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 Post subject: 1.3ginfo (FINAL TEXTFILES 10-9b)
PostPosted: Fri Oct 04, 2013 3:24 am 
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Joined: Tue Sep 01, 2009 9:01 pm
Posts: 1378
Oct9 Edit2
From my discussions with Mrawskrad, all of the mpq's are compiled and have been given to Duff. Nothing no changes were made to the text files below. As we see it, it is now out of our hands. Thanks again to everyone.

The biggest thank you should go to Soulmancer. None of us would have enjoyed the mod over the years without him. We are doing the easy work because he is so bloody awesome! And give our server admins early Halloween candy!

Oct 9 Edit.
Here is the final set of text files. Thank you to everyone who helped test everything. A few fixes were made (skill descriptions mainly), and forgotten bugs found. (see cataclysm runeword).

https://dl.dropboxusercontent.com/u/128 ... sTexts.rar
https://dl.dropboxusercontent.com/u/128 ... sTexts.rar

I don't know how the server admins want to distribute things, but these are the final changes that anyone is going to make unless something is &$%@ broken.

Original post (+some edits/additions) Oct 4
Ok folks, after fighting through a lot of discussion, work, screw ups, known fixes, and discovered fixes, compiling it all together, here is the final run:

There will be a VERY short testing phase. Likely single player alone. We are GOING TO SHOOT for the 11th of October as the reset date. For that to happen PEOPLE MUST TEST things. Assume that absolutely nothing has been...though most has. It is very easy for things to get boogered when compiling all of people's efforts together.

Please give a hefty amount of gratitude to Brevan he did, and redid a lot of work that will make it easier to make changes in the future, fixed a lot of broken skills (several of which people seemed not to notice), worked out a lot of issues with suggestions, etc etc.

Give Pious lots of candy (you do like sugar right?) He pulled everyone together when it became necessary to get a big booboo fixed, organized a lot of issues, had several talks of balance at early and late hours (like and hour ago for instance), and more.

Thank Mrawksrad for coming out of the woodwork, handing improvements to act5 mercs on a silver platter, getting hydra to work as it was intended last patch (this was not trivial), verified/fixed the couple of main issues with holy auras that crept in over time, added in ES self synergy, balance talks, etc.

Wave at Asteroth if you can find the hooligan. Without his initial list of items changes, none of this would have gotten started in earnest.

There are others that deserve a lot, whether it be for ideas, or just being great cheerleaders.

Here are the files for HiRes and LowRes. They must be run in -direct -txt mode until mpq's are compiled. I don't have space to host these.
They are only to be used on single player for now. Lord only knows what Duffbeer will do you if you disregard this warning.

https://dl.dropboxusercontent.com/u/128 ... aHiRes.rar
https://dl.dropboxusercontent.com/u/128 ... LowRes.rar

Changelog:

Skills

1) Poison javelin and Plague javelin no longer reset boss heal timer
2) Geddon damage reduced by ~20% (synergies from 16 TO 12)
3) Increase Tier5 damages of fissure, molten boulder, and volcano by 15%
4) Shiver armor and Chilling Armor 1%DR every 2 base levels
5) Shockwave range increased by 21%
6) Fist of the Heavens bypass removed
7) Sanctuary now adds damage to FoH similar (Same as Concentration and Blessed Hammers)
8) Iron Golem thorns damage increased to values 1000%+30%/Lvl
9) Dragon Talon enhanced damage per point increased to 15% from 11%
10) Telekinesis range increased due to high res change +50%
11) Spirit of the Barbs add poison resist to spirit in hell so retains immunity as in all other difficulties (needs to be level 24 in hell by testing)
12) Amplify Damage formula adjusted to (25% +1%/blvl +1%/2lvl)
13) Lower resist formula adjusted to (25% +1%/blvl +1%/2lvl)
14) Conviction formula adjusted to (25% +1%/blvl +1%/2lvl)
15) Grim Ward - Set to summon an immobile totem that lowers enemy AC
xxx16) Heart of Wolverine physical resist applied to itselfxxx testing indicates this does not function.
17) act5 shapeshifting mercs changed to aura (so dont deshift all the time)
18) Act 2 NM recovery mercs now correctly have Prayer Aura (Note: Database site needs corrected Merc auras are)
Recovery(combat)
-all difficulties: Prayer
Defensive
-norm/hell: Thorns
-NM: Defiance
Offensive
-norm/hell: Might
-NM: Blessed Aim
19) Hydra fireballs now correctly splash
20) Warmth now currectly gives regen values - changed to self-buff
xxx21) Spirit of barbs poison resist now applies to selfxxx this does not appear to function
22) Lower Resistance mana cost reduced from 24 to 16
23) Energy Shield now acts as a self synergy. TK synergy removed
xxx 24) HoW and SoB receive cyclone armor as a summon skill (i thought this was removed...test and see if you like it) xxx ignore me.
25) Skill description of decrepify fixed. (should no longer display 'an evil force)
26) Fixed numerous issues with holy auras, merc and monster counterparts.
27) many borked formulas fixed. IF SOMEONE USES MICROSOFT EXCEL TO MAKE CHANGES TO THESE FILES, YOU SHOULD BE HUNG FROM YOUR TOES FOR BIRD FOOD. FFS USE D2EXCEL OR AFJ'S SHEET EDITOR.
28) Salvation. Holy resistance auras give absorbs at a new rate 1 per 4 hard points, globally. i.e. 2fire1cold1light = 1% absorb, or any other combo
29) Thorns damage scale set to 330% + 60%/level. Receives bonuses from synergies (50% each from Vengeance, Redemption, and Conversion) (did not test actual damage, but skill updated correctly, and all synergies were listed)
30) Life Tap now correctly requires level 20. (was set to 1 in files, could spend at level 12 due to prereqs in 1.3f)
31) Fanatacism skill desc fixed to show chance for critical strike now
32) FoH long skill description same as short description...at least this will remove ambiguity (the main bolt is not lightning damage, it is magic damage)

