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 Post subject: 1.7 Development
PostPosted: Fri Feb 12, 2016 10:38 pm 
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All v1.7 changes made over the past year are listed here (along with quite a bit of chatter I don't have time to remove).

Note: All these links are now dead.

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 Post subject: Re: 1.7 Development
PostPosted: Sat Feb 13, 2016 3:54 pm 
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When I started modding a few years ago, I started by writing down some ideas that I could refer to later. The ideas remind me what I thought were good balance points at the time, so the document is sort of the design-master-document for my parts of v1.7. There are minor exceptions to pretty much every detail mentioned in it, but if you find something in the game that seems more than maybe 30% different ("I thought 90 DR/MDR was intended at level 100, but this setup gets me 120 with no obvious trade-off"), then that's a bug so please let us know. I find the document quite a bit easier to read with Word-Wrap turned off (i.e. one line per comment), so consider saving a copy that you can open with something like Notepad with the line-wrap feature turned off.

Feel free to review the document so that you've got an idea of when things go right or wrong, or to plan what kind of character you'd like to play.

https://dl.dropboxusercontent.com/s/bfu0tv05rjs883p/D2_Mod_Ideas.txt

Section 8 shows the HP/MP I expect people to have, and implies some strategies I'd expect people to use (block, high defence, resistance, evasion) to die less.

Section 9 shows the skills, and is a pretty concise way to figure out what everything does. The subsections below each tab of skills mentions the viable builds that I had in mind for that tab. Since each build is around 60 points (3 skills), I'm trying to get around 3 builds per tab, or 10 per class.

If you spot an error in some formula or some error in my initial understanding, then please let me know since it will probably be a significant issue soon. Some of the formulas are just copy-paste stuff from Arreat Summit or similar, so I might not have bothered verifying them.


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 Post subject: Re: 1.7 Development
PostPosted: Sat Feb 20, 2016 2:34 am 
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I've merged the files for Feb 19th as far as I can, and it appears to be playable, so here's a link for Testers.

https://dl.dropboxusercontent.com/s/xde3quhfv8ti0kv/HU1.7_FEB_19_Update_PureRageBrevan.zip

The decompressed folder contains things for the root mod folder (the place where the data folder resides). You can select all the things, and place them into the mod root folder since the data folders will simply merge together, and we want to overwrite anything where conflicts occur.

Things to note:
  1. There are two skilldesc.txt files, one for low-res and high-res. They are currently named "skilldesc_lowRes.txt" and "skilldesc.txt", so if you are running high-res, then you don't need to change anything. If you are running low-res, then rename skilldesc.txt to skilldesc_hiRes.txt, and then rename skilldesc_lowRes.txt to skilldesc.txt.
  2. There's a new icon for this version of the mod. I stitched PureRage's forum avatar in on the left. I'll admit it's a touch iffy given that a small picture was further reduced in size, but it's alright.
  3. There's a Webpage folder included in the root folder. This is just the output of the webpage maker program so people know the cube recipes and stuff.
  4. I recently noticed that I wasn't using low-level runewords since it's too impractical to make quad-sockets, so I modified the socket-upgrade chain of cube recipes (2 to 1 rather than 3 to 1 to upgrade sockets), as well as socket prices. I'm pretty sure this won't result in OP low-level gear, because crafts auto-spawn with 3 sockets, and rares max at 3 sockets (unless they got the Jeweler's mod). Quads are only useful for Unenchanted and Magic items.
  5. I recently swapped the effects of the Tir and Hel runes. The benefit of this is that as a higher-level rune, I can give more MP/Kill without unbalancing things. The -%Requirements effect now on Tir is decent at any player level (since it's a %), so it belongs on a low level rune. I also changed cube recipes to convert Hel and Dol as 1 to 1, just like with several other runes (El&Eld, Tal to Thul, Io to Fal, Lem&Pul, Mal&Ist, Gul to Lo). Since rune mods aren't especially powerful in v1.7, you may have already noticed that the higher level runes are more common.
  6. I'm aware that the description on skulls and diamonds (weapon section) looks dumb, but there seems to be no way to fix it, and things look fine once they've been socketed in gear. If anyone knows of a fix, then that'd be nice to know.


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 Post subject: Re: 1.7 Development
PostPosted: Sat Feb 20, 2016 11:26 pm 
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Here's a corrected "Levels.txt" file for the update above. Drop the text file into your data/global/excel folder and overwrite the bugged Levels.txt file. You need this file if your game is crashing when entering Leoric's "Keep of the Dead" floor.

https://dl.dropboxusercontent.com/s/mqknfwxok7trt01/Fix_Feb19_Keep_Dead_Crash.zip

The correction was setting the "Position" field to zero rather than 1.


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 Post subject: Re: 1.7 Development
PostPosted: Sun Feb 28, 2016 12:01 am 
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Here's a small text-file update, it includes only the few text files changed since the 19th, so just drop these text files into your excel folder. There isn't much new content, but this includes a couple new uniques, some item affixes that include the castDelay and skillDuration mods, etc. Included is a fix for the buggy IzualQuest level. Lower level MP pots were buffed around 20%. All characters will now refill their mana bulbs in 60 seconds rather than 90. Monster EXP from levels 40-100 was increased about 5%. Missiles were modified (standardized) for speed and distance (about 1 screen at high res). I've included two versions of skilldesc.txt (low/high resolution), monlvl.txt (solo/multi player), and skills.txt (solo/multiplayer). You're welcome to rename and then use them as you wish, but please let us know if you're testing solo-version when you report a problem related to monster damage (skills or attacks).

https://dl.dropboxusercontent.com/s/5v5 ... Update.zip


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 Post subject: Re: 1.7 Development
PostPosted: Sun Feb 28, 2016 3:19 am 
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I've not done much this week, so I just pasted my additions into those files and overwrote my own once merged. I'm planning on getting a good chunk of stuff done this week, as I've got plenty free time.

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 Post subject: Re: 1.7 Development
PostPosted: Thu Mar 03, 2016 1:51 pm 
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Here's my folder, finished implementing the codex trials, legion/soulmancer and fixing inferno/bfury/arctic blast (these work NP as procs now too). I enabled phys pierce and plr pierce, but haven't added them to any items. They are enabled if wanted for future updates though. I merged my files with Brevans last update so everything should be up to date.
-------------------------------------------------------------------------------------

Implemented tristram codex trial #2
Finished soulmancer related stuff (fight design and added drops for nm/hell)
finished legion related stuff (immunity breaker, reward, drops, cube recipes, etc. etc.)
rebuilt izual prison map
adjusted aura enchanted skill level divisor to mlvl/4
Implemented tristram codex trial #3 (Drops, mobs, mechanics skills etc.)
added hall of heroes lobby map
connected hall of heroes to outside world via a portal boss orb in soulmancers fortress
increased saveparam bits of aura on equip by 1 (skill id up to 1024)
added physical pierce stat (just enabled it. Not placed in game)
added pois length resist pierce stat
stopped pois pierce lowering enemy plr
changed arctic blast, inferno and blade fury to casted skill (damage etc remains the same, jump/leap attack/inferno/bfury/arcticblast now safe to use as oskills)

*Remove any item with aura on equip (includes akara ring) before applying update
**Aura on equip from set bonus is fine
***Includes a backup itemstatcost.txt to use to get into game and drop aura gear if you get bad data

https://dl.dropboxusercontent.com/u/153 ... reRage.exe

Halls of Heroes left to go and all content is finished/implemented.

Code Stuff:
Passive Phys Pierce:
D2Game Hex: 10F098 - Changed FF FF FF FF to 78 01 00 00 (New Stat ID)

Passive PLR Pierce:
D2Game Hex: 10F1D0 - Changed 50 01 00 00 (Pois Pierce ID) to 79 01 00 00 (New Stat ID)

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 Post subject: Re: 1.7 Development
PostPosted: Fri Mar 04, 2016 10:45 pm 
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I found a couple oddites:
- skilldesc (LowRes) has "scorpdance", but skilldesc (HiRes) has "daybreakaura" as last skill. Want both or one?
- debuglog.txt - monstats2: 'clw' not found in index.

I could include the skilldesc solution in a simple text file update in the near future. Let me know if you find a similarly simple solution for the monstats2 oddity and I'll include that too.

The text file update will include at least the following changes:
  • Changed Inferno/ArcticBlast to "fly" over chasms or similar obstacles
  • Inferno puff durations increased (from 8 to 9 frames) to match ABlast
  • Fixed debuglog issue with FoHeaven's HBolts (I had applied the extra-MagicDmg stat, but apparently this was not recognized, so had to simply be removed; weird since other functions like skill() are recognized).
  • Throwing weapons replenish 2/3sec from 1/2sec
  • Changed BFury to the same DPS as before de-channeling change (previously 4 attacks per second, now assuming 2.5 attacks per second) i.e. Dmg+60% (WeaponDmg from 1/5 to 1/3, +Dmg from 4/25MonHP to 6.4/25MonHP). I need to test this more though; for example I killed a monster in 3 seconds via Venom from a regular hit, but when I switched to BFury, it took 25 seconds (might not be applying 43/128th Weapon damage after all, not sure what's up).
  • Changes to Sigon (less AC end-game, +SancAura oSkill, +5%MaxResAll), HSaru (-Ring,+Scepter)
  • Dagger automod gained +HP/Kill (I just figured I may as well)
  • MonCurse Weaken now affects PhysMastery and MagicMastery, changed from -30%Dmg to -40%Dmg
  • Amythest Rare Re-Roll recipe now yields +5%SpellDmg Prefix&Suffix and +4MP+10HP/Kill Prefix (if people want a different affix than the +HP/MP per kill, let me know)
  • OakSage, HoW, SoBarbs have synergies between each other (so if two max-Oak Druids meet up, one could switch to HoW for some of his Oak benefit)


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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 05, 2016 6:51 am 
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Daybrea aura is the good one. scorp dance was a WW clone I was testing with for WW oskill. can be removed.
Monstats2 entry can remove clw.

Strange issue with blade fury. I made sure it was carrying open wouds/cb/ds but didn't test with venom.

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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 05, 2016 11:51 am 
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My curiosity was aroused when I switched to a lvl 1 BFury while holding a 80%PierceTarget XBow (confirmed BFury pierced as desired) that added 20-1k elemental damage, but instead of monsters taking roughly 200 damage (expected), their life bars weren't changing much at all. My merc, who was doing around 1k damage, was 1-shotting stuff, so clearly I wasn't doing 20% of their life or similar.

I ran the venom test as a means of proving to myself that it was carrying any weapon damage at all. Stuff turned green, but there seems to be some hidden 1/3 divisor being imposed. I've tested with "128/128 weapon damage" and it a regular strike via super-Venom was killing in 3 seconds while BFury strike was taking 9 seconds (admittedly this happens to be the 1/3 I'm looking for, so maybe I should just focus on correcting the char screen display).


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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 05, 2016 12:00 pm 
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Maybe the 1/3 is related to enchant 1/3?

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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 05, 2016 2:08 pm 
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Just remembered having a similar experience in the past on my old venom sin. Think I duo'd through with slappy now I think back but I remember using 1 pt blades + venom on hell baal/diablo/meph and dealing laughable damage against them, to the point of just face tanking with dclaw + venom instead and destroying them way way faster.

I just remember being pissed off with it and assuming it had a bugged accuracy check. (venom was 0.5 sec duration)

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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 05, 2016 2:12 pm 
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PureRage-DoD wrote:
Maybe the 1/3 is related to enchant 1/3?
I've done tests with Enchant, and there is no 1/3 penalty applied, but being reminded of that testing has lead me to essentially the same conclusion.

My Enchant test showed that if a Sorc has +200%FireDamage and a base 1k Enchant, then her skill will show 3k Enchant, and when Enchanted her melee skills will show (and do) 9k Enchant Damage (melee skills double-dip into the +%FireDamage); however her missile skills show 9k but do 3k Enchant Damage (they just don't receive the double-dip).

With that in mind, the cheaty-charms I was using were giving me +300%AllDamage, so my Venom was showing about 5k, and after application the char screen was showing about 20k (5k + 5k*300%). This means my melee attack really was doing about 20k, while my BFury was around 5k (or 1.7k for the testing at 43/128WeaponDmg).

Since the above explanation makes sense, and my counting numbers are broadly within human error, I'm going to set BFury to 43/128 Weapon damage as intended. It would be nice if someone tested the build out though, not to see if the change worked (looks like they did), but just to see if the build is enjoyable.


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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 05, 2016 2:51 pm 
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Now I feel dumb, I remember reading your enchant testing/findings a few weeks ago.

Likely a good idea to put that info in the game mechanics thread

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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 05, 2016 4:47 pm 
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I just took a look at the Mechanics thread, and it's first topic is the +%ElemDamage difference between melee and ranged skills. I'm not sure if you just added that now and the forum didn't update the "last modified" time stamp, or if we've both simply forgotten the ancient lore recorded 6 years ago.

If you feel like modifying it again, it might be worth highlighting that the char screen damage for ranged skills/attacks will show the double-dipping effect incorrectly.


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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 05, 2016 5:10 pm 
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Yeh I added it after posting, last modified doesn't show up when I edit for some reason. Maybe because I'm a moderator now? Not sure. I'll add note about LCS, I knew I'd forgot something.

Edit: Should also mention, srcdam multiplier is applied to additional damage added by the skill. I tested it a few years ago with 1 srcdam and 128 base damage added. LCS and skilldesc can be misleading on non 128 srcdam skills as a result.

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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 05, 2016 5:49 pm 
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Yeah, I did some tests with BFury, and will be using skilldesc.descdam=5. It appeared to correctly show BFury's +Dmg with +1/3 WeaponDamage (even with Venom) as desired, but if the char is wearing +100%ElemDmg, then it'll be off. I only tested 4 other functions, but #5 seems like the best. At least v1.7 only has upwards of 30%ElemDmg, so the amount BFury will be wrong by ( <10% ) is probably not noticeable to any player.

e.g. of function#5, +200%ElemDmg, +30Dmg BFury, 300Dmg weapon, 1k base Venom:
- Venom skill shows +3k, so +9k to melee attacks
- Before Venom, char screen shows 130 total damage for BFury (30+300/3, awsome)
- After Venom, char screen shows 3130 total damage (30+300/3+9k/3, wtf Blizzard), but does 1130 total damage
- Without the +200%ElemDmg char screen shows 463 (30 + 300/3 + 1k/3, awsome)


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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 05, 2016 6:05 pm 
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I sometimes wonder if the guys who done the skilldesc code work ever met or talked to the guys who done the damage generation code work :lol:
Not sure how else the LCS could have been so badly coded.

At least it will be pretty close with less mastery% available.

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 Post subject: Re: 1.7 Development
PostPosted: Tue Mar 08, 2016 11:49 pm 
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Here is an update (text files only) to be placed over a few of the text files of Mar03 from PureRage. If you want webpages, then download the WebpageMaker appropriate for your computer (32-bit, 64-bit) and make them. If you want the Uniques webpages to include pictures, then copy the Images folder from the update I sent out on the 27th (Images folder in the Webpages folder). The included skilldesc.txt is for HiRes (just name-swap with the LoRes file if you want). There is a solo version of skills.txt available. I've updated the design document with the changes to skills.

Update Link: HUv1.7_Mar08_Update.zip

The update contains these changes:
  • Corrected oddities from Mar03 update ("scorpdance" skilldesc removed, monstats2 debuglog 'clw' not found)
  • Gave the Pierce-Phys and Pierce-PLR properties descriptions for the webpage maker (it uses the *desc column)
  • BFury missile no longer uses 1/2 damage from 2-Handed weapons (i.e. It's using 1/3 of their damage (like 1-H weapons) rather than 1/6th)
  • BFury Charscreen damage improved (Correctly shows 1/3Weapon + SkillDmg, but incorrect when +%Elem damage involved (like all other ranged attack skills))
  • Venom and BladeShield given synergy: Duration +3sec/Lvl Fade. Don't remember why I didn't apply it earlier, but it's more aesthetically pleasing.
  • BurstOfSpeed now gives FBRate (same % as FRWalk)
  • Lightning and ChainLightning given the same cast animation as every other sorc skill (essentially a 40% damage buff, but you'd use mana faster). Kinda surprised such a trivial solution to this issue wasn't implemented in Vanilla. Anyone know of a penalty to this solution?
  • Sorc Ltng Skill synergy groups changed: Lightning + Nova + TStorm; ChainLightning + CBolt + TK.
  • Inserted Cube Recipes to Enchant weapons and armor (Ada Hammer&Glyph + Item: Low -> Normal -> Superior -> Magic -> Rare). Ethereal state is preserved.
  • Inserted Cube Recipes to Disenchant weapons and armor (Mythril Hammer&Glyph + Item: Rare -> Magic -> Superior). Eth preserved. You guys want it extend to normal and low quality? Want (Craft, Set, Unique) -> Rare?
  • Norm difficulty monsters will now drop Treasure closer to their level (so Exceptional weapons and armor start dropping in early A3, but still no Elites in Norm)
  • Removed "staffmods" from Wands, Scepters, Orbs, NecHeads, DruidHats, BarbHats, Claws (should be all but staves).
  • Added automods for all exceptional versions of the stuff where "staffmods" were removed.
    5 Automod rows each:
    - 1 row unchanged but with +3 for a skill number from 1 to 30
    - 4 rows with +2 for skills numbered (1-10|11-20|21-30), (1-4|5-7|8-10), (11-14|15-17|18-20), (21-24|25-27|28-30), i.e. +2 to three spread out skills, early skills, mid skills, or late skills
    - Note that wands contain 2 unchanged rows where the +1 oSkills are gauranteed: (Confuse + Life Tap + Weaken) (Decrepify + Terror + Corpse Explosion)
  • Corrected a minor issue where Charsi et al did not sell exceptional claws in NM/Hell. Vendors should sell Exceptionals in NM and Elites in Hell, please let me know if they do not.
  • Enabled the unique BoneShield (caster-friendly), but with the stats of the exceptional version (but +1Skills rather than +2, and if you upgrade it then it's the exact same as it was), set the exceptional version is similar, but rather than +AllSkills it has +10 SkellyMastery +10 SkellyKnight. The idea is that it serves as an alternate completion piece to the Infernal Set for relatively offensive skelly necros and allows non-Necros to continue using the Infernal Set if they feel like it. (similar to how FamiliarCrest ammy prolongs usefulness of Sander's set, or Seraph'sHymn prolongs Angelic set)
  • Reduced the %AC bonus on akara rings from 10,20,30 to 10,15,20 (% bonuses generally should not increase much across difficulty, but I recognize that AC isn't a big thing). Ideally the Norm akara ring would not become obsolete by the NM/Hell version.
  • Changed RisingSun amulet by removing Meteor onStrike, %AbsAll. Added +5%MaxResAll, +9 IncStamina oSkill.
  • Minor changes to the ear-trophy uniques, generally reducing some stats, for example 1%ElemPierce is the same as 2%DeadlyStrike. 2%CBlow is the same as 25%DStrike against ActBosses (albeit 1%DStrike against trash). Consider treating these less like charms for the inventory and more like trophies for the stash.

Just a reminder, the update also includes these changes:
Brevan wrote:
  • Changed Inferno/ArcticBlast to "fly" over chasms or similar obstacles
  • Inferno puff durations increased (from 8 to 9 frames) to match ABlast
  • Fixed debuglog issue with FoHeaven's HBolts (I had applied the extra-MagicDmg stat, but apparently this was not recognized, so had to simply be removed; weird since other functions like skill() are recognized).
  • Throwing weapons replenish 2/3sec from 1/2sec
  • Changed BFury to the same DPS as before de-channeling change (previously 4 attacks per second, now assuming 2.5 attacks per second) i.e. Dmg+60% (WeaponDmg from 1/5 to 1/3, +Dmg from 4/25MonHP to 6.4/25MonHP).
  • Changes to Sigon (less AC end-game, +SancAura oSkill, +5%MaxResAll), HSaru (-Ring,+Scepter)
  • Dagger automod gained +HP/Kill (I just figured I may as well)
  • MonCurse Weaken now affects PhysMastery and MagicMastery, changed from -30%Dmg to -40%Dmg
  • Amythest Rare Re-Roll recipe now yields +5%SpellDmg Prefix&Suffix and +4MP+10HP/Kill Prefix (if people want a different affix than the +HP/MP per kill, let me know)
  • OakSage, HoW, SoBarbs have synergies between each other (so if two max-Oak Druids meet up, one could switch to HoW for some of his Oak benefit)


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 Post subject: Re: 1.7 Development
PostPosted: Sat Mar 12, 2016 2:17 am 
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I wrote a few scripts to generate more webpages. Below is a link to the initial webpage drafts, which hopefully will be revised at some point into more practical versions and then added to the output of the WebpageMaker program. This link includes the webpages for MagicPrefixes, MagicSuffixes, WhiteArmors, and WhiteWeapons.

Link to four compressed pages


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 Post subject: Re: 1.7 Development
PostPosted: Mon Mar 14, 2016 9:38 pm 
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PureRage mentioned that he'll have an update in the near future to fix an issue with AssassinMonster animations. Here's what my portion of that update will include, at a minimum:
  • Re-Enabled the crafted item upgrade recipes (Basic->Exceptional->Elite), they're exactly like the rare recipes. They were disabled before PureRage fixed the Crafted level penalty issue because before then crafted items didn't exist (they were just "rares", since this avoids hidden level penalties).
  • Added 2 sockets to LeadCrow xBow (Defensive with potential for a lot of %Slow, is it worth using despite the loss of +3Skills when upgraded? If not, I don't mind giving it some stat/lvl mods)
  • Added 30%IAS to Assasssinator Throwing Dagger unique, to make it more viably used with BladeFury (IAS-based)
  • Moved the unique elite shields (defensive theme) to Exceptional/Normal versions, replaced with offensive themed shields (lower level gear is intended to be defensive in general).
  • Added new exceptional claw unique (MindBlast/Shadow theme)
  • Removed GlitteringSun, but basically remade it by adding AliBaba with similar stats (I just prefer this name for a GF/MF sword)
  • Added MotherNature gloves ((+5%Fire/Cold/PhysDmg), proc (FStorm,ABlast,Tornado))
  • Updated TreasureClassEx.txt with regards to boss-drops, potions, gems, runes. Let me know if anything stupid happens, like more Zods dropping in A4 norm (this only annoyed me because I wouldn't be able to use it for another 25 levels. Wished it were a Vex), or a boss dropping nothing.
  • Updated design document with points (56: MonDamage vs DR/MDR), (57: DR/MDR against multiple elements), (1.9: Monster Damage Ranges), (1.A: BonusDamage given to big trash, supers, Bosses across multiple elements), (5.4: Thorns Builds should be able to handle elemental and ranged attacks). The link was updated a few days ago.
  • New synergy, Confusion: AllDmg -1%/Lvl PDagger (i.e. a weak form of Weaken while confused). Note this should stack with Weaken (-30%AllDmg) or LRes (-%PhysDmg via PDagger synergy).
  • New synergy, Weaken: PhysRes -1%/Lvl AmpDamage


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 Post subject: Re: 1.7 Development
PostPosted: Mon Mar 14, 2016 10:19 pm 
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I should be done by the weekend at the very latest. Remaining work shouldn't take long but I want to go through everything I've added and double check all is working as intended.

Edit: Arimyth enemies are finished and maps populated. I'm just going through all my edits (past and present) now. Legion avoid aura + daybreak aura interaction seems to hate using strength as a boolean stat to disable his avoid so changed it to the "cha" stat to fix it. Soulmancer needed his AI changed also. The Mephisto AI is forcing him to use A1/A2 and he hasn't got animations for those so I changed it to summoner AI. Working on that now and cleaning up in general. Arimyth/Halls mobs/bosses need treasureclasses added but I'll wait until after merge to do those for simplicity.

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 Post subject: Re: 1.7 Development
PostPosted: Wed Mar 16, 2016 2:52 am 
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Here's my files. All content is added and finished, minor tweaks may be needed but the majority of the work is done.
https://dl.dropboxusercontent.com/u/153 ... reRage.exe

Changelog:
Quote:
Mapping related:
Added some fog to outdoor areas in Act 1
Added Gates of Arimyth map
Added West/North/East Arimyth maps
Added 3 Hall of Heroes maps

Non map related:
Added new monstats2 entry for enemys using the werewolf token (LoS druid) to prevent knockback
created 9 hall of heroes bosses, procs/skills/equip set up:
Nazgul + FuryCury + DrRodriguez = East Arimyth Hall
Pious + Martel- + Alexius = North Arimyth Hall
Kannli + Asteroth + Cool-Player = West Arimyth Hall
Fixed assassin enemy animation (was crashing game)
added enemy pally aura for hall of heroes (15% absorb, 30%plr, 20% slow target)
fixed clientside display for poison enchanted resistance bonus (was 75%, changed to 33% to match d2game)
increased duration on monhurricane from 55 frames to 250 frames base
fixed legion avoid aura + daybreak aura interaction
fixed soulmancer dissapearing
reduced soulmancer soulstones stats slightly for norm/nm and hell versions (removed 10vit/enr from norm, reduced mastery% in nm to 3% and hell max res to 2%)
created mobs for Arimyth and populated all 3 maps
added a few new skills for arimyth mobs (troll post aura, etc.)
added treasureclasses to arimyth mobs and halls bosses
added hall boss treasureclasses to tcex.txt
increased hall boss ears level reqs to 95 (drop from hell bosses only)

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 Post subject: Re: 1.7 Development
PostPosted: Wed Mar 16, 2016 9:39 pm 
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Here's my contribution to the update, it's just text file editing. I've already combined my edits with PureRage's, so just copy-paste my files over his. There were two of his edits that I modified: (1) MonHurricane went from 10sec duration (static) to 10sec + 1sec/8Lvls (so about 15 seconds for ActBosses like Mephy), (2) SoulStoneOfChaosNM went from 5% to 10%FHR/FBR/FRW. As I write this, I'm considering removing the FRWalk (I can imagine cases where it's undesired, so maybe these were why the numbers were reduced) and upping the other two to 15-20%. Perhaps for the next update...

