View Full Version : [Release] Diablo 2 Immortal ~ v1.64
Violos
07-28-2012, 02:22 PM
http://www.abload.de/img/d2ititlebrightrjukk.jpg (http://www.moddb.com/mods/diablo-2-immortal/videos)
Version 1.6 - All features finally complete!
The last big update to D2 Immortal comes with a huge list of improvements, and finally completes what had been planned out over 2 years ago. It adds the last remaining class to the roster, and also implements every single idea and fix that has come up since.
Aside from minor additions and adjustments (EDIT: Most of which should have been covered with the recent 1.62 and 1.64 updates) it is safe to say that D2I is now officially done. - And the best version ever.
Also check out Diablo 2 Lilith (http://www.titanquest.net/tq-forum/threads/42868-RELEASE-Diablo-2-Lilith), its Lilith-Merged sister mod!
ENJOY! :)
Full Installation (95 MB)
ModDB (http://www.moddb.com/mods/diablo-2-immortal/downloads/diablo-2-immortal-v164-full-install) - Dropbox (https://www.dropbox.com/s/uu8w3oobhxpmyud/D2Immortal_v164_Full.zip) - 4Fansites.de (http://titanquest.4fansites.de/download.php?download=1116&mirror=1)
Features of 1.64
SIX fully playable Diablo 2 classes
Original characters, sounds and designs
Unique new skill types
Rewritten game balance, nerfed exploits, support for "weak" damage types
New enemy skills and notably better AI
Proper scaling and a steeply rising challenge across 12 acts
Javelins and dexterity-based swords
Stat hybrid and class mixture support
Major sound overhaul
Realistic resistances for all enemies, immunities in Hell
More champions, heroes, ambushes, guest and secret monsters
Epic boss fights and large-scale endgame quests
Famous Diablo 2 loot and many bonus items to find
New item sets for all classes, and reworked bonuses for all old sets
Lilith to D2 Lilith assimilation ability
All of the latest Fanpatch Fix changes
For details and more information about the mod, have a look at the Development Thread (http://www.titanquest.net/tq-forum/threads/36626-WIP-Diablo-2-Immortal) and the FAQ & Guide section (http://www.titanquest.net/tq-forum/forums/124-FAQs-amp-Guides) of this forum.
Comments and questions about earlier releases can be found in the repective release threads.
Thanks again to everyone who contributed!
http://www.abload.de/img/set-completee2d2j.jpg (http://abload.de/img/set-completefhlbe.jpg)
Changelog for 1.45 -> 1.60
SKILLS
Added the Paladin class (30 skills)
Rearranged and balanced Assassin Martial Arts tree
Minor changes to Sorceress cold spells
Reworked Mana Shield energy consumption
ITEMS
Added more Diablo 2 items
Added upgradeable class sets for every class and difficulty
Created one ultimate set for each pure class
Added Paladin Sceptres to shops
Increased drop ratio of new items vs. old items
Revenant gear now also drops from Act 3 skeletons
Minotaurs drop their MI axes
Stopped lower level loot from dropping in Hell
Added more bonus items and two bonus sets
Added starting weapons to D2 Lilith
AFFIXES
Reworked / buffed numerous affixes
Some offensive affixes now appear on shields
Items now grant the proper Paladin skills
+X to Skills affixes now appear on weapons for all classes
Reworked the set bonuses of all old TQ and IT sets
GRAPHICS
Art update for skill and class selection screens
Art update for Insect Swarms
Improved several particle effects
Funky health and mana bars
MONSTERS
Miscellaneous improvements to some bosses
New (Paladin) skills on enemy heroes
Added new heroes
Added monster ambush events
FIXES
Fixed the difficulty unlocking bug!
Adjusted Secret Passage monster resistances
Fixed broken permanent quest rewards
Improved Spanish and German translations
Included Spectre's post-fanpatch fixes
Changelog for 1.60 -> 1.62
Fixed strength requirements on class gear (among others)
Reworked Conviction to avoid self-debuffing
Critical Hit and Amazon passives now support elemental damage
Some corrections/edits to the text files
Reworked Cloak of Shadows to not draw aggro
Reworked Venom as a non-exclusive buff
Added new items and heroes
Created a definitive Staff Attack animation
Adjusted stat point rewards on Invocation quest
Fixes to some spawns, drops and other things for D2 Lilith
Changelog for 1.62 -> 1.64
Added D2I parchments and a new bonus set
Some edits to the texts (absolute resistance values)
Fixed a few item bonuses
Improved Hydra skill
Reworked Shout skill
Improved effects and textures
Expanded & overhauled Spanish translation
Special thanks to everyone who actively helped with all these things. Especially to the Spanish and German communities for their translations, and to Jaelrin for the bulk of the testing.
http://www.abload.de/thumb/andavxeka.jpg (http://www.abload.de/img/andavxeka.jpg) http://www.abload.de/thumb/newimage2m8e09.jpg (http://www.abload.de/img/newimage2m8e09.jpg) http://www.abload.de/thumb/newimage1wqiic.jpg (http://www.abload.de/img/newimage1wqiic.jpg) http://www.abload.de/thumb/art5bpf87.jpg (http://www.abload.de/img/art5bpf87.jpg) http://www.abload.de/thumb/x-natacyd43.jpg (http://www.abload.de/img/x-natacyd43.jpg)
Reported Issues
* Using the "Mod" option in TQVault shows proper item pictures, but fewer characters.
- That option is only designed for mods starting directly from "custom game", like Lilith.
- Use the regular Vault to transfer D2I items. You can distinguish the [?] by their Tag names.
* Game shows checkered textures and missing tags
- If you installed and loaded the mod correctly, then there must be an error in your files.
- The linked downloads are basically OK, though. Please report the source you used, and try again.
* Small 4:3 resolutions show a black bar behind the skill menu
- Native to Kirii's UI (http://www.titanquest.net/tq-forum/threads/35215-Diablo-UI-%28Unfinished%29), which mine is based on. Just use another resoultion.
* Relics cannot be attached to javelins
- Current state of the art for 1h ranged weapons. May never be possible.
- They are strong regardless, but one can use the "relics in all" cheat to allow it.
Should you find any other errors in this version, please use this thread to report them.
Disclaimer
As the name suggests, D2I is built upon the Immortal Throne expansion, so use it with normal TQ at your own peril. Loading it over a modded base game is possible, and usually works, but also do so at your own risk.
Though D2I does fix many issues of the original game by itself, includes some additional fixes, and has all changed files based on the latest versions, it cannot hurt to have the Bugfix Fanpatch (http://www.titanquest.net/tq-forum/threads/29712-REL-Bugfix-patch-1.17) as well.
Violos
07-28-2012, 06:22 PM
For a list and an overview of all possible classes and ther names, check out
Nightmare14's D2I mastery combination table (http://www.titanquest.net/tq-forum/threads/46155-Masteries-of-D2I?p=474014&viewfull=1#post474014)
Finally, here are some more screens of the new class. (Silly 7 pic limit... :cool:)
http://www.abload.de/thumb/pala-chaargetruhq.jpg (http://www.abload.de/img/pala-chaargetruhq.jpg) http://www.abload.de/thumb/tqit2012-07-0419-28-4k7uhu.jpg (http://www.abload.de/img/tqit2012-07-0419-28-4k7uhu.jpg) http://www.abload.de/thumb/pala-river1guo3.jpg (http://www.abload.de/img/pala-river1guo3.jpg) http://www.abload.de/thumb/glorius2nhuwb.jpg (http://www.abload.de/img/glorius2nhuwb.jpg) http://www.abload.de/thumb/oeliskgeuyj.jpg (http://www.abload.de/img/oeliskgeuyj.jpg)
jaelrin
07-28-2012, 08:58 PM
Great, at last! Thanks for your dedication to finish it.
Biblyos
07-28-2012, 10:12 PM
Thank you Violos,
It's like having a Christmas present in summer!!!
Now I only have to unwrap it and see what's inside.....:D
Nightmare14
07-29-2012, 01:12 AM
yay!!!!!!!
one question though would you be able to release a version with more monsters ? i dont like the large empty spaces with no monsters lol
or is there a way of using this mod with xmax?
Icefreeze
07-29-2012, 02:00 AM
Great work!
Thanks you so much, Violos !!
:rockon::rockon::rockon:
I have eight words for you:
Thank you! Thank you! Thank you! Thank you!
:)
Violos
07-29-2012, 07:57 AM
You're welcome. :lol:
Regarding XMax - that is the oldest question of all.
I could make you such a database if you insist, but it is really not a good idea.
First, these mods imbalance the game towards AoE skills and classes - while the big thing about D2I's balance is that there are not just a handful of skills or builds that are actually strong, but that they can all fill a role throughout most of the game.
Most of all, however, you would regret it very soon. D2I starts out easy, but later aggroing too many enemies at once can often mean instant death. And the usual immortality exploits do not work that well anymore.
In turn, you already get better drops to compensate for the harder difficulty.
Just enjoy the ride while things are easy. Get to know the enemies' new properties and skills, and your own.
You will need that knowledge to survive later.
Nightmare14
07-29-2012, 10:31 AM
ok i guess i gotta find a way to push through the bordum of not enough monsters tilll get to the harder parts *sigh* maybe spending so much time on xmax wasnt such a good idea lol
Violos
07-29-2012, 10:34 AM
Awww. :p
If the start is really too slow to you, you can use the Shinobi Shozoku set to go faster. ;)
Nightmare14
07-29-2012, 10:37 AM
the shinobi shozoku set? thats one of the sets you use an unlock code to get yes? and dont you need to be level 30 for it?
but otherwise thanks for finishing it off :D looking at paladin prayer and meditation skill it looks like you could almost make an energy shield like effect if get a couple viny growths so itd be a good mix for a sorcerer :)
Edit: sorry bout spelling errors tired lol
Mrbanisher
07-29-2012, 01:51 PM
Any chance for a 'direct' D2I mod? I mean not a custom map that brings me back to the main menu but something like Soulvizier.
Hello Mrbanisher,
You can delete the file "maps.arc" (or rename it), then you won't go back to the main menu!
But then you didn't forget the triple-load-trick for the Char's.
csabadns
07-30-2012, 05:34 AM
Thank you Violos, been eagerly waiting for this release. You sure managed to revive some good memories, and most of all interest in these two beautiful games. Thumbs up.
Violos
07-30-2012, 05:55 AM
I think he means that I make it a patch / hard mod, which permanently changes the base game.
That would be easy to do.
But... would you really prefer that, several TQ installations and all, to just activating it before play?
I do not expect you to have known this, but I went through a great deal of trouble just to spare you guys that kind of thing! :lol:
Because, as you may have heard, keeping it a "soft" loadable mod means having to work around several restrictions that "direct" mods do not have. And the only advantage it really brings is that players do not have to overwrite their game files.
P.S.
The Shinobi set is indeed the code set, with new stats. Though the regular plan was that you find it in the game (which is now possible) and then give it to your starting chars, I left it open for players who think of it to twink their way through the "tutorial" parts.
P.P.S. @csabadns
Thanks. Though I did get some "help" from Diablo 3. ;)
Mrbanisher
07-30-2012, 01:32 PM
But... would you really prefer that, several TQ installations and all, to just activating it before play?
Now that you say it like that I would prefer if Soulvizier had such a method of launching too :lol:. I had to reinstall my game to get rid of it.
Having a blast with a sorceress right now. Do the higher tier skills have cooldowns? I wasn't really a fan of sorceress in diablo 2 but I can't remember their spells having cooldowns. Of course for maintaining balance it may be necessary. Let me tell you I quite like the spell attack style of D2I compared to staff spam in vanilla.
Love the skill design and the radical mechanics. I have never seen a skill that requires having the correct masteries anywhere else in Titan quest.
csabadns
07-30-2012, 03:24 PM
That's nice;)...Created a Paladin today and discovered a little bug in the skill-tree. The description of the first tier skill in defensive auras, is shown somewhere on the left side, but out of the screen. I'm running it on 1024/768 res, I'll try to post a pic as well.
2614
Violos
07-31-2012, 06:19 AM
Hmm, yes.
But that - just like some surplus info on skills where it says "ignore this" above - is part of TQ's automatically generated tooltips. Not sure if I even could change that.
Generally, the UI does not seem to cope well with low resolutions, while it works fine in others.
The bottom black bar which I also mentioned in the "known issues" is another symptom of that.
Can't you just run it at a higher/broader res, maybe turning off night and shadows to compensate?
P.S.:
In case you are wondering, Might grants +%physical/kinetic, and some flat physical/kinetic damage.
Also, you are still missing the Diablo font. Otherwise the "Paladin" heading would look the same as the skill tablet titles.
P.P.S.
This is what it usually looks like, in 1280x800 (and half German):
http://www.abload.de/thumb/properui9jkbv.jpg (http://www.abload.de/img/properui9jkbv.jpg)
This is great Violos! It's been cool to watch you build this. You should be very proud.
Trying to install, virus scanner: Infected page found, blocked the installer. Eh WTF was that? My scanner says the page from where the installer downloads the files is infected by a virus and blocked it. Any Ideas?
spectre
07-31-2012, 01:05 PM
Installer?? You should get a zip file... At least that's what I downloaded....
Which link did you use?
csabadns
07-31-2012, 03:34 PM
Yeah, that would probably the best option. In regards to the fonts, I know I installed them twice. Don't know why they don't work, I'll have to reinstall my windows, and see if then it works. Anyways I had Soulvizier mod installed and when I replaced the files with the vanila, it still had some files from Soulvizier's. Maybe that's creating some conflict, don't know:D
Violos
07-31-2012, 07:02 PM
Trying to install, virus scanner: Infected page found, blocked the installer. Eh WTF was that?
Installer?? You should get a zip file...
I just checked the files after what xenomorph wrote in that other thread, and indeed...
SendSpace sometimes redirects you to some .exe file also called D2I_160_full.zip.exe,
coming from storage.nl, instead of the real .zip I uploaded!
No idea what happened there, but it looks like they have been hacked. Those look like typical malware, aimed at people whose Windows does not show known file endings.
All my files are real ZIPs or RARs. - DO NOT RUN anything else!!
P.S.
D2 Lilith files seemed to be fine.
Regardless, I took all SendSpace links down for now, to be safe, and added new, faster ones from 4Fansites.de instead.
thenooby
08-01-2012, 12:52 AM
Equipping a spear seems to give me max cast speed for my assassin firebomb/ninja stars. I don't think this is suppose to be intentional.
It doesn't actually show 300% cast speed on character sheet, but it definitely is noticeable.
Haven't tried it on any other skills.
Good to know, that's exactly what the info about it that came from my scanner said. But insteresting, the hack seems to come from the netherlands, So either the whole page is hacked or just this download - we may never find it out, better don't use this page for any download again. I just googled for that and sendspace seems really to be extremely unsave. You even can manipulate it on changing the adress in the url bar of your webbrowser.
Greetings
Elfe
Mediafire is probably the most reliable and user-friendly filehost for downloaders.
Violos
08-01-2012, 07:09 AM
Equipping a spear seems to give me max cast speed for my assassin firebomb/ninja stars. I don't think this is suppose to be intentional.
Hi nooby! Thanks for reporting.
It is not max cast speed, but indeed faster than it should be. The spear uses another animation for "spell throwing" (a left-handed throw - animations are different for every weapon) that is faster by nature, and I forgot to slow that down accordingly.
Will go into the collection of fixes for 1.61, but since it is not a big deal I will keep collecting for a bit. There are so many litle things that can slip through, no matter how much we test... I am sure there will be a few others.
Another, rather annoying thing I just noticed:
Arms and leg parts of ALL class sets require strength. That should only be the case on the Barb and Paladin sets.
(Apparently, leaving the requirement field empty makes the game calssify any armor as "heavy".)
I missed that due to testing with "ignore requirements" mod on.
Feel free to use that as well (responsibly...) to don these parts until it is fixed.
sadaharu
08-02-2012, 07:51 PM
do u mind checking the critical strike skill in amazon/necro skill tree, it doesnt seem to work with bows only with spears. no crit with bows even at max level. disregard if wrong thnx
Mrbanisher
08-03-2012, 08:18 AM
I am used to playing with camera mod so the camera in this mod is very weird for me. How would I mod in camera mod in a custom map?
I tried replacing my database in TQ folder with d2i database. Then importing gameengine.dbr and updating it but it did not work. All I got was some checker textures on my screen.
If you are using the camera mods then this mod shouldn't alter them in the least (nor should any other soft mod or custom map). Why did you replace your database.arz with the one from D2I? The D2I database goes into your custom maps folder.
Mrbanisher
08-03-2012, 03:44 PM
Because art manager uses the database in TQ program folder I had to replace it. So I imported the gameengine.dbr from d2I database into a custom mod. Then replaced that customs mod database with d2I database and updated it with my camera changes. Pasted the updated database to d2I custom map and restored the default TQ database but it did not work.
Did you even read my post.
Violos
08-03-2012, 05:43 PM
Camera distance settings do not work in soft mods.
That is the one notable thing they cannot do, besides changing the menu background.
Like flix said, hard camera mod + loaded D2I is the way to go.
@sadaharu
The Critical Strike skill works, and increases the damage, but those "crits" do not lead to floating numbers.
The latter are generated by regular crits (which work only in melee), but that is a different thing.
I already thought about adding some bleeding to that crit skill in a future fix, just to show when it triggers.
