Jump to content

skanatov

New Arrival
  • Posts

    9
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by skanatov

  1. 12 hours ago, Flix said:

    I would advise you to go ahead and play, rather than wait.  I don't have an ETA on the final version of the mod.  I have made many changes, most improvements and fixes that were featured in the last release of Enhanced Edition (quest fixes, lots of new item models, AI Upscaled Elite Textures).  I've also remastered and expanded the soundtrack selection.

    Furthermore, I plan to integrate the files from the Addendum into the next release, pending a few requests to the files that I made to Dmitriy.  This will introduce many new hard-coded fixes, and also some other improvements to gameplay.  I have not yet started that portion of development.

     

    This is the current change log, that does not include any Addendum-related changes:

      Reveal hidden contents

    Diablo 2 Fallen v15 Changelog

    [General]
     - All Multiplayer buttons and menus removed in CM Patch have been restored. Please only connect to servers that you trust.
     - All PhysX particles removed in CM Patch 1.60 have been restored and optimized to prevent crashing.
     - AI upscaling has been applied to several low resolution textures. Many expansion-content textures now have Elite versions.
     
    [Music]
     - New fan adaptations of Tristram theme added (Main Menu, Ending Credits, Desert Cantina, Studio 2 Dungeon).
     - Swapped one of the main menu songs (Leoric) with a track from the Wastelands (title theme from vanilla D2).
     - Outer area surrounding the Scorpion Temple now has unique music.
     - Marigold Fields now have unique music.
     - Grunwald Forest has ominous music like the Whisperwood.
     - Nagash's Nest now has Swamp music and background ambiance.
     - DragonSea Islands now use music from Seraphim Isle instead of Orc music.
     - Undead Harbor in Thylysium now has unique music.
     - T-Energy Bog now has menacing music.
     - Crystal Plane dungeons no longer play Xmas music.
     - Island of Many Roads has unique music instead of Crystal Plane music.
     - Urthak's Moxie has new music.

    [Quest]
     - The catalog of books is reorganized. Some texts and formatting are corrected. Two missing books have been restored, one extra book has been added.
     - Standardized some capitalization, spelling, and naming conventions in the game texts.
     - Quests that granted attribute/skill points were unintentionally restricted from Hardcore mode in v14; they are once again available in Hardcore.
     - Several quest items that had been changed into generic books by the CM Patch are now changed back to their original intended items. Some missing icons were also created.
     - Various corrections to quest script formatting & typos.
     - "VIP's of Ancaria" (CM Patch tutorial quest group) now appears in the logbook for Shadow-path characters.
     - "Dirty Deal"/"The New Shipment": Prospective Gladiators now stay in Badawi upon the quest's completion.
     - "The Dragon Cult": Ophtanar's guards no longer keep respawning after the appropriate quest completion.
     - "The Dragon Cult": Waton now transforms into a Dragon Berserk boss at the final stage (Light Path only).
     - "Smuggler's Courier": Smugglers no longer keep respawning after the appropriate quest stage completion.
     - "Days Gone By": Ambul now properly transforms into a ghost at the appropriate quest stage. 
     - "The Wolf Problem": Herder Gildor now properly transforms before attacking.
     - "The Thunder Gurgler": Apprentice Abdullah now properly mutates before attacking.
     - "Bad Sheep": The "Badly Mutated Sheep" are now actually T-Mutants instead of regular sheep. Shepherd Jacob is now a human instead of an elf noble.
     - "The Northland Expedition": Battle Master Gambolt now gives you "A Northland Tale" to read upon your arrival to the island. Reward for completion changed from Braggi's Law to Kal'Dur's Legacy.
     - "The Legendary Pirate Treasure": Completion now drops better gold and loot rewards, including 3 guaranteed rares.
     - "The Cursed Forest": Magisil reward is now dropped by Khormynth at the very end of the quest line, instead of the Abishai.