1) Update with PureRage's Files.
2) Paste the text files of my update into your data/global/excel/ folder. Feel free to use the LoRes skilldesc if you want, or the SOLO version of skills.txt if you want (monster skills do 80%Dmg).

New changes aside from what I mentioned in my last post in this thread:
  • Made most (~90%) skills left-clickable.
  • Enabled KukoShukaku (HolyFire Aura with charges of lvl20Zeal to give it 15%PierceFire). As an elite it will be missing +2AllSkills, but I think it's a fair trade.
  • Changed Trang's Set from +5BlessedAim to +5Vigor
  • Reduced the %Reanimate on some items from about 2% to 1% (still pretty easy to get upwards of 10%Reanimation). Note that stuff reanimating ShadeWolves is immune to this nerf, because ShadeWolves are fragile (a bit like DireWolves, but cold damage)
  • Enabled 4 Elite boots (just gave them their "unique" or flavourful attributes), might change them later.
    StormWalk: Elemental "stormy" procs onStruck +5%ElemDmg
    SandstormTrek: Windy procs and SandWarriors
    ForsakenMoon: WereWolf/Fury oSkills and ShadeWolf
    Shadowdancer: -5%CastDelay +10%SkillDuration +5%NonElemDmg


Link to Update


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 Post subject: Re: 1.7 Development
PostPosted: Wed Mar 16, 2016 10:38 pm 
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Merged with my files and updated the link in the testing topic. We shouldn't need any further large downloads now so future updates will just contain .txt files. I also recompiled the documentation download to include WebPage folder (My AV is being a pain so I can't run the webpagemaker atm, I'll add the new pages if you can send me the folder over)

Note to Testers. As of this post. The main package in the testing topic contains all edits. Any following updates posted here should be copied over that package.

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 Post subject: Re: 1.7 Development
PostPosted: Wed Mar 16, 2016 10:51 pm 
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All webpages for HUv1.7 as of March 16.


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 Post subject: Re: 1.7 Development
PostPosted: Wed Mar 16, 2016 10:54 pm 
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Ty sir, link updated.

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 Post subject: Re: 1.7 Development
PostPosted: Thu Mar 17, 2016 4:53 am 
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I updated the WebPages folder again with 3 new pages to use as a menu interface. The "HOME" web page will open a page with categories/links to other pages. Also added a UniqueItems page with links to individual unique pages (linked from HOME) and a CubeRecipes page with each recipe page being linked there (again linked from HOME), If you download and extract to your mod folder you can open the home page by clicking the readme button on D2SE.

If not using D2SE you can just shortcut to the "HOME" webpage.

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 Post subject: Re: 1.7 Development
PostPosted: Fri Mar 18, 2016 6:24 am 
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Apparently I overwrote the D2Game.dll with the ormus quest reward changes at some point ><. Here's the re-edited .dll, I fixed the main package download as of 18 MAR. If you downloaded the package since then you don't need the following file. Otherwise, here is the edited .dll:

https://dl.dropboxusercontent.com/u/153 ... x18MAR.exe

Just extract to your mod folder.

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 Post subject: Re: 1.7 Development
PostPosted: Mon Mar 21, 2016 4:58 pm 
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Here is a simple text file (and string file) update.

1) Download the update.
2) Unpack/Decompress it.
3) The text files all go into \data\global\excel\, while patchstring.tbl goes into \data\Local\lng\eng\
Link to Update

Changes:
  1. Inferno/ABlast - After some more testing, I decided that since the MP cost is for one second of the channeled spell, then the duration of the damage-puffs should be 1 second (25 frames instead of 9). Edited it's loop-animation settings appropriately. For playstyle, it's damage is the same as FireWall, but it runs radially away from the character rather than tangentially. With FCRate, you can now noticeably stack Infernos, but only about 3 of them (compared to 2-5 FWalls (more with CDReduced gear))
  2. Removed the "Minimum Mana to cast" or similar descriptions from ABlast, Inferno, BFury
  3. IceBlast - Increased damage from 5/25monHP to 8/25monHP. This is closer to TK, which does 9/25 and has a knockback effect (compared to a freeze effect which doesn't affect unique monsters anyways). This makes IceBlast a bit more like IceArrow (albeit without Piercing), which was the original intention (low damage but tactically important).
  4. Reduced Hydra and FOrb damage from 8/25monHP to 6/25monHP. Reduced mana cost from 20+6/Lvl to 20+5/Lvl. This makes these spells outshine their synergy-spells a little less.
  5. Removed the onDeath proc from ShadeWolves (they only exist as reanimates, and apparently those never "die").
  6. Set the PrimeEvil flag for all monsters to zero (the desired effect is to remove the bonus damage ActBosses have against summons/mercs).
  7. Added strings Desummoner="NPC-Slayer", RaiserDesummoner="Raises Minions NPC-Slayer"
  8. Set PrimeEvil flag for: A1 FallenShamans (all 4 kinds), A2 Unravellers (all 3 kinds in A2), A3 FetishShamans (all 4 kinds), A4 Pinheads (the guys in RoF), A5 CrushBeasts (all 5 kinds). Updated Descriptions as implied by previous point. A1-A3 critters chosen for their low frequency and tendency to "waste" attacks raising stuff. A4 chosen arbitrarily. A5 chosen because I want to see an IM'd Crushbeast impale himself on a BWall or IGolem.
  9. Set all monsters to have a NM/Hell level appropriate to their spawning level, unless their Hell level was already above 95 (then it remained above 95). This doesn't actually change anything since most monster levels in NM and Hell are not controlled by monstats.txt, I mainlydid it to make things less confusing for whoever's modding next.
  10. Bonecages (the kind granted by the boss-hat uniques) level reduced from 50 to 40 (Norm) and HP reduced from 500% to 300%(Norm) and 400%(NM). I figured level 40 was alright, since it's 1/2 the max level of Norm, and the bonecages are present throughout. The cages never gain resistances in NM and Hell setting.
  11. MonHurricane damage halved (it's free-damage auto-hitting every second, so like other spells of that type it's damage gets halved).
  12. Added a suite of boring (i.e. they're just clones of each other) unique basic armors: 3 sock, 12-15% res-all, ac, FBR, 2% Lvl 30 <elem/pois> Nova onStruck, 5% absorb anti-element.


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 Post subject: Re: 1.7 Development
PostPosted: Thu Mar 24, 2016 5:47 am 
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Here's my mini update. Should be extracted after Brevans above update is applied.
https://dl.dropboxusercontent.com/u/153 ... _Mar24.exe

Changes:
rearranged soulstealer castle map (Entry moved to the top, boss moved to the old entrance, old entrance area changed to a room).
changed soulstealer castle level line in levels.txt (changed vis and warp columns from vis/warp 4 to vis/warp0 column + warp0 set to 6 and LoSDraw set to 1).
changed leveltype 40 (removed a double up dt1 entry).
increased legion guards skills to sub boss levels.
increased hall of heroes boss skills to sub boss levels.
increased hall of heroes monprop skill levels to sub boss levels.
reduced soulstealer resistances to ~20 avg in normal (20-120 with aura).
removed soulstealer resistances in nm/hell (wont be able to access in nm/hell anyway).
increased soulstealer skill levels to sub boss levels.
gave scarlet wolf minions the primeevil flag and Desummoner description
adjusted arimyth trash mobs treasureclasses so there is a better mix of caster and melee drops.

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 Post subject: Re: 1.7 Development
PostPosted: Thu Mar 24, 2016 1:02 pm 
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I noticed there's a patchstring.tbl file in your download, did you make a change to it? I didn't notice any obvious change, and the program I wrote to check changes didn't notice anything, but it was never intended to check the tbl files (I just renamed it as .txt and ran it through the program mostly to see if it would crash, but if you changed nothing, then perhaps I'll trust it's output on these files in the future).

Aside from that, I've incorporated your edits into my files for when I produce another update. I don't think I'll do that until next week though.

My next set of changes will include these at a minimum, if any of these sound like something people want now, then just let me know and I'll release my update sooner:
  1. After playing around with CBolt for a while, I decided that roughly 3-5 Bolts actually hit something right in front of you, so increased the damage from 2/25 per bolt to 3/25 (so generally 12/25 to adjacent target, maybe more if it were a "big" target).
  2. Changed Tiamat's Rebuke from FBolt IBlast onStruck to Inferno ArcticBlast onStruck. Those now have similar shapes to the Lightning proc, and don't generate counters, so I'd think it's a pretty sweet change. Kinda feels more Dragony as well.
  3. Changed monster's DefenseCurse to include a slowing effect (currently 20%) for FCRate, FRWalk, and IAS.
  4. Changed monster's BloodMana curse from a base replenishLife of -10 to -30, still with -5/Lvl (level is generally less than 5).
  5. MonCurseDecrepify now also reduces resistances by 10% in addition to slowing by 33%.
  6. MonCurseLowerResist now always reduces attack damage by 20% and resistances by 30%.
  7. MonCurseIronMaiden now always reduces PhysRes by 10%, and will act as 10% damage returned (i.e. overcome with 10%LifeLeach). Testing with no life leach and well geared (about 100 DR/MDR, .5k-2k PhysDmg per hit) Barb made this % look reasonable to me (each hit from IM was roughly the same as a hit from a monster, so several needed to kill someone). With Lifeleach, it might be ignoreable.
  8. MonCurseLifeTap now always acts as 100%LifeSteal for monsters (i.e. they generally regain 1/30th of their HP bar when they hit you).
  9. MonCurseAmplifyDamage always acts as -30%PhysRes instead of cloning Necro's version. Note that the AmpDamage curse by "Cursed" unique monsters is still the Necro version, which seems to act at 1/4 the monter level (i.e. expect it to reduce by 10% to 30%, but for a long time).
  10. SoulStealer critter succubus6 changed to spawn by herself with 2-3 A4 SandLeapers and 2-3 A3 UndeadFetishes. HP changed from 1000% to 300%, blank spells filled with ChainLightning and FireOrb at trash-levels (i.e. 1), raised level to 58 from 56. Flagged as a PrimeEvil (i.e. NPC-Slayer, lvl 58+2). lvl 5 Conviction aura. TreasureClass changed to level appropriate caster. Gave her the name string of arbitrary nearby succubus.
  11. SoulStealer critter skeleton6 TreasureClass changed to level appropriate melee. Given ChaosHorde monprop (Fade onStruck, LRes on Death, 15%onStruck Immunity to 1 to 3 elements for 1 second (timer resets if it procs while active))
  12. Decoy mana cost is now 15 +0.5/Lvl, cast delay from 4 to 5 seconds. I was going to make the cost equal to Valk (30 +1/Lvl), but I suppose you have to recast Decoy a lot while you progress. It's still the obvious choice to tank bosses, but sightly less useful for trash (although any %manaLeach eats the cost after 1 attack)
  13. The FrostNova when a ColdEnchanted unique monster dies now does double Trash-Damage instead of regular TrashDamage, for builds relying on DR/MDR, this will feel like a big change (i.e. 100 TrashDmg with 33 MDR will receive 167 damage rather than 67 (feels like 2.5 times more)).
  14. MonHolyFreeze/Shock/Fire auraEnchanted unique monster auras now do regular Trash-Damage per pulse (rather than whatever the Paladin Auras did), pulse every 2 seconds (no change), add zero damage to attack (used to add the pulse damage), and reduce the relevant resistance by 30% (no change). The elemental-damage auras used by most monsters (like undead mages) pulse every 4 seconds, but otherwise are very similar. The reason I changed the auraEnchanted version was due to a "NPC-Slayer" who spawned with the paladin's version of HFreeze, and was pretty much unkillable with a summoner (I didn't intend for NPC-Slayers to butcher screens-worth of summons every 2 seconds).
  15. Notable experiment: Property "Monthorns" is a flat physical damage to attacker, but "Thorns" as a monProp appears to act at 1%/8 (i.e. 80 Thorns = 10% Dmg Returned). Test was my WW barb hitting NM Zombies, where the damage from MonThorns was clearly the number reduced by my DR, and where the Thorns test felt like similar damage-returned to the IM tests above when Thorns=80. The Thorns 1/8th effect thing is noted on ArreatSummit (I didn't know it applied to monProps though)
    - I have adjusted the monThorns values for monIronGolems to 40 (A2 norm), 110 (level 85ish areas), and 130 (level 95ish areas), I expect players to take about 1/2 of their level as damage after DR is considered (i.e. 20 damage in A2, 50 in A5 Hell), from every hit (so faster attacks get penalized more).
    - I have adjusted the Thorns monProp values to 80 (I expect players' DR to absorb all damage if their PhysDamage is low or they have decent life leach, and not much damage otherwise. Bigger attacks get penalized more)
  16. Reviewed MonProps, switching monsters away from Player skills when a monster skill was available (curses, auras, etc). EG Decrepify onStruck ==> MonCurseDecrepify onStruck


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 Post subject: Re: 1.7 Development
PostPosted: Thu Mar 24, 2016 1:41 pm 
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patchstring is unchanged. I had cleared the excel folder and put just my edited files in it and forgot about the local folder.

Cold Enchanted nova adjustment sounds good, currently cold enchanted feels very weak compared to fire/lightning enchanted.

For curses, perhaps we could experiment with -PDR/MDR. Ie. Defense curse could reduce PDR/MDR slightly meaning enemies will do flat additional damage. One bonus of that being you are less likely to be able to negate the effect.

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 Post subject: Re: 1.7 Development
PostPosted: Thu Mar 24, 2016 3:00 pm 
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I see no problem with giving DefenseCurse and I think MonLifeTap some -PDR/MDR. I'd scale it with the monster level, just like I do their skill damage. Currently I've given these curses PDR/MDR equal to 1/5 of trash monster damage (this should be roughly half of your character's PDR/MDR), so all monster hits (elemental or physical) should "feel" like they're doing an extra 20%-30% more damage, depending on what your initial PDR/MDR values were like, but mostly for trash mobs. The difference in a boss's damage would probably be too small to be noticed.

EnergyShield sorcs will feel it the most, since generally their PDR/MDR values coupled with a 66% Energy shield results in them taking no damage from trash, but now they'll be receiving roughly 20% of the damage.


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 Post subject: Re: 1.7 Development
PostPosted: Fri Mar 25, 2016 4:53 pm 
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Here is a simple text-file update. It includes the text files PureRage released recently, but you still need his update first (but you can overwrite his files with mine, since mine include those changes with some other minor changes).

Link to Update

In addition to the updated points I mentioned yesterday, this update includes these changes:
  1. Adjusted BShield and BSentinel missiles so that they use 1/3 of 2-handed weapon damage, rather than 1/6th.
  2. The "skill" field of the BShield-related missile was using "Blade Fury", so I cleared it, but after testing there was no change, so I guess BShield's missile ignored this field anyway. I got worried when I noticed that MonBladeShield skill uses the same missile as the player version, but it looks like the missile is given its damage by the skill in an interesting way, so in this case it's okay to reuse the missile for the monster version of the skill (generally a bad idea).
  3. Adjusted and made several uniques, adjusted some sets. Some fun uniques if you search for "Poison Dagger" charges (charges-synergy with Confusion, LRes, SpiritBlade, etc), some boring elite claws, boring HolyAura bows (BlastBark is now HFire-themed due to it's name, the MultiShot and FreezeArrow are moved to other bows (Vidala XBow and KukoShukaku respectively)) etc.
  4. Changed the Arcane IronGolem minions from FlyingScimitars (weaker than a miniboss, but stronger than IGolems) to scarabs (trash). I ran into a unique IGolem in NM with 6 scimitars... "Whoa, who's the leader here?"
  5. Changed the Arcane FireGolem minions from Vampire1 (cold themed) to Salamanders
  6. Changed the name of skill "Summon Resist" to "Spirit Blade", and made sure this change was reflected in UniqueItems, Sets, Runewords. Let me know if I missed somewhere, and let me know if you're aware of any problems this could cause. The only justification is so that the webpage maker program produced prettier output, so I'd change things back at the drop of a hat. If there's no problems known or found, then I might "correct" Fissure/Eruption, PheonixStrike/RoyalStrike, etc.


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 Post subject: Re: 1.7 Development
PostPosted: Fri Mar 25, 2016 10:52 pm 
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RE: #6: As long as missiles/uniques/sets/synergies etc. are updated all should be fine.

Here's a link to the last 3 updates merged into a single package for simplicity. Can be extracted over the main download in the testing thread OP and you will be up to date.

https://dl.dropboxusercontent.com/u/153 ... Merged.exe

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 Post subject: Re: 1.7 Development
PostPosted: Fri Mar 25, 2016 11:24 pm 

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Been a few weeks since I've touched this but probably going to get back into it - should I keep rolling the original version or is there another updated file I should be using?


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 Post subject: Re: 1.7 Development
PostPosted: Fri Mar 25, 2016 11:31 pm 
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There's been quite a few changes. Were you here when itemstatcost savebits were increased for auras? If not, dump any aura on equip gear (akara ring too) before updating. The update in the OP of the testing thread has the bulk of the changes. Then apply the small update above and you are up to speed.

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 Post subject: Re: 1.7 Development
PostPosted: Sun Mar 27, 2016 9:08 pm 

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Last I played was late Feb before I moved to my new apartment. I just got my desktop that has D2 on it into my apartment this week, so looking to get back up to speed. May even start over if there are things like level challenges and such in the updates, or potentially just create a base level 65 character and get new gear.


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 Post subject: Re: 1.7 Development
PostPosted: Mon Mar 28, 2016 6:29 am 
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I just made a melee sorc last night, stopped at A2 for now. Let me know if you wanna team up, I'd be down to make another char too. All new levels/trial content is added now.

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 Post subject: Re: 1.7 Development
PostPosted: Mon Mar 28, 2016 5:42 pm 

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PureRage-DoD wrote:
I just made a melee sorc last night, stopped at A2 for now. Let me know if you wanna team up, I'd be down to make another char too. All new levels/trial content is added now.


Probably jumping on tonight for a little while. PM me on here and we can sync up.


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 Post subject: Re: 1.7 Development
PostPosted: Thu Mar 31, 2016 5:47 pm 

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have a few chars in a5 norm to play with if anyone is teaming. that was the point where i found solo play to be painfully slow.


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PostPosted: Thu Mar 31, 2016 6:47 pm 
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Sorc is at diablo. Managed to clear to him and kill seal bosses but he is too much for my ES to take at melee range so I built a ranged poison setup on switch to whittle him down. Not had a chance to have another bash at him yet. Will be down to play some over the weekend (I'm out tomorrow but free sat/sunday)

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 Post subject: Re: 1.7 Development
PostPosted: Thu Mar 31, 2016 10:35 pm 
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Here is a simple text-file update, with a new patchstring.tbl file. I've included an up-to-date webpage folder with every webpage but no pictures.

1) Download the update
2) Copy the .txt files to data\global\excel\
3) Copy the .tbl file todata\Local\lng\eng\

Link to Update

<edit>I found an error I made with Levels.txt (similar to #1 below), that I believe is corrected. If you had downloaded this update within 1h10min of the time of the update-post, then please download it again (only Levels.txt changed). Sorry for the inconvenience.</edit>

This update includes these changes:
  1. Corrected most of an error I made where a couple updates ago PureRage submitted changes to the skill levels of some monsters he added (SoulStealer, etc; settings skills from level 1 to 20 for example), but I managed to submit and continue working from a file without those edits. I noticed because while applying a MonType to some units, I found wrong-leveled skills. It would be good if PureRage reviewed those lines of monstats.txt, hopefully the things I missed are obvious to him.
  2. Went through monstats.txt giving MonsterTypes to everything, and filling it's "Description" field with the monster type string. Note that "Undead" types do not use the description string, instead I used the low/high Undead flag, since that attaches the "Undead" description and is also required for Unravellers to revive things. I found no reason to leave the "Demon" flag on though, so allowed the MonType and Description fields to have full effect. Note that the description string is not shown on unique monsters or their minions, but the undead/demon flag descriptions are.
  3. Went through monstats.txt and corrected most "Monster not found in chain" bugs that take up a big portion of the debuglog file created when D2 starts. I left around 20ish, since I couldn't determine a correct solution (were they part of a chain, what does that imply exactly?). My changes were on the assumption that the chains imply the same graphic sprite.
  4. Reduced the HolyAura oskill level from 10 to 5 on the unique war scepter and long sword, and buffed their Hurricane/Armageddon spells to level 5 from 1. This way a dual-wielding Barb would have trouble casting the lvl 10+ Hurricane/Armageddon skills, and gets less of a buff from the aura (almost exactly 1/2 damage). There are shield runewords with +10 to the holy auras, so I expect only a minor difference if folks wanted to upgrade and use those weapons. Gave them each 2 sockets.
  5. Removed the level 20 Zeal charges from the unique bows with HolyAura oSkills. Bow-folk can use Magefist's Zeal charges like everyone else (I've effectively just reduced the %Pierce on the bow from 15% to 5% (10% with Magefist)). With level 10 HolyAuras on the bows, they're still plenty powerful.
  6. Wrote a program to generate a webpage describing every boss-flagged monster. The order of the webpage's table is just the order the monsters appear in monstats.txt. Feel free to suggest if you'd like more information in the table, especially if that information is easy to get at.
  7. Enabled QuillBears (one of dozens of monsters that existed in vanilla D2 that were never finished). I left them with their original AI, which is very dumb, but seems fine for the tanky-melee I wanted them to be. They spawn in groups of 2 protecting 4-6 quill rats. They will not spawn in the BloodMoor in Normal. They never spawn unique (they would only spawn with 2-3 rats and without their partner (not what I wanted), so I left QuillRats as the unique-spawn version (i.e. unchanged)).
  8. Noteable Experiment: Confirmed that blank property columns in UniqueItems.txt do not affect the unique (i.e. if some of the 12 possible properties are missing, it won't affect later properties), but this is known to break Runes.txt (runewords)
  9. Noteable Experiment: Confirmed that a HolyAura oSkill being active when weapons are switched will remain active (the damage to attack portion, but not the pulse). I'm actually not too upset by this, since it feels similar to issue of balancing Armageddon/Hurricane oSkills (weapon switch and the effect is still there). The druid skills are the AoE, while the auras-bug is the dmg-to-attack. Some solution to the bug would be ideal, but this issue might not break the game, especially since aura damage is generally pretty small (I expect Sanctuary to be the most broken).
  10. Changed Lem rune from 50%DmgUndead+100ARvsUndead (weapons) to +33%DmgUndead +33%DmgHuman +50ARating. Off weapon is 20%, still with 30 ReplenishLife. Pul was changed to Demon/Behemoth. These species-pairs were selected because the pairs include about 300 monsters, and both appear commonly together (i.e. DemonBehemoth/UndeadHuman). DemonElemental, DemonBeast, or DemonConstruct would be another decent pair possibility (about 300 critters per pair), but rarely appear together.
  11. Created a new string for the stat "item_normaldamage", which is that odd damage string that printed "+X Damage", it will now print "+X to Melee and Smite Damage", since it doesn't apply to missile damage, and is one of the only +Dmg mods that affects Smite. Despite the stat name, it does not affect property "dmg-norm", which affects the mindamage and maxdamage stats separately.
  12. Added flat +HP/MP to BattleOrders (the flat MP should be a significant buff for Barbs, while the flat HP is a significant buff for some summons), the numbers are the same as for +% buffs (i.e. 6 +1/Lvl)
  13. Changed the Berserk synergy for Bash, DSwing, DThrow, Frenzy, and Concentrate from converting 1%DmgToMgc to +5MgcDmg (similar to Zeal, DragonTalon). For my convenience, I ended up using the "pets" field to store a calculation for this synergy, I presume that field is otherwise ignored by combat skills. I don't think I can easily change Stun this way, so decided that it could still Convert (i.e. lose physical damage that could have been leachy) along with WW and LAttack (I could easily change these if people want).
  14. Added a synergy to SWarrior and SMaster: CastDelay reduced by 1 frame per level MindBlast, note that this reduction takes place after -%CastDelay gear, so the casting delay could potentially go from 125 frames to 63 (I noticed this was 1/2 the original (which is pretty), but only when the synergy occurred last, so I figured what the heck).
  15. Added a description to most skills with a Casting Delay that states what the delay is in frames. Something along the lines of "Casting Delay: X/25 Seconds" In order to make this update with -%CDelay gear, I needed to use a calc field, but for some skills (like Valk/Decoy) all calc fields were filled. Similarly, some skills (generally summons again) had no space in their skill description for this information.
  16. Changed the colour of a few unique items (just felt like most of the stuff I was re-enabling was blue), generally making them blue/red/yellow/green, as their elemental theme implied. Might do more of this if people like that, I'm also fine with removing most colours and letting folks dye their gear themselves.


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 Post subject: Re: 1.7 Development
PostPosted: Fri Apr 01, 2016 8:46 am 
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Monstats skill levels seem fine. Here's a merged package that contains all mini updates added since the main link in the testing topic + izual prison map fix. Extract over that main update and you are up to date:
https://dl.dropboxusercontent.com/u/153 ... 1_Mini.exe

WebPages link in testing topic has also been updated.

RE: Color of items. I presonally like colored items pre-dye, but wouldn't mind if they were removed.

Edit: I think the demon/undead flags are used mostly for "ignore demon/undead resistance and the "holy" flag in missiles.txt.
A quick scan through missiles.txt shows just 1 missile with holy set for demons (FoH Bolt uses 3 for demons + undead bypass) but the missile only hits undead so it's NP.
Unsure if the "ignores demon resist" stat is applied to any items or skills, but I suspect not. Something to keep in mind if you decide to add the bypass/holy function to any skills/items.

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 Post subject: Re: 1.7 Development
PostPosted: Fri Apr 01, 2016 12:23 pm 

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so as long as i dump all the aura on equip gear my chars won't poof right?


