I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I had a bunch of skill ideas last year, see page 26, post #534. Not sure if you took any of these into consideration, if I think of anymore, I'll add them.
I feel the spell skills formula should be reworked some how especially since you're capping the max spell level to 15 now. Also, since you're capping at 15, will you set character's spell level to 15 when they're over level 15?
I feel that there's way too many resistances and immunities on monsters in normal difficulty.
Since there's a cap on how much damage you can raise on min/max on weapons and durability of items, if it's already at the max, will the engine prevent you from using/wasting oils on the item that's maxed?
I think you should make it so that ruby and sapphire adds to vit and mag instead of life and mana respectively.
Regarding Glamour Shrine, how does it work? Because, let's say a buckler, has a defense range from 10 to 20 (it's not but just example). Does that mean, a buckler that has a defense of 10 can only be raise to 11, while a buckler with a defense of 20 can be raised to 22? Or does it mean that all buckler can be raised to 22? I hope it's the latter.
Also, there's a bug, apparently spectral elixir doesn't save. I remember completing the and leaving the potion in my inventory, i just noticed now, it's not there anymore.
I will reset the spell levels to 15, if they are above it. Higher magic requirements for books will be lowered, so it is actually possible for a Sorcerer to get all spells on level 15.
Resistances and Immunities are copy pasted from Diablo 1. A few monsters received a few changes, but no additions. I will keep an eye on that and maybe reduce it.
Yes, you shouldn't be able to waste oils on a maxed out item. If you can do that, it's a bug. So, my engine is smart.
Spectral Elixir items aren't saved. They are very powerful with their half an hour long resistance buff.
Vitality's life amount is different for every hero class, so I prefer a flat Life increase. Magic via gems might be problematic as you will be able to boost your magic much easier.
The Glamour Shrine uses:
- item type's base defense value
- item's defense roll (so, good rolls are better than bad rolls)
- item's affixes
I've just checked its code again and actually the shrine allows more than 10%.
The logic is:
IF ACitem&affixes + externalACmodifier - 2 <= 1.1 * ACitem
THEN increment externalACmodifier
So, an item with 10 armor will be allowed to raise to 14 with the shrine.
An item with 1 armor can be raised to 3.
The Weird Shrine uses the same formula, just with damage and another multiplier on the right side of the comparison. So, it can raise the max damage value slightly higher than 20%.
Thanks for the reply.
If I can add my opinion on the priorities for this map, it would be to:
1. Let us in to Hell Lvl 4 and let us kill Diablo.
2. Let us start in Nightmare and later Hell (Only higher difficulty and better items)
3. More class-specific skills (As a warrior I'm
only using whirlwind and sometimes leap in caves. And only multishot and guardian for Rogue)
That would do it for me
The game would almost be finished when we can actually finish the first difficulty.
- The 16th dungeon level hasn't been coded, yet.
- Nightmare mode selection hasn't been planned, yet. How and when would that be chosen or voted? Also, it might require the additon of character usage restrictions as you wouldn't be able to do anything in nightmare with a character that has a low level.
- Nightmare's changes haven't been implemented nor designed
- I'm lacking good skill ideas. But I guess I could just add all skills with level one for testing purposes to the specific heroes.