Map
1) chest removed from maggot lair lvl 3

Items

RW changes

-Cataclysm (Youth in files) changed to ZOD OHM JAH so that it can be used in claws as intended
-removed 50% to attack rating (due to loss of Gul rune and no space. Damage will remain the same as current).
-DATABASE SITE says flails and claws. File read maces and claws.

-Purity
Regen mana 75% -> level 20 Meditation Aura when equipped
-Heaven's Will
Meditation when equipped -> regen mana 50%

Unique items

-Unlabored Flawlessness string added (should no longer display as 'an evil force')

Boots

1. MarrowWalks
Level 33 Oskill Bone Prison -> +1-3 Oskill Bone Prison
+6-8 BoneSpear/DragonTalon -> +5-6
2. StormTrek
Reanimate Slain as: Sand Warrior (10%) -> 5%
3. 7. ShadowDancer
-20% Reduced Requirements

Gloves

1. Draculs's Grasp
-Increased attack speed 20%

Torso

1. Que-Hagans
+1skills -> +2 all skills
+25% Enhance Defense -> +175-200%
+15 all resistances -> 15-20%
2. ToothThrow
+4-6 teeth -> +3-4
3. Wyrmscale
Reanimate Slain as: Devourer (5% lvl 5) -> Devourer young (5% lvl 10)
4. Tyreals
Indestructible mod added back
5. Skin of the flayed one
+2jave skills -> +1 zon skills

Helms

1. Crown of Thieves
100 mana -> add 2 sockets
2. DragonHead
removed 12% ctc Meteor when struck -> reduced damage by 20-25
Fire absorb 2-5% -> Fire absorb 3-4%
3. Nightwings veil
-2 light radius -> socketed 2
Cold absorb 2-5% - Cold absorb 3-4%
+1 Frost Nova oskill -> resist cold 30%
4. Steelshade
+3 CoS oskill -> socketed 2
resist all 20% -> resist lightning 30%
2% ctc level 30 Cloak of Shadows on striking -> 2% ctc level 30 Chain Lightning on striking
5. Andariels Visage
+2 all skills -> +3 all skills

Rings

1. Wisp ring
level 8 SoB -> level 12

Amulets

1. MetalGrid
level 8 SoB -> level 12
2. Zakarum
+1-2 all skills -> +2 all skills

Swords

1. Plague Bearer
+1barb skills -> 30-40 reduced enemy defense on striking (dmg-ac)
2. Doombringer
+2barb skills
3. Sword of the Wanderer
+2-3 all skills -> +3 all skills
4. Titan Blade
+2-3 masteries (barb only)

Polearms

1. The Grim Reaper
+1 socket -> +2 sockets
2. Blackleach Blade
+10% ias -> 30% ias
3. Grim's Burning Dead
+3 nec skills -> +2 all skills
+3 Coprse Explosion -> 2 sockets
+3-4 Skeleton Mastery -> 20 life after demon kill
+3-4 Raise Seleton Archer -> 20 mana after demon kill
+3-4 Raise Skelton -> 15% faster run/walk
4. The Reaper's Toll
+5 nec skill -> +3 druid skills
+12 bone armor oskill -> +6

Staves

1. Ribcracker
+150% enhanced damage

Scepters

1. Hand of the Blessed light
+3 paladin skills -> +2
+2-4 holy bolt-> +2
+2-4 Fist of the Heavens -> +2

Axes

1. Humongous axe
+30% ias
2. Warlords Trust
10%ias -> 30% ias

Mauls/Hammers

1. SteelDriver
+2 sockets
2. The Gavel of Pain
+2 sockets

Hopefully that is everything, and hopefully it works!

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 4:11 am 
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Thank you everyone!

"Unique items
Unlabored Flawlessness string added"
What does this mean?

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 4:15 am 
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it never got it's name. it should show up as 'an evil force' right?

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 6:23 am 

Joined: Wed May 12, 2010 9:43 am
Posts: 140
Great! I hope it'll be ready for next friday/weekend

How much trouble would it be to get it working with D2SE for easy install?


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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 7:25 am 

Joined: Wed Sep 02, 2009 2:41 pm
Posts: 232
kramuti wrote:
Ok folks, after fighting through a lot of discussion, work, screw ups, known fixes, and discovered fixes, compiling it all together, here is the final run


Thanks for everyone's work!