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 Post subject: Re: 1.7 Development
PostPosted: Fri Apr 01, 2016 12:40 pm 
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Right. Theres a backed up itemstatcost.txt anyway incase you get bad data. If you do get bad data, you can swap the backup for the current isc and get into a game to remove anything you might have missed.

Ie. you won't lose any chars as there's a backup file you can switch too. The backup is called "ItemStatCost Before Aura Changes".txt. Just rename it ItemStatCost if you get bad data and you can get back in and remove any offending items. (Akara rings included)

Note: It's aura on equip only. Oskill auras are fine.

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 Post subject: Re: 1.7 Development
PostPosted: Fri Apr 01, 2016 11:14 pm 
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PureRage-DoD wrote:
Monstats skill levels seem fine....

RE: Color of items. I presonally like colored items pre-dye, but wouldn't mind if they were removed.

...Unsure if the "ignores demon resist" stat is applied to any items or skills, but I suspect not. Something to keep in mind if you decide to add the bypass/holy function to any skills/items.
I expect the skill levels to be fine, since that was the thing I knew was wrong. I do not know about the other fields, like maybe treasure classes or melee damage were changed. I think you mentioned changing SoulStealer's resistances, and I do not know if that change was preserved, but as you mentioned previously, it's not like it matters for him at least.

We appear to have the same opinion with regards to gear colourings, so I'll only change them when there seems to be a poor colour choice (e.g. bright blue "Boots of the BurnyStuff").

I had no intention of adding bypass anything to anything, but I recall thinking about it for HBolt, Sanctuary (aura, i.e. in skills.txt, I ignored the missile), and FoHeavens, and recall removing it from Sanctuary but leaving it for the other two, since monster Magic Res was expected to be close to zero regardless. If v1.7 were to have a theme, I'd want it to be "No free lunch, and you'd better fucking get what you paid for."

Now that I've taken a quick look at missiles.txt (the "Holy" column, right?) I noticed that many monster skills appear to have bypass-undead, which doesn't make sense to me (Necro's Skellies aren't meant to have their resistances bypassed). Please let me know if I've read that column correctly, and if you can think of a reason for monster skills to keep Holy=1. I could see FistOfDoom (FoHeavens clone) keeping it's bypass, and perhaps UnholyBolt (seems ironic to me that neither of these sets of missiles has Holy=1, but perhaps the original modder thought "Holy" meant "Holy". That's some poor naming right there).


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 Post subject: Re: 1.7 Development
PostPosted: Sat Apr 02, 2016 8:34 am 
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For unholy, I think a value of 4 would be more appropriate (Ignores beast/human resistance). I noticed many missiles had ignore undead, but assumed they were something you had done.
Values are 1 for undead 2 for demons and 4 for human/beast. Combinations of those numbers for combinations of ignoring. Ie. 6 = beast + demon bypass, up to 7 for all.

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 Post subject: Re: 1.7 Development
PostPosted: Sat Apr 02, 2016 4:10 pm 

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will be on the realm via open bnet in realm for anyone thats up for playing.


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 Post subject: Re: 1.7 Development
PostPosted: Sun Apr 03, 2016 5:01 pm 
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Finished the skill pages. UI topic has the links. I'll leave it there for now since it's the only thing atm that is resolution dependent.

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 Post subject: Re: 1.7 Development
PostPosted: Mon Apr 04, 2016 10:22 am 
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Here's an update to fix a few issues with plain of souls and add an additional maze level to trial #2.

Update has everything added since the link in the main testing topic so just extract over your current folder to be up to date (Includes updated skilldesc.txt and skills.txt for the UI update).

https://dl.dropboxusercontent.com/u/153 ... reRage.exe


Changes:
skmage_cold5 level reduced from 78 to 74
sorrow enemies levels normalised in normal
fixed faulty entry .dc6 for plain of souls side maps
fixed faulty 1 in position column on the above 3 levels
added new maze map that leads to trial #2
adjusted scarletwolf hp and gave them 2 minions (elemental beast unused tokens)
added 5 new enemies in monstats.txt for use in new maze and trial #2
populated new maze and cystal cave in levels.txt.
adjusted warp book calc in misc.txt to point to new level for trial #2
changed crytal cave leveltype to 33.
added 4 new .dt1's to leveltype 33 in leveltypes.txt
moved hf dragon placement forward slightly on his map
moved plain of souls warp to the dias behind hf dragon.

Info for Brevan:
Changed files for easy merge:
levels.txt
lvltypes.txt
lvlprest.txt
monstats.txt
monseq.txt
misc.txt
data/global/tiles/HU/crystalcave.ds1
data/global/tiles/HU/crystalpath.ds1 <- new map
data/global/tiles/Act4/Lava/dragon.ds1

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 Post subject: Re: 1.7 Development
PostPosted: Fri Apr 08, 2016 8:40 pm 
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Here is a simple text-file update, with a new patchstring.tbl file.

1) Download the update
2) Copy the .txt files to data\global\excel\
3) Copy the .tbl file todata\Local\lng\eng\

Link to Update

  1. Enabled "Iro's Torch" as a BurntWand (SuicideBranch now a PetrifiedWand) with oskills for FWall and BWall, hopefully useful to either builds that enjoy those skills.
  2. Enabled "Voice of Reason" for shields UmUmJahSur. oSkills Lvl10 BCommand BO, Lvl1 Salvation Confuse, Charges 255x Lvl20 PDagger, +10%SpellDmg, +Block
  3. Updated Webpage Maker to check colours of set items, uniques, gems, and affixes. Anyone know of another file that looks at colours? Have not updated any public links.
  4. Changed Strafe +%EDmg from 12%+2/Lvl to 1%+1/Lvl, MaxArrows from 4+1/Lvl (Max15) to 3 +1/3Lvl (no max, but 14 expected). This way the main damage buff to Strafe is as it gains more arrows, before it's exponential growth was getting too high. MinArrows from 3 +1/4Lvl +1/4Lvl MArrow to 3 +1/4Lvl MArrow (so skill determines max targets (still 1 arrow per target), synergy determines min arrows when few targets). Have not submitted an excellent skill description yet.
  5. The size of the missile launched by the monster "BigTornado" skill (Amon, Wyrms, etc) has been reduced from 3 to 1. It has a next-hit Delay of 25 frames, but it's relatively slow, so I think it was possible to occasionally take a couple hits from it, which wasn't the intention (it's damage is balanced as a single-hit skill). Another solution would be to speed it up, so let me know if it's damage still seems inconsistent (occasionaly doubled)
  6. Changed a few monTypes, Izual Demon->DemonDeity (he's ambitious), Salamander DragonDemon -> DragonElemental, BoneScarab Insect -> UndeadInsect. Leviathan's tentacles are now also DragonDeity.
  7. Reduced level of skmage_cold5 from 78 to 74, this way he's a little less of a shock in A4's Plain of Souls, and he's still just fine in CrystalCaves/GlacialPassage areas. Changed the other tier-5 mages to match, and noticed that there's no tier-6 coldmage despite the other elements having a T6. Odd, but not broken.
  8. Reduced level of the first 3 tiers of BloodLord (A5 Minotaurs) from 77,79,81 to 74,77,80, same justification as T5 SkellyMages.
  9. Enabled BloodCrescent sword with oskill Lvl0 WereWolf WereBear Lycanthropy, +12-15%SkillDmg, +45-50%IAS (so weapon speed -65 to -70), 3sock. It should be a practical weapon for FireClaw, FrostBite, Enchant, HolyAura, although I suppose Chantress would still need to find a decent attack oSkill.
  10. Removed the +1AllSkills from VizjereiSnare, and made it the level 18 unique cestus (so at level 18, an assassin could get +4Traps (but no other tabs)).
  11. MonSkill missiles had their "Holy" flag cleared (was generally '1'). Currently have not set UnholyBolt or FoDoom (monster FoH) to holy=4, since there is not a lot of magic res available anyway and very few magicDmg monSpells (currently seems innappropriate to give MagRes on items, then make the spells ignore it). It will likely be a fine idea at some point though, to set these skills aside.
  12. Removed the Holy=1 from HBolt and FoH's HBolts. Monsters don't have much MagicRes anyways, and I heard that bypass ignores negative Res, which could be possible. With this change, only SanctuaryBolt has the holy=1 flag set.
  13. Noteable Experiment: Tried setting FoH's HBolts to affect Demons, but could not. Setting the relvant field to anything but '2' caused them to only affect Undead, '2' affected nothing. Test was against BMoor Zombies (Undead via monstats flag), QuillRats (Beast via monTypes), and Fallen (Demons via monTypes and monstats flag). Interesting.
  14. Corrected typo with CrystalWitch monster's spell "AndarialSpray" -> "AndrialSpray" (yes, Andrial)
  15. Changed the A3 InsectSwarm treasure to stop dropping Mega potions.

On the topic of further developments:
- What can be done with Vendor's ilvl sales in Norm, I've never experimented with it since I generally gambled the stuff I wanted to use (thus made all basic items gambleable). I'm under the impression that this is hardcoded, but I'd expect it to be a trivial code edit. Maybe item level 5 A1 (unchanged), 25 A2, 40 A3, 55 A4, 70 A5 - Would this force base item upgrades (basic to exceptional)? I'd prefer basic items in Norm, even though players would outgrow them by A3 (in NM vendors sell exceptionals, so there should be a place to buy basic items).
- What's planned with A5's Ormus Reward (Free The Barbs)? If nothing, then perhaps change from TalRalOrt runes to GulVexOhm runes.


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 Post subject: Re: 1.7 Development
PostPosted: Sat Apr 09, 2016 12:40 am 
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Quote:
The size of the missile launched by the monster "BigTornado" skill (Amon, Wyrms, etc) has been reduced from 3 to 1. It has a next-hit Delay of 25 frames, but it's relatively slow, so I think it was possible to occasionally take a couple hits from it, which wasn't the intention (it's damage is balanced as a single-hit skill). Another solution would be to speed it up, so let me know if it's damage still seems inconsistent (occasionaly doubled)

The tornado/bigtornado missiles functions seem to move the size functionality to aurarange column (set to par2) in skills.txt and ignore the size column in missiles.txt. If you set par2 to something super high like 40 it will hit the whole screen for example. Maybe increase the speed a little instead, as I think bigtornado already has it's radius set to 1 in skills.txt.

Quote:
Corrected typo with CrystalWitch monster's spell "AndarialSpray" -> "AndrialSpray" (yes, Andrial)

Woops! Never realised it was spelled AndrialSpray lmao. Shows how the brain kinda auto-fills words as you expect them.

Quote:
On the topic of further developments:
- What can be done with Vendor's ilvl sales in Norm, I've never experimented with it since I generally gambled the stuff I wanted to use (thus made all basic items gambleable). I'm under the impression that this is hardcoded, but I'd expect it to be a trivial code edit. Maybe item level 5 A1 (unchanged), 25 A2, 40 A3, 55 A4, 70 A5 - Would this force base item upgrades (basic to exceptional)? I'd prefer basic items in Norm, even though players would outgrow them by A3 (in NM vendors sell exceptionals, so there should be a place to buy basic items).
- What's planned with A5's Ormus Reward (Free The Barbs)? If nothing, then perhaps change from TalRalOrt runes to GulVexOhm runes.


I think the Nightmare/HellUpgrade columns at the end of armor/weapons.txt control the items upgrade for vendors in NM/Hell rather than a hardcoded check based on ilvl.
Each act has a maximum ilvl, and the ilvl sold is related to the players level. I believe it's ulvl +4 with ilvl 5 being the minimum in A1.
Current maximums for each act:
1: 12
2: 20
3: 28
4: 36
5: 45

Should I set them to your suggested values or close to the max level expected in that act? Ie.
25
35
50
65
80

Note: 1 side effect of this is, any item with an ilvl > 25 will always spawn as magic, preventing whites from showing up in A2. I can remove that check or increase the ilvl to force magic if desired so whites can show up in any act or later acts up to a specified ilvl.

A5Q2 reward: I was planning on somehow linking the reward with the 3 hells, but decided to hold off until the next version for those. I'll change the runes to GulVexOhm for now.

Will get around to those next week. I'm in London for a protest today, possibly tomorrow too if there's no result today and staying on until Tuesday to see the city a little after that.

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 Post subject: Re: 1.7 Development
PostPosted: Mon Apr 11, 2016 3:57 pm 
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Heading home tomorrow evening, let me know what you decide on ilvl range for vendors and the ilvl to stop selling whites and I'll get those to you by Wednesday.

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 Post subject: Re: 1.7 Development
PostPosted: Mon Apr 11, 2016 8:41 pm 
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The numbers you provided (25, 35, 50, 65, 80) will work well. The problem to overcome is that by act2, the low max-level prevents most basic items from spawning at vendors. I don't have a strong opinion for when to stop selling whites, but I suppose level 30 sounds reasonable as a minimum, since it allows a sorc to buy a staff with any staffmod possible from Akara. If you see any value in a higher number, I'm alright with that.

I've created cube recipes for upgrading/degrading items in the white-blue-rare ranges, so there should be no significant issues there. The main problem to overcome is simply the availability of the base item. At some point I'll adjust what items are sold by each vendor. Currently I'm thinking of things along the line of:

Akara, Drognan, Ormus, Malah = "Light" (low str req) equipment
Charsi, Fara, Hratli, Larzuk = "Medium" equipment
Gheed, Elzix, Asheara, Anya = "Heavy" equipment

Details to be determined later, but I think there are generally 4 base items for each slot for each weight category, so on average I think it will look alright and visually balanced. I think vendors selling exactly one of each item/weight type combination will suffice, since the Degrade/Upgrade recipes can take it from there. I'll make an exception for Akara's staff availability, since I can appreciate players not wanting to pay for re-rolling a white staff for the staffmods they want if Akara can do that. Perhaps later I'll look into cube recipes for upgrading white items (and giving an appropriate +Skill and DR/MDR bonus), which could be a decent way of keeping Runewords useful.


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 Post subject: Re: 1.7 Development
PostPosted: Mon Apr 11, 2016 9:07 pm 
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I'd forgot about the downgrade recipes. 30 sounds like a good number for whites, cool beans :).

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 Post subject: Re: 1.7 Development
PostPosted: Wed Apr 13, 2016 1:43 am 
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D2Game.dll update:
https://dl.dropboxusercontent.com/u/153 ... justed.exe

Changes:
Changed A5Q2 rune reward to Gul Vex Ohm
Changed vendor max ilvls in normal to fit new level progression (25, 35, 50, 65, 80)
Changed max ilvl to sell whites from 25 to 30 (Act 1 is the only act that sells whites now, but will sell them regardless of your level.)

Confirmed ilvls using PlugY. Code is in the CE thread.

Edit: I noticed there is code that adds an extra 1-2 of each weapon/armor allowed to be sold by vendors, so if you set it to sell 1 of each, it will still sell between 1-3. Let me know if you'd like that removed if you are planning on rearranging what each sells and only want more control over the number of each item.

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 Post subject: Re: 1.7 Development
PostPosted: Sat Apr 23, 2016 12:10 am 
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I have not done many changes lately, but here is a small text update with what I've done.

Link to Update

Changes:
  • Adjusted which weapons spawn at vendors. There is generally a low-str, mid-str, and high-str vendor per act. Some compromises were made since many high-str weapons are graphically big, (e.g. Larzuk&Charsi have all swords rather than just the mid-str swords). 1 White and 1 Blue spawn per base item, when possible (2 blue after lvl 30)
  • Adjusted which armors spawn at vendors. Same organization as above, but due to heavy space contraints, 1 item spawns for each base item, always white (therefore blue after lvl 30)
  • Increased missile 'bigtornado' from 18 to 22 (about +23%, so pretty noticeable). Pretty sure this is enough to prevent the double-hit issue I didn't like, since it was already pretty uncommon.
  • Noteable Experiment: When creating properties that use func=7 (+%EnhancedDmg), this must be stat1 if you want it to use the min/max fields. As stat2 it used the param field (note that my stat1 used the param field too, so likely related).
  • Created two new properties to condense mods: eth-indestruct (several uniques use this combo), ease-dmg% (param +%Requirements, min-max %Dmg).
  • Enabled the lvl 10 unique necro-head, it has +%NonElemDmg, and Leap oSkill. I figured it would be useful for necros using either BWall or BPrison, since they could jump over their own obstacles.

While testing the armor/weapon changes, I noticed occasional extra items would appear (as mentioned in the previous post). I think changing the code to remove those unexpected items is a good idea, since one of the things that bugged me was when I knew a Vendor should have sold some item that wouldn't fit on their page. The weapons tabs are tolerable, since there are two, but armors would definitely benefit from this change.

The current armor.txt and weapons.txt numbers assume this change (I expect visiting Charsi with a level 25+ char will show a filled armor tab), so after the code is edited, consider checking the A1 vendors to confirm their armor tab doesn't appear over-filled (ideally a 2x4 area remains, so a sold item could be repurchased). My testing of what their tabs looked like was done with a lvl 1, lvl 5, and lvl 40 char. The A1 Vendors are pretty bare with a lvl 1 char, but A1 has such a large level spread (25 vs 15 for later acts) that even 1 armor of each type barely fits. I think this is fine since players shouldn't need a full suit of gear for BMoor.

Testers are welcome to suggest other vendor-organizing systems. I only chose the str-requirement system because I remembered that my design document broke strength requirements into 3 categories (generally 3 vendors per act), but those categories don't have equal item counts, so things could be improved. Currently I'm debating pushing some items into the misc tab (maybe daggers, gloves, boots)


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 Post subject: Re: 1.7 Development
PostPosted: Mon Apr 25, 2016 7:04 pm 

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the vendors are fine as far as i can tell. they have plenty of class-specifics and that is the one thing to shop for especially for when it comes to crafting.


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PostPosted: Tue Apr 26, 2016 7:11 am 
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I've been away from home a lot over the last 2 weeks so I've not had a chance to do anything D2 related. Any time I had at home has been spent playing Dark Souls 3. Will be home more after this weekend and able to pick back up. I'm planning on mixing up/adding mobs in arimyth maps rather than using the same mobs in all 3 maps.

I'll get that code edit for vendors done too.

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 Post subject: Re: 1.7 Development
PostPosted: Tue May 03, 2016 7:16 pm 
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I'm going to be away for 3-4 weeks, and expect to do little modding other than perhaps String edits (I'll be without a decent mouse).

Here's an update that includes patchstring.tbl, so make sure to toss that to your data\Local\lng\eng\ folder

Link to Update

1) Download the update
2) Copy the .txt files to data\global\excel\
3) Copy the .tbl file to data\Local\lng\eng\

Changes:
  1. Changed Cleglaw full-set bonus from +30%AC to +1AC/Lvl. The % was being saved to the hat whenever a gear change was calculated (weapon swap, rejoin game, etc), which resulted in a hat with well over 300 AC in my test. The hat could even be dropped on the ground and retain this saved stat. Never use +%AC as a full/partial set mod apparently. This didn't correct the WW-bug, figured I may as well check. I had the bug occur even when not fighting, so it might be an animation-timing issue, rather than erroneosly trying a block animation or something.
  2. Allowed all Druid Elemental skills to be cast while shape shifted. This only affected around 6 skills, since Firestorm, Hurricane, Armageddon, and CArmor were already fair game. I figure the Replenish Life of being shifted isn't exactly game-breaking, and at best wouldn't be as strong as sinking 20 points into EnergyShield. I'm not confident 20 points into Lycanthropy or WereFurry would perform as well as 20 points into SpiritWolf, but it might find a good niche.
  3. Changed the skill description of FireStorm to match other skills. The manacost was in the skillDesc2 section (above the "This Level" and "Next Level" stat sections), but since that stat changes with skill levels, it belongs in the lower sections. I've been reserving the four lines of SkillDesc2 for stats that vary only with synergies or other skill-level invariant info (there are some exceptions, but mostly due to space constraints).
  4. Changed monType of Wyrm from DragonBehemoth to DragonInsect. They've got the look for it.
  5. Swapped skill level and tab positions of ABlast and Fissure, each rebalanced for it's new level. This way there's less wait before Fissure is available to that build (was level 12 for first skill of that build), and more wait for ABlast for it's build (MBoulder was also level 6). Feel free to confirm HiRes skill descriptions are okay.
  6. Swapped skill level and tab positions of StaticField and Nova. This way there's less wait before a skill is available for the Nova/Ltng/TStorm build. Didn't even need to make any changes to SField, thus it's the obvious swap-choice. Feel free to confirm HiRes skill descriptions are okay.
  7. Corrected a mismatch between design document and implementation: FireStorm should do 8/25MonHP as damage per second per flame, but was doing it as a total of all flames (i.e. 1/3 of what I intended). I probably got messed up by how Firestorm launched 3 flames, and how standing-flames in D2 do triple damage due to graphic flameyness.
  8. Reduced the size of monFireStorm from 2 to 1, so I expect it to do less damage via adjacent flames. Reduced it's damage slightly (it was normally halved as a monster AoE spell, but instead I divided it by four since it's a standing-flames spell; it still packs a decent punch if you're adjacent to him).
  9. Changed the %'s on CarrionVine and SolarCreeper to 3%+1%/2Lvl. This way they end up around 20%, rather than 8-10%. Before they were being balanced a bit like Life and ManaLeach, but now they're a bit more like Redemption (albeit they can take a hit and don't require the right mouse slot)
  10. Updated the design document on Dropbox with the above Vine changes.


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 Post subject: Re: 1.7 Development
PostPosted: Wed May 04, 2016 10:41 am 
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Here's the D2Game.dll that stops vendors spawning 1-3 extra of each item:
https://dl.dropboxusercontent.com/u/153 ... em_Cap.exe

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 Post subject: Re: 1.7 Development
PostPosted: Thu May 05, 2016 2:51 pm 

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like these changes.


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 Post subject: Re: 1.7 Development
PostPosted: Wed May 11, 2016 4:47 pm 

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anyone willing to try this again in a party?


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 Post subject: Re: 1.7 Development
PostPosted: Wed May 11, 2016 8:43 pm 
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I'm down to try a party run through even if it's just 1 evening a week. What days are best?

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 Post subject: Re: 1.7 Development
PostPosted: Thu May 12, 2016 12:31 am 

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weekends are best, but can definitely do weekdays.


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 Post subject: Re: 1.7 Development
PostPosted: Thu May 12, 2016 6:05 pm 
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Weekends best for me, saturday not so much, friday and sunday are good. 5pm on a sunday till ~3am (GMT). Fridays would be later start but can play past 3am np.

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 Post subject: Re: 1.7 Development
PostPosted: Mon May 16, 2016 9:17 pm 
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Updated the download package in the Testing thread. Everything before this post is now included in that package. Any updates after this should be applied on top of that.

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 Post subject: Re: 1.7 Development
PostPosted: Tue Jun 07, 2016 12:18 am 
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A small but important set of text file updates. This includes skills.txt (Solo file included if you want to rename it), missiles.txt, and monstats.txt.

Link to Update

These changes are included:
  1. Corrections to Freezing Arrow and Exploding Arrow synergies. Freezing pairs with FlameArrow, Exploding pairs with ColdArrow. These pairs promote multi element, and it's not like there's great value in chilling a frozen target anyways.
  2. Correction for Fissure. The missile was still referring to "Eruption". At some point I'll probably change PhoenixStrike from "RoyalStrike" to "PhoenixStrike", so I'll try to double check that this is done correctly.
  3. Correction for GidbinnMob monster. The baseID was set to Fetish1 (From back when I was trying to reduce the "name not found in chain" buglog I think), but changing it to match the name field solved the bug where Gidbinn was not being dropped.


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 Post subject: Re: 1.7 Development
PostPosted: Wed Jun 15, 2016 3:23 pm 
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This update includes patchstring.tbl, so you'll need to place that in the /data/local/lng/eng/ folder. The other text files go to the /data/global/excel/ folder.

