Staredit Network > Forums > SC2 Custom Maps > Topic: Diablo - Mortal Shroud
Diablo - Mortal Shroud
Feb 10 2011, 1:00 am
By: Ahli
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Jan 18 2012, 7:14 pm HavoK Post #461



Anyway I can get my hands on this map yet? or is it still in private testing?
A friend and I have been waiting a long time to play this!



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Jan 18 2012, 7:18 pm payne Post #462

:payne:

Quote from HavoK
Anyway I can get my hands on this map yet? or is it still in private testing?
A friend and I have been waiting a long time to play this!
It's published online on both US and EU servers.
Search for "shroud" and you'll find it.



None.

Jan 18 2012, 7:21 pm HavoK Post #463



Awesome thanks :)
Are there a lot of bugs? or is it quite stable now?



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Jan 18 2012, 7:37 pm payne Post #464

:payne:

Quote from HavoK
Awesome thanks :)
Are there a lot of bugs? or is it quite stable now?
Not many bugs. Pretty much stable. I have had a bug occuring to me in a long time.



None.

Jan 18 2012, 7:37 pm Ahli Post #465

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from mrdorkus
I say go ahead and add all the D1 (don't bother with Hellfire, unless you really want to) uniques to the game, especially the quest rewards one. Even though most magical items were better in the original, this game, probably rares will be better than most uniques. If you want, you can add more useful uniques to the game that is from D2 (probably use the stats of D2 but keep it on D1 items instead, that would be a nice feature and probably make uniques worth getting over rare items). If you're going with the D2 uniques stats over D1 items route, you can probably skip D1 uniques if you want. If you do skip D1 uniques, at least make quest rewards drop rare items instead of magical.
Adding the original quest reward uniques was out of question because they are the well known uniques.

Some quests will give you rare items, but the item level is limited. But they should be very useful at the time when you naturally get the quest.
Maybe I should buff the butcher's drop. He is only dropping a non cursed magic axe atm.

Quote from HavoK
Awesome thanks :)
Are there a lot of bugs? or is it quite stable now?
Should be quite stable. It will be more stable after the next update which will go live whenever I get a cathedral shrine model. ;D

edit:
Got a shrine model. ;D


edit:
- skeleton king can now raise skeletons

Updated map to version 0.26 on EU.
Updated map to version 0.26 on US.

No catacombs for now, but a few changes, mostly visual + bugfixes including the bank stuff.

Post has been edited 4 time(s), last time on Jan 19 2012, 6:35 pm by Ahli.




Jan 20 2012, 1:54 am shayoko Post #466



when i looked at the map and saw up date i got star eyes *o* lil diapointed more stuffs not added to the story or levels but i cant complain. really wish i had good exp wi da editor so i could help tho.



None.

Jan 20 2012, 2:21 am Ahli Post #467

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from shayoko
when i looked at the map and saw up date i got star eyes *o* lil diapointed more stuffs not added to the story or levels but i cant complain. really wish i had good exp wi da editor so i could help tho.
random dungeons + quest's stuff take a while...
Also catacombs will receive their own wall models...
The catacombs should feel and look different than the cathedral levels.

Also, I have exams in 3 weeks. I don't know how much I can get done until then...




Jan 20 2012, 2:44 am payne Post #468

:payne:

Just played 2 hours with another friend.
I think I was the only one to cause trigger errors when opening chests or looting corpses on the ground (about 10% of the time?).
Also, his warrior used the Town Portal book with the required magic, but he didn't have enough mana to cast the lvl 1. Is that intended?
Else, about that new quest: "Magic Rock". The "Stash" girl doesn't have the full script of her discussion written down when you talk to her. And I think it's the Witch that has a "had" written down while she says "would". Oh, and I couldn't find that goddamn rock! :massimo:



None.

Jan 20 2012, 3:30 am Ahli Post #469

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from payne
Just played 2 hours with another friend.
I think I was the only one to cause trigger errors when opening chests or looting corpses on the ground (about 10% of the time?).
Also, his warrior used the Town Portal book with the required magic, but he didn't have enough mana to cast the lvl 1. Is that intended?
Else, about that new quest: "Magic Rock". The "Stash" girl doesn't have the full script of her discussion written down when you talk to her. And I think it's the Witch that has a "had" written down while she says "would". Oh, and I couldn't find that goddamn rock! :massimo:
@spell knowledge before enough mana for usage
It happens that you can read books before using the item. There are +mana affixes, so it's possible to reach it faster without spending more points into magic.