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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 8:31 am 

Joined: Thu Feb 25, 2010 6:22 am
Posts: 176
Location: Hungary
Triple hurray and big thanks to everyone! I'm looking forward to next weekend.


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 Post subject: foh
PostPosted: Fri Oct 04, 2013 10:00 am 

Joined: Mon Aug 31, 2009 10:36 am
Posts: 317
Location: Phoenix
the sanc nerf pally

had to skip prayer, also couldn't point any auras unless they were prereques due to severe needs of all skill points.

Also foh says "lightning strike" in description which is a minor text bug.

I found it unplayable without a super tank. Ie i had to tweak out a super merc and give him stupid player level life to stay alive while i used all 90-95 gear.
This was in ancients way hell, castle and the entire path to a and b (on positive note I found tyreals on the way there and it was indeed indestructable). It was no longer fun to play a foher.

I tried a level 100 tweaked chant/ hydra sorc and I did find that to be fun (probably cause of the huge splash damage etc) as well as the maxxed mana shield. I did wsk and only got mana burned once somehow. used a pretty normally geared act five merc with the exception of i stuck the ardy ammy on him for lr proc. I didn't die but once and it was my own foolishness for not breaking the pack up. level 40 bo and wisp oak.


Tried psn zon, found that to work ok as the phys strike dous reset timer just fine. Pretty standard. Even slightly boring. level 40 bo.

I still say necro with poison skills should get one percent life per hard point of skills in the psn skills so that massive dagger strike damage could actually be used on occasion so i tried it single player and it was alot more enjoyable and imho not op. 1% life per hardpoint translates to 60 percent extra life. And boner or summoners could not use it. I did hell act four rof and on with level 40 bo. The ig was nice for moloch. Did take me almost two hours by myself to get it done though. Necro was in full trangs though so with the uniques it should be hella faster.

Everything else I tested including lr/amp/conviction, ig, sob , how etc worked ok and seemed pretty on par.

LoL and god damnit my two cents is worth $38.50 :twisted:

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Last edited by Pappy on Fri Oct 04, 2013 10:40 am, edited 1 time in total.

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 10:25 am 
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Is there anyway you could post a screenshot of your foh damage and magic pierce compared to the old version.

Being totally greedy. Someone give me save files of SP characters...one of each class with unused skill points!!!

and yes, your two pennies were at least made out of real copper.

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 10:40 am 

Joined: Thu Sep 05, 2013 10:23 am
Posts: 43
Quote:
probably cause of the huge splash damage etc) as well as the maxxed mana shield

so u used only 2 out of 3 synergies for hydra and it was ok? (+mast +ES)

2kramuti: i have only one hell of cheated out sorc (not mine). idk if u want that

also can some1 check fnova sorc with ok gear?


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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 10:50 am 

Joined: Mon Aug 31, 2009 10:36 am
Posts: 317
Location: Phoenix
was level 100, sorc 20 warmth, 20 es, 20 hydra, 20chant, 20 mastery, and rest into bolt. As i said it was fun, didnt find it to be op because for me dying in wsk 2 is something only retards do.


As for screen shot if i make a char with the editor i have i get to make one game when i go to make a new game it gives me all kinds of funky errors so would litterally have to remake char, however with +5 all skills (hsaru angelics)
my foh was doin 7.4k roughly, keep in mind I didn't have any skill charms as i cant figure out how to make shards with this damn thing.

On a side note on my mental sin I easily got over 100% magic pierce without using sanc aura, I actually took of griffons and used coa instead cause I didn't need the pierce. So is no reason a pally cant get 100 pierce. The one problem is to get that pierce he will have to give up war.

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 10:53 am 
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I edited a pally with lvl 48 skills and -75 magic pierce.

The charscreen FOH dmg with sanc aura active was 14-18k and I was able to kill at a good speed by foh standards.

My first impression is that it seems ok. How much pierce did you have on your pally pappy?

Edit: I am also getting errors on rejoin on the paladin. Can anyone else confirm? Will this be an issue on realm?

Edit: Never mind I got a fresh copy of the files and tested it again. I can rejoin games normally. No issues for me. Still Would like someone else to confirm though. Make a paladin and then recreate a game. Then skill up foh and sanc and recreate a game.

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Last edited by Mrawskrad on Fri Oct 04, 2013 11:46 am, edited 2 times in total.

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 10:57 am 

Joined: Mon Aug 31, 2009 10:36 am
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Location: Phoenix
for that pierce endgame he need pillar of faith , zod cham vex. 30 pierce, two wisp for 20 wisp also gave oak etc since I couldnt wear war, arkaine valor (cause its tanky as well has pierce of ten), 65 gloves for ten, perf -10 griffon, -10 zak ammy, and two facets for the hundred rest can be rubies . res all , ber or whatever to make him tanky.

I had 99 pierce, and the trash is not the measure of a foher, They didnt nerf the magic bolts for undead, just the foh ignore demon . So i tested on boss, mostly a and b and diablo. I went arkaine just cause of the o skill on it. And i saw alot of crashes. Figured it was my hacked out char......

