ComboMod Testversion

Sounds good! No rush :slight_smile: Already so many good changes on this mod in the past weeks! Looking forward to the loot patch :drooling_face: : :star: :star: :star:

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lootpatch incoming in a few days for sure :))

some sneakpeak from loot of a quick shard 60 with mainmodchar (left inventory page), also the performance WILL be better, adjusted quiete a few parameters to make this happen, enemies now scaling correctly in the SR aswell, be excited :smiley:

Have a nice evening!

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Thank you very much for sharing, but it is the same version as mine, both of which are version 1.1. 7z is the extension of the compressed package. Maybe you read it wrong. :stuck_out_tongue:

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OH! :smiley: you are absolutly CORRECT, was reading it wrong, ending is 7z yes, so i was reading v.1.7,… wooops :smiley:

Anyways, the Omega itemsets have been fixed for good, still need a balance i guess but working now at least as intended :slight_smile:

Have a nice day :slight_smile:

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I Especially like your portable NPC. Have a good time ~!

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Thank you very much! Also big THANKS to you for creating the Stasher Mod!

According the Portable NPCs, i have already checked into your mod [MOD]Accompanying assistan for GD 1.1.9.5 → that boxtrigger thing should be VERY handy for these Portable NPC’s aswell, i will try to integrate this in a while too, just don’t want to add more scripts and will need to check how i can accomplish that, but i guess there is a way to do it :slight_smile:

Cheers.

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Hi again,

Tonight i decided to try my hand at some hero- & boss soul farming. I’m VERY curious what’s in the headhunter potion :thinking: I used to play a lot of PoE and headhunter was THE endgame item back then. But getting to Omega level 100 is going to take some days :stuck_out_tongue: A few notes, from my current grind:

  1. Heromonster swiftness aura, and aether cluster visuals are by far the most overwhelming visual effects currently. Not sure if you agree, but i think these could be tuned down slightly. Imho aether clusters could be changed for the small variant, and the swiftness aura would be as easily identifiable even if it was toned down to match the shielded auras. This is also the case for regeneration bubbles, they are very thicc :sweat_smile: Maybe this will already be included in the performance things with the next patch, idk :smiley:
  2. What are your thoughts on Omega Faction reputation farming for subsequent characters? I can see from the doc that you used to have account wide progress, which i agree, is a biit to abusive, but i think a simlple 150% (or even 100%) rep item would be just perfect. This way it’s still something to do, but is not a disheartening farm. Although certainly an argument could be made that you don’t really need it, because all faction items arent soulbound and can be used by any character…
  3. Continuing point 2: The reward for Revered with Omega Faction is… Lackluster :thinking: These augments give a lot of res, sure, but only +8% maxres, to one type of impairment. These are in direct competition with the immortal mercenaries, which are much stronger, i think. I think a lot of people would rather pick [Big buff aura + big RR] instead of stun res. But i think this would be for the future someday, i understand other things take priority currently.
  4. What is the droprate for hero and boss souls? I can’t really estimate this accurately. Also, in line with point 2., having to farm 2500 hero souls for every character if you want omega 100… :ghost: Depends of course what is the purpose; if you want it to be this grindy that’s ok, but feels like it would be a bit rough on second and third characters (depends how strong the buffpotion is). Unless ofcourse the headhunter potion is a recipe that’s account bound, then that’s a non issue. (PS: No spoilers for the potion, i want to find out :smiley: )

I think farming for omega buffs is OK for each character, as that’s a total of 1250 hero souls for the ‘essential buffs’ (unless you want +%maxres), which i think is appropriate. The fact that the rewards each take ~125-250-375 hero souls for buffs i think feels pretty good. I am curious as to whether it’s possible to implement a refunding mechanic, because as is, you can change your skills, devotions and gear to an entirely new build, but you cannot change omega buffs to experiment. I can imagine this being difficult to implement though…

As always, thank you :star_struck:

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Howdy gooseduck :slight_smile:

Plains of Strife! I like to test here too :smiley: very nice you do such a great amount of testing, this is really HELPING me make things better.

