Posts: 1,194
Threads: 45
Joined: Feb 2003
Well, I've finally got around to doing it. That's right - I'm beginning to convert my 1.07 mod for Diablo to 1.09. So far, I've only implemented a few very basic changes, and many of the changes in 1.07 will have to wait some time (as 1.07 and 1.09 are very different in many aspects), but a good portion of the changes can be ported over. It will just take a lot of time and hex editing (now that I have a Free / Open Source hex editor, since my trial version of Hex Workshop expired and I didn't want to pay $49.95 for a license). But, so far so good. :D
Hopefully this mod will see more use than the old 1.07 version, since this mod will be 1.09 compatible (which, IIRC, with a Data File you can play via Battle.Net). If I can find out the code changes in 1.09 for the Shared Experience block, I definitely think this mod will be used more. :) At least, that's MY favorite change. ;)
Don't expect any updates soon (as I'm currently looking for work, have a g/f, and am shooting to pass my A+ exam by the end of February), but know that work has begun, and like all my projects, will continue until I tire of it (which never seems to happen, no matter how long the project may lay "dormant" ;)).
Until then, enjoy this little teaser. :D
Balance of Power Mod for Diablo 1.09
************************************
Alpha 1:
********
General Changes:
----------------
- Warrior's max Magic is now 30.
- Rogue's max Strength is now 60.
- Sorcerer's max Dexterity is now 80.
- Sorcerer's max Magic is now 255.
Item Changes:
-------------
- Axes now deal 6 - 15 damage.
- Large Axes now deal 8 - 20 damage.
- Broad Axes now deal 10 - 25 damage.
- Battle Axes now deal 12 - 30 damage.
- Great Axes now deal 15 - 40 damage.
- Morning Stars now deal 2 - 10 damage.
- War Hammers now deal 5 - 14 damage.
- Mauls now deal 8 - 20 damage.
- Long War Bows have a new graphic.
- Great Helms have a new graphic.
- The Mangler has a new graphic.
- The Celestial Star has a new graphic.
- Staff of Shadows has a new graphic.
- Naj's Puzzler has a new graphic.
- Rod of Onan has a new graphic.
- Holy Defender has a new graphic.
- Stormshield has a new graphic.
Roland *The Gunslinger*
Posts: 1,194
Threads: 45
Joined: Feb 2003
Balance of Power Mod for Diablo 1.09
Latest Changes
Alpha 1:
Bug Fixes:
Character Changes:
- Warrior's max Magic is now 30.
- Rogue's max Strength is now 60.
- Sorcerer's max Dexterity is now 80.
- Sorcerer's max Magic is now 255.
- Warrior's base attack speed increased by .05 swings per second.
General Changes:
Item Changes:
- Morning Stars now deal 2 - 10 damage.
- War Hammers now deal 5 - 14 damage.
- Mauls now deal 8 - 20 damage.
- Small Axes now deal 4 - 10 damage.
- Axes now deal 6 - 15 damage.
- Large Axes now deal 8 - 20 damage.
- Broad Axes now deal 10 - 25 damage.
- Battle Axes now deal 12 - 30 damage.
- Great Axes now deal 15 - 40 damage.
- Plate Mail now has 40 - 45 AC.
- Field Plate now has 42 - 50 AC.
- Long War Bows have a new graphic.
- Great Helms have a new graphic.
- The Mangler has a new graphic.
- The Celestial Star has a new graphic.
- Staff of Shadows has a new graphic.
- Naj's Puzzler has a new graphic.
- Rod of Onan has a new graphic.
- Holy Defender has a new graphic.
- Stormshield has a new graphic.
- Split Skull Shield is now qlvl 2.
- The Bleeder is now qlvl 3.
- Ring of Regha is now qlvl 2.
- Gonnagal's Dirk is now qlvl 3, and is now findable in Multiplayer.
- Crackrust is now qlvl 11, and is now findable in Multiplayer.
- Lightforge is now qlvl 8, and is now findable in Multiplayer (I hope).
- The Mangler is now qlvl 6, and is now findable in Multiplayer.
- The Deflector is now findable in Multiplayer.
