ComboMod Testversion

Quick checkin with “fixed” gamepad ui and new “Power Spheres” to drop in a less OPway :D, also showing revamped “Fistweapons” → https://www.youtube.com/watch?v=JKilYDDlx7g

Cheers :slight_smile:

Heyhey, did you remove crazy mike completly and some of his items? The command doesnt work and some of the "test"items are gone too.

morning. strange, on my end this is working as usual xD


1 Like

So where is my mistake? tbh i didnt see it :frowning:

you missed “/creatures/” ;D

Howdy :slight_smile:

An update is loading up and will be available in a few moments :slight_smile:

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0.9b:
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VARIOUS:

  • CHANGE: basegame updated to newest version;

  • NEW: the player PTH MINIMUM has been decreased from 55 to 50! added to DA+OA description to be informed;

  • FIX: REMOVED the “black.tex” + “blackchar.tex” (which has been added from RoT) because the performancedrain was a bit too much, especially in late endgame;

  • FIX: REMOVED added scriptfunction to spawn an Essence of a Grim Soul to the Devils Crossing Riftgate!

  • FIX: factions → boosters + warrants → fixed the variable “boostedMultiplier”, must have been old values, simply forgot to update that as it seems, was simply a bit too high ;D

  • FIX: initial quest “mq_00_gdx2breadcrumb.qst” → 2 more UI notifications to remember getting the DC riftgate! suggestion from my bro Harry, thx <3

  • CHANGE: the CM Novice Medals are invisible now;

  • CHANGE: Novice Gems → some minor stylechanges;

  • CHANGE + FIX: Grimmest → added mapnugget to all bosses + nemesis bosses, also changed some classifications from quest to boss; adjusted miscloot → added Fresh Meat, removed a few “mastertables_hu_miscall” for random lootdrops!

  • CHANGE: Archetype Mercs T2 → decreased charsize;

  • CHANGE: Portable Inventor → decreased levelreq. from 25 to 15!

  • CHANGE + FIX + INWORK + INTEST: all added MONSTER INFREQUENT GEARITEMS → revisited for itemlevel + levelreq adjustments!!! → both are set up now in the following manor: 5/15/30/45/60/75/90 OR SIMILAR if there are more then 7 available of that type! ITEMLEVEL always equals LEVELREQ! → it might be that there are SOME items in loot now that are a bit above the playerlevel in requirement, but should be better balanced overall then before :slight_smile:

  • CHANGE + NEW: Crazy Mike → various new testfunctions for the newly added stuff and more;
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    BOOKWORM BUFF:

  • CHANGE: all lorenotes now feature an ADDITIONAL GRANT of the Bookworm Buff on reading AND on dropping it → in that way players have an additional buffitem that they can use at anytime THEY want :slight_smile:

  • CHANGE: Bookworm Buff → increased charges from 3 to 6, XPgain on MAXCHARGE is now 210%! remember to stash UNREAD books to make the most out of it, in the moment you need it :slight_smile:
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    GEMSTONES:

  • NEW: Gemstone of Restoration + Vitalization have a new unique soundeffect because they are clearly not potions :slight_smile: also increased the volume of both!

  • CHANGE: Gemstone of Restoration → usedelay increased from 15 to 18 seconds → now both Gemstones are equal on that factor!
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    ENEMIES:

  • FIX: ensured spawn of some QUEST-enemies all accross the campaign → thx to Daniel_B from the forum <3

  • CHANGE: proxysettings adjusted again to get all enemylevels in line once again, was still a bit too low partially;

  • CHANGE: enemies on Elite+ have a slightly increased DA and all enemies on all difficulties have slightly increased HP! → CHANGED characterDefensiveAbilityModifier = 5/5/5/5###12/12/12/12###12/12/12/12 to 5/5/5/5###15/15/15/15###20/20/20/20; CHANGED characterLifeModifier = 110/110/110/110//400/400/400/400//680/680/680/680 to 150/150/150/150//450/450/450/450//750/750/750/750!

  • CHANGE: increased overall spawnamount of UNDEADS!

