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 Post subject: Maggot Lair/Staff
PostPosted: Wed Oct 17, 2012 3:21 pm 
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We still need to remove the chest from Maggot Lair so that you have to kill the queen to get the staff.

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 Post subject: Re: Maggot Lair/Staff
PostPosted: Wed Oct 17, 2012 5:02 pm 
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What exactly was the reasoning for implementing this in the first place?

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 Post subject: Re: Maggot Lair/Staff
PostPosted: Wed Oct 17, 2012 5:20 pm 
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Joined: Tue Jun 28, 2011 9:50 am
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Location: Quebec, Canada
I might be wrong, but when introducing the new maggot lair map (2 spaces between wall) the chest has been readded with it.


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Wed Oct 17, 2012 9:59 pm 
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Correct. When the lair was widened, the chest was not taken out of the map file.

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 Post subject: Re: Maggot Lair/Staff
PostPosted: Thu Oct 18, 2012 7:57 am 
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Joined: Thu Nov 24, 2011 4:06 pm
Posts: 65
Location: Poland
Yes and we still need to finding Khalim's pieces. Everybody's bypass this quest...


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Thu Oct 18, 2012 9:35 am 

Joined: Wed Feb 16, 2011 12:22 pm
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Location: Phoenix, Arizona
Maniac-FB wrote:
Yes and we still need to finding Khalim's pieces. Everybody's bypass this quest...


Yea I don't like this part either.


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Thu Oct 18, 2012 9:42 am 
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Remove durance level 2 wp and put the council quest flag back on meph map if it isn't already.

Thats the only way to prevent that without completely redesigning the quest.

Edit: My bad, you can still use a bugged flail. Can't remember how I fixed it now, but I did manage to prevent it. I'll have a look at some point and see what I did.

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 Post subject: Re: Maggot Lair/Staff
PostPosted: Thu Oct 18, 2012 10:15 am 

Joined: Wed Feb 16, 2011 12:22 pm
Posts: 222
Location: Phoenix, Arizona
PureRage-DoD wrote:
Remove durance level 2 wp and put the council quest flag back on meph map if it isn't already.

Thats the only way to prevent that without completely redesigning the quest.

Edit: My bad, you can still use a bugged flail. Can't remember how I fixed it now, but I did manage to prevent it. I'll have a look at some point and see what I did.


Kev I assume you are completely done with NR? Man that MOD was so amazing. I would honestly say it's way better than HU even though I love this MOD so much and play every night. If you are going to eliminate the updates on the MOD, can you at least bring in some of your concepts/areas/skills/etc... to HU?


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Thu Oct 18, 2012 12:16 pm 
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No I'm not done with it, I was just getting started :lol: .

I don't have enough time to work on anything mod wise atm though. I could spend 45 mins in the evenings, but I'd get very little done without being able to sit down for a long time and focus on it.

The pull of HU is that it's still diablo 2 lore/storyline but enhanced.
NR is completely different with new layout/skills etc. so I don't think alot of my stuff would really fit/go down well here.
Alot of the files are completely written from scratch (monstats/skills/levels/etc.) :mrgreen:

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 Post subject: Re: Maggot Lair/Staff
PostPosted: Thu Oct 18, 2012 12:35 pm 

Joined: Wed Feb 16, 2011 12:22 pm
Posts: 222
Location: Phoenix, Arizona
Benjamin wrote:
PureRage-DoD wrote:
Remove durance level 2 wp and put the council quest flag back on meph map if it isn't already.

Thats the only way to prevent that without completely redesigning the quest.

Edit: My bad, you can still use a bugged flail. Can't remember how I fixed it now, but I did manage to prevent it. I'll have a look at some point and see what I did.


Kev I assume you are completely done with NR? Man that MOD was so amazing. I would honestly say it's way better than HU even though I love this MOD so much and play every night. If you are going to eliminate the updates on the MOD, can you at least bring in some of your concepts/areas/skills/etc... to HU?


Dammit :( - I really miss it Kev... I swear it's the best MOD i've ever played (no direspect to HU as this is also on my top)... That offer for payment still stands if you are open to it... I would trully love a chance to play some more. Your ideas are getting implemented across many different MODS so I am sure if you finished yours, everyone would jump all over it :).

Okay enough stroking your *** :) - when you thinking of coming back?


