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 Post subject: Patch 1.41e Changelog
PostPosted: Sun Sep 07, 2014 12:51 pm 

Joined: Sun Jun 26, 2011 11:59 am
Posts: 70
Changelog

Maps
    Baals Chamber
    - Reverted to original map

Monsters
    Wyrms
    - Rabies level from 16 to 12
    - Twister level from 16 to 12
    - Tornado level from 9 to 6

    Sexton
    - Lightning level from 2 to 1

    Cantor
    - Lightning level from 2 to 1

    Heirophant
    - Lighting level from 3 to 1

    Baphomet
    - Lightning from level 8 to 4
    - Nova from level 8 to 6

    - Normal base HP from 600 to 400
    - Normal MinDamage from 250 to 75
    - Normal MaxDamage from 300 to 125

    Thrack
    - Deathmaul level from 10 to 3
    - Bladeshield level from 10 to 5
    - Big Tornado level from 3 to 2
    - Plague Poppy level from 15 to 8

    - Normal base HP from 600 to 550
    - Normal MinDamage from 250 to 100
    - Normal MaxDamage from 300 to 150
    - Experience from 600 to 800

    - Nightmare base HP from 2625 to 2000
    - Nightmare MinDamage from 500 to 400
    - Nightmare MaxDamage from 500 to 400

    - Hell base HP from 2625 to 2500
    - Hell MaxDamage from 1000 to 900

    Achmel
    - Spirit level from 8 to 6
    - Teeth level from 8 to 7
    - Spear level from 8 to 5

    - Normal Experience from 750 to 850
    - Normal base HP from 750 to 700
    - Normal MinDamage from 400 to 325
    - Normal MaxDamage from 450 to 400

    - Nightmare base HP from 2625 to 2400
    - Nightmare MinDamage from 715 to 550
    - Nightmare MaxDamage from 715 to 625

    Juggernaut ( A2 )
    - Eruption level from 6 to 4

    Glasya
    - Normal MinDamage from 650 to 475
    - Normal MaxDamage from 700 to 550

    - Nightmare MinDamage from 750 to 675
    - Nightmare MaxDamage from 800 to 750

    - Hell MinDamage from 900 to 850
    - Hell MaxDamage from 1000 to 950

    Hatestorm
    - Replaced Wyrm minions with Pit vipers

    Asmodeus
    - Asmodeus Fire ball level from 8 to 6
    - Asmodeus Meteor level from 8 to 5
    - Asmodeus Hellorb level from 8 to 7

    - Normal MinDamage from 500 to 400
    - Normal MaxDamage from 600 to 500

    - Nightmare MinDamage from 800 to 750
    - Nightmare MaxDamage from 1000 to 875

    - Hell MinDamage from 900 to 875

    Belial
    - Lightning level from 8 to 6
    - Belial Nova level from 8 to 5

    Azmodan
    - Hellorb level from level 8 to 6
    - Azmodan baal from level 8 to 6
    - Azmodanmeteor from level 8 to 5
    - Azmodan Hell Orb level from 8 to 5

    - Normal base HP from 1000 to 800
    - Nightmare base HP from 2750 to 2250
    - Hell base HP from 2750 to 2250

    Guardian
    - Fire Orb Level from 8 to 6
    - Hell Orb level from 8 to 6

    Mephisto
    - Mephisto Lightning level from 8 to 6
    - PrimeSpear level from 8 to 6
    - Mephisto Spirit level from 8 to 6

    Izual
    - Fist of Doom level from 15 to 8
    - Guardian Fire Orb level from 8 to 4

    Darkness
    - Darkness Frozen Orb level from 8 to 5
    - Darkness Teeth level from 8 to 6
    - Darkness Meteor level from 8 to 6
    - Darkness Spike level from 8 to 4

    De Seis
    - Seis Light level from 14 to 11

    Amon
    - Amonspike from level 8 to 7

    - Normal Base HP from 1750 to 1325
    - Normal MinDamage from 525 to 475
    - Normal MaxDamage from 550 to 500

    - Nightmare base HP from 2900 to 2600
    - Nightmare MinDamage from 900 to 800
    - Nightmare MaxDamage from 900 to 875

    - Hell base HP from 2875 to 2550

    Diablo
    - Diablo Ball level from 8 to 6
    - Diablo Meteor level from 8 to 6
    - Diablo Wall level from 14 to 9
    - Diablo Light level from 12 to 10

    Chimera
    - Fire Orb level from 8 to 7
    - Chimera Nova level from 8 to 6
    - Chimera Hell Orb from level 8 to 6

    Ardual
    - Lightning level from 8 to 6
    - Lightning Fury level from 20 to 18

    Whitedragon
    - Glacial Spike(WDSPike) from level 8 to 6

    Lazarus
    - Laz Fire Ball level from 8 to 6
    - Laz Meteor level from 8 to 5
    - Lazspike level from 8 to 7
    - Laz Fire Orb level from 8 to 7
    - Laz Hell Orb level from 8 to 7

    Samhain
    - Samhain Spear level from 8 to 6
    - Samhain Spirit level from 8 to 6
    - Samhain Teeth level from 8 to 7

    - Normal base HP from 2750 to 2250
    - Normal MinDamage from 600 to 450
    - Normal MaxDamage from 700 to 550

    - Nightmare base HP from 3100 to 2850
    - Nightmare MinDamage from 750 to 650
    - Nightmare MaxDamage from 900 to 800

    - Hell base HP from 3000 to 2800
    - Hell MinDamage from 1200 to 1050
    - Hell MaxDamage from 1400 to 1250

    Red Crystal Dragon
    - Diablo Hell Orb level from 8 to 6
    - Prime Spear level from 8 to 6

    - Nightmare base HP from 4000 to 3750

    Sorrow Lord
    - Tornado level from 10 to 7
    - Twister level from 20 to 15

Items
    - Added graphics for new Arrows
    - Added graphics for Return Tome
    - Added graphics for Spirit Forge
    - Added graphics for Boneshade
    - Added graphics for Death's Fathom
    - Added graphics for Manald Heal