Found a mistake in gold creation from containers. The inventory dialog update was called for the wrong player.

The text from GIllian displayed was indeed to short.
Adria's text was correct.

That rock is not in the playable area. But the quest is activated by entering dungeon level 4.

Updated map to version 0.261 on EU.
Updated map to version 0.261 on US.

Post has been edited 1 time(s), last time on Jan 20 2012, 3:45 am by Ahli.




Jan 20 2012, 12:19 pm mrdorkus Post #470



Additional suggestions

These don't need to be done now or even soon, but can you answer if you will add it or not so I'll know what to expect in the future, thanks.

Ones I've mentioned before:
- Please add a change character option (especially for single player mode).
- Make the viewing of the room a bit easier, perhaps showing the whole room (except when behind a corner, etc....) It makes no sense that I have to walk to the corner of the room to reveal that corner etc....
- Add D2 uniques unto D1 weapon/armors.
- I feel the regeneration of monsters quite pointless since they regenerate too slow for grinding/level up purposes and too fast for newer players or players who are trying to explore. Perhaps have it so that the player can choose? If they choose in the beginning of the game for regeneration, have it regenerate faster?
- Make it so that pressing "alt" reveals all things, not just items on the floor for the current room you're in (this means bookshelves, corpses, shrines, etc...).
- Are all spell books in the game right now (besides Apocalypse, which you mentioned before)? As I haven't found spell books beyond level 1 spell books besides Town Portal, Firewall, Flash and Lightning (no Stone Curse, Telekinesis or level 3 spell books such as Fireball)

New suggestions/questions:
- Make all quest rewards give only positive prefixes/suffixes (if it's not already done this way, not sure)
- Add a monster shrine (from D2) where it turns the monster closest to you to a sub-boss/champion, etc... (I guess in your case, a monster that will drop a magic/rare/unique item when killed).
- Add a shrine that will regenerate bookshelves
- Will you be making a list (perhaps in-game help menu) of all the Shrines in this game and the effects of it? (Since some are slightly different and temporary unlike the original game)
- Can you have the shrines have names before you click on them?
- Will there be Hellfire spells in the game?
- How does selling of items from town refresh? Is it upon killing of 1 creature?
- Can you have it so Adria heals mana like Pepin heals life? (I understand that isn't like the original)
- This might not be feasible as you did a good job making levels randomize, but can you make it so that there's multiple ways to get to a location instead of where rooms are all linear.
- Is there a reason why the Warrior model shows something sticking out of his arms/hands? Like an arrow or something.
- Will spells, Warrior's melee damage, Rogue's Bow damage scale in nightmare and Hell difficulty?

Post has been edited 3 time(s), last time on Jan 21 2012, 12:16 am by mrdorkus.



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Jan 20 2012, 6:02 pm payne Post #471

:payne:

Quote
- Make the viewing of the room a bit easier, perhaps showing the whole room (except when behind a corner, etc....) It makes no sense that I have to walk to the corner of the room to reveal that corner etc....
I support this one.

And add more champion monsters please. :)



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Jan 20 2012, 6:08 pm shayoko Post #472



1.charector change is pointless lame and a waste of time to add when he could spend that time to repick heros just so you can cheat and copy equipment no...
2.your in a tome of course you cant see the entire room makes no sense? think! (its dark your underground besides its nessassary to see corners to know if theirs a door or not.
3.dont give the regen option ridiculous....but ya having a higher difficulty so that bosses can actually kill you is a good idea.some type of regen may be a good idea like if no players are on the lvl its on full health and MAYBE get health every time he kills some one.cuz its to easy you can solo no sweat don't even need other players lol...
4.i think the store reset after about 1 min 30s thru 2 min and 30s

Edit-corrected some spelling

Post has been edited 1 time(s), last time on Jan 22 2012, 4:07 am by shayoko.