Had to remake him five times lol i hate that. For trash as foh goes he was nice for trash , it was boss where he needs to to be good,

I am not making him again for a picture lol as i have to leave very shortly for a dr appt.
not sure i could finish in time

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 11:15 am 

Joined: Thu Sep 05, 2013 10:23 am
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Brevan wrote:
Kramuti wrote:
I would rather have this a a self cast only skill, than add stuff to other skills at the moment. The 2nd and 3rd cold armors are getting MDR and PDR as it is.
Alrighty, another vote for making it a self-buff, hopefully with a nice and long duration (I'm thinking 10 minutes flat, is that alright with everyone?). Also, Shiver and Chilling armors were given DR%, not DR/MDR. The details are in the suggestions thread.

does shiver/chilling dr% stack? also, maybe add +1dr/+1mdr per fnova hardpoint to frozen? cause fnova sorc have to make it close up and personal. (so maybe even more, like +1dr/mdr per 2 FA hardpoints to both SA and CA)
some numbers: (they at lvl60 skills cause equipment dont have cold facets or pierce at all. and im not sure about having them, as this sorc needs all def she can get)
fnova: 25k-37k (not much)
FA: 30dr/mdr, 1300%def (both will be lower at actual level by ~25%)
SA: 23k-47k
CA: 22k-44k
this is maxxed ou stats. as for leveling... idk...

about bolts from chilling: can we have their radius increased? i saw lots of time as some1 shoot at sorc from offscreen, while bolt disappears half-way. oh, and its really fun watching zillion of bolt when they breath at you :D

oh, plz allow to cast thunderstorm and tele in city


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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 11:20 am 
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Hommit wrote:
Brevan wrote:
Kramuti wrote:
I would rather have this a a self cast only skill, than add stuff to other skills at the moment. The 2nd and 3rd cold armors are getting MDR and PDR as it is.
Alrighty, another vote for making it a self-buff, hopefully with a nice and long duration (I'm thinking 10 minutes flat, is that alright with everyone?). Also, Shiver and Chilling armors were given DR%, not DR/MDR. The details are in the suggestions thread.

does shiver/chilling dr% stack? also, maybe add +1dr/+1mdr per fnova hardpoint to frozen? cause fnova sorc have to make it close up and personal.


Yes, it stacks. This post was for people to test what changes are done, not to suggest more. The discussions for changes were months ago. Sorry to sound like a butthole, but people want this reset asap and we cant keep changing things right now.

I'd love to hear more suggestions for the future from people but this thread isn't the place, we have a forum for them. Any further suggestions won't make it in this current patch though.

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 11:46 am 
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Mrawskrad wrote:
Edit: I am also getting errors on rejoin on the paladin. Can anyone else confirm? Will this be an issue on realm?

Edit: Never mind I got a fresh copy of the files and tested it again. I can rejoin games normally. No issues for me. Still Would like someone else to confirm though. Make a paladin and then recreate a game. Then skill up foh and sanc and recreate a game.

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 11:49 am 

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Couple of things I noticed.
1: The act 5 mercs can take quite a long time before finally shifting (probably nothing to be done there since it became an aura, and seems to suffer from the same issue as act2 mercs)
2: The Attract necro skill doesn't seem to work on more than one monster at once, no matter the radius of the skill, making leveling it absolutely pointless (It already is, but you get the point. Increasing the radius does nothing)
3: HoW only gives 10% damage reduction instead of 20? The synergy says 1% DMR per point, but it only seems to give one per 2 points instead.
4: Shouldn't Spirit of barbs be immune to poison in hell? Or did I just get a wrong impression?


In green, what I tested and works

1) Poison javelin and Plague javelin no longer reset boss heal timer
2) Geddon damage reduced by ~20% (synergies from 16 TO 12)
4) Shiver armor and Chilling Armor 1%DR every 2 base levels
5) Shockwave range increased by 21%
7) Sanctuary now adds damage to FoH similar (Same as Concentration and Blessed Hammers)
11) Spirit of the Barbs add poison resist to spirit in hell so retains immunity as in all other difficulties
16) Heart of Wolverine physical resist applied to itself
17) act5 shapeshifting mercs changed to aura (so dont deshift all the time)
19) Hydra fireballs now correctly splash
20) Warmth now currectly gives regen values - changed to self-buff
Need a visual mark that it's on.
21) Spirit of barbs poison resist now applies to self
Spirit of Barbs has to be at least level 24 to be immune to poison in hell.
24) HoW and SoB receive cyclone armor as a summon skill (i thought this was removed...test and see if you like it)
Doesn't appear to be working
25) Skill description of decrepify fixed. (should no longer display 'an evil force)


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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 12:12 pm 
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Riem821 wrote:
Couple of things I noticed.

1: HoW only gives 10% damage reduction instead of 20? The synergy says 1% DMR per point, but it only seems to give one per 2 points instead.
2: Shouldn't Spirit of barbs be immune to poison in hell? Or did I just get a wrong impression?
3: HoW and SoB receive cyclone armor as a summon skill (i thought this was removed...test and see if you like it)[/color]
Doesn't appear to be working


1: It gives the correct value, skilldesc for the synergy just needs to be fixed to show this.
2: Working as intended afaik. They become immune at slvl24+ Not sure what was decided on months ago, though.
3: I think the only reason brevan gave them cyclonearmor based on the druids blvl of SoB/SoW was to correctly give the bonus DR/Absorb to their auras. I don't think they were meant to ever cast it. So basically pretend it doesnt exist. Working as intended?

