Author Topic: Soulvizier Ragnarok  (Read 2589 times)

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Offline SziserTrue

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Soulvizier Ragnarok
« on: 10 March 2018, 02:41:55 »
I'm looking for group of people to port Soulvizier to TQ:AE-R ,I believe that we can make it.

Offline efko

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Re: Soulvizier Ragnarok
« Reply #1 on: 10 March 2018, 02:43:58 »
Hello and welcome. I think some guys might be interested to work on that :)
discord: efko#5979
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Offline SziserTrue

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Re: Soulvizier Ragnarok
« Reply #2 on: 10 March 2018, 15:07:26 »
Here's place to sing in to project ,I think about starting with 5 people

Online nargil66

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Re: Soulvizier Ragnarok
« Reply #3 on: 11 March 2018, 02:54:10 »
I'm in. 4 more to go ;)
« Last Edit: 13 March 2018, 00:39:11 by nargil66 »

Online soa

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Re: Soulvizier Ragnarok
« Reply #4 on: 12 March 2018, 20:25:41 »
Hi all,
Actually, I already started a project like this a few weeks ago, but never announced it.
So far, I only ported :
- Masteries (new skills of SV) and expanded Runes with two pets and 1 unused skill the devs left (Earthbind). Made small tweaks to skills in the 9 first masteries (unfinished skills from Soulvizier mod ; some skills reverted to their SV0.96 version)
- Creatures, FX and items from SV
- Some gameplay elements such as XP curve (needs testing because AER changes the progression), life/mana regen depending on your life/mana total, several gameplay equations tweaked, general difficulty increased (more monsters, approx x3 except bosses, more heroes encounters, general stat boost for all monsters)
- Tweaked class names

Things that are needed are :
Items
- Adapting items (SV and Ragnarok) to the new skills of SV and Ragnarok - for now, i'm looking into relics - for some of them, the Ragnarok version is better, for others, I prefer SV version
There were tons of new items and several new item types in SV. SV_AER should include :
   *Unique Souls for most heroes and monsters, 1 version per difficulty level ; they use a ring slot
   *New charms & relics including elite charms
   *Wands from SV =>1H ranged ; 1H orbs from SV => can now receive relics (either in R or L Hand)
   *New 1h ranged items (throwing weapons)
   *Mythic formulas and items (above legendary)
   *Vitality staves
   *Mercenary contracts

- Some item features such as penetration (pierce ratio) for axes and life/mana regen for rings
- Item formulas (create equipment with a new feature from SV, forging formulas) + adding some for act V

Creatures
- Creating new heroes/elites monsters for act V
- Adjusting the difficulty level of act V bosses ? They are far too easy. That being said, SV adds a general buff to all monsters, so testing is needed


Graphical
- UI mod : bringing back UI from Underlord mod should be appropriate, but it needs to be adapted to the AE changes (life/mana bar...)
- Blood & Gore (Death Effects 1.6 Mod) or an equivalent should be in the mod, in my opinion - haven't tested this mod
- Main menu should be reverted to SV, or IT or AE, Ragnarok one is pretty bad
- Camera Mod : camera rotate + proxies are hidden from view - I know these features at least are possible
- Most boss fights should have a barrier that closes behind the player when fighting (Typhon, Nessus...) - remove the Benny Hill feeling

Gameplay
- Some items should give increased Weapon mastery (increased damage and attack speed when you use these weapons)
- Potion cost and cooldown should be greatly increased
- Incorporate Caravan XL + Inventory XL mod
- New affixes
- The forge in act V should be used an infinite amount of times, for Epic or Legendary items, and require a lot of gold and special relics.

Map
For now, as map mods are very time consuming to make, I think map modifications should be limited to :
- adding merchants - New merchant type "Alchemist" - sells artifact formulas - these should no longer drop
- changing proxies if needed
Maybe when the mod is up and running, maps mods would be a good idea ("elite" maps at the end of Legendary)

Things that in my opinion should not be ported in this version of Soulvizier, or maybe optional. In any case, I won't work on these.
- Enchantable Epic and Legendary items (too much imbalance)
- Blood Cave, Secret Passage, secret vendors (they don't fit the original game atmosphere)
- Quest in Blood Cave
- Diablo 3 UI (not fit for this game)
- Infinite level (imbalance ; lvl 90 or so should be new maximum)
- Resistances penalties (or maybe not as much as before ; coherent with blue/purple not enchantable)
- Materials => no longer dropped or sold (inventory cluttering ; they are only needed in formulas ; should be replaced in formulas by charms or relics that were previously never used as ingredients)


blue : my personal suggestions
maroon : existing mods that should be part of the mix (my opinion)
green : existing features of SV that need to be expanded in act V
The rest in black is as in Soulvizier (last version 0.98i).
« Last Edit: 12 March 2018, 20:27:54 by soa »

Online nargil66

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Re: Soulvizier Ragnarok
« Reply #5 on: 13 March 2018, 00:36:58 »
Nice list. I agree on the things you suggest not to be imported. Btw, are you planning to port as a hard mod or soft one?
For start I can help on most of the graphical section and importing caravan, except the barrier idea maybe.
One more point for the list - adapting poison and bleeding damage duration for Ragnarok.

