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 Post subject: 2.0 test files
PostPosted: Wed Jun 27, 2018 7:40 am 
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HiRes No Music test (spawn unique/set + teleport through walls)
https://www.dropbox.com/s/us9icr6rb0rcnkx/2.0%20HiRes%20nomusic%20test.zip?dl=0

HiRes No Music
https://www.dropbox.com/s/pacsmsotrc1gkz3/2.0%20HiRes%20nomusic.zip?dl=0

HiRes New Music
https://www.dropbox.com/s/ir9876925ki7b87/2.0%20HiRes%20music.zip?dl=0

NormRes No music
https://www.dropbox.com/s/3hazr3wnjbeddm3/2.0%20norm%20res%20no%20music.zip?dl=0

Inside you'll find the change log.

Bosses are a lot harder like they were years ago. Don't expect to solo without proper gear/build and a lot of pots.

2.0 Change Log:
Keep in mind that 2.0 is based on 1.8


Life for characters:
Barbarian: 5 life per level / 4 life per vita
Paladin: 5 life per level / 3.5 life per vita
Amazon: 4 life per level / 3.5 life per vita
Assassin, Druid: 4 life per level / 3 life per vita
Sorceress, Necromancer: 2.5 life per level / 3 life per vita

Mana for characters:
Sorceress, Necromancer, Druid: 4 per level / 3 per energy
Amazon, Assassin, Paladin: 2.5 per level / 2 per energy
Barbarian: 2 per level / 1 per energy

Max res is 50, but can be raised to 55 with unique charms.
Max enhanced damage is 255%
Max enhanced defense is 100%
Health pots heal 100% hp over 10 seconds
Mana pots heal 100 + (charlvl*5) + (energy*3) over 6 seconds
skills scale slightly with character level and base skill level

Boss rune drops:
Countess norm: eth - sol
Countess NM: ko - gul
Countess Hell: mal - Lo

Nihlathak norm: lum - ist
Nihlathak NM: um - sur
Nihlathak Hell: vex - cham

Sarina also can drop runes at an increased chance, but it is not guarenteed.


General:
fixed xp ratios to be like 1.21
fixed trash monster hp ratios and resistances to be like 1.21
rebalanced (fixed) character spell damage (buffed all)
changed hp table to: HPTable = 300,300,350,400,500,600,700,800; to balance p8 xp grinding vs p1

Monsters and Bosses:
increased trash monsters physical and spell damage
greatly increased boss offensive and defensive powers to be more like they were back in 1.21z


Challenge Areas:
Normal tome challenge = level 50-65
NM tome challenge = level 75-85
Hell tome challenge = level 95-100
remade hell tome challenge map, monsters and boss balance and changed it to level 95-100
increased level of arimyth areas to 55/80/95 in norm/NM/hell

Mercenaries:
added frostbite to a5 wolf mercs
added feral rage to a5 bear mercs

% Health changes
rebalanced soulmancer, challenge tome rewards and NM samhain charm rewards
You can now get 40% total hp from charms: 10% Normal Soulmancer, 10% NM challenge, 10% NM Samhain, 10% Hell Soulmancer
reworked BO and Oak Sage: removed the %hp/mana they now only give flat hp/mana at 36 + 6 per level; this will be about 600-800 hp endgame with all the % hp bonuses from gear and skills
removed vita and hp% from rubies; they now give flat hp: 9/18/27/36/48/60/75/90
removed hp% from all non-elite armors
removed hp% from maras
removed hp% from siggards stealth
war gives level 30 oskill increased stam now (this seems high but it needs to be this high to be better than a tyreals with 4 uber rubies on non barbs)

Amazon:
reduced mana cost on innersight and multiple shot
increased pierce % on pierce skill
fend is now 3/2 weapon dmg
buffed ar and def from amazon passives
added cold damage to freezing arrow, it is now the highest single target ele bow skill

Paladin:
buffed conviction base -res from -5 to -10
increased blessed hammer missile speed
fixed prayer to stack properly but had to change the way it heals
prayer no longer pulses every 3 secs, it now heals almost constantly
prayer scaling = 1% max hp + 0.14% per slvl
buffed prayer bonus hp to 4hp per slvl
reduced absorb on resist aura from 1% per level to 1% per 3 levels
reduced max res from salvation from +1% per 3 levels to +1% per 8 levels
increased holybolt heal to 6-10 + 4 per level
removed smites defiance/vigor synergies
added defiance/vigor synergies for holyshield/+1% per lvl

Sorc:
static now has 3 missiles instead of 7

Necro:
reduced CE damage

Assassin:
reduced death sentry dmg
reduced wake of fire damage by more than half
reduced charged bolt sentry damage by ~20%
reduced inferno sentry top end damage slightly
reduced claw block to 45% max
reduced curse and poison length reduce on fade by half
increased skill level per dr% on fade from 4 to 5
buffed fists of fire damage and radius
buffed claws of thunder damage
buffed blades of ice damage
buffed phoenix strike damage and all 3 charges stack now
increased blade sentinels dmg by a factor of 4
put death sentry back in the same group as other traps (death sentry counts towards your max number of traps again)
increased mana cost on death sentry to 30+1
reduced the number of shots death sentry takes from 5 to 2
increased mana cost of traps from 4+0.5 to 8+1

Barb:
reduced weapon mastery and barb combat skills to 24%ed + 4%ed/lvl
increased stamina now gives 1% addtional hp per hard point
increased def% on concentrate to 48%+6%
increased def% on ironskin to 48%+6%
increased range on WC slightly
increased BO hp to 60+10/lvl

Druid:
added ed% 24+4/lvl to feral rage
turned maul into a 1/2 weapon dmg aoe
buffed base hp% on lycan to 35%
lycan gives 1% addtional hp per hard point
increased def% on lycan to 48%+6%
buffed hp% bonus on werebear to 25%
increased Oak hp to 60+10/lvl
ravens now do cold/fire damage and are more aggressive


Items:
reduced the numbers on superior items now it is: 5-10% dmg, 5-10% def, 10-15% AR, 20-25% dur
increased base armor on all items by 50%
rebalanced sockets on unique/set helms and body armor; it follows this baseline: normal/exceptional: 2 sockets, elite: 3 sockets, high level elite bodyarmor: 4 sockets
buffed res from gems and um rune
buffed block from amethysts
removed indestructible from most lower level runewords
reduced enchanced damage on most lower level runewords
removed CB from most lower level runewords
fixed staff mods on claws and orbs and other items
reduced pierce on all non-weapon and non-bodyarmor gear slots to a max of 3
removed fbr from shock absorber and added 8-12 dex
removed 50 vit from corpse mourn
removed vit/lvl from tancreds armor and added flat 10 vit
increased max ed% on jewels from 20% to 30%
reduced pierce and extra damage on facets to 2% to help balance ele damage endgame
added physical facets again they give 30% dmg and +10 min/max dmg
reduced the dex req on high level bows to help elemental bow builds
added extra ele damage to tal, ral, ort, thul
changed pierce on gul, vex, ohm, Lo, Sur to extra damage
removed pierce from arrows
added nef to desire RW

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Last edited by Mrawskrad on Mon Jul 09, 2018 10:34 am, edited 17 times in total.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 7:48 am 
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How should this be installed? Over 1.8?


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 7:49 am 
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you can just replace the 1.9 files with mine and swap em back if you want to play realm again

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 2:02 pm 

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go in realm reset go-go


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 4:39 pm 
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The download looks oddly large (400MB), was it not compressed? For a no-music patch_d2.mpq, it should end up around 130MB.

I don't mind making a quick check for numbers and stuff, but I can't download files that large if it's just a test, and I can't play test a HighRes version (thus the offer to just check numbers).

I recall having trouble compressing the .mpq files using Ladik's MPQ Editor software (but I still used it because the interface seems nicer), so I used WinMPQ to compress things and it did the job just fine (but using it for other things kinda sucks). After I was finished editing files, I used Ladik's MPQ to overwrite stuff in the original MPQ, and once I was completely done with that, I just opened each MPQ with WinMPQ, and selected the "Compact" option in the "MPQ" menu, and then closed the file. It takes a minute, but you get that time back when trying to transfer the file.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 6:02 pm 

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Maul's skill description is fucked up.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 6:12 pm 

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Didn't take long to find some problems and a rough exploit and I'm on my first class. I'm bad at modding though so I should probably keep this to myself. :P


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 6:15 pm 
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Ensley03 wrote:
Didn't take long to find some problems and a rough exploit and I'm on my first class. I'm bad at modding though so I should probably keep this to myself. :P


Or maybe just explain it. :idea:

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 6:20 pm 

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But I would feel so vindicated if this went live.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 7:40 pm 
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Yeah I just forgot to compress it. I'll fix everything when i get home from work.

This is why I always post my patches on the forums before I send them to duff for everyone to find any errors.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 7:54 pm 

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I had a 1.9 solo version that used the same skills (just better items) up for months with over 100 downloads and nobody left 1 word of feedback. No one else is going to leave feedback here either because nobody else cares about testing or even really knows how, but they'll all line up to complain about what's wrong with it when it goes up, and since you basically implied that this is the GOAT patch, you'd really get dumpstered if anything is less than perfect.

I'll probably post my feedback soon...


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 7:59 pm 
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Lol they left feedback on my 1.9 post. I also get feedback in my PMs.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 8:53 pm 

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Cool story but here is what real feedback looks like.

First of all, I think you should remove the 10k starting gold and give players default noob gear like it used to be, to avoid multibox gold farm to start the game. This just ruins the feel of starting D2. Also, I really think you should increase the chance to gamble sets and uniques; the reponse from that in 1.9 was very positive.

Secondly, shockwave and warcry damage is too good, especially the stun on shockwave being like 9 seconds, you can herpderp stunlock anything that isn't a major boss. These skills are also aids in 1.9, and I believe it may be due to whatever the hell this is that they both have: (100+stat('passive_mag_mastery'.accr)) * (100+(ulvl*ulvl*ulvl*(10+blvl/2)/200000))/100-100 What the hell is passive mag mastery? These skills scale too high, and 5k dmg for an aoe permanent stun is cancer. I would probably just remove the stun completely on both of them, and slightly reduce the damage.

Assassin:

-Dragon Tail has a serious problem with the radius and damage. At level 35+ you can permanently knockback and destroy the entire screen of anything that isn't immune to fire. You don't even need claw mastery or a melee skill, just hold down right click and spam Dragon Tail. This is super clowny and abusive. What I did for 1.9 was lock the radius at 2 yards and boost the damage to compensate.
-Blade Sentinel is not adding 1/5 weapon damage as tooltip says. Also, the hitbox for this skill was destroyed in 1.7 or 1.8 and it doesn't even hit the target unless it passes directly through, so increasing the hitbox size would be really helpful.
-Blade Fury needs a small damage boost
-CB Sentry sucks a bit too much even for trash
-Cobra Strike nova could use a small radius boost or at least a faster velocity, perhaps both to make a decent aoe farm skill

Druid:
-Maul needs a small AR bonus, even just 20% + 4%/lvl
-Feral Rage 30s is too long unless the intent is for people to have that permanent run speed and leech while using other skills, which seems kind of silly
-Overall the damage of Fissure, Molten Boulder, Firestorm, Arctic Blast, and Volcano, combined with their mechanics, makes them all not good. They really need some kind of boost to damage or radius or something to make them have a purpose.
-Tornado kind of sucks, it does the same damage as Twister without stuns. For comparison, it does ~20% less than Fireball.

Sorceress:

-Perhaps Static could be changed to hit 3 times instead of 7 and adjust the damage to match current values, so it has some viability vs bosses without counters that crash the game.
-Thunderstorm needs a nerf, holy cow, 7k dmg at 35 for an AFK skill, lul
-Hydra only lasting 10 seconds is kind of lame; perhaps a 5 frame/lvl increase to duration
-Inferno damage is super bad
-Firewall damage is super bad unless you can stack it 6 times, which is just not feasible. Perhaps reduce the duration to 5 or 6 seconds and double the damage. This would make it do more directly while also avoiding stack abuse.