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 12:46 pm 
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In the skills.txt 'HydraBall' skill ID needs to be fixed.

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 1:42 pm 

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Riem821 wrote:
Couple of things I noticed.
1: The act 5 mercs can take quite a long time before finally shifting (probably nothing to be done there since it became an aura, and seems to suffer from the same issue as act2 mercs)
2: The Attract necro skill doesn't seem to work on more than one monster at once, no matter the radius of the skill, making leveling it absolutely pointless (It already is, but you get the point. Increasing the radius does nothing)
3: HoW only gives 10% damage reduction instead of 20? The synergy says 1% DMR per point, but it only seems to give one per 2 points instead.
4: Shouldn't Spirit of barbs be immune to poison in hell? Or did I just get a wrong impression?


In green, what I tested and works

1) Poison javelin and Plague javelin no longer reset boss heal timer
2) Geddon damage reduced by ~20% (synergies from 16 TO 12)
4) Shiver armor and Chilling Armor 1%DR every 2 base levels
5) Shockwave range increased by 21%
7) Sanctuary now adds damage to FoH similar (Same as Concentration and Blessed Hammers)
11) Spirit of the Barbs add poison resist to spirit in hell so retains immunity as in all other difficulties
16) Heart of Wolverine physical resist applied to itself
17) act5 shapeshifting mercs changed to aura (so dont deshift all the time)
19) Hydra fireballs now correctly splash
20) Warmth now currectly gives regen values - changed to self-buff
Need a visual mark that it's on.
21) Spirit of barbs poison resist now applies to self
Spirit of Barbs has to be at least level 24 to be immune to poison in hell.
24) HoW and SoB receive cyclone armor as a summon skill (i thought this was removed...test and see if you like it)
Doesn't appear to be working
25) Skill description of decrepify fixed. (should no longer display 'an evil force)



HoW and SoB don't get cyclone armor. I believe it was just something that was part of the description in the txt file related to the sages getting their own aura as a buff (dr to how, psn res to sob). when you test both in-game neither should be getting a cyclone armor.


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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 2:31 pm 
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Things tested

- Using act5 in shortcut to get level 33, set all skills to lvl 1, and have no items besides starting ones

Paladin
-res auras give absorbs to Salvation. 1 per 4 hard points, globally. i.e. 2fire1cold1light = 1% absorb, or any other combo
-Sanctuary adds damage to FoH
-Cleansing gives self res, and to merc
-Conviction if we want conviction really to be start at 25% at level one, then the formula needs adjusted. Lvl 1 is 26, though it displays 25% before the first skill point is spent
Also, the description does not appropriately reflect the points for the next level because of the reliance on level. Plus the effect of blvl makes it even wonkier...LR/Amp will have the same display issues. no good solution to this.
-Thorns properly displays bonuses from synergies (did not test actual damage)

-Have no issues with crashing on rejoining with paladins.

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 Post subject: Re: 1.3ginfo
PostPosted: Fri Oct 04, 2013 8:31 pm 

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Thank you for the work you guys put into this time and time again. :)

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 Post subject: Re: 1.3ginfo
PostPosted: Sat Oct 05, 2013 10:00 am 

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Bug List:

Following is being done on Single player.
I Installed by loading the 1.31f low res core, then the nond2se 1.3f core. Then i extract over it with the 1.3gbeta low res.
I did go into cubemain.txt and added lines so I can cube a uniq/set using 1 or 2 id scrolls and a magic item in cube.
I also went into misc.txt and lowered the cost of everything to 1. I did this for the gamble values also. (not sure if that might pull to some formula that could be causing some of this so I thought I would mention.
I used udie2 to put some money on the chars and skill pts.
I use AFJ's and MPQ Extractor.
Then I walked and leveled the player.
I will keep updating this list so someone can check this besides me.

1) When I make a new char he doesnt have 60 stat pts.
2) Is anyone having issues equipping a1 mercs with stuff? for some reason i cant equip arctic belt on a1 merc. Shes lvl 8, belt is lvl 6.Its weird, she is wearing bow lvl 5 and armor lvl 3, but she cant equip gloves lvl 6, belt, lvl 6, and a ring i found that is lvl 6.
3) When i kill tobial in norm the game crashes. This has something to do with the portal opening. When i hit the spire for portal in black marsh, same thing happens game crashes.
4) Warmth shows up as a "clickable" skill which i don't think should happen.
5) Also as Hommit states we should remove TK requirement for teleport and ES.You shouldn't have to one point it if you wont need it.


Last edited by Delta on Sat Oct 05, 2013 2:54 pm, edited 4 times in total.

