Author Topic: Soulvizier Ragnarok  (Read 3931 times)

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Offline soa

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Re: Soulvizier Ragnarok
« Reply #15 on: 01 September 2018, 11:19:50 »
Well, to be honest, I've only been working on my own since march. I think for now, the mod should remain as a soft mod (maybe hard after), considering there might be new patches for the game.

Items
I'm currently unifying all items between Ragnarok and SV. Remember this is a long work but I don't think it's a good idea to have a lot of people working on it because you need consistency and balance. Weapons are almost done for 5 acts, armors and jewelry are done for 3 acts. Relics and charms are done, Artifacts and formula items not started (few changes on artifacts but formula items need an upgrade because of new act V).
Work on affixes table is done, however since bugs have been reported on the original game, a fix is needed (torso affixes on bracelets and so on).
After that a work on loottables will be needed.
Finally, a big question : what to do with souls ? Let them as rings ? But rings are quite useless then. Another proposal : make some of them become relics for rings. Balance things like this : 1 max soul as a ring, and 1 max soul as a relic (otherwise a major penalty is given to the player). What do you think ?

Creatures
Next i'll need to unify creatures between TQ AER and SV. SV creatures need an upgrade because of new act V. Plus many creatures drop souls.
A boost for existing boss & heroes in act V is planned too.

Graphical and UI :
Caravan XL, Blood & Gore, main menu reworked : nargil66, are you ok if your features or mods ports are used here, with proper credits of course ?

Work that some people (voluntaries needed) should do is to create new content for act V :
- heroes and a few bosses, with souls
- elite green monsters (variations of existing ones)
- new items (new MI for these elite monsters, formula items, or other items like blue/purple)
- new affixes
- new charms & relics including elite ones

Submit ideas first, then we'll see.

Other things
- Other things include fixes for the original game (bugs or broken items left by Nordic Games, like correcting things listed here or here)
- I already said I wouldn't work on Blood Cave or additional maps from Underlord/SV (actually, I would need to bring them back; it's not that I don't want to leave them alone, because they don't exist in the main game, and I don't think it's as simple as a copy/paste to bring it back).
- Same goes for allowing blue/purples to have relics, it's an horrible idea and complete unbalance (works in Grim Dawn 'cause it was planned at the beginning of the development). The game is fine and "balanced" with 1/ rare and difficult to get green items, but these can have personalization with affixes or relics and are the most powerful; 2/ blue/purple that are easier to get (not one particular item, but one powerful enough to increase your power), but not upgradable. The game needs a complete rework on item requirements in general though (the most powerful items can be worn too soon).
- I have an idea but I don't know if it is doable in a reasonable amount of time : trade ingame. Like every item in the game (MIs, blue and purple) could be forged with formulas. The ingredients would be orbs that you get by "recycling" your unwanted MIs, blue and purple items. The idea would be that staves give an orb of a certain type, that in turn is needed to craft melee weapons (for instance). This way, the poor RNG system could be fooled (you know, when you're a physical warrior and you get mage items, or bow user and only get axes or maces). Of course, this would require a considerable amount of work to create formulas and balance, as orbs would need a power (u can't trade a lvl 7 sword for a lvl 58 staff).

Finally here are a few screens of Runes mastery.
https://imgur.com/a/fYop4xw

There are two new pets (I still need to know how pets can heal each other, the Runic Guardian heals me but not his Runic Warrior mate). No more Menhir Wall, but Runic Guardian can cast it instead.
Rune of Life is tweaked with no duration but active mana cost. It's an aura with almost no radius until lvl 6, after that it grows up to 18m (like Heart of the Oak)
Restored an unused skill in the mastery (used on a staff in the game) called "Earthbind". Runic Guardian can use it with an upgrade.
Frightening Power (will be changed to Dazzling Power) won't do fear any more but fumble and impaired aim.
Maybe I should tweak Mines, but I don't know how. Ideas welcomed.

Offline WNG

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Re: Soulvizier Ragnarok
« Reply #16 on: 01 September 2018, 12:42:32 »
Looks very promising.

I would volunteer to make new heroes with spells and stuff, you would have to tell me what are your criterias.