Link to Update

These changes are included:
  1. Removed the boss-flag from a few monsters (noteably Traps and Sarcophagus), corrected MinDmg > MaxDmg for "Putrid Defiler4". Updated BossStats page maker to print a warning if HP, Dmg, or elemDmg have min>max. Current BossStats.html
  2. Buffed monster exp for levels after 60 (~ +10%). Players should not be struggling to be level 70 by the time they fight Diablo or level 85 by Baal.
  3. Changed "Malice" runeword to consider the relatively new extra-phys and extra-mag damage properties, added +25%SkillDurations.
  4. Changed "Harmony" runeword in spears to have +10 oSkill Evade (aka Perfection).
  5. Changed Cleglaw 2 piece bonus from +1 WW oSkill to +1 HeartOfWolverine oSkill.
  6. Changed DragoonWrath LeapAttack +10 oSkill to +5 skill (Barb Only)
  7. Changed Valkyrie to allow it to spawn from procs.
  8. HeraldOfZakarum changed from +10 Valk oSkill to 3%lvl40 Valk onStruck (at level 40 she has 2000HP, ~2k ARating, up to lvl 99 rare mods on gear)
  9. Added Enchant-clones ChillTouch (cold, synergizes with BoneArmor&ShiverArmor; added strings; replaced BarbBlock (skill399)), ShockingGrasp (ltng, synergizes with BoneArmor&EnergyShield; added strings; replaced MercFreeze(skill387)), VampiricTouch (LifeOnStrike 1/Lvl, no synergies; added strings; replaced NecBlock(skill445))
  10. Enabled uniques: Zakarum'sHand (ShockingGrasp lvl5 oSkill, 1%lvl30 onAttack), GhoulHide (10%lvl15 ChillTouch onStruck, reanimates Ghouls 1%), Dracul'sGrasp (10%lvl30 VampTouch onStruck, +10 Str Dex), Snowclash (lvl 10 ChillTouch oSkill), Thundergod'sVigor (lvl10 ShockingGrasp oSkill), Gloomstrap (lvl 10 VampiricTouch oSkill). All items spawned and tested with, seems fine. Skills have no icons (just gray backgrounds), which is good enough for v1.7 I think.
  11. Renamed skills.txt "Power Strike" to "Disease Spray", cascaded change through missiles.txt, various item files, monstats.txt
  12. Renamed skills.txt "Cycle of Life" to "Carrion Vine", cascaded change through missiles.txt, various item files, monstats.txt
  13. Renamed skills.txt "Vines" to "Solar Creeper", cascaded change through missiles.txt, various item files, monstats.txt
  14. Renamed skills.txt "Quickness" to "Burst of Speed", cascaded change through missiles.txt, various item files, monstats.txt
  15. Renamed skills.txt "Royal Strike" to "Phoenix Strike", cascaded change through missiles.txt, various item files, monstats.txt
  16. Renamed skills.txt "Penetrate" to "Strategy", but later found the debuglog complained about this so changed it back
  17. Renamed skills.txt "Evade" to "Perfection", but later found the debuglog complained about this so changed it back
  18. Renamed skills.txt "Revive" to "Raise Death Knight", but later found the debuglog complained about this so changed it back
  19. Renamed skills.txt "Hunger" to "Frost Bite", but later found the debuglog complained about this so changed it back
  20. Renamed skills.txt "Fire Trauma" to "Fire Blast", but later found the debuglog complained about this so changed it back
  21. Cleared the "Skill" field of missiles "phoenixtrail" (was Hunger), "distraction fog" (was Quickness), "tigerfury" (was Royal Strike), "tigerfurytrail2" (was Royal Strike). None of those missiles appear to be used in the game anyways, and most of those skills didn't even have numbers in their damage-fields.
  22. Fixed a bug with Carrion Vine and Solar Creeper, they now return the %MaxHP and %MaxMP their description indicates (Changing the numbers of their Skill parameters will now adjust the numbers of their attack Skills as well)


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 Post subject: Re: 1.7 Development
PostPosted: Sun Jun 19, 2016 1:59 am 
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Here's my update (UI work coming at a later date), merge with current data folder after getting Brevans update above.
http://www.filedropper.com/hu17prjune19

Changes:
Populated each arimyth map with new monsters for more variety map to map.
Lowered soulstealers and scarlets resistance slightly
Adjusted all new mobs treasureclasses in monstats.txt
Fixed missing animdata for troll token
Added normal and nm reward for arimyth bosses
Cube recipe added to grant chosen boss ear 15 hp+mp & unique overlay.
Added many lines to uniqueitems.txt (items are blank, they are simply for cube recipes, but needed a unique name for recipes)
Added treasure classes for norm nm and hell arimyth bosses

To Do:
Fix invisible pixels on low res trees
add skill icon for new item only oskills
Look into firewall duration issue

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 Post subject: Re: 1.7 Development
PostPosted: Mon Jun 20, 2016 12:41 pm 

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Anyone playing this currently? I've been putting quite a bit of time lately into this and going around with 2 diff characters.


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 Post subject: Re: 1.7 Development
PostPosted: Tue Jun 21, 2016 12:48 am 
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This updates contains the first chunk string updates for the changes in skills. I wanted to include some extra details that I thought might be relevant, but let me know if things like the "Pulse Delay" or "Next Hit Delay" look dumb and excessive.

patchstrings.tbl goes to /data/local/lng/eng/
text files go to /data/global/excel/

Link to Update

These changes are included:
  1. Changed states.txt for shockinggrasp and vampirictouch so that AttackRating on the char screen is coloured blue (to show it's being buffed) when active
  2. Changed minion of arimythmummy from zombie (does not exist) to zombielord (level 84, tankish). Not sure what else would fit this guy, maybe some Doomknight Fighters, since he's got a melee-themed monprop.
  3. New string "Physical Resist" applied to Defiance, ISkin, AmpDamage, Weaken, IM, fade, BWall, BPrison, itemstatcost (instead of "Damage Resist:")
  4. New string "Damage Returned" applied to IM, IGolem, BWall, BPrison, Thorns, Redemption, Berserk, SoBarbs
  5. New string "PDR & MDR" applied to Golems, SkellyMastery, SWolf
  6. New string "Next Hit Delay: %d/25 seconds" (should exist on spells that could linger on opponent but aren't continuous damage, did I miss one?) applied to Fissure, Volcano, ChainLtng, LtngStrike, Strafe
  7. New string "Pulse Delay: %d/25 seconds" (should exist on periodic spells, did I miss one?) applied to HFire, HFreeze, HShock, UnholyBlight, Redemption, TStorm, Hurricane, BShield
  8. Added a flat 50% UninterruptableAttack (i.e. Concentration) to Perfection (aka Evade). Pretty sure there's no good reason to not have this, but just because I've never had significant problems with dodge-lock doesn't mean others don't. Skill description updated.
  9. CorpseExplosion now does 100% magic damage (mainly to match design document, but not much resists Magic, so seems a good idea), rather than 50%mag with 50%phys.
  10. Changed Fade: now gains +1%PhysRes per 2 levels rather than every level. This way 20 points into ClawBlock and 20 points into Fade (while maintaining 33%Block via shield) are closer in value (Fade protects less vs phys but still protects from curses, pois length, and resistances; albeit not a lot).
    - Max ClawBlock: 50%Block = 2x HP
    - Shield + Max Fade(new): 33%Block+15%PhysRes= 1.78x HP (now max Fade isn't as effective vs PhysDmg as max ClawBlock)
    - Shield + Max Fade(old): 33%Block+33%PhysRes= 2.30x HP (So Fade was awesomely better, since you got curseRes, PLReduced, etc)
    - Max ClawBlock + Max Fade (new): 50%Block + 15%PhysRes = 2.35x HP
  11. Changed missile "bat lightning bolt" skill field from Lightning to ZakarumLightning (pretty sure this never affected the game)
  12. Changed missile "chainlightning2" skill field from Lightning to MonChainLightning (missile does not appear in skills.txt or elsewhere in missiles.txt)
  13. Changed missile "sucfireball" skill field from Fire Ball to VampireFireball (missile does not appear in skills.txt or elsewhere in missiles.txt)
  14. Changed missile "sucfireballtrail" skill field from Firestorm to MonFirestorm (missile does not appear in skills.txt or elsewhere in missiles.txt)
  15. Changed missile "sucshockfieldmissile" skill field from Lightning Bolt to ZakarumLightning (missile does not appear in skills.txt or elsewhere in missiles.txt)
  16. Changed missile "baallightningbolt" "baallightningtrail" and their "xxx2" clones skill field from Lightning to ZakarumLightning (missile does not appear in skills.txt or elsewhere in missiles.txt)
  17. Changed missile "lightning charge up nova" skill field from Nova to Trap Nova (missile does not appear in skills.txt or elsewhere in missiles.txt, I assume it's a monster skill)
  18. Changed missile "chainlightningcharge up" skill field from Chain Lightning to MonChainLightning (missile does not appear in skills.txt or elsewhere in missiles.txt, I assume it's a monster skill)
  19. Cleared the skill field of missile "chillbloodcloud", was Chilling Armor
  20. Cleared the skill field of missile "acidspray", was Cobra Strike
  21. Cleared the skill field of missile "throwingstar", was Tiger Strike
  22. Cleared the skill field of missiles "lightningtalons" and "lightningtalonstrail", was Feral Rage
  23. Cleared the skill field of missile "dragonbreath missile", was Dragon Flight
  24. Added a NextHit delay to missiles "impmiss21" to "impmiss25", and "impmissex" of 4 frames. I noticed other impmiss missiles with a NextHit, and thought it might be a nice solution for the odd damage of A5 imps (I'm not convinced they weren't shooting multiple missiles). Shouldn't hurt anyways.
  25. Slightly modified skill page descriptions to reduce erroneous information (please double check for spelling errors). I generally just removed info (details don't need to be in the general description, especially when they're wrong).
    - ColdArrow
    - Strategy (aka Penetration)
    - FireMastery
    - ColdMastery
    - LtngMastery
    - FrozenArmor
    - ShiverArmor
    - BoneArmor
    - CorpseExplosion
    - SkellyMastery
    - BloodGolem
    - AmplifyDamage
    - LowerResistance
    - Decrepify
    - Confuse
    - Smite
    - Concentrate
    - GrimWard: name, short description (icon description), long description, char-screen name changed.
    - IncreasedStamina
    - IronSkin
    - IncreasedSpeed
    - Raven
    - CloakOfShadows
    - DeathSentry

One thing I noticed is that DragonTalon's char screen display appears to be immutably misleading, does anyone know of a solution, or shall folks have to learn that it's only reflecting their kick damage, and not including their damage-to-attack bonuses.

I'd like to finish the rest of the skill string issues by next week.


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PostPosted: Sun Jun 26, 2016 1:53 pm 
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This update contains a few text files along with patchstring.tbl.

Link to Update

This update includes these changes:
  1. Changed the AI parameters of Zakarumite. I think I reduced the chance of them using WhirlWind to match Berserkers, but seem to have misplaced the WW AI information.
  2. Changed Necro skill synergies:
    - PNova's BArmor synergy changed to PStrike, so synergies are PStrike and BPrison (same synergies as PExplosion)
    - PStrike's PExplosion synergy changed to BPrison, so synergies are SBlade and BPrison.
    - Suggested builds would be PStrike+BPrison with either PNova (BPrison keeps monsters out) or PExplosion (BPrison keeps monsters in). Not completely sold on the PExplosion strategy though, since BPrison's radius is much smaller than I remember so it won't contain much of anything, especially if the target were moving as you cast.
  3. Adjusted minor description issues (Extra space character is fine, but no-spaces or extra colons should be fixed). Please take a look at them, and if you aren't sure exactly what the skill does, then let me know. I'd like to give extra information, but not so much that it gets confusing.
    - Decoy, Prayer, Redemption, Fanatacism, Meditation, Vigor, Ice Arrow, Strafe, StaticField,
  4. Barb skill changes:
    - WWind mana cost set to 5 without increasing.
    - Bash +%Dmg removed, CBlow changed from 4% to 3% +1%/5Lvl.
    - Howl initial cost reduced from 2 to 1.
    - Stun damage from 12%+2%/Lvl to 24%+4%/Lvl.
    - BattleCommand cost reduced from 6 to 4.
    - Frenzy duration increased from 20sec to 30sec.
  5. Reduced the StaticField thresholds from (Norm/NM/Hell) 50/65/80 to 33/50/60. It still only removes 10% Life per cast, and I think is affected by LtngRes, but is hopefuly more intriguing now (basically 100%CBlow in the radius as fast as you can cast, but only down to the threshold)
  6. Reduced spell costs by 20% for the following:
    - Amazon: InnerSight, SlowMissiles, Vakyrie
    - Sorceress: All but Enchant, SArmor, CArmor, FArmor, Teleport, EShield, TStorm, Hydra, FOrb
    - Necromancer: All
    - Barb: WarCry
    - Paladin: HShield, FoH, BHammer
    - Druid: All elemental and Summoning skills
    - Assassin: Traps except ShockField and BShield, Shadow skills except Venom, BoSpeed, Fade
  7. Increased Sorc's starting MP from 25 to 35
  8. Removed the darkness from Cloak of Shadows (cleared states.cloak_of_shadows.setfunc=2)

I've been considering changing Sorc synergies such that EnergyShield and Warmth each provide +1%Dmg to pretty much everything. This might remind players that those two skills are pretty important to a Sorc without making them feel like they're sacrificing too much by not investing in a synergy. If folks feel like Sorcs are already too strong end-game, just let me know and I'll investigate other methods that are not damage-synergy based.

In the near future I'll investigate the DimVision solution PureRage mentioned. I'd certainly be adding a DimVision proc to some items, so If folks have any opinions about that, let me know. I consider that curse to be very effective for defensive gear.

I'll also be investigating affixes, and looking into how much effort would be required to improve the webpage output related to those files. If folks have been noticing items with dumb-looking or pointless mods on them, let me know and I'll improve or remove those mods.


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 Post subject: Re: 1.7 Development
PostPosted: Sun Jun 26, 2016 2:28 pm 
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Quote:
Changed the AI parameters of Zakarumite. I think I reduced the chance of them using WhirlWind to match Berserkers, but seem to have misplaced the WW AI information.


viewtopic.php?f=20&t=13933

I like the idea for EShield and Warmth.

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 Post subject: Re: 1.7 Development
PostPosted: Wed Jun 29, 2016 8:15 pm 

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i really liked the ww zaks/zerkers. they are absolutely horrifying the first time you encounter them. i'd say leave them as is even if they just spam spin.


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 Post subject: Re: 1.7 Development
PostPosted: Wed Jun 29, 2016 8:39 pm 

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Brevan wrote:
[*] Reduced the StaticField thresholds from (Norm/NM/Hell) 50/65/80 to 33/50/60. It still only removes 10% Life per cast, and I think is affected by LtngRes, but is hopefuly more intriguing now (basically 100%CBlow in the radius as fast as you can cast, but only down to the threshold)


i would say the hell threshhold should be capped at 70. the 1% dmg bonus on eshield would be real good for sorcs too.


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 Post subject: Re: 1.7 Development
PostPosted: Wed Jun 29, 2016 8:57 pm 
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I totally agree that WW groups are cool, and relatively dangerous since they potentially get a few attacks per second each (normally they'd attack about 3 times in 2 seconds, if they're lucky). Personally I'd be quite happy to leave them as they are, but I've convinced myself that v1.7 is different enough from previous versions that we should error on the side of things being easy, since the changes enough will make things challenging.

I'm pretty sure most folks are going to noob-out: making terrible decisions purely because they don't really know what is available. Folks will be making Sorcs without EShield, Assassins without CoShadows or Shadow Summons, playing chars without mercs at all, etc.

It's been mentioned a few times that v1.7 as it is (albeit it's getting easier) is pretty tough, and since I'm under the impression that most of the Testers are very experienced players (I don't think I've actually played with any of you), those opinions bode poorly for more casual and new players or those who are mathematically challenged.

I've played my version (pre-modern edits) with a nephew completely new to D2, and was able to witness some of the decisions new players make based ... I think ... on how cool words sound, or their interest in trying all the things rather than focusing on some form of strategy.

I'd recommend making v1.9 relatively challenging.
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i would say the hell threshhold should be capped at 70. the 1% dmg bonus on eshield would be real good for sorcs too.
Meh, return that threshold in v1.9. It's not like people are breaking the game with StaticField currently. I'll do some testing at some point, and see if in Hell its effectively removing only 5% at a time due to resistances. Also, I'm pretty sure it's removing 10% of the current HP, so it would take 5-11 casts to remove that 40% HP in Hell, while a typical AoE spell would probably have killed the group after about 7-10 casts (these should be doing about 20%MonHP as damage afterall). I expect Static to be an interesting 1-point wonder useful for the first few seconds against Bosses.

<edit>Tested SField in Hell with my HydraSorc (24%PierceLtngRes). Against lightning themed trash (probably 99%LRes base) SField did nearly nothing while Merc's IBolt was reducing their HP by about 1/4. Against Smith SField was doing far better (hard to judge HP with such a long life bar, but common sense says it'd be around 5%, and that seems about right), but his HP was going down quite smoothly from Hydra, Telekinesis, and Merc after SField's effect stopped, so more testing or opinions are welcome. I think if I had maxed LMastery (maybe ending around 40%PierceLtngRes) Static would have been pretty reasonable against a boss, especially if he had pets or other high-HP targets for the SField radius to really shine. In the future I was thinking of reducing the HP of minor bosses by around 25% (Their HP is higher than in the design document, but if folks like them then I'm fine with them too) and maybe raising the HP of act bosses (maybe 10%), so then maybe mods like CBlow and SField would be more significant.</edit>


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 Post subject: Re: 1.7 Development
PostPosted: Thu Jun 30, 2016 5:49 am 
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I think difficulty wise, 1.7 is in a pretty good spot. As an experienced player, I'm able to solo to late A4 to early A5 with some difficulty in act 4. With an extra body just to spread mobs over more targets would bring A5 into late A3 to A4 difficulty.

Mid exp'd players I think would be looking at finding a partner for mephisto and beyond. Strictly talking of bosses here. I think a soloist would be well able to farm sub bosses and the harder trash areas in good time in order to improve gear before the next push.

Act 1-2 are great introductions to the mod for new players and growth rate means if they do make a fundamental error in a build, it's simple enough to rebuild to fix that error without losing too much time.

I think it's a different type of difficulty compared to what the playerbase is used to seeing. The difficulty in recent patches has been due to overly high enemy damage with a binary system of getting around it, such as maxed absorb and block etc. 1.7 difficulty is more strategy based than the current version, such as seperating WWing enemies to prevent being swarmed and penned in or avoiding boss attacks rather than stacking stats to nullify them. My 2c :)

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 Post subject: Re: 1.7 Development
PostPosted: Thu Jun 30, 2016 9:29 pm 

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there will definitely be some shock to players because the realm version is so easy by comparison. i think the big issues like mana costs have been smoothed out though and people will find it fun and challenging.


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 Post subject: Re: 1.7 Development
PostPosted: Thu Jun 30, 2016 10:18 pm 

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Got to Act 5 on my own (multiplayer version). Definitely at the point where it's too slow to progress and too tough to progress alone without inching your way through.

I'd say the first two acts were good, some challenging bosses and fights, but otherwise even without serious knowledge or gearing, most players will be able to go through solo no issues. Mephy was definitely the point where the difficulty ramped up. Diablo was a good fight for me too - definitely dangerous being in that cage when he gives you firewave or volcano. Tons of fun though. I think difficulty is pretty good spot.

Currently playing a caster pally. Mana cost reductions I think are absolutely spot on - spells now don't seem to deplete the bulb instantly but there is definitely a need for mana management, mana potions, etc. Going to see how much further I can go before hitting a real wall.


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 Post subject: Re: 1.7 Development
PostPosted: Fri Jul 01, 2016 5:34 am 
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Single file update to fix mancer fortress.

Fix is just a levels.txt with position column changed from 1 to 0 for level ID 215:
http://www.filedropper.com/01julyfortressfix

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 Post subject: Re: 1.7 Development
PostPosted: Sat Jul 02, 2016 11:58 pm 
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This update contains the Levels.txt update from yesterday, so you don't need to download both.

I've included a recent set of webpages, which includes the newer suffix/prefix pages. Also, I find if you need to use Chrome to view them, then once you've filtered the list, you can just search for "group" or "level" since those appear on every mod, and just use the search feature's Next/Previous buttons to quickly navigate. FireFox still seems like the best browser to use.

Link to Update

This update includes these changes:
  1. Added Warmth and EShield as a synergy for all damaging Sorc skills. Implemented by storing (EShield.blvl+Warmth.blvl) in FireBolt.clc4, and referred to by other skills so this can be quickly edited in the future. Added a unique string "Warmth or EShield" for the skill description update.
  2. Changed synergy trio Blaze + FNova + EShield to Blaze + FNova + TStorm. TStorm now has +2%Dmg /Lvl Blaze, and -1PulseDelay /Lvl FNova, along with it's previous synergies. Note this makes it possible to get TStorm delay down to 20/25 seconds, which might need testing to see if it's OP, but for an 80-point build (not including Warmth, EShield, or LMastery), I might let it slide unless it's game-breaking strong, which I doubt. Could change Lightning synergy to +2%Dmg from -1Delay.
  3. Changed synergy description of Enchant. SArmor and CArmor details removed since they were too numerous to include entirely (similar to EShield's synergy). Please let me know if it looks like players will have too much trouble figuring things out, or if you're not sure what's going on between those skills.
  4. Changed monstats.txt to remove some boss-flags from monsters (sarcophagi, traps, etc). Modified the HP, Exp of FireTowers and LtngTowers to more normal numbers, and removed their boss-flag. Adjusted the elem damage of Putrid Defiler4, since the minimum was above maximum.
  5. Increased Sorc HP/Vit from 1 to 1.5. I figured more HP might reduce the emphasis on using mana for EShield, effectively increasing the MP available for spells.
  6. Increased Necro HP/Vit from 1 to 2. If you think this was an important change, then I'd like to understand more about why. As a Necro I tend to just throw a summon or AI-curse between me and a threat, so a big HP-bulb has never done much for me. This implies that there's a whole playstyle I haven't considered, so perhaps could be designed around and catered to.
  7. Changed the synergy of PExplosion from BPrison to SBlade. This way the skill-trios for a PoisonNecro are (PStrike+PExlosion+SBlade) and (PStrike+PNova+BPrison).
    - Changed PStrike to synergize with all four skills at 2%, so if folks just really want a very strong PStrike with variety of AoE, then they can.
    - Changed BPrison's LRes synergy to PStrike (so BPrison gets +10 base life from PStrike and PNova). My earlier goal was to set up the synergies like they are with Teeth and BSpear (Maxing Amp and BSpirit gives you a good single-target spell, party-friendly curses (Amp, IM, Weaken, Decrep), and a Summon that deals PhysDmg (BWall via thorns)), so the trio-choice was whether you wanted AoE along a line away from you (BSpear, along the BWall), or tangential (Teeth, through the BWall). For me the Bone builds were working well, but I don't see as elegant a solution for Poison. At least PStrike alone synergizes a bunch of stuff (free BArmor, SBlade becomes pretty tanky, AI-curses and LRes become much more effective, etc).
    - Added a 2% Damage synergy from PExplosion to SBlade. Personally I think it was fine, having played that char quite a bit, but 40% more damage end-game should be fine too.
  8. Cleaned up and simplified the skills.txt fields related to Golem and SBlade damage. clc4 contains the relatively complex calculation, while the ast fields emphasize the damage range (e.g. DmgMin= clc4 * 80/100, DmgMax= clc4 *120/100). Should be easier for the next Modder to tinker with these (changing the rate of damage increase still requires a lot of math, but scaling should be pretty easy).
  9. Changed DimVision ReduceResistances from 0% to 5% (still +1%/Lvl LRes). This seems to fix issues with "stupidity" mod on items and monprop.txt. Also allows non-Necros to proc DVision from items.
  10. Improved the webpages for magic prefix and magic suffix. You can now enter an item level and type, and the list of affixes will be filtered to include only the possible mods for that item. Note that a bug in Chrome means the filtered mods are simply blank, forcing you to scroll down hundreds of lines to see the next available mod. I recommend opening the pages with FireFox if you want to use the filtering feature.
  11. Added new property "staff-automod" that combines AC/Lvl with +AllSkills. Applied this to all uniques and automods.txt. I increased the defence bonus to 2AC/Lvl rather than 1AC/Lvl. The AC is to make up for the lack of block, but 100AC at level 100 just makes up for the lack of a shield's AC. Doubling this bonus isn't huge, but staves still get spellmods(sorc). They might still be worth changing in the future, since spellmods kinda suck (at least high-level sorcs would universally like the Masteries if they appeared on a staff).
  12. Changed Puss Spitter xBow from +18-20%PoisDmg to 12-15%PiercePoisRes. The +%PoisDmg was intended to buff poison mods added to the xBow (and to be popular for Venom users), but testing with Enchant implies that elemental damage on missile weapons does not benefit from +%Dmg the way it does for melee weapons. Also added a 3rd socket.
  13. Darksight Helm enabled with DimVision onStruck, and tanky stats
  14. Wall of Eyeless bone shield LRes charges changed to Lvl1 DVision oSkill
  15. Crown of Theives manasteal and life steal changed from 0-1% to 2%
  16. Changed Wormskull to +10oSkill for each of the Druid's vines. At level 10, the vines yield 8% player HP or MP per corpse. 3 sockets, 5%ResAll. End game the hat would have another +2AllSkills, so might be worthwhile for the ShockWave druid build.
  17. Enabled Blackhand Key wand with DimVision oSkill. Intended to be decent for any caster class.
  18. Swapped names of the exceptional/elite spike shield uniques. I had designed "Spike Thorn" to be decent for thorns builds, and moved it to Exceptional (no reason not to), but forgot to bring the name.
  19. Enabled Spineripper dagger with GrimWard oSkill, 100% DeadlyStrike, 100% OWounds, and caster friendly mods. The DStrike could make it interesting to BFury Assasssins (note it the shuriken wouldn't pierce though). I suppose low Dex/Str builds with off-weapon +Dmg (some belts and oddly-jeweled gear) might accomplish something with the damage doubling too. Let me know if the dagger just looks dumb.
  20. Enabled Vampiregaze hat with oSkills DVision VampiricTouch BWall BArmor. The oSkills make it defense-friendly, but otherwise it just has some res-all, decent AC, and 2 sockets.
  21. Swapped Gloomstrap with Nosferatu's Coil. This way high-level VampiricTouch oSkill is pushed to a higher level, and the name's nicer anyways.
  22. Gloomstrap has had VampiricTouch removed, and now gives +12-15% HP/MP rather than 5%.
  23. SnowClash, Thundergod'sVigor, Nosferatu'sCoil were given 5 PDR/MDR.
  24. Gorerider boots changed ISkin oSkill level from 1 to 5
  25. Created new items types for 2-Handed Weapons. Stuff like Bows, xBow, Staff, and Polearm had this type simply added to them. For Swords, Hammers, Axes, and Spears, new types were created that were considered "2Hwp" and their regular type. Updated weapons.txt with those types for things like Mauls, GreatSwords, etc
  26. Created new cube recipes for upgrading unique and set 2-Handed weapons. Instead of getting +1AllSkills, these get +2AllSkills when going from basic to exceptional. Currently going from Exceptional to Elite still gives +1Skills because to rebalanced uniques.txt to the degree this would entail is more than I'd like to do right now.
  27. Changed Skull crafted helm from 5%lvl5 Confuse onStruck to 5%lvl5 DVision onStruck.
  28. Moved Belts, gloves, and boots to the Vendor's Misc tab. I'd agree that the belts look kinda dumb, since they displace gems and potions, so if folks want I'm not against moving those back to Armor. The problem was that Charsi's armor tab was being filled up with stuff left to display.

