Gates of Arimyth http://forum.arimyth.com/ |
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1.7 Development http://forum.arimyth.com/viewtopic.php?f=11&t=13912 |
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Author: | PureRage-DoD [ Fri Feb 12, 2016 10:38 pm ] |
Post subject: | 1.7 Development |
All v1.7 changes made over the past year are listed here (along with quite a bit of chatter I don't have time to remove). Note: All these links are now dead. |
Author: | Brevan [ Sat Feb 13, 2016 3:54 pm ] |
Post subject: | Re: 1.7 Development |
When I started modding a few years ago, I started by writing down some ideas that I could refer to later. The ideas remind me what I thought were good balance points at the time, so the document is sort of the design-master-document for my parts of v1.7. There are minor exceptions to pretty much every detail mentioned in it, but if you find something in the game that seems more than maybe 30% different ("I thought 90 DR/MDR was intended at level 100, but this setup gets me 120 with no obvious trade-off"), then that's a bug so please let us know. I find the document quite a bit easier to read with Word-Wrap turned off (i.e. one line per comment), so consider saving a copy that you can open with something like Notepad with the line-wrap feature turned off. Feel free to review the document so that you've got an idea of when things go right or wrong, or to plan what kind of character you'd like to play. https://dl.dropboxusercontent.com/s/bfu0tv05rjs883p/D2_Mod_Ideas.txt Section 8 shows the HP/MP I expect people to have, and implies some strategies I'd expect people to use (block, high defence, resistance, evasion) to die less. Section 9 shows the skills, and is a pretty concise way to figure out what everything does. The subsections below each tab of skills mentions the viable builds that I had in mind for that tab. Since each build is around 60 points (3 skills), I'm trying to get around 3 builds per tab, or 10 per class. If you spot an error in some formula or some error in my initial understanding, then please let me know since it will probably be a significant issue soon. Some of the formulas are just copy-paste stuff from Arreat Summit or similar, so I might not have bothered verifying them. |
Author: | Brevan [ Sat Feb 20, 2016 2:34 am ] |
Post subject: | Re: 1.7 Development |
I've merged the files for Feb 19th as far as I can, and it appears to be playable, so here's a link for Testers. https://dl.dropboxusercontent.com/s/xde3quhfv8ti0kv/HU1.7_FEB_19_Update_PureRageBrevan.zip The decompressed folder contains things for the root mod folder (the place where the data folder resides). You can select all the things, and place them into the mod root folder since the data folders will simply merge together, and we want to overwrite anything where conflicts occur. Things to note:
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Author: | Brevan [ Sat Feb 20, 2016 11:26 pm ] |
Post subject: | Re: 1.7 Development |
Here's a corrected "Levels.txt" file for the update above. Drop the text file into your data/global/excel folder and overwrite the bugged Levels.txt file. You need this file if your game is crashing when entering Leoric's "Keep of the Dead" floor. https://dl.dropboxusercontent.com/s/mqknfwxok7trt01/Fix_Feb19_Keep_Dead_Crash.zip The correction was setting the "Position" field to zero rather than 1. |
Author: | Brevan [ Sun Feb 28, 2016 12:01 am ] |
Post subject: | Re: 1.7 Development |
Here's a small text-file update, it includes only the few text files changed since the 19th, so just drop these text files into your excel folder. There isn't much new content, but this includes a couple new uniques, some item affixes that include the castDelay and skillDuration mods, etc. Included is a fix for the buggy IzualQuest level. Lower level MP pots were buffed around 20%. All characters will now refill their mana bulbs in 60 seconds rather than 90. Monster EXP from levels 40-100 was increased about 5%. Missiles were modified (standardized) for speed and distance (about 1 screen at high res). I've included two versions of skilldesc.txt (low/high resolution), monlvl.txt (solo/multi player), and skills.txt (solo/multiplayer). You're welcome to rename and then use them as you wish, but please let us know if you're testing solo-version when you report a problem related to monster damage (skills or attacks). https://dl.dropboxusercontent.com/s/5v5 ... Update.zip |
Author: | PureRage-DoD [ Sun Feb 28, 2016 3:19 am ] |
Post subject: | Re: 1.7 Development |
I've not done much this week, so I just pasted my additions into those files and overwrote my own once merged. I'm planning on getting a good chunk of stuff done this week, as I've got plenty free time. |
Author: | PureRage-DoD [ Thu Mar 03, 2016 1:51 pm ] |
Post subject: | Re: 1.7 Development |
Here's my folder, finished implementing the codex trials, legion/soulmancer and fixing inferno/bfury/arctic blast (these work NP as procs now too). I enabled phys pierce and plr pierce, but haven't added them to any items. They are enabled if wanted for future updates though. I merged my files with Brevans last update so everything should be up to date. ------------------------------------------------------------------------------------- Implemented tristram codex trial #2 Finished soulmancer related stuff (fight design and added drops for nm/hell) finished legion related stuff (immunity breaker, reward, drops, cube recipes, etc. etc.) rebuilt izual prison map adjusted aura enchanted skill level divisor to mlvl/4 Implemented tristram codex trial #3 (Drops, mobs, mechanics skills etc.) added hall of heroes lobby map connected hall of heroes to outside world via a portal boss orb in soulmancers fortress increased saveparam bits of aura on equip by 1 (skill id up to 1024) added physical pierce stat (just enabled it. Not placed in game) added pois length resist pierce stat stopped pois pierce lowering enemy plr changed arctic blast, inferno and blade fury to casted skill (damage etc remains the same, jump/leap attack/inferno/bfury/arcticblast now safe to use as oskills) *Remove any item with aura on equip (includes akara ring) before applying update **Aura on equip from set bonus is fine ***Includes a backup itemstatcost.txt to use to get into game and drop aura gear if you get bad data https://dl.dropboxusercontent.com/u/153 ... reRage.exe Halls of Heroes left to go and all content is finished/implemented. Code Stuff: Passive Phys Pierce: D2Game Hex: 10F098 - Changed FF FF FF FF to 78 01 00 00 (New Stat ID) Passive PLR Pierce: D2Game Hex: 10F1D0 - Changed 50 01 00 00 (Pois Pierce ID) to 79 01 00 00 (New Stat ID) |
Author: | Brevan [ Fri Mar 04, 2016 10:45 pm ] |
Post subject: | Re: 1.7 Development |
I found a couple oddites: - skilldesc (LowRes) has "scorpdance", but skilldesc (HiRes) has "daybreakaura" as last skill. Want both or one? - debuglog.txt - monstats2: 'clw' not found in index. I could include the skilldesc solution in a simple text file update in the near future. Let me know if you find a similarly simple solution for the monstats2 oddity and I'll include that too. The text file update will include at least the following changes:
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Author: | PureRage-DoD [ Sat Mar 05, 2016 6:51 am ] |
Post subject: | Re: 1.7 Development |
Daybrea aura is the good one. scorp dance was a WW clone I was testing with for WW oskill. can be removed. Monstats2 entry can remove clw. Strange issue with blade fury. I made sure it was carrying open wouds/cb/ds but didn't test with venom. |
Author: | Brevan [ Sat Mar 05, 2016 11:51 am ] |
Post subject: | Re: 1.7 Development |
My curiosity was aroused when I switched to a lvl 1 BFury while holding a 80%PierceTarget XBow (confirmed BFury pierced as desired) that added 20-1k elemental damage, but instead of monsters taking roughly 200 damage (expected), their life bars weren't changing much at all. My merc, who was doing around 1k damage, was 1-shotting stuff, so clearly I wasn't doing 20% of their life or similar. I ran the venom test as a means of proving to myself that it was carrying any weapon damage at all. Stuff turned green, but there seems to be some hidden 1/3 divisor being imposed. I've tested with "128/128 weapon damage" and it a regular strike via super-Venom was killing in 3 seconds while BFury strike was taking 9 seconds (admittedly this happens to be the 1/3 I'm looking for, so maybe I should just focus on correcting the char screen display). |
Author: | PureRage-DoD [ Sat Mar 05, 2016 12:00 pm ] |
Post subject: | Re: 1.7 Development |
Maybe the 1/3 is related to enchant 1/3? |
Author: | PureRage-DoD [ Sat Mar 05, 2016 2:08 pm ] |
Post subject: | Re: 1.7 Development |
Just remembered having a similar experience in the past on my old venom sin. Think I duo'd through with slappy now I think back but I remember using 1 pt blades + venom on hell baal/diablo/meph and dealing laughable damage against them, to the point of just face tanking with dclaw + venom instead and destroying them way way faster. I just remember being pissed off with it and assuming it had a bugged accuracy check. (venom was 0.5 sec duration) |
Author: | Brevan [ Sat Mar 05, 2016 2:12 pm ] |
Post subject: | Re: 1.7 Development |
PureRage-DoD wrote: Maybe the 1/3 is related to enchant 1/3? I've done tests with Enchant, and there is no 1/3 penalty applied, but being reminded of that testing has lead me to essentially the same conclusion.My Enchant test showed that if a Sorc has +200%FireDamage and a base 1k Enchant, then her skill will show 3k Enchant, and when Enchanted her melee skills will show (and do) 9k Enchant Damage (melee skills double-dip into the +%FireDamage); however her missile skills show 9k but do 3k Enchant Damage (they just don't receive the double-dip). With that in mind, the cheaty-charms I was using were giving me +300%AllDamage, so my Venom was showing about 5k, and after application the char screen was showing about 20k (5k + 5k*300%). This means my melee attack really was doing about 20k, while my BFury was around 5k (or 1.7k for the testing at 43/128WeaponDmg). Since the above explanation makes sense, and my counting numbers are broadly within human error, I'm going to set BFury to 43/128 Weapon damage as intended. It would be nice if someone tested the build out though, not to see if the change worked (looks like they did), but just to see if the build is enjoyable. |
Author: | PureRage-DoD [ Sat Mar 05, 2016 2:51 pm ] |
Post subject: | Re: 1.7 Development |
Now I feel dumb, I remember reading your enchant testing/findings a few weeks ago. Likely a good idea to put that info in the game mechanics thread |
Author: | Brevan [ Sat Mar 05, 2016 4:47 pm ] |