Amazon:

-Immolation Arrow could use a radius boost
-Poison, Plague, and Disease spray could use a small damage boost

Paladin:

-Fanaticism needs a nerf
-Might, Holy Fire/Freeze/Shock and Sanctuary all need a damage boost unless they are never intended to be used late game. Especially the Holy/Sanc auras. An aura that just adds 2k ele dmg is never going to be used.
-Blessed Hammer is super bad; 5k dmg at 35 with 35 conc for a bad mechanic skill; should be around 9k at those levels

Barbarian:

-Increased Stamina is bad; make it 2%HP/lvl or add another effect like life on hit or something
-Battle Command may be better with a flat 5 minute duration so it's less upkeep
-Why is Battle Orders terrible? +240 HP at level 35? No %Increase at all?
-Whirlwind damage sucks; 76% dmg at lvl 20, kek. either needs a 3/2 dmg mod or a lot more than 2%/lvl, but if you don't up the damage more than 2%/lvl then it would just become a 1 point skill since 40% dmg is not worth 20 points...

Necromancer:

*It seems like the chance to hit for golems and spectral blade is very low. Did you remove their AR modifiers? Blade has ITD but it seems to still whiff a lot.
-CE should be changed to either full fire or full phys since the damage is so nerfed; then at least you could debuff for it
-Golems are all kind of terrible; 3k HP with lvl 35 golem+mastery...could use some more survivability
-Death Knight damage is a bit low; 2400-3600 at lvl 35 with 35 mastery is poop.


Last edited by Ensley03 on Wed Jun 27, 2018 11:27 pm, edited 4 times in total.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 9:59 pm 
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What level and content are you testing? Slvl 35 is extremely low for endgame

Edit: and lol at making new chars to grind 10k gold being the game breaking exploit.

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Last edited by Mrawskrad on Wed Jun 27, 2018 10:31 pm, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 10:30 pm 

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General item feedback:
Some of this stuff is a lot better than what's currently on 1.9. Should possibly consider increasing NM and Hell resist penalties to -60/-120 like I did if gear is going to be this strong. It would also be nice if Life Tap could appear on more than just 1 item in the entire game, perhaps as a rare/crafted glove, belt, and boot mod. Some other specific things:

RWs:
-Harmony RW has an error where it says dmg%lvl instead of dmg%/lvl
-Zephyr RW has a blank gap that messes it up
-I really prefer if Staff Runewords are simplified so that instead of adding bonuses to random skills you may or may not be using, just increase the all skill/pierce/eledmg values of the staves. For example, for Leaf, remove the inferno/firebolt/warmth bonuses and just add 5-10% fire pierce.


Sets:
Arcanna's:
-Meditation should be removed from Arcanna's since it flashes on and off and is very buggy. It's better to just give the set an FCR + mana regen bonus. Also this set kind of blows since it has no pierce or dmg bonuses.

Cathan's:
This set is pretty huge and might need some tweaking, especially those rings

Berserker's:
75% PLR kind of op

Aldur's:
Please add poison %damage and pierce so this is viable for Rabies/Creeper builds

Sazabi's:
Set is huge for just 3 pieces, maybe lower skills from 5 to 4

Elemental jewelry set:
90% F/C/L resists from 3 items? PogChamp


Last edited by Ensley03 on Wed Jun 27, 2018 10:34 pm, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 10:31 pm 

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I wouldn't say 35 is extremely low for most classes. Druid for example has a harder time stacking skills compared to Sin, so I test skills at higher levels for Sin, 40 and 45.

Edit: The game breaking exploit is Dragon Tail buddy.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 10:35 pm 
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Good suggestions I'll make the changes when I get home

The mechanics of dtail make it garbage for bosses so I over buffed it. I'll nerf it though.

Edit: a lot of items res values are similar to how they were in 1.21. I should set the res penalty back. Good call.

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Last edited by Mrawskrad on Wed Jun 27, 2018 10:39 pm, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 10:38 pm 

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You are right it's bad for bosses or just anything that's immune to fire, but it's way too abusive against trash in say, Ancients Way, you can just right click plow through the entire zone without even any gear.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 10:42 pm 
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I'll find a good place for it.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 10:45 pm 

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Disregard comment about Salvation; I forgot to swap in the d2mod ini, herp.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jun 27, 2018 11:26 pm 

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oops


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 3:40 am 

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Can you put in the change we talked about before, giving all 1h weapons +2 range, two hand swords/axes/staves +3 range, and spears/poles +4? Daggers, wands, orbs could all be just +1 range.

Also, could you please nerf or remove boss teleport when hit to 1% or 0%? People have complained about this as it's super lame and renders some skills useless vs certain bosses because they just keep teleporting, particularly Radament and Guardian.

I also noticed that catapults have -66 cold resist in hell, and I think it's supposed to be 66.


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 4:50 am 
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Yeah I changed weapon ranges before. Should be like you suggested now.

I could reduce the teleport a bit.

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 4:56 am 

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The weapons txt in that download doesn't show it, so just double check that.


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 6:30 am 

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Ensley03 wrote:
You are right it's bad for bosses or just anything that's immune to fire, but it's way too abusive against trash in say, Ancients Way, you can just right click plow through the entire zone without even any gear.


dtail also does no dmg to pi. It goes through 2 resist checks, pi then fi.

anc way is normally filled with pi undead and dtail is not a good choice there


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 7:22 am 

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It would be great if the color of the enemy life bars could be changed. In dark background dungeons it can be really difficult to see enemy hp.


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 7:25 am 
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@Minu566

Is there anyway you could provide screenshots of the situations you're talking about? Not that I can do anything about it but I'm not sure if I've ever ran into the issue of enemy life bars being hard to see, though arguably I might just not pay enough attention to that to notice but it might be easier to pinpoint what you're talking about with a SS of the area that impacts you the most.


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 9:38 am 

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Ensley03 wrote:
Cool story but here is what real feedback looks like.

First of all, I think you should remove the 10k starting gold and give players default noob gear like it used to be, to avoid multibox gold farm to start the game. This just ruins the feel of starting D2. Also, I really think you should increase the chance to gamble sets and uniques; the reponse from that in 1.9 was very positive.


I agree, that 10k at the start seems so random. Even in SP u can just create many chars at start, gamble with them and transfer the items to your main char... a bad way to play D2...:)

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 10:23 am 
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update coming soon. waiting on my shitty internet.

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 10:26 am 

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As in 1.8 here also if u cube 1 ring or amulet you can 2 jewels, 1 unique 1 set. You cube 1 charm u get 2.....


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 10:36 am 
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yeah thats just for testing

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 10:44 am 

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I tested sorceress skills in endgame. Hi-end gear, lot of pierce, (no charms), just how it feels to clear in a5 hell zones.

Fire skills:
Ensley mentioned inferno, yea maybe thats a little weaker than others. I don't like the skill in general. Fire wall, I agree here as well, lower cast delay would help. Other skills feel good.
Cold skills:
All feel good. Frost nova a little too good. E.g.: 5.2k glacial spike vs 6.5k fnova and you don't have to aim (but stay closer).
Lightning skills:
Nova is great just as cold version, but chain lightning is even better. You can spam it, it hits 13 times each, with 6.5k average, from distance. Regular lightning is similar with 9k average to single target. Consider looking at them again. Thunder storm: Yes it hits hard, but not too often, you can't build purely around it.
Mang Song's Lesson Archon Staff:
10 all skill for 3 class + some mastery + 25 pierce along with 5 sockets + more defense and all res than any shield can offer... I found one of this in 1.8, it was the same there. I suggest to remove the +3 to class skills from it. It will still worth using.

I also checked Shockwave and War cry out of curiosity. I can approve Shockwave is brutal. War cry was also very good wearing tank gear and Heaven's wills. If you remove the stun from it, how about a nova-like aoe?


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 10:49 am 

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Mrawskrad wrote:
yeah thats just for testing


(just a naive question). when will normal version lauch?:)


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 10:56 am 
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Hopefully soon. It depends on when Duff checks in on us. There will always be feedback and things to adjust but I'll stop making edit and prepare all the files Duff needs as soon as Duff contacts us.

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 10:57 am 

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will my test version save (playing SP) work with the normal version?


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 11:01 am 
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yeah

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 11:01 am 
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https://www.dropbox.com/s/819scdfc7q4fysg/2.0%20test%20patch%20files%202.zip?dl=0

res penalty is again -60/-120
reduced all res bonuses on all unique, set and runewords by up to 50% in some cases :')
elemental staff runewords now give pierce and extra damage instead of +to specific skills
fixed zephyr
fixed catapult res
fixed weapon ranges
reduced chance for monsters to teleport when struck
removed meditation from arcanas and replaced with mana regen
reduced PLR on berserkers to 25%
added poison pierce/damage to aldurs set
reduced all skills on sababis to 4


increased elemental auras and sanctuary damage by about 33%
increased blessed hammer damage slightly
increased firewall damage and halfed duration
increased inferno damage slightly
reduced thunderstorm max damage by about 25%
reduced damage and range on dtail
increased bolt on charged bolt sentry from 10 to 12
removed weapon damage from blade sentinel (its too hard to balance if it has weapon damage the way it currently works and i dont want to spend time fucking with it right now)
increased bladefury damage slightly
reduced warcry damage slightly and set stun at 0.1 secs
reduced shockwave damage slightly and set stun at 0.1 secs
increased damage on arctic blast
increased damage on firestorm
increased damage on molten boulder
increased damage on fissure
increased damage on tornado
increased damage on volcano
increased hp and damage on wolf and bear summons
increased hp and damage of all necro summons
increased teeth, bonespear and bone spirit damage

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 5:48 pm 

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Personally I don't like the increased penalties to resistances.
I don't see the fun in being pushed into shields with diamonds and farming all res charms. This just takes away a lot of freedom to customize gear, especially for mercenaries.


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 7:09 pm 

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Minu, It looks like it should be similar now to what is currently on realm as far as resists go and I don't think it's bad, especially for mercs. A merc can just wear a crafted chest with high resists and put 4 dank jewels in it and have like +80 all res in 1 item if you play your cards right. Do this with a helm too and your merc has almost maxed resists in hell with 2 items. Give him Elemental jewelry set and something else with poison resist and you are overcapped. This is just one simple example. However I did not increase the penalties for mercs, only players as listed in changelog. If Mraw did then it just drops it by 20.

Mraw, most looks good, but Tornado looks funny; says the damage is 3664-5279. Did you forget to adjust the minimum tiers? Also the phys on boulder was not increased, just the fire. I don't know if that was your intention or not.

I really like where Shockwave is at, but I think Warcry could use a *small* radius boost now, since you really get pounded without that stun. You didn't up Whirlwind at all, any reason or just forgot? And what is the explanation for Battle Orders being poop?

Also Tucker is right, the Mang Song staff is really imba. Nova/FNova might be a tiny bit strong, but having to be on top of the monsters blows so I wouldn't nerf them very much, maybe 10%. No word on possibly changing Static to 3 hits?


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 7:40 pm 
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Ww is fine the way it works makes it strong no matter what, giving it more damage isn't necessary.

I could increase bo and oak a bit, but I tried to stay away from "you can't progress without bo or oak" gameplay hu had before. The patch wasn't balanced on requiring bo and oak so if they are too good then it would trivalize the game

I forgot to edit mangsong. Other stuff maybe if I have time to. It doesn't seem that important to change right now.

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Last edited by Mrawskrad on Thu Jun 28, 2018 7:46 pm, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 7:43 pm 

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Oh yeah I didn't notice Oak is the same. Well perhaps you could just add a small self only HP% buff to them so that way they don't become buffbots for multiplayer. Maybe 1% per 2 hard points and 5 soft points?


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 7:58 pm 
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They don't need it. The only thing that would stop buff bots is a short duration.

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jun 28, 2018 11:57 pm 

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Mrawskrad wrote:
Hopefully soon. It depends on when Duff checks in on us. There will always be feedback and things to adjust but I'll stop making edit and prepare all the files Duff needs as soon as Duff contacts us.

Fingers crossed. I didn't mention any gamebreaking anyway. I checked Zon elemental skills now, they all seems good damage wise. But there comes the issue with trash counters and light fury. It procs sooo many, that immediately kills your merc, valk, decoy, and has good chance to kill you. You can't even run away if they dodge lock you. Fire blasts and their icy versions are the worst, because they're hard to see. Does it work like that, if main hit procs, then all bolts will?
I went back to sorc and played a little more with cb. Same issue there. At least cb sparks moving slow. There could be more skills I didn't think of. Anyway, I vote for removing trash counters. They are just annoying and ruining skills for hc. Monsters have enough damage theirselves, and one light fury won't kill 3 packs like in 1.21 (which is good), instead 3-4 kills one pack.