    - Changed graphics for Crystal Band
    - Changed graphics for Duriel's Soulstone

    - Fixed Death Mask color palette

    - Perfect Gems can now be upgraded by Gem Shrines
    - Starstone Gems can now be upgraded by Gem Shrines
    - Moonstone Gems can now be upgraded by Gem Shrines

Vendors
    Anya
    - Now sells Starstone gems in Normal
    - Now sells Moonstone gems in Nightmare
    - Now sells Moonstone gems in Hell

Clientside
    Added PureRage-DoD's D2Client.dll to permanently display health and mana above health and mana gloves

Misc
    - Changed Hell Unleashed.bat to close immediately after running
    - Added batch file to run game in window mode

How to install[list]
Servers are running 1.41d. Do not update before DuffBeer deployed the patch on the servers. This thread will be updated once the patch is live.
Non D2SE
1. Download and Install Patch 1.41d
Users that already have installed 1.41d can skip this part.

2. Download Patch 1.41e

3. Extract the *.zip archive into your "..\Diablo II" folder.

D2SE
1. Download and Install Patch 1.41d
Users that already have installed 1.41d can skip this part.

2. Download Patch 1.41e

3. Extract the d2client.dll into your MODS folder

4. Extract the d2_patch.mpq into your "Hell Unleashed 1.41" folder

5. Run D2SE and start the game.


Last edited by Sytaris on Thu Oct 23, 2014 10:13 am, edited 10 times in total.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Sep 08, 2014 8:17 am 

Joined: Sun Jun 26, 2011 11:59 am
Posts: 70
Monsters
    Sexton
    - Lightning level from 2 to 1

    Cantor
    - Lightning level from 2 to 1

    Heirophant
    - Lighting level from 3 to 2

    Guardian
    - Fire Orb Level from 8 to 7
    - Hell Orb level from 8 to 7

    Mephisto
    - Mephisto Lightning level from 8 to 7
    - PrimeSpear level from 8 to 7

    Ardual
    - Lightning level from 8 to 6
    - Lightning Fury level from 20 to 18

    Samhain
    - Samhain Spear level from 8 to 7
    - Samhain Spirit level from 8 to 7


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Sep 08, 2014 8:53 am 

Joined: Mon Nov 23, 2009 2:09 am
Posts: 736
Looks pretty good so far.

Some recommendations/asks:

- Further increase the gold carrying capacity for both characters and stash. 100k per level for characters, something around 500k per level for stash. Makes end game 10million and 50million respectively.
- Rune drops need some kind of buff. I suggest changes the rune ranges for countess and nith in each difficulty to better align with character levels.
- Some color variation or some graphics change to distinguish norm/nm/hell cow parts


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Sep 08, 2014 9:07 am 

Joined: Sun Jun 26, 2011 11:59 am
Posts: 70
muleofal wrote:
- Further increase the gold carrying capacity for both characters and stash. 100k per level for characters, something around 500k per level for stash. Makes end game 10million and 50million respectively.
This is a change I want myself, but before doing so, I have to check if this has any negative impact on the character file size.
- Rune drops need some kind of buff. I suggest changes the rune ranges for countess and nith in each difficulty to better align with character levels.
Can be looked into, but none of main concerns right now imo
- Some color variation or some graphics change to distinguish norm/nm/hell cow parts
There's only 1 of each respective cow parts. This means that assigning a different texture to each of the parts is not quite easy. Probably have to remake each part and cube recipes. Need some information on this one here.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Sep 08, 2014 12:13 pm 

Joined: Mon Nov 23, 2009 2:09 am
Posts: 736
- What about cutting the costs of everything by 2x or 3x or 4x instead of increasing the gold stash (gambling, purchasing, gems, runes, sockets)? That would circumvent the character file size issue. The only thing that I see as a problem then is that current gold drops would become 2/3/4x as long-lasting.

- Sucks to hear about the cow parts being a pain in the ass. It's not worth the hassle if it's going to take a long time to change it.

- Runes aren't a huge issue, but I think most people experience the progression of runewords versus other items is really slow. If it's a quick change to the rune boss drop range, I think it would be worth the effort. If not, no biggie here... modding resources can be better allocated elsewhere.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Sep 08, 2014 12:23 pm 
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muleofal wrote:
- Runes aren't a huge issue, but I think most people experience the progression of runewords versus other items is really slow. If it's a quick change to the rune boss drop range, I think it would be worth the effort. If not, no biggie here... modding resources can be better allocated elsewhere.


yea this would be really cool to look at later. I agree with sytaris though there are game breaking things that need fixing first :). But really being level 66 and your highest rune is io doesn't make much sense

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Sep 08, 2014 11:09 pm 

Joined: Thu Feb 25, 2010 6:22 am
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Reading about gem shrines reminded me an idea which I probably mentioned in the past. Is it possible to make the blessings like monster confuse? So they couldn't have been overwritten by curses and have some use. Maybe a little buff to weapon/armor shrine and changing stamina to increased speed.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Sep 09, 2014 5:11 am 

Joined: Sun Jun 26, 2011 11:59 am
Posts: 70
tucker wrote:
Reading about gem shrines reminded me an idea which I probably mentioned in the past. Is it possible to make the blessings like monster confuse? So they couldn't have been overwritten by curses and have some use. Maybe a little buff to weapon/armor shrine and changing stamina to increased speed.


I agree that most of the shrines are not really useful. So here's a suggestion.