Post subject: | Re: 1.7 Development |
I just took a look at the Mechanics thread, and it's first topic is the +%ElemDamage difference between melee and ranged skills. I'm not sure if you just added that now and the forum didn't update the "last modified" time stamp, or if we've both simply forgotten the ancient lore recorded 6 years ago. If you feel like modifying it again, it might be worth highlighting that the char screen damage for ranged skills/attacks will show the double-dipping effect incorrectly. |
Author: | PureRage-DoD [ Sat Mar 05, 2016 5:10 pm ] |
Post subject: | Re: 1.7 Development |
Yeh I added it after posting, last modified doesn't show up when I edit for some reason. Maybe because I'm a moderator now? Not sure. I'll add note about LCS, I knew I'd forgot something. Edit: Should also mention, srcdam multiplier is applied to additional damage added by the skill. I tested it a few years ago with 1 srcdam and 128 base damage added. LCS and skilldesc can be misleading on non 128 srcdam skills as a result. |
Author: | Brevan [ Sat Mar 05, 2016 5:49 pm ] |
Post subject: | Re: 1.7 Development |
Yeah, I did some tests with BFury, and will be using skilldesc.descdam=5. It appeared to correctly show BFury's +Dmg with +1/3 WeaponDamage (even with Venom) as desired, but if the char is wearing +100%ElemDmg, then it'll be off. I only tested 4 other functions, but #5 seems like the best. At least v1.7 only has upwards of 30%ElemDmg, so the amount BFury will be wrong by ( <10% ) is probably not noticeable to any player. e.g. of function#5, +200%ElemDmg, +30Dmg BFury, 300Dmg weapon, 1k base Venom: - Venom skill shows +3k, so +9k to melee attacks - Before Venom, char screen shows 130 total damage for BFury (30+300/3, awsome) - After Venom, char screen shows 3130 total damage (30+300/3+9k/3, wtf Blizzard), but does 1130 total damage - Without the +200%ElemDmg char screen shows 463 (30 + 300/3 + 1k/3, awsome) |
Author: | PureRage-DoD [ Sat Mar 05, 2016 6:05 pm ] |
Post subject: | Re: 1.7 Development |
I sometimes wonder if the guys who done the skilldesc code work ever met or talked to the guys who done the damage generation code work Not sure how else the LCS could have been so badly coded. At least it will be pretty close with less mastery% available. |
Author: | Brevan [ Tue Mar 08, 2016 11:49 pm ] |
Post subject: | Re: 1.7 Development |
Here is an update (text files only) to be placed over a few of the text files of Mar03 from PureRage. If you want webpages, then download the WebpageMaker appropriate for your computer (32-bit, 64-bit) and make them. If you want the Uniques webpages to include pictures, then copy the Images folder from the update I sent out on the 27th (Images folder in the Webpages folder). The included skilldesc.txt is for HiRes (just name-swap with the LoRes file if you want). There is a solo version of skills.txt available. I've updated the design document with the changes to skills. Update Link: HUv1.7_Mar08_Update.zip The update contains these changes:
Just a reminder, the update also includes these changes: Brevan wrote:
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Author: | Brevan [ Sat Mar 12, 2016 2:17 am ] |
Post subject: | Re: 1.7 Development |
I wrote a few scripts to generate more webpages. Below is a link to the initial webpage drafts, which hopefully will be revised at some point into more practical versions and then added to the output of the WebpageMaker program. This link includes the webpages for MagicPrefixes, MagicSuffixes, WhiteArmors, and WhiteWeapons. Link to four compressed pages |
Author: | Brevan [ Mon Mar 14, 2016 9:38 pm ] |
Post subject: | Re: 1.7 Development |
PureRage mentioned that he'll have an update in the near future to fix an issue with AssassinMonster animations. Here's what my portion of that update will include, at a minimum:
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Author: | PureRage-DoD [ Mon Mar 14, 2016 10:19 pm ] |
Post subject: | Re: 1.7 Development |
I should be done by the weekend at the very latest. Remaining work shouldn't take long but I want to go through everything I've added and double check all is working as intended. Edit: Arimyth enemies are finished and maps populated. I'm just going through all my edits (past and present) now. Legion avoid aura + daybreak aura interaction seems to hate using strength as a boolean stat to disable his avoid so changed it to the "cha" stat to fix it. Soulmancer needed his AI changed also. The Mephisto AI is forcing him to use A1/A2 and he hasn't got animations for those so I changed it to summoner AI. Working on that now and cleaning up in general. Arimyth/Halls mobs/bosses need treasureclasses added but I'll wait until after merge to do those for simplicity. |
Author: | PureRage-DoD [ Wed Mar 16, 2016 2:52 am ] |
Post subject: | Re: 1.7 Development |
Here's my files. All content is added and finished, minor tweaks may be needed but the majority of the work is done. https://dl.dropboxusercontent.com/u/153 ... reRage.exe Changelog: Quote: Mapping related:
Added some fog to outdoor areas in Act 1 Added Gates of Arimyth map Added West/North/East Arimyth maps Added 3 Hall of Heroes maps Non map related: Added new monstats2 entry for enemys using the werewolf token (LoS druid) to prevent knockback created 9 hall of heroes bosses, procs/skills/equip set up: Nazgul + FuryCury + DrRodriguez = East Arimyth Hall Pious + Martel- + Alexius = North Arimyth Hall Kannli + Asteroth + Cool-Player = West Arimyth Hall Fixed assassin enemy animation (was crashing game) added enemy pally aura for hall of heroes (15% absorb, 30%plr, 20% slow target) fixed clientside display for poison enchanted resistance bonus (was 75%, changed to 33% to match d2game) increased duration on monhurricane from 55 frames to 250 frames base fixed legion avoid aura + daybreak aura interaction fixed soulmancer dissapearing reduced soulmancer soulstones stats slightly for norm/nm and hell versions (removed 10vit/enr from norm, reduced mastery% in nm to 3% and hell max res to 2%) created mobs for Arimyth and populated all 3 maps added a few new skills for arimyth mobs (troll post aura, etc.) added treasureclasses to arimyth mobs and halls bosses added hall boss treasureclasses to tcex.txt increased hall boss ears level reqs to 95 (drop from hell bosses only) |
Author: | Brevan [ Wed Mar 16, 2016 9:39 pm ] |
Post subject: | Re: 1.7 Development |
Here's my contribution to the update, it's just text file editing. I've already combined my edits with PureRage's, so just copy-paste my files over his. There were two of his edits that I modified: (1) MonHurricane went from 10sec duration (static) to 10sec + 1sec/8Lvls (so about 15 seconds for ActBosses like Mephy), (2) SoulStoneOfChaosNM went from 5% to 10%FHR/FBR/FRW. As I write this, I'm considering removing the FRWalk (I can imagine cases where it's undesired, so maybe these were why the numbers were reduced) and upping the other two to 15-20%. Perhaps for the next update... 1) Update with PureRage's Files. 2) Paste the text files of my update into your data/global/excel/ folder. Feel free to use the LoRes skilldesc if you want, or the SOLO version of skills.txt if you want (monster skills do 80%Dmg). New changes aside from what I mentioned in my last post in this thread:
Link to Update |
Author: | PureRage-DoD [ Wed Mar 16, 2016 10:38 pm ] |
Post subject: | Re: 1.7 Development |
Merged with my files and updated the link in the testing topic. We shouldn't need any further large downloads now so future updates will just contain .txt files. I also recompiled the documentation download to include WebPage folder (My AV is being a pain so I can't run the webpagemaker atm, I'll add the new pages if you can send me the folder over) Note to Testers. As of this post. The main package in the testing topic contains all edits. Any following updates posted here should be copied over that package. |
Author: | Brevan [ Wed Mar 16, 2016 10:51 pm ] |
Post subject: | Re: 1.7 Development |
All webpages for HUv1.7 as of March 16. |
Author: | PureRage-DoD [ Wed Mar 16, 2016 10:54 pm ] |
Post subject: | Re: 1.7 Development |
Ty sir, link updated. |
Author: | PureRage-DoD [ Thu Mar 17, 2016 4:53 am ] |
Post subject: | Re: 1.7 Development |
I updated the WebPages folder again with 3 new pages to use as a menu interface. The "HOME" web page will open a page with categories/links to other pages. Also added a UniqueItems page with links to individual unique pages (linked from HOME) and a CubeRecipes page with each recipe page being linked there (again linked from HOME), If you download and extract to your mod folder you can open the home page by clicking the readme button on D2SE. If not using D2SE you can just shortcut to the "HOME" webpage. |
Author: | PureRage-DoD [ Fri Mar 18, 2016 6:24 am ] |
Post subject: | Re: 1.7 Development |
Apparently I overwrote the D2Game.dll with the ormus quest reward changes at some point ><. Here's the re-edited .dll, I fixed the main package download as of 18 MAR. If you downloaded the package since then you don't need the following file. Otherwise, here is the edited .dll: https://dl.dropboxusercontent.com/u/153 ... x18MAR.exe Just extract to your mod folder. |
Author: | Brevan [ Mon Mar 21, 2016 4:58 pm ] |
Post subject: | Re: 1.7 Development |
Here is a simple text file (and string file) update. 1) Download the update. 2) Unpack/Decompress it. 3) The text files all go into \data\global\excel\, while patchstring.tbl goes into \data\Local\lng\eng\ Link to Update Changes:
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Author: | PureRage-DoD [ Thu Mar 24, 2016 5:47 am ] |
Post subject: | Re: 1.7 Development |
Here's my mini update. Should be extracted after Brevans above update is applied. https://dl.dropboxusercontent.com/u/153 ... _Mar24.exe Changes: rearranged soulstealer castle map (Entry moved to the top, boss moved to the old entrance, old entrance area changed to a room). changed soulstealer castle level line in levels.txt (changed vis and warp columns from vis/warp 4 to vis/warp0 column + warp0 set to 6 and LoSDraw set to 1). changed leveltype 40 (removed a double up dt1 entry). increased legion guards skills to sub boss levels. increased hall of heroes boss skills to sub boss levels. increased hall of heroes monprop skill levels to sub boss levels. reduced soulstealer resistances to ~20 avg in normal (20-120 with aura). removed soulstealer resistances in nm/hell (wont be able to access in nm/hell anyway). increased soulstealer skill levels to sub boss levels. gave scarlet wolf minions the primeevil flag and Desummoner description adjusted arimyth trash mobs treasureclasses so there is a better mix of caster and melee drops. |