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 Post subject: Re: 2.0 test files
PostPosted: Fri Jun 29, 2018 12:18 am 
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I can remove or lower the chance. I would prefer to lower the chance. I'll check the chance of them when I get home. If it's really high then I'll just lower it. That might be a good middle ground. I kind of like them it stops people from going 100% glass cannon and blowing everything up before monsters can fight back.

I think it's good that lightning fury has a weakness too. It's incredibly strong.

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 Post subject: Re: 2.0 test files
PostPosted: Fri Jun 29, 2018 1:08 am 
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Here are the HU v2.0 Beta Webpages (items, recipes, etc) folks might like to check out for testing.

I've only had the time to go through the debuglog file, so you're probably already aware of these:

  1. Misc.txt
    - UltraManaPotion spelldescstr copy-paste error (should be "mppotdesc")
  2. UniqueItems.txt
    - Arcane Facet prop4 copy-paste error (pasted the prop into the par field)
  3. TreasureClassEx.txt
    - "Nihlathak Rune (H)" item5 typo (should be r30)
    - "Baal (H)" item1 ("Uber Item" should be defined earlier in the file, but if this is working, then cool)
    - "Baalq (H)" same concern as above
  4. Cubemain.txt
    - "Magic Weapon -> Normal" output1 has "noe", but that isn't used in outputs, would recommend this gets removed or someone double checks that this works
    - "Magic Armor -> Normal" (same as above)
  5. Monstats.txt
    - Valkyrie monType "HumanDeitySummon" hasn't been added to MonType.txt yet so the game won't recognize it. She's the only one, so maybe this wasn't intended at all.
    - arrowdropper refers to a treasure class that hasn't been defined yet, but maybe this was just something you just played with and then partly removed.
    - boltdropper (same as above)
  6. Skills.txt
    - MonBash and MonCharge skilldesc field could be cleared (those descriptions don't exist anyways, and it looks like you don't intend players to see those skills)


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 Post subject: Re: 2.0 test files
PostPosted: Fri Jun 29, 2018 1:22 am 

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LFury weakness should be that it's just bad vs bosses because the direct damage is low. I agree with Tucker that dying in HC because of trash counter spam when the goal is to AOE clear trash is pretty clowny. It should be low chance and not heavy damage if it exists at all. Like the ice shard storm that zombies cast when you hit them is kind of aids.


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 Post subject: Re: 2.0 test files
PostPosted: Fri Jun 29, 2018 2:09 am 
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Hc isn't hc without the chance of death. I'll lower the chance but not remove it yet.

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 Post subject: Re: 2.0 test files
PostPosted: Fri Jun 29, 2018 2:28 am 

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Yeah but instagibs and trash RNG procs are not good reasons to die.

There are more errors in debug than I usually see with this patch, saying it can't parse treasure class items and such, I hope none of that is gamebreaking or you can fix them.

I really really want to reiterate my complaint about Static and game crashes vs bosses if all 7 hit along with other spells, and lowering it to 3 or 4 hits instead might fix it.

That's all I can think of atm.


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 Post subject: Re: 2.0 test files
PostPosted: Fri Jun 29, 2018 3:13 am 
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Which is why I'm reducing the chance.

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 Post subject: Re: 2.0 test files
PostPosted: Fri Jun 29, 2018 9:35 am 
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https://www.dropbox.com/s/rh4gmxecvku7nh5/2.0%20test%20patch%20files%203.zip?dl=0

fixed txt file errors (please double check for me)
removed +3 skills from mangsong
reduced static to 3 hits (increased dmg to remain the same)
increased WC aoe slightly (feels good but not too big)
fixed tornado min dmg
reduced trash counters from 25% to 5%
i think that's all for now

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 Post subject: Re: 2.0 test files
PostPosted: Fri Jun 29, 2018 3:20 pm 

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attacking trash have chance to teleport you to random spot?


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 Post subject: Re: 2.0 test files
PostPosted: Fri Jun 29, 2018 11:00 pm 

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Still got this in debug

10:44:33.836 Duplicate string index ''
10:44:33.836 Duplicate string index ''
10:44:33.837 Duplicate string index 'rainbow facet'
10:44:33.837 Duplicate string index 'rainbow facet'
10:44:33.871 Couldn't parse treasure class item! (Line:727 Item:1)

10:44:33.871 Couldn't parse treasure class item! (Line:728 Item:1)

10:44:33.871 Couldn't parse treasure class item! (Line:887 Item:4)

Line 727 is 'uber1' 2 and 3. Not sure what that means.
Line 728 says it's a baalstone but the item is called 'Uber Item' ? I can't find an item called Uber Item.
Line 887 item 4 is Nihlathak rune (N) r25. r25 is Vex and this is very odd because it says he can drop r22-29, but there's only a problem with r25?


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 12:38 am 
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I checked those debug errors. Everything seems to be correct in the txt files. It should be fine.

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 1:42 am 
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Don't worry about the "Duplicate String Index" in UniqueItems.txt, those are more like warnings than errors.

The line numbers in the debuglog file are not the same as the row numbers in Excel (or similar spreadsheet). Generally to find the row number in a spreadsheet program, add 2 from the debuglog's line. The "Item" isn't a reference to the headers in a file (the TreasureClassEx file coincidentally has several headers starting with "Item"), and it starts at 0 (the first column checked by the debugger).

Examples:
10:44:33.871 Couldn't parse treasure class item! (Line:727 Item:1)
10:44:33.871 Couldn't parse treasure class item! (Line:728 Item:1)

These are referring to the "Item2" column, of the rows starting with "Baalstone" (729) and "Baalstoneq" (730). The issue is that their Item2 drop is something that hasn't been defined yet in the file. I haven't tested this type of issue, but my guess is that D2 will look for the odd thing in an items table, fail to find it, and then shrug while giving you nothing (I wouldn't expect D2 to crash).

10:44:33.871 Couldn't parse treasure class item! (Line:887 Item:4)
This is the row 889, "Nihlathak Rune (H)" "Item5" column, which shows "f30". I'd agree that a 'f' and 'r' look pretty similar in some fonts, so it's not hard to miss it, but if you wanted to farm Ber runes from Hell Nihlathak, then you are going to be disappointed.

That aside:
Misc.txt
- UberHealingPotion spelldesccalc shows 450, but the other healing pots all show blank (inconsistencies worry me)
- UberManaPotion spelldesc is 1, but other mana pots use 2
- UtraHealingPotion spelldesccalc shows 550
- UltraManaPotion spelldesccalc shows 450, but the other mana pots use a formula

I confirmed the fixes to the two skills and unique item I mentioned earlier. I didn't check anything else.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 1:47 am 
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I just removed the baalstone and baalstoneq as they weren't even used or needed.

I'll fix the rest of those errors now.

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 2:12 am 
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https://www.dropbox.com/s/uxuub67kx2o1olc/2.0%20test%20patch%20files%204.zip?dl=0

fixed the errors mentioned before

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 2:28 am 

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Nice work Brevan, I would have never noticed that F instead of R, but who let that happen in the first place? lol.

Sounds like the patch is ready. I'll take a gander at the new link. I guess just send it to Duff later today if no one else finds a problem. Then we can wait a year for him to login. :D


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 2:46 am 

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I'm getting a crash error on startup with this new mpq even on a new character. Does this work for you?


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 2:48 am 
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yep

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 3:08 am 

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Well restarting was a magical fix. All seems good. I wish you would have changed the startup to basic gear with 0 gold again though, and buffed gambling. :P


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 4:41 am 

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Hi

Think I already asked you this but can you remove corpse requirement for skeletons?
If I decide to put 40 points and there are no corpses near me all those points are wasted.
Any other summoning spell has no requirement except cast delay, why not make skeletons like that? Just set some cast delay so that you cannot spam them.

And one question, what is the point of leap? Do any of you ever skill or use it?
Is it possible to replace it with some new skill?


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 7:28 am 
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I would also be behind a gambling touch up, unless you think everything is fine as it is.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 7:47 am 
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It's already pretty easy to gamble uniques and sets. I remember one patch, maybe 1.5, gambling was increased and it was super boring to just gamble all the best gear.

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 8:17 am 

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I imagine it's kinda hard to get gambling well balanced. If the chance is too high drop won't matter 'til elite/endgame gear. If it's too low nobody's willing to waste the amount of gold and time it requires. Is there any particular reason why throwing weapons are much more expensive than others tho?

Anyway good work guys, big thumbs up! I really hope we all can have some fun after it gets online.


Last edited by picimitch on Sat Jun 30, 2018 10:06 am, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 8:56 am 

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Lore wise gambling is stupid.

Gameplay wise doesnt offer anything either. Imagine if the best way to get items is to sit there and gamble, is that fun? no. In games like D2 u are meant to FIGHT stuff and get rewarded for it. I would totally remove it from the game.

If kept, gambling should be very very expensive (assuming that gold matters in the mod) with high chance to get good item. But again, this will work only if gold truly matters. Otherwise u can just sit there and gamble...


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 10:19 am 
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Not sure how else one would propose gold be used at all if you remove gambling? You could in theory make pots or something more expensive but I don't really know how well that would work out.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 10:44 am 
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I think gambling and gold is fine now. If you have enough gold then you can get the item you want fairly easily already.

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 12:00 pm 

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0d1n- wrote:
Not sure how else one would propose gold be used at all if you remove gambling? You could in theory make pots or something more expensive but I don't really know how well that would work out.


Gold is used for crafting. Which burns through gold very quickly.

Gambling should never be removed, since its a quick way to get materials to cube things.

Mrawskrad wrote:
I think gambling and gold is fine now. If you have enough gold then you can get the item you want fairly easily already.


Stash gold should hold more than carrying gold.

in 1.9, 1 Gold run of innercloister nets me around 15-20million gold with 3k+ gf and gheeds hork. I should be able to at least hold all of that stash and carry.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 12:26 pm 

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3k gf??? :o


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 4:22 pm 

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Will there be a single player version with removed hireling penalties vs bosses, please? ;)


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jun 30, 2018 9:31 pm 
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I changed the starting gold to 2000 and buffed posion skills a bit. I did not update the upload yet tho.

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 2:04 am 

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is it still going to be a test mod? or i can normally cube stuff?..


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 2:12 am 
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its a test patch until it goes on the realm

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 3:10 am 

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:(


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 5:31 am 

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From further testing, I'd have to say LFury, Lightning, and CL all need nerfs of about 20%. Lfury is by far the most op aoe farm. Lightning average damage is 9.5k when Fireballs is 6.4k, and Lightning pierces. CL has a higher average damage than Fireball at 6500 and gives you the crazy aoe jumping. This isn't because Fireball is bad, this just means Lightning/CL are too good.

Hydra locked at 10 seconds is a big bummer. If it must be locked, 15 seconds would be a lot more viable.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 5:44 am 
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Nerfed Lfury, Lightning, CL by 20%

I'll leave hydra duration at 10. How dare you have to recast a passive damage skill which has no lockout timer that doesn't cause counters at your char every 10 secs.

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PostPosted: Sun Jul 01, 2018 5:54 am 

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Yeah I guess that is fair, I just don't like having to resummon all the time, lol.


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PostPosted: Sun Jul 01, 2018 6:04 am 
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https://www.dropbox.com/s/1hgpe3x5r1bgyoy/2.0%20test%20patch%20files%205.zip?dl=0

starting gold at 2000
reduced lfury, lightning, cl damage
increased psn skill dmg
buffed druid and necro summons a bit, they should feel good to use now
increased missile speed on blessed hammer slightly (feels a lot better imo)

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 6:56 am 

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hmmm question... Why you cant release normal version until realm?.. :?


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 7:42 am 

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Bruh if you think 1.9 solo version is too hard then you are not gonna want to play this.

Mraw are you gonna send this one to Duff today?


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 7:51 am 
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I'll send the files to him as soon as he comes back

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 8:07 am 

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Ensley03 wrote:
Bruh if you think 1.9 solo version is too hard then you are not gonna want to play this.


?? how did u come up with this conclusion?


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 8:10 am 

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Aren't you the dude who got mad you couldn't figure out how to bump up player res and lower monster hp?


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PostPosted: Sun Jul 01, 2018 8:19 am 

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jeez... this is like political wars, you ppl need to chill a little bit.

1)that was when i first tried your 1.9 solo edition, it took me more than a minute to kill A Behemoth (a normal trash monster) in a mod version where monster density was ALL OVER THE PLACE.
2)i didnt get mad, i just said, its not fun, its unplayable for solo players. why would i get mad?lol. those epic claims...
3)i dont know what u mean by dump up player res. I did said that trash is all over the place and has tonz of HP.
4)and back then (a couple of days ago, i DID stop playing that version until Mraw released his patch).. . . . . . .. . . .