  • CHANGE: enemies → common → “aetherialobelisk_a01.dbr-aetherialobelisk_b01b.dbr” → classification changed to Hero, mapnugget changed to Hero and the deathpool now ALSO features the Archetype Portalgenerator as it was intended!

  • NEW + CHANGE: added GLOBAL ENEMY PASSIVES from the basegame to further increase the difficulty on that base! → ARMORPASSIVES: increased armor for ALL enemies by at least 25%, even more for LOW enemies! all enemies have been granted with some additional “defensiveAbsorption”! RESIST HEROBOSS PASSIVE: increased defensiveSlowLifeLeach by 50% and defensiveSlowManaLeach has been set accordingly, removed defensiveTaunt, added defensiveBleeding+Elemental+Life+Poison+Chaos+Aether+Pierce+Physical!

  • CHANGE: Hero Archetypes → increased damage and overall threat of the Portal Dyingskill! increased uptime of the initial buffskill from 3 to 6 seconds and cooldown has been increased from 30 to 60 seconds, further increased the granted healthregeneration and added some dodge/deflect to it; increased onHitActivationChance from 45 to 55!

  • CHANGE + FIX: Hero Archetypes → Portal Dyingskill → this skill was UNSCALED at fixed level 1, that’s why it did nearly NO damage at all, this was NOT intended ;D

  • CHANGE + FIX: Hero Archetypes → Defender → adjusted spawnsettings for the Hunter to let him be a bigger threat to the player again!

  • FIX: basegameboss Stone Basilisk → “basilisk_witchritual.dbr” → reverted BOSS mapnugget as this is a Spirit Host and not a monster ;D
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    PORTABLE NPCS/INNATE SKILLS:

  • NEW + INTEST: Innate Skill “Architect NPC” → can be summoned directly from the hotbar → this NPC allows the player to PLACE various DECORATION ITEMS into the world, ANYWHERE they want to, to build up an own PLAYERCAMP! → “/portable_npcs/npc16/” + “/various/playercamp/” locations! simple hotbar NPC with a new conversation to place the items, a few for testing, more step by step! in the END the functions to place those items will get a CONDITION in the conversation and WILL need a TOKEN then to grant the according function! TOKENS will be obtained via “CRAFTPROOFS”, from blueprints that the player must aquire at factionvendors to have a feeling of a reward! → same as for the Omega Level Certificates! → 15 testitems are in for now, step by step, some things unclear still (for example placement of correct collision variables…) and need some more testings and feedback foremost :slight_smile:

  • CHANGE + NEW: Innate Skill “Sprint” → increased runspeedmodifier from 60 to 75, decreased dodge+deflect from 5 to 3 percent, adjusted overall style to be more visible (added sprintFX from D3 Barbarian);

  • NEW: created skillmodifier “modifier_innatesprint01.dbr” and added to SHATTERED AFFIX LOOTTABLES for BOOTS, both basegame and D3! created (copy/paste) SEPERATED affixes/prefixtable for this modifier to NOT have both sprint AND dodge modifier on one item to prevent overpower ;D

  • NEW: Innate Skill → “Heart of Courage” → a great counter against the Grim Souls which are now a “bit” more evil for this new counterpart, see below! ;D SIDENOTE: i tried to implement it as an autocast on passive skills for creatures which did crash the engine with ease ;D SELFBUFF ONLY, chance to spawn a POWER SPHERE while on this buff is 5%! the buff itself activates 100% when HIT! 9 seconds duration and 18 seconds cooldown to go hand in hand with the GEMSTONES from the hotbar, controller set to “records/controllers/itemskills/cast_@selfonanyhit_10%.dbr” for the Power Sphere autocast! burstspawn of the Spheres set to 2 and petPadding set to 3 → in this manor the player HAS to move to collect! petLimit set to 12! Each POWER SPHERE recovers 3 percent and 30 points to your health. Furthermore it restores 3 percent and 30 points to your energypool. In addition it refills your constitution by 3 percent and 6 points!