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Jan 20 2012, 8:46 pm mrdorkus Post #473



Quote from shayoko
1.charector change is pointless lame and a wats eof tiem to add when he could spend that time to repick heros just so you can cheat and copy equipment no...
2.your in a dam tome of course you cant see the entire room makes no sense? think!
3.dont give the regen option ridiculous....but ya having a higher difficulty so that bosses can actually kill you is a good idea.some tpye of regen may be a good idea like if no players are on the lvl its on full health and MAYBE gte health every time he kills some one.cuz its to easy you can solo no sweat dont even need other players lol...
4.i think the store reset after about 1 min 30s thru 2 min and 30s

1. I'm not sure why you think the repick heroes option is useless, you cannot duplicate items in this game, either you drop items on the floor or you put it in your stash, there's no way you can duplicate the items from this. It just makes it more convenient to give items that you find to your other characters instead of quiting and reloading a new game. It's been implemented in many of the rpgs found on Starcraft 2. It's not like this isn't available to do within this game, it's just that quitting and reloading to do it is just too inconvenient.

2. You're telling me that when staring at a corner of the room from 5 feet away where I can see 10 feet in other directions but I cannot see the corner makes sense? I'm not saying to reveal everything, but at least the room you're in as you should be able to see past beds, barrels, etc... that are not in your vision's path. I'm not complaining about rooms with pillars, those are fine, but I don't see why a table should block your vision when you can clearly see over it.

3. As for the difficulty you're refering to, that's what Nightmare and Hell difficulty is about and that won't be implemented until the game is finished, I believe. I just find that when backtracking and you get surrounded by weak enemies that block your path is quite annoying. It's not difficult to kill them just slows down the pace of the game considerably. For grinding purposes, the respawning is too slow and for regular purposes, it's too much, that's why I thought an option would be suitable. It's not a big deal if the he leaves it alone and not change it but I'm just giving my suggestion to improve the game for everyone.

4. Thanks for this info.

Post has been edited 1 time(s), last time on Jan 20 2012, 9:00 pm by mrdorkus.



None.

Jan 21 2012, 12:50 am Ahli Post #474

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from mrdorkus
- Please add a change character option (especially for single player mode).
I would say, especially in multiplayer games ;D imagine 1 picks his best hero first and the 3 other players have a low level hero. Maybe the first player doesn't want to fight alone vs stronger ones or rush the other players through the dungeons. Maybe just starting a new hero would be best then...
It makes sense that I add that feature because it takes the need to remake the game because of wrong heroes.

Quote from mrdorkus
- Make the viewing of the room a bit easier, perhaps showing the whole room (except when behind a corner, etc....) It makes no sense that I have to walk to the corner of the room to reveal that corner etc....
It's possible that it might be impossible. Tinkering with footprints and making the sight blocking area thinner is the only option I could do. But I won't do that in near future.

Quote from mrdorkus
- Add D2 uniques unto D1 weapon/armors.
I will add uniques someday. Maybe I will add some D2 ones...

Quote from mrdorkus
- I feel the regeneration of monsters quite pointless since they regenerate too slow for grinding/level up purposes and too fast for newer players or players who are trying to explore. Perhaps have it so that the player can choose? If they choose in the beginning of the game for regeneration, have it regenerate faster?
I think you refer to the respawn.
The amount of respawned monsters is defined by the player count. Without proper respawns, the players will have a to low level, if they progress the dungeon normally. I might buff the monster's xp a little bit because monsters with more HP are more dangerous than more monsters with low hp. If I buff the xp, I can decrease the respawn amount by a small amount.

Quote from mrdorkus
- Make it so that pressing "alt" reveals all things, not just items on the floor for the current room you're in (this means bookshelves, corpses, shrines, etc...).
Maybe some things should stay how they are to be more hidden like the levers. The interactable things are revealed by their selection circle and their displayed text on hovering the mouse over them.
I don't think that this is necessary to have and might annoy players which only want to see the names of the items on the ground next to these interactable doodads.

Quote from mrdorkus
- Are all spell books in the game right now (besides Apocalypse, which you mentioned before)? As I haven't found spell books beyond level 1 spell books besides Town Portal, Firewall, Flash and Lightning (no Stone Curse, Telekinesis or level 3 spell books such as Fireball)
There are 17 spell books in game right now.
Maybe with a high level character you could buy them all @ Adria.
Bookshelves in cathedral will only drop up to 8 spell book types.
Bookshelves in catacombs will drop up to 12 spell book types.
Containers can drop books, too, but they drop equal to the bookshelves.