- Bramble is now findable in Multiplayer.
Monster Changes:
- Diablo now has a Mlvl of 31.
- Hazeshifter can now appear on dlvl 6.
- Bronzefist Firestone can now appear on dlvl 9.
- Glasskull the Jagged can now appear on dlvl 10.
- Stormbane can now appear on dlvl 11.
- Grimspike can now appear on dlvl 12.
- Blacktongue can now appear on dlvl 13.
- Doomlock can now appear on dlvl 13.
- Lord of the Pit can now appear on dlvl 15.
- Webwidow can now appear on dlvl 15.
- Fleshdancer can now appear on dlvl 15.
Prefix / Suffix Changes:
- Sharp is no longer treated as a "cursed" Prefix.
- Fine now has a Qlvl of 5.
- Warrior's now has a Qlvl of 9.
- Soldier's now has a Qlvl of 13.
- Lord's now has a Qlvl of 18.
- Knight's now has a Qlvl of 22.
- Master's now has a Qlvl of 26.
- Champion's now has a Qlvl of 30.
- King's now has a Qlvl of 35.
Shrine Changes:
- Gloomy Shrines now appear in Single Player and Multiplayer.
- Thaumaturgic Shrines now appear in Single Player and Multiplayer.
- Weird Shrines now appear in Single Player and Multiplayer.
- Enchanted Shrines only appear in the Catacombs.
- Gloomy Shrines only appear in the Caves and Hell.
- Holy Shrines only appear in the Caves and Hell.
- Tainted Shrines only appear in the Caves and Hell.
- Weird Shrines only appear in the Church and the Catacombs.
- Fascinating Shrines have been disabled.
- Ornate Shrines have been disabled.
- Sacred Shrines have been disabled.
Spell Changes:
- Resurrection is now a learnable spell.
- Teleport is now castable in Town.
- Telekinesis now has "Lightning" casting animation.
- Nova now has "Lightning" casting animation.
- Flash now has "Magic" casting animation.
- Golem now has "Magic" casting animation.
- Charged Bolt now has "Lightning" casting sound.
- Telekinesis now has "Lightning" casting sound.
- Chain Lightning now has "Lightning" casting sound.
- Holy Bolt now has "Magic" casting sound.
- Flash now has "Magic" casting sound.
- Stone Curse now has "Magic" casting sound.
- Phasing now has "Magic" casting sound.
- Mana Shield now has "Magic" casting sound.
- Golem now has "Magic" casting sound.
- Bone Spirit now has "Magic" casting sound.
- Blood Star now has "Magic" casting sound.
- Blood Star now costs 18 mana to cast initially, with -1 mana per spell level, and 8 minimum mana cost.
- Bone Spirit now costs 50 mana to cast initially, with -3 mana per spell level, and 25 mana minimum casting cost.
- Fireball now costs 20 mana to cast initially, with -1 mana per spell level, and 15 mana minimum casting cost.
- Flash now costs 20 mana to cast initially, with -1 mana per spell level, and 10 mana minimum casting cost.
- Resurrect now costs 50 mana to cast initially, with -2 mana per spell level, and 20 mana minimum casting cost.
To Do List
Definite Changes:
Bug Fixes:
- Fixed a bug that gave Diablo very low base To-Hit % on Nightmare and Hell.
- Fixed a bug that caused Flash to deal only 10% of its damage to certain positions.
- Fixed a bug that allowed the duplication of items.
General Changes:
- F1 - F4 may now be used as Spell Hotkeys.
- Experience is now fully shared, equally among all living players on the level.
- Defeating Diablo no longer produces the Ending movie.
Monster Changes:
- Diablo is now treated as a "Boss" monster.
- Animals are typically resistant to Magic, and sometimes resistant to Fire, but are weak against Lightning.
- Undead are typically resistant to Lightning, and sometimes resistant to Magic, but are weak against Fire.
- Demons are typically resistant to Fire and Lightning, but are sometimes weak against Magic.
- All Bosses, with the exception of certain Unique Bosses, have accompanying boss packs.
Prefix / Suffix Changes:
- Sharp is now qlvl 1.