<edit>Added point about moving gear to Vendor Misc tab. Forgot that I'd moved the VampTouch oSkill from Blackhand Key to VampGaze.</edit>


Last edited by Brevan on Sun Jul 03, 2016 11:50 am, edited 2 times in total.

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 Post subject: Re: 1.7 Development
PostPosted: Sun Jul 03, 2016 2:28 am 

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the necro buff was much needed from an hc perspective. with 1 hp/vit its just a matter of time before something hits and when it does splat. the 2hp/vit is exactly what they needed. it certainly won't turn them into tanks but at least they won't get 1 shot or blown up as quickly if they end up in a bad spot.


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 Post subject: Re: 1.7 Development
PostPosted: Sun Jul 03, 2016 11:45 am 
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The design document mentions that it should be taking a few hits to bring down even a fragile character. Please report when your chars are getting 1-hit killed, since that's almost certainly a bugged monster attack. When you mentioned Marilith's Concentration aura was leading to 1-hit kills, it was bugged and has since been fixed. Good stuff.

Back around 2013 I ran through the game with a cheaty-gear paladin to find some of the bugs where monster skill damage was being based on player skills (so roughly five times intended damage), but I know I missed stuff (most recent change was the Thrakk's PoisonBall, mid 2015, it's damage was based on PoisonJav skill. I never noticed because I was not testing well and had never let it hit me (I was playing well)).

If the char took a few lucky hits to be brought down, then I'd chalk it up to a learning experience. Next time just Terror/DVision/Confuse/Attract the stuff out of the way, and plant a summon in front of whatever remained. If none of that would have worked, then those are critical details to know since it implies the Necro's main defense method has holes to overcome. For now I suppose an extra hundred HP might fill the hole.


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 Post subject: Re: 1.7 Development
PostPosted: Sun Jul 03, 2016 10:36 pm 

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one that comes to mind is tobial's fstorm in a1 just before andy. it will pretty much 1 shot most players if you take the shot at point blank. someone unfortunate like a psn strike necro wouldn't even need a full fstorm to splat.


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 Post subject: Re: 1.7 Development
PostPosted: Mon Jul 04, 2016 11:16 am 
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Skills with a pulse delay synergy show "Skill: -x/25 an evil force"

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 Post subject: Re: 1.7 Development
PostPosted: Mon Jul 04, 2016 12:46 pm 
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The PulseDelay string update was on June 20th, but the update on June 26th should also have an updated patchstring.tbl, did you get those updates? The patchstring.tbl file looks like it was up to date (I didn't download to confirm, just checked file date).

The issue might also be with skilldesc.txt (Hi Res), since i don't play with that, and during the last update my system for updating it got interrupted, but I thought I had corrected it. Next update I'll double-check that it's okay, and include patchstring.tbl just in case. Thanks for letting me know.

Pious wrote:
one that comes to mind is tobial's fstorm in a1 just before andy. it will pretty much 1 shot most players if you take the shot at point blank. someone unfortunate like a psn strike necro wouldn't even need a full fstorm to splat.
Yeah, fair enough the monster FStorm spell is pretty strong when you get hit by all 3 jets (i.e. standing adjacent). It shouldn't be a bugged spell (I once had that cheaty-pally lose 3kHP in a couple frames and later discovered that in HU v1.3 one of the A2Maggot poison-lob attacks was doing physical damage every frame along with the poison damage), and was recently reduced in damage to a point that I'm pretty sure should be alright with most folks, but if you've play-tested him within the last month, then your experience might be fresher and more relevant than mine. What I'm aiming for with that spell is that it's avoidable (possible to walk away when the casting animation starts), dangerous in close range (1-3 game yards), not bad mid-range (4-6 yards), and nothing at far range (8+ yards)). When I've got time, I'll see about testing him or Azmodeus (Baal's fire friend), since they're using the same spell.


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 Post subject: Re: 1.7 Development
PostPosted: Tue Jul 05, 2016 10:37 am 

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don't get me wrong i like the boss firestorm in its current state. on my barb it hurt but i could avoid it reasonably well. i only used it as an example to show why necros were in such a shitty position.

in that respect, it may be better to just remove the whole melee aspect of poison strike and just make it a ranged type skill like psn javlin, only without the aoe. i think the inherent problem lays in the fact that bosses are balanced around pounding heavy tanks in melee range like barbs, and that makes a psn strike necro almost entirely non viable due to the melee range requirement. given the range balancing u got it could have a range cap of 8-10 yards so that a necro cant just sit offscreen and poke bosses to death. this may indeed be a better approach than just blanket buffing necros to survive better (change their skills to make them more ranged/tactical but squishy).


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 Post subject: Re: 1.7 Development
PostPosted: Tue Jul 05, 2016 11:43 am 
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If assisting with survival is needed just for that 1 skill, maybe adding a short 6-8 yard targeted teleport on it would help with getting in close enough to strike quickly, then retreat, like dragon flight. That would be the ideal candidate as it has a range control built in, so could be restricted to 6-8 yards.

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 Post subject: Re: 1.7 Development
PostPosted: Tue Jul 05, 2016 12:38 pm 
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Skill Icons update, just merge the data folder with your own:
http://www.filedropper.com/hu17skilliconsupd5july

Brevan, if you've already made changes to skilldesc, the changes I made here are just the icon ids for those skills.
Chill Touch: 20
Vampiric Touch: 22
Shocking Grasp: 24
Fire Nova: 26
Blight: 28

Low Res skill tree backgrounds with fixed pixels here:
http://www.filedropper.com/hu17lowresskillbackgrndjuly
(link is also in the UI thread)

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 Post subject: Re: 1.7 Development
PostPosted: Fri Jul 08, 2016 2:12 am 
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Besides several text files, this update contains patchstring.tbl, so be sure to place that in the /data/local/lng/eng/ folder.

I've included a recent set of webpages, which includes the newest suffix/prefix pages. Note that significant changes to the prefix/suffix files meant that some rare items your characters were holding might have stupid level requirements. If the requirements were raised such that you can't use the item, then there's currently a cube recipe where a single item will be transmuted into its Set and Unique counterpart. You can use that recipe to play with stuff, dupe gems to sell for cash, and produce eth Rare items (most uniques spawn only once, so you get a triple-durability Rare if you tried to produce the unique again)

Link to Update

This update includes these changes:
  1. Created upgrade recipes for white superior items, Basic->Exceptional, Exceptional->Elite. Exceptional upgrade gets +1Skill in most cases (+2 for 2-Handed). Confirmed that upgrading a Runeword worked well.
  2. Removed cube recipe that converted a magic item to rare. It seems uneccesary, and takes away from MagicFind gear and the surprise-value of rare drops.
  3. Removed a +AllSkills from partial-set mods for IK Maul, Heaven'sBrethren MaidenPike, Mav's Bow. They weren't needed anymore since 2Handed weapons get +2Skills when upgraded from Basic to Exceptional.
  4. Added rare-reroll SAmethyst recipe for high-level staff/rods (HP-MP/Kill, +%SpellDmg). Not sure if folks have looked at those sets of recipes, but the idea is to simply improve the odds of getting what you want by pinning down a couple of what I expect are the desired mods.
  5. New property: "dmg%-allskills" collapses the +AllSkills (param) and %EDmg (min-max) mods. I think this is needed for some runewords, since 7 mods isn't much to work with.
    - Brand (2 Handed Spear), Breath of the Dying, HolyThunder, Honor, Kingslayer, ProwessInBattle, Revenge, Siren'sSong
    - Used this property in some MagicPrefix mods to throw around some +10%EDmg wherever I was giving a +Skill to melee weapons.
  6. Reviewed runewords, reducing some +AllSkills mods where appropriate:
    - BreathOfTheDying (both words), Lore, ProwessInBattle (all but Scepter, Orb, Claws, AmaJav), Siren'sSong,
  7. Changed "Breath Of The Dying" - simplified the good/bad types: "2 Handed Weapon" but not "Missile Weapon or Staff". In all cases where I've cloned words just to exclude an item type, I added the excluded type explicitly to the clone's exclusion list (that's redundant and done for clarity, but let me know if it just looks stupid in the wepage output)
  8. Cloned "Despair" to staff/knife - Gained a +1AllSkill when not in a 1-handed rod.
  9. Cloned "Ice" to exclude Scepter - Gained a +1AllSkill for any other 5-socketable weapon.
  10. Cloned "Lightning" to exclude Scepter - Gained a +1AllSkill for any other 5-socketable weapon.
  11. Cloned "Starlight" to exclude Scepter - Gained a +1AllSkill for any other 5-socketable weapon.
  12. Changed "Harmony" - Gained a +1AllSkill when in 2 Handed Spear
  13. Changed "HolyThunder" - Gained a +1AllSkill, but still not sure if this runeword is fun or not. Created simply for the name's obvious runeword mods, so might be kinda dumb. The idea was a missile weapon with high% PierceTarget with Strafe and TStorm proc. Made because at the time I was finding StormSpike fun.
  14. Changed "ChainsOfHonor" - Raised Defiance and Salvation oSkills from 1 to 5.
  15. Changed Affixes (i.e. for most item types, I queried the affix page to see what level 90 mods are possible, and then changed them until I didn't hate them):
    - Easier to find +Life (only slightly more than before, but it's spread across Torso, shield, helm, belt rather than just torso/shield)
    - Slightly easier to find PDR/MDR on Torso armor. A quick tally implies that if you concentrated on this stat, then it's possible to get around 110 from Rares, before socketables are considered. If you did choose to fill your 9 armor sockets with Zod runes (6x10DR, 3x8DR), you'd negate nearly 190 damage at the expense of other mods (resist about 75% of Hell Trash damage). Seems fine to me considering the effort/expense and value.
    - Enabled the +%Dmg-to-Type (Beast, Human, Behemoth, Construct, Elemental), cloned level tiers of +%DmgDemons and Undead. Removed the AttackRating effect of the vsDemon vsUndead mods, just for consistency (I doubt it made a big difference anyways).
    - Slightly easier to get more +%Dmg on rare weapons. I generally apply 10% to most weapon mods (so a high-level rare usually gets 40%EDmg, note that some mods are +Dmg set to around 10-20% base weapon dmg), there are prefixes with up to +50%, +25%, and +50%Max (about +30-35%avg depending on weapon), expect maybe +65%-95%EDmg before socketables.
    - Changed some of the "Charges of X" to "oSkill X" and pushed the level requirement up. This mostly affected amazon skills that appeared on missile weapons and javs, but stuff like BoneArmor, CArmor, etc, are in that mix.
    - Made it easier to roll +3 AllSkills from the prefixes that can spawn on high level weapons. For example, every staff prefix above level 80ish has +1AllSkills as a part of it.
    - Made several Jewel suffixes grant +1% or +1-2%SpellDmg, so it's possible to find some with +3-6%, but more than 3% will be very rare.
    - Made about a dozen weapon or shield affixes grant +3%SpellDmg, probably impossible to get +18% before socketables. A couple of those affixes are available at low levels (30ish), most are level 70+.
    - Enabled some assassin skills on rares: Fade, Burst of Speed, Mind Blast, Cloak of Shadows. New strings were made. Generally they appear as x%lvl10 onStruck for belts and whatever they appeared on in saphire crafts.
    - Enabled Fire Nova on rares: level 10 oSkill on rods (not scepter), knives, shields (not paladin) from level 40-100, 5%lvl15 onStruck for any armor and ring from level 23-40 (I just cloned Nova suffix)
    - Put max-level limits on the +elemDmg on charms so they generally won't appear after level 70 (basically just resistances, HP, MP, AR, Dmg, FHRecovery)
    - Prevented the 4-socket mod ("Jeweler's") from appearing on item classes that can't have 4 sockets (knife, wand, orb, claws, ZonJavs), since you can use triple sockets for 3, and crafting ensures 3.
  16. Naming changes for some item types purely to fascilitate the website maker, eg "Hand to Hand" -> "Assassin Claws". The former names were cryptic in the context of the affix page ItemType lists.
  17. I noticed that NM/Hell Vendors will not sell the upgraded versions of white items (they won't appear as magic, they won't appear at all), so I've made A1 Norm Vendors sell a white and magic version of whatever they have, and had to move some of their items (lvl20 NecroHead, lvl20 PallyShield, Masks) to A2 Vendors.
  18. Enabled Cathan's set as LongStaff, LeatherArmor, Cap (so level 9 to complete). Staff has ElemDmg/Lvl (avg around 5 dmg per level to attack, like Diggler), 3 sockets, +15%SpellDmg. Armor has some res, 10%HP/MP, 3 sockets. Hat has +0.5HP-MP/Lvl, 4 sockets. Completed set has oSkills Grimward, Teleport, Death Sentry ("Cathan's Traps", so obligatory trap), 10%PierceRes. Should be good at level 50 if you upgrade, maybe okay as level 82 elites.
  19. Rebalanced low level sets with %PierceRes if they included a 2Handed weapon (Arctic, Vidala, etc) to consider the extra +skill available to the upgraded weapon. Generally from 15% to 10%
  20. Removed the ltng-thorns and onStrike proc from MaelstromWrath, added oSkills lvl5Hurricane lvl10 Twister Tornado. As elite, this would give +5 to each of those skills (and CArmor which was already on it), and should be a decent weapon for a couple Elementalist builds.
  21. Minor Uniques adjustments (renaming, moving from Exceptional to Normal, etc) for lvl35PallyShield, MendedHeart, The Chieftan
  22. Swordback Hold: swapped Smite oSkill for Bash. The main purpose of Smite was that when playing a Blazer I always wished I had something that could consistently push archers into my patches, so I suppose Bash will work as well as Smite.
  23. Set FireWall duration to 10 seconds by setting the firewall missile's duration to 10 seconds without changes with level. The graphics refuse to look at the level of the missile for some reason, and I figured just setting the duration to a nice number pretty close to the end-game duration was a reasonable compromise that just makes the early-game a bit easier.
    - After doing some math, I think FWall (stacking 5 FWalls with FBolt during delay), Meteor (stacking 15 patches with FBolt during Delay), and Blaze (stacking about 10-15 times with TStorm once per 2 sec, maybe FNova being used) builds should be capable of similar DPS (about 50/25 MonHP per sec; 10-30 second build up time) when they're going all-out. Hopefully they feel pretty different from each other in play style. Should be tested, since these skills might be too damaging to large targets.
  24. Included FNova in TStorm's duration calculation, it was arbitrarily left out earlier, so tossed it in for same reason. Blaze does not increase the duration, only the damage.
  25. Meteor: included Warmth+EShield synergy in the flames damage.


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 Post subject: Re: 1.7 Development
PostPosted: Sat Jul 09, 2016 4:02 am 

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lots of changes. looks good


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 Post subject: Re: 1.7 Development
PostPosted: Thu Jul 14, 2016 1:42 pm 
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Relatively small text file update. Note that skills.txt is the multiplayer edition. To my knowledge, no one is testing the solo edition except my brother, and he has shown that the start of the game is certainly soloable in that version.

Link to Update

This update includes these changes:
  1. Set Meteor's duration from 3s+0.4s/Lvl to 6s+0.3s/Lvl. Mainly for the consistency between FWall, Meteor, and Blaze. I've been playing a Blizz sorc recently, and haven't noticed a reason to change it (it was intended to be similar to FWall, but it's missiles seem to properly obey the duration/lvl numbers so I'll leave it)
  2. Prefix with +%AR/lvl changed from +1%/Lvl to +25%. Properties.txt had incorrect documentation for this property, but I've corrected it. I'm not even sure why I bothered to set a %ARating/lvl effect, since 25% at level 1 is just as important as 25% at level 100.
  3. Enabled Arcanna Set as Longstaff, StuddedLeather, Skullcap, the mods are similar to last update's Cathan's set, but with Raven oSkill instead of DeathSentry. Added EnergyShield oSkill.
  4. Changed the casting animation of DeathSentry trap from "S2" to "SC" (standard casting animation). This way folks using Cathan set will be able to place its trap, and I don't think a change in animation matters to the Assassin.
  5. Changed Cathan's set to Kriss, leather armor, buckler. oskills partial bonus DeathSentry DimVision, full set Decrepify. Reanimates ShadeWolves 3%. DeadlyStrike and HP/MP/Kill on the buckler (+2,15%) and dagger (+5,20%).
  6. Changed the +%SpellDmg on Iratha set from around 5%(1element) to 4%AllElement (similar to Topaz craft), the weapons were changed to about 10%AllElem. This means a Barb completing it would get +30%AllElem, but I doubt the set would be useful beyond level 70 even with upgrades. The glove+Hat combo might be popular since it provides Pierce and Decoy oSkills along with the +%SpellDmg.
  7. Reduced NaturalResistances from 12%+2%/Lvl to 6%+1%/Lvl. It's still plenty of off-gear resistances (20% with a single point and +Skills), and I'd like to emphasize the Barb's elemental weakness a bit more. The recent changes to affixes increased resistances available to all armor slots by a small amount, so I expect a decently geared Barb to easily get 50% in Hell, but without investing in NResistances (or a shield, or Um runes, etc), he might notice a LRes curse or similar.
  8. Reduced range of ChargedBolts emitted from LtngEnchanted and Scarabs by 50% (they now travel about 15 game-yards, or for 1.5 seconds)
  9. Raised the +%ElemDmg of Gul->Lo in Shields from 3% to 5%
  10. The 4 shield runewords of the pattern +HolyAura, +%EleDmg, %AntiEleAbsorb (these used Gul->Lo), had their +%EleDmg raised from 10% to 12-15%.


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 Post subject: Re: 1.7 Development
PostPosted: Fri Jul 15, 2016 3:44 pm 
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This updates includes only monstats.txt, hopefully PureRage can receive it before doing some other updates he was intending this or next weekend.

The fix is for NM/Hell summons that mostly gain +%HP per level (Golems, Shadows, DWolf, GBear, Vines, Spirits, BoneWall, SBlade) (IE most lines with the "noratio" column set to '1'). At some point I must have copy-pasted the HP columns from Norm to NM and Hell but forgot to set those summon's NM and Hell base HP to the appropriate numbers in the design document.

Link to Update


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 Post subject: Re: 1.7 Development
PostPosted: Sat Jul 16, 2016 4:19 pm 
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Monstats with fixed arimyth mobs (Brevans changes included):
http://www.megafileupload.com/bmsO/Mons ... 6_July.zip

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 Post subject: Re: 1.7 Development
PostPosted: Thu Jul 21, 2016 6:45 pm 
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I figured I'd share a small update that might get to PureRage before he started making significant edits to the same files before sharing the release in some public way (i.e. the Suggestions forum).

Link to Update

Recent Changes:
  1. Added 2 sockets to Decaying Wretch (lvl12 Necro Shield), because I agreed with the argument that the cast delay reduction (it's main feature) isn't especially valuable to the only class that can use it (only PNova has a significant delay, and it'd be dumb to recast). Note that the CDelay reduction is excellent if you decide to play the Necro with oSkills that have long delays (e.g. Decoy from Iratha glove+helm).
  2. BloodCrescent sword - reduced the oSkills from level 10 to 5 for Werebear and Werewolf. Removed Lcanthropy. I realized that this could be dual wielded by a Barb to become a much better wereperson than the Druid (just weapon-switch for that +40%HP 200Replenish etc buff and then switch back). If folks feel the sword isn't worthwhile now, let me know. I'm not against giving it 30ReplenishLife to make up for the loss (at least a weapon switch would lose this buff), but otherwise I'd still consider it an excellent weapon for it's level, and I think it upgrades very well.
  3. "CrescentMoon" runeword - reduced Lycanthropy oSkill from 10 to 5. Same reasoning as above.
  4. Reduced StaticField effect from 10% to 5%. I was able to bring Normal Duriel down to 1/3 life before my party member could travel from the staff-orifice to the opening. He mentioned misclicking delayed him, but I figure Static would still be a pretty awesome spell if it took 6 seconds rather than 3 seconds to remove 66% of an act boss's life. You'd still need to get pretty close though, and Static's value takes big hits in NM and Hell, so I think 5% is as low as Static should go unless the threshold numbers were removed or made difficulty invariant. As it is, I might not feel too bad about adding Static as weapon procs. Duriel is weak to lightning, so perhaps he's a poor example, but Static was the dominant spell in most boss fights.
  5. Reduced the gear-quality of Valk from Rare glove/boots to Magic. When tested at skill level 30, Valk was spawned with a single-element immunity 10 out of 20 casts. When changed to Magic boots/gloves, she spawned with a single-element immunity 1 out of 30. I purposely left Shadows with their rares because in 5 minutes of testing, they seemed alright. Maybe there's code limiting their resistances, or maybe their lack of HP was making them relatively squishy, but in general they were much more offensive and noticeably less defensive than Valk, which I kinda like.
  6. Edited Iratha's set so that the 3-piece bonus is +5 PlagueJav and LFury (full set gives same MP/Kill).
  7. Enabled unique RageMask so that it has most of the completed-set bonus of Iratha's set, but includes another +5 to PlagueJav and LFury. This hat would extend the usefulness of the set, or be used with some rare javs that themselves have oSkills for LFury or PlagueJav and then replace the set. Using the original set yields more Pierce (50% vs 33%), Replacing the set hat yields more oSkills (lvl 10 vs 5), replacing 1 Jav from the set yields a lvl 5 and lvl15 oSkill with no set-complete-Pierce, replacing 1 Jav and the Hat yields a lvl 5 and lvl15 oSkill but less pierce.
  8. Noteable finding: When using Summons as oSkills it is known that they are unsummoned after about 30 seconds unless you have +AllSkills, but I recently noticed that when summoning Ravens, I lost Ravens down to my number of +AllSkills. This means that characters occasionally lose the oSkill value but not the fact that they have the skill (My +8Raven oSkill was being lost, but my +2AllSkills meant I was simply dropping to lvl2 Raven occasionally). This detail might help with item design, or narrow down the source of the problem. In v1.7, having +10 AllSkills will mean you'll never experience a summon-related bug because all summons' population number stop increasing after level 10.
  9. Enabled Blackhorn's Face as an extention on Albrecht's set. oSkills for PhoenixStrike, CobraStrike, CarrionVine. 500%Thorns
  10. Ironpelt - Reduced IronSkin oSkill from 10 to 5. It's still possible to get over level 20 ISkin as an oskill via GoreRider+IronJangBongg+IronPelt+MetalGrid, but not by much
  11. Halved the chance of procs related to PoisonNova on Uniques, Although this spell does less DPS than other Nova-spells, a single proc is essentially proccing it for 8 seconds, making it far more damage than regular Nova-spell procs.
  12. Corrected skills.skpoints formula to recognize changed reqlevel for StaticField, Nova, ArcticBlast, and Fissure
  13. For all hirelings, I changed their AI delay from 1 to 3 (a third the checks with similar effects). I reduced the Regen number from 5 to 3 for all but the A3 merc. Gear has gotten stronger in v1.7, so just like the Valk change above, rebalancing is needed for things which were not considered weak in the past.
  14. Infernal BoneHelm - Swapped the +10 RaiseSkelly oSkill from the hat to the 2-piece hat bonus. This prevents a necro from wearing the hat with a regular wand/Head for +5 RaiseSkelly, although he'd still get +4 to RaiseSkelly and RaiseSkellyMage until he completes the set (he loses a +Skill, but gains lvl 5 BOrders).
  15. Changed DrowStrike from BattleDart(lvl45) to WarDart(lvl65). Enabled DeathBit as BattleDart, coloured purple, with Golem oSkills as an extention to Sander's Set. ConstructForge armor is the last extention, but I can't bring myself to colour it purple.
  16. Kerke's Santuary - removed +AllSkill (so Paladins could get +4 rather than +5 Res Auras from shield-slot). Upped oSkills from lvl 4 to 5, NaturalRes from 4 to 10, added lvl 5 Prayer oSkill.
  17. Ethereye - Added lvl 4 ShapeShifting oSkill. I'm fine with melee sorcs getting an extra 10%HP, just not Barbs.
  18. Enabled Philosopherstone as level 36 ClaspedOrb. It has oSkills for RaiseSkellyKnight and SkellyMastery. I figure it would pair well with LidlessWall, and generally produces a very solid summon for a young Sorc.


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 Post subject: Re: 1.7 Development
PostPosted: Fri Jul 22, 2016 2:01 pm 
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Following update includes Brevans update above as it's going out to public too:

http://www.megafileupload.com/sboY/HU_1 ... 2_July.zip

1. Reduced legion physical res to 99% in all difficulties. Set his regen to 1
2. Added trolls as starting minions with trollposts to prevent multiple posts spawning when 1 is unique
3. Slight scarlet resistance reduction (-10)
4. Reduced delay on soulmancer res aura (from 50 to 15)
5. Changed Scarlet AI to be different from other trials.
6. Changed 1 way warp to mancer fortress to 2 way warp.
7. Added a tp orb to gates of arimyth
8. Added visible warp to soulmancer guard rooms.
9. Adjust placement of teleport pad in HF dragon map and warp to mancer fort
(noticed all warps using a telepad are annoying to place, seems to be no set sub tile to fully cover the warp with portal)
10. Added a bulge to the south of plains map to highlight warp to fortress
11. Moved main statue in halls maps to center of the room
12. Changed rejuv pspell from 5 to 3 and calc to recover hp over 1 frame
13. Fixed merc clientside resistance display

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 Post subject: Re: 1.7 Development
PostPosted: Fri Jul 22, 2016 2:34 pm 

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nice work. so the rejuv change is gonna basically disable godmode?

edit: saw your other post in the testing thread. the change does fix the godmode hax. awsome!


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PostPosted: Fri Jul 22, 2016 2:39 pm 
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Just the ones that use the rejuv packet. Juvs are essentially 1.5 potions just over 1 frame. Can't fix the others without removing healing from vendors :(

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 Post subject: Re: 1.7 Development
PostPosted: Fri Jul 22, 2016 10:34 pm 

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PureRage-DoD wrote:
Just the ones that use the rejuv packet. Juvs are essentially 1.5 potions just over 1 frame. Can't fix the others without removing healing from vendors :(


Is healing from vendors something that can be disabled easily?