Author: | Brevan [ Thu Mar 24, 2016 1:02 pm ] |
Post subject: | Re: 1.7 Development |
I noticed there's a patchstring.tbl file in your download, did you make a change to it? I didn't notice any obvious change, and the program I wrote to check changes didn't notice anything, but it was never intended to check the tbl files (I just renamed it as .txt and ran it through the program mostly to see if it would crash, but if you changed nothing, then perhaps I'll trust it's output on these files in the future). Aside from that, I've incorporated your edits into my files for when I produce another update. I don't think I'll do that until next week though. My next set of changes will include these at a minimum, if any of these sound like something people want now, then just let me know and I'll release my update sooner:
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Author: | PureRage-DoD [ Thu Mar 24, 2016 1:41 pm ] |
Post subject: | Re: 1.7 Development |
patchstring is unchanged. I had cleared the excel folder and put just my edited files in it and forgot about the local folder. Cold Enchanted nova adjustment sounds good, currently cold enchanted feels very weak compared to fire/lightning enchanted. For curses, perhaps we could experiment with -PDR/MDR. Ie. Defense curse could reduce PDR/MDR slightly meaning enemies will do flat additional damage. One bonus of that being you are less likely to be able to negate the effect. |
Author: | Brevan [ Thu Mar 24, 2016 3:00 pm ] |
Post subject: | Re: 1.7 Development |
I see no problem with giving DefenseCurse and I think MonLifeTap some -PDR/MDR. I'd scale it with the monster level, just like I do their skill damage. Currently I've given these curses PDR/MDR equal to 1/5 of trash monster damage (this should be roughly half of your character's PDR/MDR), so all monster hits (elemental or physical) should "feel" like they're doing an extra 20%-30% more damage, depending on what your initial PDR/MDR values were like, but mostly for trash mobs. The difference in a boss's damage would probably be too small to be noticed. EnergyShield sorcs will feel it the most, since generally their PDR/MDR values coupled with a 66% Energy shield results in them taking no damage from trash, but now they'll be receiving roughly 20% of the damage. |
Author: | Brevan [ Fri Mar 25, 2016 4:53 pm ] |
Post subject: | Re: 1.7 Development |
Here is a simple text-file update. It includes the text files PureRage released recently, but you still need his update first (but you can overwrite his files with mine, since mine include those changes with some other minor changes). Link to Update In addition to the updated points I mentioned yesterday, this update includes these changes:
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Author: | PureRage-DoD [ Fri Mar 25, 2016 10:52 pm ] |
Post subject: | Re: 1.7 Development |
RE: #6: As long as missiles/uniques/sets/synergies etc. are updated all should be fine. Here's a link to the last 3 updates merged into a single package for simplicity. Can be extracted over the main download in the testing thread OP and you will be up to date. https://dl.dropboxusercontent.com/u/153 ... Merged.exe |
Author: | muleofal [ Fri Mar 25, 2016 11:24 pm ] |
Post subject: | Re: 1.7 Development |
Been a few weeks since I've touched this but probably going to get back into it - should I keep rolling the original version or is there another updated file I should be using? |
Author: | PureRage-DoD [ Fri Mar 25, 2016 11:31 pm ] |
Post subject: | Re: 1.7 Development |
There's been quite a few changes. Were you here when itemstatcost savebits were increased for auras? If not, dump any aura on equip gear (akara ring too) before updating. The update in the OP of the testing thread has the bulk of the changes. Then apply the small update above and you are up to speed. |
Author: | muleofal [ Sun Mar 27, 2016 9:08 pm ] |
Post subject: | Re: 1.7 Development |
Last I played was late Feb before I moved to my new apartment. I just got my desktop that has D2 on it into my apartment this week, so looking to get back up to speed. May even start over if there are things like level challenges and such in the updates, or potentially just create a base level 65 character and get new gear. |
Author: | PureRage-DoD [ Mon Mar 28, 2016 6:29 am ] |
Post subject: | Re: 1.7 Development |
I just made a melee sorc last night, stopped at A2 for now. Let me know if you wanna team up, I'd be down to make another char too. All new levels/trial content is added now. |
Author: | muleofal [ Mon Mar 28, 2016 5:42 pm ] |
Post subject: | Re: 1.7 Development |
PureRage-DoD wrote: I just made a melee sorc last night, stopped at A2 for now. Let me know if you wanna team up, I'd be down to make another char too. All new levels/trial content is added now. Probably jumping on tonight for a little while. PM me on here and we can sync up. |
Author: | Pious [ Thu Mar 31, 2016 5:47 pm ] |
Post subject: | Re: 1.7 Development |
have a few chars in a5 norm to play with if anyone is teaming. that was the point where i found solo play to be painfully slow. |
Author: | PureRage-DoD [ Thu Mar 31, 2016 6:47 pm ] |
Post subject: | Re: 1.7 Development |
Sorc is at diablo. Managed to clear to him and kill seal bosses but he is too much for my ES to take at melee range so I built a ranged poison setup on switch to whittle him down. Not had a chance to have another bash at him yet. Will be down to play some over the weekend (I'm out tomorrow but free sat/sunday) |
Author: | Brevan [ Thu Mar 31, 2016 10:35 pm ] |
Post subject: | Re: 1.7 Development |
Here is a simple text-file update, with a new patchstring.tbl file. I've included an up-to-date webpage folder with every webpage but no pictures. 1) Download the update 2) Copy the .txt files to data\global\excel\ 3) Copy the .tbl file todata\Local\lng\eng\ Link to Update <edit>I found an error I made with Levels.txt (similar to #1 below), that I believe is corrected. If you had downloaded this update within 1h10min of the time of the update-post, then please download it again (only Levels.txt changed). Sorry for the inconvenience.</edit> This update includes these changes:
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Author: | PureRage-DoD [ Fri Apr 01, 2016 8:46 am ] |
Post subject: | Re: 1.7 Development |
Monstats skill levels seem fine. Here's a merged package that contains all mini updates added since the main link in the testing topic + izual prison map fix. Extract over that main update and you are up to date: https://dl.dropboxusercontent.com/u/153 ... 1_Mini.exe WebPages link in testing topic has also been updated. RE: Color of items. I presonally like colored items pre-dye, but wouldn't mind if they were removed. Edit: I think the demon/undead flags are used mostly for "ignore demon/undead resistance and the "holy" flag in missiles.txt. A quick scan through missiles.txt shows just 1 missile with holy set for demons (FoH Bolt uses 3 for demons + undead bypass) but the missile only hits undead so it's NP. Unsure if the "ignores demon resist" stat is applied to any items or skills, but I suspect not. Something to keep in mind if you decide to add the bypass/holy function to any skills/items. |
Author: | Pious [ Fri Apr 01, 2016 12:23 pm ] |
Post subject: | Re: 1.7 Development |
so as long as i dump all the aura on equip gear my chars won't poof right? |
Author: | PureRage-DoD [ Fri Apr 01, 2016 12:40 pm ] |
Post subject: | Re: 1.7 Development |
Right. Theres a backed up itemstatcost.txt anyway incase you get bad data. If you do get bad data, you can swap the backup for the current isc and get into a game to remove anything you might have missed. Ie. you won't lose any chars as there's a backup file you can switch too. The backup is called "ItemStatCost Before Aura Changes".txt. Just rename it ItemStatCost if you get bad data and you can get back in and remove any offending items. (Akara rings included) Note: It's aura on equip only. Oskill auras are fine. |
Author: | Brevan [ Fri Apr 01, 2016 11:14 pm ] |
Post subject: | Re: 1.7 Development |
PureRage-DoD wrote: Monstats skill levels seem fine.... I expect the skill levels to be fine, since that was the thing I knew was wrong. I do not know about the other fields, like maybe treasure classes or melee damage were changed. I think you mentioned changing SoulStealer's resistances, and I do not know if that change was preserved, but as you mentioned previously, it's not like it matters for him at least.RE: Color of items. I presonally like colored items pre-dye, but wouldn't mind if they were removed. ...Unsure if the "ignores demon resist" stat is applied to any items or skills, but I suspect not. Something to keep in mind if you decide to add the bypass/holy function to any skills/items. We appear to have the same opinion with regards to gear colourings, so I'll only change them when there seems to be a poor colour choice (e.g. bright blue "Boots of the BurnyStuff"). I had no intention of adding bypass anything to anything, but I recall thinking about it for HBolt, Sanctuary (aura, i.e. in skills.txt, I ignored the missile), and FoHeavens, and recall removing it from Sanctuary but leaving it for the other two, since monster Magic Res was expected to be close to zero regardless. If v1.7 were to have a theme, I'd want it to be "No free lunch, and you'd better fucking get what you paid for." Now that I've taken a quick look at missiles.txt (the "Holy" column, right?) I noticed that many monster skills appear to have bypass-undead, which doesn't make sense to me (Necro's Skellies aren't meant to have their resistances bypassed). Please let me know if I've read that column correctly, and if you can think of a reason for monster skills to keep Holy=1. I could see FistOfDoom (FoHeavens clone) keeping it's bypass, and perhaps UnholyBolt (seems ironic to me that neither of these sets of missiles has Holy=1, but perhaps the original modder thought "Holy" meant "Holy". That's some poor naming right there). |
Author: | PureRage-DoD [ Sat Apr 02, 2016 8:34 am ] |
Post subject: | Re: 1.7 Development |
For unholy, I think a value of 4 would be more appropriate (Ignores beast/human resistance). I noticed many missiles had ignore undead, but assumed they were something you had done. Values are 1 for undead 2 for demons and 4 for human/beast. Combinations of those numbers for combinations of ignoring. Ie. 6 = beast + demon bypass, up to 7 for all. |
Author: | Pious [ Sat Apr 02, 2016 4:10 pm ] |
Post subject: | Re: 1.7 Development |
will be on the realm via open bnet in realm for anyone thats up for playing. |
Author: | PureRage-DoD [ Sun Apr 03, 2016 5:01 pm ] |
Post subject: | Re: 1.7 Development |