- Fine is now qlvl 5.
- Warrior's is now qlvl 9.
- Soldier's is now qlvl 13.
- Lord's is now qlvl 18.
- Knights is now qlvl 22.
- Master's is now qlvl 26.
- Champion's is now qlvl 30.
- King's is now qlvl 35.
- Topaz is now qlvl 7.
- Amber is now qlvl 14.
- Jade is now qlvl 21.
- Obsidian is now qlvl 28.
- Emerald is now qlvl 35.
- of Quality is now qlvl 1.
- of Slaying is now qlvl 14.
- of Gore is now qlvl 21.
- of Carnage is now qlvl 28.
- of Slaughter is now qlvl 35.
- of Osmosis is now qlvl 35.
- Bronze no longer has a double occurrence rate.
- Iron no longer has a double occurrence rate.
- Steel no longer has a double occurrence rate.
- Silver no longer has a double occurrence rate.
- Gold no longer has a double occurrence rate.
- Platinum no longer has a double occurrence rate.
- Mithril no longer has a double occurrence rate.
- Meteoric no longer has a double occurrence rate.
- Strange no longer has a double occurrence rate.
- Weird no longer has a double occurrence rate.
- Jagged no longer has a double occurrence rate.
- Deadly no longer has a double occurrence rate.
- Heavy no longer has a double occurrence rate.
- Vicious no longer has a double occurrence rate.
- Brutal no longer has a double occurrence rate.
- Massive no longer has a double occurrence rate.
- Savage no longer has a double occurrence rate.
- Ruthless no longer has a double occurrence rate.
- Merciless no longer has a double occurrence rate.
- Sharp no longer has a double occurrence rate.
- Fine no longer has a double occurrence rate.
- Warrior's no longer has a double occurrence rate.
- Soldier's no longer has a double occurrence rate.
- Lord's no longer has a double occurrence rate.
- Knight's no longer has a double occurrence rate.
- Master's no longer has a double occurrence rate.
- Champion's no longer has a double occurrence rate.
- King's no longer has a double occurrence rate.
- Fine no longer has a double occurrence rate.
- Strong no longer has a double occurrence rate.
- Grand no longer has a double occurrence rate.
- Valiant no longer has a double occurrence rate.
- Glorious no longer has a double occurrence rate.
- Blessed no longer has a double occurrence rate.
- Saintly no longer has a double occurrence rate.
- Awesome no longer has a double occurrence rate.
- Holy no longer has a double occurrence rate.
- Godly no longer has a double occurrence rate.
- Prefixes Weird, Ruthless, King's, Holy, Emerald, and Wyrm's can now be found on items in the dungeon from Diablo only.
- Suffixes of Slaughter, of Osmosis, of the Mammoth, and of Burning can now be found on items in the dungeon from Diablo only.
- Red now gives +1% - +8% resist Fire.
- Crimson now gives +9% - +16% resist Fire.
- Crimson now gives +17% - +24% resist Fire.
- Garnet now gives +25% - +32% resist Fire.
- Ruby now gives +33% - +40% resist Fire.
- Blue now gives +1% - +8% resist Lightning.
- Azure now gives +9% - +16% resist Lightning.
- Lapis now gives +17% - +24% resist Lightning.
- Cobalt now gives +25% - +32% resist Lightning.
- Sapphire now gives +33% - +40% resist Lightning.
- White now gives +1% - +8% resist Magic.
- Pearl now gives +9% - +16% resist Magic.
- Ivory now gives +17% - +24% resist Magic.
- Crystal now gives +25% - +32% resist Magic.
- Diamond now gives +33% - +40% resist Magic.
- Topaz now gives +1% - +6% resist all.
- Amber now gives +7% - +12% resist all.
- Jade now gives +13% - +18% resist all.
- Obsidian now gives +19% - +24% resist all.
- Emerald now gives +25% - +30% resist all.
- of Absorption now has -3 to -4 damage taken.
- of Deflection now has -5 to -6 damage taken.
- of Osmosis now has -7 to -10 damage taken.
Possible Changes:
General Changes:
- Maximum Resistances lowered to 60%.