Shrines
- Shrines are no longer purgeable/overwriteable

    Armor
    - +100% defense rating for 96 seconds to +200% defense rating for 120 seconds

    Combat
    - +200% Attack Rating and +200% to Minimum and Maximum Damage for 96 seconds to 120 seconds

    Mana Recharge
    - 400% Mana regeneration for 96 seconds to 120 seconds

    Resist Cold
    - Increases cold resistance by 75% for 144 seconds to 75% cold resistance, 5% cold absorb for 120 seconds

    Resist Fire
    - Increases fire resistance by 75% for 144 seconds to 75% fire resistance, 5% fire absorb for 120 seconds

    Resist Lightning
    - Increases lightning resistance by 75% for 144 seconds to 75% lightning resistance, 5% lightning absorb for 120 seconds

    Resist Poison
    - Increases poison resistance by 75% for 144 seconds to 75% poison resistance, 25% poison length reduction for 120 seconds

    Stamina
    - Increases run and walk speed by 40% and gives unlimited stamina for 120 seconds

This list will be added to the todo-list for the next patch


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Sep 09, 2014 1:47 pm 
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love the new shrine ideas!

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Wed Sep 10, 2014 12:01 pm 

Joined: Sun Jun 26, 2011 11:59 am
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Maps
    Baals Chamber
    - Reverted to original map

Reverting all boss positions would require a bit more work since re-balancing the bosses is also part of the job here. If everyone agrees we can push the changes to the server.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Sep 11, 2014 4:38 am 

Joined: Sun Jun 26, 2011 11:59 am
Posts: 70
Clientside
    Added PureRage-DoD's D2Client.dll to permanently display health and mana above health and mana globes


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Sep 11, 2014 12:06 pm 

Joined: Sun Jun 26, 2011 11:59 am
Posts: 70
Vendors
    Anya
    - Now sells Starstone gems in Normal
    - Now sells Moonstone gems in Nightmare
    - Now sells Moonstone gems in Hell


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Sep 11, 2014 12:19 pm 

Joined: Mon Nov 23, 2009 2:09 am
Posts: 736
Sytaris wrote:
Reverting all boss positions would require a bit more work since re-balancing the bosses is also part of the job here. If everyone agrees we can push the changes to the server.


I would stay away from this for now unless you have the free time and plan on spending a solid amount of time doing it, testing each boss multiple times with many different characters/character combinations, testing each skill change, damage changes, etc etc. It's most likely a long process to do it all over again, especially because you have to balance them again for their old locations against what their difficulty is at currently.

If you have the time, I'm sure most people would like to see the bosses back to where they were with some added wrinkles (switching up the skills, adding some minions to all bosses such as how Tobial has bears with him). The problem is that could really take a long while and eat into your time working on other potential stuff. If this is meant for a bandaid patch, best approach would be to just balance the actual bosses and leave them, their skills where they are. Maybe switch up some of the skills, but overall keep them as is and get them right before moving them. If you're looking to really make this a heavy patch and intend on spending a couple of months putting lots of effort and work into it, then go ahead and move them.

It's always easier to make smaller changes in steps and gradually fix than trying to reinvent the wheel.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Sep 11, 2014 12:20 pm 

Joined: Mon Nov 23, 2009 2:09 am
Posts: 736
Sytaris wrote:
Vendors
    Anya
    - Now sells Starstone gems in Normal
    - Now sells Moonstone gems in Nightmare
    - Now sells Moonstone gems in Hell


Any way these can be set so that you can buy as many as possible, and not 1 at a time before it disappears as an option?


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Sep 11, 2014 6:36 pm 

Joined: Sun Jun 26, 2011 11:59 am
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muleofal wrote:
Sytaris wrote:
Vendors
    Anya
    - Now sells Starstone gems in Normal
    - Now sells Moonstone gems in Nightmare
    - Now sells Moonstone gems in Hell


Any way these can be set so that you can buy as many as possible, and not 1 at a time before it disappears as an option?


It appears that the behaviour of upgraded gems is bugged. In files, you can tell which vendor sells which items. Larzuk sells perfect gems with quantity set to infinity. There's also 2 other columns for the perfect gems that point to "NightmareUpgrade" and "HellUpgrade". These are set to the starstone and moonstone variations of the corresponding gems. However, even with the quantity set to infinite they still vanish after the first purchase in Nightmare and Hell difficulty.
Now, what I can do is directly add the moonstone gems to the vendor list, but that would result in moonstone gems being purchaseable in Normal difficulty.
Anya is helping a bit here, because the quantity of starstone gems are infinite on her too, since she's selling them in normal difficulty and as base vendor item and not an upgraded version of it.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Sat Sep 13, 2014 4:59 am 

Joined: Sun Jun 26, 2011 11:59 am
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*relative changes. See final changes in first post.
Monsters

    Thrack
    - Deathmaul level from 8 to 3
    - Bladeshield level from 10 to 5
    - Big Tornado level from 3 to 2
    - Plague Poppy level from 15 to 8

    Juggernaut ( A2 )
    - Eruption level from 6 to 4

    Asmodeus
    - Asmodeus Fire ball level from 8 to 6
    - Asmodeus Meteor level from 8 to 5
    - Asmodeus Hellorb level from 8 to 7

    Belial
    - Lightning level from 8 to 6
    - Belial Nova level from 8 to 5

    Azmodan
    - Hellorb level from level 8 to 6
    - Azmodan baal from level 8 to 6
    - Azmodanmeteor from level 8 to 5
    - Azmodan Hell Orb level from 8 to 5

    Guardian
    - Fire Orb Level from 7 to 6
    - Hell Orb level from 7 to 6

    Mephisto
    - Mephisto Lightning level from 8 to 6
    - PrimeSpear level from 8 to 6
    - Mephisto Spirit level from 8 to 6

    Izual
    - Fist of Doom level from 15 to 8
    - Guardian Fire Orb level from 8 to 4

    Darkness
    - Darkness Frozen Orb level from 8 to 5
    - Darkness Teeth level from 8 to 6
    - Darkness Meteor level from 8 to 6
    - Darkness Spike level from 8 to 4

    De Seis
    - Seis Light level from 14 to 11


    Diablo
    - Diablo Ball level from 8 to 6
    - Diablo Meteor level from 8 to 6
    - Diablo Wall level from 14 to 9
    - Diablo Light level from 12 to 10