Also, I had made ~100 new affixes for my previous mod, they were made for a Legendary level, but making a Normal/Epic version is not a problem.
You can check out all my TQ work here : https://steamcommunity.com/id/warriorng/myworkshopfiles/?appid=475150

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Offline nargil66

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Re: Soulvizier Ragnarok
« Reply #17 on: 01 September 2018, 14:26:34 »
Yes! Thank you for continuing on this. And ofcourse you can use my stuff, the cause is great and is totally worth it! I'll make a new menu screen especially for Soulvizier :)
Only one suggestion - don't use the gray interface from Underlord. Vanilla UI is fitting the game world better imo.
About new heroes - I can help with skins for sure, if you need the whole package (skills, souls, etc.) I'll try, only don't know how good I am in balancing.
You can find the source files for Enhanced Gameplay here:


Offline soa

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Re: Soulvizier Ragnarok
« Reply #18 on: 01 September 2018, 16:06:14 »
Criterias for heroes would be to stay in the same spirit as Soulvizier :

- Context : random heroes/bosses encounters (like 95% heroes/5% bosses). Here by "heroes" I mean heroes or bosses, and by "bosses" I mean randomly encountered ones (they're basically uber-heroes).

- Strong heroes that can prove to be difficult to kill.
For bosses, you might just not be able to take them down and need to gear up and come back a few levels after (but they appear randomly so you mustn't quit to do that).
For heroes, you should be able to kill them, but not without putting an actual fight. In most of the original game, you kill heroes in a few hits or you don't even realize they are heroes. I remember a troglodyte hero in Soulvizier A4 with some sort of Spellbreaker spell, the fight lasted like 5 minutes. He was very resistant, not that dangerous but you couldn't kill him like that.
   -> meaning good overall stats and resistances
   -> some have defensive spells (like a buff, or heal ; spells that make the player miss his attacks)
   -> some are summoners with many summons
   -> some have spells that break the fight, while the hero regens (temporary invulnerability, Spellbreaker, teleportation, etc.)

- Heroes can kill you on their own. Random bosses might one shot weak characters.
   -> meaning they get strong offensive spells and skills. The player has to pay attention to heroes, they are not mere yellow champions with just +20% damage. They say attack is the best defense, so increasing heroes' power will result in them lasting longer
   -> some have resistance reduction, or armor reduction
   -> some get skills that cripple the player : slow of course, stun, entrapment, but also rarer things like sleep, petrify, freeze, convert the player pets... So resistances against that will prove more useful.

- Heroes must have souls, at least for new heroes. Existing ones should have too, for the most part. There were 516 souls (for each difficulty level !) in SV...
A possibility is to upgrade and reinforce existing act V heroes instead or before making new ones.
- Heroes can get MI stuff if you feel to, it may be new MI gear meant to be shared with elite monsters. I'm not a fan of hero-exclusive stuff (except souls), like Anaplekte stuff, because while the armor looks very good and all, it is too difficult to get (only one source of drop + you need to get good affixes...)
- Graphically, you may try to give heroes unique textures, surrounding auras, FX on their weapons and such to make them more appealing.
- All parts of act V should be covered, with most types of monsters (humans, ichtians, undead, dvergrs, elves, etc.)
- Some heroes are meant to work in pairs, or sometimes heroes spawn together in the same pool. You may have one warrior and one healer, or one fire based hero accompanied by a cold based one, etc...

Remember however that there are differences in SV, and if you forget/don't know them, things may become over the top.
Heroes should be good but not overly strong at first glance because :
- in SV, Health gives +% Health Regen (+0,5% per HP). Makes it hard/impossible to drop heroes with a lot of health, so don't push it too much (good health but not extra strong. If you put 100,000 HP, it means +500 Hregen. For instance during a Grey Sisters fight, the last one standing gets massive abs damage, resistances and has lots of hp, resulting in an almost impossible fight. That example in SV0.98i will need some balance)
- heroes with their souls (if it's a ring) are stronger because they wear it
- all monsters get a global boost in SV (monstergamebalanceattributes.dbr) : stats, speed, damage, resistances. So monsters may be good but not that impressive.
- be careful with summons, I think they need a limitation in number or lifetime. In SV0.98i, you had one hero in China who could summon lots of monsters (spirit boars and such), but I don't think they had a fixed lifetime or number limit, resulting in swarming the player unendlessly if you couldn't kill the hero in 10 sec. I'm not sure it was intended, anyway even if the limit is high (like 12 summons with no time limit, or 30-second lifetime with no number limit and 2s recharge), there has to be one.

