xD yes particular there is a bit too much, i think some of them will need a bit less initial on the generator itself and an extra targeted spawn to decluster the fx further as seen on the Charger Archetype, which i did as last one to do exactly this, because the initital is casted with a monstergenerator and it seems that sometimes everything is spawned at once and that leads to a heavy cluster*** mostly ;D
another patch is incoming today because of the bit overwhelming Hero Archetype spawns at some points xD furthermore ALOT of linking issues and missing fx-files have been added and fixed aswell, for example “Strafe” missed its pfx, sorry for this, looked borked af without GDMODSUITE helped me again, nearly forgot it to run afterwards! xD update will be available in an hour, noting down, already alot better
it is loading up and will be available in a few moments
@gooseduck: i have added your character to the new “archive” xD also upgraded him a bit and used him mostly to test the Archetype spawnbehaviour the last few hours, and guess what, no crash at all Gears set is very great, it even can run without movementrune
FIX: Hero Archetype: Bruiser → passivestatmodifier adjusted → characterAttackSpeedModifier goes from 50 to scaled level 60 with statvalue 2 - 52; offensiveTotalDamageModifier goes from 100 to scaled level 60 with value 3 - 101;
FIX: Shattered Affixes headmodifier for Primal Strike → overwriteBaseSkill has been set AGAIN to TRUE! → to make the skill work for ALL weapons now! (HIDDEN MODIFIER → not shown in the tag of the skillmodifier itself, BUT in the tag of the added itemskill, because it did not work in the “normal” way :D)
CHANGE + FIX: started to cleanup sources → removed inmod loadingscreens, not working anyways, only via addon companion for now, so players have the OPTION to use the original loadingscreens if they want;
CHANGE + FIX: cleanup with GDMODSUITE! → alot of malformed references found and fixed! → solved everything SO FAR except for the X1Diablo Boss Stuff → already noted malformed references and will be done in a seperated workcluster as this is alot! still working but as said before simply missing some new effects, skills and arts
CHANGE + FIX: Hero Archetype “Defender” → WAY too many initial spawns xD → DEcreased!
CHANGE + FIX: Hero Archetype initial spawns → adjusted all spawnsettings again to get a bit less overwhelming feeling on their inital spawn → all new Archetypes are availabe at Crazy Mike as usual, if you test them out there it will NOT give a perfect example on how strong they really are when encounter them in the world, just a base testingground for them;
NEW: the OPTIONAL downloadable file will from now on also contain some TESTCHARACTERS and some formulas+transfer+transmutes.gst to check various things on a lazy basis xD anyone who wants to provide a char to test out for this modcompilation can simply load it up and share the link, i will check the character and most likely add it here then
I tried the Gears set, but Strafe skill is big nerfed now Dps is ~20% of what it used to be (from quick tests). But no crashes at least!
Some notes from a few quick runs in SR 100:
Defender mobs + Dark Minions of Zoltunn are a headache to play against, as they will all stack up and keep eachother alive. The main issue is they cannot be seperated because defenders and Dark minions are set to chase you, and they are too fast to outrun.
A note on leveling casters vs martial classes: Casters seem quite underpowered in the earlygame. I haven’t gotten my caster to 100 yet, but it seems that a lot of the new goodies help martial chars a lot more than it does casters.
Are these visuals final? New update is hard for my FPS It was already difficult to see what was going on before, but now it’s even more crazy
Is there a vanilla hud version of 6i-hotfix?
EDIT: There seems to be an inconsistency in which items are soulbound when it comes to the extra reward chest at SR101:
really that hard? ok then i might increase the chance on the itemskillcontroller by a small amount to compensate it
xD i bet so ;D is that still a thing with the hotfix?
you think? what exactly you think is underpowered? i think you have equal chances to get all damagetypes up, but let’s see.
the mainissue is, i think, caused by the initial spawn, because they are monstergenerators which will cast all at once as it seems at some points yes it should really be way less draining with the hotfix, have you not seen a difference? xD i would really wonder
Doesn’t seem unique to the affix.
Not an urgent issue
Will check.