  • CHANGE: chestloottables → Exotic Summon Stone I → removed from “chestloot_bits_a01.dbr” and lowered dropchance from most other sources as it was simply too much of that Summon Stone :slight_smile:
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    GRIM SOULS:

  • CHANGE + FIX + NEW: Grim Souls → bonusLifePoints → -100; bonusLifePercent → DOES NOT WORK ANYMORE AS IT DID, i guess there was also a change in 1.2 to this according to the variable “increased healing stat”! that’s why i was wondering even and created a testitem for that earlier a while ago! also wondered why nearly ZERO damage was coming from the Grim Souls in the past weeks LOL :smiley: bonusLifePercentSlow → SAME, DOES NOT WORK ANYMORE! bonusManaPercent → -18, this IS working as it was before! bonusConstitutionPercent → -18, this IS working as it was before! There is now a new COUNTERITEM to this, which is called POWER SPHERE, and will be AUTOCASTED by a new Innate Skill as seen above → the new buff “Heart of Courage” → "Your generic knowledge in dark magic arts blesses you with a chance to AUTOMATICALLY summon POWER SPHERES when enemies hit you, pick them up to restore your resources! Each POWER SPHERE recovers 3 percent and 30 points to your health. Furthermore it restores 3 percent and 30 points to your energypool. In addition it refills your constitution by 3 percent and 6 points! PAY ATTENTION MORTAL! XD → the 6 charges of the Grim Souls Buff will now cost ACTIVE LIFE + ENERGY! → 30 hp&energy/second on MAX CHARGE 6 are drained additionally! → added to TAG DESC to let the player know this! → "The drain of a haunting spirit puts you into a mythical rage that grants you increased damage, defense, speed, and experience for a brief period - this comes at a PRIZE, it will further REDUCE your overall resource regeneration! {^O}This effect can be increased to a MAXIMUM of 6 charges by collecting MORE GRIM SOULS! The additional drain to your regeneration will also increase, take care! CHANGE here is ALSO → it does NOT increase regeneration ANYMORE, it even DECREASES it! TAKE CARE :slight_smile: damageAbsorptionPercent therefor slightly increased per charge! furthermore added a tiny amount of DA modifier to all 6 charges!

  • CHANGE: Grim Souls Buff → removed XP INCREASE from this buff as we have the Bookworm Buff to do this, now even with 6 charges and usable at any time you want, if you have a bookstash at hand :slight_smile:

  • CHANGE + NEW: in ADDITION to the drain, collecting Grim Souls will cast a projectilenova against the player which deals percent current life damage and reduces DA, furthermore more evil creatures will be summoned on picking up a Grim Soul → Grimmest Hero creatures, some “new” Lost Souls or even a “new” Boss can spawn → The Grim Soul Reaper! Only ONE additional spawn per Grim Soul, out of 35 possible spawns ATM!!(->MORE HEROS + BOSSES CAN BE ADDED TO THE MONSTERGENERATOR HERE!) The Grim Soul Reaper is a tiny Malthael with an adjusted skillset and some further adjustments, low chance to spawn him, he can drop RORGS and a BUNCH OF ADDITIONAL GRIM SOULS! BEWARE!!! Also MOST of the spawned basegame heroes and Lost Soul Heroes CAN drop further Grim Souls ASWELL which can get the player into an ENDLESS CHAIN OF GRIM PAIN!! :smiley: for sure CAN be avoided to make the best out of it so i will let this in for now :smiley: furthermore added new sounds for the drop of a Grim Soul and for the use of it aswell; → this part is a pretty new idea to the board so a bit WIP!

  • CHANGE: chestloottables → chest_bossloot_nemesisXX.dbr → added Grim Souls to ALL at a lowered chance;

  • CHANGE: chestloottables → chest_bosslootXX.dbr → added Grim Souls to MOST of them, except for Kraken + Clone + Fleshshaper + Log!