. . . .. .


Last edited by DoubtFuLMind on Sun Jul 01, 2018 8:28 am, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 8:28 am 

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This new patch is more polished for realm play, not solo play. If you are just waiting for non-test version of this patch (aka no-hacks cube) then I can help you if you really want it, lol


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 8:46 am 

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Shortcut to Sszak in Spider hole disappeared. Is it intended or accident? I just checked with zip no.5 as well, no shortcut.

And just for quality of life: Can you remove screen shakes from a5? It was part of PureRage's old clientside edits. Or is it just me hating it? :)


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 8:49 am 

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Screenshake is aids, fury had edits for it, dunno if he still does. I don't know where that is; above my paygrade.

No sszak shortcut sounds very unfun.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 8:52 am 

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f


Last edited by Ensley03 on Tue Jul 03, 2018 12:44 am, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 10:23 am 
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ill remove siege beast screen shake and fix sszak lair

and i'm not making a solo patch, although you could solo my patch if you are dedicated enough.

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 10:58 am 
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https://www.dropbox.com/s/yzrwqchtmqda9ex/2.0%20test%20patch%20files%206.zip?dl=0

siege beast shake / sszak fix

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 11:41 am 

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No screenshake - is it Xmas already? thx 4 fixing that.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 6:00 pm 

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Mrawskrad wrote:
and i'm not making a solo patch, although you could solo my patch if you are dedicated enough.


Darn it. I prefer playing solo. :(


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 6:37 pm 

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Mazinkaiser wrote:
Mrawskrad wrote:
and i'm not making a solo patch, although you could solo my patch if you are dedicated enough.


Darn it. I prefer playing solo. :(

If you are lucky enough maybe some1 else will post a solo version of the upcoming patch actualu ensley did it for a few patch now.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 9:30 pm 

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Yeah, I hope so.

Also, it was really awesome of Ensley to post the full file-tree for his most recent patch. I still have the discs and the games registered on my b.net account, but it's much easier not having to deal with all that and have everything included in one download.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 01, 2018 9:37 pm 

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Mazinkaiser wrote:
Yeah, I hope so.

Also, it was really awesome of Ensley to post the full file-tree for his most recent patch. I still have the discs and the games registered on my b.net account, but it's much easier not having to deal with all that and have everything included in one download.

Yeah actualy it helps new comers alot because it can sometime be a pain in the ass to install this mod.


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 02, 2018 10:51 am 

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Something is wrong with druid's maul. It only sais (and gives) 1/2 weapon damage. Theres no green orb thingy around the character either.
Sorry for posting a thing every day instead of making a list. I just think (and hope) it can go live anytime.


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 02, 2018 11:09 am 
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That's intended Maul was changed to an aoe attack. Bear druids can use feral rage for single target.

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 02, 2018 11:56 am 

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Oh, ok, I see the aoe now.


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 02, 2018 3:18 pm 

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do we have an ETA for the upcoming reset ?


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 02, 2018 8:41 pm 
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HiRes No Music
https://www.dropbox.com/s/putp7qdlbeoxti8/2.0%20HiRes%20nomusic.zip?dl=0

HiRes New Music
https://www.dropbox.com/s/4kaa2h9rkfzw3mu/2.0%20HiRes%20music.zip?dl=0

NormRes No Music
https://www.dropbox.com/s/ofoyb0xkoc9hmji/2.0%20norm%20res%20no%20music.zip?dl=0

These are the current finished files I have that are ready for Duff. You guys can double check them to see if everything looks good.

ETA on reset depends on Duff

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Last edited by Mrawskrad on Tue Jul 03, 2018 11:53 am, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 12:35 am 

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Should open a pool people can buy in for a date that ranges from tomorrow to 8 months and whoever is closest wins the pot. :P


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 2:07 am 

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Can someone write down everything what was changed now in Mraws 1.9 Patch?

Thank you


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 2:39 am 
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There's a changelog in the download. I can post it here later

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 3:43 am 

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@mrawskrad
It says version 1.7b, is that normal? (folder says 2.0)


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 4:02 am 

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That's just from the d2se_setup ini and wasn't changed; you could change it to anything you want. It has no affect on the game.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 4:16 am 

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ok thx.

So, for solo play i DL D2SE_1.9 - SP PLUGY and mraw's latest patch, right?


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 4:41 am 

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It sounds like you are confused about the patches. 1.9 and 2.0 are both tangents off 1.8 - they are not successive. For solo, the 1.9 plugy folder will be easier. If you swap out those files with the 2.0 ones, it will become the future multiplayer realm version, which is harder. The only things that would need to be swapped out are the d2mod.ini and the patch_D2 mpq. Do not replace the d2se setup or plugy ini files with any others ever or it will likely ruin the fragile setup of plugy.

As the items are different, you would have to start over or you will end up with "bad inventory data" and broken characters, so you'd have to delete any 1.9 characters and the lodstashsave file in the Save folder.

The 2.0 version has some fixes but will be much more of a headache at times to try to solo with no help. There may be a version that has the 2.0 fixes AND stuff to make solo life easier, but right now that does not exist. I hope this clears things up for you.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 5:24 am 

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Yes, i am confused. thanks. I havent slept well at all (fucking neigburs).

So i guess if Mraw releases new versions i will keep doing the same (copy d2mod.ini and the patch_D2 mpq and paste them inside 1.9 SOLO PLUGY).


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 5:48 am 
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I think it's more fun to solo 2.0. More challenge = fun.
I also think any class can solo now if you build your char well, now that hp values are similar between classes and synergies are gone. It's possible to make a powerful and well rounded char.

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 6:25 am 

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2.0 doesnt have plugy.
What i did is, copy the plugy.ini from 1.9 solo to 2.0 and it seems to work.

BTWWWW, its not possible to cube charms? cause i can cube jewels.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 10:08 am 
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2.0 plays a lot like classic HU before 1.7

Life for characters:
Barbarian: 5 life per level / 4 life per vita
Paladin: 5 life per level / 3.5 life per vita
Amazon: 4 life per level / 3.5 life per vita
Assassin, Druid: 4 life per level / 3 life per vita
Sorceress, Necromancer: 2.5 life per level / 3 life per vita

Mana for characters:
Sorceress, Necromancer, Druid: 4 per level / 3 per energy
Amazon, Assassin, Paladin: 2.5 per level / 2 per energy
Barbarian: 2 per level / 1 per energy

Max res is 50, but can be raised to 55 with unique charms.
Max enhanced damage is 255%
Max enhanced defense is 100%
Health pots heal 60% hp over 6 seconds
Mana pots heal 200 + char lvl * 10 over 6 seconds
skills scale slightly with character level and base skill level

Boss rune drops:
Countess norm: eth - sol
Countess NM: ko - gul
Countess Hell: mal - Lo

Nihlathak norm: lum - ist
Nihlathak NM: um - sur
Nihlathak Hell: vex - cham

Sarina also can drop runes at an increased chance, but it is not guarenteed.


2.0 Change Log:
Keep in mind that 2.0 is based on 1.8

General:
fixed xp ratios to be like 1.21
fixed trash monster hp ratios and resistances to be like 1.21
rebalanced (fixed) character spell damage (buffed all)
changed hp table to: HPTable = 300,300,350,400,500,600,700,800; to balance p8 xp grinding vs p1

Monsters and Bosses:
increased trash monsters physical and spell damage
greatly increased boss offensive and defensive powers to be more like they were back in 1.21z >:)


Challenge Areas:
Normal tome challenge = level 50-65
NM tome challenge = level 75-85
Hell tome challenge = level 95-100
remade hell tome challenge map, monsters and boss balance and changed it to level 95-100
increased level of arimyth areas to 55/80/95 in norm/NM/hell

Mercenaries:
added frostbite to a5 wolf mercs
added feral rage to a5 bear mercs

% Health changes
rebalanced soulmancer, challenge tome rewards and NM samhain charm rewards
You can now get 40% total hp from charms: 10% Normal Soulmancer, 10% NM challenge, 10% NM Samhain, 10% Hell Soulmancer
reworked BO and Oak Sage: removed the %hp/mana they now only give flat hp/mana at 36 + 6 per level; this will be about 600-800 hp endgame with all the % hp bonuses from gear and skills
removed vita and hp% from rubies; they now give flat hp: 9/18/27/36/48/60/75/90
removed hp% from all non-elite armors
removed hp% from maras
removed hp% from siggards stealth
war gives level 30 oskill increased stam now (this seems high but it needs to be this high to be better than a tyreals with 4 uber rubies on non barbs)

Amazon:
reduced mana cost on innersight and multiple shot
increased pierce % on pierce skill
fend is now 3/2 weapon dmg
buffed ar and def from amazon passives

Paladin:
buffed conviction base -res from -5 to -10
increased blessed hammer missile speed

Sorc:
static now has 3 missiles instead of 7

Necro:
reduced CE damage

Assassin:
reduced death sentry dmg
reduced wake of fire damage by more than half
reduced claw block to 45% max

Barb:
reduced weapon mastery and barb combat skills to 24%ed + 4%ed/lvl
increased stamina now gives 1% addtional hp per hard point
increased def% on concentrate to 48%+6%
increased def% on ironskin to 48%+6%
increased range on WC slightly

Druid:
added ed% 24+4/lvl to feral rage
turned maul into a 1/2 weapon dmg aoe
buffed base hp% on lycan to 35%
lycan gives 1% addtional hp per hard point
increased def% on lycan to 48%+6%
buffed hp% bonus on werebear to 25%


Items:
reduced the numbers on superior items now it is: 5-10% dmg, 5-10% def, 10-15% AR, 20-25% dur
increased base armor on all items by 50%
rebalanced sockets on unique/set helms and body armor; it follows this baseline: normal/exceptional: 2 sockets, elite: 3 sockets, high level elite bodyarmor: 4 sockets
buffed res from gems and um rune
buffed block from amethysts
removed indestructible from most lower level runewords
reduced enchanced damage on most lower level runewords
removed CB from most lower level runewords
fixed staff mods on claws and orbs and other items
reduced pierce on all non-weapon and non-bodyarmor gear slots to a max of 3
removed fbr from shock absorber and added 8-12 dex
removed 50 vit from corpse mourn
removed vit/lvl from tancreds armor and added flat 10 vit
increased max ed% on jewels from 20% to 30%
reduced pierce and extra damage on facets to 2% to help balance ele damage endgame
added physical facets again they give 30% dmg and +10 min/max dmg
reduced the dex req on high level bows to help elemental bow builds
added extra ele damage to tal, ral, ort, thul
changed pierce on gul, vex, ohm, Lo, Sur to extra damage
removed pierce from arrows
added nef to desire RW

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 11:24 am 

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Today's post (I swear not on purpose): I got this error message and game closes when I equip Marrowwalk boots and try to open right click skill list by pressing "S" or clicking on the icon. I restarted my computer 4 times and it still gives this error on any type of char. Maybe the life tap charges cause it.
Attachment:
error.JPG
error.JPG [ 17.28 KiB | Viewed 6457 times ]


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 11:29 am 
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Good catch. I will fix it.

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 11:53 am 
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fixed lifetap on items, you'll need to find a new pair of marrowwalks

HiRes No Music
https://www.dropbox.com/s/putp7qdlbeoxti8/2.0%20HiRes%20nomusic.zip?dl=0

HiRes New Music
https://www.dropbox.com/s/4kaa2h9rkfzw3mu/2.0%20HiRes%20music.zip?dl=0

NormRes No Music
https://www.dropbox.com/s/ofoyb0xkoc9hmji/2.0%20norm%20res%20no%20music.zip?dl=0

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 03, 2018 6:02 pm 

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this is looking quite good. we'll see what duff has to say when he gets back on.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 1:41 am 

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Mrawskrad wrote:
https://www.dropbox.com/s/819scdfc7q4fysg/2.0%20test%20patch%20files%202.zip?dl=0

res penalty is again -60/-120
reduced all res bonuses on all unique, set and runewords by up to 50% in some cases :')
elemental staff runewords now give pierce and extra damage instead of +to specific skills
fixed zephyr
fixed catapult res
fixed weapon ranges
reduced chance for monsters to teleport when struck
removed meditation from arcanas and replaced with mana regen
reduced PLR on berserkers to 25%
added poison pierce/damage to aldurs set
reduced all skills on sababis to 4


increased elemental auras and sanctuary damage by about 33%
increased blessed hammer damage slightly
increased firewall damage and halfed duration
increased inferno damage slightly
reduced thunderstorm max damage by about 25%
reduced damage and range on dtail
increased bolt on charged bolt sentry from 10 to 12
removed weapon damage from blade sentinel (its too hard to balance if it has weapon damage the way it currently works and i dont want to spend time fucking with it right now)
increased bladefury damage slightly
reduced warcry damage slightly and set stun at 0.1 secs
reduced shockwave damage slightly and set stun at 0.1 secs
increased damage on arctic blast
increased damage on firestorm
increased damage on molten boulder
increased damage on fissure
increased damage on tornado
increased damage on volcano
increased hp and damage on wolf and bear summons
increased hp and damage of all necro summons
increased teeth, bonespear and bone spirit damage


Why this is not on the first post or in the download section so people dont need to scroll trough whole thread? Bcs this changes matter alot.