I think it’s a general thing, martial chars get a powerspike from their weapons, which they can get some good ones of every ~15 levels now with the vendor. Casters are limited to the damage values of their base skill, with much less significant increases from weapons/offhands. And the damage values of the skills are balanced for vanilla HP values on monsters, and here monsters are quite a bit more tanky, with more need for RR/dmg. And a lot of the safety of ranged builds is compromised because a lot of monsters move faster, stun harder, slow you etc. Just thoughts, i don’t really have an idea about solutions
good to know, will check for that tomorrow i think, should be fixable
You primary mean you have less chance, for example, to get your cold damge high enough, especially on early levels? and accordingly you get, for example, as melee char alot bigger boost to your physical damgeoutput accordingly, do i get this correclty? just want to be sure maybe it is also a bit of RNG that haunts this
good morning is it still too hard on that combination? yes both grant invincibility ;D there is even a third enemy that could grant it, imaging spawning all 3 together haha what maybe would help, is when i adjust the Defender Archetype controller to let him not wander that far away from his “leader”… what you think?
you answered it yourself xD globally the lightradius is DEcreased, can be INcreased with leveling up, gearitems and the WillOWisp, yes atmosphere is better like this in my opininion
More or less, yeah. I should test it a bit more, will likely level an AAR arcanist so i can get a better feel for it. But i it does seem like martial chars simply have better opportunities for scaling their damage. For example, it’s also the case with devotions. Martial builds usually have higher weapondmg% on their attacks than casters, which also means they benefit much more from additional flat damage granted by devotions, powerful flat damage affixes etc. Again, I’m partially speculating and will level another caster to better understand their underpower, but it certainly feels like pure casters (not pets) are on the weaker side comparatively.
Alright i understand the point I will catch an eye on this aswell while playtesting, recently started an Occultist but have not much time to play xD but it does not feel “weak”, its a bleeding caster but yes it went melee xD we will see, needs for sure more testing and feedback thx for providing such.
very nice, thank you mate, this will for sure help, it always does hope you had fun and and did not crash , and your gpu did not explode haha
EDIT1: btw, on crashes, also fixed all the rest of tag issues and malformed references according to GDmoduite, was not much, just 3k xD compared to the basegame, and yes, not a single tag error or malformed reference there, so just to be sure ;D^
EDIT2: very nice video to get some more feedback. i would say the Defender is still too fast and furious xD he should also stick a bit better to his origin spawnplace/leader and should not hunt for this long distance, that will be adjusted. the Burning Archetype seems to be too much stationary and will get an addonspawn to also decluster it further, so will the Electrified totem. Overall it seems to run pretty great, just one thing that i think must be changed is the tag for the incoming lootorb from the Diabolic Bosses, which seems pretty annoying, also the added minimap symbol for it, as it does not vanish, at least i do not know how to change that, it always stays for as long as the session remains therefor i think i will change that to only have a tag notification when a boss is near, should be enough.
the soulbound effect is only on affixed factiongear, so this is a normal behaviour this will also happen for Omega Level rewards and their medals as they can be faction medals aswell. Sidenote, those medals have no D3 part, that is also on my list but a bit further down
https://www.mediafire.com/file/1xihxni0uh2fv5p/164-165.mp4/file
SR 164 - 165
Is hard of this deep for cast build(but my phy res also too low, I think is one of the reason). Melee build may survival will better I guess.
As u can see old boss still too weak in boss room. Cow king may phy damage too high(but feels is reasonable).
cool mate will check also another hotfix is in preparation, just patchnotes to write, then finally can further adjust the Diabolic Bosses and will include your suggestion about i bet
EDIT1: Have you noticed you have + -19% Crit? xD
EDIT2: nice performance yes, bosses in the boss shard itself look very underpowered, that is true. will check if i can/want to adjust them further after D3 boss adjustments. Cow King seemed fine but will check in detail. Evil encounter with Zoltun at the entrance :)) Overall would say, the next hotfix will adjust some of the seen issues, as i found a way to let the D3 lootorb despawn also the Defender got an overhaul of his controller to be not that mega in need to rush towards you from Devils Crossing to The Enclave (and back) xD hotfix will be up after coffeebreak and noting patchnotes
I didnt see that. I only focus on pet attributes, but how…
Hero Archetype is nice design for SR, but still need adjust.
but Mysterious Ore and skill rune not drop in SR, think about in hot fix. because no good place to farm it . I still need this two item to Increase damage or survival.