Offline botebote77

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Re: Soulvizier Ragnarok
« Reply #6 on: 13 March 2018, 02:52:20 »
i agree with most.. but repeatable legendary craftsmanship? how about only once but the attribute values don't change and you get to choose the bonus? (if that's possible)

i actually like the personalize quest reward from diablo 2.. can that be tied to the legendary craftsmanship quest? (again if that's possible)

i remember one issue on soulvizier was that nobody wanted to use rings anymore because souls were so much better.. that didn't come from me but i agree and was told amgoz agreed also but i think it was around the time amgoz stopped working on SV

i was sent before a list of balance suggestions for SV (done by loose friends of amgoz).. but maybe it's too much work.. gathering people to help is the first step.. i don't know anything about modding :(

those are up to you guys.. you can ignore everything i said :) i don't play much anymore.. i spend more time on forum than actually playing

edit: @nargil66 i just read that suggestions on improving TQ post of yours.. god, i like that character customization and caravan storage pages suggestions
« Last Edit: 13 March 2018, 03:18:48 by botebote77 »
i eat mana for breakfast
Spoiler for Hiden:
finished ragnarok xmax x3 with sorcerer, illusionist, mage haruspex, skinchanger

Offline Cygi

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Re: Soulvizier Ragnarok
« Reply #7 on: 13 March 2018, 08:02:14 »
- Blood Cave, Secret Passage, secret vendors (they don't fit the original game atmosphere)

Please leave them alone.

Offline botebote77

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Re: Soulvizier Ragnarok
« Reply #8 on: 13 March 2018, 10:17:25 »
if they leave them alone, they won't get included in the new SV

from what little i know, they have to port the maps to AE/R for it to be included

stupid me.. i know what you mean.. but maps i think are too much work.. not that I'm saying it's not worth it.. i can't really say because i never completed either of the secret maps.. blood cave, there was a point where my pc would lag too much i had no choice but to force close the game.. secret secret passage, the game would outright crash to desktop.. no error message.. if this project ever finishes and if the secret maps get included, i hope my poor 4gb ram can handle it :(
i eat mana for breakfast
Spoiler for Hiden:
finished ragnarok xmax x3 with sorcerer, illusionist, mage haruspex, skinchanger

Offline mvlad954

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Re: Soulvizier Ragnarok
« Reply #9 on: 13 March 2018, 18:59:28 »
Wait,wait,wait!Hold up a minute!Is it even possible to port such a complex mod like Soulvizier to TQ Ragnarok?I mean,Im just asking.Im not really an expert modder.

Offline SziserTrue

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Re: Soulvizier Ragnarok
« Reply #10 on: 13 March 2018, 20:05:00 »
Hi all,
Actually, I already started a project like this a few weeks ago, but never announced it.
So far, I only ported :
- Masteries (new skills of SV) and expanded Runes with two pets and 1 unused skill the devs left (Earthbind). Made small tweaks to skills in the 9 first masteries (unfinished skills from Soulvizier mod ; some skills reverted to their SV0.96 version)
- Creatures, FX and items from SV
- Some gameplay elements such as XP curve (needs testing because AER changes the progression), life/mana regen depending on your life/mana total, several gameplay equations tweaked, general difficulty increased (more monsters, approx x3 except bosses, more heroes encounters, general stat boost for all monsters)
- Tweaked class names

Things that are needed are :
Items
- Adapting items (SV and Ragnarok) to the new skills of SV and Ragnarok - for now, i'm looking into relics - for some of them, the Ragnarok version is better, for others, I prefer SV version
There were tons of new items and several new item types in SV. SV_AER should include :
   *Unique Souls for most heroes and monsters, 1 version per difficulty level ; they use a ring slot
   *New charms & relics including elite charms
   *Wands from SV =>1H ranged ; 1H orbs from SV => can now receive relics (either in R or L Hand)
   *New 1h ranged items (throwing weapons)
   *Mythic formulas and items (above legendary)
   *Vitality staves
   *Mercenary contracts

- Some item features such as penetration (pierce ratio) for axes and life/mana regen for rings
- Item formulas (create equipment with a new feature from SV, forging formulas) + adding some for act V

Creatures
- Creating new heroes/elites monsters for act V
- Adjusting the difficulty level of act V bosses ? They are far too easy. That being said, SV adds a general buff to all monsters, so testing is needed


Graphical
- UI mod : bringing back UI from Underlord mod should be appropriate, but it needs to be adapted to the AE changes (life/mana bar...)
- Blood & Gore (Death Effects 1.6 Mod) or an equivalent should be in the mod, in my opinion - haven't tested this mod
- Main menu should be reverted to SV, or IT or AE, Ragnarok one is pretty bad
- Camera Mod : camera rotate + proxies are hidden from view - I know these features at least are possible
- Most boss fights should have a barrier that closes behind the player when fighting (Typhon, Nessus...) - remove the Benny Hill feeling

Gameplay
- Some items should give increased Weapon mastery (increased damage and attack speed when you use these weapons)
- Potion cost and cooldown should be greatly increased
- Incorporate Caravan XL + Inventory XL mod
- New affixes
- The forge in act V should be used an infinite amount of times, for Epic or Legendary items, and require a lot of gold and special relics.