Finished the skill pages. UI topic has the links. I'll leave it there for now since it's the only thing atm that is resolution dependent. |
Author: | PureRage-DoD [ Mon Apr 04, 2016 10:22 am ] |
Post subject: | Re: 1.7 Development |
Here's an update to fix a few issues with plain of souls and add an additional maze level to trial #2. Update has everything added since the link in the main testing topic so just extract over your current folder to be up to date (Includes updated skilldesc.txt and skills.txt for the UI update). https://dl.dropboxusercontent.com/u/153 ... reRage.exe Changes: skmage_cold5 level reduced from 78 to 74 sorrow enemies levels normalised in normal fixed faulty entry .dc6 for plain of souls side maps fixed faulty 1 in position column on the above 3 levels added new maze map that leads to trial #2 adjusted scarletwolf hp and gave them 2 minions (elemental beast unused tokens) added 5 new enemies in monstats.txt for use in new maze and trial #2 populated new maze and cystal cave in levels.txt. adjusted warp book calc in misc.txt to point to new level for trial #2 changed crytal cave leveltype to 33. added 4 new .dt1's to leveltype 33 in leveltypes.txt moved hf dragon placement forward slightly on his map moved plain of souls warp to the dias behind hf dragon. Info for Brevan: Changed files for easy merge: levels.txt lvltypes.txt lvlprest.txt monstats.txt monseq.txt misc.txt data/global/tiles/HU/crystalcave.ds1 data/global/tiles/HU/crystalpath.ds1 <- new map data/global/tiles/Act4/Lava/dragon.ds1 |
Author: | Brevan [ Fri Apr 08, 2016 8:40 pm ] |
Post subject: | Re: 1.7 Development |
Here is a simple text-file update, with a new patchstring.tbl file. 1) Download the update 2) Copy the .txt files to data\global\excel\ 3) Copy the .tbl file todata\Local\lng\eng\ Link to Update
On the topic of further developments: - What can be done with Vendor's ilvl sales in Norm, I've never experimented with it since I generally gambled the stuff I wanted to use (thus made all basic items gambleable). I'm under the impression that this is hardcoded, but I'd expect it to be a trivial code edit. Maybe item level 5 A1 (unchanged), 25 A2, 40 A3, 55 A4, 70 A5 - Would this force base item upgrades (basic to exceptional)? I'd prefer basic items in Norm, even though players would outgrow them by A3 (in NM vendors sell exceptionals, so there should be a place to buy basic items). - What's planned with A5's Ormus Reward (Free The Barbs)? If nothing, then perhaps change from TalRalOrt runes to GulVexOhm runes. |
Author: | PureRage-DoD [ Sat Apr 09, 2016 12:40 am ] |
Post subject: | Re: 1.7 Development |
Quote: The size of the missile launched by the monster "BigTornado" skill (Amon, Wyrms, etc) has been reduced from 3 to 1. It has a next-hit Delay of 25 frames, but it's relatively slow, so I think it was possible to occasionally take a couple hits from it, which wasn't the intention (it's damage is balanced as a single-hit skill). Another solution would be to speed it up, so let me know if it's damage still seems inconsistent (occasionaly doubled) The tornado/bigtornado missiles functions seem to move the size functionality to aurarange column (set to par2) in skills.txt and ignore the size column in missiles.txt. If you set par2 to something super high like 40 it will hit the whole screen for example. Maybe increase the speed a little instead, as I think bigtornado already has it's radius set to 1 in skills.txt. Quote: Corrected typo with CrystalWitch monster's spell "AndarialSpray" -> "AndrialSpray" (yes, Andrial) Woops! Never realised it was spelled AndrialSpray lmao. Shows how the brain kinda auto-fills words as you expect them. Quote: On the topic of further developments: - What can be done with Vendor's ilvl sales in Norm, I've never experimented with it since I generally gambled the stuff I wanted to use (thus made all basic items gambleable). I'm under the impression that this is hardcoded, but I'd expect it to be a trivial code edit. Maybe item level 5 A1 (unchanged), 25 A2, 40 A3, 55 A4, 70 A5 - Would this force base item upgrades (basic to exceptional)? I'd prefer basic items in Norm, even though players would outgrow them by A3 (in NM vendors sell exceptionals, so there should be a place to buy basic items). - What's planned with A5's Ormus Reward (Free The Barbs)? If nothing, then perhaps change from TalRalOrt runes to GulVexOhm runes. I think the Nightmare/HellUpgrade columns at the end of armor/weapons.txt control the items upgrade for vendors in NM/Hell rather than a hardcoded check based on ilvl. Each act has a maximum ilvl, and the ilvl sold is related to the players level. I believe it's ulvl +4 with ilvl 5 being the minimum in A1. Current maximums for each act: 1: 12 2: 20 3: 28 4: 36 5: 45 Should I set them to your suggested values or close to the max level expected in that act? Ie. 25 35 50 65 80 Note: 1 side effect of this is, any item with an ilvl > 25 will always spawn as magic, preventing whites from showing up in A2. I can remove that check or increase the ilvl to force magic if desired so whites can show up in any act or later acts up to a specified ilvl. A5Q2 reward: I was planning on somehow linking the reward with the 3 hells, but decided to hold off until the next version for those. I'll change the runes to GulVexOhm for now. Will get around to those next week. I'm in London for a protest today, possibly tomorrow too if there's no result today and staying on until Tuesday to see the city a little after that. |
Author: | PureRage-DoD [ Mon Apr 11, 2016 3:57 pm ] |
Post subject: | Re: 1.7 Development |
Heading home tomorrow evening, let me know what you decide on ilvl range for vendors and the ilvl to stop selling whites and I'll get those to you by Wednesday. |
Author: | Brevan [ Mon Apr 11, 2016 8:41 pm ] |
Post subject: | Re: 1.7 Development |
The numbers you provided (25, 35, 50, 65, 80) will work well. The problem to overcome is that by act2, the low max-level prevents most basic items from spawning at vendors. I don't have a strong opinion for when to stop selling whites, but I suppose level 30 sounds reasonable as a minimum, since it allows a sorc to buy a staff with any staffmod possible from Akara. If you see any value in a higher number, I'm alright with that. I've created cube recipes for upgrading/degrading items in the white-blue-rare ranges, so there should be no significant issues there. The main problem to overcome is simply the availability of the base item. At some point I'll adjust what items are sold by each vendor. Currently I'm thinking of things along the line of: Akara, Drognan, Ormus, Malah = "Light" (low str req) equipment Charsi, Fara, Hratli, Larzuk = "Medium" equipment Gheed, Elzix, Asheara, Anya = "Heavy" equipment Details to be determined later, but I think there are generally 4 base items for each slot for each weight category, so on average I think it will look alright and visually balanced. I think vendors selling exactly one of each item/weight type combination will suffice, since the Degrade/Upgrade recipes can take it from there. I'll make an exception for Akara's staff availability, since I can appreciate players not wanting to pay for re-rolling a white staff for the staffmods they want if Akara can do that. Perhaps later I'll look into cube recipes for upgrading white items (and giving an appropriate +Skill and DR/MDR bonus), which could be a decent way of keeping Runewords useful. |
Author: | PureRage-DoD [ Mon Apr 11, 2016 9:07 pm ] |
Post subject: | Re: 1.7 Development |
I'd forgot about the downgrade recipes. 30 sounds like a good number for whites, cool beans . |
Author: | PureRage-DoD [ Wed Apr 13, 2016 1:43 am ] |
Post subject: | Re: 1.7 Development |
D2Game.dll update: https://dl.dropboxusercontent.com/u/153 ... justed.exe Changes: Changed A5Q2 rune reward to Gul Vex Ohm Changed vendor max ilvls in normal to fit new level progression (25, 35, 50, 65, 80) Changed max ilvl to sell whites from 25 to 30 (Act 1 is the only act that sells whites now, but will sell them regardless of your level.) Confirmed ilvls using PlugY. Code is in the CE thread. Edit: I noticed there is code that adds an extra 1-2 of each weapon/armor allowed to be sold by vendors, so if you set it to sell 1 of each, it will still sell between 1-3. Let me know if you'd like that removed if you are planning on rearranging what each sells and only want more control over the number of each item. |
Author: | Brevan [ Sat Apr 23, 2016 12:10 am ] |
Post subject: | Re: 1.7 Development |
I have not done many changes lately, but here is a small text update with what I've done. Link to Update Changes:
While testing the armor/weapon changes, I noticed occasional extra items would appear (as mentioned in the previous post). I think changing the code to remove those unexpected items is a good idea, since one of the things that bugged me was when I knew a Vendor should have sold some item that wouldn't fit on their page. The weapons tabs are tolerable, since there are two, but armors would definitely benefit from this change. The current armor.txt and weapons.txt numbers assume this change (I expect visiting Charsi with a level 25+ char will show a filled armor tab), so after the code is edited, consider checking the A1 vendors to confirm their armor tab doesn't appear over-filled (ideally a 2x4 area remains, so a sold item could be repurchased). My testing of what their tabs looked like was done with a lvl 1, lvl 5, and lvl 40 char. The A1 Vendors are pretty bare with a lvl 1 char, but A1 has such a large level spread (25 vs 15 for later acts) that even 1 armor of each type barely fits. I think this is fine since players shouldn't need a full suit of gear for BMoor. Testers are welcome to suggest other vendor-organizing systems. I only chose the str-requirement system because I remembered that my design document broke strength requirements into 3 categories (generally 3 vendors per act), but those categories don't have equal item counts, so things could be improved. Currently I'm debating pushing some items into the misc tab (maybe daggers, gloves, boots) |
Author: | Pious [ Mon Apr 25, 2016 7:04 pm ] |
Post subject: | Re: 1.7 Development |
the vendors are fine as far as i can tell. they have plenty of class-specifics and that is the one thing to shop for especially for when it comes to crafting. |
Author: | PureRage-DoD [ Tue Apr 26, 2016 7:11 am ] |
Post subject: | Re: 1.7 Development |
I've been away from home a lot over the last 2 weeks so I've not had a chance to do anything D2 related. Any time I had at home has been spent playing Dark Souls 3. Will be home more after this weekend and able to pick back up. I'm planning on mixing up/adding mobs in arimyth maps rather than using the same mobs in all 3 maps. I'll get that code edit for vendors done too. |