Example Necro it says CE damge reduced as only change but when u look at this post Bone skills and Summons was changed aswell and no metion?

Someone summ up all changes please togheter so people know. Amazon LF was changed aswell and no metion in first post.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 2:10 am 
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It's all kind of relative since the base damage in my patch is not the same as it is in 1.9.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 6:22 am 

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2h axes still don't have 3 range except for giant axe. Do you just really hate axes? :P

Also is it mentioned anywhere that you drastically upped str/dex damage gains? 3.0 dex for bows? :o 1h/2h is 2.0/3.0 as opposed to 1.0/1.2? :o So a barb can dual wield 2h swords with 3.0 str mod? LUL

Inb4 everyone plays full str barb and full dex ama~ PIOUS UNLEASHED


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 7:21 am 
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Axes were just an oversight. I forgot I changed the stat bonus for weapons, but it's is similar to how it was in 1.21 or 1.3. Please play hc and go full str/dex. Barbs could always use 2h swords in one hand. First time d2? Relax, Jesus.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 7:42 am 

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So you're balancing the game around HC? Of course Barbs could always use 2h sword in 1h, but 1.0/1.2 scaling is a lot different than 2.0/3.0. With those numbers there's no reason for a Barb to ever use any weapons other than dual 2h swords.

Also 2.0/1.0 for spears is a million times worse than 3.0 for polearms. Why would any non-ama ever use a spear? The split spec one should be higher overall like 2.5/0.75.

The only things that match for 1.3 are the bows at 3.0, which actually meant bows were terrible because everything else is at like 4.5, but the damage on the weapons is completely different and the gear is much worse, so 1.3 is really completely different. So I'm gonna call Fake News on that.

The gear in 2.0 is very similar to 1.9, but the weapon dmg mods are 2-3x higher, in a patch where you get very low life per vita, so why would anyone up vita?

How many other things did you forget?


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 8:46 am 
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You talk a lot about balance for someone who fucked up every patch he touched.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 9:08 am 

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is HU "open source" can anyone mod it?:D


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 9:11 am 

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"you didn't need to change anything from my edits. this perversion of all the balance work i did and i don't endorse the changes you made. I want that to be clear to everyone who still plays. This version of 1.9 is nothing like mine which had been tested for countless hours. this is 1.6 all over again."

These were your words in the argument forum. If that patch had gone up as it was left from 2017 (without even a WOF fix), it would have been the worst patch since 1.4. If Tucker and I hadn't tested and posted feedback of this tested for countless hours GOAT patch, and just waited around like all the sheep are, you would have been chased off with pitchforks worse than Sapphirehawk was.

20 votes for a reset with 2 people who actually downloaded it. Sounds a lot like how politics work these days. How fortunate it must be to have 2 people who actually did some testing and aren't completely clueless.

All this patch has proven is that the community is useless and anyone who tries to update a patch is going to have problems with zero help.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 9:18 am 

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I dont take sides on the balance issues cause i honestly have no clue which one is more balanced.
BUT, yes, votes dont mean anything. The only thing that drives ppl is *hope*. Hope that the new thing will be better than the previous, and this applies to everything not just HU :D
And other thing that matters is how well someone will present his content, the better presentation aka more hype-y will win the hearts of the viewers :D


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PostPosted: Wed Jul 04, 2018 9:43 am 
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Ensley03 wrote:
you would have been chased off with pitchforks worse than Sapphirehawk was.


Lol not even close. You sound salty as fuck. If you don't like the community and what we choose then get the fuck out of here. You have always been an ungrateful noob.

I remember you used to shit on duff for his server going down sometimes when he does this for free.

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PostPosted: Wed Jul 04, 2018 10:01 am 
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with all this teen drama on these boards I honestly don't know why duff continues to keep these servers up. Maybe he likes a good baby rage here and there. This drama needs a dash of lee, a side of hunter and a little Sasko! And he'll how about faded or Chris for good measure.

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though don't have much faith in melee characters right now, with the huge CB nerf physical melee characters may as well be hitting bosses with a cardboard sword and it doesn't appear the damage boost from str has helped alleviate that.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 10:18 am 
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Fixed 2h spear stat bonus to 240/120 str/dex
Fixed 2h axe range
str bonus for 1hand weapon increased from 1% to 2%
str bonus for 2hand weapons increased from 1.2% to 3%
str/dex bonus for 1hand spears increased from 0.8/0.4% to 1.6/0.8%
str/dex bonus for 2hand spears increased from 0.96/0.48% to 2.4/1.2%

HiRes No Music
https://www.dropbox.com/s/p92dm69hyt42db2/2.0%20HiRes%20nomusic.zip?dl=0

NormRes No Music
https://www.dropbox.com/s/balimjugcc1axgo/2.0%20norm%20res%20no%20music.zip?dl=0

HiRes Music coming later

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 11:27 am 

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Mrawskrad wrote:
Ensley03 wrote:
you would have been chased off with pitchforks worse than Sapphirehawk was.


If you don't like the community and what we choose then get the fuck out of here. You have always been an ungrateful noob.


Rude comment and mostly inaccurate towards what he just said.

His feedback was obviously important and that actually makes him important in here.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 2:29 pm 
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The feedback (only the part about axe range and 2hand spear, the rest was bullshit) is good but the freakout about the balance of a necessary str/dex bonus increase, the pound of salt and the trying way too hard for an "I gotcha now" moment that came along with it is not.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 2:45 pm 
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I've noticed a few folks mentioning that they didn't like when Prayer's healing effects stack when the Prayer auras are the same level. You can fix that effect (example calc in the PM I sent to modders in late March), so I'm not sure if the current file's use of the buggy 'hitpoints' stat is intended or not. It might be worth editing the synergy auras as well (probably wouldn't be noticed if these were stacking since they heal half as much and don't exist on mercs). It might be worthwhile to change the monster's AntiPrayer skill (-'hitpoints'), since it might suck if some of those stacked.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 2:58 pm 
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I'll fix it. Hopefully tomorrow.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 04, 2018 7:18 pm 

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In the normal res version there is a weapon equip floating in a strange place on the equipment sheet. The existing left and right hand don't register as clickable.

For reference I have clean installed D2SE with HU patch Normal Res No Music.

Unrelated question: Do non-prayer auras stack in this mod? I mean like the holy auras. Provided there are any items that grant them, of course. I haven't really looked.


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 05, 2018 6:56 am 
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Fixing inventory and other stuff now.

Other auras don't stack

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 05, 2018 9:16 am 
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fixed inventory on norm res

fixed prayer to stack properly but had to change the way it heals
prayer no longer pulses every 3 secs, it now heals almost constantly
prayer scaling = 1% max hp + 0.14% per slvl
buffed prayer bonus hp to 4hp per slvl
reduced absorb on resist aura from 1% per level to 1% per 3 levels
reduced max res from salvation from +1% per 3 levels to +1% per 8 levels
increased holybolt heal to 12-18 + 6 per level

HiRes No Music
https://www.dropbox.com/s/p92dm69hyt42db2/2.0%20HiRes%20nomusic.zip?dl=0

NormRes No music
https://www.dropbox.com/s/balimjugcc1axgo/2.0%20norm%20res%20no%20music.zip?dl=0

HiRes New Music
https://www.dropbox.com/s/snqs783czm24e6v/2.0%20HiRes%20music.zip?dl=0

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 05, 2018 9:37 am 

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a mod is never ready, is it?
seems many more fixes u will still do :D


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 05, 2018 9:49 am 
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As long as duff doesn't come back then I'll keep updating it with bugs people find. It sucks waiting for the reset, but the brightside is that it gives more time for bug fixing :P

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 05, 2018 8:07 pm 

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I have only loaded Paladin on normal res. I'm going to see whether other buttons and or things are buggered.

The skills are nearly all out of place; on each class. Each skill page is like this. I'm going to see whether other things are too.

Edit - The character sheet information boxes are as well.


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 05, 2018 10:38 pm 
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Lol. I'm dumb. I know exactly the problem. I was in a rush to upload it. I'll fix it for real when I get home.

Any reason you don't play hires though? The normres is generally just for the server host.

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 Post subject: Re: 2.0 test files
PostPosted: Fri Jul 06, 2018 7:13 am 

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Is the new patch anything like 1.7 in regards to items like 'leveling up' with random weird stats? I started here in 1.6 but I did not like 1.7 and have been gone since.


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 Post subject: Re: 2.0 test files
PostPosted: Fri Jul 06, 2018 7:49 am 
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No, items will be like they were before 1.7

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 Post subject: Re: 2.0 test files
PostPosted: Fri Jul 06, 2018 12:48 pm 

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Do monsters have immunities?


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 Post subject: Re: 2.0 test files
PostPosted: Fri Jul 06, 2018 1:04 pm 

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i ask the same about bosses.


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 Post subject: Re: 2.0 test files
PostPosted: Fri Jul 06, 2018 1:05 pm 
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some monsters do. only mini bosses will have immunities if they spawn with them randomly from their unique mods

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 Post subject: Re: 2.0 test files
PostPosted: Fri Jul 06, 2018 2:06 pm 
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fixed norm res version

changed heal pots to give full heal and added energy bonus for mana pots:
Health pots heal 100% hp over 10 seconds
Mana pots heal 100 + (charlvl*5) + (energy*3) over 6 seconds

reduced holybolt heal to 6-10 + 4 per level

reduced curse and poison length reduce on fade by half
increased skill level per dr% on fade from 4 to 5
reduced charged bolt sentry damage by ~20%


HiRes No Music
https://www.dropbox.com/s/p92dm69hyt42db2/2.0%20HiRes%20nomusic.zip?dl=0

HiRes New Music
https://www.dropbox.com/s/3vmvm204z02e6nm/2.0%20HiRes%20nomusic.zip?dl=0

NormRes No music
https://www.dropbox.com/s/3zmnyc211y90zb4/2.0%20norm%20res%20no%20music.zip?dl=0

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 4:21 am 

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Good stuff! Will give it a spin when I find some time
I havent played since your 1.5c test version... Thanks for putting the time in


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 6:39 am 
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Buffed defensive buffs on all classes slightly
reduced boss ar slightly so 2h builds feel better
reduced charger dmg slightly

HiRes No Music
https://www.dropbox.com/s/qj6wf13ztecikd1/2.0%20HiRes%20nomusic.zip?dl=0

HiRes New Music
https://www.dropbox.com/s/n0lq5j96jjxkb37/2.0%20HiRes%20music.zip?dl=0

NormRes No music
https://www.dropbox.com/s/jterjuh945bk5ad/2.0%20norm%20res%20no%20music.zip?dl=0

Thanks Corr. Welcome back, hope you enjoy the patch.

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 8:05 am 

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Are the easy unique/set recipes around somewhere? Doesn't seem to work for me, unless you removed them.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 8:10 am 
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No they aren't. These files are ready for duff. I could upload a cheat version, but I'm not at home now so you gotta wait.

Sorry about that. Makes it harder to test.

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 8:12 am 

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Not a problem! Would appreciate a cheat version if possible.

Also, may have installed the wrong version but potions aren't working for me. Anyone else experience this?


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 8:44 am 

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Here is a cheat version: https://dl.orangedox.com/2.0cheat7-7

Any item in cube spawns set and unique


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 10:34 am 

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@mrawskard
can u plz add stash plugy for SP? the one from 1.9 doesnt work now for some reason...