Map
For now, as map mods are very time consuming to make, I think map modifications should be limited to :
- adding merchants - New merchant type "Alchemist" - sells artifact formulas - these should no longer drop
- changing proxies if needed
Maybe when the mod is up and running, maps mods would be a good idea ("elite" maps at the end of Legendary)

Things that in my opinion should not be ported in this version of Soulvizier, or maybe optional. In any case, I won't work on these.
- Enchantable Epic and Legendary items (too much imbalance)
- Blood Cave, Secret Passage, secret vendors (they don't fit the original game atmosphere)
- Quest in Blood Cave
- Diablo 3 UI (not fit for this game)
- Infinite level (imbalance ; lvl 90 or so should be new maximum)
- Resistances penalties (or maybe not as much as before ; coherent with blue/purple not enchantable)
- Materials => no longer dropped or sold (inventory cluttering ; they are only needed in formulas ; should be replaced in formulas by charms or relics that were previously never used as ingredients)


blue : my personal suggestions
maroon : existing mods that should be part of the mix (my opinion)
green : existing features of SV that need to be expanded in act V
The rest in black is as in Soulvizier (last version 0.98i).

Great ! Just pm me if I can help somehow ,but there are some things that I don't agree or want to request:
- Enchantable Epic and Legendary items -let it please
- Infinite level -let it please
- Resistances penalties -let it please
- Blood Cave, Secret Passage, secret vendors -let it please
- Quest in Blood Cave - let it please
^^^^Those are things I loved in SV
-Additional skills (SV style) for new Ragnarok mastery
- Main menu - it's better to add additional option in main menu instead of deleting - I love new MM.
And one more thing ,I think we can look for some diferences beetwen classic TQ,AE and AER and find out how additional mastery was added ,maybe adding rouge or even more next to Oculltist (Eat cake and have cake) - TQ with 15 masteries ? 15 ,balanced and working together masteries which fits game well - that would be insane (f.e. something connected with ocean or sea) ,maybe Atlantis or included additional City in Egypt (there was such mod for TQ AE - we can ask). We can extend the content of the mod and TQ AER :)
« Last Edit: 13 March 2018, 20:08:29 by SziserTrue »

Offline raz

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Re: Soulvizier Ragnarok
« Reply #11 on: 05 April 2018, 14:51:13 »
+1 vote for enchantable epic and legendary items

Offline Gussl

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Re: Soulvizier Ragnarok
« Reply #12 on: 29 April 2018, 20:24:40 »
Hiho!

Absolutely stunning to hear that this mod's porting is being worked on. As it comes to the content, I share the opinion with the extra secret and hidden passage and vendors, that does not fit in the style of the game. However, this was never a problem since you could simply ignore it and play SV just up until legendary hades.

What made me play SV over the retail version of Immortal Throne for the last 10 years was the more distinct customization of your character, mainly achieved by the 40 points masteries but also with the enchantable rare and legendary item. That's the only point I disagree with in the list above. You mentioned that rings were not used anylonger from the moment on the overpowered souls were introduced. Well, same goes for the enchantable rares and legendaries. Whenever I find a blue or purple item in Ragnarök I feel pretty meh about it since I can hardly customise it any further. Imbalance is a flimsy point here. If the hero is growing too strong, the enemies are just too weak ;) Activate Xmax and you're in for a challenge :D.
Having this said I do also agree with the infinite uses of the act V forge cuz being honest, who does not make a backup of his savegames before using it just in case it get's fucked up.

This game and mod was always so much fun, but it never had the intention to become a competitive espots game, so my vote is for features over balancing (just think about the excitement of a triple mastery mod :))

Anyways, enough talking, just on last big shoutout to all the people who are tackling this issue! I wish you all the best and even more endurance on your task!

Regards,

someone who just registered here :)

Offline mountainblade

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Re: Soulvizier Ragnarok
« Reply #13 on: 16 May 2018, 05:58:36 »
i share gussls excitement.
is this actively being worked on?

Offline Lallushe

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Re: Soulvizier Ragnarok
« Reply #14 on: 30 August 2018, 02:27:50 »
Guys, I need to know if you are still working on the mod. I can inform people, if someone interested, to join the cause. Please reply

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