howdy
yes that is intended, please read the mod description, or the lorenote that you get from the Emissary which is/was straight in front of you while getting of the hanging tree ;D or if you really got the time for it, check even the pdf which comes with the optional archive
Its more, survivalish i want to call it out
Next update is in the works already, with more fixes which i just discovered and will make people happy as it targets the ONB spawns inclusive the Wolfpack, which will look and feel a “bit” better when the update is going live
Cheers.
Howdy ![]()
As i noticed that alot parts of the ONB mechanic wasn’t working anymore, an overhaul to that will be added to the next update that is coming in a few days. A quick look into that: https://youtu.be/EkwNNfjjdlY → as you see the spawn will be less stressy and better to calculate as it has gained a delay and a mapnugget as an indicator which makes it much more comfortable to the player. The Guardian and his mechanic needed an overhaul as it was not working anymore and is fixed now with a different way to make it work, same goes for the totemspawn and the cast of the shields. overall pretty happy about it and also optimized all of the creature parameters, for now
i guess the next update might happen at this weakend.
Cheers.
Can you lower the damage of enemies and overall difficulty of the mod? Enemy heroes and bosses are STUPIDLY difficult. Too much CC, too much burst/incoming damage, its ridiculous
No sry, i wont
Have just yet played for over 3 hours straight and it was a blizz, sure its not easy and that is the intention
so many things you can use against those evil cc’s, its more ridicilous which powerlevel we can achieve against it xD maybe just my opinion. btw, no crash in over 3 hours going all difficulties with 2 different chars, killed alot of ONB’s, no not with the testing equipment ;D new spawnmechanic works much better, as it seems ;D
Cheers.
EDIT1: you can make a video from the part that seems too hard in your opinion and then we can maybe solve that issue ![]()
Howdy ![]()
An update is rolling right now as i am writing and will be available in a few moments, some cool fixes and additions are on board ;D
Highlights in this update:
- Omega spawnmechanic overhauled → added mapnugget and delay to the initial spawnportal, fixed charlevel of spawned creatures, ONB Minions will now respawn and have their correct charlevel; full rework of the “godmode” skill from the Guardian (adapted from the Defender Hero Archetype); while fighting ONB’s your world will turn DARK like in the fight against Diablo in phase 2! at 50% health ALL ONB’s will cast a godmode+heal+reflect shield, TAKE CARE! ;D totemspawnmechanics overhauled aswell, also some changes has been done to the END of an ONB, you will see
have tested this particular new mechanics over 3 hours in extrem hardstyle modus and it was such a fun and it did not crash, while half of Cairn was cleared, lol ;D - Omega wolfpack further optimized, it will now spawn more wolves on death to give better chances to get an ONB to spawn → i advise to visit Pine Barrens to get a good picture on how this looks as this area is well populated with those beasts, more “packs” will be created in the future for other origin races, the wolfpack is an according beastpool i would say, the next pack will be a zombie/undead pack to spawn at the according places;
- Headhunter overhaul → this crazy mechanic is working again and can be used with a bit better performance overall, same goes for the Elixir; various statchanges to make it a bit less OP but still make it very very powerful for that what it shall be
also fixed the bug that the player pets raise up their size aswell; - the origin of ALL ONB’s is now the Celestial Race and the Headhunter Leatherbelt features bonus stats against this race to give it a bit more sense overall

- new players: removed the initial movement rune from the questreward, granted by The Emissary;
- Omega Craftproofs now are Omega Level Certificates, changed the tag and the recipe for it, it now needs Omega Infinite Orbs + Blood Shards + Ironbits accordingly → to make it a bit harder to buff up all of your chars that mega fast ;D
- added questtext to the Endless Omege Levelquest, for letting the player know that the Omega Level system is an accound wide progression system!
- Shattered Boots now always grant a new skillmodifier for the Evade skill that reduces its cooldown by 3 seconds and increases wavelength by 8 meters → added to ALL SUFFIXES, so it will alway be part of any Shattered Boots you craft, except the Corrupted ones

- a few tiny balance changes to the player and pets globally;
- Bone Meal: usedelay decreased to 60 seconds!