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 Post subject: Re: 1.3ginfo
PostPosted: Sat Oct 05, 2013 12:07 pm 

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With new ES change, its skill requirement should be removed. And for teleport too i think


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 Post subject: Re: 1.3ginfo
PostPosted: Sat Oct 05, 2013 8:11 pm 
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Delta wrote:
1) When I make a new char he doesnt have 60 stat pts.
2) Is anyone having issues equipping a1 mercs with stuff? for some reason i cant equip arctic belt on a1 merc. Shes lvl 8, belt is lvl 6.Its weird, she is wearing bow lvl 5 and armor lvl 3, but she cant equip gloves lvl 6, belt, lvl 6, and a ring i found that is lvl 6.
3) When i kill tobial in norm the game crashes. This has something to do with the portal opening. When i hit the spire for portal in black marsh, same thing happens game crashes.
4) Warmth shows up as a "clickable" skill which i don't think should happen.
5) Also as Hommit states we should remove TK requirement for teleport and ES.You shouldn't have to one point it if you wont need it.


1-3 I checked all of these things and I'm not getting any issues, can more people can confirm they are having these same issues? It may just be your files got bonked somehow.

4) What do you mean? Its a castable buff now since it wont work correctly as a passive. Unless you mean something else by clickable skill?

5) no comment

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 Post subject: Re: 1.3ginfo
PostPosted: Sat Oct 05, 2013 9:54 pm 

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Quote:
1-3 I checked all of these things and I'm not getting any issues, can more people can confirm they are having these same issues? It may just be your files got bonked somehow.

4) What do you mean? Its a castable buff now since it wont work correctly as a passive. Unless you mean something else by clickable skill?

5) no comment


I will reinstall and check again.

I didnt realize we changed warmth to a castable buff. Seems like an added annoyance. But If it didnt work as a passive, I understand the change. I feel like the duration should be extended and the same duration as FA (at lvl 22 FA lasts 520 and warmth lasts 540 seconds.

Why no comment? I thought the whole point of self synergizing ES was so you didnt need to put points in tk? Let me know your thoughts.


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 Post subject: Re: 1.3ginfo
PostPosted: Sat Oct 05, 2013 10:17 pm 
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Delta wrote:
Quote:
1-3 I checked all of these things and I'm not getting any issues, can more people can confirm they are having these same issues? It may just be your files got bonked somehow.

4) What do you mean? Its a castable buff now since it wont work correctly as a passive. Unless you mean something else by clickable skill?

5) no comment


I will reinstall and check again.

I didnt realize we changed warmth to a castable buff. Seems like an added annoyance. But If it didnt work as a passive, I understand the change. I feel like the duration should be extended and the same duration as FA (at lvl 22 FA lasts 520 and warmth lasts 540 seconds.

Why no comment? I thought the whole point of self synergizing ES was so you didnt need to put points in tk? Let me know your thoughts.


Im not against increasing the duration of Warmth to a very high amount, like 10 mins would be good since it should be a passive, but cant sadly.

I suggested the change so early game sorcs can put points in ES and get increased %absorb and a better dmg-mana ratio at the same time. So reaching 95% and .75 ratio doesnt take until late game for non TK builds.

I actually like having 1pt tk to cast on wps/stash/potions, but im not against your suggestion either. I'll leave it up to you guys and anyone else who actually takes the time to post on the forums (really appreciate you guys that do :) ).

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 Post subject: Re: 1.3ginfo
PostPosted: Sun Oct 06, 2013 11:25 am 
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I don't think removing the requirements is needed, plus the argument that is based upon is meritless on its face.

Some examples, look at Salvation. It used to not have requirements, now it does. What about skills like Redemption, Vigor? Wth do they have to do with their reqs? Why should I have to spend points in Holy Auras to get Conviction. I am not going to use both at once...This simply leads to no requirements for any skills...

Similar arguments could be made for a lot of builds. Death Sentry for the Sin. Why should it have skill reqs if I am a blade sin that wants to throw points into it. It takes a lot more than 2 points to get to it, none of the skill reqs are going to be used, etc.

If your build relies on 2 skillpoints to make it work, then something is wrong.

I understand the point, but I really do not agree with it at all.

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 Post subject: Re: 1.3ginfo
PostPosted: Sun Oct 06, 2013 11:26 am 

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Quote:
Im not against increasing the duration of Warmth to a very high amount, like 10 mins would be good since it should be a passive, but cant sadly.

I suggested the change so early game sorcs can put points in ES and get increased %absorb and a better dmg-mana ratio at the same time. So reaching 95% and .75 ratio doesnt take until late game for non TK builds.

I actually like having 1pt tk to cast on wps/stash/potions, but im not against your suggestion either. I'll leave it up to you guys and anyone else who actually takes the time to post on the forums (really appreciate you guys that do :) ).


Warmth: it is what it is then. If we cant increase the duration amount. We will have to live with it.

Tk: I agree it is useful one pointing. However I do agree with you. I almost feel...but I'm curious to your thoughts, that ES should be at the same lvl requirement as teleport.


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 Post subject: Re: 1.3ginfo
PostPosted: Sun Oct 06, 2013 11:32 am 

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kramuti wrote:
I don't think removing the requirements is needed, plus the argument that is based upon is meritless on its face.