    [Enemy & NPC]
     - Neutral atmospheric animals are now enabled and present for all regions.
     - Swampbelly Toads are no longer missing icons in the Last Opponent window.
     - There is now a lizardman horse trader in Neithu'thaz, who sells Unicorns and Flaming Horses.
     - Enabled several NPC's to engage in ambient dialogue and gossip.
     - Fixed various elf, orc, and human models that had flipped polygons.
     - Added some missing animations for Gar'Colossus and Mist of Miasma special attacks.
     - Horse saddle variety has been improved.
     - Added missing equipment to various Human and Elf NPC's.
     - Corrected various NPC atmospheric animations.
     - Fixed a vanilla script bug that may have been preventing enemy focus & lore skills from functioning.
     - Several wild animals (mostly wolves) are no longer incorrectly immune to fear.
     - Spider Web attacks now have a fixed 50% chance to root the player in place. If the player is not rooted, their movement speed is penalized instead.
     - Blind spell (used by Olm and Harpies) does not penalize player attack speed as much.
     - All spells of the Lightning Lord now inflict 50% of their former damage values.
     - Asmarael's healing spells are nerfed to a reasonable level, to avoid her insta-healing her entire hitpoint pool.
     - Leaping Plants' jump attack once again causes area damage.
     - Dragons no longer use an attack that pushes back the player, which sometimes caused permanent stun until reload.
     - Dragon "frost" and "magic" fireballs now have separate FX.
     - Flying Eyes (except the suicide bombers) now leave behind corpses instead of exploding on death.
     - Mutated Skeletons now explode into bones instead of gore on death.
     - Baron DeMordrey ("The Unholy Crusade") is now an elite-rank opponent.
     - Diaanja's Hellhound has a visual redesign.
     - Sorceror Mankaul ("The Ancestor's Chamber" boss) has a new model and is now boss-level.
     - Changed the way the Forest Guardian boss spawns so he should no longer mysteriously go missing.
     - Diablo is no longer missing animations for Cold Touch and Firestorm.
     - All dual-wield attacks of Inquisition Officers, Blood Dryads, and Envoys of Death should now cause damage (some animations were missing the attack parameter).
     - Warlord of Blood's lime green glow FX is now blood red.

    [Itemization]
     - There are 6 new weapon mini-sets comprising the existing Legendary "unofficial set" items (Charo's, Silithar's, Khral's, Gruma's, Soorn's, Assassin's).
     - Base damage of all weapon classes has been recalibrated so that slow, 2h weapons are able to compete with their faster 1h & dual wield counterparts.
     - Normalized item tiers for all random items, e.g., all magic-tier items of a type will have the same amount of modifiers.
     - Added new models for hundreds of unique & legendary weapons which were formerly clones of random magic/rare items.
     - The Redeemer (Legendary 2h Sword) is no longer a Barbarian-exclusive weapon.
     - All instances of player or NPC equipment appearing transparent from one side should now be fixed.
     - All Energy Pistols and 2h Energy Staves now have T-Energy FX, where appropriate.
     - Single Skill item bonuses are reduced to 3x the All Skills value (was over 5x in D2F 14).
     - Damage Conversion to the 4 elements may now spawn on magic-tier gloves, in addition to rares. It may also spawn on Amazon Trophies.
     - Gold-text Life Leeched per Hit (flat values) is restored and now has greater base values than the yellow-text variant. It now exclusively appears on unique/set/legendary tier items.
     - All Mutation sets now grant 4 set bonuses, awarded at 2/4/6/8 pieces equipped, except for the Seraphim who gets the bonuses at 3/5/7/9 pieces. They now begin dropping at level 70, in Gold difficulty or higher.

    [Spells General]
     - Divine Gift: Cleansing now provides instant heal of 100% HP, and the hitpoint regeneration is increased. Initial duration increased from 12s to 15s.
     - Divine Gift: Salvation reflect chance starts much higher and scales better. Initial damage mitigation increased but scales slightly slower.
     - Fixed a vanilla issue where debuffs to enemy attack, defense, and armor were actually granting opponents the ability to debuff the player instead.
     - Some missing on-hit projectile FX now displays.
     - Cleaned up some unused script parameters and entries in spells.txt.
     
    [Paladin]
     - Zeal: bronze mod "Succession" chance for melee double hits now scales with level, and also adds extra projectiles when used with ranged weapons.
     - Blessed Hammer: Bronze mod "Swiftness" changed to "Pummel" (Chance for Double Hits).
     - Niokaste's and Megalcarwen's sets (and their random variants) adjusted to have a more heavily armored symmetrical look.
     - Endijian's Relics armor set has new FX.
     - New weapon/shield set: Endijian's Heirlooms

    [Sorceress]
     - Glimborin's Hoop is now Sorceress-exclusive and is part of Glimborin's Garments of Mutation set.
     - Sorceress classquest now has a new mechanical spider boss in the final phase (Jungle region).

    [Barbarian]
     - Frenzied Rampage: "Double Attack" mod now scales with level.
     - Rare 2-handed Hafted Weapons will no longer spawn with bonuses for other classes. They are now guaranteed to have an extra silver socket on Silver difficulty or higher.
     - Adanis (Barbarian classquest final opponent) is now a boss-level undead named Hadriel and received a complete visual overhaul.

    [Amazon]
     - Mormorin's Band is now Amazon-exclusive and is part of Mormorin's Garments of Mutation set.
     - Delia (Amazon classquest opponent) received a complete visual overhaul and is now a boss-level opponent.