- Gold pile maximum is now 10,000.
Spell Changes:
- Flame Wave deals 3x damage (NOT listed damage, ACTUAL damage; i.e. 3{Rnd[10] + clvl + 1}, and now costs 25 mana to cast initially, with -1 mana per spell level, and 15 mana minimum casting cost.
- Removed life loss from Blood Star casting cost.
Roland *The Gunslinger*
Posts: 1,194
Threads: 45
Joined: Feb 2003
02-06-2004, 08:22 PM
(This post was last modified: 02-06-2004, 08:45 PM by Roland.)
Balance of Power Mod for Diablo 1.09
Known Issues:
- Experience sharing does not work 100%.
- Resurrection may not be an actual learnable spell.
Bug Fixes:
- Fixed a bug that caused Flash to deal only 10% of its damage to certain positions.
Character Changes:
- Rogue's max Strength is now 60.
- Sorcerer's max Dexterity is now 80.
- Sorcerer's max Magic is now 255.
- Warrior's base attack speed increased by .05 swings per second.
- Sorcerer's base casting time decreased by .05 seconds.
General Changes:
- Character Saves are now stored as bop-sp_##.sv for Single Player, and bop-mp_##.sv for Multiplayer.
- Experience is now shared equally among all living players on the dungeon level.
- Griswold's price limit for selling items is now 170,000.
- Adria's price limit for selling items is now 170,000.
- Wirt's price limit for selling items is now 169,999.
Item Changes:
- Split Skull Shield is now Qlvl 2.
- The Bleeder is now Qlvl 3.
- Ring of Regha is now Qlvl 2.
- Gonnagal's Dirk is now Qlvl 3, and is now findable in Multiplayer.
- Crackrust is now Qlvl 11, and is now findable in Multiplayer.
- Lightforge is now Qlvl 8, and is now findable in Multiplayer (I hope).
- The Mangler is now Qlvl 6, and is now findable in Multiplayer.
- The Deflector is now findable in Multiplayer.
- Bramble is now findable in Multiplayer.
- Short Bows no longer have a double occurrence rate.
- Hunter's Bows no longer have a double occurrence rate.
- Long Bows no longer have a double occurrence rate.
- Composite Bows no longer have a double occurrence rate.
- Short Battle Bows no longer have a double occurrence rate.
- Long Battle Bows no longer have a double occurrence rate.
- Short War Bows no longer have a double occurrence rate.
- Long War Bows no longer have a double occurrence rate.
- Gothic Shields now require 60 Strength.
- Tower Shields now require 80 Strength.
- Claymores now deal 4 - 10 damage.
- Spiked Clubs now deal 2 - 6 damage.
- Morning Stars now deal 2 - 10 damage.
- Flails now deal 4 - 12 damage.
- War Hammers now deal 5 - 14 damage.
- Mauls now deal 8 - 20 damage.
- Small Axes now deal 4 - 10 damage.
- Axes now deal 6 - 15 damage.
- Large Axes now deal 8 - 20 damage.
- Broad Axes now deal 10 - 25 damage.
- Battle Axes now deal 12 - 30 damage.
- Great Axes now deal 14 - 35 damage.
- Rags now have 1 - 5 AC.
- Capes now have 2 - 6 AC.
- Plate Mail now has 40 - 45 AC.
- Field Plate now has 42 - 50 AC.
- Gothic Shields now have 12 - 18 AC.
- Tower Shields now have 14 - 20 AC.
- Gothic Shields now have 50 Durability.
- Tower Shields now have 60 Durability.
- Clubs now cost 150 gold.
- Gothic Shields now cost 850 gold.
- Tower Shields now cost 1600 Gold.
- Long War Bows have a new graphic.
- Great Helms have a new graphic.
- The Mangler has a new graphic.
- The Celestial Star has a new graphic.
- Staff of Shadows has a new graphic.
- Naj's Puzzler has a new graphic.
- Rod of Onan has a new graphic.
- Holy Defender has a new graphic.
- Stormshield has a new graphic.
- Some Rings now have new graphics.
- Some Amulets now have a new graphic.