You should get the original SV mod and check SV heroes and souls to get an idea and be on par with them.
Here is for reference the list of existing souls, and what they do (its just an extract from the database without formatting). Plus the DB and Resources from SV. I don't have the source files.
https://mega.nz/#!574GwCaR!2OIQxqTp6yztjyAc-EKHonimjsvwWJt9Gzn9bhF_jJU
https://mega.nz/#!0j5W2IwT!fkCs_Sc2d-WMb8YmtihYo4On95HxnK7J1oqZxrXZ2Is
https://mega.nz/#!gqgAFSIJ!RdDFK7Q-hEoVLcKrUMQbU4-WpaQ-ZhOeute5nTgyIJE


For affixes : OK, but i'd like to have a list of what they do if you have it. Or send me the files, I'll see what can be done (I don't know if too much affixes is a good thing actually, because the more you have the less chances you have to drop every single one of them)

Offline soa

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Re: Soulvizier Ragnarok
« Reply #19 on: 01 September 2018, 16:14:49 »
Yes! Thank you for continuing on this. And ofcourse you can use my stuff, the cause is great and is totally worth it! I'll make a new menu screen especially for Soulvizier :)
Only one suggestion - don't use the gray interface from Underlord. Vanilla UI is fitting the game world better imo.
About new heroes - I can help with skins for sure, if you need the whole package (skills, souls, etc.) I'll try, only don't know how good I am in balancing.
You can find the source files for Enhanced Gameplay here:


Thank you. I don't know if I must have a hard mod for a new main menu to work (or maybe it works if you load then reload a game ?)
For the interface : I wasn't planning on changing it actually. I put a dark gray background on mastery skill panels for one reason : some guy decided that when you have + skills, skill level should be written in light blue. It's unreadable. This is mainly for readability. But maybe small black windows around the level numbers could do the trick ? Or if you know how to change this light blue color ? Couldn't find any way in the database.

Offline WNG

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Re: Soulvizier Ragnarok
« Reply #20 on: 01 September 2018, 19:29:37 »
Yes, I hadn't expected you to include all the 100 affixes at once. I made a Google Doc with the most interesting ones. It will be sent to you with the forum's PM feature. Hopefully some of these will reveal themselves useful for you. ^^

Also, I figured I lacked experience with SV so I'm probably not best suited for the hero-design part. I guess I could help doing custom effects with PSEditor, though.

Lastly, I just figured you were from France. We could comunicate together in french by now. :p
You can check out all my TQ work here : https://steamcommunity.com/id/warriorng/myworkshopfiles/?appid=475150

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Offline nargil66

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Re: Soulvizier Ragnarok
« Reply #21 on: 03 September 2018, 11:01:15 »
About the new heroes - I did some reserarch on names for the different monsters in Ragnarok, if someone needs as reference. Here is the list:
 
Spoiler for Hiden:
1. Valkyrie Heroes

Eir the Merciful - Healing skills
Kára Stormblade - Storm + Rune
Skögul the Shaker - Some kind of ground-smash skill
Sigrún the Blademistress - Warfare + Rune
Hildr the Reviver - summon warrior spirits
Herja the Devastator
Gunnr, Battle Maiden - Warfare + Rune
Mist - Some kind of fog aura
Göndul Fatesealer - Spellcaster

2. Einhenjar Heroes

Arngrim the Berserker
Starkad the Jotunborn
Styrbjörn the Strong
Heimir, king of Hlymdalir
Helgi Hundingsbane
Hagbard the Sea-King
Hervör Ghostblade (Shield-maiden)
Heid (Shield-maiden)
Visna (Shield-maiden)
Veborg (Shield-maiden)

3. Alfar Heroes

Dain, King of Alfheim - Elf Uber Hero (If possible to make a male elf)