    Chimera
    - Fire Orb level from 8 to 7
    - Chimera Nova level from 8 to 6
    - Chimera Hell Orb from level 8 to 6

    Ardual
    - Lightning level from 8 to 6
    - Lightning Fury level from 20 to 18

    Lazarus
    - Laz Fire Ball level from 8 to 6
    - Laz Meteor level from 8 to 5
    - Lazspike level from 8 to 7
    - Laz Fire Orb level from 8 to 7
    - Laz Hell Orb level from 8 to 7

    Samhain
    - Samhain Spear level from 8 to 6
    - Samhain Spirit level from 8 to 6
    - Samhain Teeth level from 8 to 7

    Sorrow Lord
    - Tornado level from 10 to 7
    - Twister level from 20 to 15


Characters

- Removed character changes to prevent bad char data

These monsters still kick ass. Don't expect the game to get easier, but it hopefully helps with one-shots.

Patch sent to Duff.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Sep 18, 2014 10:02 pm 

Joined: Tue Dec 22, 2009 5:03 pm
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May want to lower Darkness meteor some more. 2,700+ life fury druid on normal with 77% fire res and meteor 1 hits me. That means the damage for meteor is over 12,000. thats a bit much for normal...

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Sep 18, 2014 11:21 pm 
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Haven't looked at the files, but i assume darkness also has pierce...see if stacking res (at least 30 above) makes a difference to this if ya would.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Sep 19, 2014 3:55 am 

Joined: Sun Oct 27, 2013 5:12 am
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Cory wrote:
May want to lower Darkness meteor some more. 2,700+ life fury druid on normal with 77% fire res and meteor 1 hits me. That means the damage for meteor is over 12,000. thats a bit much for normal...



2700 life in a4 as a shapeshift druid? The fuck..


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Sep 19, 2014 8:38 am 

Joined: Mon Nov 23, 2009 2:09 am
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ao2005 wrote:
Cory wrote:
May want to lower Darkness meteor some more. 2,700+ life fury druid on normal with 77% fire res and meteor 1 hits me. That means the damage for meteor is over 12,000. thats a bit much for normal...



2700 life in a4 as a shapeshift druid? The fuck..


I was wondering the same thing. Don't expect to live through a slow, single target spell like meteor with a small amount of life. I had near 8k life on a paladin at that point, and he doesn't get as big a benefit from holyshield that druids get from shapeshift hp%. The other thing is that meteor gives a visual and an audible warning. It's really easy to move a couple steps out of range.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Sep 19, 2014 11:08 am 

Joined: Sun Jun 26, 2011 11:59 am
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More changes can be done when getting a larger set of testing data. The current patch needs to be packed into an MPQ archive. Unforunately, I can't get that to work, because everytime my MPQTool corrupts the file and makes it unuseable for the Diablo II client. If somebody volunteers to pack them up, the patch can go live. Duff is waiting for 1.41e Lite (d2_patch.mpq)


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Sep 19, 2014 2:24 pm 

Joined: Tue Dec 22, 2009 5:03 pm
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muleofal wrote:
I was wondering the same thing. Don't expect to live through a slow, single target spell like meteor with a small amount of life. I had near 8k life on a paladin at that point, and he doesn't get as big a benefit from holyshield that druids get from shapeshift hp%. The other thing is that meteor gives a visual and an audible warning. It's really easy to move a couple steps out of range.


8k as a paladin on normal at level 45? how is that possible without others using oak and battle order on you? I'm pure vita and I got lycan maxed and heart of wolverine. Currently level 53 and I have 4035 life. 309 vita points and 115 str (55 str from gear/charms).

Let me know what gear and skills/stats you had at that point, I don't see how that is possible solo.

EDIT:
Holy shield life bonus caps at 80%. Assuming you were at the cap (not possible at this point) you would need 4500 life without HS to reach 8k+ life. This translates to 900 points into vitality. lol...

I think people tend to exaggerate on here without knowing what is possible.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Sep 19, 2014 3:32 pm 

Joined: Mon Nov 23, 2009 2:09 am
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Cory wrote:
muleofal wrote:
I was wondering the same thing. Don't expect to live through a slow, single target spell like meteor with a small amount of life. I had near 8k life on a paladin at that point, and he doesn't get as big a benefit from holyshield that druids get from shapeshift hp%. The other thing is that meteor gives a visual and an audible warning. It's really easy to move a couple steps out of range.


8k as a paladin on normal at level 45? how is that possible without others using oak and battle order on you? I'm pure vita and I got lycan maxed and heart of wolverine. Currently level 53 and I have 4035 life. 309 vita points and 115 str (55 str from gear/charms).

Let me know what gear and skills/stats you had at that point, I don't see how that is possible solo.

EDIT:
Holy shield life bonus caps at 80%. Assuming you were at the cap (not possible at this point) you would need 4500 life without HS to reach 8k+ life. This translates to 900 points into vitality. lol...

I think people tend to exaggerate on here without knowing what is possible.


I never said solo. It was with bo and oak. But even still, 2700 life solo as a shapeshifter thats pure vita and maxed lycan means you are doing something wrong or are geared poorly. Or you misspoke and maybe it was 3700?

For reference, paladin gets 5 life per vita. At darkness (lets assume level 45), pure vita (with str from gear/charms/an amethyst or two...easy to hit 60 or so strength from good rares, a couple +5 str lcs, and 2 perfect thysts), youre looking at 60 starting points and 44 levels of 5 stats (220) for a total of 280 vita, add in another 5 from lam esen and you have 285. Thats near 1500 life, on top of the life from the jade quest, leveling and gear (~100 base life from a circlet, ~100 from amulet, life on rare rings, life on rare belt). It's very doable to hit 2k base life at around that stage. Then add in 80% on hshield, a maxed bo (125%), and you have an extra 205% life which is another 4100 life, so youre looking at 6k already. This doesnt include rubies in armor, rubies in the leftover slots of circlet, and an oak sage that i had. Not hard to hit 8k life. I usually play HC, so most of my characters end up being on the beefy side.

