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  #21 (permalink)  
Old 02-03-2010, 05:06 PM
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jiaco
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Default Re: Plans for Lilith version 1.2

News yes, good news...maybe...

Basically lots of real life. The main thing that is done (almost done I should say, major testing needs to be done before I can claim that it actually works totally) is a difficulty changer that works on the .arz file.

This was necessary so that you could mod Lilith or use Lilith plus a masteries or the Underlord version, etc etc and still do a difficulty change. It also relieves me of doing a thousand database.arz that would then have to be compiled with each version.

Then, the plan was to put new loot proxies on the map. I got all the proxies together, started placing them on the maps, was trying to selectively re-build on the areas I was working on and must have accidentally moved some terrains as at one point the maps got off kilter and areas became unplayable. => Big Waste of Time.

So now I am focused on creating a Lilith specific set of MIs. Some new affixes and lots of great gear that will have some small chances to drop from monsters that frequent my favorite farming areas. Most of the MIs are based on those from TQIT but they needed to be altered to be level appropriate to the area that they drop. This is at the stage where it has been extracted from TQ and planned on paper for Lilith. The items actually have to be created in AM and then monsters and loot tables need to be made and then injected into existing proxies that are on the maps.

Right now I am totally unlikely to enter into the map editor again. As that turned out to be a big disaster for me. But maybe I will take another shot at it as I have all these containers that I would like to see in game.

Anyway, do not ask me for time frames as I am buried in work at the moment and basically carrying a notebook around with tons of Lilith MI plans in it but not even active with AM at the moment. My vacations are the last 2 weeks in feb, time should be abundant then to start implementing this stuff. After that I could maybe make a false estimate on when I will release something.

But it is not dead. If it did become dead (on my end), I would let you all know.
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  #22 (permalink)  
Old 02-05-2010, 05:09 PM
mostal
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Default Re: Plans for Lilith version 1.2

Quote:
difficulty changer that works on the .arz file.
It is great because it was the script code to do for you and be able to set any new parameters.
Do you already done any difficulties ? Don't forget to build a Max Infinite Extra Boss Lilith for a beta test.

Quote:
It also relieves me of doing a thousand database.arz that would then have to be compiled with each version.
Oh yes ! it is hard to understand how much work and organization it is...

Quote:
Then, the plan was to put new loot proxies on the map
What are these new proxies ?

Quote:
So now I am focused on creating a Lilith specific set of MIs
Sound great

Quote:
then monsters and loot tables need to be made and then injected into existing proxies that are on the maps.
Sound hard and long but necessary.

Quote:
Right now I am totally unlikely to enter into the map editor again. As that turned out to be a big disaster for me
I don't understand what's matter about editing maps ?

Quote:
and basically carrying a notebook around with tons of Lilith MI plans
Good

Quote:
it is not dead. If it did become dead (on my end), I would let you all know.
Don't understand too, what it will be dead ? Lilith can't die

All of your work is not easy, and not short. Lilith is a campaign bigger than TQIT and for one man it is not piece of cake but I want to tell you all my support and know that many people are waiting about this new version 1.2 (1.3 ?) ! Your are the new hope Jiaco and I'm very impressed about your will !! As we say, you rock man

By the way, Did you find why the Asiatic Scheol crash the game ?

See you later and don't forget to give us often good news about the Work in Progress
Thank you, good luck
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  #23 (permalink)  
Old 02-08-2010, 09:58 AM
Czacki
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Default Re: Plans for Lilith version 1.2

Sounds good. Do you plan to release the difficulty changer earlier, Jiaco? Would be nice to finally play max heroic Lilith with underlord skill system, even if still as 1.1 version
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  #24 (permalink)  
Old 02-08-2010, 05:36 PM
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jiaco
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Default Re: Plans for Lilith version 1.2

The difficult changer is really close to ready and there will be an option to strip your Lilith database of the record that mucks up underlord compatibility too.

I will release it as soon as possible.

Slowly but surely my todo list is getting smaller and this weekend I actually worked on the .arz code all weekend. Lilith-modding time is coming soon.
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  #25 (permalink)  
Old 03-12-2010, 09:34 AM
Czacki
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Default Re: Plans for Lilith version 1.2

so, how's the slider ?
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  #26 (permalink)  
Old 03-12-2010, 05:26 PM
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jiaco
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Default Re: Plans for Lilith version 1.2

The new DC could have (should have) been released days ago, but once wrapped in a Gui and then made to use threads and got the abort button functioning and got it to remember where your custommaps is and all that garbage, I found the actual modding of the database to be way to slow. So I ripped it apart and am working in the binary decoded data and optimizing it for speed.

Will be ready very soon now. Just need to find a little more time this weekend to put it back together and upload.

After that, the relics are all new and fit the Lilith progression better and a lot of MIs have been added, with the rest on the todo list. mostal wants new areas so no estimate on a full Lilith release at this point, as I will have to survive the editor.exe...
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