Some examples, look at Salvation. It used to not have requirements, now it does. What about skills like Redemption, Vigor? Wth do they have to do with their reqs? Why should I have to spend points in Holy Auras to get Conviction. I am not going to use both at once...This simply leads to no requirements for any skills...

Similar arguments could be made for a lot of builds. Death Sentry for the Sin. Why should it have skill reqs if I am a blade sin that wants to throw points into it. It takes a lot more than 2 points to get to it, none of the skill reqs are going to be used, etc.

If your build relies on 2 skillpoints to make it work, then something is wrong.

I understand the point, but I really do not agree with it at all.


I see your point Kramuti. It wasnt meant to be something that bypassing skill requirements as much as I feel like TK is out of place in regards to the other two skills, tele and ES, I feel like warmth is almost better than TK next to those other skills but then it wouldnt make sense to have TK where warmth is on the fire skill tree either.


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 Post subject: Re: 1.3ginfo
PostPosted: Sun Oct 06, 2013 11:58 am 
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Delta wrote:
I almost feel...but I'm curious to your thoughts, that ES should be at the same lvl requirement as teleport.


It's not a bad idea, but over all the change wouldnt bring much since you can reach lvl 28 so quickly after lvl 20.

It's kind of like what Kramuti said about skill prerequisites. If we change ES to lvl 20, where does it stop? Do all skills eventually become lvl 1 req?

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 Post subject: Re: 1.3ginfo
PostPosted: Sun Oct 06, 2013 2:35 pm 

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Mrawskrad wrote:
Delta wrote:
I almost feel...but I'm curious to your thoughts, that ES should be at the same lvl requirement as teleport.


It's not a bad idea, but over all the change wouldnt bring much since you can reach lvl 28 so quickly after lvl 20.

It's kind of like what Kramuti said about skill prerequisites. If we change ES to lvl 20, where does it stop? Do all skills eventually become lvl 1 req?


I agree. I see your points and it makes sense. I appreciate the discussion!


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 Post subject: Re: 1.3ginfo
PostPosted: Sun Oct 06, 2013 3:49 pm 
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It appears that paladins fanaticism aura skill desc isnt showing the crit the skill gives him.

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 Post subject: Re: 1.3ginfo
PostPosted: Mon Oct 07, 2013 11:14 pm 
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This is a list of what has been tested by me or others once the patchfiles were released for single player testing. Listed, are bugs, what's tested, what's not tested.

Note that the original list has now had items 28-30 (or will soon) added, 24 crossed out.

Bugs known:
1) HoW only displays 1% damage resistance per 2 base levels, rather than 1% per base level
2) Fanatacism does not display it's critical strike bonus anywhere on the skill (does it add to character screen)
3) Foh skill description reads 'lightning strikes your target 'or whatever...it's magic now and has been
5) Act5 merc can take a long time to shift. Will take a look.
6) Warmth needs mana cost displayed on skill description. Would be nice to have a graphic to show when it is in effect.
7) Fanaticism skill description does not display critical strike %. Does it on character screen?
21) Spirit of barbs poison resist now applies to self
Spirit of Barbs has to be at least level 24 to be immune to poison in hell. This seems then like it is only getting it's listed res as a summon.
16) Heart of Wolverine physical resist applied to itself

Ordered list:
x 1) Poison javelin and Plague javelin no longer reset boss heal timer
x 2) Geddon damage reduced by ~20% (synergies from 16 TO 12)
x 4) Shiver armor and Chilling Armor 1%DR every 2 base levels
x 5) Shockwave range increased by 21%
x 7) Sanctuary adds damage to FoH
x 8) Iron Golem thorns damage increased to values 1000%+30%/Lvl
x 9) Dragon Talon enhanced damage per point increased to 15% from 11%
x 10) Telekinesis range increased due to high res change +50% at least reaches edges as far as i can tell.
x 11) Spirit of the Barbs add poison resist to spirit in hell so retains immunity as in all other difficulties
x 12) Amplify Damage formula adjusted to (25% +1%/blvl +1%/2lvl) really starts at 26% at level one.
x 13) Lower resist formula adjusted to (25% +1%/blvl +1%/2lvl) really starts at 26% at level one.
x 14) Conviction formula adjusted to (25% +1%/blvl +1%/2lvl) really starts at 26% at level one.
x 17) act5 shapeshifting mercs changed to aura (so dont deshift all the time)
x 19) Hydra fireball properly explodes
x 20) Warmth now currectly gives regen values - changed to self-buff
x 11) Spirit of the Barbs add poison resist to spirit in hell so retains immunity as in all other difficulties
Spirit of Barbs has to be at least level 24 to be immune to poison in hell.
x 22) Lower Resistance mana cost reduced from 24 to 16
x 23) Energy Shield now acts as a self synergy. TK synergy removed (only checked skill descrip's)
x 25) Decrepify skill descrip fixed
x 28) Salvation. Holy resistance auras give absorbs at a new rate 1 per 4 hard points, globally. i.e. 2fire1cold1light = 1% absorb, or any other combo
x 29) Thorns damage scale set to 330% + 60%/level. Receives bonuses from synergies (50% each from Vengeance, Redemption, and Conversion) (did not test actual damage, but skill updated correctly, and all synergies were listed)