If your hero is level 15, he can buy the first book at Adria that can't spawn in cathedral (flash).
With level 42 you would be able to buy all of these books at Adria.
If you would be in Hell Level 2, you could find every book.

There is no stone curse and no telekinesis.

Quote from mrdorkus
New suggestions/questions:
- Make all quest rewards give only positive prefixes/suffixes (if it's not already done this way, not sure)
Direct quest rewards aren't cursed.

Quote from mrdorkus
- Add a monster shrine (from D2) where it turns the monster closest to you to a sub-boss/champion, etc... (I guess in your case, a monster that will drop a magic/rare/unique item when killed).
Possible. That sort of shrine doesn't exist, yet. I can make monsters to rare monsters whenever I want.

Quote from mrdorkus
- Add a shrine that will regenerate bookshelves
There are no bookshelves beyond catacombs. So shrines wouldn't be useful there. I think I will add shrines to the caves.

Quote from mrdorkus
- Will you be making a list (perhaps in-game help menu) of all the Shrines in this game and the effects of it? (Since some are slightly different and temporary unlike the original game)
Shrines that give buffs are obvious. Some effects are obvious and the other ones... try to find out.
Also, some shrines do not necessarily effect you in every case like recharging all items...

Quote from mrdorkus
- Can you have the shrines have names before you click on them?
I'm thinking about that. I guess I will do that and add a random shrine.

Quote from mrdorkus
- Will there be Hellfire spells in the game?
I guess not.

Quote from mrdorkus
- How does selling of items from town refresh? Is it upon killing of 1 creature?
Time outside town without entering it.

Quote from mrdorkus
- Can you have it so Adria heals mana like Pepin heals life? (I understand that isn't like the original)
I can have it, but I don't like it.

Quote from mrdorkus
- This might not be feasible as you did a good job making levels randomize, but can you make it so that there's multiple ways to get to a location instead of where rooms are all linear.
So you can run in a circle?
Maybe I will find a good way to add this.

Quote from mrdorkus
- Is there a reason why the Warrior model shows something sticking out of his arms/hands? Like an arrow or something.
The Sorcerer and Warrior model are the humanmale model from WoW. The exporter doesn't work correctly, so the model has random animation errors (rarely it's fine) and I think it rarely causes the client to crash. Once I had a flickering sc2 a few days ago (menus randomly disappeared and reappeared, even in F10 menu). I was scared and left the game :D. Once the Warrior's model turned greenish and sc2 crashed a few seconds later.
This can be fixed with HotS I hope. Same as all problems with WoW models (attachment points resizing during animations, etc...).


Quote from shayoko
1.charector change is pointless lame and a wats eof tiem to add when he could spend that time to repick heros just so you can cheat and copy equipment no...
Wow, that's hard to read. Try to fix your spelling. I can barely understand you.

Repick can't make you cheat. There is already an easy way I won't tell to cheat which I can't really stop...

Quote from shayoko
2.your in a dam tome of course you cant see the entire room makes no sense? think!
yes, I won't reveal entire rooms. You should find the path yourself. But you have to look into every edge to spot possible openings to other rooms.
But it's not a big deal I think. Just a small annoyance despite the fact that I think that I can't really improve it.

Quote from shayoko
3.dont give the regen option ridiculous....but ya having a higher difficulty so that bosses can actually kill you is a good idea.some tpye of regen may be a good idea like if no players are on the lvl its on full health and MAYBE gte health every time he kills some one.cuz its to easy you can solo no sweat dont even need other players lol...
Leoric has a small amount of life steal on hit.
Also, Pepin talks about monsters regenerating themselves. It's part of the lore. ;)

Quote from shayoko
4.i think the store reset after about 1 min 30s thru 2 min and 30s
something in that range, yes.

And add more champion monsters please. :)Give me suggestions.
Atm rare monsters can have 2 affixes. Prefix is defensive, Suffix is offensive.