4. Dvergr Heroes

Modsognir, Dvergr Ancestor - Dwarf Uber Hero
Durin, Dvergr Ancestor - Dwarf Uber Hero
Lofar
Dvalin, Dvergr King
Andvari the Shapeshifter
Ivaldi the Craftsman

5. Siren Heroes

Aglaope
Leucosia
Ligeia
Molpe
Raidne
Parthenope

6. Seafolk Heroes

Glaucus
Thaumas
Eurybia (tritoness)

7. Kelpie Heroes

Fuath the Hateful
Aughisky
Cabyll-Ushtey

8. Nixie Heroes

Melusina
Pressyna
Talemaja
These are taken from real legends or are alternative names for the creature, as it is the case for kelpies.
« Last Edit: 03 September 2018, 11:18:08 by nargil66 »

Offline soa

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Re: Soulvizier Ragnarok
« Reply #22 on: 03 September 2018, 21:22:54 »
Have you checked if they don't exist in the base game, because I have a x2tagHeroName69=Eir ~ Valkyrie Hero in the game, with a Regrowth skill.

Looks like your :
1. Valkyrie Heroes
Eir the Merciful - Healing skills

EDIT : I checked, it was the only one.

From x2monsters.txt :
Spoiler for Hiden:
   Line 173: x2tagHeroName01=Hjördrimul ~ Valkyrie Hero
   Line 174: x2tagHeroName02=Geirdriful ~ Valkyrie Hero
   Line 175: x2tagHeroName03=Sverrir the Spinning ~ Einherjar Hero
   Line 176: x2tagHeroName04=Isenhelm ~ Einherjar Hero
   Line 177: x2tagHeroName05=Aegon ~ Einherjar Hero
   Line 178: x2tagHeroName06=Ljotgard the Bright ~ Hero of Alfheim
   Line 179: x2tagHeroName07=Nostur the Dark ~ Black Elf Hero
   Line 180: x2tagHeroName08=Risnelhaz ~ Elk Lord Hero
   Line 181: x2tagHeroName09=The Mother ~ Bear Hero
   Line 182: x2tagHeroName10=Tooth Chewer ~ Wolverine Hero
   Line 183: x2tagHeroName11=Dawn Eater ~ Scorched Fiend Hero
   Line 184: x2tagHeroName12=Lugno, Disgraced Druid ~ Bandit Hero
   Line 185: x2tagHeroName13=Caen the Collector ~ Bandit Hero
   Line 186: x2tagHeroName14=Drulain the Crafty ~ Bandit Hero
   Line 187: x2tagHeroName15=Venompincer ~ Centipede Hero
   Line 188: x2tagHeroName16=Nithyr the Incantator ~ Cultist Hero
   Line 189: x2tagHeroName17=Krakonos ~ Cultist Hero
   Line 190: x2tagHeroName18=Bondar the Zealous ~ Cultist Hero
   Line 191: x2tagHeroName19=Grabak the Firstborn ~ Dragonspawn Hero
   Line 192: x2tagHeroName20=Lord Thurbald the Elder ~ Draug Hero
   Line 193: x2tagHeroName21=Blerg ~ Bloated Draug Hero
   Line 194: x2tagHeroName22=Geomancer Alviss ~ Dvergr Hero
   Line 195: x2tagHeroName23=Skirver ~ Dvergr Hero
   Line 196: x2tagHeroName24=Gandinn ~ Dvergr Hero
   Line 197: x2tagHeroName25=Narfi ~ Jotun Hero
   Line 198: x2tagHeroName26=Fornjot ~ Rimthurs Hero
   Line 199: x2tagHeroName27=Logi ~ Eldjotun Hero
   Line 200: x2tagHeroName28=Lord Hyrr ~ Eldjotun Hero
   Line 201: x2tagHeroName29=Brunia, the Blaze of Death ~ Infernal Hero
   Line 202: x2tagHeroName30=Noiryt ~ Imp Hero
   Line 203: x2tagHeroName31=Pesta the Vile ~ Rat Hero