  • CHANGE: chestloottables → chestloot_special_rare_XX.dbr - > added Grim Souls to ALL at a lowered chance;

  • CHANGE + FIX: furthermore REMOVED/EXCHANGED MASTERTABLES ON COMMON/CHAMPION ENEMIES → “records/creatures/enemies/”!!! → records/items/loottables/mastertables/mt_hu_equippedreduced_a01.dbr + records/items/loottables/mastertables/mt_hu_equippedreduced_c01.dbr + records/items/loottables/mastertables/mt_hu_equippedreduced_d01.dbr + records/items/loottables/mastertables/mt_hu_miscbits_a01.dbr + records/items/loottables/mastertables/mt_hu_miscbits_c01.dbr + records/items/loottables/mastertables/mt_hu_miscbits_d01.dbr + records/items/loottables/mastertables/mt_beast_large_a01.dbr + records/items/loottables/mastertables/mt_beast_large_c01.dbr + records/items/loottables/mastertables/mt_beast_large_d01.dbr SWAPPED FOR “records/combomod/items/loottables/mastertables/mt_grimsouls01.dbr” → adjusted “leveltable_grimsouls01.dbr” → ADDED BASEGAME BLUEPRINTS tdyn_blueprints_b02.dbr + tdyn_blueprints_components_a101.dbr + tdyn_blueprints_d01_head.dbr + tdyn_blueprints_d101_head.dbr with their according levels! also adjusted “tdyn_grimsouls01.dbr” → removed the moneyobject and adjusted weights; furthermore created a SECOND leveltable for Grim Souls for a unique drop of this item! → overall MORE Grim Souls dropping! :slight_smile:
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    FISTWEAPONS:

  • CHANGE + FIX: Fistweapons → changed MSH! created “b” versions of these weapons to work better with the itemset, it did NOT work with 2 Fistweapons of the same type before! working now like this, you CAN wear 2 FIREfists etc., still not working with 2 EXACTLY the same, it really NEEDS A + B to work, could not make it work with EXACTLY THE SAME item…! → now called LEFT + RIGHT FIST OF XXX!! SIMPLE ;D adjusted tags and linked to all needed places as usual! slightly increased lootchance from MT_RANDOM01! added ANIMATIONSKILLS to all Fistweapons to get more animations autocasted to get a better fiststyle-look-a-like!

  • CHANGE: Fistweapon Lootset “Fists of Terror” → decreased lifeleech to a normal amount;
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    UI/HUD:

  • FIX: HUD → adjusted spawnamount number on the bufftracker to be correct, thx to Duskdeep86 <3

  • NEW: added from GrimUI to the SETTINGS ADDONMOD, so this is totally optional but highly suggested for a complete experience :slight_smile: → Devotion Backgroundpanel + Buttons + characterwindows addons + conversationwindow + stackwindow + questwindow addons; → this is a MIX between both Malmouth UI and Burrwitch UI;

  • CHANGE: the clear devotion panelbackground from tqFan has been removed from the mod itself and swapped over to the SETTINGS ADDONMOD to make it optional;

  • CHANGE + NEW: UI → “trap-monsters” got a new mapnugget, also the traps in the SR;

  • NEW: integrated from front210’s Bonus Add-Ons (Grim UI) → new SHIELD sounds → created “spak_itemdropweapon_shield01.dbr”, added these 2 new sounds and linked to ALL shields for better difference to blunts/maces dropsounds; furthermore ADDED from this package: “itemdroparmormetallg.wav + itemdroparmormetalsm.wav + itemdroparmorplatedlg.wav” to SETTINGS ADDONMOD!

  • NEW + PREPARATION: for more classes done already → mainly classselection adjustments were needed, placeholders have been set, fingers are crossed accross the board :smiley:

  • NEW: Settings Addonmod → “tags_tutorial.txt” copy of the basegamefile ONLY to BLOCK the basegame loadingtips AND to add the mod versionnumber here;

  • FIX: the “gamepadbuttons” → “source/xpac_combomod/ui/hud/gamepad_buttonbar.tga” → added to INTEGRATED basegamefiles → “records/ui/gamepadhud/gamepad_upperbackgroundimage.dbr”, furthermore integrated all other NEEDED files here to solve the “unCOORDINATED” buttons and labels → removed the “Scroll Button”, rearragned most buttons to fit better to the mostly bigger menus, created new buttonbar, disabled the bar at the bottom → only 1 buttonbar needed, looks a bit more clean now i think;

  • CHANGE: HUD → “actor_statusicons.dbr” → decreased iconScale + iconHoriz+VertSpace → this is for the statusicons of the target at the top;

  • CHANGE + NEW: created a new constitution overlaycap tex for better indication IF constitution is available or not!