As a druid, you only get 4 life per vita, but you have a much bigger life boost from lycanthropy. Maxed, it's something like 125%? and add in any skill points and youre looking at 140ish maybe. So you would need around 1150 base life to hit that 2.7k mark (without any gear taken into consideration). 300 vit points = 1200 life already, so you should be easily above 2.7k. That doesnt include any base life on gear, jade quest, leveling, rubies, etc etc.

When the changes were made for 1.41, a lot of the content was beefed up significantly (bosses have received a 4-6x damage buff i believe from previous versions), and play was focused on more difficulty and better parties. That's why the bosses are doing a lot of damage single target... they were made for dedicated tanks with oak/bo/good gear to soak. 2700 life wont cut it. The nerf to the big one-hit spells is coming soon, though, so a lot of this patch probably wont be kept once the next real big set of sweeping changes takes place. Also, it looks like the patch changes here (by Sytaris) are looking to make a nice dent into those huge 1-hitter spells, so in the future, 2700 life may be enough for a meteor.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Sep 19, 2014 3:51 pm 
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muleofal wrote:
you are doing something wrong or are geared poorly

but angelic+hsaru is good til nm :lol:

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Sep 19, 2014 7:20 pm 

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muleofal wrote:
I never said solo. It was with bo and oak. But even still, 2700 life solo as a shapeshifter thats pure vita and maxed lycan means you are doing something wrong or are geared poorly. Or you misspoke and maybe it was 3700?

For reference, paladin gets 5 life per vita. At darkness (lets assume level 45), pure vita (with str from gear/charms/an amethyst or two...easy to hit 60 or so strength from good rares, a couple +5 str lcs, and 2 perfect thysts), youre looking at 60 starting points and 44 levels of 5 stats (220) for a total of 280 vita, add in another 5 from lam esen and you have 285. Thats near 1500 life, on top of the life from the jade quest, leveling and gear (~100 base life from a circlet, ~100 from amulet, life on rare rings, life on rare belt). It's very doable to hit 2k base life at around that stage. Then add in 80% on hshield, a maxed bo (125%), and you have an extra 205% life which is another 4100 life, so youre looking at 6k already. This doesnt include rubies in armor, rubies in the leftover slots of circlet, and an oak sage that i had. Not hard to hit 8k life. I usually play HC, so most of my characters end up being on the beefy side.


Yeah if I was using blood craft rings, amulet, circlet and stacked a full inventory of life charms. But then I would have very poor resists. I have 77% all resists, all resists are 20% higher than cap except lightning, and I have 14% damage reduction.

Level 45 I was using:

Mountain Range helm.
Rattle Cage armor ethereal.
Frostburn gloves.
Bladebuckle belt.
Mahim Oak amulet and saftey craft rings both with 7-8 all res and 2x res are over 40%.
Goblin Toe boots.
And my weap is a rare poleaxe with 165% enhanced damage, ctc amplify damage, ethereal self repairing, with life attack rating and min damage mod socketed with 4x shaels for 80% ias for a 4 frame fury.

(also iron jade bong on switch for +3 skills to summon my heart of wolverine and shift into wolf form).

Gear wise you cant do much better at this level.

Go ahead to make a fury druid and see what your life is by level 45.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Sep 19, 2014 7:29 pm 

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Cory wrote:

Gear wise you cant do much better at this level.

Go ahead to make a fury druid and see what your life is by level 45.


Lol. Doo eet doo eet


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Sep 19, 2014 10:17 pm 

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ao2005 wrote:
Cory wrote:

Gear wise you cant do much better at this level.

Go ahead to make a fury druid and see what your life is by level 45.


Lol. Doo eet doo eet


I think I will just to prove my point that 2700 life is low.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Sat Sep 20, 2014 9:46 am 
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Wolf setup using HoW

Drop Rattlecage for a rare, and socket it stuffing either diamonds or rubies
Drop Bladebuckle for a rare, or even a blue (with 'of the whale' affix or similar) for that matter
Drop Mahim for rare, gamble for this if nothing else
What do you have in mountain range helm? You may even drop this for a heavily socketed rare...kinda hard to, but not out of the question.

This will give you quite a bit more survivability than your current setup.
Plus to skills matter also matters a lot for life bonuses if you are using HoW.
Not using as much MDR+PDR as you can muster with HoW early game is less efficient than you seem to give it credit for. By level 45, you should have at least 50MDR/PDR...by Diablo (i know later than discussion) you better have at least 65...
probably more now...but 70ish is about as much as you can reasonably get by then on a wolf.
Base life is a little more difficult to get for an HoW wolf than mule is making it out to be...but he isn't really wrong either.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Sat Sep 20, 2014 10:17 am 
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kramuti wrote:
Wolf setup using HoW

Drop Rattlecage for a rare, and socket it stuffing either diamonds or rubies
Drop Bladebuckle for a rare, or even a blue (with 'of the whale' affix or similar) for that matter
Drop Mahim for rare, gamble for this if nothing else
What do you have in mountain range helm? You may even drop this for a heavily socketed rare...kinda hard to, but not out of the question.

This will give you quite a bit more survivability than your current setup.
Plus to skills matter also matters a lot for life bonuses if you are using HoW.
Not using as much MDR+PDR as you can muster with HoW early game is less efficient than you seem to give it credit for. By level 45, you should have at least 50MDR/PDR...by Diablo (i know later than discussion) you better have at least 65...
probably more now...but 70ish is about as much as you can reasonably get by then on a wolf.
Base life is a little more difficult to get for an HoW wolf than mule is making it out to be...but he isn't really wrong either.



so I read this post and I was like oh he must be talking about DR and MR as a percentage not the crappy MDR and PDR coming from diamonds.. then I was like oh nope he's talking about the shitty MDR and PDR...