Because art manager uses the database in TQ program folder I had to replace it. So I imported the gameengine.dbr from d2I database into a custom mod. Then replaced that customs mod database with d2I database and updated it with my camera changes. Pasted the updated database to d2I custom map and restored the default TQ database but it did not work.
Did you even read my post.
I did read it, but I clearly did not understand whatever method you are using for tweaking your camera settings. My setup:
1) I install the camera mod database.arz from this source (http://titanquest.4fansites.de/forum/viewtopic.php?p=191800#191800) which includes combines the extreme camera distances with the fixes for the latest fanpatch.
2) I use any mod I want without any headaches.
If you would rather keep importing and pasting stuff instead, go ahead.
Mrbanisher
08-03-2012, 08:14 PM
It was my belief that soft mods just overwrites the original database with whatever changes they do. Well this isn't hard at all then.
Violos
08-04-2012, 11:52 AM
They do, but there are a few restrictions / protected files.
All the skills, for one. - That is why one has to use new names. The difficulty scaling parmaeters.
Some IT item icons. Act 4 quests. The menu mesh and textures... and some of the things in gameengine.dbr.
Unfortunately, one only finds out most of those things after something does not work.
But they can mostly be worked around, except for the menu and camera parts.
(I counteracted the difficulty files, for example, rather than editing them, by giving every creature 3 passive skills and calculating against them.)
Btw, I just remembered another reason why I did this, besides not requiring players to install:
It is that you can still play in multiplayer with anyone who has the same base/fanpatched game.
- Any hard patch to your database.arz, no matter how small, changes versions and thus prevents it, unless your partners use exactly the same setup.
stapa
08-04-2012, 03:20 PM
Great mod. I think I have found a bug however. I have put points in the fire ball skill but it I cannot select it to lmb or rmb or any other key. It doesn't show in the pop up menu. I can select all other skills I have picked, like firebolt for instance, but not this one. :-(
Great mod. I think I have found a bug however. I have put points in the fire ball skill but it I cannot select it to lmb or rmb or any other key. It doesn't show in the pop up menu. I can select all other skills I have picked, like firebolt for instance, but not this one. :-(
Alright, Titan Quest basics: A skill with a square icon is an active skill that you can select and use. A skill with a circle icon is passive. They upgrade existing skills or have passive effects. Fireball is an upgrade to Firebolt. You spend points in Fireball, you continue to use Firebolt, except now Firebolt is more powerful. Like the description text of Fireball says, "Enhances Firebolt."
stapa
08-05-2012, 03:57 PM
Wow, I feel really stupid now. Thank you flix for clarifying in a mature way. :-)
Violos
08-07-2012, 09:24 AM
Tiny update to the customeffects.arc (https://www.dropbox.com/s/7m5bx3tpgd0crby/customeffects.arc) (in your D2I or D2L resources),
giving the Valkyrie a better looking aura.
Nightmare14
08-09-2012, 03:52 AM
i now understand what you mean by harder difficulty the only character i've managed to get up to act 3 atm is my paladin/sorcerer and that's only because of the regen from prayer :P
but i think you need to even out difficulty between bosses/hero monsters more as hero monsters are waaaaayyyy tougher then quest/ act bosses hell even duriel was a push over compared to half the hero monsters i've come across
Violos
08-10-2012, 04:10 PM
Which heroes do you have in mind?
Because in some cases, that is intended.
You see, quest bosses need to be beatable by all classes in order to progress. So while challenging, they should always be manageable at that point in the game if you use the resources at your disposal.
And most regular heroes themselves are also mostly unchanged, just generally stronger or endowed with a new ablility or two.
There are, however, some well rewarded side quests (Beast of Legend) or infrequent bonus encounters (Hildisvini) which are meant to be hard, and an achievement if you beat them early.
But you are free to go around them until you are ready - kind of like the Hydra in TQ.
Nightmare14
08-10-2012, 10:33 PM
i dont really remember their names as i dont pay that much attention to them (trying to survive against them :P) but like every 2/3 mob has a hero/boss monster and like half of them are hard and you can't really avoid them because they are part of standard mobs
for example the most recent one is one of those wierd muscle monster thingys near the raptor side quest, the raptor was easy but the hero monster in the mob surronding the raptor killed me 3 times before i killed it, and i haven't died once to any of the quest monsters yet, except the beast of legend and that yeti that protects the weapon side quest
sorry i can't remember the names of anything im usually just running through the game and killing :P
Cleglaw
08-10-2012, 11:40 PM
If you are playing a Paladin, put a point or 2 in smite; it will stun lock many/most of the heroes and keep them from blasting you.
Nightmare14
08-11-2012, 12:00 AM
i'm playing paladin/sorceress, but i'll keep that in mind when i make a full paladin thanks :)
Violos
08-11-2012, 04:16 PM
You mean Yerren. Well yeah, those are kind of tough. :)
But do not let a few deaths bring you down. One of the german players who beat Hell solo so far had over 300.
(It did not help that she was playing D2I over Underlord, but still... first time around, it's always hardest.)
P.S.
Another tiny update, this time to XtraStuff.arc (https://www.dropbox.com/s/041u90pdzpjlst2/XtraStuff.arc)
(Also goes into either mod's /resources)
This adds -at last- a nice, custom made animation for the Staff Attack, instead of the more or less fitting existing ones that have been used before.
With this being the first skill people see of the mod, it was about time it looked good.
I am also planning to remove the cooldown after all, but that will require a new version.
Cleglaw
08-12-2012, 04:46 PM
I didn't post here for about 5 months, because I had stopped playing video games. But I picked this up again a week ago and after playing a lot of different Pally variants, I have some feedback and questions.
Charge -- high damage skill. It seems like the damage comes from the weapon, not the shield. It will one shot kill for a couple of acts, but once I got to Act IV, I could not find any variant (tried various auras as well as BH and FotH) that worked to my satisfaction; either you die too easily or constantly run out of mana.
Smite-- Wonderful skill. Keep it on the right click mouse button. It will stun lock most monsters (not Act Bosses -- a good thing) and often save your life.
Zeal -- imho, the ability to limit the strikes to a single target is an advantage, not a drawback.
Vengeance -- As far as I can tell it just adds some flat elemental damage. I haven't tried it at higher levels, but it would appear to be underpowered.
Excellent mod -- good job Violos!
Blessed Hammer -- woefully underpowered. One third of the time it will do no damage at all, and when it does do damage, it doesn't do much. We won't see any Hammerdins in D2I.
FotH -- Disappointing. Of course, I never thought it was that good in D2 either.
Holy Bolt -- OK for what it does. The healing effect on allies is gone which is a potential disadvantage for group play.
Holy Shield -- Question here -- Does the block animation have to actually visually occur for blocking to occur? I tried it on my Pally charger, but I could never see that it was doing anything, so I dropped it. But the shield comes into the charging animation, so I couldn't tell if the charger simply could not block after a charge or what. On the other hand I did observe what I thought was an improvement in blocking on my zealot -- when he wasn't busy attacking that is.
The 3 passive resist auras are great must have skills for every Pally, I think. But with all 3 constantly working passively, what good is Salvation? I will confess that I have not actually tried Salvation.
The inability to have a Merc is a disadvantage for all of the classes. For the Paladin it means that we are limited to only one active aura. Of course in D2, one can get a desert merc with an aura -- so in D2 it is possible to run both a defensive aura and a defensive aura at the same time. Have you considered making a hirable pet available to all classes as a quest bonus of some sort? I miss my merc.
There is more, but that is all I have time for atm on the Paladin.
I haven't played a melee assassin because I don't understand many skill descriptions in the assassin tree -- Tiger Strike and Fists of Fire for example. They do not change for the first 5 levels? So you put points in with no increase until you get to level 6? Then it also says they increase at level 8. Please explain.
jaelrin
08-12-2012, 06:15 PM
Holy Shield -- Question here -- Does the block animation have to actually visually occur for blocking to occur? I tried it on my Pally charger, but I could never see that it was doing anything, so I dropped it. But the shield comes into the charging animation, so I couldn't tell if the charger simply could not block after a charge or what. On the other hand I did observe what I thought was an improvement in blocking on my zealot -- when he wasn't busy attacking that is.
Not sure about blocking animation while charging, but while running I think it works. But, as I wrote earlier, block effectiveness depends on how many monsters attack you, and on their attack speed. For example, against Duriel in Grim difficulty I took very little damage, because most of his attack were blocked, and due to slow attack speed shield could recover in time.
In Hell difficulty - got to Nessus and already died two times, both to crowds of monsters. HolyShield is a huge part of survivability, and when there're a lot of fast attacking monsters - it gets "overloaded" (can't recover so fast), so some hits aren't blocked. For now I have lvl 22 Holy Shield, maybe at higher skill lvl it'll be better.
Charge -- high damage skill. It seems like the damage comes from the weapon, not the shield. It will one shot kill for a couple of acts, but once I got to Act IV, I could not find any variant (tried various auras as well as BH and FotH) that worked to my satisfaction; either you die too easily or constantly run out of mana.
Are you talking about specific build around these skills, or paladin in general? I got to Hell difficulty untwinked using Zeal, Concentration aura, Holy Shield, some points in Charge, Sacrifice and resist passives.
This is a most "direct" build that uses standard STR gear and ADctH. I decided not to use HolyBolt, but used Persephone's Tears relic in jewelry, so Ghosts weren't a problem.
P.S. I agree about some underpoweredness of Blessed Hammer. Don't know about FoH, because it requires an INT build and caster gear with cooldown reduction.
oneeyered
08-12-2012, 08:41 PM
Hi,
I was running UL and Soulvizer last. I cleared and wiped all my files and reloaded TQ and TQ:IT, hit the read me and copied the drI folder to my games doc custom map folder. However, every time I try to run a custom map the game never comes up. Could use some help thanks :)
Update: I dumped and reloaded again and everything is working fine now.
Cleglaw
08-12-2012, 11:12 PM
Are you talking about specific build around these skills, or paladin in general? I got to Hell difficulty untwinked using Zeal, Concentration aura, Holy Shield, some points in Charge, Sacrifice and resist passives.
This is a most "direct" build that uses standard STR gear and ADctH. I decided not to use HolyBolt, but used Persephone's Tears relic in jewelry, so Ghosts weren't a problem.
P.S. I agree about some underpoweredness of Blessed Hammer. Don't know about FoH, because it requires an INT build and caster gear with cooldown reduction.
With regard to Charge, I am talking about a build built around the skill. I do have a thus far successful (Act IV normal, Hades palace) Zealot with Holy Freeze.
Nightmare14
08-13-2012, 07:03 AM
isn't holy freeze meant to be slowing all aspects of monsters down? because it seems to only slow down their movement but do nothing to their attack speed
Violos
08-13-2012, 01:15 PM
I didn't post here for about 5 months, because I had stopped playing video games. But I picked this up again a week ago
Welcome back then!
And thank you for all that feedback. I will see if I can shed some light on the ones you found lacking.
Btw, I am thinking about collecting all the posts in release threads asking about the application of skills and moving them into a "skills & builds" thread like they exist elsewhere. What do you think?
Charge -- high damage skill. It seems like the damage comes from the weapon, not the shield. It will one shot kill for a couple of acts, but once I got to Act IV [...] either you die too easily or constantly run out of mana.
Charge is not meant to be built around as a main attack. Or if you do, you will have to find ways to make up for its steep mana cost, which is the price of its power. (The damage comes form weapon and shield, btw.)
The best use of charge IMO is to suppress casters, on one hand, or finish dangerous foes quickly. But on the other it is for mobility:
While the Paladin is the best class in 1 on 1 combat (see "Smite" and "Zeal";)), he gains nothing by fighting several enemies at once. So when I play him melee style, I use it to dart out of crowds to whichever enemy stands isolated, and beat on him until his friends have arrived again.
Vengeance -- As far as I can tell it just adds some flat elemental damage. I haven't tried it at higher levels, but it would appear to be underpowered.
It is not. Especially if your char has decent intelligence.
One of its strengths is utility, having no problem with immunities. And still the damage is stronger than the Assassin's elemental attacks (without finishers), only that it costs mana in turn.
Blessed Hammer -- woefully underpowered. One third of the time it will do no damage at all
This is meant to be used in crowds. Since it basically hits everyone on the screen (each with 66% chance), the potential damage multiplies with every present monster. And it gets bootsted quite well, as in D2 classic, by Concentration.
It is true that it does not work too well as a main attack (which is partly due to the pAoE mechanic behind it, which only works one wave at a time). But then again, I believe that was never meant to be its purpose in the first place. And you know what they say about Hammerdins.
FotH -- Disappointing. Of course, I never thought it was that good in D2 either.
Like Jaelrin said, that also gets better with intelligence. I actually find myself using it rather often as an opener, due to the stacking %life reduction.
Holy Shield [...] I could never see that it was doing anything, so I dropped it.
Holy Shield is your #1 survivability skill!
There are no block animations in TQ, but it still works, while running just as well as whie standing still. And almost guaranteed block + low shield cooldown are great together, as any Defense player will confirm.
The 3 passive resist auras are great must have skills for every Pally, I think. But with all 3 constantly working passively, what good is Salvation? I will confess that I have not actually tried Salvation.
In Hell difficulty you start with -100 to all main resists. And your passives do not help others.
The inability to have a Merc is a disadvantage for all of the classes. I miss my merc.
Maybe. But then again, you are also in different conditions. And for company, there are scroll summons, item-granted skills and the like...
I am not saying that I would never include any "merc artifacts" or such. They even exist in other mods, like in Lilith where you can earn that centaur necklace. But I for one do not feel like there is an acute need for them.
I haven't played a melee assassin because I don't understand many skill descriptions in the assassin tree -- Tiger Strike and Fists of Fire for example. They do not change for the first 5 levels? So you put points in with no increase until you get to level 6? Then it also says they increase at level 8. Please explain.
Finally, that is a question which would certainly go into a FAQ if there was one. I tried to make it as clear as possible, but between unfamiliar mechanics and not-helping automated tooltips, I understand if people do not get it at first glance.
Maybe if I put it like this...
http://www.abload.de/img/chargeskillsnjjgf.jpg
That better? :)
P.S.
isn't holy freeze meant to be slowing all aspects of monsters down? because it seems to only slow down their movement but do nothing to their attack speed
It does slow all. If not, that would be a bug in TQ. :)
However some monsters, like Minotaurs, do resist being slowed.
Nightmare14
08-14-2012, 01:16 AM
I haven't got too far with the character yet as just started it but against the satyrs boars and undead its appears to only slow their movement I see no difference in their attack speed
Cleglaw
08-15-2012, 12:10 AM
Btw, I am thinking about collecting all the posts in release threads asking about the application of skills and moving them into a "skills & builds" thread like they exist elsewhere. What do you think?
Good idea.
Charge is not meant to be built around as a main attack. Or if you do, you will have to find ways to make up for its steep mana cost, which is the price of its power. (The damage comes form weapon and shield, btw.)
The best use of charge IMO is to suppress casters, on one hand, or finish dangerous foes quickly. But on the other it is for mobility:
While the Paladin is the best class in 1 on 1 combat (see "Smite" and "Zeal"), he gains nothing by fighting several enemies at once. So when I play him melee style, I use it to dart out of crowds to whichever enemy stands isolated, and beat on him until his friends have arrived again.
Charge is a great utility skill. I was trying to make a build around it. It has been done in D2.
This is meant to be used in crowds. Since it basically hits everyone on the screen (each with 66% chance), the potential damage multiplies with every present monster. And it gets bootsted quite well, as in D2 classic, by Concentration.
It is true that it does not work too well as a main attack (which is partly due to the pAoE mechanic behind it, which only works one wave at a time). But then again, I believe that was never meant to be its purpose in the first place. And you know what they say about Hammerdins.
I understand your reasoning. But I don't agree with the 60% chance. And I like to think that almost any skill could potentially have a build created around it.
Holy Shield is your #1 survivability skill!
There are no block animations in TQ, but it still works, while running just as well as whie standing still. And almost guaranteed block + low shield cooldown are great together, as any Defense player will confirm.
So, can you block simultaneous with your attack? Can you block simultaneously one creature while smiting, zealing or charging another?
Sorry. I still don't completely get the assy attack system.
1. Are you saying that for 5 levels you don't get any boost to damage? But you do get a boost to an effect at each level which helps the attack?
2. What does max charge increases at 8, 15 and 22 mean?
Violos
08-15-2012, 01:17 PM
Charge is a great utility skill. I was trying to make a build around it. It has been done in D2.
Like I said, it was not the intended use, but I left that possibility open. You will only need lots of mana regen.
I don't agree with the 60% chance. And I like to think that almost any skill could potentially have a build created around it.
So do I. But there are always mechanical limits to making things happen - limits that D2I already breaks in several places. But in this case I did not find a better way around them.
Here, TQ simply does not allow more than one Nova-like wave at a time (and that is what Blessed Hammer is, under the hood) if there are enemies there to be hit. So even without a cooldown, and max cast speed, it would not go any faster.
That is also why I added the %health part, as I often do when a skill lacks other means of "growing" along with the enemies.
And the chance is there because, unlike a wave, not every Hammer hits every monster.
So, can you block simultaneous with your attack? Can you block simultaneously one creature while smiting, zealing or charging another?
Yes. In TQ the shield is not affected by anything except its own block chance and recovery time.
1. Are you saying that for 5 levels you don't get any boost to [Assassin Attack] damage? But you do get a boost to an effect at each level which helps the attack?