  • NEW: added fonts from this forum thread → “[English font] GD clear fonts + london gothic fonts OR normal clean fonts versions” to SETTINGS ADDONMOD! sidenote: with these added new fonts we have the ability to type “ÄÖÜ” into the chatbox in multiplayer without bugging them into blockunits, that is really cool for all german players i guess :wink:
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    SHATTERED REALM:

  • FIX: added from basegame → missing Shattered Realm lootchests! adjusted as usual, added the according chestloottables and adjusted aswell, partially renewed because simply overdosed them in the past :slight_smile: correct Waystones NOW dropping again, also adjusted the TAG to be correct now!

  • CHANGE + FIX: SR Essencechest and Extra Reward Spheres → decreased lootoutput to a more adequate amount;

  • CHANGE: Shattered Realm → rulesets → slightly DEcreased the initial shardtime on all 3 difficulties;

  • NEW + FIX: Shattered Realm → added tag for the “Carnage Counter” and added a few “{^N}” in front to get it to the center of the screen a bit more!
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    DIABLO 3:

  • FIX: D3 mod → finally removed the “toggled” tag on those classes aswell :slight_smile:

  • CHANGE + FIX: D3 Class Witchdoctor → adjusted skill “Fetisharmy” (again xD) → the Fetish Shamans now correctly scale with petbonus! (was template “monster”!) uptime increased from 20 to 30 seconds;

  • FIX + CHANGE: Shattered Realm → D3X1 spawnproxies → now also in “/combomod/”! adjusted to spawn correctly this time i hope! now the single spawn pools ARE used and the spawnpool to spawn them all except Diablo himself has been linked to the Nemesis spawnproxies ONLY! i hope to solve the issue that sometimes it spawns 2 together of those Diablo Nemesis Bosses at one spawnplace… → it “should” be fixed now and work as intended as it seems after a “few” testruns :slight_smile:

  • CHANGE + FIX: D3 Unique Item → Rakoff’s Glass of Life → optimized spawn and variables cleaned up, added tag to the skill and the “Diabolic Health Globe”, fixed lootbehaviour as it could not be looted sometimes at all for some unknown reasons, i think radius and physic parameters…; → “Enemies you kill have a 5 percent chance to drop a Diabolic Health Globe which restores 6 percent to your health and constitution when you collect it!” Sidenote: i could NOT make the Rakoff’s Health Globes SMALLER because if i decrease the sizevalue it stops floating and simply drops to the ground, i guess that would need some MSH change → fine for now ;D → chance to spawn one changed from 10 to 5% on enemy death! This UNIQUE AMULET now also features a modifier for the Gemstone of Restoration → grants additional 500 hp on use;

  • FIX: D3 itemskill → Moonlight Ward → changed controller for these D3 Amulet itemskills and the Hellfire Amulet SUFFIX itemskill (Monk) to → “records/controllers/itemskills/cast_@selfat50%health_100%.dbr” to be LESS fx-intense overall, furthermore changed template for this itemskill aswell for the same reasons, mainly to give a duration for this skill!

  • CHANGE: D3 Bosses in the Shattered Realm → removed UI NOTIFY (scriptcommand from Omega script!) for the DIABOLIC HELLFIRE ESSENCES to get rid of this strange delaying behavior, furthermore adjusted the SPAWN UI NOTIFY TAG to give the info about the spawning lootorb after the boss! this UI NOTIFY will be THREE times on screen to ensure the player get’s it right :slight_smile:
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    LOST TREASURES:

  • CHANGE: Lost Treasures → adjusted “treasures_swordaeons.dbr” + “treasures_summonsword.dbr” → better performance, also features the D3 Witchdoctor now with augment and modifier on the item, skill adjusted to be a bit less OP, overall cleaned this one up;

  • CHANGE: Lost Treasures → the guardians that are guarding the treasureplace have been added from basegame, adjusted and now also have the new trap mapnugget!
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    OMEGA:

  • CHANGE: Omega → Monsterpacks → adjusted to be MORE evil, increased overall attackpower, added some LOOT to them!