Will not tell you anything about the headhunter, just so much that i tried to make it a bit like in PoE yes for sure that was the idea :slight_smile: was really not that easy, and also for this mechanic, it is really old, over a year i guess, it IS working, you will see :))) Will for sure take a while to get it, was more then a “placeholder” back then because i wanted to give something really cool for reaching this; the idea came to my mind that i MIGHT adjust this in a while to bring this cool new item to characters WHILE hunting for ONB’s → that should make more sense in the end and frees up that “placeholder” seat for let’s say, the maybe really needed progressgain items that you can then use on second, third etc. character to speed the Omega Leveling Process up after having it done a single time, what do you think about that? Could also create and implement a NEW CURRENCY, like let’s call them “Omega Reborn Orbs” (not soulbound for putting into shared stash), which will be granted AFTER reaching Omega Level 100 and can be exchanged with additional Blood Shards into Omega Orbs for new chars at the Omega Leader to even further speed that process up for newly created characters, what do YOU think?

About the swiftness aura and aether cluster visuals, i aggree partially :smiley: I guess that swiftness aura really needs a bit of tranparency or simply colourdowntone, yes absolutly, but i think for aetherspawns there is no issue unless it is combined with alot of other archetype spawns and i do not like the small ones really :smiley: will check both again in detail tomorrow and will see what i can do with it, also will check in for the Regenerator and it’s bubble, not sure exactly how to make this better visible but will try some things, it’s alot of trial and error to test this but we will get to a good spot at some time :slight_smile:

About the 3 added Omega Faction Augments, also simply old and was a placeholder aswell, can be for sure a bit upgraded with additional stats to make it more viable and/or can be swapped for another gearitem piece to be put it on. At the time of creating this, the Immortal Mercs have not even been thought about i think :smiley:

About the Hero/Boss Souls → hard to determine an explicit chance right now, but i think the chance to drop one Hero Soul SHOULD be 100% for all heroenemies, even a second CAN drop. The same applies to Boss Souls, every Boss SHOULD drop a Boss Soul at 100% chance, with the chance to drop another one with lower chance. What i might CAN do, is to put Hero/Boss Souls in some amount to SR lootchests, that might help to increase the speed a little bit, what do you think about that?

About the Omega Buffs not REchoosable → i do NOT think this is possible with the current state of the system itself, i was HEAVILY adjusting and recreating this from the “old” Omega Mod back then, which was unfortunatly not working correctly at that state, at least not to my liking, but it was SUCH a cool modidea that i could not RESIST to make this work in any good way, that might not be the PERFECT way, but i think it is fine, i was seeing it more then a “roundup” to my given build when i have done everything else :slight_smile: I BET if i create what i said above about this mechanic, to speed it a bit up and give this new item for exchanging orbs for new characters, that might look different and might make more sense in the end :slight_smile: I can try to find a solution on this when other things are complete, but i really doubt that this might work and will NOT be abusive :smiley: IF ANYONE comes up with any solution on this, feel free to post here or write me a message :slight_smile:

And again, big THANKS for testing this modcompilation, keep it up, things will just get better in the end :slight_smile:

ADDONEDIT: after running some quick runs and just checked for Hero Souls, i must admit, NO the chance to get one is obviously NOT 100%, that will be fixed in the next update ASWELL, as this was not intended by me, simply fixed :slight_smile:

Cheers.

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Hi,
I’ve been playing mod. It is bit hard specially when buff finished…
But, I really enjoying so far.
During Testing some skills, I found graphic glitch.


It is Demon hunter skill Rain of vengence.

Thank you for your hard work.
Cheers! :heart_eyes:

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Hello good morning to you :slight_smile:

Thanks for giving me this hint and will be investigated in a few moments, i bet i missed a pfx file :slight_smile: Just need to clear out my hangover haha :smiley: will be fixed in the next update.

Have a good time!

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Howdy :slight_smile:

Found a few more issues like the above one, simply forgot a few pfx files as i thought :smiley: → these will be added and the issue will be fixed with the next update in a few days.

A solution for the issue with the Omega Level for alt-chars has also been found, this WILL speed that process up when you have ALREADY put some effort into your first character grinding the Omega Quest :slight_smile: This will encourage you to go on, which will lead to some better rewards, as you WILL get access to the Headhunter Buffpotion from the start of the grind!

Be patient, some testing has to be done still, but looks very promising, also trying to get a new mechanic to work that will allow you to RESET your Omega Buffs with regaining the Omega Orbs to REBUY buffs, that will be a bit tricky as i do NOT want this to be abusive :slight_smile: Stay tuned :smiley:

Cheers.