Monster Changes:
- Steel Lords now appear on Dlvls 13 - 15.
- Blood Knights now appear on Dlvls 14 - 15.
- Hazeshifter can now appear on Dlvl 6.
- Bronzefist Firestone can now appear on Dlvl 9.
- Glasskull the Jagged can now appear on Dlvl 10.
- Stormbane can now appear on Dlvl 11.
- Grimspike can now appear on Dlvl 12.
- Blacktongue can now appear on Dlvl 13.
- Doomlock can now appear on Dlvl 13.
- Lord of the Pit can now appear on Dlvl 15.
- Webwidow can now appear on Dlvl 15.
- Fleshdancer can now appear on Dlvl 15.
- Diablo now has a Mlvl of 31.
- Undead are typically resistant to Lightning, and sometimes resistant to Magic, but are weak against Fire.
- Lava Maws' To Hit is now 75% in Normal, 160% in Nightmare, and 195% in Hell.
- Storm Riders' To Hit is now 90% in Normal, 175% in Nightmare, and 210% in Hell.
- Storm Lords' To Hit is now 100% in Normal, 185% in Nightmare, and 220% in Hell.
- Maelstorms' To Hit is now 110% in Normal, 195% in Nightmare, and 230% in Hell.
- Balrogs' To Hit is now 135% in Normal, 220% in Nightmare, and 255% in Hell.
- Azure Drakes' To Hit is now 135% in Normal, 220% in Nightmare, and 255% in Hell.
- Doom Guards' To Hit is now 120% in Normal, 205% in Nightmare, and 240% in Hell.
- Steel Lords' To Hit is now 130% in Normal, 215% in Nightmare, and 250% in Hell.
- Blood Knights' To Hit is now 135% in Normal, 220% in Nightmare, and 255% in Hell.
- Diablo's To Hit is now 135% in Normal, 220% in Nightmare, and 255% in Hell.
- Succubi damage is now 5 - 20 in Normal, 14 - 44 in Nightmare, and 26 - 86 in Hell.
- Snow Witches' damage is now 5 - 24 in Normal, 14 - 52 in Nightmare, and 26 - 102 in Hell.
- Hell Spawns' damage is now 5 - 30 in Normal, 14 - 64 in Nightmare, and 26 - 126 in Hell.
- Soul Burners' damage is now 5 - 35 in Normal, 14 - 74 in Nightmare, and 26 - 146 in Hell.
Prefix / Suffix Changes:
- Cursed Suffixes can no longer be found with non-cursed Prefixes.
- Prefix Sharp is no longer treated as "cursed".
- Fine is now Qlvl 5
- Warrior's is now Qlvl 9
- Soldier's is now Qlvl 13
- Lord's is now Qlvl 17
- Knight's is now Qlvl 21
- Master's is now Qlvl 25
- Champion's is now Qlvl 29
- King's is now Qlvl 35
- Prefix Champion's is now findable in the dungeon, and purchasable from Griswold.
- Topaz now gives +1% - +6% resist all.
- Amber now gives +7% - +12% resist all.
- Jade now gives +13% - +18% resist all.
- Obsidian now gives +19% - +24% resist all.
- Emerald now gives +25% - +30% resist all.
- of Absorption now has -3 to -4 damage taken.
- of Deflection now has -5 to -6 damage taken.
- of Osmosis now has -7 to -10 damage taken.
Shrine Changes:
- Gloomy Shrines now appear in Single Player and Multiplayer.
- Thaumaturgic Shrines now appear in Single Player and Multiplayer.
- Weird Shrines now appear in Single Player and Multiplayer.
- Enchanted Shrines only appear in the Catacombs.
- Gloomy Shrines only appear in the Caves and Hell.
- Holy Shrines only appear in the Caves and Hell.
- Weird Shrines only appear in the Church and the Catacombs.
- Fascinating Shrines have been disabled.
- Ornate Shrines have been disabled.
- Sacred Shrines have been disabled.
- Tainted Shrines have been disabled.
Spell Changes:
- Resurrection is now a learnable spell.
- Teleport is now castable in Town.