  • CHANGE: Omega → ONBs → totem defensive buff decreased a bit, totem offensive skills damageoutput increased by 50-100%, boss controllers adjusted to let them pursue a bit more for mechanically reasons and can get killed a BIT easier…

  • CHANGE: Omega → ONBs → removed some healing + additional generatorskills from their MINIONS! also weakend some ONB’s in terms of selfheal, as the totem heal shall be enough to deal with ;D

  • CHANGE: Omega → ONBs → adjusted the totemspawn and the totem and the spawnerpet to decrease its overall too aggressive healing, especially for newer and lower chars it mostly seems unfair and unbeatable at this state!
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I do HOPE i got everything noted down, was a bit more this time, not “so” much left on my list until i can start to integrate the D2 classes, that will be a fun weekend to come in the near future :))

Peace.

2 Likes

touch Grim Souls will trigger monster, and monster will drop Grim Souls , endless cycle :upside_down_face:

1 Like

Yes i know xD that’s intended, you CAN end this “endless Grim Cycle”, if you want xD simply DO NOT loot the next Grim Soul? ;D

is hard, if need to pickup ohter item, will auto loot grim souls.

that’s only the greed which is haunting you mate ;D

no greed at all, grim soul drop anywhere, SR 、Treasure guardian、monster Totem . Poor experience and didn’t increase the difficulty either.

xD That is simply your opinion and at this point i do not feel the same. The extra spawns are nothing you NEED to kill “at all”, or these are some objectives you have in your journal? i don’t think so :smiley: it’s for MORE pressure and it’s absolutely avoidable at this point, if you haven’t RAISED your global LOOTRADIUS to the maximum amount and even have DPyes on top on that increasin it even more, yk :smiley:

There you have an upcoming change that might be not “that” overwhelming to you and some others, also it will not overstress the engine that hard anymore xD → https://youtu.be/3bEXl_wCd20 with this change, random Grimmest Heros and more CAN still spawn but at a 10% chance, right now ;D as you can clearly see in the video, also you might can see that this mechanic IS absolutely AVOIDABLE if you pay a bit attention to it :slight_smile: i can stick to this aswell, maybe not that poor for you (and maybe others) anymore, we will see :smiley: (-> simply a second spawnmonster that will do that job has been added as a deathpoolspawn to grant a chance to do that task) the initial deathexplosion will be cast EVERYTIME still :smiley:

Cheers.

Yep. 10% chance seems much better. Just waiting for the update. :vulcan_salute:

1 Like

Can i ask you someting?
What is the point of this grim cycle?
And how can i avoid looting for grim souls?

Sure you can ask me anything :slight_smile:
The main intention of this very new idea of this “Grim Cycle”, which just has been implemented a few blinks ago, already revamped to a way better state, which can be tested in a while via the nil-version, is simply to give an extra punch to the action that is going on, mainly also to further expand the already given Grim Souls “mechanic”. In the upcoming version we will be haunted again with the already seen, but adjusted Skull Nova and furthermore new HALLUCINATION BOSSES will arrive, these “new” creatures have been adapted from MOST D3 Nemesis Bosses from withing the Shattered Realm, some new fx have been added, skills have been ripped apart and adjusted (also hand in hand with another optimizingslap to those origins) to give the opportunity to find them anywhere in the world at a lowered weight beneth a great bunch of Lost Souls, still adapted from the Grimmest Heroes.

To avoid looting the Grim Soul initially you can simply adjust your given LOOTRADIUS to a LOWER size, simple, as seen in the video above :slight_smile: Absolutly fair IF you take into account that we have the POWER SPHERES now, which are treated as the counterpart here.

You can check these things out in the nil-version which i will upload in a few moments after the next testrun. Three Hallucination Bosses already available to look out for :smiley:

Cheers.

Howdy :slight_smile:

An update is targeted for tomorrow, with some fixes to overall levelscaling, loot, DNB’s and new Hallucination Bosses. Quick checkin with pretty undergeared Berserker bashing the Fleshshaper for fun and to show you it is possible in that state with this gear, so it can not be TOO hard overall, as i am not the best player at all :slight_smile:
furthermore you can see the enemy Hagarond STILL on characterlevel TOO high, this has already been solved for other enemies and will be fixed for him aswell, it is simply a scriptspawn mechanic which i just learned about, already working for all bounty targets, nemesis bosses and the Gatekeeper in the Candle District! took me REALLY long to get behind this, and lol it was so simple then xD → simple change of the function “CharacterCreateArgs” to fix the levelscaling from these spawns, finally gets solved!

