Flix 5,116 Posted July 11, 2020 Author Share Posted July 11, 2020 Was curious, made the full list: TASKCREATURE_9458 Archer TASKCREATURE_2834 Soldier of the Scouting Party TASKCREATURE_8015 Private Rinarn TASKCREATURE_8086 Guard Leader TASKCREATURE_8712 High Elf Archer TASKCREATURE_6059 Ranger Menteriel TASKCREATURE_7139 Soldier TASKCREATURE_7163 Soldier Malken TASKCREATURE_8714 High Elf Archer So, 9 mostly forgettable bit parts in various quests. Link to comment
Popular Post Flix 5,116 Posted August 1, 2020 Author Popular Post Share Posted August 1, 2020 I've just made aware via a fan on the Nexus that Kuan's Breath is currently broken in 2.4. Basically, right now it's more like "Kuan's Peace" because it makes all enemies into friends. This was an unintended side-effect of making the Sakkara Demon no longer turn against the player when the duration expires. Seems enemies under the influence of Kuan's Breath are assigned the same faction as the Sakkara, "FACTION_GODSPELL". I'll try to work out a solution that doesn't break the new Sakkara behavior. 1 1 Link to comment
gogoblender 3,070 Posted August 1, 2020 Share Posted August 1, 2020 21 minutes ago, Flix said: I've just made aware via a fan on the Nexus that Kuan's Breath is currently broken in 2.4. Basically, right now it's more like "Kuan's Peace" because it makes all enemies into friends. the great balance speaks... gogo 1 Link to comment
jwiz 68 Posted August 2, 2020 Share Posted August 2, 2020 Seems to me that with the buff on yellow items that comes with the S2EE patch, the legendaries got the sticky end. I've notice this on several occasion, esp. on amulets/rings and damage modifiers. Apparently, the legendaries could do with a rework. Below you have an example of that: Link to comment
Androdion 884 Posted August 2, 2020 Share Posted August 2, 2020 Golden (brown if you prefer) items are unique, legendaries are orange. And there's quite the difference in the bonuses on your example, the yellow one increases the chance to cause Poison as a secondary effect, so basically your chance to cause Poison DOT. The golden one however increases the amount of Poison damage you can deal, globally. Those bonuses are not the same, so their percentages can't be compared directly. 1 Link to comment
Flix 5,116 Posted August 2, 2020 Author Share Posted August 2, 2020 3 hours ago, Androdion said: Golden (brown if you prefer) items are unique, legendaries are orange. And there's quite the difference in the bonuses on your example, the yellow one increases the chance to cause Poison as a secondary effect, so basically your chance to cause Poison DOT. The golden one however increases the amount of Poison damage you can deal, globally. Those bonuses are not the same, so their percentages can't be compared directly. This is correct. These are two different bonuses. @jwiz If you have other examples let me know and I will address them. Link to comment
jwiz 68 Posted August 2, 2020 Share Posted August 2, 2020 6 hours ago, Androdion said: Golden (brown if you prefer) items are unique, legendaries are orange. And there's quite the difference in the bonuses on your example, the yellow one increases the chance to cause Poison as a secondary effect, so basically your chance to cause Poison DOT. The golden one however increases the amount of Poison damage you can deal, globally. Those bonuses are not the same, so their percentages can't be compared directly. Oh yes, you're right, these are *just* Uniques with a different stat set, so no wonder. I seem to always mistake them for Legendaries. Link to comment
Androdion 884 Posted September 14, 2020 Share Posted September 14, 2020 I haven't had much time to play over the past month or so, so much that today was my second time playing in something like two weeks. Still, today was the day that I completed my first campaign (Silver) in EE's most recent iteration. I've been playing from the start in Hardcore mode. I hate dying and loosing my SB, so I finally decided to just go with Hardcore mode and if I die, I die. Right now the coding in EE makes it so that Hardcore mode disables quests that give extra attribute or skill points. At first I thought to myself "bummer", but after playing almost 70 levels with a squishy toon and going back to the vanilla quests and mobs back from D2F I actually don't seem to miss those extra quests. Furthermore, the fact that you're playing a "do or die" toon and that you can't have any extra help makes it so that the game feels more challenging. Slower development yes, but you can just stack +%XP per kill to climb levels faster. My point with this post being this, I think that in future versions this coding issue could might as well be a feature. Hardcore is the most challenging you'll get since you don't respawn, so not having any extra help gives it a good vanilla feel and an added challenge that feels very welcomed. Just my two cents. 1 Link to comment
Flix 5,116 Posted September 14, 2020 Author Share Posted September 14, 2020 Now's a good time for feedback! Now that Addendum's out, I'm working on building EE 2.5. Right now I'm considering adding an optional module that enables all quests in all modes (and also has respawning bosses). This would give some more leeway to make the CORE version of the mod more restrictive, since the option to have the endlessly repeating quests and battles would still be there, but only if desired. I'll probably want to try implementing a Boss Arena as well. It would be modified version of HellFire. 1 Link to comment