Jan 21 2012, 1:34 am mrdorkus Post #475



Forgot to ask this earlier, does Rare items have 3-4 affixes, being 1-2 prefixes, and 1-2 suffixes? Is that the case? I'm just wondering to see what the best affixes would be for a specific weapon.

Also, will spells, Warrior's melee damage, Rogue's Bow damage scale in nightmare and Hell difficulty?

Does life/mana leech work with bows and magic?

It seems that life leech doesn't leech when I attacked monsters with my warrior.

The shrine that gives maximum damage +1 is permanent, I'm not sure if you did this intentionally or not (as it wasn't permanent in the original game, just an until you quit). If you did make it intentional, have it so that a weapon max damage has a cap/limit. If so, can you let me know what the cap/limit is?

Add a faster way to sell things, perhaps, holding shift while clicking will instant sell (no confirmation).

Make Holy Bolt be able to heal allies (much like Paladin's from D2)

The stuff sold from Wirt is based on your character level but is this system similar to D2, where it's a range around your character's level? (if my character is high enough level, I won't spawn lower end affixes right)?

BUG: My level 16 Healing spell heals 9-19, it healed a lot more before level 16.

Balance Suggestion:
It seems with no cap/limit to spell levels, Sorcerers are going to be too powerful. Instead of nerfing Sorcerer, I would say buff Warriors and Rogue (maybe how damage is calculated on their specific weapon). I say cap the spell levels at level 15 (D1 standards) or 20 (D2 standards) (slight nerf for Sorcerer, but at least they can still increase spell damage with increase of Magic stat). Also, Warriors and Rogue lack AOE. My suggestion for this is make their personal skills (Leap for Warriors and Multishot for Rogues) level up along with their levels. So if you choose to have Multishot, for example, level up once for every 3 levels of Rogue (cap at same level you are capping spell levels), then a level 9 Rogue will have a level 4 Multishot (initial level + 3 levels). You can change the damage but more importantly for AOE purposes, add 1 additional arrow per level (or 2 if you choose), so a level 4 Multishot will shoot 6 arrows (3 intially + 3 per level). As for the Warrior, make it so that the leap destination will cause of shockwave damaging all enemies around the landing spot. Each level will increase the radius of the shockwave and perhaps even the damage. Let me know what you think of these ideas.
(If you do cap spell levels at 15, that should just reset my level 17 firebolt and level 16 healing to 15 right?)

Post has been edited 10 time(s), last time on Jan 21 2012, 10:27 am by mrdorkus.



None.

Jan 21 2012, 2:03 am payne Post #476

:payne:

Keep Shrines unknown/secret. I like the surprise. :)



None.

Jan 21 2012, 9:10 pm Ahli Post #477

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from mrdorkus
Forgot to ask this earlier, does Rare items have 3-4 affixes, being 1-2 prefixes, and 1-2 suffixes? Is that the case? I'm just wondering to see what the best affixes would be for a specific weapon.
Yes, but 4 affixes has a lower probability.

Quote from mrdorkus
Also, will spells, Warrior's melee damage, Rogue's Bow damage scale in nightmare and Hell difficulty?
I don't know. I guess not. I will see, if I implement higher difficulties.

Quote from mrdorkus
Does life/mana leech work with bows and magic?
It works with physical damage only. Leap does not leech atm.

Quote from mrdorkus
It seems that life leech doesn't leech when I attacked monsters with my warrior.
Leech doesn't work properly with low damage. I will change the calculation to use real values, so you can leach below 1 hp.
Also, you can't leech more life than the monster has.
So atm, you need to deal 100 physical damage to receive 1 life for 1% life leach. You won't notice this on low level chars atm because the leech is 0.
Leech will be more viable with next update.

Quote from mrdorkus
The shrine that gives maximum damage +1 is permanent, I'm not sure if you did this intentionally or not (as it wasn't permanent in the original game, just an until you quit). If you did make it intentional, have it so that a weapon max damage has a cap/limit. If so, can you let me know what the cap/limit is?
20% if the item's base max damage.

Quote from mrdorkus
Add a faster way to sell things, perhaps, holding shift while clicking will instant sell (no confirmation).
I should add a way, yes. Shift sounds reasonable.