   Line 204: x2tagHeroName32=Vali  ~ Ulfjotun Hero
   Line 205: x2tagHeroName33=Mánagarm ~ Ulfjotun Hero
   Line 206: x2tagHeroName34=Skalli  ~ Warg Hero
   Line 207: x2tagHeroName35=Hercynian Alpha ~ Wolf Hero
   Line 208: x2tagHeroName36=Hati the Spectre ~ Wolf Hero
   Line 209: x2tagHeroName37=Ytu the Kaleidoscope ~ Golem Hero
   Line 210: x2tagHeroName38=Adamas the Unbreakable ~ Golem Hero
   Line 211: x2tagHeroName39=Termerus ~ Bandit Hero
   Line 212: x2tagHeroName40=Sauros ~ Bandit Hero
   Line 213: x2tagHeroName41=Syleus ~ Bandit Hero
   Line 214: x2tagHeroName42=Thelxiepeia the Beautiful ~ Siren Hero
   Line 215: x2tagHeroName43=Peisithoe the Entangler ~ Siren Hero
   Line 216: x2tagHeroName44=Glublir  ~ Fjord Ichthian Hero
   Line 217: x2tagHeroName45=Slushwaddle ~ Fjord Ichthian Hero
   Line 218: x2tagHeroName46=Hyndla ~ Jarnvidja Heroine
   Line 219: x2tagHeroName47=Ingeborg the Merciless  ~ Raven Warrior Hero
   Line 220: x2tagHeroName48=Rungandr  ~ Seidmadr Hero
   Line 221: x2tagHeroName48=Novynn  ~ Raven Warrior Hero
   Line 222: x2tagHeroName49=Thoosa ~ Merfolk Hero
   Line 223: x2tagHeroName50=Triteia ~ Merfolk Hero
   Line 224: x2tagHeroName51=Nereus ~ Merfolk Hero
   Line 225: x2tagHeroName52=Aphros ~ Merfolk Hero
   Line 226: x2tagHeroName53=Palaemon ~ Merfolk Hero
   Line 227: x2tagHeroName54=Bythos ~ Merfolk Hero
   Line 228: x2tagHeroName55=Struana ~ Nixie Hero
   Line 229: x2tagHeroName56=Huldra ~ Nixie Hero
   Line 230: x2tagHeroName57=Ankou, the Fury of Nerthus ~ Revenant Hero
   Line 231: x2tagHeroName58=The Hydraweed ~ Spriggan Hero
   Line 232: x2tagHeroName59=Kloz Tree-Crack  ~ Troll Hero
   Line 233: x2tagHeroName60=Rumplestiltskin ~ Troll Hero
   Line 234: x2tagHeroName61=Sramm the Swift ~ Troll Hero
   Line 235: x2tagHeroName62=Chief Nunatak ~ Whitefur Yerren Hero
   Line 236: x2tagHeroName63=Jormun the Glacier ~ Whitefur Yerren Hero
   Line 237: x2tagHeroName64=Bub ~ Miner Hero
   Line 238: x2tagHeroName65=Lum ~ Miner Hero
   Line 239: x2tagHeroName66=The Evolved ~ Fungoid Hero
   Line 240: x2tagHeroName67=The Demolisher ~ Bloodbeast Hero
   Line 293: x2tagHeroName68=Trichophyton ~ Black Fungoid Hero
   Line 295: x2tagHeroName69=Eir ~ Valkyrie Hero
« Last Edit: 03 September 2018, 21:28:38 by soa »

Offline nargil66

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Re: Soulvizier Ragnarok
« Reply #23 on: 03 September 2018, 22:13:59 »
I checked the same list, but it seem I've missed Eir.

Offline soa

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Re: Soulvizier Ragnarok
« Reply #24 on: 08 September 2018, 10:41:52 »
Working on affixes, I'm getting rid of those useless OA affixes on ranged weapons.
Nordic Games has wiped out suffixes, but haven't touched prefixes, which makes no sense.
I prefer to create ranged versions of affixes instead of deleting them.