- various changes to uncle Mike

- GDModSuite error resolving done + most parts of the database cleaned up to minimize buildtime;
Happy testingz ![]()
Howdy again ![]()
I have to update this today again as i am too excited to hold this back xD
→ a “bug” that triggered me since the BEGINNING of modding this game → errorcall in der lua console about “d01_chesthero_all_01.dbr” ETC. requested class “character” and was “destructible”, which introduces alot more stress due to loadinghiccups in the engine especially noticable with increased and added spawns → so here is a solution that works against this: completely reworked the initial “d01_chesthero_all_01.dbr” ETC. (-> means ALL hero + bosschests DROPPED ones!) to a character template which kills itself on spawn and drops the exact same destructible LOOTORB as before just with a scriptcommand and straight at the characters feet, nothing else changed in the output → this solves the errorcall and most interrupts in the overall gameplay, as it seems, and is working pretty fine in some longer testruns
→ created new scriptcommand therefor in the omegascript as usual! → new folder created → “/combomod/various/lootorbs/” → here is the COPY of the original lootorb located which is spawned by the script at the players feet! (–> HERE IT WOULD BE VERY NICE TO MAKE A NEW FUNCTION, WHICH WILL ALLOW SPAWNING AT THE MONSTERLOCATION/COORDINATES AND NOT AT THE PLAYERS FEET! :D) btw, the “character” is killing itself without any SUICIDE SKILL! → simply “-101% life” and some serious “hp DEregen” works here as it seems; → overall gameperformance feels INCREASED due to that, especially in transition between areas → BUT FOR SURE KEEP AN EYE ON THIS OVERALL IF IT WORKS ALL THE TIME UNDER ANY CIRCUMSTANCES ;D → the scriptcommand has been changed to ONINITIALUPDATE and the option FORCEDUPDATES has been activated therefor to ensure the spawn; the ONB spawn command from the bosschests is STILL working anyways as it uses another scriptcommandhandler! → this overall makes the game even more enjoyable i guess ![]()
further highlights in this update:
→ added missing wolfpack textures from RoT, thank you very much <3
→ Shattered Runes → REVERTED to basegame statvalues EXCEPT for the cooldown and energycost, cooldown still removed and manacost therefor still doubled! all the rest is basegamevalue! fixed tag for the skill of the rune! → the RUNE itself now features 3 new stats → +10% energy absorption, +5% total speed and +10% reflect resistance;
→ CHANGE: all accessory gearitems that were applied to rings and amulets can now ALSO be applied to medals! → it’s not really needed to have the rune movementskill as enchant on the medal anymore because of the Dodge, so the seat CAN be filled with something different, like this, this gives more options ![]()
→ FIX: enemybalance → fixed old LOWER value for total damage modifier globally,…! i was wondering why i did not die more often in the last runs xD → not much increased, you will see, check the notes for futher details, it was already noted but not changed ingame ;D overall increase is “ONLY” 30 percent!
→ added Sundered to the ONB Guardian → inflicts it for 4 seconds with 20 percent at 50 percent chance;
→ increased damage of ONB deathexplosion skillchain!
→ added Sundered also to the ONB Totems for their Chaosbarrage projectiles! increased the overall damage of their firestorms!
→ INFONOTE: Crate missed “some” factionheros for marking them with their according heroarchetype tag → “tagGDX1FactionCult_Hero_H04=Verona Bloodskewer ~ Vampiric” for example → added to combomods tags → MORE CAN BE FOUND AND ADDED LATERON! NOT A BIGGI! <3
Happy hunting! ![]()
well, its mostly in regard to early game, lets say pre lvl 75. Youre forced to play on the lower difficulties and kite a bit. Also i seem to be having an issue with the heathunter belt. It increases the size of my minions to insane sizes, and sometimes that makes the game stutter like heck or just straight up freeze → crash
edit: nevermind, i see you fixed this in a newer version.
