 - NessusLevel 18 - Gorgon SistersLevel 24 - First Telkine
how about you remove shared stash in favor of more stash space lolz? that way the only way to twink is through 3rd party programs so it's really not encouraged.. but i imagine many people might dislike this
It also depends a lot on the XP/leveling progression, so I won't make any new changes to the requirements before I get some feedback from players. If it turns out to be a mistake, I'll still be able to revert back to the official game, or to tone it down.
Regarding resistance penalty and relics/charms into uniques, my reasoning is simplistic but I think it's a start : not allowing to socket uniques is roughly compensated by not having more resistances penalties. If it's not accurate I'll just have to give more penalties in the future. But I needed something to compensate, otherwise the game would have been too difficult.
In general, I think one of the weaknesses of SV balance is to deviate too much from the original game. I mean, the official game balance surely has its faults but I think it's a good start. At some point, the more you deviate from it, the harder it becomes to get a good balance.SV tends to balance things by always deviating more from the original :- let's boost the number of monsters- the player has too much XP/levels, the game is too easy, let's boost the monsters damage and resistances- the player is getting crushed now, let's make uniques socketable- the player's too strong now, let's give him huge resistances penalties- the player's too weak now, let's create new ultra strong items
Well, my reference was closer to the official AE game. Because they change a lot the XP curve with Ragnarok and it's hard to compare SV AER with SV0.98i if they don't have the name number of acts (not even talking about Atlantis).[...]In the end, I'm hoping to get a XP curve that is closer to the original AE game. Or something between AE and SV0.98i. But because you have a fifth act, and Atlantis, it's hard to know exactly where it will end up.
I'm not touching balance anymore until I get feedback from players. Now I'm focusing on content and bringing Soulvizier in full into the AE edition.A1 creatures are done. Working on A2 creatures now. Even if this work is not complete, I think it will be good enough for a beta. Creature changes between SV0.98i and SV AER are not that big.
Also just out of curiosity, any thoughts on Refresh for Nature? We had -% recharge in SV since there was no cap to recharge reduction then, there might be potential for some fun with having Refresh (or putting something similar on soul/gear maybe).
I recently changed the mod to be a "hard" mod (not in custommaps, need to replace some existing files) because I hope that it will help to solve some bugs.I'm not sure of it though.But for now, you only have 2 files to replace (database and text) in game directory. For templates, even if a bit different should work OK even with the official game.When I played the original Soulvizier, I just made a .bat file with a shortcut for Soulvizier that changed the name of files (database, Resources, Saves). And another one for the official game.That way there was no accident like entering the official game with a Soulvizier character.
* Report: why there are many "neon-green" turtle at beach before reach Megara. Each of this turle strong like a hero (about dmg), and they using range attack...