Androdion 884 Posted September 14, 2020 Share Posted September 14, 2020 Sounds nice to me. I didn't find much to give feedback about on my campaign run, everything seemed to work rather well. The High Elf's Wind Serpent mount has these weird lighting issues every now and then, but I believe this is something going all the way back from the vanilla game. I've since exchanged it for an Elite dragon and that never happened again. I don't think it's anything worth busting your head to be honest. I've noticed that both the Phantom and Blood Dragons are exclusive to D2F, are they Diablo-themed? Link to comment
Flix 5,116 Posted September 14, 2020 Author Share Posted September 14, 2020 13 minutes ago, Androdion said: I've noticed that both the Phantom and Blood Dragons are exclusive to D2F, are they Diablo-themed? The Phantom Dragon is present in the base game & EE, but in an entirely different context. It is a boss opponent in the Dragon Mage's class quest. The funeral rites for a fellow Dragon Mage result in a manifestation of a powerful spirit dragon. This opponent was replaced with a unique earth elemental in D2F, since the Dragon Mage became the Druid and the quest was heavily rewritten. Therefore the ghost dragon got moved to the Wastelands. The Blood Dragon was just an opportunity to make a new foe. Something really twisted and fitting for the Cursed Forest. The goal was to have a Dragon boss in every single region in D2F. I haven't made adding new custom opponents a goal of EE, so it was never included. Link to comment
Ellie 5 Posted September 14, 2020 Share Posted September 14, 2020 I would love to have the possibilty (extra module?) with 3 more skillslots for the utility skills. I dont have the time to level a extra Char for Trading / Smithing... If you want to prevent that the player chooses other skills, maybe it is possible to make them level 1 fix Skills that the player has after starting at level 1. Loving Boss fights <3 Always more are welcome. I have seen that you have tons of new Bosses in Diablo Fallen. Why not make some nice Mini Quest in the World with the Theme that a unknown evil is tyring to Enter Ancaria and we can slay these Bosses. Actually we are playing Addendum. But would love to play EE with another Char. But have not found a way to instal Sacred two times on my PC. Link to comment
Androdion 884 Posted September 14, 2020 Share Posted September 14, 2020 5 hours ago, Flix said: The Phantom Dragon is present in the base game & EE, but in an entirely different context. It is a boss opponent in the Dragon Mage's class quest. The funeral rites for a fellow Dragon Mage result in a manifestation of a powerful spirit dragon. This opponent was replaced with a unique earth elemental in D2F, since the Dragon Mage became the Druid and the quest was heavily rewritten. Therefore the ghost dragon got moved to the Wastelands. The Blood Dragon was just an opportunity to make a new foe. Something really twisted and fitting for the Cursed Forest. The goal was to have a Dragon boss in every single region in D2F. I haven't made adding new custom opponents a goal of EE, so it was never included. Thanks for the explanation. I think the Blood Dragon fits oh so well with the Cursed Forest, and since we already have the T-Mutant Dragon boss I don't see why there isn't room for its Blood counterpart. Funny that no one ever thought about adding a "Crystal Dragon" too. I think that's an interesting route, adding a dragon boss to each area of the expansion. I'm not counting Narmul of course. I'm not very keen on having more than 10 skills to be honest. Right now I'd love to be able to place two or three more skills on my EE toon, but if I did that without having to sacrifice my previous skill choices my toon would become a be all end all, so to speak. The fact that we need to make choices and adapt to them is what gives this game replay value. Being able to make a "master toon" that has all the necessary skills pretty much voids replaying that build in different ways. Link to comment
Ellie 5 Posted September 15, 2020 Share Posted September 15, 2020 (edited) On 9/14/2020 at 11:54 PM, Androdion said: I'm not very keen on having more than 10 skills to be honest. Right now I'd love to be able to place two or three more skills on my EE toon, but if I did that without having to sacrifice my previous skill choices my toon would become a be all end all, so to speak. The fact that we need to make choices and adapt to them is what gives this game replay value. Being able to make a "master toon" that has all the necessary skills pretty much voids replaying that build in different ways. Yes, I absolutely can understand that. I normaly Hate it than games do that. But nowadays I sometimes like it if it supports it a little. I gues my favoruite Solution would be that I have 2 utility skill slots that can only be used for these Skills and the rest stays normal. EDIT: In German: Dryad Skills Alternate CA. Module: Venemous Entrapment is in German Still called: "Sprint" I would love to have the same CA Details in German as I have in English. There a no Values of the CAs listet in the German Version. Edited September 16, 2020 by Ellie I dont want to make a Double Post: 1 Link to comment