Not tested:

3) Increase Tier5 damages of fissure, molten boulder, and volcano by 15%
6) Fist of the Heavens bypass removed
15) Grim Ward - Set to summon an immobile totem that lowers enemy AC
18) Act 2 NM recovery mercs now correctly have Prayer Aura (Note: Database site needs corrected Merc auras are)
Recovery(combat)
-all difficulties: Prayer
Defensive
-norm/hell: Thorns
-NM: Defiance
Offensive
-norm/hell: Might
-NM: Blessed Aim

24) ignore, those skills are meant to be place holders.
26-27) we will have to play to see I think what rears it's head.
30) Life Tap now correctly requires level 20. (was set to 1 in files, could spend at level 12 due to prereqs in 1.3f) TEST ME!!!!!!!!!!

1) chest removed from maggot lair lvl 3

Items, for the most part have not been tested after released. I believe they have been by Pious and maybe Brevan?
-Skin of the Flayed one is Flayered I think. Maybe the string is different than the file entry? I forget.

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 Post subject: Re: 1.3ginfo
PostPosted: Tue Oct 08, 2013 11:55 am 
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I fixed the known bugs Kramuti posted and sent him the files so he can update the main post with those when he gets a chance. However if you want to test the fixes before then, just PM me and Ill give you a link.

Here is what I did:

Fixed known bugs:
1) HoW skill desc fixed
2) Fanatacism skill desc fixed shows crit now
3) Foh long skill desc changed to target is banished same as its short description
5) Act5 merc wereform chance increased from 10 to 20, its the same chance as a2 merc auras now
6) Warmth mana cost...I just removed the cost. Its a 'passive' skill and shouldn't even cost mana

With these two below, I assume they are working as intended. No fix needed unless I get specifics on what to change.

7) Spirit of barbs poison resist now applies to self
Spirit of Barbs has to be at least level 24 to be immune to poison in hell. This seems then like it is only getting it's listed res as a summon.
8) Heart of Wolverine physical resist applied to itself

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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9)
PostPosted: Wed Oct 09, 2013 1:08 am 
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The initial post has been updated, and the thread title changed.
A link to the final set of text files is near the top.
I don't know how the admins want to distribute things. I have no clue as to what needs to be done with the text files to make it work for them.
We will need verification on a implementation date by them.
GLHF!

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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9)
PostPosted: Wed Oct 09, 2013 1:09 pm 

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Does this mean the patch is live? And how do we change from 1.3f to 1.3g?


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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9)
PostPosted: Wed Oct 09, 2013 1:48 pm 
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Ensley03 wrote:
Does this mean the patch is live? And how do we change from 1.3f to 1.3g?


No, the patch isnt live yet.

Here is what is happening currently:

I am uploading the final compiled files then I will send them to Kramuti/Brevan/Pious to get checked over 1 last time.

Then the compiled patch can be sent to Duff and on friday we will get a reset.

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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9)
PostPosted: Wed Oct 09, 2013 2:27 pm 

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Quote:
and on friday we will get a reset.

Any estimated time? (gmt zones plz)
Id like to have this after work if possible :)

btw, looking for some hardcore group :roll: (can play 24/7 for first week atleast)


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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9)
PostPosted: Wed Oct 09, 2013 2:37 pm 
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Idk man, sorry. I just edit the files. :\

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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9)
PostPosted: Wed Oct 09, 2013 3:09 pm 
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Are you making these into mpq's?
Has anything been changed on the files I posted last night?
Do we know what form the server admins need these in...am totally ignorant of that stuff.
I should be home a bit after 10pm this evening. I will take a look once more then. Tonight is the last time I will look at them at all. Life is not done kicking me in the nuts.

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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9)
PostPosted: Wed Oct 09, 2013 3:14 pm 
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kramuti wrote:
Are you making these into mpq's?
Has anything been changed on the files I posted last night?
Do we know what form the server admins need these in...am totally ignorant of that stuff.
I should be home a bit after 10pm this evening. I will take a look once more then. Tonight is the last time I will look at them at all. Life is not done kicking me in the nuts.


1) Yes
2) No
3) I'll PM Duff

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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9)
PostPosted: Wed Oct 09, 2013 3:27 pm 
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MPQ's should be all we need on the hosting end.

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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9)
PostPosted: Wed Oct 09, 2013 11:46 pm 
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Initial post updated.

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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9)
PostPosted: Thu Oct 10, 2013 10:14 am 

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kramuti wrote:
Initial post updated.


This is awesome Kramuti and guys... we are all very excited to start again and rush-up the ladder (on HC of course :)).

I haven't played in years so I was wondering if the process for installing the MOD for the D2SE console is going to remain the same? Do I just download the files tonight and then wait for reset tomorrow when I assume the files will be posted on the main forum?

Just wanted to clarify as some new friends will be coming to play and they will be going off the first post on this forum for instructions of download.


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 Post subject: Re: 1.3ginfo (FINAL TEXTFILES 10-9b)
PostPosted: Thu Oct 10, 2013 10:58 am 
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Folks will need to wait for the mpq's to be uploaded, and await a post from Duff.

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