What do you think of these :

Treacherous prefix : replacing +40 OA (in original Soulvizier) by +8% Projectile Speed, and 25% chance of +15% Pierce Damage
Murderous prefix : replacing +60 OA (in original Soulvizier) by +12% Projectile Speed, and 25% chance of +20% Pierce Damage
Veteran prefix : replacing +19% Physical Damage, +15% OA by +22% Physical Damage, +15% Projectile Speed, and 25% chance of +40% Pierce Damage

Offline nargil66

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Re: Soulvizier Ragnarok
« Reply #25 on: 08 September 2018, 13:44:09 »
Finally, a big question : what to do with souls ? Let them as rings ? But rings are quite useless then. Another proposal : make some of them become relics for rings. Balance things like this : 1 max soul as a ring, and 1 max soul as a relic (otherwise a major penalty is given to the player). What do you think ?

Imo leave them as rings. If you split them on 2 types, you cant equip 2 souls of the same kind or the souls you really want. Buff blue/purple rings to compare with souls instead. For example, I remember I preferred using Magma Stone ring for an Earth char more than any low level soul.

About the ranged OA affixes, they look good to me.
« Last Edit: 08 September 2018, 13:49:09 by nargil66 »

Offline soa

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Re: Soulvizier Ragnarok
« Reply #26 on: 08 September 2018, 15:31:58 »
Finally, a big question : what to do with souls ? Let them as rings ? But rings are quite useless then. Another proposal : make some of them become relics for rings. Balance things like this : 1 max soul as a ring, and 1 max soul as a relic (otherwise a major penalty is given to the player). What do you think ?

Imo leave them as rings. If you split them on 2 types, you cant equip 2 souls of the same kind or the souls you really want. Buff blue/purple rings to compare with souls instead. For example, I remember I preferred using Magma Stone ring for an Earth char more than any low level soul.

About the ranged OA affixes, they look good to me.

OK, another option would have been to create formulas to make any soul convertible to a relic for jewelry (1 max soul as ring, 1 max as relic). That way the player would have an incentive to use at least one ring other than a soul, and some relics for jewelry. But this would require quite some work.
For now, I think I'll stick to souls as rings only. Balance would be achieved like this :
- Yellow/green rings are buffed with a flat health/energy regen in SV0.98. Some new affixes make them more appealing + they get relics and charms
- Blue/purple need a buff for some of them, but still not enchantable
- I think souls still need to have a handicap, or have tiny bonuses if no handicap, and shouldn't be enchantable any more. But in the other hand the drop rate might be increased so that you can use those fit for your build.

Offline soa

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Re: Soulvizier Ragnarok
« Reply #27 on: 12 September 2018, 17:53:49 »
Found out that throwing weapons have the same affix tables than axes, which seems pretty bad considering they don't need offensive ability.
I was thinking of giving them the affix tables of bows for a start. And maybe in the future, create their own tables.
Thoughts ?

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Re: Soulvizier Ragnarok
« Reply #28 on: 15 September 2018, 18:28:16 »
Yeah, I don't see a point in using axe affixes. Bow ones sonds good.

Some more names for Alfar heroes:

Quote
Velent the Artisan
Egil
Slagfidr
Olafr
Skuld Half-blood (the only female I found) - shes a half-elf witch in legends (seidrworker skills maybe?)

Since elves are only female in Ragnarok, maybe we need to invent some names. The question is, should they be more fantasy like (like in LotR) or just Nothern female names that sound good?
Another possibility is to try making male elves. Maybe a retextured male teen mesh can do the trick. I'm on a elf-related skinning spree right now anyway, will try :)

Offline soa

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Re: Soulvizier Ragnarok
« Reply #29 on: 15 September 2018, 19:57:03 »
Yeah, I don't see a point in using axe affixes. Bow ones sonds good.

Some more names for Alfar heroes:

Quote
Velent the Artisan
Egil
Slagfidr
Olafr
Skuld Half-blood (the only female I found) - shes a half-elf witch in legends (seidrworker skills maybe?)

Since elves are only female in Ragnarok, maybe we need to invent some names. The question is, should they be more fantasy like (like in LotR) or just Nothern female names that sound good?
Another possibility is to try making male elves. Maybe a retextured male teen mesh can do the trick. I'm on a elf-related skinning spree right now anyway, will try :)

OK, I only have a little experience in retexturing but I never made new meshes or modified existing ones (if it can be done, I think I saw a few tutorials about this).
Maybe that a retextured female elf with reworked eyes/face and a male armor would do ? In general, adding armor helps.
Different animations may help too (not jumping like a nymph)

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