Yes, only at level 6, 11,... But in turn, the steps are greater.
That was also a mechanical necessity due to the way Onslaught-Type skills (http://www.titanquest.net/tq-forum/threads/19341-Onslaught-and-how-it-actually-works?p=405567&viewfull=1#post405567) apply all values to both their effects, the attack and the aura. And the aura has up to 5 levels.
2. What does max charge increases at 8, 15 and 22 mean?
It means that this aura can reach higher levels than the initial 2, as indicated by the number of balls circling around you. So it increases the attainable boost to the respective finisher.
In numbers, a Fists of Fire aura at charged to level 2 grants +80% to burn damage, while a level 5 one gives +350%.
And a Dragon Tail with a +350% boost to its burn is no small thing.
OlivierJulienB
08-19-2012, 06:32 AM
Hi Violos,
thanks for the mod, great job, as usual!
I have a small question: life potion cooldown is rather long --> why is there no class with healing skill ?
Is there an intention to add it or not?
Thanks for your answer!
XOmniverse
08-19-2012, 09:46 AM
I couldn't find an answer for how to fix this bug, so I figured I'd ask here.
I just installed Diablo II Immortal. The only other mod I am using is the fan patch. Everything is working fine EXCEPT I get checkered textures when I look at the inventory of the skin vendors. I've redownloaded and extracted D2I from a different download link and created a new character but this hasn't helped.
Violos
08-19-2012, 04:46 PM
Are you sure you have the fanpatch installed correctly?
The images of the flasks (except the six or so included in D2I) are part of that.
There should be this file, called items.arc, in /Resources
https://www.dropbox.com/s/qnu7vwoterlfo3g/%28IT-Resources%29%20Items.arc
@OJB
The only "healing skill" in D2 was [I]Holy Bolt, but unfortunately that side-effect was impossible to reproduce in the IT engine.
There are, however, powerful regeneration skills in the Paladin's Prayer and the Barbarian's Increased Stamina. Considering Energy Shield, the Sorceress' Warmth may count as well.
Also, if you are out of combat (away from corpses), you can use Rest, and save your potions for the battles.
Braven123
08-19-2012, 06:06 PM
Is it possible to let the rest be used near corpses but heal more and have a X cooldown time but can't be used in the "boss area" like soulvizier boss supremacy area so it can't be exploited so u have to used potion to heal in boss fights
Cleglaw
08-20-2012, 10:36 AM
Where is the best area to farm the new specific class equipment? I have been doing Typhon runs with no luck. I added the Giant Yeti and that Mystery in the Mountains guy, but still no luck.
With several different toons in the mid 30 levels I have never been able to beat the quest of the Aegean Pass. Do I just need to be a higher level, or is there some trick to look for that I haven't been able to find yet?
Violos
08-20-2012, 04:53 PM
Class equipment does drop from all boss chests, and can on rare occasions be worn by enemies in Act 4 Hell.
Also, D2I heroes - especially bonus encouters - have chances to drop them.
And then there is one special place, in Hell difficulty... if you can get there.
EDIT:
About Rest - the fact that corpses block it was NOT a design choice. Or it was a choice, but if it had been up to me this would not be part of it.
Unfortunately, the "enemies near check" does not see if they are alive or dead.
Disabling a skill through an aura like that is not possible. Besides, my bosses do not even have such auras. I just made it a lot harder to accumulate exploitable stats (which they are meant to counter) in the first place.
titanu88
08-22-2012, 03:58 AM
Hi mates! Can anyone help me with instalation of this mode...i did everything the "read me" file say and is still not working. I instaled Titan Quest Imortal Throne in C:\Program Files\THQ\Titan quest immortal throne. On this path i created a folder named custommaps and inside of this folder i've extracted the "Diablo 2 Imortal" archive. Next step, when i lunch the game and i try to lunch this mode by clicking the "custom map", I cant see any map in there is empty!...
Cleglaw
08-22-2012, 06:30 AM
Your folder named custommaps is in the wrong location. In your "documents" folder there should be a folder titled "My Games". The path would be something like this (depending on the operating system) C:\users\yourusername\documents\My Games\Titan Quest Immortal Throne\custommaps
titanu88
08-22-2012, 02:59 PM
thank you Cleglaw !!!
Cleglaw
08-22-2012, 06:33 PM
You are welcome. I take it that it works for you now?
jaelrin
08-24-2012, 08:24 AM
Is cooldown for Jab really needed? It just looks annoying to have a very short cooldown for a LMB skill.
Are immunities in Hell breakable for monsters who are just resistant in lower difficulties? I don't remember any fully Lightning-immune monsters, only resistant like harpies, so was thinking about a Lightning only sorceress with Telekinesis to break immunities.
Violos
08-24-2012, 04:51 PM
I left it there so you would not just see one animation all your game, and not lose much by taking an occasional step back. Without a cooldown, it would have to be weaker.
As for resistances, all those that are not there from the start (Racial immunities of Undead etc.) can theoretically be broken.
With some creatures that is only quite hard.
The system I ended up with (http://www.titanquest.net/tq-forum/threads/36626-WIP-Diablo-2-Immortal-Development?p=420054&viewfull=1#post420054) adds 10/20 flat and 33%/50% to an enemy's normal value.
A standard high resistance monster has a value of 50 in normal, so it gets 80 in Grim and 105 in Hell.
Only a few special ones (Fire/Ice sprites) start with 66, consequently getting 101 in Grim and 129 in Hell.
With lightning not having an "opposite" for a weakness, though, the worst you have to face there (Harpies, Djinns, and Albino Spiders) will be 105, which can easily be made "hurtable".
- Except that the 50% boost lessens the effect of all flat reductions by 50% as well.
So while still useful, resistance reduction is not the game breaker it used to be, and your damage against immunes, while possible, will never be that great.
Keep that in mind.
P.S.
Also note that most this does not yet apply in D2 Lilith. Most enemies there still have their old, fixed values, and Jalavia's fire/ice monsters tend to be resistant to their opposite rather than their own element.
jaelrin
08-27-2012, 07:50 AM
Currently I'm playing a sorceress and have some occasional slows (cast and movement speed) while getting hit by monsters that don't have any slowing abilities (or weapon properties). They happened before and after slow cast fix was installed.
I suspect that it's somehow related to a staff being equipped, because I didn't have such issues while playing a paladin, and equipping weapon+shield intead of a staff seems to remove them (or they're less often).
What about 40% skill disruption while having a staff equipped? It's there, but doesn't show in character stats? Now I'm using Touch of the Fool artifact (+50% disruption resistance), does it mean I have 90% total? It doesn't look like 90% reduction while fighting Eurynoms.
Teleport delay - is it reduced by casting speed?
P.S. Both Fireball and Lightning sorceress give a sense of power from the point of getting these skills, even for untwinked character. Maybe it'll get different later, but now it feels great to blow up enemies.
Violos
08-27-2012, 06:18 PM
There is a small chance for enemies to land random critical hits which lead to various effects including bleeding, slow or loss of mana.
Though the slow should only affect movement speed iirc.
I do get the feeling that the casting speed still bugs whenever any slow hits you in mid-cast.
Teleport delay - is it reduced by casting speed?
If you mean the time between clicking and being ported then yes, that does somewhat depend on the animation. OTOH, it will always take a little, variable amount time for the teleporter to "lock" onto you.
P.S. Both Fireball and Lightning sorceress give a sense of power from the point of getting these skills, even for untwinked character. Maybe it'll get different later, but now it feels great to blow up enemies.
In spite of all I did to smoothen this, the lack of a weapon factoring in will always mean that focused casters get an advantage in normal while weapon-users peak in the late game. But that is the way of things. Enjoy it while it lasts. :)
Cleglaw
08-27-2012, 10:13 PM
A few miscellaneous questions and observations.
Kinetic damage bonus on weapons -- Does it increase the damage dealt by warcry?
When the Zon's lightning strike hits, since it is an enhancement of the weapon damage, I understand that it will carry all of the effects of the weapon on to the target of the strike. What about the subsequent targets that the lightning arcs to or splashes upon? Do those targets also get the weapon effects -- eg. slow or mana leech?
The Paladin can get bonus to a whole skill tree from yellow or green shields and scepters. The scepters are relatively easy shopped for. The other character types are getting short shrift by comparison, I think.
To make the Golem skills organized better in the skill tree (
Meaning that with four skills, you could have four golems running about.) another way to handle it that might be an improvement is to have the golems get a high amount of agro from other golems -- If such a thing is possible.
The sorceress armor grants the skill -- storm surge. Am I missing something? I can't find that on her tool bar when she is wearing the armor. And I haven't seen any storm surge effect in the game.
Cleglaw
08-28-2012, 08:58 PM
I found a bug in the Skill window on the display of golem skills.
Note that in the picture I currently have a level 4 golem -- a fire golem. However, the description given for the level 4 golem is for a blood golem. Moreover, it indicates incorrectly that the next level golem will be an iron golem, when in fact it will actually be a clay golem.
http://i1119.photobucket.com/albums/k632/Drippingspursfan/golembug.jpg
Violos
08-29-2012, 09:05 AM
That is -as often- the autogenerated tooltips messing up.
Same problem as with all pets, in all of TQ, when you use +skills.
In doubt, always stick to whatever it says above "Current level..."
I will add an according comment.
Kinetic damage bonus on weapons -- Does it increase the damage dealt by warcry?
Damage % are always global, the only exception being racial modifiers. So yes.
What about the subsequent targets that the lightning arcs to or splashes upon? Do those targets also get the weapon effects
No. Unless stated otherwise, only real weapon hits convey weapon effects.
The Paladin can get bonus to a whole skill tree from yellow or green shields and scepters. The scepters are relatively easy shopped for. The other character types are getting short shrift by comparison, I think.
It is true that Scepters are more easily obtained - apart from their horrendous prices, that is.
Apart from that, however, the classes are now very equal.
One of the more time-consuming changes for 1.6 was that I edited all the weapon loottables in order to put equal (total) amounts of +x to masteries for all classes on all their respective weapons.
have the golems get a high amount of agro from other golems
Not possible, unfortunately.
I know the current soultion takes some getting used to. But if something like that made it into the mod, it usually means it was still the best out of many tested alternatives.
The sorceress armor grants the skill -- storm surge. Am I missing something? I can't find that
Apparently you are missing the icon. ;)
Because it is there, and the same as ever.
Cleglaw
08-29-2012, 12:12 PM
Thanks for your reply.
Violos
09-17-2012, 05:43 PM
Updated! :)
ModDB links may take a day to be unlocked, but I hope to have enough traffic left on Dropbox to see you through until that happens.
jaelrin
09-18-2012, 08:29 AM
Looks good, from what I've seen so far. Would be interesting to try Assasin/Paladin build with Blade Fury, Venom, auras and traps.
Were there any changes to Fire Blast? Now it looks like a viable low-lvl skill, that's good to start with for fast progress. But grenades that ratmen sappers throw make me jealous, they look better than Fire Blast.
Surprised that Critical Strike and Pierce changes don't affect poison damage. Do you think that it's not needed due to itemization, or you have a grudge against Plague Javelin builds?
Thanks for your work.
Violos
09-19-2012, 11:04 AM
Go ahead. Blade Fury can be very good if you know how to take advantage of its possibilities.
With traps, of course, you need to weigh their restrictions on Hybrids against whatever you gain from the other Mastery. But I think Lightning Traps can do quite well on their own, when helped by Concentration or Conviction.
Fire Blast was not changed IIRC. I cited it before as THE example of an early game skill which, due to being low tier with no boosts, starts out strong but cannot possibly keep up in damage. Instead, it turns into an increasingly potent debuff skill (% DA reduction) over time.
And poison is fine as it is, I think.
While the elemental 'Zon was a bit on the weak side compared to her physical/piercing pendant, even before Hell, the posion skills already serve both of them well as a secondary attack.
Cleglaw
09-19-2012, 12:51 PM
Hi there. I just started using some new items that have raised questions for me. Mind of the swarm grants thorns. And my skellies get the thorns aura. I cannot run, at the same time, thorns with fade or with burst of speed -- apparently because they are both auras. If that is the case, then why don't my skellies get the fade or burst of speed auras when those auras are active?
I've got a staff that gives the skill "nightmare". The nightmare is actually a nice durable tank, but it does not appear to help out the other minions like in TQIT.
Violos
09-21-2012, 09:45 AM
The nightmare is actually a nice durable tank, but it does not appear to help out the other minions like in TQIT.That is normal. The Staff only grants you the basic Nightmare skill, after all, and not its player-leveled extra abliities.
I cannot run, at the same time, thorns with fade or with burst of speed -- apparently because they are both auras. If that is the case, then why don't my skellies get the fade or burst of speed auras when those auras are active?The Assassin's Fade and Burst of Speed are indeed auras. That is necessary because it is the only way of making skills exclusive. But it also fits their properties, imo.
And not all auras affect allies. Some are "personal" only... just like Redemption.
The granted Thorns, finally, also just follow the same rules as the learned skill.
I suppose I should make that one a custom item ability, without the restriction, so it can be combined...
Then again, only Assassins will ever have that problem (Paladins wearing the Kerrigan set probably want to use their own, stronger Thorns anyway), and even they can just use the points somewhere else.
Cleglaw
09-25-2012, 09:01 AM
After killing Normal Hades with a javelin, I could not break the chains that bound Persephone. I tried 2 different javelins and various angles and distances. Finally I took the only other weapon in my inventory -- a melee weapon, and struck the chains, breaking them with no difficulty.
Does the Assassin's weapon block have a cool down Like a shield does for blocking?
It looks like venom still has a chance for enemies to fumble. Does the chance increase with additional skill points?
For a top tier skill, hydra seems underpowered -- especially compared to traps. A shorter cooldown perhaps?
Another potential solution for the Golem issue would be summoning a random golem. Then if you don't like the one you get , you could just resummon a new one.
OK. Neb Kemi Thak is reeally hard on Legendary -- one shot killed my level 60 Barb. I take back what I said about him being a wuss.
Epic/Grim Mephisto is a really tough fight I think a treasure chest would be nice after that battle. He took me a long long time to kill with either of 2 very different characters. Yup, a treasure chest would be nice after that battle.
Experimenting a little with find potion and find item (level 21 ), I have not seen any rejuvs or green or better items. Do the chances for better improve with more +skills?
edit: 1 more. Attract functions like a confuse on a single target, and does not appear to cause any fights within the enemy ranks as it should.
Violos
09-26-2012, 10:54 AM
Let's make this a quick Q&A...
with a javelin, I could not break the chains that bound Persephone.
That happens with several kinds of aimed projectiles due to the chain object "center" being somewhat off (in the ground?). You also have that with some Limos... seems to be a bug in their meshes. Aim behind anything like that to hit it.
Does the Assassin's weapon block have a cool down Like a shield does for blocking?
No, only a chance.
A high level weapon block is a very powerful defensive ability!
It looks like venom still has a chance for enemies to fumble.
I set the duration to zero. Does it still show up? Then that is an error of the tooltip.
For a top tier skill, hydra seems underpowered -- especially compared to traps.
It can be cast from a long, safe range, though. And is an effective skill all by itself, with no need for mods.
summoning a random golem.
Hmm. Not so applicable, considering the kind of investment that spell is and ought to be. Also, that gives people even less control. - Imagine buffing your earth golem and then having to summon 7 of them before you get it! :razz:
OK. Neb Kemi Thak is reeally hard on Legendary -- one shot killed my level 60 Barb
I buffed him. :) Did not mention that in the notes.
Epic/Grim Mephisto is a really tough fight I think a treasure chest would be nice after that battle.
I suppose. He is only there for the quest, which you get rewarded for, so it is a one-time "problem"... but yeah.
find potion and find item (level 21 ), I have not seen any rejuvs or green or better items. Do the chances for better improve with more +skills?
In both cases, results improve with skill points and the difficulty level you use them in
Find Potion does not produce Rejuvs as of yet. I should probably add a small chance for that to happen... but so far the best you get is a 97% chance for the strongest potions.
The items you find are only rings so far (in accordance with the description, kinda) but yes, they do get a lot better and can be greens.
Attract functions like a confuse on a single target
Actually it is a confuse AND conversion, if that is not being resisted. - Which does cause attacks on the target, unless enemies are otherwise occupied.
Cleglaw
09-26-2012, 03:57 PM
It looks like venom still has a chance for enemies to fumble.
I set the duration to zero. Does it still show up? Then that is an error of the tooltip.
It does not show in the tooltip, but I still see monsters with fumble on them now and then; I didn't know what else to attribute it to.
summoning a random golem.
Hmm. Not so applicable, considering the kind of investment that spell is and ought to be. Also, that gives people even less control. - Imagine buffing your earth golem and then having to summon 7 of them before you get it!
One generic buff for all the golems. No matter which golem shows up, he still gets the health and OA and energy or whatever. Their special abilities would automatically increase with their level.
Violos
09-27-2012, 10:26 AM
That would be possible, and I appreciate your input... but considering that it would still involve less control and wasting mana, I still prefer the current system - even if you have to adapt the skill's level to your equipment once in a while, and use Critical Success.
To be safe, you are free to only level the Summon Golem skill in the early stages, when those things still change frequently, and leave all the buffs at 1+x.
That way you do have your "random" strong golems, up to the point where that skill is maxed.