Quote from mrdorkus
Make Holy Bolt be able to heal allies (much like Paladin's from D2)
I don't know if I want the holy bolt to do that. I think I will add a heal spell or a skill for the Sorcerer to heal other players.

Quote from mrdorkus
The stuff sold from Wirt is based on your character level but is this system similar to D2, where it's a range around your character's level? (if my character is high enough level, I won't spawn lower end affixes right)?
Gambling spawns everything within (char level + 2) range except cursed affixes.

Quote from mrdorkus
BUG: My level 16 Healing spell heals 9-19, it healed a lot more before level 16.
I will look into this. It shouldn't heal less. Mana costs should raise, though...
This is my formula:
heal amount = CBH*(R(4)+itt(baseVIT,R(2)+1)+itt(SLVL,R(2)+1)+1)
You need some more knowledge:
itt(a,f(x)) = sum of a times f(x)
R(x) = Random 0 to x-1
CBH = 1 Warrior, 0.5 Rogue, 0.25 Sorcerer
baseVIT = vitality of the naked hero
SLVL = spell level

Calculations:
Example: CBH = 1, baseVIT = 65, slvl 8

min: 0+itt(65,1)+itt(8,1)+1 = 65 + 8 + 1 = 74
max: 3+itt(65,2)+itt(8,2)+1 = 3 + 130 + 16 + 1 = 146
Due to the iteration of random values the final healing amount is more likely to be in the middle of min and max.

So, +1 spell level should increase the healed amount of the Warrior by 1 to 2.

Mana costs formula:
mana costs = 8+2*CLVL-3*SLVL
CLVL = character level

Quote from mrdorkus
Balance Suggestion:
It seems with no cap/limit to spell levels, Sorcerers are going to be too powerful. Instead of nerfing Sorcerer, I would say buff Warriors and Rogue (maybe how damage is calculated on their specific weapon). I say cap the spell levels at level 15 (D1 standards) or 20 (D2 standards) (slight nerf for Sorcerer, but at least they can still increase spell damage with increase of Magic stat). Also, Warriors and Rogue lack AOE. My suggestion for this is make their personal skills (Leap for Warriors and Multishot for Rogues) level up along with their levels. So if you choose to have Multishot, for example, level up once for every 3 levels of Rogue (cap at same level you are capping spell levels), then a level 9 Rogue will have a level 4 Multishot (initial level + 3 levels). You can change the damage but more importantly for AOE purposes, add 1 additional arrow per level (or 2 if you choose), so a level 4 Multishot will shoot 6 arrows (3 intially + 3 per level). As for the Warrior, make it so that the leap destination will cause of shockwave damaging all enemies around the landing spot. Each level will increase the radius of the shockwave and perhaps even the damage. Let me know what you think of these ideas.
I will add more skills and these skills are levelable. Atm you only have one skill on level 1 with Rogue or Warrior.

Quote from mrdorkus
(If you do cap spell levels at 15, that should just reset my level 17 firebolt and level 16 healing to 15 right?)
Not in near future.

edit:
news:
- fixed mana/life leech to have an effect with low damage (= leech below 1 life)

Post has been edited 1 time(s), last time on Jan 21 2012, 10:09 pm by Ahli.




Jan 22 2012, 12:00 am mrdorkus Post #478



Sorry, I wanted some clarification

Quote from Ahli
Quote from mrdorkus
The shrine that gives maximum damage +1 is permanent, I'm not sure if you did this intentionally or not (as it wasn't permanent in the original game, just an until you quit). If you did make it intentional, have it so that a weapon max damage has a cap/limit. If so, can you let me know what the cap/limit is?
20% if the item's base max damage..
Does this mean that yes, it is a permanent buff and the cap is 20% of base max damage, meaning a Bastard Sword (6-15) can be a max of 6-18 damage? Any additional Shrine effect will do nothing?

Quote from Ahli
Quote from mrdorkus
The stuff sold from Wirt is based on your character level but is this system similar to D2, where it's a range around your character's level? (if my character is high enough level, I won't spawn lower end affixes right)?
Gambling spawns everything within (char level + 2) range except cursed affixes.
So you said within char level +2 so that means items +2 of my character and every below as well? So even at high levels, I can still get crappy affixes?

