Author Topic: Soulvizier Ragnarok  (Read 24199 times)

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Offline Eepis

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Re: Soulvizier Ragnarok
« Reply #60 on: 24 May 2019, 18:21:04 »
What a timing to look up if there is any mod for TQ AE, because after SV experience vanilla game starts to feel dry mid way in normal.
So is this really going to happen?? I can not wait!

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Offline soa

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Re: Soulvizier Ragnarok
« Reply #61 on: 02 June 2019, 23:40:21 »
Update on souls.
The 56 souls (per difficulty level) for existing Ragnarok random heroes are done, besides some FX improvements that will be needed further on.
Some of the last souls :


Next in line are the souls for quest heroes and bosses :

- Gunnlöd ~ Daughter of Suttung
- Lord of the Fjord
- Sciron, Bandit Lord
- The Restless King / Execrated
- Austri ~ Greedy Warlord & Nar ~ Tyrannical Mage
- Sinmara ~ High Priestess of the Flame
- Thrym ~ King of Jotunheim
- King Goldtooth
- Ancient of the Soil, Ancient of the Wild, Ancient of the Lake, Ancient of the Sky
- Fafnir ~ Transformed Dvergr
- The Great Shroom
- Hildisvini ~ Golden Boar
- Loki ~ Trickster God
- Mimer ~ Keeper of Knowledge
- Nidhoggr ~ Tormentor of the Dead
- Porcus the Ketos
- Vengeful Ghost
- Surtr ~ Fire Incarnate
« Last Edit: 02 June 2019, 23:49:38 by soa »

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Offline Telkin

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Re: Soulvizier Ragnarok
« Reply #62 on: 16 June 2019, 20:06:47 »
Hello,i m glad seeing someone is doing Soulvizier. I was wondering how progress go ,does it work with new expansion Atlantis ,can we download this and would it work as it should? Thank you :))

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Offline arbo1234

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Re: Soulvizier Ragnarok
« Reply #63 on: 17 June 2019, 08:07:15 »
Can you share the mode?

It's okay if it's incomplete.

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Offline oldirtybingo

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Re: Soulvizier Ragnarok
« Reply #64 on: 19 August 2019, 17:11:39 »
I recently picked up on TQ again after quite a few years.
I used to play SV so so much, so finding that a port is being done is absolutely thrilling, especially with the TQ IT with SV having a hard time cooperating with the different vault softwares.
I maybe in the wrong thread here - but any news on the progress, and what is missing, in relations to when this will be released?

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Offline Jaylo

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Re: Soulvizier Ragnarok
« Reply #65 on: 21 September 2019, 18:05:27 »
Any word on this mod as i've had enough of Nordic and TQAE and uninstalled it while reinstalling TQIT and being able to play Soulvizier and Lilith again is far better than anything TQAE has to offer.

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Offline soa

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Re: Soulvizier Ragnarok
« Reply #66 on: 09 December 2019, 22:29:47 »
It's been a long time since the last update. I'm still working on the mod - mostly on my own with WIP from nargil66 (new elite monsters essentially).
Here's a recap on the development progress. I'll separate into the "first release" state, which will be incomplete, and the work that is planned after the release.

Skills and masteries
1st release : ready. Masteries have been updated with Atlantis skills (see the dedicated topic for a preview https://titanquestfans.net/index.php?topic=980.0) and are ready.
After release : some balance probably. For Runes, I'm not satisfied with the Runic Warrior and Menhir Wall, will probably update them.

Items excluding souls
1st release : ready. Includes existing Soulvizier items, and some rebalancing.
After release :
- a lot of balancing is still needed, but this is more of a long term job.
- add new MI for A5/Atlantis (elite monsters) + a bit of new unique stuff maybe
- add new forged items (+ formulas) for A5/Atlantis
- update existing forged items (acts 1-4). They  may lack a bit of power right now.
- rebalance Atlantis items (haven't looked at them in depth right now, at first glance they seem very rushed)

Souls
1st release : ready with 78 new souls for the existing heroes and bosses of act 5.
After release : add souls for existing heroes and bosses of Atlantis, and new heroes and bosses of A5/Atlantis.
A list of souls is ready for approx. 60 new A5 heroes.

