I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Nice that you finished the Black Mushroom quest. I really like that spectral elixir reward from there! The only sad part is if a character maxes out one stat before doing the quest then they would have wasted those 3 extra points. Oh well, that's just the way it goes I guess. Technically if you wanted to prevent this you could have it do the normal +3 to all stats except for if one is maxed instead you could give level up stats equal to the extra's left over? I know that isn't how traditional D1 does it, just figured I would make that suggestion. Also I don't know how hard that would be to implement, but having it work just like the original is fine anyways.
That's what I'm doing. The extra stats do not count to the max body stats.
[quote=name:Ahli]
Also, I think, if you give the sign to Ogden while the fourth level is not fully loaded, it should bug. I will add a few things to make it work properly...
Hmm, how do you see if the fourth level is fully loaded? Do you have to make sure there are no red exclamations in the upper left before you try to turn it in?
edit:
Oh, there is a bug that makes a few threads never stop because there aren't enough unique items.
What do you mean by "not enough unique items" ?
It tries to calculate a unique item, but it keeps failing because there are no unique items for all levels that can be dropped by every monster, yet.
Also on the multiplayer thing, do you plan on making it scale up the difficulty as more players are in the map and scale up the experience rewards like Diablo 2? Or are you mostly just going for direct port of Diablo 1 with a few hellfire modifications.
The experience, the life, the gold and the item amount is scaling, I believe. I'm to lazy to look it up right now.
I also wanted to mention I really like the whirlwind skill of the warrior, very fun to use! I kinda wish the lightning trap of the rogue was more useful though, maybe I should try using it on champions or bosses for more useful effect.
Also I wanted to ask if you plan on putting zero level skills from the original into the game. The warriors repair I never really used in the original since it did not repair to full durability, however I believe maybe adding it in and giving possibly a 3/4 of full price gold cost for "materials" would be a cool bonus for the warrior. I just don't know if that would make the warrior too OP?/quote]
It's just a random idea for a skill. Feel free to make suggestions on skills and on changes to skills I created.
[quote=name:SeraphicStar]I really liked the trap disarm skill of the rogue from the first one as well but I cannot remember if it gave any experience boost when used. I suppose that could possibly be a pretty big boost considering how frequently traps appear in this version. If you did put it in and decided to give her an exp boost for using it, I would say something small like maybe a flat 100 exp per success, or a really small percentage of the max exp required to level up on that level. The only problem is you would somehow have to have a way of the rogue class seeing traps on chests, which I don't know how hard that would be to implement either heh. I really enjoy her multishot skill though, a very good addition to rogue class play!
I don't plan to include these types of skills. Also, I think disarm trap didn't give experience. It only had a chance to disarm a trap.
If you have ideas for skills, feel free to suggest them. I really would like to add class skills to the game with possibly a skill tree, but I can't design cool skills. I'm more a refinement person than a complete game designer. So, that's something I would like to have input from the people that like my map.
edit:
news:
- Zolden, a Russian sc2 mapper, helped me to fix problems with catacombs models and 2 wow models.
- With the new HotS patch, I can save my triggers within 15 seconds instead of 150. Also, I've read in the NA forums that HotS beta will receive Arcade... So, I can't wait to step up to be able to work more efficient (due to faster editor).
Post has been edited 1 time(s), last time on Dec 6 2012, 4:13 am by Ahli.