    [Assassin]
     - Cloak of Shadows: Chance to stay cloaked when using magic or ranged attacks starts lower and scales more slowly. Chance to avoid detection by enemies with Enhanced Perception scales better.
     - Claws of Thunder: "Double Attack" mod now adds extra projectiles when used with ranged weapons.
     - Assassin CA tooltips no longer mention the passive "chance opponents cannot evade" because this modifier was non-functioning.
     - Helmets no longer include the Assassin's head as part of the model.
     - Assassin classquest final phase is now a battle with a T-Energy-powered Assassin boss rather than a message from a hologram.

    [Druid]
     - New dragonbone armor set: "Mark of the Dragon" themed after the Druid's class quest and focused on dual wielding.
     - Torik's Oath and Draagen's Legacy sets (and their random variants) have new FX.
     - Halgrim's Law has new black dragonscale design.
     - Varmin (Druid classquest boss) received complete visual overhaul.

     

    Thanks for the detailed feedback. I am glad you go with integration with the addendum. Currently I am playing D2F a lot, and I remembered my general impression from characters. If you allow, I will summarize them below:

    - less application of energy shield and related skills in comparison to original game. In the original game the seraphim was intended to use it (not that it was pleasant or optimized), but the paladin is even less build to use it. Could you consider including energy shield to Thorns? Except of this, I think the paladin is the best class in the mod;

    - the druid was my favorite class in D2, because of the combination of heave 2h hammer and animal form. In D2F, however, shapeshifting is not done as a buff and it does not count for the weapon as damage basis. In my view, increased duration of the shapeshifting would be great quality of life improvement. For taking the weapon into account, I guess it might not be possible due to limitation of the game itself. another thing is the allocation of combat arts. I believe it would be better to swap Oak sage and Hearth of Wolverine with the 2 shapeshifts. This will give a buff in the Primal Magic and will allow saving on skills, for players willing to play in animal form with animals.

    - the amazon could be improved by making the multiple shot a combat art with 20 sec duration (like in sacred 1) with graduate increase with levels and combining it with other attack when active. this will increase the versatility of the game a lot. Also the Valkyrie is not necessary to be a buff, but a summon with either duration or as long as it lasts.

    The barbarian is just fine, while the remaining 3 classes have never been my cup of tea in D2.

    Please accept the above as a slight suggestion by a fan. The mod is outstanding as it is and a total pleasure to play. HAPPY 2022!!!

    • Appreciation 1
  2. On 12/15/2021 at 6:46 PM, Flix said:

    I'll test it before I release the next version.  The quest logic is set to have the Malus "drop" when The Smith is killed.  It doesn't actually drop from The Smith, but rather appears out of thin air at a predefined nearby spot in the dungeon.

    I decided to resume my play of the mod, but since you have mentioned the next version, may I ask do you have any approximation when it will be released and will it include another update of the CP? Also, if you cannot go with specifics, can you just mention a few features you expect to include? Thank you for the great mod and efforts!

    • Appreciation 1
  3. I really enjoy my playtime with melee paladin with 3 buffs and the mod is getting awesome. I was wondering is there a way to integrate the character creation options from Fallen to your other S2EE mod. I must admit , I tried combining some files, and it worked for Seraphim and Dryad, but not for Barbarian or Druid.

    • Like! 1
  4. Dear Dmitriy,

    this addendum mod is quite catchy, so I have downloaded it and gave it a go through the GME. The game runs normally, but in menu I do not see models of my previous heroes, although I see the list of heroes and can load them. After loading, in game, the hero is invisible. I see the interface, hero icon modified, and the terrain, but not the hero. Also, when I try to create new character, the game CTDs. I have tried the game with CP 1.60 right before trying your mod and it went smoothly. Help if you can! :)

    With best wishes!

    • Like! 1
  5. Thanks for the good answers, Flix! And again, much thanks for the great mod work done.

    The problem is not with the number of attacks of the paladin - 4 is ok. I will get use to charge and I see benefit of using it. Zeal definitely needs to be redone - faster attack at least. Vengeance should be improved a little - as damage or visual effect. And finally SMITE - not my favorite diablo 2 skill, but my favorite Fallen Mod skill - which regretfully is too buggy. Please fix this beautiful teleport-hit :)

    Everything else I could tolerate :)

    And keep up with the good work!

    • Like! 1
  6. Thanks a lot Flix! Great mod!

    Some bugs, though, are bugging me:

    1. My favorite paladin has but 4 melee attacks - zeal is too slow, vengeance is too plain, charge is too uncontrollable and SMITE is very nice but buggy - my character freezes and I need PC res. :(

    2. Fanaticism bugs my party players, making their attack speed insane. It happens only if I have turned it on before them joining the party. After it happens, even if I turn it off, the insane speed remains - only to party members.

    3. Half my sets are with textures problems or invisible - Sophia's thing, Paladin's virtue, etc.

    I trust in your help! :)

    • Like! 1
×
×
  • Create New...
Please Sign In or Sign Up