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 11:00 am 

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What's the state of current-day assassin chargeup martial skills?
Dragon tail explosive radius nerfed to 2 yards? I'm gonna miss the original 6 yards.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 11:22 am 

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potions dont work.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 12:47 pm 
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ok, something got messed up during the last compile. got a fix coming soon

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 1:15 pm 
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fixed and addtional test versions:

HiRes TEST
https://www.dropbox.com/s/f6wm2p8ssf9fi3p/2.0%20HiRes%20nomusic%20test.zip?dl=0

NormRes TEST
https://www.dropbox.com/s/ozxb9x29gn42le2/2.0%20norm%20res%20no%20music%20test.zip?dl=0


HiRes No Music
https://www.dropbox.com/s/slriijil26dfnkv/2.0%20HiRes%20nomusic.zip?dl=0

HiRes New Music
https://www.dropbox.com/s/3n0q91mms10ycgr/2.0%20HiRes%20music.zip?dl=0

NormRes No music
https://www.dropbox.com/s/do7plmi0bd6encw/2.0%20norm%20res%20no%20music.zip?dl=0

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 8:32 pm 

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Thanks @ Ensley and @ mraw

potions seem to be working again, same with the Dusty tome (was crashing my game prior to your recent upload)

Still having game crashes upon entering hall of heroes.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 8:56 pm 
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Its just the boss rooms that crash, right?

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 9:18 pm 

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Mrawskrad wrote:
Its just the boss rooms that crash, right?


yea, east/north/west arimyths are fine, you get to the actual hall of heroes and it just cuts out.

My guess is it's a similar issue to the old purgatory 2 issue and just switching those 3 maps out entirely to something basic would fix it.

Side note, great stuff on the new hell challenge map.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 10:05 pm 
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I'll see if I can find a quick work around. I don't have time to fuck with maps too much.

I created boss rooms in the arimyth maps with a teleport pad entry and moved the bosses there. Just bypass the broken maps completely. Maybe in the future someone can bother with fixing the broken boss maps, but this quick fix works pretty well. Uploading now.

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Last edited by Mrawskrad on Sat Jul 07, 2018 11:04 pm, edited 2 times in total.

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 11:03 pm 

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None of the links below work for me.
'404 That file isn’t here anymore'

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 11:05 pm 
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I'm uploading new files right now. Wait a bit. Sorry for the inconvenience.

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 11:29 pm 
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First upload finished:

HiRes music test
https://www.dropbox.com/s/6vi7t0ossbf6e35/2.0%20HiRes%20music%20test.zip?dl=0

test the arimyth heros they are in the north/west/east arimyth areas after a teleport pad. You can teleport through walls on this version. Don't go into the old boss area or you'll crash again. You can't get to the old boss area entrance without teleporting through walls.

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 07, 2018 11:45 pm 
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HiRes Music test (spawn unique/set + teleport through walls)
https://www.dropbox.com/s/6vi7t0ossbf6e35/2.0%20HiRes%20music%20test.zip?dl=0

HiRes No Music
https://www.dropbox.com/s/pacsmsotrc1gkz3/2.0%20HiRes%20nomusic.zip?dl=0

HiRes New Music
https://www.dropbox.com/s/ir9876925ki7b87/2.0%20HiRes%20music.zip?dl=0

NormRes No music
https://www.dropbox.com/s/3hazr3wnjbeddm3/2.0%20norm%20res%20no%20music.zip?dl=0

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 3:09 am 

Joined: Wed Feb 18, 2015 11:16 am
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Act4 challenge is working.
Lightning/Chain lightning seems to have the same cast speed as other spells, is that intentional?
Can't teleport through walls in the areas before samhain.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 7:11 am 

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whenever i tp to Dark Woods and run for like 10 meters i get an error (access violation c0000005)


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 7:26 am 

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DoubtFuLMind wrote:
whenever i tp to Dark Woods and run for like 10 meters i get an error (access violation c0000005)


This bug has been a part of hu for a long time.
Try going to a different waypoint like cold plains first. Or just skip dark wood wp completely.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 7:46 am 
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Minu566 wrote:
Act4 challenge is working.
Lightning/Chain lightning seems to have the same cast speed as other spells, is that intentional?
Can't teleport through walls in the areas before samhain.


Glad the Arimyth stuff is finally functioning.

Lightning/Chain lightning cast animation was changed to be the same as other sorc spells a while back.

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 10:27 am 

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New teleport gate for arimyth works for all 3 spots, this is perfect - no need to change it to some fancy map.

Plays pretty well in terms of trash and bosses. Feels a little less like a crawl to each waypoint.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 11:03 am 

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Here's some notes over the last 2 days I came up with.

General:
-Remove conversion from a2 mercs
-buff a3 fire merc damage

Nec
-Remove corpse requirement for skeletons, add 100/25 cast delay
-Make Confuse a stackable curse again
-Slightly increase Teeth damage
-Buff clay golem HP/lvl to make it on par with other golems at high level. Right now it has like 1600 HP less than force golem.
Pal
-Add resist to resist F/C/L auras on top of the absorb
-Nerf cleansing curse reduction a bit
-buff holy bolts that come from FOH
Dru
*What is the AR bonus on Maul? It doesn't show one but it is giving a large AR boost compared to auto attack.
-slightly buff raven damage
-Increase cold length on Frost Bite
-Slightly increase damage on Fire Claws to make it a tiny bit better than Frost Claws since you give up the chill
-Increase AR bonus from werewolf since werebear has bonus life
-buff phys damage of molten boulder to match fire damage
-small buff for Tornado damage since dmg/pierce bonuses don't really exist for "phys spells" other than amp and very very few items, it's mostly a 'what you see is what you get' spell...
Sin
-Cobra Strike needs a slight nerf; damage gets bonkers at high levels, 65k+
-Blades of Ice is not applying the first charge (damage) to the second or third charge (aoe, freeze) to the aoe. This makes using more than just the first charge completely useless.
-Claws of Thunder 3rd charge should release more charged bolts to make it suck less
-Fists of Fire third charge needs a moderate damage increase
-Phoenix Strike charge 1 chaos ice bolt needs a velocity increase
-Wake of Fire sucks a bit too much. It's only about half as good as Shock Web, and Wake of Inferno is way better if you need fire damage. A 15-20% buff for WoF would be good.
-Blade Sentinel is completely useless without the weapon mod and needs a large damage increase
Sorc
*Skill desc typo in Static
-Increase cold length on blizzard and frozen orb
-Inferno could use another small damage increase, or add another missile so it can be like a short range Teeth with higher damage
-Increase cold length on shiver and chilling armors. Also nerf the durations on these to 5m so they aren't buffbots
Ama
-Ice Arrow damage is not listed in the skill description, only that it freezes, but it does the same as Fire Arrow. Also, Ice Arrow could use a damage buff since it doesn't split.
-Immolation Arrow does less damage and half the radius of Exploding Arrow and I don't know why. If uber FPA burn stacking is the concern, then just increase the initial explosive damage.
Bar
I actually like where Barbs are except I think WW base damage should be slightly increased.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 11:45 am 
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Ensley03 wrote:
Here's some notes over the last 2 days I came up with.

General:
-Remove conversion from a2 mercs why?
-buff a3 fire merc damage why?

Nec
-Remove corpse requirement for skeletons, add 100/25 cast delay why? they do better vs trash than golems. If you want recastable summons for bosses then get blade/golem/dk
-Make Confuse a stackable curse again why? its already a good defensive curse vs trash
-Slightly increase Teeth damage how is it too weak? what stats and what did you test it against?
-Buff clay golem HP/lvl to make it on par with other golems at high level. Right now it has like 1600 HP less than force golem. It also slows bosses making it one of the best golems
Pal
-Add resist to resist F/C/L auras on top of the absorb why? didn't you complain res was easy to get?
-Nerf cleansing curse reduction a bit sure
-buff holy bolts that come from FOH sure
Dru
*What is the AR bonus on Maul? It doesn't show one but it is giving a large AR boost compared to auto attack. 48+8 same as most attacks
-slightly buff raven damage how is it too weak? what stats and what did you test it against?
-Increase cold length on Frost Bite why?
-Slightly increase damage on Fire Claws to make it a tiny bit better than Frost Claws since you give up the chill you can get chill from cold damage on a charm
-Increase AR bonus from werewolf since werebear has bonus life werewolf has much better fhr/fbr and gets 3fpa easily with fury
-buff phys damage of molten boulder to match fire damage how is it too weak? what stats and what did you test it against?
-small buff for Tornado damage since dmg/pierce bonuses don't really exist for "phys spells" other than amp and very very few items, it's mostly a 'what you see is what you get' spell... and very few trash mobs have a lot of phys res/sanc aura works with it vs undead/bosses cant block/absorb nado damage
Sin
-Cobra Strike needs a slight nerf; damage gets bonkers at high levels, 65k+ sure
-Blades of Ice is not applying the first charge (damage) to the second or third charge (aoe, freeze) to the aoe. This makes using more than just the first charge completely useless. works for me
-Claws of Thunder 3rd charge should release more charged bolts to make it suck less considering the bolts almost always all hit the target you attack, no, its already strong
-Fists of Fire third charge needs a moderate damage increase how is it too weak? what stats and what did you test it against?
-Phoenix Strike charge 1 chaos ice bolt needs a velocity increase why?
-Wake of Fire sucks a bit too much. It's only about half as good as Shock Web, and Wake of Inferno is way better if you need fire damage. A 15-20% buff for WoF would be good. It has huge aoe
-Blade Sentinel is completely useless without the weapon mod and needs a large damage increase how is it too weak? what stats and what did you test it against?
Sorc
*Skill desc typo in Static
-Increase cold length on blizzard and frozen orb why?
-Inferno could use another small damage increase, or add another missile so it can be like a short range Teeth with higher damage how is it too weak? what stats and what did you test it against?
-Increase cold length on shiver and chilling armors. Also nerf the durations on these to 5m so they aren't buffbots These aren't party buffs
Ama
-Ice Arrow damage is not listed in the skill description, only that it freezes, but it does the same as Fire Arrow. Also, Ice Arrow could use a damage buff since it doesn't split. Ice arrow doesn't add damage. Cold arrow is the cold version of fire arrow
-Immolation Arrow does less damage and half the radius of Exploding Arrow and I don't know why. If uber FPA burn stacking is the concern, then just increase the initial explosive damage. sure
Bar
I actually like where Barbs are except I think WW base damage should be slightly increased. sure

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 12:03 pm 
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A few things worth noting:
  • Cleansing's curse reduction seems hard coded, there is no place to edit it in the files, and the skill description's formula provided in HUv1.7 was just an approximation of the effect derived from tests (pretty sure it's correct since it's simple and matches the duration very well). I don't think you can gain curse immunity from Cleansing's aura (although getting to >80% reduction is pretty trivial). That said, if you find a soft-coded way to edit it, let me know. I suppose you try giving the aura a negative curse resistance (to increase curse durations) as a means of reducing the aura's effect in later levels.
  • Since this HU version is based on v1.7, you have access to PhysPierce. That was one of the harcoded edits PureRage mentioned. It was added late in development, so I didn't use it in v1.7 only because I had already balanced things without it. You should test PhysPierce though, I've no idea how it'll affect things (maybe it affects attack skills, maybe phys-damage spells, maybe it still doesn't work?)
  • I'd recommend folks include reasons with their suggestions. Something like, "Buffs X since it's similar to Y but Y does more" (Like Ensley's recommended WereWolf/WereBear comment). Without reasons or context, the demands sound a bit silly, so are less likely to be implemented.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 3:25 pm 

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cant reset skills anymore?...


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 3:50 pm 

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Mrawskrad wrote:
Any reason you don't play hires though? The normres is generally just for the server host.


No reason really; I got in a "I wanna test" mode and happened upon this. I usually play on realm in norm res as well. Hires feels a bit like cheating. As an addendum, I am VERY aware that HiRes is NOT cheating; just not "purist".


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 3:55 pm 

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What is the aura damage for Holy auras? Why no more synergies?


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 4:56 pm 

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Some of what I posted should come across as a no-brainer, and some of it is just how I feel about whether or not anyone will actually use this skill and, if they do, regret it if it's bad for endgame. I told you before I test most skills at level 40-45ish depending on class. I was using 60% pierce and 40% mastery with spells.

Raven for example does 1-2400 at lvl 40, and it's essentially consistent "free damage", but their attacks are slow and unreliable at best and have pretty short range. It's also unlikely that a Druid is going to stack lightning damage gear for Ravens. An alternative would be to change their damage type to fire or cold so they could synergize better with Druid ele skills and even fire claw or frost bite builds. Or even make their damage half fire half cold maybe.