Cleglaw
09-30-2012, 07:30 PM
Tag not found.
http://i1119.photobucket.com/albums/k632/Drippingspursfan/crystalgreeves.jpg
Also, the Crimson Viper artifact gives +1 to Rogue Mastery--not to the equivalent D2I mastery.
Violos
10-01-2012, 09:15 AM
Meh. A small typo in the variable.
That should give +2 to Resist Cold (not "Resis"), just like the Bracers, with armor and helmet boosting Holy Frost.
And that Artifact somehow eluded my mass search/replacement. I set it to give +1 to Ama/Nec in the future.
Thanks dude.
The Firewalker and Tempest sets follow the same pattern as the Crystal Array, btw. So those are rather interesting for offensive Auradins.
devil1984
10-02-2012, 11:25 PM
а с русификатор было бы неплохо сделайте плиз: Удивленное:
Cleglaw
10-03-2012, 01:00 AM
а с русификатор было бы неплохо сделайте плиз: Удивленное:
Google translator says this is Russian which means:
and on the crack would be nice to do pliz: surprise:
devil1984
10-03-2012, 01:33 AM
я скачал этот новый патч но там русского языка даже в помине нет скиньте ссылку на русификатор
defboy99
10-03-2012, 01:39 AM
English translation of above post:
"I downloaded the new patch but there are Russian language even to speak of no free link to the crack."
devil1984
10-03-2012, 01:50 AM
не понял напиши в личку перевод тут беспантовый
defboy99
10-03-2012, 04:37 AM
@ devil1984 -- We're simply translating into English what your posts say because this is an English-speaking website and very few members speak Russian. You can use this website to translate your Russian questions/comments into English to post here:
Мы просто перевода на английский язык то, что ваши сообщения говорят потому что это Английский говорящих веб-сайт, и очень немногие члены говорят по-русски. Можно использовать этот веб-сайт перевести ваши российские вопросы/комментарии на английский для публикации здесь:
http://www.bing.com/translator/
Nightmare14
10-03-2012, 11:04 AM
there seems to be no special boost for having both weapons of the spanish requisition set as whether wielding one or both of the weapons you still get nothing extra except 30% total speed is this the intent?
Violos
10-04-2012, 07:29 AM
No. :o
As you probably suspected, that should only happen when you are holding them both.
Typical set property mistake - did not put a 0 first.
@devil1984
There are no cracks to be found here.
wulf0420
10-12-2012, 02:15 PM
I'm getting crashes sometimes when encountering Murloc (Ichthian). In the beach area before Megara, and after the cyclops. Just the Greek Ichthian for now, not sure about Act 3 Ichthian. Sometimes it happens, other times it's okay. Just very weird.
Violos
10-13-2012, 06:56 PM
Hmm...
There was once such an issue, also concerning Itchians, caused by a rare combination rolling a javelin for a spear (which all spear-wielding monsters can, except Gigantes) and an uncommon monster property.
But that has been thoroughly removed, unless your version is something pre-1.4.
It may still have to do with javelins, but might also be the map. Would need more data on this.
What nature of crash are we talking about? Could it be graphical?
wulf0420
10-13-2012, 08:31 PM
Hmm...
There was once such an issue, also concerning Itchians, caused by a rare combination rolling a javelin for a spear (which all spear-wielding monsters can, except Gigantes) and an uncommon monster property.
But that has been thoroughly removed, unless your version is something pre-1.4.
It may still have to do with javelins, but might also be the map. Would need more data on this.
What nature of crash are we talking about? Could it be graphical?
It just crashes to desktop sometimes, when fighting spear/javelin wielding Ichthians.
What uncommon monster property are you referring to?
I've been looking at the Art Manager and maybe I can hunt this thing down. Also using D2 on top of Soul Vizier, so that might be re-introducing the bug. I'm using version 1.62.
Violos
10-14-2012, 08:00 AM
It happens when the AI of a spear user has a chance of leading targets, which is normally exclusive to bow/staff users (because they can actually use it).
Though the AIs where I had to remove this, as well as every monster, are in D2I, so they will overwrite the SV versions.
It might be that SV introduces that property to some AIs where it has not been before... or maybe to all of them across the board, therefore also affecting some "melee" monsters again.
That could be remedied by just including every AI in D2I. But it would be nice if you could check first.
wulf0420
10-14-2012, 11:35 PM
It happens when the AI of a spear user has a chance of leading targets, which is normally exclusive to bow/staff users (because they can actually use it).
Though the AIs where I had to remove this, as well as every monster, are in D2I, so they will overwrite the SV versions.
It might be that SV introduces that property to some AIs where it has not been before... or maybe to all of them across the board, therefore also affecting some "melee" monsters again.
That could be remedied by just including every AI in D2I. But it would be nice if you could check first.
So I guess I'll take a look in the Controller section? Anyways, I'll keep this updated if there's progress.
Violos
10-15-2012, 07:04 PM
Yes. And thanks.
-At those of SV, that is, if you want to go through extracting them.
Or just play the mod (any mod, really) on the normal/fanpatched game. While I tell people that it should mostly work on top of such permanent changes, and has so far, it is hard to fathom all the possible conflicts.
Does it still produce this error then? Because I have not heard of it before.
There will be another update soon, adding some extra stuff I came up with as well as the completed Spanish translation.
If this is not caused by UL/SV, I would make fixing it a priority before the release.
Cleglaw
10-15-2012, 10:28 PM
The FOE artifact is missing a % sign; it should be -10% to level requirements; at least, that is how the artifact seems to function.
wulf0420
10-15-2012, 11:19 PM
UPDATE: Problem solved.
Not a D2 Immortal bug, or a Soul Vizier bug. But a bug when D2 Immortal is played alongside/on top of Soul Vizier.
Ichthian monsters with spears were using AI packages I think designed for ranged. Changing the AI/controller of these monsters to a melee AI/controller seems to fix the issue.
When playing, I like to combine things to make TQ a bit more... interesting. Loving your port of D2 classes so far, and also like the content of SV & Ubermod, so a combination of the three seems like good match. And it has been very good, and the only game-breaking bug so far is likely solved.
Anyways, thanks for your help. And can't wait for the update :)
Violos
10-16-2012, 10:17 AM
Good.
Curious, though, because all my itchians use the itchian01 or itchianbabylon01 controller. The ones designed for ranged are numbered 02. So it must have been changes in the melee AI after all.
I have now included unchanged versions of those AIs in my files (and some of similar monsters, to be safe), so they will override this.
Though with the increasing popularity of 1h ranged weapons in mods, the best long-term soultion would certainly be to remove those occurences from UL/SV itself.
The FOE artifact is missing a % sign; it should be -10% to level requirements; at least, that is how the artifact seems to function.
Thanks. That is an error in the standard text segment then... which was probably never noticed because that ability is so rare.
Funny that you should mention this now. Because one of the changes in the upcoming version is that I actually removed all those % from the resistance displays. (Meaning that actors now have e.g. "50 fire resistance" instead of "50%"), in order to better distinguish between real % changes and absolute ones.
Also, your continued help with such things shows me that I was right in making something for you too. ;)
Cleglaw
10-17-2012, 12:03 AM
Are we ever going to learn the back story behind Mousie?
Violos
10-17-2012, 03:16 PM
She wanted to appear as an Amazon...
Apart from that, looks like I have to come up with one. ;)
Which is fitting too, because I happen to be writing a lot of parchments these days.
Cleglaw
10-17-2012, 07:06 PM
I'd been hoping she'd reveal her story when I met her in legendary. Of course, she does reveal herself, but not her story. I even replayed the area where she spawns because she didn't spawn the first time through.
Maeusle
10-18-2012, 11:46 AM
Here you can take a look at my Amazon. It is played out completely and gave me a lot of fun. My javelin champion (Nec-Ama-Sorc + Barb) has arrived in Thebes, difficulty hell ...
Amazon:
http://titanquest.4fansites.de/forum/viewtopic.php?p=194692#194692
Javelin Champion:
http://titanquest.4fansites.de/forum/viewtopic.php?p=196113#196113
Cleglaw
10-20-2012, 10:31 PM
Nice Amazon.
Pyromancer's Circlet gives +1 to Volativity, which is not found in D2I
Violos
10-21-2012, 02:01 PM
Thanks! Must have skipped that. Changed it to Fire Mastery.
And the Amazon is indeed nice. Walked a long hard road to get there - but produced a lot of useful feedback on the way.
The "Javelin Champion" class is called Spear Master in the english version. Mainly because it combines Barbarian attack skills (most notably Double Throw) with the Amazon's spear/javelin passives... but of course it also has the Bone Spear. And poison. And the cold spells.
So you can play this as a mage, as she does, which is in itself quite interesting.
In the recent D2 Lilith video (http://www.youtube.com/watch?v=j42QUfeTwLY&t=9m25s), you can watch me play that same class with a strength focus.
All in all, the mixture rather reminds me of a (petless) Druid.
Maeusle
10-22-2012, 07:26 AM
Hello,
I would be interested if anyone of you have found one or more original D2 items (outside the Turtle Quest). For me, there has been the windforce, ring of Jordan, Isenhart's Case and the heavenly robe. It seems as if these items even more rare than the normal blue and purple items. Could you do something about the drop rate, Violos?
Nice Amazon.
Thanks!
Sorry, my english is not the yellow from the egg... :D
Cleglaw
10-22-2012, 10:32 AM
Hydra
Once again I will make the case that Hydra is an underpowered skill when you consider that it is a top tier skill requiring multiple prerequisite skills and a pure sorceress. The problems with Hydra are as follows:
1. The duration of each summon is only 6 seconds -- too short. Compare that duration with the original D2 Hydra which is 10 seconds, or with the Assassin's traps which last a lot longer and can be obtained early on at a lower tier. Please make the duration at least 10 seconds.
2. The cool down is too long. There is a 3 summon limit, but to get that you need a lot of -recharge gear. I checked my D2 sorceress (Yes, I still have one on my computer). She can briefly get 5 Hydras running, and 4 running for a decent period of time. There is a cool down, but it is much shorter. Your longer cool down would be ok if they lasted longer than 6 seconds.
Thank you.
edit: Since Hydra counts as a pet, if I understand correctly it will not receive any boost in damage from items or skills that boost fire damage, only from items which boost pet damage. So, fire mastery does not help it. It should imho.
Violos
10-23-2012, 07:35 AM
Yeah... the Hydra.
Good news first: I changed it, thanks to your input. You were right that its duration was shorter that it would ideally be. Its power, though, goes beyond the damage.
Let me elaborate that a bit.
The reason its damage is and will remain mediocre lies in an inherent problem of such a skill, which is the same one the Entrapment Mod (http://www.titanquest.net/forums/modifications-editor/32798-rel-entrapment-mini-mod.html) and its predecessors aimed to solve with TQ's traps: If you can spawn disposable pets from a distance, without drawing aggro, you can basically kill everything with impunity.
That is the power of such a skill, and the danger in making it too strong. - It should not be the only fire spell you ever need. Especially when it takes only 20 points, and not even intelligence, to be fully effective.
So rather than being a main attack, the idea is to deploy it as an "environmental advantage", much like the Thunderstorm cloud, providing a constant stream of extra damage on top of other attacks. While when used on its own, it ought to be less effective, making it at least tedious to use the "Hydra does everything" strategy.
As it happens, increasing the duration (at the cost of a little attack speed) serves both these purposes nicely - by giving more time to set your Hydras up, requiring fewer recasts as you fight, as well as giving enemies the opportunity to kill them if there is no other target.
That it used to be only 6 seconds in spite of that originated from the fact that back when I made it (Amazon and Sorc were the first classes), I did not know a lot about effects yet. So I adapted its lifetime to the duration of the little volcano mesh from Eruption, rather than prolonging that. ;)
And adding pet boosts to the Mastery skills is something I considered several times. But with those skills already being awesome, the Hydra being the only "pet", and the power this would grant to the already strong Black Mage, I decided against it.
On another positive note, adjusting the skill made me notice that the Hydras themselves used the static lava skin rather than the animated one. And I gave them a death effect. So apart from being more useful, they now look better too. :)
@Mausi
As a general rule, each "classic" D2 item drops in a certain act, where it has twice the drop chance of any other item of its type, as well as the acts before and after that, where it has the same chance as the others.
So generally, they do have higher chances than other items - even before the globally higher chance of uniques that comes as a reward for D2I's higher difficulty.
Then again, there are only about 20 of them.
You have played a lot. Do you feel like you have done a lot of farming, and really ought to have found more?
The thing is, of course, that doing so should remain a challenge. But I am also aware that people will not want to spend another 6 years on this mod to find everything.
Maeusle
10-23-2012, 07:59 AM
Hey Violos,
of the double chance on D2 items you notice nothing. I actually play a lot and have also characters in all levels and acts, but I've found only 4 of these items. The green charspezific Items dropped considerably better. Yes is not the end, but somehow a shame if you want to make an Amazon with the Mavina set ...
The thing about the Hydra sounds good, so I can soon play a combo flash Hydra sorceress like in the original D2, one of my favorite character ...
lg
Mausi
Cleglaw
10-23-2012, 06:16 PM
Meteor
I think there is a problem with Meteor having a potential to cause a crash to desktop (ctd). I will preface my observations about Meteor by saying that I cannot remember ever having a ctd when playing TQIT ( I have played off and on for years though, so maybe it did happen in the past.)
The ctd occurs on the 2nd level down in the cave where Barmanu is found. Just to be clear, it is in the area of the cave where the 2nd hero on saberback is located. If I cast a meteor there I get a ctd. It doesn't happen with any other spell or any other character. I have reproduced it 3 times.
edit: Thanks for considering my feedback on Hydra. I hope you don't slow down the firing rate too much.
edit: Meteor has not caused a ctd anywhere else so far. There was one time however when lt was cast on some mobs standing under an overhang in the Babylonian Gardens where the Meteor did them no damage, couldn't touch them.
Violos
10-24-2012, 02:42 PM
Hmm
Sounds like a conflict between the skill type (death from above) and some wall/ceiling parts. Though if that was so, I would not know a solution except not using those skills.
The skill type is shared by Fist of the Heavens, and Barmanu's own Avalanche.
Can you reproduce this with one of them?
P.S.
Hydra is about 10% slower, and a little less sturdy. Still a big buff, considering new the duration.
Cleglaw
10-24-2012, 07:39 PM
Hmm
Sounds like a conflict between the skill type (death from above) and some wall/ceiling parts. Though if that was so, I would not know a solution except not using those skills.
The skill type is shared by Fist of the Heavens, and Barmanu's own Avalanche.
Can you reproduce this with one of them?
P.S.
Hydra is about 10% slower, and a little less sturdy. Still a big buff, considering new the duration.
I play tested a paladin with FotH on epic and normal, another sorceress with meteor on normal, and the character that caused the ctd on normal and epic. All the characters were tested in the same area where the ctd happened before. I was unable to reproduce a ctd. I have no idea what caused it earlier, and I apologize for raising a false alarm.
P.S.
I'll tell you how I feel about the Hydra after I play it; I'm looking forward to the next update.
Violos
10-26-2012, 11:32 AM
I don't know. Now that you mentioned it, I think I did sometimes have crashes when using Meteors as well. Might have been my graphics card, because it sometimes does that with TQ... but still.
I cannot think of anything that would cause this which is specific to this mod, though, except for the use of such spells in general.
About the update:
Enrique (http://www.titanquest-esp.com/foros/viewtopic.php?p=82398&sid=5b72c648efba5db09a84ccbb5732d8c2#p82398) from the Spanish forum has been doing an amazing job translating everything that was still missing (Assassin skills), and even all the parchments I just added, which was no small feat to do well since some of them are rhymed, have double meanings, and the like.
He is still correcting a few smaller things, so I am waiting a few more days for him to finish. Apart from that it's good to go.
Cleglaw
10-26-2012, 09:46 PM
Thanks for all of your work on this excellent mod.
Cleglaw
10-27-2012, 12:40 AM
Cleglaw's Tick Tweezers!!!!
We don't get many tics in Texas anymore mow that we have fire ants, but I'll be on the lookout for them!
Violos
10-27-2012, 08:50 PM
Aw, man.
Do not read the texts I post there for translation. Heavy spoilers. My bad for pointing you there.
But since you've already seen it: I was thinking of calling them "Cleglaw's Bug Pincers" (and still could)... just worried that people would start looking for other parts of that "set" then, lol.
Violos
10-28-2012, 10:46 AM
Version 1.64 is out!
Changelog for 1.62 -> 1.64
Added D2I parchments and a new bonus set
Some edits to the texts (absolute resistance values)
Fixed a few item bonuses
Improved Hydra skill
Reworked Shout skill
Improved effects and textures
Expanded & overhauled Spanish translation
Maeusle
10-28-2012, 11:33 AM
Hey,
thanks for the new patch...I installed it and then i found this item with an old TQ-Skill...
http://s7.directupload.net/images/121028/f3k26gho.jpg (http://www.directupload.net)
Cleglaw
10-28-2012, 02:40 PM
The default language on the drop box installation was in Spanish.
Violos
10-28-2012, 04:57 PM
i found this item with an old TQ-Skill
Aw - do not do this to me now. :rolleyes:
Item properties are database content, changing of which means a new version.
Though it appears that there were a few items missing in that +skill listing, so there might be a couple more anyways. There is always something. And they are insignificant enough.
The default language on the drop box installation was in Spanish
Yeah, I noticed. :D That's what I get for checking too much... it produces such errors!
Good thing the dropbox file can be updated at any time, and the others are not up yet. Has been fixed.