Hey, i was wondering, if possible, could you import the models and items from the Warhammer 40k Conversion mod? Just for fun. The mod seems dead as this point and probably wont even load anymore
i will see what i can do about that down the road, already checked it a while ago, and it was honestly not a favorite that i wanted to integrate, but we will see ![]()
btw, there will be an update today aswell → the Endless Omega Level Quest can not be started at the moment, because i really forgot to create an asset out of the questfile… xD SRY ;D will be fixed later this day with a fix to overall performance of WOLFPACK, which was overhauled again for a more controlled spawnbehaviour with some extra goodies xD will be later this day as i am also busy with something else but i have it open atm and let a friend do some testruns xD
Cheers.
Whats the purpose of the omega wolf packs anyway?
I still play the warhammer mod havent run into any major bugs. i think because most of its cosmetic. However u must run it on the previous version 9.8 which u can get on the steam beta for this game. & yes that mod was abandoned before he even finished what he was talking about doing. Which was a shame it was turning into a good mod.
Its purpose is to give a new monstertype to the world of Cairn that grants another chance to spawn an ONB out of it ![]()
quick update with a fix for the Omega Level Quest which was not working anymore, sry about that, simply forgot to build a new asset for the questfile…xD
a few more things from the basegame updated, not so much left, not even 250 lines in that todo area
mostly the item changes and the class skil changes. After that, Grimers D3 Mod needs to be updated asap, some cool changes already seen ![]()
furthermore some optimizations to the new wolfpack spawns have been implemented and uncle Mike is now able to be put on ANY gearitem as a new component, to make testings a bit lazier as you can then put him on the hotbar ;D
Cheers.
Headhunter belt doesnt work anymore as pet summoner (noticed it in the shattered realm so far) You dont get the buff it seems.
Edit: You get the buff, but only for enemies you kill yourself, not your summons, which breaks all summoner builds
Howdy ![]()
Will check into that asap but i think this belt is not intended primary for a petplayer, so my guess
i think, as i “fixed” the bug that all of our summons raised up in size, it also “fixed” the behaviour that this buff won’t be granted to the summons which surely was not intended, so as a “workaround” simply make another melee/caster char?
but as said, i will look into it ![]()
Cheers.
EDIT 1: maybe i could give an additional petbonus to the buff itself, let’s see ;D
Well, what if i LIKE playing as a summoner? In earlier version the belt worked perfectly fine for pet builds and i think its only fair. Pet builds usually are out-DPS’ed by other builds to begin with, this would make them even less viable
First of all there are more then enough options for petplayer i guess ;D Then i can just say again that i will look into it and if there is a possibility to adjust that, i will do that as usual. But i don’t think there is a buff granted in PoE when your pets kill anything while under the Headhunters influence and also it is absolutly intended for now that the buff is and will be granted on kill, to also not make it uber OP in the end, so for solo bosses it might not even be the best in slot
It’s something i brought up long ago, now working again and for sure not at the end of its lifetime of adjustments ;D
Cheers.
Well in my opinion it should just be the way it used to be a few patches back. Working for pets and on crit chance
Sorry but i think that will not happen
back then when i i was initial building it i just “did” what i saw and thought could work, which it was
today, with a bit deeper insight and taking a further look to it, i made the change to let it become what it shall be, in the end it is not an item that you really NEED to finish anything up or even beat the game on highest difficulty, it is and must be something working hard for as an extra extrem gimmick on top to maximize your overall grindspeed in latelate engame, so it will be also be harder to obtain in some of the future updates ![]()
EDIT: anyways, i will still look into it
have you tried to cast any curse to get the buff by that maybe?
Well, the curses dont really kill anything, on top of that, the on death trigger makes it near impossible to keep the buff up during long boss fights after you cleared all the enemies. I think i may as well just go back to an earlier version where the belt worked the way most people liked it