70 damage taken off of a 7k shot is negligible... after act one don't even worry about MDR and PDR... focus on DR % and the max Magic res you could probably get by diablo (which isn't needed for him) is maybe 10-15%?

Use a shield. learn to play the game and gear better. roll a circlet with +3 skills and some other decent stats get 4 rubies in it.. same for armor get a resistance shied with some rubies in it for fire absorb.. and dodge bosses attacks.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Sat Sep 20, 2014 3:15 pm 
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Yes, it runs out of effectiveness by the time you get out of norm, but he is low level. DoT spells are handled well. Burst spells need life, %absorb etc.
Standing where a meteor hits is your own damn fault.
I said nothing of magicres%
He wasn't even stacking elemental res and boohooing about stuff?!

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Sun Sep 21, 2014 6:18 pm 
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So quick couple of questions.

Does hsaru's defiance/ all defiance still screw up other auras?

Would the bonuses to Salvation aura from Resist fire, lightning, and cold be from hard points specifically or from soft points now? In addition is that absorb all elements or is it absorb from that specific resist. IE 4 soft points in Resist fire = 1 fire absorb or is that 1 fire, cold, and lightning absorb from 4 points in resist fire.

Does having Soft points/charges in Fist of the Heavens deny you your maximum hp% from synergies to holy shield? Or is this functioned specifically off of hard points alone?


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Sep 22, 2014 6:33 pm 

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kramuti wrote:
Wolf setup using HoW

Drop Rattlecage for a rare, and socket it stuffing either diamonds or rubies
Drop Bladebuckle for a rare, or even a blue (with 'of the whale' affix or similar) for that matter
Drop Mahim for rare, gamble for this if nothing else
What do you have in mountain range helm? You may even drop this for a heavily socketed rare...kinda hard to, but not out of the question.

This will give you quite a bit more survivability than your current setup.
Plus to skills matter also matters a lot for life bonuses if you are using HoW.
Not using as much MDR+PDR as you can muster with HoW early game is less efficient than you seem to give it credit for. By level 45, you should have at least 50MDR/PDR...by Diablo (i know later than discussion) you better have at least 65...
probably more now...but 70ish is about as much as you can reasonably get by then on a wolf.
Base life is a little more difficult to get for an HoW wolf than mule is making it out to be...but he isn't really wrong either.


Based on your suggestions I may be able to increase life by 20%, but would lower damage by around 50%. This will cause boss fights to last significantly longer and the longer the fight the more damage I take. I would lose my damage reduction % and resists % making me take more damage making that extra 20% life not worth it.

Rubies vita doesnt add in with life % bonus from lycan and gear, and the life % bonus from rubies just mixes in with lycan not doing much more.

Fact is some shit in this patch is just way to over powered.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Sep 22, 2014 6:43 pm 
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[quote] Fact is some shit in this patch is just way to over powered. /[quote]

Yes you will take more, but you can also leech during this extension of your life.
More damage does nothing if you are dead.
And yes...I agree. As does most everyone, ya?

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Sep 22, 2014 7:03 pm 

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kramuti wrote:
Quote:
Fact is some shit in this patch is just way to over powered. /
Quote:

Yes you will take more, but you can also leech during this extension of your life.
More damage does nothing if you are dead.
And yes...I agree. As does most everyone, ya?


Any undead boss you cant leech. And the fact that my dmg being lowered by nearly half also cuts amount of life i leech by half as well. Losing 6% crushing blow and 200% enhanced damage from belt and armor if i make changes you suggested.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Sep 23, 2014 8:51 am 
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kramuti wrote:
Quote:
Fact is some shit in this patch is just way to over powered. /
Quote:

Yes you will take more, but you can also leech during this extension of your life.
More damage does nothing if you are dead.
And yes...I agree. As does most everyone, ya?


in hell you are going to die anyways so the objective is to max out damage and just brute force bosses until they are dead.. there is no "tanking" for hell bosses.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Sep 23, 2014 3:38 pm 
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oh, so now it's undead bosses we are worried about? hm.
and hell?
i thought this was mid normal darkness.

kinda hard to help if we are all talking about totally different things.
glhf! :D

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Sep 23, 2014 5:41 pm 

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kramuti wrote:
oh, so now it's undead bosses we are worried about? hm.
and hell?
i thought this was mid normal darkness.

kinda hard to help if we are all talking about totally different things.
glhf! :D


Yeah maybe we should spend 10 hours MFing and crafting hypothetically perfect gear target towards each individual sub-boss and then scrap the gear before the next boss and craft all new gear.

Oh wait isn't it possible to beat Hell Unleashed in 2 days after a reset? -_-

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Sep 23, 2014 6:01 pm 

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You're either completely new to this mod or an absolute moron if you think this patch of HU even remotely resembles the previous versions of HelloKitty Unleashed.

Anything prior to 1.41 was easily doable in less than a week's time. We even had a team of 4 people do it with no BO/Oak sage in about 2 weeks time back in the early summer. There's a forum post somewhere.

Having a well thought out team of 3 or 4 characters was enough to steamroll content back in the day. Once 1.41 hit, it became impossible to beat it that quickly.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Sep 23, 2014 6:09 pm 

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muleofal wrote:
You're either completely new to this mod or an absolute moron if you think this patch of HU even remotely resembles the previous versions of HelloKitty Unleashed.

Anything prior to 1.41 was easily doable in less than a week's time. We even had a team of 4 people do it with no BO/Oak sage in about 10 days time back in the early summer.


Yeah I guess you can't see I've been registered on these forums since 2009 when they were created and been playing since 2006...

Bosses are harder now, that's about it. Characters overall are stronger with new/changed skills and gear.