Violos
10-29-2012, 08:38 PM
SPANISH FOUNTAIN BUG
The Spanish texts contain a blank name for rebirth fountains.
For some silly reason, this leads the game to CRASH instead of just not displaying one.
So if you got the early Spanish-by-default version, change the language. ;)
If you want to play in Spanish, put this new text_es.arc (https://www.dropbox.com/s/yhhmvnsr7lyjcl7/Text_ES.arc) into your resource directory,
then "change" the language.
Downloads have been fixed. Now all should be good. :)
Cleglaw
10-30-2012, 12:03 AM
Ah ha! Other changes to Hydra that you didn't mention, and that I overlooked at first.
CongLing@wang
10-30-2012, 11:53 AM
Hi Violos,
I have got the Baal's Soulstone, Diablo's Soulstone and Mephisto's Soulstone, how I can find the hellfire quest and finish it:rolleyes:
Violos
10-30-2012, 08:28 PM
The many pieces of that quest are being dropped by bosses all over the world.
As a rule of thumb, most bosses have some speical item worth farming for.
The higher the difficulty, the better your chances.
CongLing@wang
11-06-2012, 09:13 AM
How can I play this Mod with my friends on local net. We tried many times and ways, can not play as we wanted.
Cleglaw
11-06-2012, 01:21 PM
This looks like an assassin's weapon. Did you intend the staff attack? Amd the requirements in all the attributes?
http://i1275.photobucket.com/albums/y448/Alex1374/samso.jpg
jaelrin
11-06-2012, 01:39 PM
Looks like there's a mistake with that "staff attack" thing. I've found another weapon from this set (but in earlier version), and it seemed to be normal.
Requirements are quite high, but with Assasin's passive skill it's only 225 Str.
I wonder what's the set bonus is, maybe it's so good that justifies Multiple Attribute Dependancy.
Violos
11-06-2012, 06:42 PM
That value is Base Magical Damage, which usually only appears on (Soulvizier) staves. Did not think of that item using it.
Here (https://www.dropbox.com/s/07foj41nktq2c4h/Text_EN.arc) is a correceted Text_en.arc
Put it into resources and also overwrite text.arc with it, or run change_language.bat to do so.
@CongLing
It is definitely possible to play D2I in multiplayer. Try the following:
1) Make sure everything works without the mod. Otherwise, troubleshoot first.
2) Properly install exactly the same version on all computers.
3) Activate the mod, then start a server as if you were playing the normal game.
4) Tell everyone else to activate it too, and then also join from the main char selection.
jaelrin
11-07-2012, 12:21 PM
That value is Base Magical Damage, which usually only appears on (Soulvizier) staves. Did not think of that item using it.
Are there other swords with base non-physical damage, or this set is the only one? Should an Assasin that focuses on charged skills and finishers aim for this set, or some Blazing Sabertooth of Sulfur with Prometheus relic would be better? i'm thinking about how much Str would be enough to wield end-game weapons.
Is it possible to make Cloak of Shadows and Fade less graphical? Just a little darkening instead of smoke cloud? Right now cloak of Shadows works in 2 or 3 stages. Few seconds on activation, then it disappears and then appears again for a short time. At first I thought it's related to character moving, but it works this way even if I'm standing still.
Animation of Explosive Arrow would look really good for Dragon Tail, if it's possible to add without changing weapon attack into a spell.
Is there any differencerange for melee weapon attacks, depenging on skills, or weapon type (like spear has more reach than sword). Sometimes in feels that Dragon Tale doesn't reach enemies that are in front on me (not the primary target). Feels especially prominent against enemies that try to kite you, like Centaur archers, in addition to charges falling off.
I somewhere read that it's harder to get alot of -recharge in your mod? For now, Assassin's damage relies on finishers and they're on cooldown, so I wonder how much -recharge is possible to get without neglecting other stats.
One more question - since charged skills and finishers are all weapon attacks, ADctH works with them fine, despite them doing little physical damage?
What is castermare? Met one yesterday in normal...and i wasn't prepared. Not a hero, but really dangerous, and dropped green amazonian protectors.
Cleglaw
11-08-2012, 12:32 AM
This is how many council members I had to kill this evening.
http://i1275.photobucket.com/albums/y448/Alex1374/deadcouncil.jpg
Violos
11-08-2012, 12:20 PM
Lol. That is a lot.
Was that in the Mel'kaan Temple?
Are there other swords with base non-physical damage, or this set is the only one?
Other such items ususually just have a lower base damage and then add magic/elements. In this case I did it because they are oppsoites, with the other doing physical damage and %boostig magic. Not sure if they are the best items... they are bonus items. :) But they are rather strong and fast, so I am sure there is a build who can use them.
Right now cloak of Shadows works in 2 or 3 stages. Few seconds on activation, then it disappears and then appears again
Yes. There are effects for expansion / loop / dissipation. Unfortunately the game is very inconsistent at displaying them, depending on whether the effect has appeared before (you get that on many things) or just at random. They are already timed to overlap by 1-2 seconds, but meh...
Concerning the look, there is no direct way to "darken" the screen. And a smoke bomb may well impair your vision a bit as well... except that experienced Assassins expect it and are used to it. So I think it is fitting as it is.
Animation of Explosive Arrow would look really good for Dragon Tail
IIRC it actually uses that already... I made fxpaks for the Amazon's fire and ice effects just to link them in those skills.
Is there any differencerange for melee weapon attacks, depenging on skills, or weapon type
Not that I would know. The melee range is one variable, and skills can only change the target angle and max targets.
Sometimes in feels that Dragon Tale doesn't reach enemies that are in front on me
That may be because the combo takes a bit to execute, and you actually do not move in spite of the looks. So if they happen to be running away, they may get out of range - just like you can.
I somewhere read that it's harder to get alot of -recharge in your mod?
I wonder how much -recharge is possible to get without neglecting other stats.
Yes. The average recharge per item was capped to 15% (still subject to variation), and replaced by other buffs. Dodging and racial damage protections even more so.
The point at which you "neglect" other things is debatable, but Assassins do indeed benefit from reduced cooldowns more than most other classes.
since charged skills and finishers are all weapon attacks, ADctH works with them fine, despite them doing little physical damage?
If ADctH considers extra damges on your weapon - which I think it does, because it even works with "Harrwoing" - then yes.
What is Castermare?
What did you think it was? ;)
Should be a hero - just missing its star. And you can tame it.
Cleglaw
11-08-2012, 08:42 PM
Lol. That is a lot.
Was that in the Mel'kaan Temple?
It was in Necromanion in Hell with an assassin.
Nightmare14
11-11-2012, 04:00 AM
foe's collected scriptures artifact has -11590 reserved energy cost is this a mistake?
Violos
11-11-2012, 01:43 PM
No.
The number is 11780 (http://titanquest.4fansites.de/forum/profile.php?mode=viewprofile&u=744&sid=166373ef10e57f8875d62d676c53f70d) by now, but it is hard to keep this up to date. ;)
Nightmare14
11-11-2012, 05:54 PM
How come so high don't even get 100 reserved energy cost from skills it seems o.0
Nightmare14
11-12-2012, 04:44 AM
Quick question where's the best place to get class set items from
I can only find the helmets on the shaman but from traveling and secrete passage runs I'm still yet to find any other pieces
spectre
11-12-2012, 10:57 AM
The number is 11780 by now, but it is hard to keep this up to date.
Thanks for the good laugh that one gave me ;)
Violos
11-13-2012, 08:57 AM
:)
I can only find the helmets on the shaman but from traveling and secrete passage runs I'm still yet to find any other pieces
The best place for those are bosses... or some act 4 Hell monsters.
Bishibosh in normal hands out the starting Looks, but that is a one time bonus to get you started.
And the secret passage chest mainly drops the helpers' bonus items.
- Do not always expect them to be useful. :)
tt300
11-14-2012, 10:48 AM
I unpack "Diablo 2 Immortal.arz", re-use ArtManager.exe Restore, an error occurs, can not find the skill icon in the game.
Because the template is not the same as you?
Request to share you use the template. Thank you!
Violos
11-15-2012, 05:44 AM
I did experiement quite a bit with changing templates. Though most changes had no effect, so I scrapped them again, but did not keep track of which ones I ended up using.
Samsonite's rangedonehand requirement (http://www.titanquest.net/tq-forum/threads/38185-Rangedonehand-and-Modifying-Templates?highlight=rangedonehand) templates, for one, are definitely in there.
Also, I somehow installed two interlaced copies in my early days of modding, and may have picked from either directory since then.
So yeah... I just give you a copy of the entire folder. :)
https://www.dropbox.com/s/0qq7y4nc2jahwwu/D2I%20Templates%20%28Working-Database%29.zip
What are you trying to do, btw?
Nightmare14
11-15-2012, 08:06 AM
aren't the assassins traps meant to be pets so they should be affected by pet gear yes? also for some reason it appears concentration doesn't affect the traps ive got maxed conviction but it isnt making the sentry do anymore damage
Cleglaw
11-15-2012, 09:38 AM
Conviction affects the monsters; note that the monsters get the green aura. So they should be getting more damage from traps I would think.
tt300
11-15-2012, 03:48 PM
I did experiement quite a bit with changing templates. Though most changes had no effect, so I scrapped them again, but did not keep track of which ones I ended up using.
Samsonite's rangedonehand requirement (http://www.titanquest.net/tq-forum/threads/38185-Rangedonehand-and-Modifying-Templates?highlight=rangedonehand) templates, for one, are definitely in there.
Also, I somehow installed two interlaced copies in my early days of modding, and may have picked from either directory since then.
So yeah... I just give you a copy of the entire folder. :)
https://www.dropbox.com/s/0qq7y4nc2jahwwu/D2I%20Templates%20%28Working-Database%29.zip
What are you trying to do, btw?
Thank you very sharing, I will re-attempt to restore "Diablo 2 Immortal.arz"
I would like to remove the records\xpack\ui\caravan
In order to enable it to adapt myself to do a large warehouse and TQIT 1.1
PS: Use for SoulVizier Beta 0.75
http://filesmelt.com/dl/D2I_-_large_warehouse.JPG
Nightmare14
11-15-2012, 08:03 PM
Conviction affects the monsters; note that the monsters get the green aura. So they should be getting more damage from traps I would think.
Sorry I meant concertration not conviction doesn't seem to affect the traps
Nightmare14
11-16-2012, 04:21 AM
the shadow warrior half the time spawns with mana even with no points in shadow master, i assume this is a glitch because somewhere you mentioned the shadow warrior having no mana without points in shadow master?
also for some reason she summons at double the point in the skill
edit sorry to be annoying :P but is it possible to make the shadow warrior mostly use traps/skills while on defense, mostly melee when aggressive and both equally when normal?
Violos
11-16-2012, 08:46 AM
Concentration ought to affect all allies, including traps.
Bear in mind that it takes a second to activate, though, and that lightning attacks have a large random damage range.
The pet levels in D2I were designed to represent their respective strength, rather than the number of points in the skill. They also change with difficulty.
And finally, if your Shadow Warrior has mana then she was lucky to roll that stat on one of her items. Happens at times. Just view her as an especially talented Shadow and enjoy it while it lasts. :)
The attack skill configuration, unfortunately, is part of the characters themselves rather than their variable AI files.
You will, however, find that straight and odd levels of your Shadow alternate between using Shocknet/Firetrap and Firebomb/Shocktrap. So there is a little room for configuration there.
tt300
11-16-2012, 11:55 AM
A patch, and added some UI map. :)
Is deleted from the data packet: records\xpack\ui\caravan
Common TQIT 1.1 and my big warehouse of SoulVizier.
Thanks again for your template.
http://filesmelt.com/dl/D2Immortal_v164_Patch.zip
IT:
http://filesmelt.com/dl/D2I_-_UI-0.JPGhttp://filesmelt.com/dl/D2I_-_UI-1.JPG
SV:
http://filesmelt.com/dl/D2I_-_UI-2.JPG
.
jaelrin
11-16-2012, 12:31 PM
http://filesmelt.com/dl/D2I_-_large_warehouse.JPG
That's the weapon your character has equipped? Looks like a lightning in both hands. Is it from SoulVizier, or something you made?
tt300
11-16-2012, 01:04 PM
Is it from SoulVizier Beta 0.75
Nightmare14
11-16-2012, 06:58 PM
Concentration ought to affect all allies, including traps.
Bear in mind that it takes a second to activate, though, and that lightning attacks have a large random damage range.
my lightening trap without concertration usually does bout 120-130 and when i activated concertration its still mostly only doing 120-130 and its meant to add 90% damage (level i have it at on my test character)
The pet levels in D2I were designed to represent their respective strength, rather than the number of points in the skill. They also change with difficulty.
ah ok
And finally, if your Shadow Warrior has mana then she was lucky to roll that stat on one of her items. Happens at times. Just view her as an especially talented Shadow and enjoy it while it lasts. :)
oh so you got her to spawn with gear thats awesome didnt know that was possible in this game :D
The attack skill configuration, unfortunately, is part of the characters themselves rather than their variable AI files.
You will, however, find that straight and odd levels of your Shadow alternate between using Shocknet/Firetrap and Firebomb/Shocktrap. So there is a little room for configuration there.
damn ok cool thanks for that :)
sorry to be a nuisance again but im enjoying this mod so much that for once im nit picking at stuff that i dont know if are working porperly or how its meant to work lol
my quest is this: isnt fade meant to stay on the shadow warrior as long as she still has energy left? for some reason she casts it and within 2/3 secs its gone without her running out of mana
i just realised the fade icon on the sahdow warrior only shows when when of the melee skills are charged up on her then dissapears when the charge does
Nightmare14
11-18-2012, 08:12 AM
how come skeleton mastery only affects the mages and not the warriors?
what has the max level been raised to? just made a test character (level 75) to try out maxed shadow warrior in legendary killed one monster and i jumped to 84 o.0
Nightmare14
11-25-2012, 09:42 PM
i think there's something wrong with the udjat of horus relic if you complete it it has a completion bonus of +80 health and 12% chance to dodge attacks for pets (normal version) but as soon as you socket into an item the completion bonus dissapears
also the curses aren't having any effect 90% of the time, well attract confuse and terror aren't working
Violos
11-27-2012, 08:15 AM
how come skeleton mastery only affects the mages and not the warriors?
I would have liked it to affect both of them, but as it turns out two summons can never share a player-leveled extra skill.
So you can either have a pet boost for everybody, or a buff skill for one type.
Then again, the fighters benefit more from pet gear (because of melee attacks), so it's actually not so bad.
i think there's something wrong with the udjat of horus relic if you complete it it has a completion bonus of +80 health and 12% chance to dodge attacks for pets (normal version)
That is just the automatic display -once again- which cannot handle the addition of pet bonuses.
They work fine, though. The completed relic does three times of what a single shard does.
attract confuse and terror aren't working
Those are mind effects, so they only work on living, sentient beings. And even then they may be resisted.
(Atttact converts and confuses the target at the same time, whch may yield funny results if only parts of it work. But usually it works as intended, making them stand there while their "friends" beat them up.)
just made a test character (level 75) to try out maxed shadow warrior in legendary killed one monster and i jumped to 84 o.0
That is because I changed the leveling equation (http://www.titanquest.net/tq-forum/threads/36626-WIP-Diablo-2-Immortal-Development/page5), so you get more levels for your exp in the later stages of the game.
The hard cap is now 85, iirc, but without the curve that is little more than a fancy number.
Even with the new progression, you will probably not hit it in a normal game.
Nightmare14
11-27-2012, 08:29 AM
ok thanks for answering,
is the zombify skill meant to drain the creatures health which you have controlled with it or am i miss-understanding the skill, i control a creature and expect it to die within a min or so but 5mins later it's alive and well then turns on me lol
btw i really do love this mod and the work you have put into it, it really is amazing thank you :) im sorry if i come across as unappreciative with the way i word things...
Violos
12-09-2012, 02:30 PM
I have several remarks regarding battle cry. First of all, it would be really helpful if you created some kind of visible swirl or aura which would show when battle cry is active on an enemy monster.
It is easy to see the damage reduction effect of battle cry. It is less easy to see the effect of the decreased defense on enemy monsters.
You are right. The problem with that skill is just that it only hits once (as opposed to applying a lasting debuff) and causes that reduction for variable durations, which means that I would have to make 30 effects of different lengths to match.
I considered making general status effects for other debuffs than fumble, but had so far skipped that because most skills (like curses) have their own.
Still, an effect for lowered defense was in order, so I made one now. Looks similar to confusion, but more jagged.
It would appear that there is a general tendency for more crits when battle cry is active. When using whirlwind however, I can't really tell any difference. I don't see why the crits wouldn't appear with whirlwind; I could be incorrect about this.
There should be no difference, as long as it is a melee attack.
Cleglaw
12-09-2012, 03:14 PM
Thanks for your reply. Could you please answer the other questions I posed. I'll enumerate them for your convenience.
1. What exactly does defensive ability do in D2I?
If, as I have observed, lower defense results in a tendency toward more critical hits, then defense would therefore indeed be a valuable stat to have. But exactly how valuable is it? Violos has made it clear that having a high defense will not result in a character that cannot be hit with melee attacks. So, Violos, can you please explain exactly how defensive and offensive ability work in D2I.
2. If having lower defense results in taking more crits, and that's all, that having defense lowered by 500 with berserk would appear to be not such a big deal?