Author: | Brevan [ Tue May 03, 2016 7:16 pm ] |
Post subject: | Re: 1.7 Development |
I'm going to be away for 3-4 weeks, and expect to do little modding other than perhaps String edits (I'll be without a decent mouse). Here's an update that includes patchstring.tbl, so make sure to toss that to your data\Local\lng\eng\ folder Link to Update 1) Download the update 2) Copy the .txt files to data\global\excel\ 3) Copy the .tbl file to data\Local\lng\eng\ Changes:
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Author: | PureRage-DoD [ Wed May 04, 2016 10:41 am ] |
Post subject: | Re: 1.7 Development |
Here's the D2Game.dll that stops vendors spawning 1-3 extra of each item: https://dl.dropboxusercontent.com/u/153 ... em_Cap.exe |
Author: | Pious [ Thu May 05, 2016 2:51 pm ] |
Post subject: | Re: 1.7 Development |
like these changes. |
Author: | Pious [ Wed May 11, 2016 4:47 pm ] |
Post subject: | Re: 1.7 Development |
anyone willing to try this again in a party? |
Author: | PureRage-DoD [ Wed May 11, 2016 8:43 pm ] |
Post subject: | Re: 1.7 Development |
I'm down to try a party run through even if it's just 1 evening a week. What days are best? |
Author: | Pious [ Thu May 12, 2016 12:31 am ] |
Post subject: | Re: 1.7 Development |
weekends are best, but can definitely do weekdays. |
Author: | PureRage-DoD [ Thu May 12, 2016 6:05 pm ] |
Post subject: | Re: 1.7 Development |
Weekends best for me, saturday not so much, friday and sunday are good. 5pm on a sunday till ~3am (GMT). Fridays would be later start but can play past 3am np. |
Author: | PureRage-DoD [ Mon May 16, 2016 9:17 pm ] |
Post subject: | Re: 1.7 Development |
Updated the download package in the Testing thread. Everything before this post is now included in that package. Any updates after this should be applied on top of that. |
Author: | Brevan [ Tue Jun 07, 2016 12:18 am ] |
Post subject: | Re: 1.7 Development |
A small but important set of text file updates. This includes skills.txt (Solo file included if you want to rename it), missiles.txt, and monstats.txt. Link to Update These changes are included:
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Author: | Brevan [ Wed Jun 15, 2016 3:23 pm ] |
Post subject: | Re: 1.7 Development |
This update includes patchstring.tbl, so you'll need to place that in the /data/local/lng/eng/ folder. The other text files go to the /data/global/excel/ folder. Link to Update These changes are included:
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Author: | PureRage-DoD [ Sun Jun 19, 2016 1:59 am ] |
Post subject: | Re: 1.7 Development |
Here's my update (UI work coming at a later date), merge with current data folder after getting Brevans update above. http://www.filedropper.com/hu17prjune19 Changes: Populated each arimyth map with new monsters for more variety map to map. Lowered soulstealers and scarlets resistance slightly Adjusted all new mobs treasureclasses in monstats.txt Fixed missing animdata for troll token Added normal and nm reward for arimyth bosses Cube recipe added to grant chosen boss ear 15 hp+mp & unique overlay. Added many lines to uniqueitems.txt (items are blank, they are simply for cube recipes, but needed a unique name for recipes) Added treasure classes for norm nm and hell arimyth bosses To Do: Fix invisible pixels on low res trees add skill icon for new item only oskills Look into firewall duration issue |
Author: | muleofal [ Mon Jun 20, 2016 12:41 pm ] |
Post subject: | Re: 1.7 Development |
Anyone playing this currently? I've been putting quite a bit of time lately into this and going around with 2 diff characters. |
Author: | Brevan [ Tue Jun 21, 2016 12:48 am ] |
Post subject: | Re: 1.7 Development |
This updates contains the first chunk string updates for the changes in skills. I wanted to include some extra details that I thought might be relevant, but let me know if things like the "Pulse Delay" or "Next Hit Delay" look dumb and excessive. patchstrings.tbl goes to /data/local/lng/eng/ text files go to /data/global/excel/ Link to Update These changes are included:
One thing I noticed is that DragonTalon's char screen display appears to be immutably misleading, does anyone know of a solution, or shall folks have to learn that it's only reflecting their kick damage, and not including their damage-to-attack bonuses. I'd like to finish the rest of the skill string issues by next week. |
Author: | Brevan [ Sun Jun 26, 2016 1:53 pm ] |
Post subject: | Re: 1.7 Development |
This update contains a few text files along with patchstring.tbl. Link to Update This update includes these changes:
I've been considering changing Sorc synergies such that EnergyShield and Warmth each provide +1%Dmg to pretty much everything. This might remind players that those two skills are pretty important to a Sorc without making them feel like they're sacrificing too much by not investing in a synergy. If folks feel like Sorcs are already too strong end-game, just let me know and I'll investigate other methods that are not damage-synergy based. In the near future I'll investigate the DimVision solution PureRage mentioned. I'd certainly be adding a DimVision proc to some items, so If folks have any opinions about that, let me know. I consider that curse to be very effective for defensive gear. I'll also be investigating affixes, and looking into how much effort would be required to improve the webpage output related to those files. If folks have been noticing items with dumb-looking or pointless mods on them, let me know and I'll improve or remove those mods. |
Author: | PureRage-DoD [ Sun Jun 26, 2016 2:28 pm ] |
Post subject: | Re: 1.7 Development |
Quote: Changed the AI parameters of Zakarumite. I think I reduced the chance of them using WhirlWind to match Berserkers, but seem to have misplaced the WW AI information. viewtopic.php?f=20&t=13933 I like the idea for EShield and Warmth. |
Author: | Pious [ Wed Jun 29, 2016 8:15 pm ] |
Post subject: | Re: 1.7 Development |
i really liked the ww zaks/zerkers. they are absolutely horrifying the first time you encounter them. i'd say leave them as is even if they just spam spin. |
Author: | Pious [ Wed Jun 29, 2016 8:39 pm ] |
Post subject: | Re: 1.7 Development |
Brevan wrote: [*] Reduced the StaticField thresholds from (Norm/NM/Hell) 50/65/80 to 33/50/60. It still only removes 10% Life per cast, and I think is affected by LtngRes, but is hopefuly more intriguing now (basically 100%CBlow in the radius as fast as you can cast, but only down to the threshold) i would say the hell threshhold should be capped at 70. the 1% dmg bonus on eshield would be real good for sorcs too. |
Author: | Brevan [ Wed Jun 29, 2016 8:57 pm ] |
Post subject: | Re: 1.7 Development |
I totally agree that WW groups are cool, and relatively dangerous since they potentially get a few attacks per second each (normally they'd attack about 3 times in 2 seconds, if they're lucky). Personally I'd be quite happy to leave them as they are, but I've convinced myself that v1.7 is different enough from previous versions that we should error on the side of things being easy, since the changes enough will make things challenging. I'm pretty sure most folks are going to noob-out: making terrible decisions purely because they don't really know what is available. Folks will be making Sorcs without EShield, Assassins without CoShadows or Shadow Summons, playing chars without mercs at all, etc. It's been mentioned a few times that v1.7 as it is (albeit it's getting easier) is pretty tough, and since I'm under the impression that most of the Testers are very experienced players (I don't think I've actually played with any of you), those opinions bode poorly for more casual and new players or those who are mathematically challenged. I've played my version (pre-modern edits) with a nephew completely new to D2, and was able to witness some of the decisions new players make based ... I think ... on how cool words sound, or their interest in trying all the things rather than focusing on some form of strategy. I'd recommend making v1.9 relatively challenging. Pious wrote: i would say the hell threshhold should be capped at 70. the 1% dmg bonus on eshield would be real good for sorcs too. Meh, return that threshold in v1.9. It's not like people are breaking the game with StaticField currently. I'll do some testing at some point, and see if in Hell its effectively removing only 5% at a time due to resistances. Also, I'm pretty sure it's removing 10% of the current HP, so it would take 5-11 casts to remove that 40% HP in Hell, while a typical AoE spell would probably have killed the group after about 7-10 casts (these should be doing about 20%MonHP as damage afterall). I expect Static to be an interesting 1-point wonder useful for the first few seconds against Bosses.<edit>Tested SField in Hell with my HydraSorc (24%PierceLtngRes). Against lightning themed trash (probably 99%LRes base) SField did nearly nothing while Merc's IBolt was reducing their HP by about 1/4. Against Smith SField was doing far better (hard to judge HP with such a long life bar, but common sense says it'd be around 5%, and that seems about right), but his HP was going down quite smoothly from Hydra, Telekinesis, and Merc after SField's effect stopped, so more testing or opinions are welcome. I think if I had maxed LMastery (maybe ending around 40%PierceLtngRes) Static would have been pretty reasonable against a boss, especially if he had pets or other high-HP targets for the SField radius to really shine. In the future I was thinking of reducing the HP of minor bosses by around 25% (Their HP is higher than in the design document, but if folks like them then I'm fine with them too) and maybe raising the HP of act bosses (maybe 10%), so then maybe mods like CBlow and SField would be more significant.</edit> |
Author: | PureRage-DoD [ Thu Jun 30, 2016 5:49 am ] |
Post subject: | Re: 1.7 Development |
I think difficulty wise, 1.7 is in a pretty good spot. As an experienced player, I'm able to solo to late A4 to early A5 with some difficulty in act 4. With an extra body just to spread mobs over more targets would bring A5 into late A3 to A4 difficulty. Mid exp'd players I think would be looking at finding a partner for mephisto and beyond. Strictly talking of bosses here. I think a soloist would be well able to farm sub bosses and the harder trash areas in good time in order to improve gear before the next push. Act 1-2 are great introductions to the mod for new players and growth rate means if they do make a fundamental error in a build, it's simple enough to rebuild to fix that error without losing too much time. I think it's a different type of difficulty compared to what the playerbase is used to seeing. The difficulty in recent patches has been due to overly high enemy damage with a binary system of getting around it, such as maxed absorb and block etc. 1.7 difficulty is more strategy based than the current version, such as seperating WWing enemies to prevent being swarmed and penned in or avoiding boss attacks rather than stacking stats to nullify them. My 2c |