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So excited for the changes! Perhaps it is time the mod becomes version 0.3, with such a big update? :wink:

Looking forward to boot up GD when i get back to my pc this weekend :nerd_face:

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Yes i thought the same, next version will be 0.3 :smiley:
Figured it out so far i guess and now players will be able to reset the choices on Omega Mastery Buffs, with a forced relog in between to prevent abuse :smiley: In addition players “just” have to get to Omega Level 100, then they are able to bring this progress to all other chars with little effort, players choice, or they get even more reward on their current char if they wish ;D presents incoming xD all these changes will make the Omega Level mechanic feel way less frustrating and slowpaced, i hope at least :smiley: will test more tomorrow and will focus on an update at saturday.

Cheers.

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Sneak peak on 2 new items coming for your needs:

First is to exchange the progress of your Omega Level between chars, second is to reset your Omega Mastery Buffs (without resetting your Omega Level).

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Howdy :slight_smile: An extended update is coming for you in a while, get ready for some testing :slight_smile:

→ 0.3a:

  • ATTENTION + CHANGE: enemies will now ALWAYS scale to playerlevel, ALSO in elite + ultimate from THE START! → this was initially NOT intended, but i can not change this now again as this would destroy the whole prepared lootsystem, need to find a better way to make elite + ultimate harder now again :slight_smile: there are already alot of things coming to my mind while i write this :smiley:
  • CHANGE: Shattered Realm → rulesets have been adjusted again, mainly increased the timer a bit and decreased common enemy proxies that will spawn;
  • CHANGE: Shattered Realm → added ALL missing proxies and pools, created a NEW proxypoolequation and added it to all pools, furthermore reduced common enemy spawns;
  • CHANGE: Shattered Realm → all enemies should scale now correctly to the characterlevel;
  • CHANGE: Shattered Realm → all SR rewardchests have been adjusted to give an increased amount of epic and legendary gearitems, especially on higher shards;
  • CHANGE: Shattered Realm → added to allowed dropitems in shards → Blood Shards, Hero Souls, Boss Souls, Nemesis Souls;
  • CHANGE: Shattered Realm → added all missing enemies to bring the “_vanilla” mastertables to them in exchange for the original ones, furthermore adjusted their MINlevel to 1;
  • CHANGE: Shattered Realm → Archetypes: Bruiser, Charger, Corrupted → classification set to “Champion”, can drop progressitems now, adjusted deathparameters;
  • CHANGE: Heroarchetype “Corrupted” → adjusted mechanic → rebalanced spawnbehaviour, removed additional spawns of zombies, increased chance of lootdrops, spawns Aetherial Wraiths on death now;
  • CHANGE: Heroarchetype “Regenerator” → adjusted mechanic → rebalanced spawnbehaviour; converts all physical damage to elemental damage now; the balls will heal on spawn, give regeneration and deal minor offensive stats via an attackspell against the player, also created a new attackaura that deals vitality damage around the “healingball”;
  • CHANGE: Heroarchetype “Swift” → adjusted mechanic → has a second offensive aura that deals damage near the balls ASWELL now, adjusted the ball animation to be a bit less aggressive on the eye and to be more unique;
  • NEW: all factionbounty/devotion heroes have been granted with a mapnugget (Star) aswell;
  • FIX: all vanilla enemies + Immortal Mercs + ONB and their minions + Treasure Guardians + Ultimate Treasure Guardian + Diablo 3 Bosses (only addonspawns needed this!) + Grimmest Extra Heroes → some were missing their worn weapon/offhanditems etc. because they used the vanilla mastertables that now contains Blood Shards → reintegrated and linked to newly created “_vanilla” mastertables;
  • CHANGE: increased drops of Blood Shards again;
  • NEW + CHANGE: new mastertables have been created that will give an increased chance of looting gearitems near your characterlevel +1, these mastertables have been added to SR rewardchests, Devotionshrineloot, Monstertotemloot and Oneshotchestloot;
  • CHANGE: Potion of Hunger → added healthregeneration +3, energyregeneration +1 and an increase in both by 15%;
  • CHANGE: Elixir of Constitution → added healthregeneration +6, energyregeneration +2 and an increase in both by 30%;