Some of the other stuff is just kind of obvious. Level 45 orb and blizz have 4.2 sec chill duration which is like 1 second on bosses, and saying you can get cold damage from charms is silly because the chill duration from a charm is poop.

I was mistaken about Ice Arrow, had them mixed up. Ice Arrow should probably add damage though since it has no split or anything and is just a freeze, seems like a silly skill.

Teeth is a bit weak unless you can get it up to level 45, which would be super end game. I know the crux of magic damage having few immunities, but it's basically a way worse version of Multishot until you get lvl 99 with GG gear. That's why I suggested a slight increase only.

I don't think anyone will use Confuse as a curse that doesn't stack since you can't put anything on top of it - Attract is better if that's the case because you can force their target and then amp/LR them. IMO Confuse should be the less controlled aoe version of this, which requires stacking.

Fist of Fire charge 3 at level 47 with 30% fire mastery does ~3300 damage per full second. That is simply not good.
I promise the 5 bolts that come out from claws of thunder don't all hit the target, lol. They just float around randomly. It's quite terrible and by far the worst MA skill.
Blades of Ice aoe seems to work sometimes and sometimes not. I don't understand. Sometimes there are frozen monsters that take 0 damage, and they aren't immune to cold.
Blade Sentinel does 2k damage at lvl 45 and has the hitbox of an arrow, don't know what else to say about that.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 5:00 pm 
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Agree to disagree

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 6:29 pm 

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Can we please get synergies back for holy auras?


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 7:16 pm 
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All skills scale without synergies

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 7:56 pm 

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I don't understand that comment. Other offensive auras have synergies. Combat skills on the paladin, for example, have synergies.

EDIT: I see that all parts of the skill get changes per skill point invested now.


Last edited by Malpheas on Sun Jul 08, 2018 8:58 pm, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 8:23 pm 

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Bugs

- It seems that holy Fire hits really fast. I recall 75/25 seconds meaning 1 hit every 3 seconds; it seems closer to 5 times / second.

- Belt potion display on Normal Res does not display potions on belt.


Last edited by Malpheas on Sun Jul 08, 2018 8:57 pm, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 8:42 pm 

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Ensley03 wrote:
Here's some notes over the last 2 days I came up with.

-Phoenix Strike charge 1 chaos ice bolt needs a velocity increase


From experience Chaos ice bolts have a very high tendency to cause crashes.
I haven't touched the mod in a long time, due to the lack of friends to play with, but after fighting for so long to get the assassin MA changed and buffed, (IE Back when phoenix was made to do magic damage) why were those reverted to their original form?


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 08, 2018 9:20 pm 
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That was from my 1.4 patch, but I never added them back after I fixed 1.41d. I could look into reverting them again when I have time.

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 3:28 am 

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Looks like vigor and defiance add ed% to smite's description but do not actually contribute damage. When testing, two things I noticed:

1) the damage displayed by the character screen did not change after adding 40 hard points (20 to each defiance and vigor).

2) the damage that smite actually did on testing against some trash in hell did not change either.


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 7:12 am 
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That is strange. Maybe its hardcoded. I can make defi/vigor give extra damage for holyshield instead as a work around.

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 7:37 am 

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Mrawskrad wrote:
That is strange. Maybe its hardcoded. I can make defi/vigor give extra damage for holyshield instead as a work around.


Definitely test it in case I’m just being moronic, but seemed to not work.

Amazon poison spells seem to be lacking as well. Let me get actual numbers for you later today when I get home, but I believe Poison javelin was doing 22k/4 seconds with a fully decked out zon (tstrokes, templars with facets, griffons with facets, etc including every charm available in the game/the Elemental dmg ear). Think she was at skill level 54 with ~25% mastery.

My recommendation, if you agree, is to double the damage but also increase the duration by 3 seconds. In the above example, the new skill would be 44k/7 seconds, which represents a 14% dps increase. Personally I think the 4 second duration is clunky for poison, but that is my preference only. Definitely be careful with these skills tho, don’t want the psn zons running rampant again.


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 7:52 am 

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Holy fire aura ticks every frame.
Charge is very clunky, after the charge there is an unusual slowing down animation.


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 7:54 am 

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no idea if it is actually working, but the-enemy res from holy auras doesn't show up on the char screen.


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 8:29 am 
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muleofal wrote:
Mrawskrad wrote:
That is strange. Maybe its hardcoded. I can make defi/vigor give extra damage for holyshield instead as a work around.


Definitely test it in case I’m just being moronic, but seemed to not work.


I did test it. You are right. I already changed it so defi/vigor boost holyshield bonus damage by 1% per point compared to smite giving it 3%

Yeah i'm wary of giving poison too high of dps with too high of duration since they are so good at killing bosses.

-res on auras reduce the monsters res like conviction does

i fixed all the other bugs mentioned already it will all be in the next upload. Im working on more changes now.

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 8:42 am 

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I also think 4 seconds isn't great for jav poison compared to 6 or 7 with equal relative dps. I wouldn't really increase the effective dps though since amazons are already so good, be careful about putting other poison classes out of business. higher HP, max block, valk, slow missile, and sub spec of lightning jav or bow for immunities....jav poison dps should not be better than necro poison nova. Right now, poison/plague jav are slightly worse. Disease Spray is better but it requires melee range so that's okay. If you buff the dps OR effective duration of these skills, you also need to buff poison nova.


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 9:11 am 
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I put all poison skills at 7 secs
disease spray/psn strike/rabies/cobra are all about equal dps and the highest poison dps skills besides poison explosion

psn jav/nova/creeper are about the same dps and plague jav is a bit lower than these

going to upload again within a couple hours

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 10:24 am 

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Mrawskrad wrote:
I put all poison skills at 7 secs
disease spray/psn strike/rabies/cobra are all about equal dps and the highest poison dps skills besides poison explosion

psn jav/nova/creeper are about the same dps and plague jav is a bit lower than these

going to upload again within a couple hours


Cool, will test some of that out when uploaded. I'm assuming you left venom alone? I think it's its own niche psn skill and was working perfectly fine and wouldn't change that one.


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 10:27 am 
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Yeah I left it alone. I'm uploading now. Changed most of the suggestions people made.

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 10:33 am 
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fixed holyfire
fixed norm res belt potions

buffed fists of fire damage and radius
buffed claws of thunder damage
buffed blades of ice damage
buffed phoenix strike damage and all 3 charges stack now
increased blade sentinels dmg by a factor of 4
put death sentry back in the same group as other traps (death sentry counts towards your max number of traps again)
increased mana cost on death sentry to 30+1
reduced the number of shots death sentry takes from 5 to 2
increased mana cost of traps from 4+0.5 to 8+1

added cold damage to freezing arrow, it is now the highest single target ele bow skill

ravens now do cold/fire damage and are more aggressive

buffed teeth dmg a bit

removed smites defiance/vigor synergies
added defiance/vigor synergies for holyshield/+1% per lvl

rebalanced most psn skills (hopefully in a good place now)

HiRes No Music test (spawn unique/set + teleport through walls)
https://www.dropbox.com/s/us9icr6rb0rcnkx/2.0%20HiRes%20nomusic%20test.zip?dl=0

HiRes No Music
https://www.dropbox.com/s/pacsmsotrc1gkz3/2.0%20HiRes%20nomusic.zip?dl=0

HiRes New Music
https://www.dropbox.com/s/ir9876925ki7b87/2.0%20HiRes%20music.zip?dl=0

NormRes No music
https://www.dropbox.com/s/3hazr3wnjbeddm3/2.0%20norm%20res%20no%20music.zip?dl=0

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 1:28 pm 
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I'm going to change blade sent. I'll give it NHD and 1/2 weapon damage. Increase its move speed a lot and reduce the duration.

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 1:37 pm 

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Only in test version reseting stats/skills is allowed? not on realm?

@mrawskrad
Since your last change on potions (making them 10 sec duration), i cant combine mp+hp potion to create reset potion (i need to reset my skills...), is this normal?


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 1:43 pm 
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Are you using the test version?

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 2:26 pm 

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I havent dl your latest upload, its the previous one, i think its not the test version. So, reset potions are only meant for test and single player versions?


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 09, 2018 7:56 pm 

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Would you please put pulse on Holy Auras back to just 1 second intervals? No further scaling on pulse time after that, just a flat 1 second blip.

Also, there is no difference between Holy Lightning and Holy Fire other than element type. They're basically the same skill.

Could you hybrid Vigor and Holy Lightning? You could remove pierce resists from it for the upside. The change for fire would be add flat armour, capping out at something like 300 and perhaps a +1 Max Fire Resist at level 20.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 12:20 am 
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DoubtFuLMind wrote:
I havent dl your latest upload, its the previous one, i think its not the test version. So, reset potions are only meant for test and single player versions?


You can get respec in the realm versions from killing the hell tome challenge boss or from killing the hall of heros on norm+nm.

Malpheas wrote:
Would you please put pulse on Holy Auras back to just 1 second intervals? No further scaling on pulse time after that, just a flat 1 second blip.


In my previous patches I removed the tick damage on auras completely so they dont pop tp orbs or bosses that give portals. So, if I change it again then I'll remove the damage again.

Adding extra stats to the holy auras is a cool idea, but really unnecessary. I imagine Aura paladins to be super strong now.

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 12:57 am 

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Won't be death sentry nerfed too much this time? I mean reduced dmg, increased mana req, only fires 2 times and also counts towards max traps. Haven't tried latest patch yet tho just asking.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 1:29 am 
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CE costs 6 times as much mana per cast. I could make Dsentry equal to that.

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 2:04 am 

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Holy auras seem mediocre with the aoe ticks, getting worse towards the late game. How will holy auras be super strong if you remove the ticks?


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 2:10 am 
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Um, they add tons of damage to your attacks. Venge + any holy aura = aoe rape

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 5:33 am 

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I really hope you get the time to re-add the modified MA skills back, it would make me a very happy panda. I managed to get in touch with my friend and he's interested in giving this another go around, fantastic.

Removal of synergies should make things *quite* interesting.
Thanks for taking the time to do these patches for this old game, it's most appreciated.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 5:48 am 
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I really buffed the current MA skills they feel worth using now. Try them out.

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 6:42 am 
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increased health pots to heal 100% over 7 seconds
reverted maul to previous green charge up version
gave feral rage 1/2 weapon damage area attack

HiRes No Music test (spawn unique/set + teleport through walls)
https://www.dropbox.com/s/us9icr6rb0rcnkx/2.0%20HiRes%20nomusic%20test.zip?dl=0

HiRes No Music
https://www.dropbox.com/s/pacsmsotrc1gkz3/2.0%20HiRes%20nomusic.zip?dl=0

HiRes New Music
https://www.dropbox.com/s/ir9876925ki7b87/2.0%20HiRes%20music.zip?dl=0

NormRes No music
https://www.dropbox.com/s/3hazr3wnjbeddm3/2.0%20norm%20res%20no%20music.zip?dl=0

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 7:52 am 

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The holy auras are perfectly fine as is at 3 second ticks, we definitely do not want auradins running around and melting everything.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 9:06 am 

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Ravens are dying somehow; I went to Ancient's Way and the chargers killed all the ravens faster than I could recast them. I'm not sure how; maybe it's when they turn on their salv aura for all immunities (cancer) the Ravens can't hit anymore and they just poof? It's either that or the chilling armor they cast is shooting and killing the Ravens. I haven't looked into it but it's definitely not right. I saw 1 charger kill all 10 Ravens.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 10:01 am 
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fixed ravens
buffed dclaw a bit

I only updated non test links for now

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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 4:53 pm 

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Was it really necessary to nerf Dragon Tail damage this heavily?

I'm gonna miss my pure Dtail sin from way back when. Good against trash, sucked hard against bosses.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 6:43 pm 

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Mrawskrad wrote:
Um, they add tons of damage to your attacks. Venge + any holy aura = aoe rape


Vengeance is AoE? Huh. The other part of it is, it may as well just be added ele damage and nothing else. The melee paladin is, then, at best: Pick a damage type and a swing attack and stick with it. I understand what you're going for, but it seems really bland.

You could also remove the Aura aoe damage entirely and add a secondary effect, as I suggested earlier instead of the aoe Damage; as of this suggestion.

As someone said earlier, I appreciate the continued support of this patch. Thank you.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 7:34 pm 

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Riem821 wrote:
Was it really necessary to nerf Dragon Tail damage this heavily?

I'm gonna miss my pure Dtail sin from way back when. Good against trash, sucked hard against bosses.