Cheers

2 Likes

Happy, happy, joy, joy.

2 Likes

Great job i love to see how much combo mod has evolved through the years

1 Like

Howdy :slight_smile:

As promised, a bit late for some reasons xD, an update will be available in a few moments when done uploading to version 0.9c:

VARIOUS:

  • CHANGE: Innate Skill “Heart of Courage” → Power Spheres → chance to be summoned on hit decreased from 10 to 8 percent + each Power Sphere now recovers 8 percent health, energy and constitution, instead of 6! maximum amount of Power Spheres has been decreased from 12 to 10;
  • NEW: The Great Ashdim in the Conclave of the Three and Kadalor Fald are now able to craft x10 and x100 stacks of the Aether Cluster + Improved Aether Cluster consumableitem;
  • CHANGE: Exchange Blacksmiths → added tag → “Beware: ANY component or augment inserted in the gearitem you wish to exchange will be LOST after the exchange!”
  • CHANGE: Grim Cam settings → a tick MAXZOOM decreased as i notice on maxed out zoom there was a lightrig around the character which was not intended to be seen and would ruin the overall lightradius mechanic;
  • CHANGE: Omega Classrolegiver → adjusted soundFX of his conversation because it was taken for the Grim Souls mechanic;
  • FIX: Archetype Merc T3 Chaos → Obsidian Clusters now despawn correctly;

GRIM SOULS:

  • TOO much CHANGES overall, so to simplify this here the updated part from the provided PDF:
  • Food Rations & Vital Essences will NOT drop anymore from anything, beside some quests and the COOK who is still able to give them out the normal way! INSTEAD the player will now encounter GRIM SOULS everywhere, even in the Shattered Realm, which will DRAIN the main resources health, energy and constitution! Adjusted the tutorialtips accordingly to this! → “A haunting spirit, which will DRAIN your essences BUT therefor grants a new CHARGABLE BUFF to slay your foes, IF you collect the Essence that will be summoned after collecting this Soul! A Grim Soul will INITIALLY drain 100 health points, 18 percent energy and 18 percent constitution, IF you catch it or it catches YOU! In addition Grim Skulls will be cast at your collectlocation to further drain your sanity, take care! On top there is a SMALL CHANCE (15 percent) to summon additional enemies against you, like Grim Soul Champions and Heroes or even a Grim Soul Boss can appear, don’t let them bring you down!”
  • Grim Souls will drop an ESSENCE OF A GRIM SOUL → this Essence grants a buff on PICKUP (has its radius set to 60 and is NOT dispellable!) → “The drain of a haunting spirit puts you into a mythical rage which grants you additional damage absorption (12 percent at MAXCHARGE), increased total damage, increased retaliation damage, increased total speed (each 30 percent at MAXCHARGE) and increased Defensive Ability (12 percent at MAXCHARGE) for a brief period of time, a charge will last for 60 seconds and can be extended by collecting MORE SOULS! The granted buffeffects can be increased up to a MAXCHARGE of 6 charges, but BEWARE, great might comes at a PRIZE! EVERY CHARGE will further REDUCE your overall resource REGENERATION as it needs active health and energy to maintain them!”
  • BEWARE: the 6 charges of the Grim Souls Buff will need ACTIVE LIFE + ENERGY COST to be maintained! → 80 HP & ENERGY used per second on MAXCHARGE!
  • In ADDITION to the drain, collecting Grim Souls will cast a projectilenova (Grim Skulls) against the player at collectlocation which deals percent current life damage (up to 18%!), disrupts skills (2 seconds at 55% max chance!) and reduces total resistances by 30% for 3 seconds! Furthermore evil creatures will be summoned on picking up a Grim Soul at a CHANCE of 15 percent, ONLY ONE additional creature per Grim Soul can spawn! Additional spawns are Grim Soul Bosses (-> original DNBs from the Shattered Realm with an adjusted skillset and a style to differentiate them from each other, available D3 Bosses: Malthael + Adria + Azmodan + Belial + The Butcher + XXX), Grim Soul Heroes (original Grimmest Heroes with slight styleadjustments, NO additional Hero Archetype Generators here ATM!!) and Grim Soul Champions (some cool and simple common/champion creatures from the basegame with slight adjustments).(XXX = more Bosses in preparation and will arrive in the next update!)
  • This tiny new “mechanic” CAN be avoided (especially with dodge usage!) IF it is NEEDED, as it IS possible that it can TRAP the player into a CHAIN OF ENDLESS GRIM PAIN! ;D (-> as the chance to drop a Grim Soul from Grim Soul Creatures IS possible!)
  • Grim Soul Bosses and Heroes have been granted with a new loottable to give out some various rare basegame craftingmaterials like Aether Crystals, Chthonic Seals of Binding, Ugdenbloom etc. at an adequate rate, all over Cairn, to never loose mood or get bored while grinding for them at the given spots;