Author: | Pious [ Thu Jun 30, 2016 9:29 pm ] |
Post subject: | Re: 1.7 Development |
there will definitely be some shock to players because the realm version is so easy by comparison. i think the big issues like mana costs have been smoothed out though and people will find it fun and challenging. |
Author: | muleofal [ Thu Jun 30, 2016 10:18 pm ] |
Post subject: | Re: 1.7 Development |
Got to Act 5 on my own (multiplayer version). Definitely at the point where it's too slow to progress and too tough to progress alone without inching your way through. I'd say the first two acts were good, some challenging bosses and fights, but otherwise even without serious knowledge or gearing, most players will be able to go through solo no issues. Mephy was definitely the point where the difficulty ramped up. Diablo was a good fight for me too - definitely dangerous being in that cage when he gives you firewave or volcano. Tons of fun though. I think difficulty is pretty good spot. Currently playing a caster pally. Mana cost reductions I think are absolutely spot on - spells now don't seem to deplete the bulb instantly but there is definitely a need for mana management, mana potions, etc. Going to see how much further I can go before hitting a real wall. |
Author: | PureRage-DoD [ Fri Jul 01, 2016 5:34 am ] |
Post subject: | Re: 1.7 Development |
Single file update to fix mancer fortress. Fix is just a levels.txt with position column changed from 1 to 0 for level ID 215: http://www.filedropper.com/01julyfortressfix |
Author: | Brevan [ Sat Jul 02, 2016 11:58 pm ] |
Post subject: | Re: 1.7 Development |
This update contains the Levels.txt update from yesterday, so you don't need to download both. I've included a recent set of webpages, which includes the newer suffix/prefix pages. Also, I find if you need to use Chrome to view them, then once you've filtered the list, you can just search for "group" or "level" since those appear on every mod, and just use the search feature's Next/Previous buttons to quickly navigate. FireFox still seems like the best browser to use. Link to Update This update includes these changes:
<edit>Added point about moving gear to Vendor Misc tab. Forgot that I'd moved the VampTouch oSkill from Blackhand Key to VampGaze.</edit> |
Author: | Pious [ Sun Jul 03, 2016 2:28 am ] |
Post subject: | Re: 1.7 Development |
the necro buff was much needed from an hc perspective. with 1 hp/vit its just a matter of time before something hits and when it does splat. the 2hp/vit is exactly what they needed. it certainly won't turn them into tanks but at least they won't get 1 shot or blown up as quickly if they end up in a bad spot. |
Author: | Brevan [ Sun Jul 03, 2016 11:45 am ] |
Post subject: | Re: 1.7 Development |
The design document mentions that it should be taking a few hits to bring down even a fragile character. Please report when your chars are getting 1-hit killed, since that's almost certainly a bugged monster attack. When you mentioned Marilith's Concentration aura was leading to 1-hit kills, it was bugged and has since been fixed. Good stuff. Back around 2013 I ran through the game with a cheaty-gear paladin to find some of the bugs where monster skill damage was being based on player skills (so roughly five times intended damage), but I know I missed stuff (most recent change was the Thrakk's PoisonBall, mid 2015, it's damage was based on PoisonJav skill. I never noticed because I was not testing well and had never let it hit me (I was playing well)). If the char took a few lucky hits to be brought down, then I'd chalk it up to a learning experience. Next time just Terror/DVision/Confuse/Attract the stuff out of the way, and plant a summon in front of whatever remained. If none of that would have worked, then those are critical details to know since it implies the Necro's main defense method has holes to overcome. For now I suppose an extra hundred HP might fill the hole. |
Author: | Pious [ Sun Jul 03, 2016 10:36 pm ] |
Post subject: | Re: 1.7 Development |
one that comes to mind is tobial's fstorm in a1 just before andy. it will pretty much 1 shot most players if you take the shot at point blank. someone unfortunate like a psn strike necro wouldn't even need a full fstorm to splat. |
Author: | PureRage-DoD [ Mon Jul 04, 2016 11:16 am ] |
Post subject: | Re: 1.7 Development |
Skills with a pulse delay synergy show "Skill: -x/25 an evil force" |
Author: | Brevan [ Mon Jul 04, 2016 12:46 pm ] |
Post subject: | Re: 1.7 Development |
The PulseDelay string update was on June 20th, but the update on June 26th should also have an updated patchstring.tbl, did you get those updates? The patchstring.tbl file looks like it was up to date (I didn't download to confirm, just checked file date). The issue might also be with skilldesc.txt (Hi Res), since i don't play with that, and during the last update my system for updating it got interrupted, but I thought I had corrected it. Next update I'll double-check that it's okay, and include patchstring.tbl just in case. Thanks for letting me know. Pious wrote: one that comes to mind is tobial's fstorm in a1 just before andy. it will pretty much 1 shot most players if you take the shot at point blank. someone unfortunate like a psn strike necro wouldn't even need a full fstorm to splat. Yeah, fair enough the monster FStorm spell is pretty strong when you get hit by all 3 jets (i.e. standing adjacent). It shouldn't be a bugged spell (I once had that cheaty-pally lose 3kHP in a couple frames and later discovered that in HU v1.3 one of the A2Maggot poison-lob attacks was doing physical damage every frame along with the poison damage), and was recently reduced in damage to a point that I'm pretty sure should be alright with most folks, but if you've play-tested him within the last month, then your experience might be fresher and more relevant than mine. What I'm aiming for with that spell is that it's avoidable (possible to walk away when the casting animation starts), dangerous in close range (1-3 game yards), not bad mid-range (4-6 yards), and nothing at far range (8+ yards)). When I've got time, I'll see about testing him or Azmodeus (Baal's fire friend), since they're using the same spell.
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Author: | Pious [ Tue Jul 05, 2016 10:37 am ] |
Post subject: | Re: 1.7 Development |
don't get me wrong i like the boss firestorm in its current state. on my barb it hurt but i could avoid it reasonably well. i only used it as an example to show why necros were in such a shitty position. in that respect, it may be better to just remove the whole melee aspect of poison strike and just make it a ranged type skill like psn javlin, only without the aoe. i think the inherent problem lays in the fact that bosses are balanced around pounding heavy tanks in melee range like barbs, and that makes a psn strike necro almost entirely non viable due to the melee range requirement. given the range balancing u got it could have a range cap of 8-10 yards so that a necro cant just sit offscreen and poke bosses to death. this may indeed be a better approach than just blanket buffing necros to survive better (change their skills to make them more ranged/tactical but squishy). |
Author: | PureRage-DoD [ Tue Jul 05, 2016 11:43 am ] |
Post subject: | Re: 1.7 Development |
If assisting with survival is needed just for that 1 skill, maybe adding a short 6-8 yard targeted teleport on it would help with getting in close enough to strike quickly, then retreat, like dragon flight. That would be the ideal candidate as it has a range control built in, so could be restricted to 6-8 yards. |
Author: | PureRage-DoD [ Tue Jul 05, 2016 12:38 pm ] |
Post subject: | Re: 1.7 Development |
Skill Icons update, just merge the data folder with your own: http://www.filedropper.com/hu17skilliconsupd5july Brevan, if you've already made changes to skilldesc, the changes I made here are just the icon ids for those skills. Chill Touch: 20 Vampiric Touch: 22 Shocking Grasp: 24 Fire Nova: 26 Blight: 28 Low Res skill tree backgrounds with fixed pixels here: http://www.filedropper.com/hu17lowresskillbackgrndjuly (link is also in the UI thread) |
Author: | Brevan [ Fri Jul 08, 2016 2:12 am ] |
Post subject: | Re: 1.7 Development |
Besides several text files, this update contains patchstring.tbl, so be sure to place that in the /data/local/lng/eng/ folder. I've included a recent set of webpages, which includes the newest suffix/prefix pages. Note that significant changes to the prefix/suffix files meant that some rare items your characters were holding might have stupid level requirements. If the requirements were raised such that you can't use the item, then there's currently a cube recipe where a single item will be transmuted into its Set and Unique counterpart. You can use that recipe to play with stuff, dupe gems to sell for cash, and produce eth Rare items (most uniques spawn only once, so you get a triple-durability Rare if you tried to produce the unique again) Link to Update This update includes these changes:
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Author: | Pious [ Sat Jul 09, 2016 4:02 am ] |
Post subject: | Re: 1.7 Development |
lots of changes. looks good |
Author: | Brevan [ Thu Jul 14, 2016 1:42 pm ] |
Post subject: | Re: 1.7 Development |
Relatively small text file update. Note that skills.txt is the multiplayer edition. To my knowledge, no one is testing the solo edition except my brother, and he has shown that the start of the game is certainly soloable in that version. Link to Update This update includes these changes:
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Author: | Brevan [ Fri Jul 15, 2016 3:44 pm ] |
Post subject: | Re: 1.7 Development |
This updates includes only monstats.txt, hopefully PureRage can receive it before doing some other updates he was intending this or next weekend. The fix is for NM/Hell summons that mostly gain +%HP per level (Golems, Shadows, DWolf, GBear, Vines, Spirits, BoneWall, SBlade) (IE most lines with the "noratio" column set to '1'). At some point I must have copy-pasted the HP columns from Norm to NM and Hell but forgot to set those summon's NM and Hell base HP to the appropriate numbers in the design document. Link to Update |
Author: | PureRage-DoD [ Sat Jul 16, 2016 4:19 pm ] |
Post subject: | Re: 1.7 Development |