At the very least, the rejuv packet adjustment will eliminate most people from using godmode. I know there were quite a few using it. Some may be a little more keen on being able to change scripts or alter things.

I'd be in favor of removing the juvs altogether like in previous patches. Not having the instant heal makes things scarier and a bit more involved/dodging and strategy even more necessary.


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 Post subject: Re: 1.7 Development
PostPosted: Sat Jul 23, 2016 12:01 am 
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I couldn't say as I've never dug into that code before, it could be a quick fix, it could be awful.

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 Post subject: Re: 1.7 Development
PostPosted: Sat Jul 23, 2016 10:03 pm 
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I don't know if it's at all possible but the only true way to eliminate godmode would be to put a cool down on potions...

Otherwise, even if you take away juvs like was previously done, one could just set a health potion on their bar instead, so you're under the constant effects of healing - the trade off is once you do that, you can't get unlimited mana anymore, but it's easy to switch.

So you're effectively reducing the godmode effectiveness, but running around under the permanent effects of a red pot is still making the game easy. But all in all, if someones going to cheat they are going to cheat. I guess the only way is to limit it as much as possible.


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PostPosted: Sun Jul 24, 2016 9:42 am 
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hunterAS wrote:
Otherwise, even if you take away juvs like was previously done, one could just set a health potion on their bar instead, so you're under the constant effects of healing - the trade off is once you do that, you can't get unlimited mana anymore, but it's easy to switch.


I'd forgot about potion spamming GM's. That method wont fix those either, just the ones who spam pspell 5 packets.

hunterAS wrote:
But all in all, if someones going to cheat they are going to cheat. I guess the only way is to limit it as much as possible.


Yeh, and limiting things because some people are cheating is just punishing non cheaters to stop the minority breaking the rules. It's a pointless battle to be honest. We could stop maphacks by removing all automaps etc. but that hinders legit players too. It's not worth the headache when D2Dreamlands is in the pipeline (Will add it for 1.9) that comes with an antihack system built in.

If we spent all our time trying to stop hacks, nothing would ever get done. If people can't manage without hacks when the rest can, it's just those people accepting the game is too hard for them and they can't manage do do what even the worst legit players can. When it comes down to it, all they are doing is ruining their own experience by removing the danger aspect and just walking through wasting their time. They have Pokemon Go for tht now, but I guess that is still harder than D2 with GM as it is.

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 Post subject: Re: 1.7 Development
PostPosted: Thu Jul 28, 2016 1:35 am 
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Update, will be last from me until next weekend so figured I should send what I have:
http://www.megafileupload.com/fD6x/HU_1 ... 8_July.zip

Set arimyth bosses counter levels to 20 (sub boss status) up from 1 (trash mob status)
Removed "Required level" string from skills.
Switched maggot lair to the wider 2 tile ones.
Upgraded Coldcrow from Super Unique to sub boss
Added "Survival Kit", dropped by coldcrow, holds up to 10 charges of a skill that spawns 2 quivers of arrows/bolts.
Remove the "Required Level" string from skills.

Files changed (added on top of current test version)
monprop
monstats
uniqueitems
superuniques
treasureclassex.txt
misc.txt
skills.txt
SOLO_skills.txt
skilldesc.txt
skilldesc_LowRes.txt
d2client.dll
data/global/items/invcmx.dc6
data/local/lng/eng/string.tbl
data/global/tiles/act2 folder

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 Post subject: Re: 1.7 Development
PostPosted: Sun Jul 31, 2016 6:14 pm 
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I'm sharing this update because I think I'm done with files that PureRage adjusts more than me (misc.txt, monprop.txt, etc), so I may as well share what I have in case he wants to edit those files by this weekend.

This update includes patchtstring.tbl

Link to Update

Recent Changes:
  1. Changed the HP of BoneWall/BonePrison to be less reliant on synergies. HP = Base + 15/Lvl + 5%/Lvl + 10/Synergy. Before, HP=Base+10%/Lvl+10/Synergy.
  2. Iros Torch - Removed the charges of BSpirit, they aren't required to synergy-bug the BWall oSkill into usefulness anymore.
  3. Iratha Set - Replaced Decoy oSkill with BoneWall, and gave completed set +1AllSkills (partly so Summon won't die prematurely). Note that it's possible for a Barb to use Iratha glove+Weap with IroTorch and VampGaze for a level 30 BWall. The Barb probably wouldn't have the mana to cast, but even a lvl 40 BWall is around 2k Life, while a Necro's lvl 34 synergized BWall would be around 2.4k Life. I'm okay with this.
  4. FamiliarIcon - Replaced Decoy oSkill with BonePrison (could productively cast Golems from within the Prison).
  5. AgeOfWrath - Increased level to 70 and increased +AllSkills to 2, added +5 BoneWall oSkill. Simply keeping up with the changes to IrathaSet.
  6. Infernal Set - Gave the set +1AllSkills because I agreed with the argument that all 3 items upgraded to Elite meant the set was missing out on +3AllSkills allowed by those 3 item slots. Changed the lvl5 BOrders oSkill to lvl 10 OakSage (this was the original oSkill for the set, but I abandoned it back when I didn't understand why the Sage was spontaneously being unsummoned). Added +10%SpellDmg as wand 2-piece bonus.
  7. ChippedRuby in armor/hat - +5 ReplenishLife was missing.
  8. MonProp - The Hell difficulty A4 TP Tower had a typo in it's onDeath proc. It now has 100%onDeath cast lvl1 Act4HomeTP, just like in Norm and NM. I also changed some of the Hero skills back from 20 to something else, level 1 for DragonFlight (I'm not sure non-assassins can attack with this, but the magic damage and very high %ED at level 20 would probably 1-Hit some folks), level 10 for Shout (+60%AC should be a noticeable effect), I changed the Druid from casting lvl20 Twister to lvl20 MonShockWave onStruck, Changed lvl 20 Teleport to lvl 1 Teleport (I suppose there's no real reason for this, but in general I get worried about skill numbers that fall in the Player's skill ranges being level 20). I noticed Alexius has monHurrican onStruck, but I don't think that can proc.
  9. Missiles - Found and corrected an issue with the ltng inferno used by Imps in SeigeBeasts that was causing the debuglog file to spasm uncontrollably.
  10. Misc.txt - Changed Arrows and Bolts to spawn in stacks of 300-500 rather than 200-500. For v1.9, consider quiver sizes of 10-15 with Replenish 1/sec. The ability to quickly unload 10-12 shots is surely fine for most mobs and players, but testing would fine-tune the number so that Bowzons are slowed down some (forced to hide behind a Decoy for some seconds, weapon swap to a backup bow or AI-disrupting effect, etc). ThrownWeapons could have similar effect (maybe 3/2 times quantity, 2/3 the replenish?). Maybe remove the no-ammo effect from low level bowskills.
  11. Changed synergy description for LightningStrike from Jab to "+1/4 Targets" from "+1 Bolt per 4 Levels". Might be less confusing this way.
  12. Fixed a bug where Charge was showing a Might synergy it doesn't have. Chargers are still welcome to level Might, Defiance, BAim, or Salvation, but those already synergize Vigor. Reduced the initial mana cost from 5 to 4.
  13. Added FHRecovery to Vigor Aura (same % as FBRate), since 2-Handed Chargers wouldn't benefit from FBRate, and I don't know of any exploit involving excessive FHRecovery.
  14. Enabled BlackTongue as a physical damage weapon. oSkills 10 Taunt SwordMastery IncreasedStamina, 1 Howl. 3 sockets. I figured a Barb would only get +3 of the oSkills when dual wielding, so no worry about abuse. Swapped the position of this and Shadowfang back to their original positions, which won't affect anyone, except your Shadowfang would now be called Blacktongue, and the lvl requirement reduced.
  15. Enabled BloodThief spear as a heavy phys weapon with 5% LifeLeach and OpenWounds. 2 Sockets
  16. Enabled LanceOfYaggai. Defensive with oSkills CloakOfShadows, BladeShield, Fade. Ethereal. 1 Charge of lvl20 ShadowMaster to synergize the Cloak's duration to 20 seconds (note single-charge skills are not useable, but the synergy will be removed if the charge is used (some players might like 60sec Cloak, so just use that charge)). 5%lvl10 FrozenArmor onStruck.
  17. Changed uniques that were charge-synergy bugged from 2 charges to 1 charge (After a dozen respawns, I was never able to make a charged item spawn with 0 charges, so these appear to work for the synergy just fine, hopefully less tempting for people to use them). Not sure if it's common knowledge, but using the last charge of a charged skill will have no effect (but removes synergy buffs until recharged)
  18. Replaced Jab oSkill with Ethereal on Windshaft jav. MagicSuffix.txt allowed jav oSkill to spawn only on 2-handed spears.
  19. Noteable experiment - skilldesc function 31 ("S1(C1/25) seconds") will divide C1 by difficultylevels.AiCurseDivisor in NM and Hell. Since I've set the divisor for Chill and Freeze to be the same, I modified skilldesc.txt referring to ColdLength or FreezeLength to use function 31. Would be interesting if I could set the Leach divisor to 25/50/75 and then use function 31 on items with LifeLeach (i.e. 75% LifeLeach would display and act as 3% in Norm and 1% in Hell)
  20. Noteable Finding - I investigated "per level" itemstats for the first time, and believe it's possible to make more. Just set itemstatcost.op to 2 or 4 (apply opStat per level) or 5 (apply a % of opStat per level), set itemstatcost.op_param to 1 (halves (i.e. 1/2^1)) or 3 (eighths (i.e. 1/2^3)). Perhaps in the future (i.e. HUv1.9) op_param could be standardized to 5, since that allows modders to work with 3/32 (about as close to 1/10 as this interface allows)
  21. Corrected bug where BurstOfSpeed wasn't receiving it's duration synergy from BladeFury
  22. Corrected a bug where the missiles of ClawsOfThunder didn't match the damage in skills.txt

Request for PureRage (code editing)
Please change Ethereal so that it doesn't reduce stat requirements (maybe increase them by 10 instead). Hopefully this is as easy as figuring out which 0Ax value to turn to 00x or which SUB instruction to turn to ADD, but I suppose another wtf-Blizzard post would be entertaining too.

Question for anyone
Anyone know of methods to reduce frequency of Paladin's Charge-lock? Seems to happen 10% of the time (i.e. a lot). It's not exactly game-breaking, since you can just weapon switch to unlock yourself.


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 Post subject: Re: 1.7 Development
PostPosted: Sun Jul 31, 2016 6:40 pm 
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PureRage-DoD wrote:
Here's my update (UI work coming at a later date), merge with current data folder after getting Brevans update above.
http://www.filedropper.com/hu17prjune19


This link isn't working for me :(

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 Post subject: Re: 1.7 Development
PostPosted: Sun Jul 31, 2016 7:04 pm 
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The files available in the Suggestions thread are up to date to July 16, but note the first post also contains the July22 update. After getting that update, you could either wait for PureRages's next public update (maybe this coming weekend), or grab the files I just released earlier today.

I recall around June that there were some issues for PureRage finding file hosting websites willing to handle the volumes he deals with (graphics are always relatively big, and the .dll files add up quick), so I don't expect the link for the June 19 update to come back any time soon.


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 Post subject: Re: 1.7 Development
PostPosted: Sun Jul 31, 2016 7:50 pm 
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slappyNuts wrote:
PureRage-DoD wrote:
Here's my update (UI work coming at a later date), merge with current data folder after getting Brevans update above.
http://www.filedropper.com/hu17prjune19


This link isn't working for me :(


Grab the public test version, it has both high and low res ui updated included. I'll update those links on friday.

I'll take a look at increasing reqs for eth np.

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 Post subject: Re: 1.7 Development
PostPosted: Sun Jul 31, 2016 9:46 pm 
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PureRage-DoD wrote:
slappyNuts wrote:
PureRage-DoD wrote:
Here's my update (UI work coming at a later date), merge with current data folder after getting Brevans update above.
http://www.filedropper.com/hu17prjune19


This link isn't working for me :(


Grab the public test version, it has both high and low res ui updated included. I'll update those links on friday.

I'll take a look at increasing reqs for eth np.


Ok no prob :) I got the public one I didn't know if I needed both

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 Post subject: Re: 1.7 Development
PostPosted: Wed Aug 03, 2016 4:24 pm 
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A minor update (skills.txt and the two skilldesc.txt) worth including in the next public update.

Link to Update

Recent Changes:
  1. Simplified the skills.txt formula for HShield's synergies with ResAuras. It was written back when they could be level 20, but now that they're capped at 10, the extra stuff isn't needed. Changed synergy description to be more similar to other +1/xLevels synergies, although it looks a bit dumb for Cleansing.
  2. Charge is now synergized by Defiance and Vengeance. Vengeance is an AoE and non-phys skill needed by a Charge-using build, and both Vengeance and Charge probably want to use a massive phys-dmg weapon. Defiance was selected because a 2-Handed Charger probably wants defence more than Vigor's speed effects. The 200%ED from synergies should allow a high-levled Charge (total 500%ED) to start 1-Hitting things.
  3. Reduced Charge mana cost from 4 to 3. Vengeance is similar but costs 2, but Charge should be easier to leach (end game leaching makes any cost nearly irrelevant, but early-game I'd agree that 4 is more than Charge's worth). Playing around with a mid-geared Charger up to level 30, the build is hindered by Charge's flaws (stuff could often get knocked back but not hit despite 95%ToHit, ChargeLock is common enough that Charging is generally relatively risky).
  4. Defiance %PhysRes synergy fixed, and changed to 5% + 1%/4Lvls Smite Charge. The base 5% was chosen because 5% means nothing until you're getting past 30%PhysRes. If someone wanted to max Smite and Charge, then I think 15%PhysRes for the party is alright for the 40 points spent. I don't want this %PhysRes to ever go beyond 15%.


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 Post subject: Re: 1.7 Development
PostPosted: Thu Aug 04, 2016 3:03 pm 
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This small update affects item files and some monster exp (includes a new solo version on monlvl.txt). This update also includes a complete set of up to date webpages.

Link to Update

Recent Changes:
  1. After realizing that ColdLength stat is additive from all sources (unlike PoisonLength), I wtf-nerfed the cold length stat of Uniques, Sets, SetItems, Gems, Affixes, CubeRecipes and Runewords down to 1 second. The biggest problem was with something like FreezingArrow (intended to freeze for 2 seconds in Hell when maxed), where the skill's coldlen accounted for about 25% of the actual coldlen if you were equipped with maybe a single sapphire (4sec), ElementalistSet (8sec), and Mav's set (8sec). Most item coldlen was reduced to 1 second from 4 (I'm assuming folks will play with 4 items with coldlen), so FreezingArrow would account for 60% of its coldlen.
  2. Monster exp rewards increased for monster levels 26-29, 41-44, 56-59, 71-74. I just copied the exp from mlvl 30 and pasted it through to mlvl26, and repeated at mlvl 45, 60, 75. This way players level up a bit faster after fighting an act boss, so early trash might seem easier (particularly for classes relying on ARating, since the level ratio plays such a large role and changes so fast in the early levels. EG Fighter defeats Andy at level 25 (par for the course) then walking directly to DryHills will have about 64% chance to hit the level 30 monsters (80% because monster level is 20% higher than his, but then 80% of that because their mlvl30 AC is 20% higher than his perfectly good level 25 ARating)
  3. For similar reasons as above, I reduced the AC of monsters level 2-4 and level 26-29. For level 26-29 I copy-pasted the level 25 value, despite this the AC wasn't reduced much at all (8% for lvl 26-29), which just goes to show that the tohit formula is hit hard by a level difference that's easy to place in the monster's favour in the low levels.

<edit>Added point 3 to the download files, but didn't bother adding yet another post for such a minor change. Pretty sure no one has downloaded this yet though, so I figure I got away with it.</edit>


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 Post subject: Re: 1.7 Development
PostPosted: Tue Aug 09, 2016 12:14 pm 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
This will be the last update from me for a while. Also, it's been roughly scheduled that I'll be away in early-mid September, and probably again in October.

Since this update contains a .cof file (S1 animation for Ardual), I've arranged the files in a folder tree similar to how PureRage often presents his updates.

Link to Update

Recent Changes:
  1. Reviewed and changed the damage of all weapons in weapons.txt. The original values were based on assumptions of player +%ED from skills and stats ranging from about 100% to 350%, while the revised assumption of +%ED ranges from +40% to +330%. The original range values were from back when most melee skills had ED 43%+3%/lvl, but most are now 24%+4%/Lvl, also stat-based ED has been reduced since the original estimate. In general normal weapons were buffed 20%, Exceptional and Elites about 5% to 10%
    - Standardized and semi-automated a formula for melee/thrown damage of combo weapons, which allowed me to correct a mistake with WingedAxe thrown damage.
    - Corrected damage ranges of Elite 2Handed spears (significant error - might have been using 1H damage values earlier).
    - Made weapon speed consistent across all tiers (i.e. HandAxe, Hatchet, and Tomahawk have same speed). Updated Durabilities and Quantities.
    - Increased level of WarClub from 44 to 55. To be honest, this was mostly so that folks who upgrade BoneSnap (lvl 33) to exceptional (+2AllSkills) weren't ending up with a +4AllSkills item at level 44 (should be level 65ish, but 55 is close enough for a 2-hander I suppose)
  2. Halved Hireling base damage. Weapons do more damage now. Also a noteable chunk of hireling damage (~30%) was just their base damage without a weapon. A level 90 Hireling's base damage went from about 60 to 30, while a level 20 hireling's base damage went from about 20 to 10.
  3. Added new itemstat item_mindamage_perlevel, and new property dmg-norm/lvl.
  4. Went through uniques.txt, adjusting +%IAS on weapons to reflect the changes made in weapons.txt. In general, I won't want weapon base speeds to exceed -50 (-65 for swords due to automod). Sockets can be filled for faster attacks than that, but generally I don't want werefolk to get more than their -70 breakpoint (roughly 5 attacks per second) without significant effort.
  5. Disabled the unique short battle bow. Just seems like a dumb item since the lightning bolts radiate from the target hit rather than the player. Will surely think of something more intersesting later.
  6. Increased damage on gemmed Skulls in weapons with a similar formula used on weapons.txt (chipped skulls nearly doubled, but StarStone skulls nearly unchanged)
  7. Increased the HP/MP per kill of Hel and Dol runes.
  8. Went through setitems.txt, adjusting +%IAS on weapons just like in uniqueitems.txt.
    - Reduced Griswold WarScepter from 5 sockets to 4, rather than reduce it's +%Dmg or +%IAS to be more inline with other "I've got lots of sockets" weapons.
    - Increased Heaven'sBrethren ring's charges of lvl1 EShield to lvl10, to be more inline with the mod that exists on rares.
    - Added dmg-norm/lvl to Albrecht's armor as a 2-piece bonus. Adds 49-99 damage to attack at char level 99. Removed the +10-20Dmg on the armor and added a 3rd socket.
  9. Adjusted MagicAffixes, increasing the +MinDmg and +MaxDmg mods, similar with other files (more low than high). End-game examples: GCharm can have either +12Min or +15Max, Jewel could spawn with +17-36Dmg (4 of 6 mods used), jewelry can have about +15-20 damage. Early game (<30) damages are generally doubled.
  10. Added 2 seconds of Stun to Charge. This way if it misses, the monster might stay stunned long enough (from the previous successful hit) that you can back up and charge again.
  11. Reduced the +%HP bonus for unique monsters from +500% to +400%. Their minions still have +125%. Champion types still have +200%. Confirmed that these numbers really are extra HP, i.e. Champs have triple HP with +200%.
  12. Enabled "Broken Promise" HelDol in knives/rods. Offensive caster theme.
  13. Cloned "Honor" to prevent an extra +1Skills in scepters.
  14. Enabled "Passion" ShaelAmnShael in weapons. Offensive melee theme.
  15. Changed "Steel" to AmnFlawlessAmethyst, gave it a +1Skill when not in a Rod or class-weapon. Added -25%EnemyAC since I had removed Eth rune.
  16. Some miscellaneous changes to some weapon runewords, mainly adjusting IAS to be at least around 40%, since these weapons will never have extra socketables in them.
  17. Copied Ardual's SC .cof file to also act as his S1 .cof, since the debuglog file complained when my Charger Pally fought him. After making the copy and running Ardual (I noticed no graphical glitches), the debuglog file did not complain.
  18. Enabled 6 sockets in Torso armor. Figured this could make it easier to come up with decent Torso runewords. Considering that White armors can have up to 25%EDef (i.e. 6 sockets + 1 Affix + 7Runewordmods), and Rares can only have 3 sockets (i.e. 3 sockets + 6 Affixes), it should be pretty easy to balance things.
  19. Added cube recipes to add 5 and 6 sockets to armors. Note these recipes already handle shields and helms, just as the 4-socket weapon recipe works on wands. Having 6 socket shields isn't a bad idea, but I haven't been struggling to make shield runewords. Most exploity abuses of these 2 extra sockets is probably a 6-Wirt armor (might need to scale back VendorPriceReduced on uniques to 6% or 7% rather than 8%, or Wirts down to 1% since 23 sockets exist) or 6 Ist (24%PhysRes, albeit in a white armor so not very battle-practical)
  20. Sightly changed Salvation's Vengeance synergy, it used to be (Vengeance.blvl+1)/2, but now it's just Vengeance.blvl/2 like other +1/X syenrgies.

Notes:
- Note that it's possible for AI WW monsters to have a footprint when they die, and block hallways (leaving the area and returning removed the blockage). Any known solutions?
- It seems that Charge-lock only occurs when you hold down the mouse button during continuous charges, so folks could avoid it by clicking for each charge. The situation still kinda sucks, but worth spreading that information.
- Can we reduce the level at which 4-6 socket items can fall? I'm find with them falling right from the start, since a 6-socket superior white item is basically as good as a rare only if fully socketed with decent stuff. I think they simply can't fall in Norm, despite the "MaxSock" columns in itemtypes.txt that control how many sockets can exist in ilvl 1-40 items.


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 Post subject: Re: 1.7 Development
PostPosted: Sat Aug 27, 2016 8:31 pm 
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Location: Vancouver, BC
This update includes patchstring.tbl, so make sure to toss that to \data\Local\lng\eng\.

Link to Update

Recent Changes:
  1. Increased BladeFury from 1/3 to 2/5 weapons damage. It's a small change, but BSentinel was 1/5, and BShield was 3/5, so I figured I'd make BFury 2/5 for aesthetics. Confirmed that BFury benefits from Deadlystrike, OpenWounds, LifeLeach. Increased the early game skill damage to better match early game weapon damage (the "3/5 Weapon damage" of the skill itself will try to more closely match a weapon that would have had +100%EDmg, rather than whatever I was approximating before).
  2. Adjusted BSentinel, BFury, and BShield to benefit from +%PhysSpellDmg mods. I figured none of the 3 skills seems especially powerful (BSentinel is at best similar to Meteor but with a much smaller hitbox, BShield requires Melee range so they deserve something extra, BFury doesn't seem overpowered)
    - Note that this includes a change to BSentinel's elemental damage fields, which are not used by the skill, but they are used by the description. I didn't notice a description function that would handle DPS phys damage, so I hacked up this solution. If you can think of a way to incorporate weapon damage, let me know.
  3. FistsOfFire DPS set to 4/25monHP for 5 seconds (explosion still 5/25). For comparison, Meteor's impact is 8/25 and flames do 5/25 for 6-10 seconds with CastDelay of about 2 seconds.
    - Corrected a bug with description, where the flames DPS was being doubled rather than tripled like all other Diablo2 Flames damage. If anyone knows why FoFire's flames are an exception, let me know.
  4. Phoenix's impact still 5/25 but flames set to 3/25 for 6 seconds. This way it is very similar to FoFire, but shouldn't outperform it.
  5. CoThunder's "skip" changed from 4 to 8. I'm guessing this is a fraction of 48 or 64 (directions?) in which to generate a CBolt. Skip=1 generated roughly 40 Bolts, skip=20 generated 2. In testing with skip=8, roughly 6-8 CBolts were generated.
    - Also rebalanced the damage, it was slightly high throughout the tiers, probably due to my last change to missiles.txt (I thought the missiles were wrong since they're updated slower, but I guess it was the skill)
    - Reduced the radius of the Charge2 Nova by about 10%. To emphasize the lower AoE of the skill (hard to compare, but I think it's now closer to 16/3 Yards like the other 2 skills), and set it apart further from the Sorc's Nova, which has the same damage so was only different in how fast it could be cast.
  6. BladesOfIce area of Charge3 changed from 8/3 yards to 16/3 yards to match Charge2. Didn't even know/notice that the radius of those two charges could be different.
  7. Changed the ResistAll synergy of Fade from +1/Lvl WeaponBlock to +1/2Lvl WeaponBlock. Recent changes give shields less resistances than when that synergy was originally created. When Fade+WeaponBlock are maxed, Fade will now give 27%ResAll rather than 37%, If 20WBlock then 1-pt Fade (+14Skills) gives 17%, If 0WBlock then 20Fade (+14Skills) gives 17%.
  8. Corrected RaiseSkellyKnight skill description (both short and long description). No longer mentions corpses.
  9. Wormskull - Reduced LifeVine and ManaVine oskills from +10 to +5. Left PoisVine as +10. +5 seems like a better balance-point, and from a balance point of view it opens up another slot for Vine oSkills.
  10. Increased Multishot from 3/4 Weapon damage to full weapon damage. This reduction was a bug, since it's not in the design document or skill description. MShot is balanced by it's distance and number of missiles. If Multishot and Strafe are considered too strong, then it's likely due to ethereal bows being too strong (solved by reducing the +%ED) or too easy to get (solved by increasing stat requirements or removing Eth from bows entirely since that mostly affects Multi, Strafe, and GuidedArrow).
  11. Changed Valk, ShadowWarrior, and ShadowMaster to spawn with rare (instead of Magic) Weapons, Helm, and Torso starting at level 1. This way there's less of an exponential growth (i.e. not increasing both mod quality and quantity, but just quality now), which might improve durability of low-leveled summons without affecting higher levels.
    - Changed SWarrior to spawn with the ChainMail line of Torso (Heavy, thus a slight improvement in DR/MDR and defense).
    - Changed SMaster to spawn with the SpintMail line of Torso (Medium, She was using breastplates (Light) before).
  12. Enabled RattleCage armor as 6 socket, 50%EDef, 5%ResAll, Indistructible, not much else.
  13. Changed "Chance" runeword to include Tir and SSAmethyst
  14. Amn rune in armor/hat FHRecovery increased from 10% to 20% (may as well be as high as other sources of it)
  15. Enabled "Bramble" IthTirIoFSkullFSkullFSkull in Torso with oSkills 5 Thorns IStamina SBarbs, 20%ResAll. That's about 150 ReplenishLife at char level 45 so should be noticeable, and the Thorns goes from 225% (just skulls) to (225 + 600 + 450)% with Thorns+SoBarbs
  16. "Heart of the Oak" OakSage oSkill reduced from 10 to 5, Added MalMal: SAmeUmJahEthMalMal
  17. "Hatred" Added PAmePAme: VexOhmGulLoPAmePAme.
  18. Enabled "Jealousy" SurSAme in Rods and Knives with +AllSkills and oSkills for FireLtngColdPoisMagc Masteries (i.e. probably 17% Pierce with about 150%ManaRegen).
  19. Enabled "Prudence" MalIstMalIstMalIst in Torso with 100%AC, 15%ResAll, 10 PDR/MDR, 30% FHRecovery/FBRate.
  20. EyeOfEtlich Added Damage/Lvl (37-50 at level 100)
  21. RareSuffixes Added Damage/Lvl (37-50 at level 100), starting at level 8 for Circlets and Amulets (no max level). This belongs to the OfCraftmanship group.
  22. RareSuffixes Added FireLtngCold/Lvl (0-250 at level 100), starting at level 8 for Circlets and Amulets (no max level). These simply replace the previous +EleDmg suffix for Amulets that used to exist only between level 28-40.
  23. Corrected an error with item affixes. I often created a fork in an Affix where one path would yield +AllSkills for items without automod skills while the other fork remained unchanged and would only spawn on items with automods. The error was giving the unchanged mods branch (EG +4Sockets) a new required level equal to the branch with +AllSkills (EG level 85 for +4Sockets +1Skill).
  24. Enabled SpiritForge with the requirements and AC of a medium-tier Torso. oSkills +5 OakSage HoWolverine SoBarbs, 20%ResAll, 10 PDR/MDR, not much else. Coloured orange, since I thought it might extend CleglawSet (red) or Infernal (yellow).
  25. Removed the +AC/lvl on Cleglaw Set, apparently it wasn't having an effect (I must have been confused earlier by the AC bonus from the set's +15Dex). Added +4 HoWolverine on set completion (so +5 total).