I don't think it's bad in 1.9 or 2.0. It was only broken with the enormous radius of like 14 yards at level 40ish. In 1.9 it has a bad radius but does a lot of damage. In 2.0 it has a fixed 6 yards with decent damage.

Malpheas - completely random suggestions are going to fall on deaf ears here if you don't give a real argument. The holy aura pulse cannot be buffed big because people will just abuse it by running in circles to kill bosses with an aura pulse. The strength of the auras is in the damage add and pierce it provides to your attacks, which has been buffed.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 9:33 pm 

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Ensley03 wrote:
Malpheas - completely random suggestions are going to fall on deaf ears here if you don't give a real argument.


No reason to get in to a discussion with you.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 10:12 pm 

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Tested out poison javelin on hell lazarus with these stats:

lvl 54 poison javelin
19% mastery
55 pierce

4min 12sec fight. Seemed a little slow, but not unbearably. This was with pretty top end gear though (griffons, templars, tstrokes, etc). Do enjoy the 7 second length, that I think should remain unchanged. I do feel it should be slightly weaker than the in-your-face poison skills like psn strike, rabies, etc as it is ranged, but might be weak for that much gear. Don't think it needs much of a buff but may need a small 10-15% increase, 4 min fight on a non act boss on p1 with post-baal charms and gear seems a little slow. Then again, it's poison and safe so take what you will from this post. It's not super perfect gear (a few facets are not poison focused) but not sure those numbers would be achievable until you beat baal/get some of those nice charms available from sammy/los/etc.

Will test other poison skills out, think it's worth waiting on potential buffs or adjustments to anything before finalizing and making those changes.

Tested the defiance and vigor synergies to hshield - working as intended.


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 Post subject: Re: 2.0 test files
PostPosted: Tue Jul 10, 2018 11:15 pm 
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Malpheas wrote:
The melee paladin is, then, at best: Pick a damage type and a swing attack and stick with it. I understand what you're going for, but it seems really bland.


Welcome to HU? I don't know what else to say. Sure its bland compared to other d2 mods and arpgs that are full of massive aoe multi hitting abilities that hit 25 times a second with some tacky animation. HU has always stayed closer to its d2 roots than other mods when it comes to skills and especially melee builds. In fact, melee used to not have any aoe abilities at all.

Paladins are already very strong adding more stats just to add more stats won't make them more interesting in the way you seem to want. If you want a flashy build then play a lightning amazon, sorceress, elemental druid or whatever spell caster you like.

@Al
Yeah, I'm worried about buffing the long ranged poison skills too much. Try the same fight with disease spray and see how long it takes. I think if you want the faster kills then you should risk getting up closer. Poison Jav is super safe that's why I made it slow.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 11, 2018 6:20 am 

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Again, im the last person that can talk about HU balance specifically BUT i can talk about general balance issues i see in different games.
First of all RANGE itself is an advantage compare to melee, this is something you always have to consider.
What i see in many games is that range classes not just get the best dmg (which they shouldnt in most cases) BUT also have good defensive abilities/stats.
Realism aside (regarding whether an Axe can do more dmg to a naked body or an arrow). For my understanding, melee skills/classes should deal more dmg than range in MANY cases (note, im not saying ALL cases, im saying MANY). A melee has to close the distance plus avoid getting hit, those are 2 things that range classes dont do vs other melee classes, and generally, its easier to avoid range attacks (simply because u see them coming, than melee attacks/skills). So again, melee classes/skills work is tougher.
For example, Aftermath is a mod that approaches the entire melee/range/single target/aoe issue very very good! It makes sense.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 11, 2018 7:03 am 
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My thoughts as well. Melee are in a good place now I think.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 11, 2018 9:48 am 
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Increased dtail from 36+6 to 48+8
Increased facets from 2/2 to 4/4 (endgame caster in full damage gear will be around 100 pierce now)

updated non test links only

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 11, 2018 10:27 am 
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I noticed Dragon Tail's damage numbers look similar to other attack skills (36+6, 48+8, etc), so I'm not sure if folks know that Dragon Tail's number isn't an added damage, it's more like a damage override (e.g. 100% just means that all of your phys damage to that opponent is converted to Fire and then splashed about). This is the reason that TStrike and DTail combine so well (TStrike magnified your damage, and then DTail magnified that magnification).


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 11, 2018 10:40 am 

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Well ya its not a multiplier to your charge up skill, it's just its own attack based on your kick damage that also fires off your charge up skills. But since it's entirely based on your kick damage, you don't even need to use claws; you could just stack crazy fire caster gear, which is why the aoe radius had to be toned down, because you could perma-stun (via knockback spam) and melt the entire screen as long as they weren't immune to fire. As long as it's stuck at 6 yards then it isn't OP.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 11, 2018 10:45 am 
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Brevan wrote:
I'm not sure if folks know that Dragon Tail's number isn't an added damage, it's more like a damage override (e.g. 100% just means that all of your phys damage to that opponent is converted to Fire and then splashed about).


Ah, cool. Didn't know that.

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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 11, 2018 2:03 pm 

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DTail also requires a high lvl boot. You need to invest 160+ str to get that 255 dmg on the boot. It's not like you can wear any caster boot and do damage.

Another thing, if the target is PI or has alot of physical resist it will do little to no fire damage. Dtail suffers from not just 1 resist type but physical and fire resists, when a target has both physical resists and fire resistances, then Dtail's damage is greatly mitigated by both resists... because it goes through 2 resist checks; physical then fire. Physical resist cuts a portion of the damage, then fire resist further cuts another portion of the dmg. If a boss has 33% phys resist, and 33% fire resist... then it will do 43% of it's overall damage. This makes it one of the worst skills for bosses, because bosses normally have some physical and fire resists.

I already said this in this thread.

Meanwhile Warcry and Shockwave have large aoe's in comparison, and do not suffer from damning resists. I had a lvl 96 TS+DT sin in 1.8 and while DT was ok for some trash, it's damage felt limited to the boot dmg, and undead, pi mobs in hell were an absolute pain. Bosses were out of the question. Venom was actually useful more useful for clearing out places like Ancients way. I probably won't make another DT sin again, since 1 point in DT with -100 fire res and an A5 hell boot was all that is needed to clear trash. TS charges are too much work, and have no real benefit other than overkill on a non pi/fi trash mob.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 11, 2018 11:00 pm 

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Mraw... I'm coming to you with a desperate plea, make quivers infinite or shift their stats to the bows themselves so there are only white quivers. I'm beyond tired of rolling 4 to 5 equally modded quivers to swap between while they recharge (which at max frame ias on a bowa takes all of a minute to deplete a quiver if I'm farming or clearing).

I'm sure you already know of the problems bowzons face right now but I'll sum it up for anyone not aware. 500 arrows seems like a lot, they replenish too, right? So I should just stop bitching? Boy I wish... 500 arrows takes a minute or less to fire. This means that I get to choose between playing "roll quivers in town until I have 5 stat suited quivers - unleashed" and then swap quivers every minute or two, or keep my cube empty so I can repair HALF of the arrows in the cube with a smith rune. Let me reiterate, HALF. That's not a half as in if I do it twice it's full, that's 250 out of 500 regardless of how many times I repair. This method also comes with the added benefit of not being able to use the cube as inventory space and stacking myself with charms like every other class gets to do while farming because I need room to pick up drops and cant store them in the cube and also repair my quiver every 20 seconds.

Please, patch god mraw, save me from this torment.


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 Post subject: Re: 2.0 test files
PostPosted: Wed Jul 11, 2018 11:18 pm 
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Ah I made skills not use ammo in a previous patch. 1.4 or 1.5. I forgot to do the same for this one. I'll fix it.

But some skills like strafe are hardcoded. I'll see about increasing the rep rate aswell.

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 12, 2018 9:06 am 
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updated ama skills to not use missiles, besides strafe.

non test links updated only

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 12, 2018 10:28 am 

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Yeah we had unlimited quivers, and it was tossed and forgotten after 1.7. It would be nice if all throwing items could replenish faster too.


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 12, 2018 10:39 am 

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Mraw - Mud posted this, not sure if you saw it so reposting it as these are problems he found with 1.9 that may still exist in this version:

**All content cleared.

Only major problems were,

Halls of Arimyth paladin, barb and necro bosses have bad animations causing crashes to desktop. There is a client side fix.

Hell Samhein sometimes will instantly die when you meet him.

Portal boss before the A5 castle will sometimes instantly die and not spawn a portal if hes on the steps/entrance area.

LoS Act bosses still dropping blue items and LoS XP is still extremely horrible, considering how difficult the mobs can be.**

AFAIK if a boss instantly dies, he must be trying to cast a curse that isn't available, but I've never heard of that only happening 'sometimes'.


Last edited by Ensley03 on Thu Jul 12, 2018 10:47 am, edited 1 time in total.

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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 12, 2018 10:47 am 

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Ensley03 wrote:
AFAIK if a boss instantly dies, he must be trying to cast a curse that isn't available.


It's most likely HP rollover.


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 Post subject: Re: 2.0 test files
PostPosted: Thu Jul 12, 2018 10:49 am 

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Well I know we had that problem in 1.5 and start of 1.6 with 1 of the council members because he was trying to cast a curse that was misspelled or something dumb and it made him commit sudoku.

Also Mraw - I think the cost for gambling charms needs to be massively increased or just removed from gambling entirely because it's way too easy to get dank charms. There's no reason to even pick up charms because the gambling is broken. I would also consider nerfing the gold drops from inner cloister and the amount of gold find people can stack with things like dual glittering sun horks and getting 20m gold in 1 cloister run. So nerfing GF% on items across the board and runes what is it Lem? would also be good, or create a player GF% cap of 500 maybe.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 14, 2018 12:26 am 
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updated download links and heres a test version:

HiRes no music test:
https://www.dropbox.com/s/us9icr6rb0rcnkx/2.0%20HiRes%20nomusic%20test.zip?dl=0

I did some stuff to fix any hp rollovers

changed hp table to: HPTable = 300,300,350,400,450,500,550,600 so bosses dont rollover on p8
adjusted hp modifiers of bosses so they wouldn't rollover

hopefully fixed hall of arimyth bosses crashing the game....I tried to get them to crash me and I couldn't. Someone else test it?

increased charm gamble cost a lot

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 14, 2018 3:04 am 

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thx mraw!


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 14, 2018 7:45 am 

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Normal and Nightmare Hall of Heroes bosses do not give skill/stat respecs, they never have. They give a one time use of a +5 stat normal, and a +1 skill nm.

The animation bug, I am trying to remember my conversation with Brevan. He also couldn't get it the error to reproduce itself in single player version 1.7. But, in multiplayer everyone who tried Halls would crash.


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 14, 2018 10:03 am 

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It's very odd for sure. Currently on 1.9 I crashed like 10 times in a row and then I went through all 3 without crashing, kind of like the old Izual Purgatory dice roll of crash or no crash...

Being unable to reproduce it in SP...could the norm res version that the server uses somehow cause problems for us?


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 14, 2018 5:36 pm 

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Cube + soulstealer's scroll is not working


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 14, 2018 6:00 pm 
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Did you do ormus q?

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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 14, 2018 6:20 pm 

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Mrawskrad wrote:
Did you do ormus q?


Yea I'm an idiot tho, didn't cube the glyph with the book. Disregard


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 Post subject: Re: 2.0 test files
PostPosted: Sat Jul 14, 2018 10:10 pm 

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Could you force one jewel and one small charm to always be be on the gamble screen? The way it is with rings/amulets. Those are the two items i gamble the most and this change would make it a lot more convenient.


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 Post subject: Re: 2.0 test files
PostPosted: Sun Jul 15, 2018 5:25 am 
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Minu566 wrote:
Could you force one jewel and one small charm to always be be on the gamble screen? The way it is with rings/amulets. Those are the two items i gamble the most and this change would make it a lot more convenient.

Can't force it as far as I know. I already made jewels more common than other items.

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 16, 2018 12:29 am 

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Just a minor thing. The Sander's Folly set is called McAuley's Folly on the webpage.
Edit: Stats are correct tho.


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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 16, 2018 3:18 am 
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picimitch wrote:
Just a minor thing. The Sander's Folly set is called McAuley's Folly on the webpage.
Edit: Stats are correct tho.


The name used throughout the text files and .tbl files is actually Mcauley's Folly.

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 Post subject: Re: 2.0 test files
PostPosted: Mon Jul 16, 2018 3:24 am 

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Makes sense. Thx 4 the headsup.


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