Monstats with fixed arimyth mobs (Brevans changes included): http://www.megafileupload.com/bmsO/Mons ... 6_July.zip |
Author: | Brevan [ Thu Jul 21, 2016 6:45 pm ] |
Post subject: | Re: 1.7 Development |
I figured I'd share a small update that might get to PureRage before he started making significant edits to the same files before sharing the release in some public way (i.e. the Suggestions forum). Link to Update Recent Changes:
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Author: | PureRage-DoD [ Fri Jul 22, 2016 2:01 pm ] |
Post subject: | Re: 1.7 Development |
Following update includes Brevans update above as it's going out to public too: http://www.megafileupload.com/sboY/HU_1 ... 2_July.zip 1. Reduced legion physical res to 99% in all difficulties. Set his regen to 1 2. Added trolls as starting minions with trollposts to prevent multiple posts spawning when 1 is unique 3. Slight scarlet resistance reduction (-10) 4. Reduced delay on soulmancer res aura (from 50 to 15) 5. Changed Scarlet AI to be different from other trials. 6. Changed 1 way warp to mancer fortress to 2 way warp. 7. Added a tp orb to gates of arimyth 8. Added visible warp to soulmancer guard rooms. 9. Adjust placement of teleport pad in HF dragon map and warp to mancer fort (noticed all warps using a telepad are annoying to place, seems to be no set sub tile to fully cover the warp with portal) 10. Added a bulge to the south of plains map to highlight warp to fortress 11. Moved main statue in halls maps to center of the room 12. Changed rejuv pspell from 5 to 3 and calc to recover hp over 1 frame 13. Fixed merc clientside resistance display |
Author: | Pious [ Fri Jul 22, 2016 2:34 pm ] |
Post subject: | Re: 1.7 Development |
nice work. so the rejuv change is gonna basically disable godmode? edit: saw your other post in the testing thread. the change does fix the godmode hax. awsome! |
Author: | PureRage-DoD [ Fri Jul 22, 2016 2:39 pm ] |
Post subject: | Re: 1.7 Development |
Just the ones that use the rejuv packet. Juvs are essentially 1.5 potions just over 1 frame. Can't fix the others without removing healing from vendors |
Author: | muleofal [ Fri Jul 22, 2016 10:34 pm ] |
Post subject: | Re: 1.7 Development |
PureRage-DoD wrote: Just the ones that use the rejuv packet. Juvs are essentially 1.5 potions just over 1 frame. Can't fix the others without removing healing from vendors Is healing from vendors something that can be disabled easily? At the very least, the rejuv packet adjustment will eliminate most people from using godmode. I know there were quite a few using it. Some may be a little more keen on being able to change scripts or alter things. I'd be in favor of removing the juvs altogether like in previous patches. Not having the instant heal makes things scarier and a bit more involved/dodging and strategy even more necessary. |
Author: | PureRage-DoD [ Sat Jul 23, 2016 12:01 am ] |
Post subject: | Re: 1.7 Development |
I couldn't say as I've never dug into that code before, it could be a quick fix, it could be awful. |
Author: | hunterAS [ Sat Jul 23, 2016 10:03 pm ] |
Post subject: | Re: 1.7 Development |
I don't know if it's at all possible but the only true way to eliminate godmode would be to put a cool down on potions... Otherwise, even if you take away juvs like was previously done, one could just set a health potion on their bar instead, so you're under the constant effects of healing - the trade off is once you do that, you can't get unlimited mana anymore, but it's easy to switch. So you're effectively reducing the godmode effectiveness, but running around under the permanent effects of a red pot is still making the game easy. But all in all, if someones going to cheat they are going to cheat. I guess the only way is to limit it as much as possible. |
Author: | PureRage-DoD [ Sun Jul 24, 2016 9:42 am ] |
Post subject: | Re: 1.7 Development |
hunterAS wrote: Otherwise, even if you take away juvs like was previously done, one could just set a health potion on their bar instead, so you're under the constant effects of healing - the trade off is once you do that, you can't get unlimited mana anymore, but it's easy to switch. I'd forgot about potion spamming GM's. That method wont fix those either, just the ones who spam pspell 5 packets. hunterAS wrote: But all in all, if someones going to cheat they are going to cheat. I guess the only way is to limit it as much as possible. Yeh, and limiting things because some people are cheating is just punishing non cheaters to stop the minority breaking the rules. It's a pointless battle to be honest. We could stop maphacks by removing all automaps etc. but that hinders legit players too. It's not worth the headache when D2Dreamlands is in the pipeline (Will add it for 1.9) that comes with an antihack system built in. If we spent all our time trying to stop hacks, nothing would ever get done. If people can't manage without hacks when the rest can, it's just those people accepting the game is too hard for them and they can't manage do do what even the worst legit players can. When it comes down to it, all they are doing is ruining their own experience by removing the danger aspect and just walking through wasting their time. They have Pokemon Go for tht now, but I guess that is still harder than D2 with GM as it is. |
Author: | PureRage-DoD [ Thu Jul 28, 2016 1:35 am ] |
Post subject: | Re: 1.7 Development |
Update, will be last from me until next weekend so figured I should send what I have: http://www.megafileupload.com/fD6x/HU_1 ... 8_July.zip Set arimyth bosses counter levels to 20 (sub boss status) up from 1 (trash mob status) Removed "Required level" string from skills. Switched maggot lair to the wider 2 tile ones. Upgraded Coldcrow from Super Unique to sub boss Added "Survival Kit", dropped by coldcrow, holds up to 10 charges of a skill that spawns 2 quivers of arrows/bolts. Remove the "Required Level" string from skills. Files changed (added on top of current test version) monprop monstats uniqueitems superuniques treasureclassex.txt misc.txt skills.txt SOLO_skills.txt skilldesc.txt skilldesc_LowRes.txt d2client.dll data/global/items/invcmx.dc6 data/local/lng/eng/string.tbl data/global/tiles/act2 folder |
Author: | Brevan [ Sun Jul 31, 2016 6:14 pm ] |
Post subject: | Re: 1.7 Development |
I'm sharing this update because I think I'm done with files that PureRage adjusts more than me (misc.txt, monprop.txt, etc), so I may as well share what I have in case he wants to edit those files by this weekend. This update includes patchtstring.tbl Link to Update Recent Changes:
Request for PureRage (code editing) Please change Ethereal so that it doesn't reduce stat requirements (maybe increase them by 10 instead). Hopefully this is as easy as figuring out which 0Ax value to turn to 00x or which SUB instruction to turn to ADD, but I suppose another wtf-Blizzard post would be entertaining too. Question for anyone Anyone know of methods to reduce frequency of Paladin's Charge-lock? Seems to happen 10% of the time (i.e. a lot). It's not exactly game-breaking, since you can just weapon switch to unlock yourself. |
Author: | slappyNuts [ Sun Jul 31, 2016 6:40 pm ] |
Post subject: | Re: 1.7 Development |
PureRage-DoD wrote: Here's my update (UI work coming at a later date), merge with current data folder after getting Brevans update above. http://www.filedropper.com/hu17prjune19 This link isn't working for me |
Author: | Brevan [ Sun Jul 31, 2016 7:04 pm ] |
Post subject: | Re: 1.7 Development |
The files available in the Suggestions thread are up to date to July 16, but note the first post also contains the July22 update. After getting that update, you could either wait for PureRages's next public update (maybe this coming weekend), or grab the files I just released earlier today. I recall around June that there were some issues for PureRage finding file hosting websites willing to handle the volumes he deals with (graphics are always relatively big, and the .dll files add up quick), so I don't expect the link for the June 19 update to come back any time soon. |
Author: | PureRage-DoD [ Sun Jul 31, 2016 7:50 pm ] |
Post subject: | Re: 1.7 Development |
slappyNuts wrote: PureRage-DoD wrote: Here's my update (UI work coming at a later date), merge with current data folder after getting Brevans update above. http://www.filedropper.com/hu17prjune19 This link isn't working for me Grab the public test version, it has both high and low res ui updated included. I'll update those links on friday. I'll take a look at increasing reqs for eth np. |
Author: | slappyNuts [ Sun Jul 31, 2016 9:46 pm ] |
Post subject: | Re: 1.7 Development |
PureRage-DoD wrote: slappyNuts wrote: PureRage-DoD wrote: Here's my update (UI work coming at a later date), merge with current data folder after getting Brevans update above. http://www.filedropper.com/hu17prjune19 This link isn't working for me Grab the public test version, it has both high and low res ui updated included. I'll update those links on friday. I'll take a look at increasing reqs for eth np. Ok no prob I got the public one I didn't know if I needed both |
Author: | Brevan [ Wed Aug 03, 2016 4:24 pm ] |
Post subject: | Re: 1.7 Development |
A minor update (skills.txt and the two skilldesc.txt) worth including in the next public update. Link to Update Recent Changes:
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Author: | Brevan [ Thu Aug 04, 2016 3:03 pm ] |
Post subject: | Re: 1.7 Development |
This small update affects item files and some monster exp (includes a new solo version on monlvl.txt). This update also includes a complete set of up to date webpages. Link to Update Recent Changes:
<edit>Added point 3 to the download files, but didn't bother adding yet another post for such a minor change. Pretty sure no one has downloaded this yet though, so I figure I got away with it.</edit> |
Author: | Brevan [ Tue Aug 09, 2016 12:14 pm ] |
Post subject: | Re: 1.7 Development |
This will be the last update from me for a while. Also, it's been roughly scheduled that I'll be away in early-mid September, and probably again in October. Since this update contains a .cof file (S1 animation for Ardual), I've arranged the files in a folder tree similar to how PureRage often presents his updates. Link to Update Recent Changes:
Notes: - Note that it's possible for AI WW monsters to have a footprint when they die, and block hallways (leaving the area and returning removed the blockage). Any known solutions? - It seems that Charge-lock only occurs when you hold down the mouse button during continuous charges, so folks could avoid it by clicking for each charge. The situation still kinda sucks, but worth spreading that information. - Can we reduce the level at which 4-6 socket items can fall? I'm find with them falling right from the start, since a 6-socket superior white item is basically as good as a rare only if fully socketed with decent stuff. I think they simply can't fall in Norm, despite the "MaxSock" columns in itemtypes.txt that control how many sockets can exist in ilvl 1-40 items. |