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 Post subject: Re: 1.7 Development
PostPosted: Thu Oct 20, 2016 2:06 am 
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Joined: Mon Aug 31, 2009 11:28 am
Posts: 1136
Location: Vancouver, BC
This update includes changes to monster animations (cloned an animation), text files, and patchstring.tbl, so I've prepared it as a folder tree.

Link to Update

Recent Changes:
  1. skills.txt
    - I placed a synergy between Concentration (IAS +1%/2Lvl Fanat) and Fanatacism (Uninterruptable +1%/Lvl Concentration). If two Paladins had maxed the same aura, one could switch to a related aura for some of the benefit from his main (kinda like the synergies on Vigor, or how two Hammerdins could run Concentration/Prayer or Concentration/Meditation)
    - Changed InnerSight and SlowMissiles to reduce resistances from 1%/Lvl to 3% +1%/2Lvl. For level 15 skills (i.e. 1 hard point +14 softpoints) this is -10%EnemyRes while level 34 skills yield -20%EnemyRes. The missile slowing and defense reductions are unchanged. MonProps changed (was always 15%Reduced) such that the procs from heavy-hitters will reduce your res by 10% while trash will reduce your res by 15%.
    - BlessedAim DStrike and Pierce changed from 1%+1%Lvl to 6%+1%/Lvl. The extra 5% is because I calculated that most skills would add about 150%ED end-game, stats add about 150%ED, so while a %ED aura increases damage from 2.5 to 4.0, 35%DStrike would increase from 2.5 to 3.4 while 40%DStrike would go from 2.5 to 3.5 (less damage, but maybe the ARating and %PierceTarget aren't redundant, and in a group the DStrike dominates as more %ED is factored in)
  2. skilldesc.txt
    - Corrected Fanatacism description to no longer mention attack rating.
    - Corrected Vigor description for the Salvation synergy (removed the ':' in "Resist Elemental Damage:")
    - SlowMissiles now refers to clc4 for the resistance effect
    - FistsOfFire corrected charscreen damage display bug (flames damage shown was 2/3 actual).
    - LtngClaws corrected charscreen damage display bug for (typo in skilldesc.txt "tng_mastery" rather than "ltng_mastery" caused random (usually massive) multiplier in displayed damage). Note the debuglog does not mention this failed-to-find itemstat when parsing skilldesc.txt. Wtf Blizzard.
  3. itemstatcost.txt stunlength save bits set from blank to 7 (max 5 seconds stun). When this appears on items, it will show only the description "stun attack" because I did not notice a description function that would convert the frame count to seconds (poisonlength and chilllength stats have no obvious description function). I only intend items to stun for 0.6 seconds anyways. This stat might stack with skill stun, so I won't provide many sources of it since 1 second is plenty (think of it as a Knockback clone that keeps monsters close). I noticed this gets added to BladeShield, making it defensively very effective.
  4. properties.txt new mod "stun", the param field receives the number of frames of stun duration added to your attack
  5. Changed suffixes so that life and mana leach are a bit more common on weapons. Before each group had a mod with 1%, 2%, and 3% for one leach, now each group has 1%1%, 1%1%, 2% (all spawn at level 1). With only two mod groups, these mods could stack once (EG 3%1% or 2%2% are possible). I figure % numbers are as important at level 1 as level 99, so making the %'s bigger later on just makes the end-game easier.
  6. SetItems.txt
    - AnimistSet ring "Life" the PoisonNova procs changed from 2% to 1% occurance because poison skills last 8 seconds (so don't need to proc as often) and over that time do twice the damage of other skills (so worth twice the procs of other elements if the procs are infrequent)
    - Heaven'sBrethren MaidenPike manasteal from 2% to 3%
  7. UniqueItems.txt
    - BladeBuckle belt changed from +MaxDmg/Lvl (+75@Lvl100) to +MinMaxDmg/lvl (+25-37@Lvl100), 300%Thorns replaced with +10%HP.
    - Snakecord enabled with a Thorns theme (300%Thorns, 10%ResAll, +10%Life)
    - "Stun Attack" given to Witherstring bow, Leadcrow xBow, Ume'sLament wand, Woestave halberd, DarkClanCrusher cudgel, AmazonCrash MaidenPike, BlessedSword (uncursed)
    - IronStone WarHammer changed to a relatively slow but versatile unique (+1AllSkills, 5 Sockets, 50-60%ED, nothing else). Maybe preferred by builds that don't heavily rely on weapon speed (FanataZealots, Chargers, DoubleSwing, etc)
    - Wraithflight GhostGlaive enabled with elemental damage theme (60%PierceTarget, BlindsTarget, 10%onStruck lvl10SlowMissiles, 175Dmg Fire Cold Ltng)
    - Gimmershred WingedAxe enabled with elemental damage theme (60%PierceTarget, 5%PierceRes, 175Dmg Fire Cold Ltng Pois, Knockback)
    - Championfist crusader guantlets enabled with StunAttack, +1AllSkill, 12-15%DStrike, 20% IAS/FBR, 1%LifeSteal
  8. Runewords.txt
    - "Holy Thunder" last rune changed from Shael to Starstone Amethyst (i.e. FRWalk changed to FCRate).
    - "Prowess in Battle" in Blunt weapons the damage-ac mod changed to StunAttack
    - "Passion" %EDmg reduced by 20%. In play testing the Dmg/Lvl made it quite a bit stronger than alternatives, and even missing one +AllSkill later in the game it seemed too strong for the runes used. I didn't reduce the Dmg/Lvl since that keeps it very nice for low-dmg weapons like knives and spears.
    - "Steel" %EDmg reduced by same amount and for same reason as "Passion"
    - "Shadow of Doubt" (PulLemMalAmnOhm) enabled in 2HandedWeapons. +2Skills, 100%ED, 40%IAS, StunAttack, runemods.
  9. Hireling.txt
    - A1 Cold, chance of regular attack reduced and chance of IceArrow increased by same amount. My goal is that FireRogues do slightly more damage (Flame, Exploding, Immo arrow all damage) while ColdRogues freeze (IE CrowdControl) more (Ice arrow doesn't have extra damage at all, just a long freeze)
    - A2 on all difficulties chance to use Convert decreased from 5% to 2%, level decreased to level 1 (never increases except for +Skills). Higher level Convert doesn't do much besides duration, and I think most fights last about 15-30 seconds so level 1 Convert with +Skills should be ideal. 2% Chance seemed good to me, if folks want 1% let me know. If you need more, then consider using an AI-affecting skill (oskills wand on switch, etc)
    - A1 Def/lvl changed from 4 to 6 (low Strength and no block could use more def (A3 have 33%Block))
    - A2 and A5 Def/Lvl changed from 6 to 5 (Their high strength lets them equip high-AC stuff)
    - A2 and A5 Stats/Lvl reduced slightly, this way their stats/lvl (per level) match A1, EG every 8 levels A1 gains 5str 10dex (78str 151dex @ Lvl95), A2 gains 10Str 5Dex (148str 79dex @ Lvl95), A5 gains 9str 6dex (134str 93dex @ Lvl95).
    - A3 stats slightly increased, but still slightly lower than other mercs (92str 110dex @ Lvl95)
  10. monumod.txt
    - Increased chance of encountering Manaburn from 1/6th as often as other types to equally as often as other types (manaburn bug was fixed months ago, so no need to reduce the bug via infrequent encounters)
    - FireEnchanted creatures will no longer enhance their minion's damage with a fire buff. This seemed too buggy when it comes to Melee attacks, EG a single Scarab (A2 beetle) seemed to *sometimes* kill a 600HP Paladin in less than a second. At least now only the named guy is a major threat, so the *sometimes* will occur much less often. In tests, the cause was not the bugltng bolts, EG I Converted a scarab, and died simply standing beside him while he attacked a nearby scarab while the bugltng was sort of deactivated (hitdelay of 4 frames implemented). In another test, I had killed all scarabs with no lightning bolts around, but an erroneous puff of fire lingered on me for nearly a full second, taking about 10% of my life once every 2-4 frames (maybe related to Jab attack?).
  11. Changed the description of Rejuvs and FullRejuvs to the new 20% and 33% values. These obey the rules of healing potions with regards to their chance to double-heal (50% at 200 Vit).
  12. Cubemain.txt, added recipe converting 3 rare jewels into 1 rare jewel (just to go along with the 3Rings->Ammy and 3Ammy->Ring)
  13. difficultylevels.txt, reduced the +Skills given to monsters in each difficulty from +0+3+6 to +0+1+2. In Hell a skill like Charge from something like the A5ChargeBeasts is strong enough without an extra 16% boost (48% vs 32%ED). Nearly all monster skills do not look at the skill level, so mostly player skills given to monsters should be affected, and only Charge had be concerned.
  14. missiles.txt
    - Corrected a bug in Tobial's FireStorm, where it eventually used the Druid's FireStorm for damage rather than MonFireStorm. It now appears to be behaving well, with damage similar to Tobial's Rabies.
    - Added a next-hit delay (5 frames) to MonFreezingArrow and MonExplodingArrow. The large radius of these meant that Multishot enchanted named critters would consistently hit the player with three overlapping attacks, which wasn't too be a deal, but when that critter was a boss-class (double damage) the tripling effect might kill someone within two attacks. Let me know if other large-radius explosions might benefit from a next-hit delay (MonFireBall should be small enough to be okay)
  15. Increased Assassin MP per level from 0.5 to 1.0. Considering they have no skills that reduce in cost (like Zeal, Jab, etc), and their traps or shadow skills can get costly, I think this was worthwhile. I didn't reduce the cost of Assassin spells because this seemed like the simplest solution that I think will work (more stat points for Vitality, etc).
  16. States.txt - I reviewed each state related to a skill and set them so they colour the char screen stats blue if they could buff that stat (EG HShield colours your resistances Blue, just in case you raised the Absorbs synergies (If folks don't want resistances coloured for an Absorbs buff, just let me know since it's a trivial change I don't care about)) and red if they could nerf that stat (EG Decrepify state colours your resistances red, just in case that Necro raised the Amp synergy).
  17. Fixed a debuglog issue where Sarina (A3 Q4 boss) didn't have an animation for casting spells, so copied her Attack2 animation and relabled it. This appeared to fix the problem. She uses this animation when summoning wyrmlings.
  18. Monstats2.txt ankheg.mWL set to blank (Thrakk, just before Duriel). The debuglog file was complaining (MBytes worth of error messages) that it couldn't find his walk animation, so rather than try to clone another animation I removed this flag, and it seems to have worked.

While playing a character in A2 attacking the super gargoyle statue that opens a portal to Tal'sTrueTomb, I noticed that his cursing counter-attack reduced by PhysRes by 50%. That number doesn't seem to be in skills.txt, so I was wondering if I somehow lost my D2Client.dll file where monCurse was directed to skillID 489 to 494. The modified date on my file is:
2016-07-24 9:54AM (might be 8hours off due to planetary rotation)

If I haven't heard anything from PureRage by October 25th, then I'll try to prepare a public test package. My best guess at what's needed is to compare what I've got against what comes with HUv1.3 and keep adding files until they match.

<edit 2016-10-20 09:37 Pacific Time>I updated the update to include a high-res version of skilldesc.txt, and a solo version of skills.txt</edit>


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 Post subject: Re: 1.7 Development
PostPosted: Tue Oct 25, 2016 5:00 pm 
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Posts: 1136
Location: Vancouver, BC
A small update shared here before I look into preparing a test package for the Suggestions forum's public test thread. Just text file updates.

Link to Update

Recent Changes:
  1. missiles.txt
    - changed missiles related to monster Inferno-type skills (HorrorArcticBlast, MegademonInferno, InfernoLtng, InfernoPois, FetishInferno) so that they have a nexthit delay of 1 frame (multishot named critters will still spew 3 jets, but that will only triple their area of effect rather than damage). The missile speed and duration were standardized (a bit slow, about 1/3, 1/2, 2/3 screen radius depending on monster tier (trash, boss, actboss))
    - monblizz changed to more closely match Blizzard (but with monster damage formula). It doesn't seem to be consistently damaging/chilling, but I don't think it's broken in a way players will complain about.
  2. uniqueitems.txt
    - HeraldOfZakarum, added a charge of Valk, since the onStruck valk will auto-die without it.
    - Zakarum'sHand changed 1%Lvl30 ShockingGrasp onAttack to onStruck. lvl30ShockingGrasp adds 1-1000 LtngDmg to attack and +140%ARating, and at 1% would proc within 67 attacks 50% of the time, which takes about 10-15 seconds with a fast-attacking skill like Zeal. The damage was about 30% too high at that character level (50), and the "price" paid (15 seconds of attacking) was too low. Zakarum demands blood.
    - LidlessWall given +10%SpellDmg (it has relatively low +Skills).
    - Disabled SpineRipper poignard because most of it's uniqueness was given to Death'sDagger.
  3. monstats.txt, raised the inferno-type skills of Chimera from 1 (trash) to 20 (sub boss). They were low before since his MultiShot made them triple damage, but now that they have a next-hit delay, they should be higher leveled
  4. skills.txt
    - Increased the damage of BladeSentinel from 4/25 monHP to 5/25 monHP. I can't seem to change it's size (was trying to make it a FireWall style spell with phys damage, but I guess it'll be sort of a Blaze style that's easier to setup but with a tiny damage patch). Probably effective against bosses and targets immobilized with CoShadows or Summons.
    - CriticalStrike ARating from 6%+1%/Lvl to 12%+2%/Lvl, Crit from 12%+2%/Lvl to 6%+1%/Lvl. The ARating is a little important for bow skills since those can never receive ARating from the skill itself (this is a bug from Vanilla D2, although it might be fixed in versions after 1.10f).
    - Barb weapons masteries Crit from 2%/Lvl to 1%/Lvl. Barbs aren't meant to be overly offensive, but if they maxed a Mastery, an AttackSkill, and used a weapon with high requirements (e.g. Polearms) they would be noticibly more offensive than a tankier build. This change to Masteries makes the AttackSkill aspect of the offensive build equally important rather than nearly redundant. These were at 2%/Lvl to effectively match Sorc's EleMasteries' 1%Pierce/Lvl, but Sorc's fragility wasn't being matched.
    --- Note that I'll leave ClawMastery at 2%/Lvl because I don't think Assassins have easy access to fast-attacking claw attacks (WW oSkill was too buggy so it was removed), and the Crit affects their blade traps in a way that appears balanced for the skill point investment.
    - CharStatPerks (invisible all-player skill that gives ARating/Str, etc). Block bonus from +1%/10Dex to +1%/2Str. This could sound rediculous, but in the hard coded block formula, if Dex=Lvl+15 (e.g. 115Dex@Lvl100), then your block is about half your shield's displayed block% (so after this change, +4Str would be +1%ActualBlock despite +2%ShieldBlock). With this change, there's a bit less emphasis on Dex for those trying to block while using high-strength weapons like Axes.
    - HolyShield +%Block from 10-40% to 0-15% (due to how fast Diminishing formula increases, this is basically a reduction from +35% to +12%. D2 is hardcoded to use a diminishing returns formula for block% displayed on shields, so I hadn't messed with HShield in the past. After some experimenting I decided that this is about as good a solution as I can find right now. This change combined with the +Block/Str change above kind of equals out end-game, but provides a bit more balance in the early/mid game (where Diminishing Returns formulas are generally overpowered). Already tested that in-game shield block displays are still okay.
  5. armor.txt
    - Fixed a couple bugs (SmallShield, GothicShield) where the Smite minimum damage was higher than maximum
    - Reduced the block on all shields to account for +Block/2Str (final block effect is less reliant on shield type)
  6. charstats.txt, reduced the block on all characters to account for +Block/2Str (final block effect is less reliant on class). Noteably I removed the small bonus Paladins had, since the bonus from HShield should be enough (one of HShield's main bonuses is the 2-frame block rate it enables).
  7. setitems.txt
    - CiverbFlail, MaxDmg/Lvl increased (from 50 to 75 @Lvl100)
    - Trang'sHat, increased 4-piece bonus from 10 to 15HP/Kill
    - Death'sdagger, added 100%DeadlyStrike, changed partial set ColdDmg with 200%DmgVsHumans (similar to Assassinator, this weapon would be pretty good for BladeTrap assassins)
  8. sets.txt
    - DeathSet, replaced the +12-16Dmg with +MinMax/Lvl (62-75@lvl100), added +1AllSkills (I think every class could have gotten +1Skills from a weapon slot anyways), 3% Reanimates Skeleton and SkeletonArcher, another 75%OWounds. (The dualLeach, Deadly, Dmg/Lvl, and 200%DmgVsHumans should make this set passable for a melee character with well jeweled gear)
    - SazabiSet, replaced +1AllSkill with +1BarbSkills on completion (to match other class sets)
    - McAuley's (aka Sander's) Set, added 15MP on completion
  9. gems.txt, ist rune's %PhysRes reduced from 4% to 3% in armor/hat. Assuming players have 6 sockets (Rares with TripleSockets used), going for 24%PhysRes was a no-brainer even if you had no PhysRes already on the character. Going for 18% is still a good choice (obvious choice if you've got %PhysRes already), but it's closer to the +24%HP of Mal runes but without the %MP.
  10. suffix.txt
    - "stun attack" enabled for hammers, maces, clubs.
    - +Str mods on ammy, circlet, belt changed slightly (high level belts can only get +10Str rather than being eligible for +5 and +7-8, high level ammy/circlet get +7-8)
    - +Dex mods on ammy, circlet, glove changed the same way (high level gloves get +10Dex, etc).


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 Post subject: Re: 1.7 Development
PostPosted: Wed Nov 16, 2016 1:03 pm 
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Minor update (just text files). This post is essentially a clone of the post in the suggestions thread (public testing). I'm placing a post here to keep a history of updates in one area.

Link to Update

Recent Changes:
  1. monstats.txt, I set the HighUndead flag for some creatures with the Undead montype who were missing it (BonePrison, Sarcophogi, SoulmancerFinal, Samhain, SorrowMage, SorrowMummy). Without this flag (or LowUndead flag, although that makes them resurrectable), HolyBolt can not affect them. I'm open to the argument that SoulmancerFinal and/or Samhain have found a way to be immune to HBolt.
  2. magicsuffix.txt, reduced block mods by 5% down to 5% and 10%
  3. missiles.txt
    - MonBlizzard tweaked to have effects more similar to Blizzard. Damage unchanged, but previous edits seemed to make it do no damage, it seems to be working now. Changed pCltDoFunc and pSrvDoFunc to match Blizzard, anyone know of a penalty of this?.
  4. skills.txt
    - StaticField given CastingDelay 45 -1/3Lvl.
    - Lightning T4 and T5 damage reduced. I'm not sure why, but they were set to values closer to 11/25 monHP damage rather than 10/25 while the other tiers seemed alright.
    - BattleCommand level cap reduced from 20 to 1. It only gained duration with each level like in HUv1.3, so no one ever invested in it. I may as well cap it at level 1 to prevent misclicks.
  5. Novel experiment: Ran a test to check if the random numbers in a large range (1-5k) are uniformly selected. I set a Zombie to 100kHP, Telekinesis to 1-5kDmg, and confirmed that 13 Zombies each died with an average of 40.2 casts while an average of 40 casts was expected (considering miscounts, misclicks, etc, I think any non-uniformity in random selection is too small to consider with a damage range of 5k).
  6. runes.txt, "Jealousy" Mastery oSkills reduced from +5 to +1. Considering it only used Sur and SS Amethyst the extra pierce was overkill (It's still probably 12%PierceAllRes with 100%RegenMP from Masteries after some +AllSkills, but at least players would have to put effort into getting +AllSkills).


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 Post subject: Re: 1.7 Development
PostPosted: Wed Nov 30, 2016 12:53 am 
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Today's update included all text files, including Solo edition and a high resolution file for skilldesc.txt. The main post was in the Suggestions forum, so rather than copy-paste it or create another link to the update here, I'm going to link to the post.

Link to Update Post


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 Post subject: Re: 1.7 Development
PostPosted: Sun Dec 18, 2016 4:14 pm 
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Here's a link to just the edited files of a recent update. It includes changes to patchstring.tbl, so I've organized it as a folder tree. It includes skilldesc_HiRes.txt, which will need to be renamed if you're using HiRes.