i am wondering too xD please check your gear and see what might introduce it so i can adjust it
yes it looks pretty cool overall, but clearly you are right some things have been targeted, rest will follow over time by feedback and own gameplayexperience Mysterious Ore will now drop with Hotfix02! Skill Runes think will not drop as i want them to be more a ONB thingi at that point as the Diabolic Bosses have already some exclusive thingi with their Hellfire Amulets, which i might also adjust at some point to grant them also for basegame classes to make this equal, but have to think about this further
hotfix is loading up and will be available in a few moments:
FIX: “spak_plague_cast.dbr” REMOVED as “skillCastAuraName” from ALL sources as this is popping up all the time as an error because it wants to cast a sound as an aura fx whysoever, added all needed files from the basegame therefor aswell → nothing lost or added with this, just to be sure this will not trigger any conflicts that could lead to a crash over time as the callamount of this “error” was massive;
CHANGE: created Mastertable for Mysterious Ore and added to D3 Diabolic Boss Lootorbs, ONB’s and Treasure Guardians;
CHANGE: Mysterious Ore added to SR allowed dropitems;
CHANGE + FIX: removed ALL unused TAGS from the D3 Gambling mechanic to get rid of the shown tagerrors in GDMODSUITE, can simply readd them as this is a top-to-down setup in a numeric way which seems to work pretty well so far…;
CHANGE: randomizerJitter for ALL Gambling affixes has been set to 0 to avoid abnormal scaling and to MAYBE prevent crashing because of a statvalue goes below zero and can not be rolled or whatsoever
CHANGE: Archetype Burning → has less initial spawns now but an ADDONSPAWN that casts “Burn’O’Wisps” against the player which attack with firebombs and can also inflict the debuff. Firebomb attacks have been removed from the inital spawn so has the Firestorm attack, therefor the initial spawn leaves a volcano behind that deals physical, fire and burn damage;
CHANGE: Archetype Defender → pursuit-time and range massivly decreased, overhauled controller; furthermore decreased runspeed, small style adjustments and the duration for the one-time selfheal increased a bit to further guarantee he is not killed on spawning;
CHANGE: Archetype Electrified → increased damage for its Lightningbolt attacks, added a teleportskill to increase its threat to the player, adjusted spawnsettings to spawn faster with less uptime, changed attackskill Chainlightning to be shortranged only as it can teleport now to the player;
CHANGE: Archetype Shielded → increased damage for its mortar projectile attacks and reduced their cooldowns, adjusted spawnsettings to spawn faster with less uptime, added controller to further increase its attackranges;
CHANGE: Archetype Swift → increased damageoutput, scaled granted increased runspeed to allies, adjusted spawnsettings to be a bit more aggressive;
CHANGE: Archetype Unstoppable → increased damage from its Chaosgrenade attacks, added a teleportskill to the initialspawn of the Chaosvortex to increase its threat to the player, adjusted spawnsettings to spawn faster with less uptime, initial Chaosgrenades now have a bigger attackradius (any range);
CHANGE: adjusted Tag for Zeke → It is SUGGESTED to turn the Grimmest Difficulty Mode OFF before entering the Shattered Realm to avoid any conflicts while cleaning shards!
CHANGE: adjusted Diabolic Hellfire Essences (D3 lootorbs) → changed template → they are destructible now and have to be destroyed to collect the loot instead of opening, this has the effect that they will vanish after looting them, adjuted the tag accordingly;
FIX: the skillmodifier on Sunherald Claymore for Furious Charge now has the correct modifier stats applied;
CHANGE: adjusted Grim Cam settings to have bit more pitch and a bit less zoomout;
The rest of the day have not much time, but will start tomorrow with D3 boss adjustments
Holy cow! After long time digging i found this → “TQIT Mesh View v1.12.7” → this allows me to finally edit the “textdata” (and i guess even more…) of a MSH file!!! this will make the structure behind the scenes alot better, already tried without issues for the “_records” file from the Blade Vortex Skill, worked very well instantly! FINALLY!!! no need to get 3dsmax for this!! xD
I thought i should share this as this could probably help other aswell as i think this has been forgotten over the years.
Cheers.
EDIT1: unfortunatly it did not work for the most of the MSH files only for a few, unlucky xD