Author: | Brevan [ Sat Aug 27, 2016 8:31 pm ] |
Post subject: | Re: 1.7 Development |
This update includes patchstring.tbl, so make sure to toss that to \data\Local\lng\eng\. Link to Update Recent Changes:
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Author: | Brevan [ Thu Oct 20, 2016 2:06 am ] |
Post subject: | Re: 1.7 Development |
This update includes changes to monster animations (cloned an animation), text files, and patchstring.tbl, so I've prepared it as a folder tree. Link to Update Recent Changes:
While playing a character in A2 attacking the super gargoyle statue that opens a portal to Tal'sTrueTomb, I noticed that his cursing counter-attack reduced by PhysRes by 50%. That number doesn't seem to be in skills.txt, so I was wondering if I somehow lost my D2Client.dll file where monCurse was directed to skillID 489 to 494. The modified date on my file is: 2016-07-24 9:54AM (might be 8hours off due to planetary rotation) If I haven't heard anything from PureRage by October 25th, then I'll try to prepare a public test package. My best guess at what's needed is to compare what I've got against what comes with HUv1.3 and keep adding files until they match. <edit 2016-10-20 09:37 Pacific Time>I updated the update to include a high-res version of skilldesc.txt, and a solo version of skills.txt</edit> |
Author: | Brevan [ Tue Oct 25, 2016 5:00 pm ] |
Post subject: | Re: 1.7 Development |
A small update shared here before I look into preparing a test package for the Suggestions forum's public test thread. Just text file updates. Link to Update Recent Changes:
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Author: | Brevan [ Wed Nov 16, 2016 1:03 pm ] |
Post subject: | Re: 1.7 Development |
Minor update (just text files). This post is essentially a clone of the post in the suggestions thread (public testing). I'm placing a post here to keep a history of updates in one area. Link to Update Recent Changes:
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Author: | Brevan [ Wed Nov 30, 2016 12:53 am ] |
Post subject: | Re: 1.7 Development |
Today's update included all text files, including Solo edition and a high resolution file for skilldesc.txt. The main post was in the Suggestions forum, so rather than copy-paste it or create another link to the update here, I'm going to link to the post. Link to Update Post |
Author: | Brevan [ Sun Dec 18, 2016 4:14 pm ] |
Post subject: | Re: 1.7 Development |
Here's a link to just the edited files of a recent update. It includes changes to patchstring.tbl, so I've organized it as a folder tree. It includes skilldesc_HiRes.txt, which will need to be renamed if you're using HiRes. Link to Update Recent Changes:
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Author: | Pious [ Mon Dec 19, 2016 5:28 pm ] |
Post subject: | Re: 1.7 Development |
wow @ all the work done on states. this should go a long way to dealing with the crash your team mates issue the states created. |
Author: | Brevan [ Wed Dec 21, 2016 1:10 am ] |
Post subject: | Re: 1.7 Development |
Here's a quick update that might facilitate the graphical change requests I added to my 2-week-PureRage-availability-wishlist. I included patchstring.tbl and updated webpages, so the package is presented with a folder hierarchy. SkillDesc_HiRes.txt has been included for those who want it. Link to Update Recent Changes:
After the WeaponMastery changes, I think Assassin, Druid, Sorc, and Barb are tied for having about 10 innate states (1-2 from a weapon, 2 from char creation, 7ish from their class skills). I'm sure it's possible to get another 9 via equipment, but at least they'd have to work pretty hard at it ("Chance" runeword is good for about 5 extra states, but at least they're popular enough that I think folks would get those anyways). |
Author: | Brevan [ Mon Dec 26, 2016 6:04 pm ] |
Post subject: | Re: 1.7 Development |
Here are the files I've worked on in the past week. Note that it includes skilldesc_HighRes, patchstring.tbl, and string.tbl (omit this if you've made changes to strings, my only edit was minor and detailed below). I did not include monstats.txt since PureRage edited their AI (reminder: we both agreed that EvilSorcs of Legion and Soulmancer could benefit from their eleRes being reduced from 120 to 100 in Hell). Link to Update Recent Changes:
I do not intend to make any more balance adjustments or new items for HUv1.7. PureRage is welcome to use the above files to produce .mpq files if he has the time. If he does not, then let me know if there is a more efficient method (i.e. smaller file size) of producing the .mpq files besides opening up the v1.3 patch_d2.mpq and overwriting with v1.7 files before closing it. |
Author: | PureRage-DoD [ Mon Dec 26, 2016 7:41 pm ] |
Post subject: | Re: 1.7 Development |
Here's the files I edited: http://www.filedropper.com/huv17prdec Changes: Base monster AI range increased to fit high res. (35 increased to 40) A few specific AI adjusted to increase trigger radius of certain behavior and skills, for those that ignore the AIDist column. Find potion now finds Supers in A5 norm (up from greaters), Megas in NM and Ultras in Hell. Reduced EvilSorc elemental resistance from 120 to 100. Changed eth requirements from -10 to +10. Removed defunct mastery surrounds from barb mastery trees. Files changed: D2Game.dll D2Common.dll D2Client.dll Monstats.txt data/global/ui/spells/skltree_b_back.dc6 (Note: files are suffixed with -HighRes and -LowRes. Remove chosen suffix for the version you are running. I didn't get the arrows done, as I didn't want to run out of time halfway through, or finish 1 resolution and not have time for the other. I don't think there is a better method than just overwriting for the .mpqs |
Author: | PureRage-DoD [ Mon Dec 26, 2016 11:13 pm ] |
Post subject: | Re: 1.7 Development |
For music versions, it is likely easiest all round to just extract the music files, and provide a data folder (data/global/music) to download. That way we only need 1 download for music, regardless of high or low res. |
Author: | Brevan [ Tue Dec 27, 2016 12:07 am ] |
Post subject: | Re: 1.7 Development |
Once upon a time, players were told that playing with (or without) a data folder was responsible for them dropping or crashing. If we provide a music folder for them to use with "-direct -txt" flags, then do you know if they will experience any issues? Logic tells me that they shouldn't, but experience dealing with Blizzard stuff tells me to keep an open mind. I certainly like the idea of the music folder since that would at least allow us to compress it at a reasonable rate. Were you thinking of people downloading it as a variety of mpq file (i.e. very little compression)? I will prepare the mpq packages. I'll be implementing the following changes:
<edit>I earlier figured I could get the mpq files finished before going to sleep, but after getting frustrated with Ladik'sMPQ (decent interface, but doesn't seem to compress anything), I decided to try WinMPQ (terrible interface, but seems to compress), it looks like this will take longer than I thought.</edit> |
Author: | PureRage-DoD [ Tue Dec 27, 2016 11:32 am ] |
Post subject: | Re: 1.7 Development |
RE: Music. I Spent a couple hours last night looking at methods for making the music version, standalone. I packed the 1.7 game files into the .mpq, then downloaded a music version and extracted just the music files (data/global/music folder) and using the existing levels.txt, changed act 1 town sound environ entry from 1 to 30 (Mephisto) for testing. Test 1: Data/global/music alone, everything else in patch - works Test 2: Data/Global/music packed into patch_mpq. - works Test 3: Data/Global/Music packed into extra .mpq and loaded by D2SE - Failed (WTF?) Music reverted to vanilla. Test 4: Data/Global/Music packed into extra .mpq and placed in a Language_Mus folder + renamed MUS.mpq. Language set to MUS in D2SE launcher. - Failed (WTF?), sama again, vanilla music. Test 5 and 6: As above for 3 and 4, but also included excel folder containing all text files and .bins. - Failed QQ. So looks like it is either manage 4 versions (HR, HR Lite, LR, LR Lite) and pack into the .mpq, or manage 2 versions (LR, HR), and provide a download to the data/global/music folder. I prefer #2 personally, just because it's less likely things will get mixed up in future, and it's very easy to troubleshoot. WinMPQ gave me pretty good compression. Just remember when you choose the data folder to pack, and the dialogue box pops up asking for a path, to enter "data\". I usually do: 0.5: Load game to generate up to date .bins > Close game. 1: Open Patch. 2: Click add folder. 3: Select chosen data folder. 4: Enter data\ when prompted for a path 5: Wait until packing is finished 6: Ctrl + P to compress further (takes 10-20 seconds) 7: Suffix data folder with -off and start the game to confirm it all got packed up into the .mpq. |
Author: | Brevan [ Wed Dec 28, 2016 12:48 am ] |
Post subject: | Re: 1.7 Development |
I've gone with packaging the music within patch_d2.mpq because it might be simpler for new players (just download CoreFiles and then one download for whatever else they choose). Relevant to this thread: I've removed nearly all Dropbox data, so all the update links are dead. |
Author: | PureRage-DoD [ Wed Dec 28, 2016 1:14 am ] |
Post subject: | Re: 1.7 Development |
Prepare to fume . Just spotted that weapons with hidden weapon mastery passives are set to level 6 req minimum. Reducing the req in skills.txt will fix it even if it needs to become a negative. Bit of a pain after packing already ><. Only noticed because I was making a fresh character in new folder. Edit -6 as req in skills.txt will solve it ye. |
Author: | Brevan [ Wed Dec 28, 2016 1:44 am ] |
Post subject: | Re: 1.7 Development |
pfft, level 6? Lucky you're playing a Barb, my Paladin was faced with level 12. Welp, time to grab a dagger or wand and get cracking. A quick test with the hidden passives skill levels set to -10 implies that it solves the problem, which surprised me quite a bit since I assumed D2 would treat a negative level requirement as zero and I'd be trying to use OllyDBG to help you look for the hidden "oSkills increase level requirements to SkillLvl+6" in some file. Precedent has been set - testing with the finished product is relevant and critical. |
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