![]() I will even extend forge (act 5 quest) through all acts to allow a bit more customization for uniques with affixes, but it won't be as powerful as relics.Įxp potions are in SV:AERA too (just made them similar to Atlantis ones) since patch 1.7.The expansion pack is quite an event after so many years, especially since fans of Titan Quest (just like any other game) will have high The expansion pack is quite an event after so many years, especially since fans of Titan Quest (just like any other game) will have high expectations. What's the point of creating hundreds of items and affixes if there is no point in using them ? As I said, allowing uniques to be enchanted with relics would make all green items completely useless, which is far worse than non enchantable uniques. Even if in some cases they may underperform a bit, you can still largely use them, plus there is a forge in Ragnarok. Uniques with no relics: nope they're still useful. You probably play some modified version of old SV, something that was not in 0.98i. I haven't changed the numbers and can confirm it's the same when playing old SV. It was replaced in SV for AE with other items (seals) with more usefulness and that don't clutter the inventory like materials.Īnd no, there is the same number of monsters in the new mod. Wood is not a relic, it's a material, you can't put it in equipment. You obviously don't play the last version of the old SV (0.98i), so you wrongly assume I removed things that were already out in old SV : Also note that there are more skills in new SV AERA masteries than old SV, more affixes, more creatures, poison and vitality common staves in all acts, more souls and items, increased inventory and stash size, tons of bugfixes that were not in old SV, new way to recycle relics, in next patch you’ll be able to see a list of all souls ingame, and translations will be supported officially (Russian is done already). I plan to add a forge in every act (based on act 5 forge, but reusable) to allow smaller and balanced upgrades for unique items, without making green items look weak in comparison. No enchantable epic/legendary : another broken feature than made every green item useless. Now you get the same bonuses by going from level 40 to level 60, which makes it more interesting to invest points in the mastery bar above 40. You would use this more like a point sink, when you have too much levels and you wouldn’t know where else to put your points. Max mastery bar at lvl 60 rather than 72 : this is logical because it was too costly to invest in the mastery bar up to lvl 72, the bonuses were too small for each point invested. Less damage from monsters : my plan is to enable playing with self-found items, to make every new game still interesting, and not balance the game for players with full Vaults of equipment. No skill/attribute potions : this feature was removed in old SV (0.98i), probably because it was completely broken and could be abused. No lvl 1000 : this was a broken and useless feature, because there was no matching endgame content anyways (I plan to add endgame content to match the new 90 max level), and in the end you could have almost or all skills in both masteries at maximum level, which makes all characters of the same class end up too similar. Note that some relics were removed in later versions of old SV. There are also new relics from Ragnarok and Atlantis DLC that were not in old SV. There is the same number of relics as old SV 0.98i in acts 1 to 4, and I plan to add some more. There is the same number of monsters as old SV. I’m the author of the new version of SV (AERA), and I can’t let you spread false information and poor judgment like that. Thanks to Munderbunny, Swift and Kirii for allowing me to use their content <3 Epic and Legendary items are enchantable.Build upon Munderbunny's Underlord mod.Create equipment with the new forging formulas.Tons of new items and several new item types.Hundreds of new unique monsters to encounter.Soulvizier is built upon Munderbunny's highly popular Underlord mod and it includes all his mastery reworks and additional content. Instead of focusing on a single aspect the mod expands on just about everything in the game: Discover a plethora of new items, fight hundreds of unique mini bosses, encounter rare bosses, forge new equipment and much more. The core aim of the Soulvizier mod is to provide a more challenging and diverse Titan Quest experience.
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