- Telekinesis now has "Lightning" casting animation.
- Nova now has "Lightning" casting animation.
- Flash now has "Magic" casting animation.
- Golem now has "Magic" casting animation.
- Charged Bolt now has "Lightning" casting sound.
- Telekinesis now has "Lightning" casting sound.
- Chain Lightning now has "Lightning" casting sound.
- Holy Bolt now has "Magic" casting sound.
- Flash now has "Magic" casting sound.
- Stone Curse now has "Magic" casting sound.
- Phasing now has "Magic" casting sound.
- Mana Shield now has "Magic" casting sound.
- Golem now has "Magic" casting sound.
- Bone Spirit now has "Magic" casting sound.
- Blood Star now has "Magic" casting sound.
- Blood Star now costs 18 mana to cast initially, with -1 mana per spell level, and 8 minimum mana cost.
- Bone Spirit now costs 50 mana to cast initially, with -3 mana per spell level, and 25 mana minimum casting cost.
- Fireball now costs 20 mana to cast initially, with -1 mana per spell level, and 15 mana minimum casting cost.
- Flash now costs 20 mana to cast initially, with -1 mana per spell level, and 10 mana minimum casting cost.
- Resurrect now costs 50 mana to cast initially, with -2 mana per spell level, and 20 mana minimum casting cost.
Currently, development has taken place entirely through editing the .EXE file. While this does prevent conflict with a normal Diablo installation, it disables any ability to play the mod via Battle.Net. However, an alternative form, called a .DAT file, can be used to circumvent this problem and enable MP play over Battle.Net. As of right now, no development has begun on a .DAT format - yet. I intend to produce my mod in both formats, once I get the time to make all the changes. Due to the nature of .DATs, changes can take longer than via Hex editing a .EXE file, so progress (once it starts) will be slower than you've witnessed as of late. However, I will produce a .DAT file so that MP play will be possible. Of that you can be sure.
Now, as to the mod itself, the general theme (as the title, and past history with my modding endeavors, would dictate) is one of balance. There are many aspects in Diablo, both in favor of and against the player, that are imbalanced and/or broken. This mod attempts to fix said elements, while at the same time breathing a bit of new life into an old, but no less incredibly fun game. Some things that were bugged or outright broken in vanilla Diablo have been fixed / altered, while other things have merely been adjusted in order to even things out. The goal of this mod is NOT to change as much as possible; that is, in fact, the exact OPPOSITE of what the mod intends to do. Although most things WILL change, the core elements will remain the same (i.e. monsters, items, general game mechanics, etc.). Only things that were deemed (by myself, and/or the majority of Diablo players) off-kilter or broken will be altered, in order to make a more level, enjoyable playing experience.
One thing you'll note is that many of the monsters in Hell have gotten a boost, sometimes minor, sometimes a bit larger. Diablo's To Hit changes, for example, were done in order to fix a bug that made him virtually harmless in melee combat on the later difficulties. He is now a much more formidable challenge in melee, while still retaining his normal offensive capabilities with spells (Apocalypse). Other monsters got slight increases to damage, To Hit, etc., in order to make Hell that much more "hellish".
Many previously-unspawnable Bosses can now be found on their respective levels, thus adding not only an extra challenge to the levels, but also some much-needed variety. Likewise, monster Resistances will be changing across the board; although a fair portion will remain similar to their vanilla counterparts, many will have their Resistances altered drastically. The purpose of these changes is to vary the use of spells, in order to tone down the effectiveness of some elements / spells (Fireball, Chain Lightning), while boosting the effectiveness of others (Flash, Blood Star, Bone Spirit). As such, Sorcerers, and any other spell-oriented character, will have to vary their tactics and strategies in order to succeed. This also has the byproduct of breathing a bit of life into an otherwise stale element.