  • CHANGE: Omega Supply Quest → at Omega Level 100 AND beyond players will be granted with a stack of a NEW item called “Omega Reborn Box” → this box contains ALL NEEDED ITEMS for getting +1 Omega Level, needs charlevel 85 to open and can be put into Shared Stash for new chars to speed up the process → if players reach this point, its up to them, they MAY open them all on the current char for a big bunch of extra rewards OR simply exchange them via the Shared Stash with other chars to speed up the process on them to reach Omega Level 100 aswell; in addition there are breakpoints now at Omega Level 20, 40, 60 and 80, which will give additional Omega Orbs, additional medalrewards and additional Headhunter Buffpotions as reward; “consuming” the Omega Reborn Box will summon a chest for you as a small additional reward → activating the summoned chest grants 50k iron and refills constitution to full (summoned chest will have no collision!);
  • CHANGE: Omega Supply Quest → added Omega Headhunter Buffpotion x1 to questrewards BELOW Omega Level 100, fixed name for Mythical Ore, fixed reward output for Omega Level 100 Rewardwings → Medal of Portals;
  • CHANGE: Omega War Officer → is now able to RESET all of your Omega Mastery Buffs, each by each for a cost of ALWAYS 1 “Omega Infinity Orb”, player is FORCED to RELOG after resetting buffs → gave a HARD DEBUF that will last forever and is not dispellable → players may reset their buffs and REGAIN their Omega Orbs for each buff they reset, everything WILL be fine after a RELOG! → this is to PREVENT CHEATING!(not to run ALL buffs together…,i hope this works, tested alot, but needs some feedback);
  • NEW: item → “Omega Infinity Orb” → granted for every completion of the Omega Supply Quest and is needed for resetting your Omega Mastery Buffs at the Omega War Officer → this item is not soulbound and can be put into Shared Stash aswell;
  • CHANGE + FIX: Omega Endgamegear → adjusted the 3 given Itemsets → mainly for showing correctly setmembers and give more balanced statvalues and you get a bonus for getting 2/X setitems aswell now, not only for the completion of the itemset;
  • CHANGE: Omega Faction Enchants → adjusted statvalues to be more useful, added an itemskill to them and can be applied to torsos AND waists now;
  • CHANGE + FIX: ONB minions → adjusted deathparameters for better performance;
  • CHANGE: all vanilla Heroes (inclusive bounty + devotion) → added a Hero Soul to their miscLoot at 100% chance;
  • CHANGE: all vanilla Bosses → added a Boss Soul to their miscLoot at 100% chance;
  • CHANGE: all needed vanilla Nemesis Bosses → added a Nemesis Soul to their miscloot at 100% chance;
  • FIX: added various MISSING D3 texture files (for example: Demonhunterskill “Rain of Vengeance” was missing its arrow texture) → simply sloppy by MYSELF! :smiley:
  • CHANGE: Diablo 3 Bosses → decreased health + offensive ability; → still a bit overpowered, will get a big overhaul in the next few weeks again for sure :slight_smile: need some feedback on this first;
  • CHANGE + FIX: Diablo 3 bosses → adjusted physics settings + deathparameters → tested Tyrael several times WITHOUT crashing (in SR high shards + out of SR in the world at various places);
  • CHANGE: Lost Treasures → adjusted Treasure Guardians to be on par with vanilla Heroes → charLevel, minLevel, maxLevel, given XP, increased chance of dropping Treasure Orbs, new bios created; adjusted Ultimate Treasure Guardian to be on par with vanilla Nemesis Bosses → charLevel, new bios created; adjusted the Tyrael itemset → mainly for showing correctly setmembers and give more balanced statvalues and you get a bonus for getting 2/X setitems aswell now, not only for the completion of the itemset;
  • CHANGE: Will’O’Wisp → increased cost to 5k iron as it is buyable ATM from the Stylerz Factionvendor → maybe find a better additional spot for it in loot…;
  • WORKAROUND: everytime you speak to the Omega Leader in Devils Crossing you will get +2000 Stylerz faction reputation, this faction is always INVISIBLE anyways and sometimes it might happen that it looses the full reputation status, which is NOT intended, this will help on that issue;
  • NEW: various new testfunctions available at Crazy Mike;
  • ATTENTION: Crazy Mike → new function to spawn ANY PROXY (via omega scriptcommand) → this is working, could THIS work instead of grimmest? don’t get me wrong, that mod is amazing, but do we really need this overdose on spawns? i mostly do not even use it and after 1-2 hours of heavy testing this at higher levels, this seems to be obsolete to me as i already increased the spawns and with turned this on it is a pure slideshow most of the time, and would really just love to add additional hero/boss spawns at a “few” places, what do YOU think? sometimes i even have the feeling that it is causing issues even when turned off :frowning: enlighten me if i have done ANYTHING incorrect while integrating it :slight_smile:

Will be available in a few moments.

Happy weekend!