Link to Update

Recent Changes:
  1. monstats.txt,
    - HoW base life from 60Norm, 70NM, 75Hell to 70, 80, 85. Block from 50% to 33%, ResAll from 0% to 33%. Threat rating from 4 to 3.
    - Oak base life from 60Norm, 70NM, 75Hell to 70, 80, 85. Threat rating from 4 to 3.
    - SoB base life from 60Norm, 70NM, 75Hell to 70, 80, 85.
  2. itemstatcost.txt
    - item_nonclassskill (oSkill) has had it's description removed, this line was copy-pasted with label "item_nonclassskill_description" and that line does nothing but apply the oSkill description on an item.
    - stats produced for the elem_minDmg_perLvl (fire, cold, ltng, pois (this looks dumb though, don't use it in v1.9 without changes), magic). I already made a Phys copy a while back, so just completing the set.
  3. properties.txt
    - "Uninterruptible" added for the "Uninterruptable Attack" mod on items (same mod as appears on Concentration aura). Will replace Evade oskill.
    - "Deadly-att/lvl" added, with 1/8th DStrike in min field, 1/2 ARating in max field. Will replace weapon mastery oSkills.
    - "oSkill-NoDescription" added that only applies the item_nonclassskill stat.
    - "oskill" changed to also add the item_nonclassskill_description stat. Now we can add invisible oSkills to items. I was trying to add "SpellMasteries" and "CharStatPerks" as oSkill automods for gloves and boots to make it easier for players to activate those passives without +AllSkills, but I failed to make it work only for those two passives (wtf Blizzard). One side effect of this change is that your char's current gear will lose the oSkill description, but that's it (no crashing, no bad inventory, no skill loss).
    - elem-dmg/lvl mods added for fire, cold, ltng, pois, mag, and Elem.
    - relabled some old elem-dmg/Lvl mods to elem-MaxDmg/Lvl, since that's what they're actually doing. A quick relabling in uniques, runewords, cubemain, sets, setitems, magicprefix, magicsuffix, gems, then a quick test (Um rune, Diggler, Hexfire (new fire-dmg/lvl), Nokozan, ArcannaStaff, topaz craft weapon) showed no broken items. Quick test of each new elem-dmg/lvl mod on a test item looked fine (except poison, it's not dividing the number by 256 or displaying a duration).
  4. states.txt
    - SpellMasteries state added (intending to replace the 3 EleMastery, PoisMastery, and MagMastery states). I can only give 5 effects per Passive, so this gives 5 PierceRes effects while CharStatPerks will give the ManaRegen effect.
    - Enchant state will now dye weapons white and the charscreen damage blue. This was done to ease confusion with this state's re-use with ChillingTouch, ShockingGrasp, VampiricTouch and Enchant.
  5. charstats.txt,
    - removed all starting gear from characters. I can't give these items automods, so you're missing out on the hidden-passives buffs if you're not buying an item with +1Skills.
    - SpellMasteries hidden passive given to all characters, this replaces the "scroll of town portal" skill.
  6. skills.txt,
    - Enchant, ChillTouch, ShockingGrasp, VampiricTouch now all share the Enchant state (they will no longer stack, they will all display silly flamey whirls when cast but should play a sound appropriate for their element if you pay close attention).
    - VampiricTouch now gains a duration synergy and ARating synergy with EnergyShield and BoneArmor (copy-paste of Shocking Grasp's fields). ChillTouch still has those synergies with BoneArmor and ShiverArmor.
    - FireMastery ColdMastery LtngMastery PoisMastery MagMastery states removed, stats given to SpellMasteries and CharStatPerks. This was done because these skills exist on several items as a way of balancing the -%EnemyRes available to all classes.
    - SpellMasteries passive skill created. In testing, when a Sorc invests in a EleMastery, she gains no bonus until her "AllSkills" mod changes (so weapon swap if you've only got a weapon with +AllSkill). If she only has access to +SorcSkills, then she'll have the correct stats only upon joining a game (I'm not even sure why this is the case, but it's a pretty good or lucky result).
    - CritStrike passive state removed, stats given Pierce, preqrequisite skill Pierce added. Skill level and skill-tab positions of Pierce and CritStrike swapped. This was the better implementation because many items have Pierce oSkill to promote non-Zon archers.
    - Avoid passive state removed, stats given to Dodge, preqrequisite skill Dodge added.
    - BO & Shout states replaced with battlecommand, stats (except +Stamina) given to BCommand, prerequisite skill BCommand added. The purpose of this change is that a Barb can only select BCommand for casting (due to skilldesc.txt changes), but I can still have BO onStruck mods on gear.
    - BCommand is now level 6, Shout is level 24, BO is level 30, Manacost of BCommand increased to 10 to compromise for it's 3-in-1 effect.
    - IronSkin state removed, the PhysRes and +AC stats given to CharStatPerks, the +%AC removed while +AC buffed to compensate. This was done because IronSkin exists on several items as a way of balancing the PhysRes between classes.
  7. hirelings.txt, all Hirelings given the SpellMasteries (needed for EleMastery skills) hidden passive, A2 & A5 had room to receive CharStatPerks (needed for ironskin) so they have it. A1 lost CriticalStrike. A quick test with A3 merc in Hell implies successful implementation (killed a 99%ColdRes Zombie without much trouble, so his ColdMastery should have been in effect).
  8. skilldesc.txt,
    - HoWolverine upper description updated to 33%Block 33%ResAll.
    - BO and Shout removed from left & right click menus, skill description altered
    - BO, Shout, Taunt, WarCry, BCommand skill icons moved on the WarCry tab (aligned BO, Shout, BC)
    - VampiricTouch synergies updated. These don't appear when you select the skill as an oSkill, but I wanted to update them just in case someone in v1.9 wanted to give these skills to some class.
  9. sets.txt
    - Arctic Set "PierceAllRes 10%" completion bonus removed, 2-piece CriticalStrike oskill replaced with 20% DeadlyStrike.
  10. setitems.txt,
    - Tal'sBoots WereWolf and Fury oSkills moved to 4-piece bonus, 30 ReplenishHP added
    - Tal'sShield +1AllSkills added as 3-piece bonus. In the past the extra +%SpellDmg on the weapon was intended to make up for loss of a +Skill on completion, but I think that's not enough anymore (+%SpellDmg is more common now)
  11. uniques.txt,
    - Replaced instances of NaturalResistance oSkill with resAll/Lvl.
    - Magefist weapon masteries replaced with DStrike-AR/Lvl.
    - SoulShards (from hell Act bosses) reduced the bonuses from 5% to 3%. These mods exist on more items nowadays, so don't need such large numbers on end-game large charms.
    - WolfHowl enabled in FuryVisor. oSkills WereWolf FeralRage, reanimates ShadeWolves, 2 sockets.
    - TombReaver enabled with Dmg vs Undead, 20HP 2MP onStrike, RIP, 85%EDmg with extra IAS (-90 speed point, i.e. 4 frame attack with Fury in WWolf form).
    - Dragonhead enabled with 5%onStruck Lvl30 ABlast, Inferno, Lightning (basically just completing a Convictor set with Tiamat'sRebuke, DragonMouth, Elementalist's set, etc), 15%ResMagic, 2 sockets
    - Templar'sMight enabled with oSkils for all 5 SpellMastery skills (couldn't think of better ways to make it differ from "Hatred" runeword while keeping it Offensive, at least it's the only armor with those Masteries so could be worth a lot of ManaRegen), NoFreeze, +15%MP, 3 sockets.
    - Tyrael'sMight enabled with no PDR/MDR, but has 15%ResElem&Non-Elem, NoFreeze, +10%HP&MP, 3 sockets.
  12. runes.txt. This is where I had the most trouble with BO-BC-Shout procs, and decided on the solution above. I'd made changes that felt stupid to about 5 items before I reverted to just the changes below.
    - "Call to Arms" BO and Shout charges changed to oSkill. Since those are essentially soft-synergies for BCommand, I'd rather this item be too strong by needlessly buffing a Barb's skills rather than charge-synergy-bugging him into 20+ free skill points.
    - "Jealousy" removed MagicMastery (I'm probably over using this as it is, let alone giving it away for a SS Amethyst and Sur)
    - "Brand" (spear and jav), replaced SpearMastery and ThrowingMastery with DeadlyStrike/Lvl and ARating/Lvl, replaced Evade with Uninterruptable 20%
  13. cubemain.txt,
    - Edited ruby crafts to remove oSkills other than common ones (IronSkin, IStamina). Replaced with /Lvl stats with similar effects.
    - No change to sapphire crafts since those procs are relatively common.
    - Disabled gear-dying recipes. For all I know, multiple dyes might stack and allow folks to create items with several states each, but maybe each dye replaces the previous. Better safe than sorry for now.
  14. magicprefix.txt, disabled the +AllSkills mod on boots (boots should never gain a +AllSkills in v1.7)
  15. missiles.txt, added a next-hit delay to the Barb Ancient Madawc's Throwing Axes. Each of his axe-volleys should hit, but rather than someone getting 6 axe hits, they'd get 2. While testing, I noticed that his FireEnchantment bug is a little like an aura with a radius of about 6 yards, it seems to proc 0-10 times per second, and might have been doing trash attack damage each time (my sorc's mana shot down, but not her HP, so the 66%EShield with regular PDR/MDR was sucking it up). The axe's next-hit had no effect on this. His FE-bugged melee hits do about 6k-9k damage in Hell (my test-sorc with 50%FireRes 0%PhysRes lost about 3k of her 4k HP, and all of her 3k MP but I don't think the mana was max at the time)
  16. Noteable Experiment: I tested with Lvl5 BC-BO-Shout skill oSkill item that also had 100%Lvl40BO onStruck. I could buff myself with BCommand with Lvl5BO stats, when the Lvl40BO was cast, it did not affect the %EDef and +1Skill of BC, but did raise the BO stats (and probably duration) to level 40 values. Casting BC afterwards reduced the BO stats to level 5. It looks like when two skills of the same state are cast, the highest of shared stats are kept while unshared stats are overriden by the newest cast.
  17. Noteable Experiment: I tried to reduce the Barb to 3 weapon masteries: 1Handed, 2Handed, and Ranged. I was unable to make them work (itemtypes created, skills.txt adjusted, in-game test had the skill with no effect (not even the pre-change effects, so I'm not sure HardCoding is to blame)). I might look into this further at another time, but for now I'll see how the state-issue looks (Barb's states already reduced via BCommand and ISkin changes, Sorc states reduced via Mastery changes. I believe those were the two worst cases).


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 Post subject: Re: 1.7 Development
PostPosted: Mon Dec 19, 2016 5:28 pm 

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wow @ all the work done on states. this should go a long way to dealing with the crash your team mates issue the states created.


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 Post subject: Re: 1.7 Development
PostPosted: Wed Dec 21, 2016 1:10 am 
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Here's a quick update that might facilitate the graphical change requests I added to my 2-week-PureRage-availability-wishlist. I included patchstring.tbl and updated webpages, so the package is presented with a folder hierarchy. SkillDesc_HiRes.txt has been included for those who want it.

Link to Update

Recent Changes:
  1. misc.txt, ID Tomb cap raised from 30 to 50. The suggestion has been made that for v1.9, folks might want to raise the cap to 100 and remove ID scrolls from monster/chest treasure classes entirely.
  2. skills.txt
    - Removed all Weapon Masteries, replaced with One Handed Mastery (includes the swords that could be 1or2 handed for Barbs, some exceptions exist (wands, exceptional scepters, etc)), Two Handed Mastery (all melee 2-handed weapons), and Ranged Mastery (all weapons with a ranged component)
    - Each of 3 new weapon Masteries pairs with one of the other removed masteries, named similarly (e.g. One Handed Mastery's stats are granted by "WeapMastery1Hand"). That paired skill is what contains the state and is invisibly granted as an oSkill on weapons. Note that the stats granted are general (+%Dmg for any weapon), so there is the case of a Barb using a Throwing weapon (Ranged Mastery) with a 1-Handed weapon to gain double benefits (provided he's place points into both Masteries).
    - Critical Strike & Evade (Perfection) level requirements swapped.
  3. skilldesc.txt,
    - Critical Strike & Evade (Perfection) icon positions swapped.
    - Polearm Throwing Spear Masteries icons moved to page 0, row -1 (they're just unselectable). The game crashes if I remove these skill descriptions from skills.txt, so I'm glad I could at least hide them. I tried just switching them to row -1 (leaving their page alone), but that displayed their level number in the very top-left of the screen if that tab was open.
    - Swapped Mastery icons so that OneHanded uses SwordMasteryIcon, TwoHanded uses PolearmMasteryIcon, and Ranged uses ThrowMasteryIcon.
  4. uniques.txt,
    - Hidden Weapon Masteries given to every weapon. No properties lost (some items already with 12 properties had some collapsible properties, e.g. +%EDmg with +AllSkills became a combo-mod).
    - BlackTongue TwoHanded sword +PalDru skills from +2 to +1, +AllSkills from +0 to +1 (will be the only source of +AllSkills for young Paladin), ironically given One Handed Mastery (the alternative is to make it very popular with frenzy Barbs who use it for Two Handed Mastery with a normal sword granting One Handed Mastery for double-dipping (I'm not sure this would be a bad idea, double dipping is already possible with any throw weap))
    - MageFist weapon masteries returned (1H & 2H)
    - Dragoon'sWrath 2HMastery returned
    - Soulflay (claymore) LvlReq from 22 to 30, ElemDmg changed to ElemDmg/Lvl, HP/Kill from 10 to 15, +PalDru skills from +1 to +2, Sockets from 0 to 2.
    - DarkforgeSpawn changed +NecroSkills to +AllSkills (arbitrary change, but D2 and HUv1.7 handle +AllSkills so much better than alternatives), added Lvl10 oSkill ChillTouch (along with Cyclone armor already on it, it might be more attractive to a PDagger Necro, he's also likely to have maxed the BoneArmor synergy of ChillTouch)
    - Fathom orb enabled with Lvl10 oSkills ChillTouch ShockGrasp VampiricTouch (Chantress might benefit from swapping elements or switching to HP onStrike) Lvl 5 MagMastery, 255ChargesLvl30 BSpirit (1.6k i.e. 1/5 monHP; might be handy for an immunity-screwed CasterSorc), 10%onAttack Lvl30Teeth (776 Dmg, doubling-down on the Chantress theme; Orb seems like a safe weapon for Lvl30BSpirit charge-bugging)
    - Ravenlore enabled in SunSpirit (bird-beaked hat with low AC/Req) with Lvl 5 oSkills Fire Cold Ltng Mastery, 20% FCRate FBRate FHRecovery. Figured there weren't many caster druid hats, and no other hats exist with the elemental masteries, so this might free up a Caster or EleClaws Druid to use an interesting weapon.
  5. runes.txt,
    - "Brand" in spears has 2HMastery returned, in javs it has RangedMastery
  6. setitems.txt
    - Hidden Weapon Masteries given to every weapon. No properties lost.
  7. properties.txt, ajav-automod (+Ama, RepQuant), aspe-automod (+Ama, PDR/MDR), tkni-automod (+%SpellDmg, RepQuant), allskills-pierce (+Skills, %PierceTarget) combination properties created to facilitate the changes needed to automods.
  8. automagic.txt,
    - Hidden Weapon Masteries given to every weapon except wands, exceptional scepters, orbs, and knives. I could technically put it on basic and elite Orbs, and knives, but I don't think there's any demand.
    - Exceptional BarbHats given random +Skill options that avoid the 3 missing Masteries.
  9. patchstring.tbl, the new mastery skills given names and skill-page descriptions

After the WeaponMastery changes, I think Assassin, Druid, Sorc, and Barb are tied for having about 10 innate states (1-2 from a weapon, 2 from char creation, 7ish from their class skills). I'm sure it's possible to get another 9 via equipment, but at least they'd have to work pretty hard at it ("Chance" runeword is good for about 5 extra states, but at least they're popular enough that I think folks would get those anyways).


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 Post subject: Re: 1.7 Development
PostPosted: Mon Dec 26, 2016 6:04 pm 
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Here are the files I've worked on in the past week. Note that it includes skilldesc_HighRes, patchstring.tbl, and string.tbl (omit this if you've made changes to strings, my only edit was minor and detailed below). I did not include monstats.txt since PureRage edited their AI (reminder: we both agreed that EvilSorcs of Legion and Soulmancer could benefit from their eleRes being reduced from 120 to 100 in Hell).

Link to Update

Recent Changes:
  1. string.tbl, changed the SorrowLord tomb-buff description (remove tilde, it shows up mostly as a "- 2%...") from
    "~ <mod desc> ~" to "<mod desc>"
  2. gems.txt,
    - gave Lvl90 stats to the named-tier of gems. 23%Res 40Replenish 4%Absorb, 22%FCRate, etc. Note that Lvl90Diamond in armor/hat has 10PDR/MDR with 10%AC. I was pleasantly surprised how nicely the math that governs gem stats (1/50 monHP as damage) converted to pretty damage ranges, e.g. 1-250Ltng Topaz really should have gone to 1-300, Skulls nicely went to 30-35.
    - Zod in armor/hat from 10PDR/MDR 10%AC to 8PDR/MDR 40Replenish. I expect these to be more common than named Diamonds, and the Replenish is probably more exciting that 10%AC anyways (a Sorc might actually have to run the math about whether the extra DR for EShield is worth the SlowPoison effect of Replenish).
    - Shael in armor/hat and shields given 20ReplenishHP (helps distance it from Amethyst, and Replenish is a more visible effect than FHRecovery FBRate or FRWalk).
    - Vex and Ohm leach rates from 2% to 1% (leach is higher on uniques/sets and more common on Rares nowadays, it's also kinda silly how Vex had more mana leach than even Amn (the leaching rune))
  3. TreasureClassEx.txt, the obvious instances of moonstones (HellForgeDragon, WhiteDragon, and Nihla) have been replaced with Named-tier gems. A quick check implied that no treasure classes involve a single gem type (i.e. I only replaced gem-tiers where they occurred, and notice no instance of monsters dropping MoonStoneSkull or MoonStoneTopaz). The HellForge Quest drop does not appear to be an issue (only noticed PGems in the dll file)
  4. uniques.txt,
    - Fathom changed colour to white, teeth proc from 10%onAttack to 15%onAttack
    - Mara's Ammy, removed the 5%PierceRes, +%SpellDmg from 5% to 10%. PierceRes should replace +%SpellDmg with a 1:2 ratio, rather than supplement it. I probably overuse PierceRes effects anyways (loaded up an end-game Sorc and noticed her PierceRes (about 40%) was higher than her +%Dmg (about 20%), despite barely investing in EleMasteries)
    - Tyrael'sMight ResAll reduced from 20% to 15%, sockets reduced from 3 to 2 (This armor was better at what any other armor was specialized for, e.g. RattleCage with 6 Um (specialized for ResAll) was barely more res than Tyrael's with 3 Um but without the +10%HP/MP or 15%PhysMagRes). Moral of the story: If RattleCage's 6 sockets can't beat an armor at something, then that armor needs the nerf.
    - Gorerider boots are now PlatinumBoots, rather than WarBoots (The StrReq (from 126 to 133) is desired since I prefer these boots for non-shield (i.e. mostly Str) players)
  5. armor.txt,
    - enabled Seige, Platinum, and Adamant glove, boots, belt, hat as Heavy tier level 40, 75, 90 armor
    - Corrected a strReq bug with Heavy Elite armors (Torso was correct, the others were 10 points too low)
  6. sets, setitems.txt,
    - Sigon's oSkill Sanctuary from Lvl 8 to Lvl 3 (this kind of ruins the defensive theme of the set, and is probably too strong to have on it at all; just another example of wordplay levity ("Sigon's Shelter" "Sanctuary") that might not entertain less casual players)
    - Enabled Soulmancer Set as Siege gear (StrReq of Siege is within Medium-tier armor ranges). It's v1.3 stats were pretty generic, so it retained that theme. Only the hat can be upgraded, and when elite has a StrReq around 155, so I added -20%Requirements in case folks wanted to socket it another -30%Req to bring it down to the StrReq of the Siege pieces.
  7. runewords.txt,
    - "War" enabled in Torso as JwlZodChamBerJah, oSkill IStamina with 20%ResAll, 10%Lvl10onStruck BCry (instead of PhysRes already found on similar armors; 7sec duration in Hell). I figure the Jewel is a good call: Wirt's for -%Req, Elem Facet, or maybe WarCry/InnerSight Facets.
    - "Knowledge" enabled in Orbs as Ame90ChamZod, oSkills HolyFireFreezeShockBlight noteably with 255Charges Lvl20Zeal (synergizes auras to -15%EnemyRes), has lots of IAS (seems an alright runeword for melee Chantress) with plenty FCRate. No +1Skills, since the %PierceRes of the auras is effectively +15Mastery (i.e. +30%SpellDmg on the weapon alone).
    - "Chance" DragonFlight proc changed to 10%Lvl10onStruck Weaken (5sec duration in Hell). While I thought the DFlight proc was fun to play with (I kinda miss the semi-cursed nature of Diablo1 Uniques; they would explode the possibilities for HUv1.9 uniques), I do not expect the broader community to appreciate that levity at this time.
    - "Bramble" made with Lvl90Skulls gains Lvl5 oSkill Salvation and 1chargeLvl10 Vengeance (+5%ResElemMax to Salvation), this takes the runeword down a different Thorns path (group Thorns) than Gladiator'sBane (selfish Thorns).
    - "Chance" now requires a Lvl90Amethyst rather than StarStone (already level 90 from Zod)
    - "LastWish" now uses flawless skull (Lvl20onDeath procs, 10%Lvl5onStruck Weaken ) or Lvl90Skull (Lvl40onDeath procs, 10%Lvl10onStruck Weaken).
    - "ShadowOfDoubt" added 1% Lifesteal, to make up for the 1% taken from Ohm, only because this weapon needs it.
  8. skills.txt,
    - Conviction LRes Amp changed from 11%+1/Lvl to 6%+1/Lvl. This way they're twice the effect of InnerSight/SlowMisiles, and the difference between 1skill point +14skills (-20%Res) is very close to half the effect of 20 points +14skills (-39%Res). Note that in Hell Difficulty, a maxed effect will help allies at least 27% more than a 1-point effect.
    - The duration synergies on Attract and Confuse reduced from 25 frames to 15 frames per level. (In Hell difficulty, assuming +14Skills and 1point investment, these curses go from 6 seconds to 8 for one 20 point synergy (from 9s to 12s in NM))
  9. skilldesc.txt,
    - Attract and Confuse synergy description needed adjustment (previous description function rounded off to whole numbers, so using the fraction-display function instead: "15/25 sec per level")
  10. cubemain.txt, no changes, but the Release (no test recipes) version is included.

I do not intend to make any more balance adjustments or new items for HUv1.7.

PureRage is welcome to use the above files to produce .mpq files if he has the time. If he does not, then let me know if there is a more efficient method (i.e. smaller file size) of producing the .mpq files besides opening up the v1.3 patch_d2.mpq and overwriting with v1.7 files before closing it.


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 Post subject: Re: 1.7 Development
PostPosted: Mon Dec 26, 2016 7:41 pm 
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Here's the files I edited:

http://www.filedropper.com/huv17prdec

Changes:
Base monster AI range increased to fit high res. (35 increased to 40)
A few specific AI adjusted to increase trigger radius of certain behavior and skills, for those that ignore the AIDist column.
Find potion now finds Supers in A5 norm (up from greaters), Megas in NM and Ultras in Hell.
Reduced EvilSorc elemental resistance from 120 to 100.
Changed eth requirements from -10 to +10.
Removed defunct mastery surrounds from barb mastery trees.

Files changed:
D2Game.dll
D2Common.dll
D2Client.dll
Monstats.txt
data/global/ui/spells/skltree_b_back.dc6 (Note: files are suffixed with -HighRes and -LowRes. Remove chosen suffix for the version you are running.

I didn't get the arrows done, as I didn't want to run out of time halfway through, or finish 1 resolution and not have time for the other.

I don't think there is a better method than just overwriting for the .mpqs

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 Post subject: Re: 1.7 Development
PostPosted: Mon Dec 26, 2016 11:13 pm 
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For music versions, it is likely easiest all round to just extract the music files, and provide a data folder (data/global/music) to download. That way we only need 1 download for music, regardless of high or low res.

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 Post subject: Re: 1.7 Development
PostPosted: Tue Dec 27, 2016 12:07 am 
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Once upon a time, players were told that playing with (or without) a data folder was responsible for them dropping or crashing. If we provide a music folder for them to use with "-direct -txt" flags, then do you know if they will experience any issues? Logic tells me that they shouldn't, but experience dealing with Blizzard stuff tells me to keep an open mind. I certainly like the idea of the music folder since that would at least allow us to compress it at a reasonable rate. Were you thinking of people downloading it as a variety of mpq file (i.e. very little compression)?

I will prepare the mpq packages. I'll be implementing the following changes:
  1. Since Eth items now add 10 stat requirements (only to each stat the item requires), I made all weapons require min 10 Str/Dex (characters start with 10 Str/Dex anyways). This ensures that all eth weapons gain 20 stat points required.
  2. Skill descriptions for Pierce, Dodge, and Battle Command mention that they unlock their shared-state skills
  3. Battle Orders prerequisite changed from Shout to Battle Command (just for ease of skill description)

<edit>I earlier figured I could get the mpq files finished before going to sleep, but after getting frustrated with Ladik'sMPQ (decent interface, but doesn't seem to compress anything), I decided to try WinMPQ (terrible interface, but seems to compress), it looks like this will take longer than I thought.</edit>


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 Post subject: Re: 1.7 Development
PostPosted: Tue Dec 27, 2016 11:32 am 
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RE: Music. I Spent a couple hours last night looking at methods for making the music version, standalone. I packed the 1.7 game files into the .mpq, then downloaded a music version and extracted just the music files (data/global/music folder) and using the existing levels.txt, changed act 1 town sound environ entry from 1 to 30 (Mephisto) for testing.

Test 1: Data/global/music alone, everything else in patch - works
Test 2: Data/Global/music packed into patch_mpq. - works
Test 3: Data/Global/Music packed into extra .mpq and loaded by D2SE - Failed (WTF?) Music reverted to vanilla.
Test 4: Data/Global/Music packed into extra .mpq and placed in a Language_Mus folder + renamed MUS.mpq. Language set to MUS in D2SE launcher. - Failed (WTF?), sama again, vanilla music.

Test 5 and 6: As above for 3 and 4, but also included excel folder containing all text files and .bins. - Failed QQ.

So looks like it is either manage 4 versions (HR, HR Lite, LR, LR Lite) and pack into the .mpq, or manage 2 versions (LR, HR), and provide a download to the data/global/music folder. I prefer #2 personally, just because it's less likely things will get mixed up in future, and it's very easy to troubleshoot.

WinMPQ gave me pretty good compression. Just remember when you choose the data folder to pack, and the dialogue box pops up asking for a path, to enter "data\".

I usually do:
0.5: Load game to generate up to date .bins > Close game.
1: Open Patch.
2: Click add folder.
3: Select chosen data folder.
4: Enter data\ when prompted for a path
5: Wait until packing is finished
6: Ctrl + P to compress further (takes 10-20 seconds)
7: Suffix data folder with -off and start the game to confirm it all got packed up into the .mpq.

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 Post subject: Re: 1.7 Development
PostPosted: Wed Dec 28, 2016 12:48 am 
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I've gone with packaging the music within patch_d2.mpq because it might be simpler for new players (just download CoreFiles and then one download for whatever else they choose).

Relevant to this thread: I've removed nearly all Dropbox data, so all the update links are dead.


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 Post subject: Re: 1.7 Development
PostPosted: Wed Dec 28, 2016 1:14 am 
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Prepare to fume :o . Just spotted that weapons with hidden weapon mastery passives are set to level 6 req minimum. Reducing the req in skills.txt will fix it even if it needs to become a negative. Bit of a pain after packing already ><.

Only noticed because I was making a fresh character in new folder.

Edit -6 as req in skills.txt will solve it ye.

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 Post subject: Re: 1.7 Development
PostPosted: Wed Dec 28, 2016 1:44 am 
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pfft, level 6? Lucky you're playing a Barb, my Paladin was faced with level 12. Welp, time to grab a dagger or wand and get cracking.

A quick test with the hidden passives skill levels set to -10 implies that it solves the problem, which surprised me quite a bit since I assumed D2 would treat a negative level requirement as zero and I'd be trying to use OllyDBG to help you look for the hidden "oSkills increase level requirements to SkillLvl+6" in some file.

Precedent has been set - testing with the finished product is relevant and critical.


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