And you say less than a weeks time but in the reset/patch 2013, pious ran from a1 normal to a5 hell in less than 3 days. All private games. Cleared nightmare in 3-4 hours as I remember it (entered nightmare and killed baal with 3 chars in 3-4 hours). There was a post about this.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Sep 23, 2014 6:42 pm 

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Valkyrie tank without boo or oak all bosses hell. Test it if u do not believe. Other summons if not super high level die instantly means 2 sec around only creeper stay alive most of time longer then 3sec and is spammable.
Valkyrie stay alive on darkness for example enough to resummon. So basicly u can solo hell as poison java because valkyrie damage is enough to do bosses. Poison is fastest killer well just test the shit out 48lvl valkyrie.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Sep 23, 2014 7:40 pm 
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undead.. get life tap and craft a sanc armor.. please stop being fucking retarded. normal is a cake walk.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Wed Sep 24, 2014 3:21 am 
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Cory wrote:
Yeah maybe we should spend 10 hours MFing and crafting hypothetically perfect gear target towards each individual sub-boss and then scrap the gear before the next boss and craft all new gear.


That's a little bit of an exaggeration of what I said.
Are we just still on the topic of bosses being generally a bit strong still, or are you actually asking something like:
I am having trouble getting passed X, any ideas?" I was assuming the latter.

It's a little hard to argue about the former if you are just saying 'this sucks fix it'. You will find that most people that are willing to get up off their ass and actually mod something stop listening pretty quickly when they just see this. Things aren't going to be changed according to your schedule. Sytaris has actually stepped up and done some edits that are tentatively approved, but need to be packed correctly, etc. All we have done in the last three pages is shat all over his post.

Cory wrote:
And you say less than a weeks time but in the reset/patch 2013, pious ran from a1 normal to a5 hell in less than 3 days. All private games. Cleared nightmare in 3-4 hours as I remember it (entered nightmare and killed baal with 3 chars in 3-4 hours). There was a post about this.


Maybe you should read this again.

Pious wrote:
there is a reason why immolation arrow was crushed into the ground. but i guess most people never noticed how powerful it was.


The same could probably be said of hydra last patch. Most people didn't figure this out for a bit though.

Should this post be split?

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Oct 03, 2014 3:59 pm 
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Any updates on this?
1.41e yayyy


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Sun Oct 05, 2014 2:59 pm 

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Any guess as to when the changes will go live? Love the item mods on the last patch. Only downsides:
- overpowered lightning from monsters
- forcing most boss fights into a small space that really hurts ranged/casters
- generally too OP boss fights

This mod community is fairly small and finding teammates is tough.
For a the more casual players (like me), it is nearly impossible to advance in the game given the harder difficulty and few other players. I completely understand the premise that absent serious over leveling, you should not be able to solo the game. I've played for the last several years and really enjoy this mod. Just looking to tone down the current patch. Kudos to the mods and developers for running with this - thanks for keeping it alive!


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Oct 13, 2014 12:23 pm 

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I need one person to import all the changes into the d2_patch.mpq and send it to Duff. When that's done, the patch is ready to go live. Its a pretty easy and fast job if your MPQ Tool happens to not corrupt the mpq file.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Oct 14, 2014 4:27 pm 

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council/summoner/countess still have some pretty wicked attacks too. might have fallen between the cracks.

if anyone can pack the file up this can go live fairly soon!


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Oct 14, 2014 5:03 pm 

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lets get some one trustworthy to pack the file up because it would be fairly easy to slip something into it such as a quickly added cube recipe or something underhanded like that.

(have had this happen before in an almost exact similar situation)


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Oct 17, 2014 5:12 pm 

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true, i suppose we need someone reputable to pack the file up that knows how to do it.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Oct 17, 2014 9:10 pm 
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Why don't one of you do it?
Pious? You've been a member for 5 years. Why not you?


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Oct 21, 2014 10:00 pm 

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What MPQ prog are you using? I've only had success packing D2 MPQs with WinMPQ. If you guys are still having trouble I'd be willing to try an pack em up.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Wed Oct 22, 2014 5:51 am 
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drrod wrote:
What MPQ prog are you using? I've only had success packing D2 MPQs with WinMPQ2. If you guys are still having trouble I'd be willing to try an pack em up.

winMPQ still the best. 8-)


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Wed Oct 22, 2014 5:40 pm 

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im going to assume no1 tested this? i did a very brief check the baal chamber works and the heirophant lit dmg is significantly reduced, but thats as far as i went.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Wed Oct 22, 2014 10:53 pm 

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Here's the 1.4d patch_d2.mpq packed with the txt files I found in the 1.4e data folder posted here. I tested it briefly and it seemed to be working fine. The rest, as Captain Planet would say, is up to you.

http://www.mediafire.com/download/4i0hc ... tch_d2.mpq


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 4:05 am 

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thanks captain, always appreciated!


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 9:31 am 

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Pious wrote:
im going to assume no1 tested this? i did a very brief check the baal chamber works and the heirophant lit dmg is significantly reduced, but thats as far as i went.


I have tested all my changes and did not run into critical errors. I only had trouble packing them into the mpq file. My outcome was corrupted. Probably because I wasn't using winmpq, but MPQMaster. A quick check on the new mpq file would be great and then send this patch(d2_patch.mpq) to Duff.

These are the changes graphics
Image

Uploading packed patch right now.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 9:55 am 

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yea go ahead and send duff the full package. i sent him just the mpq earlier in a PM but that didnt include the dll you added or the patch changes txt document.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 10:13 am 

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Abort mission.
Apparently there are no changes made to the patch_d2.mpq drrod submitted.


Last edited by Sytaris on Thu Oct 23, 2014 10:23 am, edited 1 time in total.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 10:23 am 

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oh wait what? the patch mpq doesnt have changes?