ADDONNOTE: just came to the conclusion that this issue about the heavy slideshow has to be part of my own adjustments on spawnincrease (increased pool min/max values by 100% AND raised poolequations by 100% for max value), that is absolutly an issue while turning GDM on! this will be adjusted to base values again and then ONLY GDM aka Grimmest will do the job for increasing spawns (beside SR). Hope this will fix this issue for you aswell, just tested it and is clearly alot better, just need to take into consideration that my archetype spawns WILL increase in summons aswell while tuning up GDM, this will be investigated IF i can do something about this, as this might be another source for bad performance at some points for sure, do not worry, i hate this too xD

2 Likes

Howdy :slight_smile:

An AMAZING change will happen in the next update that i might release even today as THIS is FANTASTIC! BIG THX and SHOUTOUT goes out to TT300 for making this → [MOD]Accompanying assistan for GD 1.1.9.5 → this will make ALL Portable NPC’s FINALLY despawn from the map which will result in better overall performance! in addition you will be granted with a few “Innate Skills” like summoning the Spirit Guide to revamp your build or even a new skill → simply “Block” ;D be curious about this aswell :slight_smile:

I hope to finish up testing in the afternoon and will try to push this out in the evening, this is really flashing me :smiley:

Cheers!

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Be prepared to block the hardest hits, because an INCREASE in enemypower has just happened :smiley:

Further testing, also adjusting the new NPCs to my needs to fit better into the mod itself and then i guess a few hours later something will be updated here :smiley:

what also is a VERY NICE sideeffect from the TT300 mod, is that Nyborg seems to be calm now and is not summoning himself anymore when talking to, especially, other blacksmith NPCs…

Cheers.

Happy testing on this new “mechanic” :smiley: also the performance overall has been increased, at least on my end. Nyborg is still sometimes showing up, he is simply curious i bet haha

→ 0.3b:

  • CHANGE + FIX: all added spawnincreases reverted to vanilla basevalues (proxypools + proxypoolequations) → only GDM will increase this now for you, that way this gets more attraction and i really must admit, increasing the spawn globally was pretty bad in most cases, no doubt!
  • CHANGE: Hero Archetype Summons → adjusted all generators for a bit less spawns while having GDM active;
  • CHANGE: enemybalance → increased OA + DA on all difficulty levels;
  • CHANGE: Delicious Meal grants 2000 additional constitutionpoints to recover what was lost, not to full in most cases like Bone Meal does;
  • CHANGE: Tonic of Mending → increased useDelayTime from 10 to 15 seconds;
  • NEW: mod integrated → “Accompanying assistan for GD 1.1.9.5” by tt300 ([MOD]Accompanying assistan for GD 1.1.9.5):
    → removed Blacksmith, Caravaner and Merchant from this skillTreeMod as there are already the PortableNPC’s, i do not want to destroy this as it is, i just want to add this for good :slight_smile:
    → synergized the 3 NPCs (Inventor, Spirit Guide and Illusionist) that liked to stay to my needs :slight_smile: they are now summoned via so called “Innate Skills” (no matter what class you choose, you will have them on your skillbar);
    → NEW Innate Skill: “Block” → gives the player the ability to block all incoming attacks, regardless of their chosen class; channelling skill → grants 85% damage absorption, taunts enemies at 50% chance and decreases all damage to nearly zero (except for retaliation and “onHit” skills that can still trigger while “blocking”) → this “mechanic” for sure needs some finetuning but after a few hours testing it is ok and nearly what i wanted :slight_smile:
    → all PortableNPCs are summoned now equally like these new NPCs do, the distance on which all NPCs disappear has been increased and all NPCs have a cooldown on their skill for 60 seconds to prevent spawning a big army in seconds :smiley:

will be uploaded in a few moments, happy weekend!

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Hi! Thanks for update :grinning_face_with_smiling_eyes:
I don’t know, It is bug or some kind of defensive mechanism.
but, Some mobs are weirdly hard.


I dont know you can see it clearly, I’ve doing damage around 40~70…

and this is my spec…
Looks like It is barrier that you implanted.
Is it meant to be used by mob??!!

Howdy!
I am sorry but i can’t follow you correctly i guess :smiley: Which “barrier” do you mean? That “shield” around the hero Pavros? that might be an archetype skill, some heroes are simply not marked as an archetype via their nametag, if that is your question :slight_smile: nonetheless that is weird and i will check that, do not worry :slight_smile: maybe he has simply too much resistance or too high DA, we will see. BTW → very nice, you already grabbed that wolfshield! :slight_smile: Keep testing, thank you for information! HF