Quote from Ahli
Quote from mrdorkus
BUG: My level 16 Healing spell heals 9-19, it healed a lot more before level 16.
I will look into this. It shouldn't heal less. Mana costs should raise, though...
This is my formula:
heal amount = CBH*(R(4)+itt(baseVIT,R(2)+1)+itt(SLVL,R(2)+1)+1)
You need some more knowledge:
itt(a,f(x)) = sum of a times f(x)
R(x) = Random 0 to x-1
CBH = 1 Warrior, 0.5 Rogue, 0.25 Sorcerer
baseVIT = vitality of the naked hero
SLVL = spell level

Calculations:
Example: CBH = 1, baseVIT = 65, slvl 8

min: 0+itt(65,1)+itt(8,1)+1 = 65 + 8 + 1 = 74
max: 3+itt(65,2)+itt(8,2)+1 = 3 + 130 + 16 + 1 = 146
Due to the iteration of random values the final healing amount is more likely to be in the middle of min and max.

So, +1 spell level should increase the healed amount of the Warrior by 1 to 2.
If you want, I can give you my save file, I thought it was a display bug, but I tested by having enemies damage me and used the Heal spell, it was 9-19 Heal only.

Additional questions:
On what items does Angel and Arch-angel prefixes spawn on? (I ask only because the affixes that you have in this game spawn differently on items than in original D1)

My level 14 Lightning seems to have quite a low damage (9 - 36), is this intended?

My level 15 Inferno also seems a bit low in damage (7 - 64), is this intended?

My level 13 Fire Wall has extremely low damage (5 - 11), is this intended?



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Jan 22 2012, 4:15 am shayoko Post #479



well i dident mean monsters shouldent regen just its very hard to make a good system for it.
1.some maps the boss will fully heal if no players are in a certain area (his room or the entire lvl 2 for example)
2. some just have really fast regen
3. and some are slow slow its almost point less to have even at long distance travel they wouldent heal a significant amount to stop you.
What i meant was adding a opinion to have or not have regen on monsters in my opinion would be a waste of time compared to doing more interesting things or even bug fixes
ps.fixed spelling on last post sorry for spelling and things i could end up saying(typing) that may be considered rude



None.

Jan 22 2012, 7:59 am birthdayboy Post #480



Well since I'm here anyway, about the models, here's what I'm planning for you so far:

Quote
+ Texture Shrine Model
+ Town Portal: UVW Animation or texture + plane with opacity masks
+ Catacomb Walls: + Wall, L wall, T wall, Pillar, Stair Pillar, Brick Wall, Collapsed Wall.
+ Shrines: Blood shrine, http://newd2event.net/img/maps/act1/Catacombs.jpg used and unused.
+ Sarcophagi, Open and closed
+ Single Barrel, Open and closed
+ Torches
+ Stone Rubbles
+ Bloodstones?
+ Statues for cathedral/catacombs
+ Old wood stuff
+ Gore stuff

and as an add, here's this:

beta portal. I totally failed at the animation so it might end up being a video...




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[10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
[2024-5-04. : 1:05 am]
Vrael -- that's better
[2024-5-04. : 12:39 am]
NudeRaider -- can confirm, Vrael is a total madman
[2024-5-03. : 10:18 pm]
Vrael -- who says I'm not a total madman?
[2024-5-03. : 2:26 pm]
UndeadStar -- Vrael, since the ad messages get removed, you look like a total madman for someone that come late
[2024-5-02. : 1:19 pm]
Vrael -- IM GONNA MANUFACTURE SOME SPORTBALL EQUIPMENT WHERE THE SUN DONT SHINE BOY
[2024-5-02. : 1:35 am]
Ultraviolet -- Vrael
Vrael shouted: NEED SOME SPORTBALL> WE GOT YOUR SPORTBALL EQUIPMENT MANUFACTURING
Gonna put deez sportballs in your mouth
[2024-5-01. : 1:24 pm]
Vrael -- NEED SOME SPORTBALL> WE GOT YOUR SPORTBALL EQUIPMENT MANUFACTURING
[2024-4-30. : 5:08 pm]
Oh_Man -- https://youtu.be/lGxUOgfmUCQ
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