Relics & charms
1st release : ready
After release : create new relics, and elite charms for elite monsters (A5/Atlantis)

Affixes
1st release : ready. New affixes are integrated.
After release : only balance

Creatures
1st release : in progress. I'll only release existing creatures of Soulvizier 0.98i. Working right now on merging them within the AE game.
After release : add elite monsters and heroes for A5/Atlantis.
So far a concept list is ready (hero's name / race / main traits and skills) for approx. 60 new heroes for A5. I will progressively create them and add them to the game with every update (like, 4-5 new heroes at a time).
For elite monsters, a concept list is ready too (see dedicated topic https://titanquestfans.net/index.php?topic=1031.0) and some monsters are being worked on. It will be integrated progressively into the mod with each update (like, a new elite with each update).

Bug fixes or general balance
1st release : ready with the following below.
Obviously, there will always be some work to do in this area.

- Countless corrections of bugs (introduced by the official game, Underlord or Soulvizier mods) in affix tables, loot tables, item and affix files
- Throwing weapons now share their affix tables with bows instead of axes
- Bows and Throwing Weapons no longer get affixes or properties that give Offensive Ability or reduce Defensive Ability
- Staves no longer get affixes or properties that give Strength

Most changes from TQ:AE edition are kept and integrated into act 5, like :
- Changes to XP progression (faster beginning ; the rest of the progression is on par with TQ:AE Ragnarök)
- Health Regen depends on your maximum amount of Health (+0,5% maximum Health as Health Regen bonus)
- Energy Regen depends on your maximum amount of Energy (+0,5% maximum Energy as Energy Regen bonus), it no longer depends on Intelligence
- Magical (yellow) and Rare (green) rings give a flat Health or Energy regen
- Some items give increased Weapon mastery (increased damage and attack speed when you use these weapons)
- Potion cost and cooldown greatly increased

Quality of Life or other things
1st release : in progress, needs work on lootables and merchants.
For QoL or other features, nothing has been done, but in this matter all I plan to do is to borrow some stuff from existing mods. It will be added after first release.

Missing for 1st release
- Finish work on lootables
- Finish work on merchants
- Finish work on creatures

Conclusion
The first release will be a private beta, for around 5-10 people. I'd rather have some testing before going full public.
Hoping to get this done by the end of the year (no promises).

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Offline WNG

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Re: Soulvizier Ragnarok
« Reply #67 on: 10 December 2019, 01:13:46 »
It's very nice to see you are still working on it. It's a very ambitious first release too, keep up the good work :D

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Offline botebote77

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Re: Soulvizier Ragnarok
« Reply #68 on: 10 December 2019, 01:25:26 »
I'm willing for a beta test.. i played UL and SV around 2011-12

edit: or later.. i just saw v0.96 was dated 2014.. iirc i played 0.96c.. might have even played 0.98i.. if there was a version like that
« Last Edit: 10 December 2019, 01:30:42 by botebote77 »
i are TQ titans
i are many people

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Offline MedeaFleecestealer

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Re: Soulvizier Ragnarok
« Reply #69 on: 10 December 2019, 07:11:42 »

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Offline soa

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Re: Soulvizier Ragnarok
« Reply #70 on: 21 December 2019, 01:04:08 »
Update :
- Loottables and merchants are dealt with (except for forge and artifacts formulas that I will add to merchants).
- Most creatures are done at least for act 1, so I went for a little test on my own with a new char with Storm + Spirit (now called Duskbringer).

The beginning is made fast and easy, because it can be boring when you grind through hordes of monsters with very few skills and slow speed.
After that it's getting more difficult and xp slows down to reach the normal game progression. The feeling of speed and difficulty may depend on your class and build, so I will need feedback on this.