ENEMIES:

  • CHANGE: proxy levelscaling adjustment files have been adjusted → new equations which take the GAME DIFFICULTY into account and instead of AVERAGE playerlevel it takes MIN playerlevel into account! → “(minPlayerLevel+gameDifficulty+X)*1”! → to further get more control and and advanced difficulty the higher the difficulty gets :smiley:
  • FIX + CHANGE: initially very STRANGE LEVELSCALING on this creature → BOLLAG (Boss GDX1 Gatekeeper!) has lvl 43 at playerlevel 26,27 first encounter on playthrough veteran…! i was COMPLETELY UNSURE WHY! tried ALOT of things to make his level adequate BUT nothing has worked, whysoever,… SIDENOTE: even tested in VANILLA with a lvl 27 character and this boss ASWELL had level 43! → SOLUTION INCOMING: added the SCRIPTFILE “scripts/game/questsgdx1/areafgatekeeper.lua” and adjusted the function to spawn him (“CharacterCreateArgs”) accordingly to the “nemesis.lua” scriptspawn function which was already adjusted to get the basegame Nemesis Bosses under levelscaling control…! → VOILA! → then suddenly it WORKED! xD he simply did not scale correctly due to a missing MINLEVEL and an incorrect MONSTER RETURN LEVEL, i guess at least, i don’t speak lua well :smiley: anyway, this is WORKING now! could even call this a BASEGAMEFIX, but it “should” never even appear in basegame due to the fact that NOONE should ever be at this spot with a lvl 26-27ish character, i guess xD at least SOLVED, just took me 2 days and alot of brainpower to get behind this ;D SO → this boss now scales correctly with characterlevel +5! ALSO adapted this SCRIPTSPAWN FUNCTION (“CharacterCreateArgs”) adaptive to the “_bounties.lua” to solve such problems overall with the bounty spawns! → now the “_bounties.lua” and “_nemesis.lua” are EQUAL on this aswell! Furthermore added ALL basegame scripts that are needed for this script spawn function and adjusted aswell accordingly to solve further levelscaling issues like this;
  • FIX: basegame enemies → there are some common/champion enemies that have their charlevel set to “-1” (mostly Hero/Boss summons), these enemies now have been set to “+1”;
  • FIX: removed unfitting mapnugget from the Wendigo Ward questobject;

DIABLO 3:

  • CHANGE: DNB’s → in the same manor the “new” Grim Soul Bosses have been “rebalanced” for their mechanics, the ORIGINAL BOSSES (called Diabolic Nemesis Bosses since a while) have been adjusted for good (hopefully xD) aswell, nothing TOO special, a few tiny fixes here and there and some balance aspects to this, some animation changes and some synergies between both Grim Soul Bosses and these Originals, like a shared Dyingskill and a new AuraFXskill to further spot its presence! done so far for → Malthael + Adria + Azmodan + Belial + The Butcher! → more Bosses in preparation and will arrive in the next update aswell togther with the adjusted “tiny” Grim Soul ones;

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Happy hunting :slight_smile:

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