Androdion 884 Posted September 17, 2020 Share Posted September 17, 2020 I'm not sure if this is relevant, or an issue per se, but here it goes. On my High Elf I have a Death's Chirr equipped with a Magic Pearl socketed, and every CA from the Pyro and Stormite trees has its elemental damage shown as magic damage in their tooltips. That only happens with that particular weapon. Is this normal? Link to comment
Flix 5,116 Posted September 18, 2020 Author Share Posted September 18, 2020 14 hours ago, Androdion said: I'm not sure if this is relevant, or an issue per se, but here it goes. On my High Elf I have a Death's Chirr equipped with a Magic Pearl socketed, and every CA from the Pyro and Stormite trees has its elemental damage shown as magic damage in their tooltips. That only happens with that particular weapon. Is this normal? I think it's because Death's Chirr already has some built in conversion as a modifier. The GUI is lying to you about CA damage being converted. The same thing happens when a Temple Guardian sockets a damage converter in his Battery. Dmitriy rewrote damage conversion in its entirety at the code level in Addendum but I have not yet been able to pull these changes over. Link to comment
Flix 5,116 Posted September 18, 2020 Author Share Posted September 18, 2020 On 9/15/2020 at 2:19 AM, Ellie said: In German: Dryad Skills Alternate CA. Module: Venemous Entrapment is in German Still called: "Sprint" I would love to have the same CA Details in German as I have in English. There a no Values of the CAs listet in the German Version. Thanks, I will fix the Venomous Entrapment tooltip. I will also do what I can to add the numerical values. But how shall I translate "per level" into German? For example, a tooltip will say: " 30% + 0.3% per level " Link to comment
jwiz 68 Posted September 18, 2020 Share Posted September 18, 2020 5 hours ago, Flix said: Thanks, I will fix the Venomous Entrapment tooltip. I will also do what I can to add the numerical values. But how shall I translate "per level" into German? For example, a tooltip will say: " 30% + 0.3% per level " You could translate it if you wamt to into 'pro Stufe' but you simply don't. 'per' being latin is just as fine in German and 'level' has been germanized. 1 Link to comment
Androdion 884 Posted September 18, 2020 Share Posted September 18, 2020 7 hours ago, Flix said: I think it's because Death's Chirr already has some built in conversion as a modifier. The GUI is lying to you about CA damage being converted. The same thing happens when a Temple Guardian sockets a damage converter in his Battery. Dmitriy rewrote damage conversion in its entirety at the code level in Addendum but I have not yet been able to pull these changes over. I suspected that would be the case. Thanks for the reply. Link to comment
Daedalus 88 Posted September 20, 2020 Share Posted September 20, 2020 (edited) I am starting to think that the Lightning lord is not necessarly overpowered per say, but broken due to a strange bug. I wanted to do a lightning lord run and guess what happened? I dragged down to near 50-60% after trying a few things, and in the span of a mere few seconds ... he regenerated his entire life!! Case in point in the following video at the end : I am wondering if this might not be due to a bug where when you stack him with "%Max hitpoint reduction" (deadly wound, weaken from magic damage etc ....) it creates an unexpected event where he does not just regenerate the % that the debuff inflicted but a huge fraction of his life instead, and if you stack up those things ... he insta regenerate. I am not sure and could be wrong though. Edited September 20, 2020 by Daedalus Link to comment
Popular Post Flix 5,116 Posted September 20, 2020 Author Popular Post Share Posted September 20, 2020 1 hour ago, Daedalus said: I wanted to do a lightning lord run and guess what happened? I dragged down to near 50-60% after trying a few things, and in the span of a mere few seconds ... he regenerated his entire life!! You play Alternate Spells right? Here, try this test file for 2.5. Overwrite the spells.txt in your scripts/shared folder. https://drive.google.com/file/d/1adTYA0OACwoaUbvTO_sFaEnb99hQAQVd/view?usp=sharing If you want to disable it you can just disabled EE in the mod enabler then re enable it. Damage for all Lightning Lord's spells reduced to 50%. Can no longer heal himself. 1 1 Link to comment
Daedalus 88 Posted September 20, 2020 Share Posted September 20, 2020 thanks very much flix! trying now ;) 1 Link to comment
Androdion 884 Posted September 20, 2020 Share Posted September 20, 2020 Does that test file disable his Charged Bolt spell (the modified Testa with healing)? Link to comment
Flix 5,116 Posted September 21, 2020 Author Share Posted September 21, 2020 4 hours ago, Androdion said: Does that test file disable his Charged Bolt spell (the modified Testa with healing)? As I said above, the healing property is removed and the damage is reduced by 50%. Link to comment
Androdion 884 Posted September 21, 2020 Share Posted September 21, 2020 I was plainly asking if that spell was still a part of his arsenal, so it is, and his spells are the same minus the healing property of Charged Bolt. Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now