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Fri Oct 19, 2012 6:42 am 

Joined: Fri Oct 19, 2012 6:39 am
Posts: 21
What is that NR MOD? I would like to check it :) Please give some link to mod or full name of it so i can download somewhere :D Thx


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Fri Oct 19, 2012 10:02 am 

Joined: Wed Feb 16, 2011 12:22 pm
Posts: 222
Location: Phoenix, Arizona
mmaallyy wrote:
What is that NR MOD? I would like to check it :) Please give some link to mod or full name of it so i can download somewhere :D Thx


NOOO don't got to NR... You are going to fall in love and not come back. I refuse to give you the link :). Or maybe I will cuz it will get Kevin to start modding again if enough people complain :)


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Fri Oct 19, 2012 10:16 am 

Joined: Fri Oct 19, 2012 6:39 am
Posts: 21
OK i got that mod :P Figured out name and downloaded, now im going to test btw Why the Gateway dont work ? I seen that the IP was changed but .reg file didnt helped 4 me :/


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Fri Oct 19, 2012 11:09 am 

Joined: Wed Feb 16, 2011 12:22 pm
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Location: Phoenix, Arizona
mmaallyy wrote:
OK i got that mod :P Figured out name and downloaded, now im going to test btw Why the Gateway dont work ? I seen that the IP was changed but .reg file didnt helped 4 me :/


Yea there is a new IP - I will think about giving it to you :)! Dam you figured this out... :(


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Fri Oct 19, 2012 2:52 pm 

Joined: Fri Oct 19, 2012 6:39 am
Posts: 21
GIVE ME THAT IP:P This mod makes diablo different, much different but playing solo is boring :/ I would like with some1. Necro summons seems to be little OP :D


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Fri Oct 19, 2012 3:37 pm 

Joined: Wed Feb 16, 2011 12:22 pm
Posts: 222
Location: Phoenix, Arizona
mmaallyy wrote:
GIVE ME THAT IP:P This mod makes diablo different, much different but playing solo is boring :/ I would like with some1. Necro summons seems to be little OP :D


Actually they are not OP at all... Look at the ladder once you log in.. I have the highest char on ladder - which by the way he is dead :) - and i needed enchant + BO to make it through... You will get owned by duriel and even worse by meph and Na'Krul.. Na'Krul kills your minions in 1 shot... So trust me, not OP at all. You also will get killed 1 hit, no matter what char (maybe 2 hits) by Achmel.. So good luck :)


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Fri Oct 19, 2012 5:48 pm 

Joined: Fri Oct 19, 2012 6:39 am
Posts: 21
Benjamin wrote:
mmaallyy wrote:
GIVE ME THAT IP:P This mod makes diablo different, much different but playing solo is boring :/ I would like with some1. Necro summons seems to be little OP :D


Actually they are not OP at all... Look at the ladder once you log in.. I have the highest char on ladder - which by the way he is dead :) - and i needed enchant + BO to make it through... You will get owned by duriel and even worse by meph and Na'Krul.. Na'Krul kills your minions in 1 shot... So trust me, not OP at all. You also will get killed 1 hit, no matter what char (maybe 2 hits) by Achmel.. So good luck :)


I love to be killed 1 shoot :> Played Torchlight 2 and also set Hightest difficult at start and it was kinda fun to lvl 50 :) I hate easy games :>
Is this solo able bcz i didnt seen any1 on server :/?

Have u played AfterMath Mod ? I want to test that too :)


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 Post subject: Re: Maggot Lair/Staff
PostPosted: Fri Oct 19, 2012 6:27 pm 
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mmaallyy wrote:
Benjamin wrote:
mmaallyy wrote:
GIVE ME THAT IP:P This mod makes diablo different, much different but playing solo is boring :/ I would like with some1. Necro summons seems to be little OP :D


Actually they are not OP at all... Look at the ladder once you log in.. I have the highest char on ladder - which by the way he is dead :) - and i needed enchant + BO to make it through... You will get owned by duriel and even worse by meph and Na'Krul.. Na'Krul kills your minions in 1 shot... So trust me, not OP at all. You also will get killed 1 hit, no matter what char (maybe 2 hits) by Achmel.. So good luck :)


I love to be killed 1 shoot :> Played Torchlight 2 and also set Hightest difficult at start and it was kinda fun to lvl 50 :) I hate easy games :>
Is this solo able bcz i didnt seen any1 on server :/?

Have u played AfterMath Mod ? I want to test that too :)


Take the loop around, everyone needs to find out for themselves. But in the end the conclusion is always HU is the best mod.

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 Post subject: Re: Maggot Lair/Staff
PostPosted: Fri Oct 19, 2012 11:25 pm 
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Joined: Tue Feb 01, 2011 5:48 pm
Posts: 1680
shouldn't this conversation be had in PM? :s

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 Post subject: Re: Maggot Lair/Staff
PostPosted: Sat Oct 20, 2012 6:21 pm 

Joined: Wed Mar 23, 2011 9:22 pm
Posts: 116
Hats off for the changes in maggots lair. Good stuff, thanks very much. :D


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