3. Then the question arises, when it comes to lowering damage received by a barbarian, which is better shout or battle cry? Let us ignore factors such as the length of time during which the spells are active, and the fact that shout affects the player's character while battle cry affects the enemy monsters. It then seems to me that battle cry results in a character taking less damage than shout. Am I correct about that?
4. Regarding Dodge, do all the separate percentage to dodge attacks from different items and skills stack?
5. Since you chose to answer the part about a graphic for battle cry in a thread other than where I posted the question, does that mean you would prefer not to have separate threads for such types of questions?
Violos
12-09-2012, 03:47 PM
Sorry about the confusion - you answer faster than I write. ;)
The rest is here (http://www.titanquest.net/tq-forum/threads/45446-Offensive-and-Defensive-Ability-and-Dodge?p=467569&viewfull=1#post467569).
To answer it this way around, having abysmal DA is not such a big deal if you can live with taking up to 50% extra damage.
At least not as much as having low OA is, if you plan on hitting anything in melee.
Nightmare14
12-11-2012, 09:52 PM
i've read through most of the development thread and most of a couple of the earlier version thread but can't seem to find why you replaced revive with zombify
iirc correctly i saw you using revive in one of the videos so yeah why did you replace it?
also would you be able to make poison nova a non necro only as id like to make it strong by mixing with paladin without cheating by saving points getting up to tire put one point in necromancer point in poison nova then undoing the necromancer mastery :P
for your next patch (if there's going to be another one?) the sorceress skill wark still gives energy regen even WITHOUT a staff, description says it needs a staff
and the summon styx skill on charon's oar doesn't work
Cleglaw
01-01-2013, 01:49 PM
Amazon
Ritual Shield--With a lifetime of only 0.8 second, I'm not sure how to use this.
In a melee situation does it work at all--by the time you activate it you have already been hit.
So, is it just for spells that you can see coming at you? And what about the % spell absorption; I have always thought % absorption of spell energy was a fairly useless ability. Have you somehow improved % absorption of spell energy?
Necro
The necromancer has a lot of different problems that make it difficult to play. If there were only a couple of skills that were problematic, the necro would still be a viable fun to play toon, but there are problems with many of the skills and the effect is cumulative. Probably it would be a good idea to loosen up some of the skills to give the necro something more powerful to work with. I suspect that some of them are the result of limitations imposed by TQIT, but perhaps some of them are fixable. Inevitably, as I discuss these issues, I will be making comparisons to Diablo II, upon which the game is based.
Bone Wall--You can have only one. In Diablo II you can have as many as you want. Also, all of the bone walls that the necro can cast are all oriented in the same angle, which at times limits their usefulness.
Bone Prison--You can only have one. Also, I have seen enemy monsters walk right out of a level 20 bone prison with no difficulty at all. This was done with a test Necro in normal difficulty vs. Machae melee and archers.
Perhaps on Bone Wall and Bone Prison you could revert back to the older versions of Diablo II and make it possible for Iron Maiden to be cast on them so that monsters take damage when they attack the wall or prison. This is just an idea--not a strong emphatic suggestion.
Corpse Explosion--You have nicely worked around the inability of TQIT to use corpses with yur little grenade that you toss. But, what is missing is the radius of effect which expands with each level of the skill in Diablo II.
Bone Spirit--This pales in comparison to Diablo II. Probably can't be fixed, or you would have done it, I suppose.
Curses--There is no cooldown time in Diablo II on any of the curses. Cooldown time severely limits their effectiveness. I suspect that is your intention, but I believe that it is too much.
Iron Maiden is cast on an area rather than on the monsters.
Attract--unless there is a strong reason for it, I'd remove the confusion.
Golems--I've addressed golems before. Nothing more to say here I guess.
Skellies--The melee skellies die too easily.
So what we have with the Necromancer is a nice poison tree, skeleton mages and a decent bone spear, a passable golem with the rest of his skills hard to use effectively imo. I think the Necro needs an upgrade. Necro is, in the words of Nightmare 14, "a rather hard class to play".
Violos
01-02-2013, 08:35 AM
The Necro may be a bit harder to play than other classes... but most of all because it is quite different, with a less straightforward playstyle, and thus maybe more appealing to some players than others. It is the class for tacticians, designed to thrive on good multitasking and coordination rather than twitch reflexes.
In turn, it is probably the safest class if played carefully, and the least dependant on rare pieces of gear.
And while it is based on the D2 version where feasible, the mechanical differences are too great to make it play all the same. So I rather gave him a set of skills that work in their own right within TQ's limitations.
The curses you mentioned are a good example for all this. (http://www.titanquest.net/tq-forum/threads/36626-WIP-Diablo-2-Immortal-Development/page4?p=407608&viewfull=1#post407608) The fact that they are not exclusive, which makes them exceedingly powerful, is limited by your micro skill to keep them all active.
As for the individual skills:
Bone Wall - The fixed angle is indeed something I would have liked to overcome, but it proved impossible. (In fact, getting a wall shape at all was already kind of a neat trick.) However I still found the skill too useful to scrap it.
And while there is no such thing as an actual blockade in TQ, both bone barriers do taunt monsters. This can be very powerful in combination with skills that require you to predict/control enemy positions (like CE and PE), and is one reason for the Necro's safety. The wall is especially great for lining up Bonespear targets.
Not quite sure what exactly you mean consideing the Spirit, but I think we discussed this before. They are kinda slow, yes, but also devastating from a very safe range.
The Golems and (disposable) skeletons are no doubt powerful enough to finish the game with, but you need to specialize (http://www.titanquest.net/tq-forum/threads/45567-Udjat-of-Horus-completion-bonus) in them. Even then it is no cakewalk, and requires players to master yet another skill (minion control), but again there are other advantages that come with this style in terms of safety and lenient gear requirements.
I do care about your opinions, but as an avid petmaster myself, I put a lot of effort (http://www.abload.de/img/pettable8myce.jpg) into making pets viable and balanced throughout all difficulties - down to tweaking their core scaling mechanics. Then played thorugh it all as a pet Necro (http://www.moddb.com/mods/diablo-2-immortal/videos/skeletons-vs-olympus#imagebox), and actually had a lot of fun in the process.
Finally, the confusion in "attract" is there so the victim stays in place rather than come running to you with his buddies in tow... or attack them, which he should not. What exactly is the issue with it?
All in all, I would conclude that yes, the Necro may be harder to master than other classes.
But he is also very rewarding once you get the hang of it - much like the original, even though this one has his own style.
Nightmare14
01-02-2013, 10:54 PM
i must admit that the curses are indeed powerful i have found a way of defeating olympus with only the skeleton mages and curses although unless very careful i do die a lot with the style it can be done and typhoon can be taken down rather easily
at some point i may upload a video if i get a chance
Nightmare14
01-03-2013, 09:04 PM
i kow its a bit late but i just had an idea for redemption aura, to make it a little more like in diablo what if you added life/energy leech in a medium radius say of 6-8
also are you going to make the item granted auras usable with skill auras or keep them exclusive?
also isn't the lightning bolt from mjloner only meant to strike on attack because its been striking even without me attacking ...
Cleglaw
01-04-2013, 10:31 AM
I would have posted this sooner in response to your reply, but I wanted to take the skellies out for a test drive:)
Overall the issues with the Necro arise because as you have pointed out:
while it is based on the D2 version where feasible, the mechanical differences are too great to make it play all the same.
The bone wall has become essentially a large monster lure, and has lost benefits that it had in D2. In other words it has become nerfed. So, give it something to make up for its deficiencies; how about some pierce or kinetic damage retaliation? Not enough to kill a boss, but enough to notice an effect.
Bone prison has lost the very essence of its purpose--to immobilize monsters where they can't get to you (or get away from you). But there is a skill in TQIT that does that: ensnare. And there are a few bosses which utilize a bone prison type of skill in your mod.
Bone spirit--When I get the chance I will test it more. Perhaps I need more play time with it than I have previously given it.
Melee skellies--In D2 the Necro starts out with 1 skelly which is actually quite durable early on. Road testing skellies in the mod in the early game, starting from level 1, I found that they are not very durable at all. And they don't do all that much damage. But, as you have pointed out, if you put buffs on them with your gear, they can do lots of damage--1 hit kills on trash mobs. So, I guess if you made them more powerful, they would become overpowered. Still, a bit more life or defense to male them more durable wouldn't hurt.
They are kind of stupid. Even when set to aggressive, sometimes they will just stand there while the Necro is fighting a monster. And it doesn't matter where you cast them, they coming running to the Necro.
Mage skellies--They are good. No complaints.
Petmancer--While I have not beaten the game with any petmancer, I have taken several different petmancer builds deep into grim/epic. They are fun and viable. Unless of course the assassins trapper can be considered to be a petmancer:), then I have beaten the game with a petmancer. The thing is with Necro, there are builds in D2 that do not use skellies at all, and I think that will be harder with your mod. I guess I have to try that out more seriously to see if it is possible here. I did start a poison/bone necro, but that is when I became frustrated with bone wall.
CE--a bigger radius with more skill points invested?
Attract--I thought that the point of it was to have them fight each other. Perhaps I am wrong. If the confuse is there to keep him from wandering over "to you with his buddies in tow" then probably something that keeps him rooted in place would be better. With the confuse, somehow it just doesn't seem to occupy all of his buddies with him. To be fair, I only tried this skill perhaps 1-2 dozen times and then quit trying it so maybe I didn't get to fully appreciate how well it can work.
Curses in general-- Thank you for the link to the other thread in which you discuss creating the curses. That helps give me a greater appreciation of the tradeoffs here.
The cooldowns on Curses are not an issue when fighting a boss or a single tightly grouped pack of mobs. But when monsters are spread out across the screen, cooldowns are a big issue, and stacking different curses is irrelevant in that scenario.
Teeth--I didn't mention this in my earlier post. Teeth is a great spell. It might even work in hell. But, it needs to be enabled on the LMB. Otherwise it makes it less than efficient to use as a primary attack spell.
Regarding ritual shield, it occurred to me that it might be great for fighting dactyls. I will have to test that. To reiterate my earlier question--And what about the % spell absorption; I have always thought % absorption of spell energy was a fairly useless ability. Have you somehow improved % absorption of spell energy so that it is actually helpful? Or am I wrong that it is a fairly useless ability in TQIT?
Thank you for all of your info and your work on this great mod. Please understand that any criticisms I have of skills is to help make the mod better. Truly you have done a great job here.
Violos
01-06-2013, 07:08 PM
Do you really feel that the bone barriers are useless because they feel "nerfed" in comparison to D2? Honestly, they were pretty OP there... drowning everything in a sea of bone...
Point is, I still do not leave home without one of them. Which in my view qualifies them as worthwhile to use - and that is the real goal, for every skill.
Ritual shield (sorry, forgot that earlier) is indeed meant to "catch" enemy spells that you can anticipate, for a guaranteed block and lots of mana. The mana conversion still does just that, but the % numbers matter. :)
I designed that mainly as a way for lightning amazons to sustain their Fury throwing, and because it fits the amazon's "twitchy" style.
Of course this only works agains attacks that cost mana, so you have to know when to use it to be effective.
Melee skellies-- I found that they are not very durable at all.
They are kind of stupid. Even when set to aggressive, sometimes they will just stand there
While the stupidity is not part of the plan, I say it again: You are meant to actively control them as a petmaster, and support them with gear.
It is basically an effort-reward mechanic. I specifically did not want them to do all your work if you just cast and ignore them, regardless of what they did in D2.
After all, on their own, they are just a single skill with a few points in it.
And whether you prefer more damage or more radius for CE is up to taste, but I went with higher damage.
Thank you for all of your info and your work on this great mod. Please understand that any criticisms I have of skills is to help make the mod better.
I appreciate it.
@Nightmare14
Missed your Question as well:
The reason I scrapped Revive in favour of Zombify were several. It was not an easy choice, after I had already selected and halfway implemented 30 different mosters (a rotation of melee, casters and supporters) as gray-skinned zombie summons... but it became clear at that point that this would be a nightmare to balance, in itself as well as throughout difficulties. On the other hand, I would not have been happy with just foregoing that and adding them anyway.
What is more, though, is that the summoning did not really catch that "use conquered monsters against their brothers" feeling. (Even though the Murloc in the preview trailer was "by coincidence" the same monster that just died. ;))
So when I discovered a cool new trick that allowed an attack to be combined with a buff, and thus making converted monsters that also gain or lose certain properties, I went with the Zombification instead.
Besides using monsters against their buddies (which also eliminates the scaling problem) this also introduced the tactical / gambling element of whether you kill off your converts asap before they turn on you, or take the risk and use them as long as possible.
And I am a sucker for tactical decisions, especially when it comes to the Necro.
Nightmare14
01-06-2013, 09:59 PM
@Nightmare14
Missed your Question as well:
The reason I scrapped Revive in favour of Zombify were several. It was not an easy choice, after I had already selected and halfway implemented 30 different mosters (a rotation of melee, casters and supporters) as gray-skinned zombie summons... but it became clear at that point that this would be a nightmare to balance, in itself as well as throughout difficulties. On the other hand, I would not have been happy with just foregoing that and adding them anyway.
What is more, though, is that the summoning did not really catch that "use conquered monsters against their brothers" feeling. (Even though the Murloc in the preview trailer was "by coincidence" the same monster that just died. ;))
So when I discovered a cool new trick that allowed an attack to be combined with a buff, and thus making converted monsters that also gain or lose certain properties, I went with the Zombification instead.
Besides using monsters against their buddies (which also eliminates the scaling problem) this also introduced the tactical / gambling element of whether you kill off your converts asap before they turn on you, or take the risk and use them as long as possible.
And I am a sucker for tactical decisions, especially when it comes to the Necro.
ah ok that makes sense :)
Maeusle
01-16-2013, 12:07 AM
Hey,
here (http://titanquest.4fansites.de/forum/viewtopic.php?p=197623#197623) you can take a look at my Spear Master which killed Baal yesterday. It was a hard way through Hell because she can use only a few skills and had a bad defensive...
Still it makes a lot of fun if you play cautiously and tactically...
Violos, 1.64 is a final version or you planning to release more uptades?
Nightmare14
01-17-2013, 07:14 AM
it is for all intense and purposes the final release but he has said if enough bugs/suggestions he's willing to implement come up he will release a new one, iirc don't quote my exact words lol
Violos
01-17-2013, 03:37 PM
Pretty much.
I am still noting down and correcting smaller things from comments, and if I have an idea I put it in.
So there will probably be a 1.65 at some point. But nothing major.
I added so much stuff in the 1.6x updates, and even the most active players I know have not found half of that content... not to mention all that was there before.
Get a few chars to Baal, win the challenge, do the Hellfire quest, and assemble a few ultimate sets. Then we talk again. :)
Maeusle
01-17-2013, 03:51 PM
I added so much stuff in the 1.6x updates, and even the most active players I know have not found half of that content... not to mention all that was there before.
I`m on a good way! Look at the german forum where i post my drops from the Baalruns i did with the spearmaster...
found some interesting things...:D
Cleglaw
01-17-2013, 04:52 PM
All right. Here is a minor problem. In multiplayer the GUI at the bottom of the screen overlaps the last line of the chat window. So, if a player types in a long sentence, the last few words of the sentence cannot be seen by other players. I have tried this on 2 different screen resolutions.
And, I am not in any hurry for an upgrade. I have taken a barb, paladin, sorceress, assassin, and amazon to beat Baal. I have farmed all over the place. I still cannot find all the pieces for the Hellfire quest.
Violos
01-17-2013, 07:36 PM
Will have a look... Maybe it is possible to change the coordinates of the chat window.
Also, that's a nice roster of successful chars!
Any more insights as to how the pure classes compare, in your view?
@Mausi
I saw your report, and I must say I'm impressed you did it.
Playing a build "for fun" which has a hybrid's constraints, but no really powerful synergy to make up for them is one thing. (That would have been the physical spear skills, in case anyone wonders, hence the name.)
Taking such a char into Hell difficulty is another. And doing so with selffound gear sounds like something for people who find joy in masochistic challenges.
And yet most would have given up at half your death count. So big props for the tenacity alone. :)
I know you used some Vault stuff for act 4, but that was still a few steps below the set gear a char would wish for at that point.
Not saying it was bad. The +5 Blizzard from the Fingerbone and that Keres staff sure helped, and the halved energy costs from the D2I Archmage Clasp is a top choice for spamming Spirits... more so than additional cooldown reduction.
Any now you are running Baal with her? :) How many runs did you need for those items?
Because at that rate, you will have your sets soon enough.
Cleglaw
01-17-2013, 09:07 PM
Will have a look... Maybe it is possible to change the coordinates of the chat window.
Also, that's a nice roster of successful chars!
Any more insights as to how the pure classes compare, in your view?
Sooner or later I'll get around to guides for the other pure classes.
Can you guess with which class I did the highest amount of damage--over 100,000 on some hits?
http://i1357.photobucket.com/albums/q752/TQITCleglaw/highdmg_zpsdfdd1fe9.jpg
Nightmare14
01-17-2013, 09:40 PM
Sooner or later I'll get around to guides for the other pure classes.
Can you guess with which class I did the highest amount of damage--over 100,000 on some hits?
http://i1357.photobucket.com/albums/q752/TQITCleglaw/highdmg_zpsdfdd1fe9.jpg
assassin? going by the oa and da
Old Bugger
01-17-2013, 10:38 PM
I wish to thank you all for all your effort in working on the mod. I was playing D2Lilith for awhile, but in my agitation put it on a flash drive for later. Was aggravated that after dying too many times to count in the torture room, gave up and then found the monsters couldn't be killed. I just too old for that kind of stress.