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 10:28 am 

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Working on this problem now. Will get the proper mpq tools to run and then pack everything myself.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 10:31 am 

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yea i just verified myself, the baal chamber is not there. weird.. i'll tell duff to hold off then.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 11:05 am 

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Weird, I added the new baallair map in there. I only tested the skills and such out so glad you caught it. Good luck gettin' it all together.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 11:06 am 
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great news ! hopefully you got it done sometime, thanks alot again for taking time doing this :)

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 11:14 am 

Joined: Sun Jun 26, 2011 11:59 am
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A little update:
Having tried different mpq tools now, winmpq is the only one that is not running on my machine, but probably the only one that does not corrupt the mpq files I'm editing. I have gottem myself the proper VB40032.dll, that is required for winmpq to work and put everything into the registry and my client still does not associate the proper libraries. Stay tuned.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 11:17 am 

Joined: Mon Aug 31, 2009 10:29 am
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are u able to do a quick baal run ben to verify again? maybe my folder has been messed with so much that its just not working right.

whats confusing me is that the dmg on the heirophants in hell looks very much nerfed. my realm barb with 79 lit res is taking 5-9k a hit from the lit per hit. the test chars with 75 lit res are consistently taking 3k a hit. to me it would seem that the dmg nerfs are working but the map adjustment is not.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 11:27 am 

Joined: Tue Sep 01, 2009 9:19 pm
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Location: Reno NV
Don't have time at the moment, I can a little later today. Hopefully Sytaris gets WinMPQ working by then, but if not I'll go back and make sure the mpq has all his goodies. My guess is I didn't pack it properly and I'm just seeing 1.4d changes which I'm not familiar with so just assumed they were 1.4e changes.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 11:32 am 

Joined: Mon Aug 31, 2009 10:29 am
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thanks ben, its just annoying for me because i can do a quick baal run in under 5 min with my test char but i cant be sure that my folder is even working properly.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 8:30 pm 

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Take two.(I didn't pack the bin files on the last one) Hopefully it's packed correctly, everything looks ok to me except Anya is only selling amethysts.

http://www.mediafire.com/download/p82t5 ... tch_d2.mpq


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Oct 23, 2014 10:31 pm 

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alright, this one is good to go ben. just checked it out and it appears to be working just fine. thanks for the help, much appreciated.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Sat Oct 25, 2014 9:13 pm 
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Cheers ben you da man, I been busy sorting out a new house, and net connection time has been next to 0. I got a good bit of time to work on anything for next big patch in 2 weeks once I got home connection.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Nov 03, 2014 11:31 am 
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R.I.P H/U


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Nov 03, 2014 7:48 pm 
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boo-you3 wrote:
R.I.P H/U


and yet after about 5 years of these remarks, patches are still being made...

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Nov 03, 2014 8:23 pm 
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he probably was the only person logged on, at like 10 am PST, zomg people have jobs rip hu

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Sat Nov 08, 2014 3:47 pm 

Joined: Wed Dec 12, 2012 7:24 pm
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Any ETA on this patch? I haven't been on for a few months since the current patch is terrible.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Mon Nov 10, 2014 7:09 am 

Joined: Sun Jun 26, 2011 11:59 am
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I fixed the Misc.txt drrod was talking about. It was missing a couple of columns for the Anya Gem changes. Tomorrow I have a couple of hours to tweak some more boss values. Any suggestions are welcome. Once that's done the source files will be uploaded here and can be packed for a Lite and Full version.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Nov 11, 2014 2:17 am 

Joined: Sun Oct 27, 2013 5:12 am
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Maybe an es fix?


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Nov 11, 2014 10:47 am 

Joined: Sat Feb 08, 2014 1:09 pm
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You can just try Ladik's MPQ Editor. It's on <zezula.net> .
It's a brand new MPQ Editor and I have been using it to pack my translations up.

BTW, there'll a strings change? I know it's just a preview patch.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Nov 11, 2014 11:03 am 

Joined: Wed Dec 12, 2012 7:24 pm
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Is it possible to put in more resolution options like the previous version had? I need vertical bar edges with a 24" monitor or the game looks retarded. I think the resolution was 1280x960 but I'm not sure. I know it's not available now.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Tue Nov 18, 2014 3:23 pm 

Joined: Thu Nov 25, 2010 4:55 pm
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Sytaris is editing the patch files? A hacker from another game & you guys are really letting him edit the patch files? ._. s a d.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Wed Nov 19, 2014 12:44 am 

Joined: Mon Aug 31, 2009 7:13 pm
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aaaaaay Syt my boy don't be worried about him. Just a man about that item graphic quality.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Wed Nov 19, 2014 2:07 pm 
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Lee if you want to just leave and never comeback... yeah.. that'd be okay.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Wed Nov 19, 2014 5:24 pm 

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Hacker caught on multiple occasions talking about someone wanting to leave and never come back? That's cute.

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Wed Nov 19, 2014 8:32 pm 
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Meh. If there is something he really does to break things, it should be pretty damn easy to spot.

At this point who gives a shit about the past? Want something or not?

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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Thu Nov 20, 2014 2:33 pm 
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Lee wrote:
Hacker caught on multiple occasions talking about someone wanting to leave and never come back? That's cute.



A retard posting on every occasion talking about someone who definitely didn't cheat this last time? yeah you should definitely just leave broski. Peace.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Wed Nov 26, 2014 4:54 am 

Joined: Sun Jun 26, 2011 11:59 am
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Sorry, been rather busy lately.

All the files for 141e can be found here. I tried every single MPQ Editor I could find 32 and 64 bit. Just corrupts the files.

What needs to be done:
- Import all the "data" files into the current "patch_d2.mpq", respective for both Lite and Full versions of 1.41d
- Create a new zip archive that contains:
changelog_141e.txt, D2Client.dll, Hell Unleashed.bat, Hell UnleashedWindow.bat, patch_d2.mpq ( respective for lite and full )
- Send both links with the archives to DuffBeer and let him put it up.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Nov 28, 2014 3:58 am 
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Cool. Hopefully someone still plays.


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 Post subject: Re: Patch 1.41e Changelog
PostPosted: Fri Nov 28, 2014 1:41 pm 
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hi Steel, long time no see :)

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