So I'm confident that before the end of the year, I will be able to release the mod.
If you want to participate to the beta, write me a private message and when the time comes I will give you a link.
« Last Edit: 21 December 2019, 12:41:08 by soa »

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Offline soa

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Re: Soulvizier Ragnarok
« Reply #71 on: 21 December 2019, 12:44:35 »
Here are some directions for the beta. Obviously, you’re free to do as you want (except the points in red below), but these are here as a disclaimer.

What you have to do
/!\ /!\ /!\ Both TQ:AE Ragnarök and TQ:AE Atlantis are required to play the mod.   /!\ /!\ /!\
Ragnarök: because it would be too much work to maintain two versions of the mod, one with and one without this DLC, and Atlantis at least because of the new skills in the masteries.

The game language has to be English.
If you want to translate the mod in other languages, I’m open to it but I’d rather spend time of the mod itself rather than translations.

What you should do

-   Play untwinked.
Twinking should be harder now because of new requirements + the game as it is now can’t be balanced with players twinking and not twinking: my aim in the long term is to make it balanced for untwinked toons.
-   Play from the beginning in Helos.
You can try an accomplished character, in this case you should twink it only to get a good start, not filling your entire stash, and after that play self-found. But there is not a lot of new content in A5 right now.
-   Note your level progression.
Like: level X at Megara normal, level Y at Memphis Epic… and your playstyle, if you clear all the map or half of it. It will help me know if the XP curve is right.
-   Report bugs.
Take screens or videos if it’s difficult to explain.
-   Make suggestions, report what seems right and what seems wrong.

What you shouldn’t do
-   Play Atlantis.
There is no new Soulvizier content in Atlantis right now + I haven’t started to fix its bugs and tons of inconsistencies. Atlantis items haven’t been modified and are probably a mess.

What you should expect
-   More difficulty
-   More monsters
-   More loot (not that much for now but I’ll work on this)
-   More options to build: no useless skills, more useful items
-   Bigger requirements for items.
Like, you can’t wear the best armor in the game when you are in Epic Egypt or Orient. Even if you managed to get it somehow. I know this can make hybrid’s lives more difficult, this Is going to be addressed in the next versions. If you disagree with this, after testing the mod you can make a feedback comment.
-   Having to reset your character during the beta.
I'm not saying that this will happen, but it's an eventuality. I'll try to make every new version compatible with existing saves.

What you shouldn’t expect
-   A 100% complete mod.
Some things are still missing, including stuff from the pre-Anniversary Soulvizier mod.

-   Perfect balance, smooth gameplay for every build.
Balance is a long-term task, it requires time and feedback. I can't guarantee that your favorite build, even one you had in the original Soulvizier, will work wonders here, or work at all.
-   0 death.
I mean, if you don’t twink a lot.

-   0 bug or inconsistency.
The official game has bugs, I can’t fix them all. I fixed a lot of them, but I’m adding a mod on top of that so I may introduce new ones.
-   Get every request or suggestion done.
If you ask for a manga hair cut for every monster, or anything that seems nonsensical to me, obviously I won’t do it.

« Last Edit: 22 December 2019, 20:03:32 by soa »

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Offline icefreeze

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Re: Soulvizier Ragnarok
« Reply #72 on: 21 December 2019, 12:52:35 »
So how to i join the mod beta?
I've never play this mod before (i just played with xmod almost :D ).

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Offline nargil66

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Re: Soulvizier Ragnarok
« Reply #73 on: 21 December 2019, 13:14:30 »
I've never play this mod before (i just played with xmod almost :D ).
A big miss. It's probably the greatest mod created for IT...

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Offline icefreeze

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Re: Soulvizier Ragnarok
« Reply #74 on: 21 December 2019, 13:28:55 »
I've never play this mod before (i just played with xmod almost :D ).
A big miss. It's probably the greatest mod created for IT...
I just using clone save to making build now, so try new mod is more interesting than previous playtime.

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