Had started D2I for the second time from start. The first is on my computer in Indiana and the one now here in Florida. I'm a snowbird.
Want to thank Cleglaw for his guide on a sorcerer. Only lvl5. Hoping he has one on an amazon soon, have one at lvl 10.
Checked on Maeusle's speer master and found an amazon. Unfortunately for me I can't figured much out as to equiptment.
.Did figure it was lvl 71. I don't remember seeing that bow in tqit. Looked like it was called Windmacht. Probably just I don't know what it means in english.
Special thanks to Violos for all the time and effort. Please say there are no monsters that no matter how hard can't be defeated so I don't pound my head on the wall trying to do it
Cleglaw
01-17-2013, 10:49 PM
My mistake. I started looking at my high level toons--this one is much higher damage.
http://i1357.photobucket.com/albums/q752/TQITCleglaw/Condmg_zpsd5ebcc41.jpg
And the first one was an Amazon with Impale.
- - - Updated - - -
I wish to thank you all for all your effort in working on the mod. I was playing D2Lilith for awhile, but in my agitation put it on a flash drive for later. Was aggravated that after dying too many times to count in the torture room, gave up and then found the monsters couldn't be killed. I just too old for that kind of stress.
Had started D2I for the second time from start. The first is on my computer in Indiana and the one now here in Florida. I'm a snowbird.
Want to thank Cleglaw for his guide on a sorcerer. Only lvl5. Hoping he has one on an amazon soon, have one at lvl 10.
Checked on Maeusle's speer master and found an amazon. Unfortunately for me I can't figured much out as to equiptment.
.Did figure it was lvl 71. I don't remember seeing that bow in tqit. Looked like it was called Windmacht. Probably just I don't know what it means in english.
Special thanks to Violos for all the time and effort. Please say there are no monsters that no matter how hard can't be defeated so I don't pound my head on the wall trying to do it
You are welcome. OK. I'll do the Amazon next. I haven't found any monsters that can't be killed. But some of them can seem that way if your character doesn't have the right skills or gear.
Cleglaw
01-17-2013, 11:06 PM
http://i1357.photobucket.com/albums/q752/TQITCleglaw/Condmg_zpsd5ebcc41.jpg
Going back and playing this ton a bit in Hell, I realize that this damage must be from a spell--not a melee nor ranged hit. And, it might be the damage done with an AOE, summing up all the damage to a bunch of monsters.
Nightmare14
01-17-2013, 11:28 PM
sounds like a sorceress
Cleglaw
01-17-2013, 11:36 PM
sounds like a sorceress
You would think so. But, although a sorceress might possibly be capable of such damage, mine is/was using firewall and blizzard primarily; both of which are DOT (dmg over time). So, no, it is not a sorceress.
Nightmare14
01-18-2013, 12:01 AM
paladin then? which was my original thought
Maeusle
01-18-2013, 12:27 AM
Hey Violos,
I must say a Baalrun with this char isn`t a problem because she can stay out of reach of Baal. Therefore, such a Baalrun is not really dangerous. Only on the way to Baal I must be play careful, especially when heroes or dactyls are around. I need about 10-12 minutes for a Baalrun and I've done 10 to 15 runs yesterday.
I also tested the horadric Bracers for the sorceress, unfortunately they cannot compete with the Archmage clasp because the reduced energy costs and the better casting speed can`t be topped. The horadric shoes lose against my "Plato ... the Pegasus' boots. Pity, because I would really like to use these items.
The Spearmaster is actually a great char, because she is really easy to play in Normal and hard difficulty. The problems begin in Act 3 Hell, because there are a lot of cold immune enemies. Had I used the bone spirit sooner, I would have probably saved a few problems and deaths ...:rolleyes:
And at least, Baal still drops two mystical orbs :D - at every run! So I am not in any hurry for an upgrade too...! :)
Cleglaw
01-18-2013, 05:49 AM
paladin then? which was my original thought
Yes. A Paladin.
Nightmare14
01-18-2013, 05:54 AM
i should have gone with my gut and said paladin first -.- lol
Cleglaw
01-18-2013, 05:55 AM
Has anyone ever seen the Storm Surge granted by the Sorceress body armor activate? Even on my melee sorceress who takes lots of hits, I never see a Storm Surge proc when wearing the Sorceress body armor.
Nightmare14
01-18-2013, 07:14 AM
yes i have for me it procs same amount as in normal game
jaelrin
01-18-2013, 12:37 PM
Cleglaw, would you be so kind to post screenshots with your Assassin's build, stats and gear? After some point playing with mine became too risky and I deleted her (again). So maybe looking at yours I'll figure where to go with skills/items next time.
Cleglaw
01-18-2013, 12:52 PM
http://i1119.photobucket.com/albums/k632/Drippingspursfan/assylvl69.jpg
http://i1119.photobucket.com/albums/k632/Drippingspursfan/katar.jpg
Armor is the Green Assassin's set, mostly legendary. You can see the weapon in the screenshot.
Cleglaw
01-18-2013, 01:03 PM
Skills used were Cobra Strike and Phoenix Strike with fire and lightning traps. Fade for resistance replaced Burst of Speed at some point. Also used the basic utility spells, but nothing in the Psychic Hammer tree. I would have liked to use the Cloak of Shadows, but the long cooldown turned me off.
I think you could also be successful with one of the elemental attacks as long as you have plenty of life leech or ADCH.
Weapon Block is good. Some poison. The pet is not that useful in Act IV--dies pretty easily. Blade sentinel is very cool, but I only began toying with it recently and didn't use it in the build I beat Baal with; if there is a next time I will.
Cleglaw
01-18-2013, 01:10 PM
The Jewelry I equipped was Bul Kathos Wedding Band, Adroit Loop and a green Prismatic Necklace of Mastery for the elemental resists. My bleeding resistance was -38% and I really had to watch it with monsters that do bleeding attacks--take them out quickly or avoid them.
Violos
01-19-2013, 08:25 AM
That's a nicely decked-out Assassin. Averages out to an epic level set, but still...
@Mausi - This nicely shows the strength of the class set pieces. While not necessarily competitive with high level uniques on their own, their set bonses, ability to socket relics, to have suffixes (if you are lucky), and their unique compatibility with lower level versions does make them worthwhile to collect.
Also remember that all of the old sets now have better set bonuses. So if you have some of them collecting dust in your vaults, you may want to give them a second look.
The Cloak of Shadows does have a long cooldown (by D2I standards), but that is because it is a very powerful initiator - or panic button. One of the core skills of any Assassin, if you ask me. Though by now you may have played her more than I have. :)
@Old Bugger
Was aggravated that after dying too many times to count in the torture room, gave up and then found the monsters couldn't be killed.
Those "unkillable" monsters are a Lilith thing. Are you referring to the place where you have to switch levers in order to make them vulnerable? In any case, these are parts of some riddles/quests.
The monsters of D2I are all hurtable, with the one exception of Baal when he has his shield up. Some require special tactics - especially in higher difficulties. But they all follow a consistent logic.
Fire monsters are always vulnerable to cold, for example, and vice versa. Flying enemies are generally hard to hit with melee weapons, but can be shot down with ranged attacks - and burn well if they have feathers. Sandstorm shields deflect projectiles, but not melee blows. You get the idea.
The one thing that is not so obvious is magical damage, or arcane if you will. It is kind of an universal attack that hurts everyone, but is especially effective against ghosts. Only demons have a natural resistance to it.
Checked on Maeusle's speer master and found an amazon.
Must have been an earlier verison of the link. A Spear Master (http://titanquest.4fansites.de/forum/viewtopic.php?p=197623#197623) combines the Amazon/Necro mastery (passives & attack spells) with the Sorc/Barb mastery (cold spells & combat skills).
The strength-based version of that would do well using spears or javelins with the Barbarian attacks, boosted by the Ama passives and supported by some cold slow or poison. Though she made a Bone/Cold mage instead, and proved that this is also a viable option - albeit a glass cannon, because both the cold armor and bone armor trees are barred to hybrids.
The items are here (http://titanquest.4fansites.de/forum/viewtopic.php?p=197611#197611), btw. Windmacht is Windforce.
P.S.
Does anyone have an idea why the Undead Dragon is always the greatest monster killed? :lol:
That is kind of odd, given that others surpass it in level, lifepoints and experience.
Maeusle
01-19-2013, 09:15 AM
Checked on Maeusle's speer master and found an amazon.
Must have been an earlier verison of the link. A Spear Master combines the Amazon/Necro mastery (passives & attack spells) with the Sorc/Barb mastery (cold spells & combat skills).
Violos, i think, he saw my amazon which i introduced one post earlier...
I will take a second look at the set-items probably with my assassin. Is it possible that the items can also have affixes?
Cleglaw
01-19-2013, 10:17 AM
Does anyone have an idea why the Undead Dragon is always the greatest monster killed?
That is kind of odd, given that others surpass it in level, lifepoints and experience.
Perhaps the display does not recognize the monsters you have created such as Baal and Mephisto, etc. I don't know much about modding, but maybe you need to insert them into some database somewhere.
Old Bugger
01-19-2013, 10:43 AM
Violos thanks for the info and help. I dont mind monster being hard or my character dying, but not knowing that they are impossible to kill is a little over the top. I'm sure I could go back in and do the quest of the 3 rooms. The way I understood it they could never be killed or the pylons that spawned them.
Yes, thats the one with the horn helm. The items you mentioned looks like the Marvina Set.
Been along time since I put any time in D2LOD, then the mod Eastern Sun. Played about all the mods on The Phrozen Keep website.
Violos like your avatar on the German website. Look more forboding and not so inocent. Other looks like it could be from a comic characters of Katzenjammer.
Well back to the mod. Have 3 characters now: Amazon, Sorcerers, and a Paladin(just started). Run each up about 10 lvls then another. they should all reach Grim about the same time. With me slow as I am could be a year or two. Never have played a Barbarian, Necro, or Assassin.
Thanks again.
jaelrin
01-19-2013, 10:57 AM
Skills used were Cobra Strike and Phoenix Strike with fire and lightning traps. Fade for resistance replaced Burst of Speed at some point.
Thanks for the answer.
I tried a defiled "test" character with similar build and it was quite good against monsters, but bosses were a problem. For example, in the end of Act IV Hell, Warden of Souls and the last Empusa are invulnerable to Life Leech/Energy Leech, so Phoenix Strike is almost useless, and traps take ages to kill them. Should I use a weapon that reduces resists, or just have another weapon set and some Elemental skill to deal with leech-immune monsters?
Same with Baal. Traps barely scratch them, immunity to leech, and he almost one-shots you, if staying in melee. Should I just ran in circles and wait for traps to bring him down (looong time), or there's something else?
Perhaps casting Sacrifice on bosses can improve trap damage, anyways traps are expendable, so damage reflection doesn't matter.
Maybe I'm doing something wrong, but compared to bow-amazon with similar gear-level (resists and so on), it seems much more difficult.
Cleglaw
01-19-2013, 02:09 PM
It has been awhile since I played the assassin and so I went back and did a Baal run with her in order to answer your questions better. I misled you slightly in a couple of respects. 1--Bleeding resist is not in the negative numbers with Fade running, but it still is pretty low. 2--I did add a maxed Blade Sentinel at the very end. Otherwise the build was basically as I described.
This is how I beat Baal. Keep lightning/fire traps up all the time. Fight with Cobra Strike/Phoenix melee skills when in range of the Baal tentacles. You can leech from them. Keep a Blade Sentinel running. And, very important, keep an eye on your health bar; it is hard to see whether the tentacles are still alive. When they die there is no more leech and your health will drop. So now and then you need to run away. It takes a bit of time for the fight, but not an exorbitant amount of time. Maybe one of the elemental melee skills will work faster. IDK because I haven't done it.
Violos
01-20-2013, 10:11 AM
I must admit I'm not all that experienced with physical Assasins. While I made sure they are viable, the main focus was of course the int melee version, with dex weapons and armors.
With those I would not be surprised when they perform better early in the game rather than later, because they rely on skills rather than weapons for damage - as opposed to the phys/pierce Amazon which is a late bloomer by nature. Not meaning that they do not still wreck things with a Natalya set. ;) Anyhow...
The obvious skill to use with a strength build, especially when leeching is not an option, would be Tiger Strike. It shreds all armor and gives lots of damage, which is always effective.
Also do not forget that Fire Blast inflicts a percentual OA/DA debuff, which becomes increasingly useful at higher levels.
Defenses should always include max Weapon Block, and some points in Cloak for emergencies. Fade is great for resists, though sometimes the sheer run speed from Burst can also help.
Finally, a high level Shock Web can be very useful for its slowing effect alone.
@Old Bugger
like your avatar on the German website. Look more forboding and not so inocent.
Funny that you would say so. Because (aside from the fact that my nick is Vio-los because it sounded "greek" rather than violent) that german ava is just some random Dune Raider mook... while the "innocent" one is a magnificent bastard (http://tvtropes.org/pmwiki/pmwiki.php/Main/DangerouslyGenreSavvy).
Nightmare14
01-27-2013, 10:48 PM
Have you changed the way electrical burn etc is affected by int?
Also the sorc look is broken it only give 2 energy Regan in normal and no health then the hell version gives 5 health Regan but no energy
Violos
01-28-2013, 05:03 PM
No, player stats effect damage types just as they always have.
100% per 500 int, in this case, multiplied by +% bonuses to that damage.
I would have added new dependancies, like dexterity boosting bleeding, but unfortunately that is not possible.
And thanks for the heads-up. The tier 3 Sorc wig should indeed give 5 mana & 1 halth, not vice versa.
ivcho
02-22-2013, 12:49 AM
Thanks for the great mod. Everyone should try this, because it doesn't seem to be that popular which is odd. I am amazed by the new content that just pops up left and right - new bosses(even King Leoric), new and old modified items, the old diablo skills, perfectly represented, what more can one ask for? :nerd:
Violos
02-23-2013, 08:44 AM
Everyone should try this, because it doesn't seem to be that popular which is odd.
You think? I know only one who claims that, but he is clearly jealous of all the money and groupies this is sending my way. ;)
Seriously, though... the great majority of people on the 'net are silent consumers. You can have 5 digit downloads, and still just see handful of comments. It is hard to even tell, and certainly a bad idea, to do all this in hopes of popularity.
And yet D2I has an active community of players and contributors across three forums, with new projects on the horizon. Which is as alive as TQ mods get these days.
And awesome, if I may take the opportunity to say so. You guys (and gals) are. :headbang:
So be welcome. And glad you appreciate it.
the old diablo skills, perfectly represented, what more can one ask for?
My personal favourites (things I have always been "asking for") are actually the internal balance changes, which now prevent my inner min/maxer from exploiting faulty game mechanics... odd as this sounds in a "D2 mod". But that is like the veteran player's side of things.
My personal favourites (things I have always been "asking for") are actually the internal balance changes, which now prevent my inner min/maxer from exploiting faulty game mechanics... odd as this sounds in a "D2 mod". But that is like the veteran player's side of things.
I actually like this a lot too. As much as I like the Diablo skills, I find myself really wishing I could play Violos's game with the default masteries as well.
LineZ
02-24-2013, 08:48 AM
I can't seem to find the ''custom map'' and I think I've checked pretty much everywhere? I'm running this through steam. Any suggestions on where I could find the folder?
Edit: nvm, figured out I had to make the folder my self :-)
Violos
02-25-2013, 04:11 PM
I find myself really wishing I could play Violos's game with the default masteries as well.
Yes, that wish has come up quite a few times. Most recently with the idea of a "modular" German balance patch.
Indeed most of the new mechanics are independent of any Diablo content, and just fixes or improvements to the original game's system, which any mod could use.
The thing is just that, especially with the different "layers" of edits in D2I, it is quite hard to disentangle them now.
The new resistance system, for example, does have clear advantages, but was one of the reasons why I edited every single monster's values by hand. The new pet scaling makes them develop in power more evenly, but may require tweaked base stats on the "old" pets. The buffs for inefficient damage types can be copied, but since they affect posion & bleeding via durations, those start out short (but potent) in D2I.
From the top of my head, the only thing that would really work well by just copying it are the new AIs, and probably some formulae.
Yet I would like to give you this.
What I could do is - just as you say - D2I with the standard masteries.
This would "only" require me to change back everything related to the D2 skills - most of all any items with +x bonuses, and their references. The monsters and everything would stay the same.
So not much use in terms of "separating the balance changes". But OTOH probably pretty good at making you feel the differences that there are apart from Diablo skills.
Well, I'm not going to request that you do it. But if you do decide to do it, you have my encouragement. I would probably never play the vanilla game again if I had that.
Nightmare14
03-18-2013, 05:48 AM
is bone spirit and corpse explosion affected by pet gear or are they independent "pets" like firewall and thunderstorm?
Violos
03-18-2013, 06:01 PM
Poison explosion, you mean. They are independent... as it should say in their text.
You and me know that technically, they are summoned allies, but they are not meant to be seen as such. (Well the ghosts could be, kinda, but they are not really friendly, or truly controlled.)
Nightmare14
03-19-2013, 12:50 AM
yes i meant poison explosion lol ah ok i must've missed that while reading through my bad
what ghosts are you talking about?
Violos
03-19-2013, 07:29 PM
The Bone Spirits.