Similarly, certain items have had their damages or Armor Class altered, in order to create a more even flow up the chain, as well as create viability for certain items. Rags, for instance, are no longer more powerful than Capes, as they should not be, while Axes are now the supreme damage-dealing weapon for any combat-oriented character, despite their need for two hands. Bows no longer have double the chance of dropping, thus evening out drop rates a bit, as well. Even more, several previously-unfindable Uniques can now make an appearance in the game, a nice treat for collector's and general players alike. New graphics for many items also add a bit of flair to the game, sprucing up the dull monotony of item-finding. And, most Prefixes and Suffixes have been or will be altered in order to make gameplay more balanced, as well as even out the affix spawn pool. Although the best items will still be purchasable from Wirt (who, like Griswold and Adria, how has an increased price cap - meaning they can sell items that were previously too expensive for them to stock), Diablo will be the only one able to actually drop the very best items in the game, severing the endless cycle of Laz-runs and promoting more thorough clears of games.
Experience sharing, although somewhat buggy, gives a boon to co-op play, despite the temporary lack of B.Net support. And the removal of any "cursed" Shrines, including those that would do no harm to you but instead harm to your co-op partners also aids co-op play, in addition to freeing up Goat Shrines and Cauldrons for use actual use.
Although the mod is not yet complete, it IS mostly fleshed out. I hope to have it completed by the end of the month, and at the very least to have begun work on a .DAT file by the same time. We shall see how things fare, however.
Anyway, I just wanted to throw up an update about the mod (however long-winded it may be; you know me ;)). I'll leave you to get back to your normal lives and stop reading over my boring monologues. ;) Besides, I still have modding to do! :D
Roland *The Gunslinger*
Posts: 638
Threads: 9
Joined: Feb 2003
Quote:- Rogue's max Strength is now 60.
Are you sure that's a good thing? It means that a plain 30 titans or 20 Zodiac + Stormshield will let her wear full plate mail. It will, undoubtedly, make her more powerful as she can devote an extra slot somewhere to her favourite item, but I'm not sure she actually needs it.
Nice that Find Other Shrine is disabled though, makes cauldrons more interesting.
Quote:- Griswold's price limit for selling items is now 170,000.
- Adria's price limit for selling items is now 170,000.
- Wirt's price limit for selling items is now 169,999.
Damn that rascal! *Shakes fist* :lol:
Posts: 1,194
Threads: 45
Joined: Feb 2003
She was jipped 5 points overall to her max stats. I put it in the one place that would benefit her best, without imbalancing her (5 to Magic would allow her to max out all her spells WITHOUT Enchanted Shrines).
As for "one Zodiac...", well... Let me put it this way:
1) Wirt is the only source of Zodiac items in town.
2) Diablo is the only source of Zodiac items in the dungeon (and he's not *yet* a Boss, so his drops are that of a normal, mlvl 35 base monster).
And her wearing a single Titans? *shrugs* Who cares? FPM on an Archer Rogue is a waste, and FPM on a Melee Rogue is simply natural. It's 5 points - not a huge deal. I AM still considering the implications, but there are far more imbalancing issues for me to worry about (or that used to be worried about), not to mention bigger issues to tackle (like problems converting code, etc. :P).
Besides, you said it yourself - it's not like she really needs it. ;)
I appreciate the concern and the input, however. It's always a welcome to get some constructive criticism - especially some that is so well-researched. ;)
Roland *The Gunslinger*
Posts: 16
Threads: 5
Joined: Aug 2003
I beseech you to make the Deadly Hunter work! Make it work (and easily findable...)!!! >_<
What about the innate character bonuses?
What about horizontally walking?
Max resist = 60%
I think that's a downside to the Rogue. The warrior oftentimes has the HP to handle it, the sorceror... well... *1000+ mana shield cough*... the rogue has her 300ish HP and 200ish mana...
The warrior is walking and evading until he meets with an advocate, a few swings of his sword with his critical hit ratio and the advocate dies. He wades in around and dodges a few fireballs.
The rogue has to STAND STILL and shoot her bow until the advocate is dead, oftentimes requiring more time to kill the advocate and in that alotted time, more shots will come her way.
I'm not saying it's a good or bad thing, but I'm partial to archers, I'm just trying to look out for my character is all.
I might have missed this, but are rings buyable in town now? Sorry, I did do an actual read through... but selective memory must've gotten the better of me. >_<
Of course I'm referring to MP play and not SP.
"Hi."
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