By lore you summon them, but the extent of their "friendliness" is that they do not kill you.
Nightmare14
03-20-2013, 07:08 AM
ah ok
Violos
03-26-2013, 02:41 PM
The ingame texts received some minor updates again.
If you would like a little part of the next patch already, links are the same as always:
https://www.dropbox.com/s/07foj41nktq2c4h/Text_EN.arc
https://www.dropbox.com/sh/0e7kffl6d0rcq8g/05aODW2cn1/Text_DE.arc
Replace the file in [D2I]/resouces with one of these, and the current text.arc with a copy
(or run change_language.bat to do that last part).
Cleglaw
04-08-2013, 11:08 PM
The last piece, Key of Terror, dropped while Nightmare and I were playing D2I-Lillith.
http://i1357.photobucket.com/albums/q752/TQITCleglaw/HellfireTorch_zpsa6e474c3.jpg
Nightmare14
04-09-2013, 04:50 AM
that is sweet im gonna farm for the items maybe now if i can get the motivation lol
Violos
04-10-2013, 09:35 AM
Yay! Big CONGRATS on completing it!
You may be the first player ever to achieve this. Certainly the first to report it.
For those not in the know: It takes no less than 13 rare drops, from as many (sometimes randomly appearing) bosses in Hell difficulty, to put this artifact together.
I would have made that a challenge at some point, but it seems Cleglaw was faster.
And with an Assassin bonus, no less. Those can make great use of the flat fire damage.
Of course there are 9 different completion boni, so the real min-maxers have an incentive to collect more than one of those... :)
P.S.
Your Paladin looks pretty good too, except for his lack of clothing under that plate. ;)
How is he doing, and what build(s) did you use for this?
You may be the first player ever to achieve this. Certainly the first to report it.
Hellfire recipe + Defiler's 'No Artifact Ingredients' = Hellfire Torch collected two months ago by me.
I was faster! :p
But seriously, props for Cleglaw for patience in collecting ingredients.
Nightmare14
04-11-2013, 08:49 PM
out of curiosity how come you had the hellfire grant blaze on attack instead of hydra? it would be more suited imo because that's what it give in diablo
Violos
04-12-2013, 11:33 AM
The hydras would appear below the enemies' feet in melee combat, which was OK but did not really look that great. Leaving a burning trail does. :)
Besides, it is a universally useful skill for any class and playstyle.
Cleglaw
04-15-2013, 05:18 PM
Yay! Big CONGRATS on completing it!
You may be the first player ever to achieve this. Certainly the first to report it.
For those not in the know: It takes no less than 13 rare drops, from as many (sometimes randomly appearing) bosses in Hell difficulty, to put this artifact together.
I would have made that a challenge at some point, but it seems Cleglaw was faster.
And with an Assassin bonus, no less. Those can make great use of the flat fire damage.
Of course there are 9 different completion boni, so the real min-maxers have an incentive to collect more than one of those... :)
P.S.
Your Paladin looks pretty good too, except for his lack of clothing under that plate. ;)
How is he doing, and what build(s) did you use for this?
I did not collect all the ingredients with 1 character only, but pooled the results from several.
But, since you ask about the Paladin, he uses Conviction, Blessed Hammer, Holy Shield and Zeal.
By the time a character would get this artifact, he wuldn't need to use it though--it is an item to twink on to another toon.
Old Bugger
04-30-2013, 09:44 AM
Downloaded 1.64 to my laptop as I prepare to head North. Setup new vault. Everything from scratch. Started a set of new characters. Need to get a new flash drive to transfer from my desktop here to add to my Indiana desktop computer.
Have three characters started. Paladin, Sorceress, and a Javazon again. Will continue playing on the desktop and the laptop. The laptop is for the two months Spring and Fall I am in Tennessee.
Didn't know where to post this if at all.
Edit: Is fan patch 117A installed?
Do you need to activate all levels then come back to Normal?
Been a long time since I installed originally.
Cleglaw
04-30-2013, 11:48 PM
Didn't know where to post this if at all.
Edit: Is fan patch 117A installed?
Do you need to activate all levels then come back to Normal?
.
Is fan patch 117A installed?--- I don't remember either. I don't think so. All Skins is included.
Do you need to activate all levels then come back to Normal?---No. That is for Lillith and Lillith D2I.
Old Bugger
05-01-2013, 07:17 AM
Thanks, That's a relief. Have all three toons at lvl 10, wont have to start over. Had Lillith on the laptop, removed so I wouldn't mess-up. Only D2I.
Used skins.
Edit: Have the fan patch in THQ.
KarsaOrlong
05-08-2013, 04:52 PM
Does Bishibosh drop looks in grim or are they random?
Nightmare14
05-08-2013, 10:12 PM
they are random in grim and hell, only in normal does Bishibosh drop them often
KarsaOrlong
05-09-2013, 09:27 AM
Ok, thank you. I'm finding some great helmets but I like the look and want to keep the set together.
Nightmare14
05-09-2013, 09:31 AM
no problem, the good thing about those sets that go with the look is that they are cross difficulty compatible, in other words a normal look and and epic boots (rugged version) will still give you the set bonus
Maeusle
05-18-2013, 03:17 PM
Hey,
here you can take a look of my Palazon, who mastered hell two days ago...
http://titanquest.4fansites.de/forum/viewtopic.php?p=201824#201824
I was surprised how well lightning fury still works in hell. She is also very safe to play because of the Paladin skills...
Violos
05-19-2013, 06:07 AM
From my own tests I actually never shared the sentiment that it was underpowered, given the sheer number of targets.
This reminds me, though:
With the number of changes made in the last weeks, the next patch is itching to be released.
In light of this I would ask you to give your opinion on any skills you consider too weak to be worthwhile, or, if you are honest, a bit too powerful, so I may check them again.
Necro spells have already received some attention, and so has Mind Blast. My current impression is that the Paladin is generally very strong (looking at Conviction and Hammer, especially when combined, considering that fighting many foes at once should be his weakness to compensate for his great 1on1 skills), and that the physical Amazon's strength curve, with all her synergizing passives and dodge abilities, goes a bit through the roof at the very high end.
Any others?
Nightmare14
05-19-2013, 06:52 AM
Fire wall could do with a little nerf imo
of only 50points when maxed out though or maybe give it a cool down similiar to blizzard?
also are you going to be making item granted auras no longer exclusive? It'd be really nice if you did .... Especially seeing as they can't be made any where near as power as the ones in D2 could so I cont see how making them non exclusive would be over powered as the item granted ones are very limited in what they can do, though it still would be nice
Old Bugger
05-19-2013, 11:12 AM
It all depend on your style and what you are playing. This is especially true in the hybrids.
I am playing a War Mage at present. No Conviction, no Energy Shield, no Hydra, and no Chain Lightening.
I rely heavily on Fire Wall and Fire Ball here in Normal. I am led to believe are not so great when you get to the latter part of Grim and even less so in Hell.
I have been bugging Nightmare and have received a tremendous amount of help with my WM
I went to Mausi German site. truly impressive. I got lots of ideas and could probably get a lot more if I understood German. :)
Nightmare14
05-19-2013, 11:19 AM
Fire Wall will still keep up in it's damage through both Grim and Hell as it recieves massive buffs seeing as your gear and skills don't buff it so don't worry about Fire Wall falling behind in damage because it won't
Fire Ball on the other hand does even off but still does rather good damage
And don't worry it's not bugging me at all lol
One more request from me Vio but can you make the Teleport from the I can Haz Portal artifact not require a staff I've been having a coupe ideas I want to try out with melee characters with the artifact but can't because it requires a staff and I think that makes the artifact totally useless especially seeing as there are so many artifacts 100s of times better then it so take out the staff requirement on it and then it'll have some use :)
The Paladin is MIGHTY. I was very impressed. Don't forget to give Blessed Hammer an energy cost since right now it's free and that's unbalanced in favor of the player.
I was actually very impressed with all of the skill trees. The majority of mastery mods give you god-like spells (I can't complain, I still love Paths).
I'm excited to see how the Necro fares in the update. I put mine on hold in Hell Helos cause it was just a slog. The only pure character build where the challenge tipped from rewarding to tedious.
Cleglaw
05-19-2013, 02:45 PM
I'll give you my feed back in detail, but I will not have the time to do so for a day or two. I hope that is all right.
Old Bugger
05-19-2013, 07:31 PM
Are hybrids being taken to account if any nerfing is done .Glad to hear Fire Wall carries over into Grim and Hell.
Downloaded a translator. I find Mausi's style of writing intriguing and fun to read. She has a Speermeister but the toon only seems to have staves
Maeusle
05-20-2013, 03:26 AM
Hi Old Bugger,
yes, my Spear Master is something different from the usual build of a spear master. She uses a staff and has invested all of her attribute points in intelligence. She is very weak and you have to play very carefully. But I was able to prove that she can finish all three levels of difficulty as an exceptional hybrid. It's nice that you are interested of my character ideas in the German forum.
I wish you lots of fun playing D2I!
And sorry for my bad english...:errf:
LG
Mausi
Violos
05-21-2013, 09:45 AM
Well, she's a Bonespear-Master. ;)
When it comes to balancing the primary classes do of course take priority, with the concern about hybrids mainly being that there are no totally OP cross-class skill combinations.
The simple truth has always been that it is impossible to perfectly balance all 40+ classes. But I trust that, when all skills give a balanced "value for money", it will be ok. And that people who choose to mix and match the skill tablets themselves do have some ideas on how to make that particular hybrid work.
(Their names contain some clues as to what I would do. ;))
Cleglaw
05-26-2013, 04:13 PM
From my own tests I actually never shared the sentiment that it was underpowered, given the sheer number of targets.
This reminds me, though:
With the number of changes made in the last weeks, the next patch is itching to be released.
In light of this I would ask you to give your opinion on any skills you consider too weak to be worthwhile, or, if you are honest, a bit too powerful, so I may check them again.
Necro spells have already received some attention, and so has Mind Blast. My current impression is that the Paladin is generally very strong (looking at Conviction and Hammer, especially when combined, considering that fighting many foes at once should be his weakness to compensate for his great 1on1 skills), and that the physical Amazon's strength curve, with all her synergizing passives and dodge abilities, goes a bit through the roof at the very high end.
Any others?
Sorry that it took me so long to reply to this. Anyway, here we go with a list of skills that, imo, need attention of one sort or another.
Rest
This is a wonderful skill. It helps the flow of the game immensely. The problem with the skill is that it is too handy to use/abuse during Boss fights, including but not limited to Yao Guai, Bhandari, and Hades (yes, Hades. There is always a spot in the room where you can rest.) Give it a cooldown, perhaps equal to the cooldown on pots.
Rejuvenation Potions
Give them their own separate timer from the scrolls.
Sorceress
Firewall
Nightmare thinks it is op. Maybe, maybe not. If we look at the original game, Diablo2 (D2), we find that Firewall always gave a huge bang for its buck, dealing out perhaps more damage than any other fire skill. But, because of its shape in D2, it made it a challenge to master and that balanced out its power. If you can make it into a long line like D2, then you do not need to nerf the damage. If you cannot change the shape of firewall in this mod (D2I) then perhaps double the % chance for fear, so that monsters don't remain in the firewall.
Charged Bolt
Put it on the LMB (left mouse button).
Amazon
Guided Arrow
Eliminate the need to target a mob.
Fend
This skill needs some help to make it desirable to invest points. I'm not sure what, but it is easy to completely ignore this skill.
Lightning Fury
This is a pale shadow of what is possible in D2. Increase the damage and give it the ability to pass through mobs.
Ritual Shield
Double or triple the duration to make it a useable skill.
Paladin
Holy Bolt
Can you make this skill heal allies? That would be closer to the original game for MP. Otherwise, I suggest players ignore this skill.
Blessed Hammer
Needs mana to cast.
Resist Fire, cold, lightning
At level 20, %50 resistance instead of 100%
Sanctuary
Underpowered. Needs more damage.
Conviction
Cut its power by perhaps 25%
Assassin
Cloak of Shadows
Shorten the cooldown.
Psychic Hammer
Useless skill
Mind Blast
Needs help.
Barbarian
Shout
Increase the duration with additional skill points. This is too short to be useful in a Boss fight.
Find Item
This skill does work, but it is not worth using. Were there a chance of getting a green or purple then maybe.
Find Potion
This skill does work, but it is not worth using. Were there a chance of getting a rejuv potion then maybe.
Some suggestions on quests
Mystery in the Mountains
The stolen weapons are supposed to be really powerful according to the quest. Make them green in order to harmonize with the story line.
Hellfire
2 problems
1. By the time you finish it, you don't really need the reward.
2. Finishing this quest depends on making numerous runs over and over and over. I am sorry to say, but it gets boring. There has got to be a better way to do it.
Violos
05-26-2013, 09:36 PM
Sorry that it took me so long to reply to this.
It's OK. I never rush those things.
This was immaculate timing, in fact, because I just finished working through a number of things on the German forum (like giving player level reqs to all items, and fixing a bunch which were missing the respective tier data) and was finalizing a test version.
Rest
This is a wonderful skill. It helps the flow of the game immensely. The problem with the skill is that it is too handy to use/abuse during Boss fights
Yeah. There is the balance between making the radius too large, so it will work in fewer places, and that. I had made it a bit smaller than my first setting in order to be user-friendly... a few more seconds of slow should do the trick, though.
Rejuvenation Potions - Give them their own separate timer
Charged Bolt - Put it on the LMB (left mouse button).
Guided Arrow - Eliminate the need to target a mob.
Holy Bolt - Can you make this skill heal allies?
Unfortunately, those are impossible.
Conviction
Cut its power by perhaps 25%
Sanctuary
Underpowered. Needs more damage.
Already done.
Blessed Hammer - Needs mana to cast.
Already done long ago. ;)
Also, it now does no more extra damage vs. Undead in order to balance it a bit, and make the dedicated "Ghostbuster" skills more useful in that role. And Holy Bolt now does even more damage at higher levels.
Firewall - perhaps double the % chance for fear
Good idea. I slightly nerfed the damage as well.
One has to be careful not to make the fear chance (every second) too high, else you can set an area on fire and have everyone within run in panic, making it even more powerful. But I think 15% are ok.
Fend - This skill needs some help to make it desirable to invest points.
Yes, I noticed that as well. It is rather good for what it does at higher levels, but I think some -attack speed would not be amiss, to make it more useful against non-fearful enemies.
Lightning Fury - Increase the damage
On this one I have to disagree. As Mausi demonstrated, it is quite viable on an intelligent char. And hits many targets.
I slightly buffed Charged Strike, though, increasing its stun effect.
Ritual Shield - Double or triple the duration to make it a useable skill.
I think it's ok. Too long, and you can have it up all the time...
But being how people seem have trouble using it, let us try 1.5 sec.
Resist Fire, cold, lightning - At level 20, %50 resistance instead of 100%
I know they are good, but that's a bit harsh. 80% should do - maybe for the damages as well.
Cloak of Shadows - Shorten the cooldown.
Now this is another skill people seem to use little, though it is positively awesome at higher levels. The long cooldown was there to prevent people perma-cloaking through the game, in light of increasing durations.
With the recent change from a "following" cloud to a stationary one, though, I think shorter durations and cooldown may indeed be better. Thanks for pointing that out, intended or not. ;)
Psychic Hammer - Useless skill
Has already been reworked.
Shout - This is too short to be useful in a Boss fight.
Intended. It is meant to be a warning shout, or a short span of alertness if you will. This difficulty in timing it right offsets its rather powerful party-wide effect.
Find Item / Find Potion - not worth using.
One thing Nightmare was right about is that this skill is hard to replicate, due to a lack of D2 corpses that can be "used up".
Ideally, it should be worthwhile for people to get and use once after every fight, but not good enough to encourage getting max points at a mystic and just spamming it. Rejus/Purples would do that. :errf:
Finally, concerning the quests, those weapons do not really appear, do they? Barmanu and the two chiefs supposedly have them, but I do no think people really pay attention what they drop.
Would be a fun detail, I agree, but might involve more editing and balancing (farmers...) than it's worth.
And as for the Hellfire quest... that is kind of the idea.
With 12 Bosses to farm, I ma sure you will find ways to keep it varied. ;)
Thanks for your help.
Cleglaw
05-26-2013, 11:01 PM
How can ice bolt and fire bolt go on the LMB, but not charged bolt?
And as for the Hellfire quest... that is kind of the idea.
With 12 Bosses to farm, I ma sure you will find ways to keep it varied.
I disagree. Just farming over and over does not make it interesting. That is the mistake that WoW made years ago(maybe they have rectified it, idk.). The idea to give a player something to do after killing Baal is excellent, but farming for ingredients doesn't do it. I am sorry. I hate to criticize it.
Cleglaw
05-27-2013, 12:53 PM
I found this today. It is from the new test version played over soulvizier.
http://i1119.photobucket.com/albums/k632/Drippingspursfan/dtest.jpg (http://s1119.photobucket.com/user/Drippingspursfan/media/dtest.jpg.html)
edit: It shows up the same way when played over the regular TQIT.
Violos
05-27-2013, 05:53 PM
Oh, yeah. I ran some tests with those axes (concerning their relationship with the standard and specific ItemCost files) and named them accordingly when establishing the general level requirement system.
Had not deleted them yet. Thanks.
As for LMB/RMB skills, those things are fixed in the templates. The only way to change it is to make it a different skill type.
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