ComboMod Testversion

I would suggest go straight as you power and you build allows it, there are plenty possible options to continue, in most of my playthroughs i went to elite without any issues up to level 80ish, then some grinding was mostly needed, yes going for some rounds into the Shattered Realm really helps by obtaining the T2 Merc and also the loot from the treasure room is pretty handy i think :slight_smile: max out everything you can, but Ultimate is and will be even with good equipment a hard difficulty, as it is intended, what then really matters is a strong characterbuild for which there are plenty options to get by.

What I did was to begin with d3 classes, they quite a bit stronger than base ones. I think so. It did not mean I had no struggle early on, the beginning was hard. But I’d exit from SR at around lvl 60~ (drink both exp potions during that 1 hour of starter character buffed SR), then keep farming normal for reputations/augements/devotions. Then, after jumping elite, I started another character-this time with the boost of many decent items, so it was much easier (although start is still slow and rough), with which I’d go as far ultimate, when I create yet another character with the best of the items I’ve found. This run is breezing ultimate now, having no problems with ONB.

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True yes, basegame classes are a bit weak compared to the D3 ones, D2 ones i would settle in between them for the most part which i have already tested :slight_smile:

Very nice, yes when you have the access to all items the real fun part starts then :slight_smile:

the nil-version is uploading with recent fixes and an ui change which removes the “component-move-button” from the stashwindow to never destroy your inventory structure by accident again :smiley:

will be available in a few moments via the usual link → ComboMod_preupdate_testingAIO_nilVersion

Cheers.

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Thx for the input. My question will be: is it a good strategy to start a new character and make use of the 1 hour buff to lvl up in SR. After 1 hour, continue to normal and rest? :laughing:

That is pretty much up to you, how you want to handle it :slight_smile: Simply different routes with different levelingspeeds to give options.

it worked good for me; this way I had several cooldowns, especially defensive ones to work with. I still had no resistances at all, so the first hour or two after that buff is gone, is rough. Gotta play it slow and get resistances up.
ALSO in the start, leaving Devil’s Crossing, there are dark+blue SERPAHS and MAIDENS. These are super strong, so kill them one by one, carefully. Seraphs heal, so focus them first. The Maidens will put a little circle on a ground, that does a lot of dmg. It’s not super visible, so gotta pay attention, hit and run.

Will try this method later. Thx again.

Howdy :slight_smile:

Some new things to check out in the nil-version, some Portable NPCs became stationary, both inventor quests got combined into one, gambling got an overhaul, Exotic gear can not be gambled anymore but remains in loot at the usual spots with some adjustments → ATTENTION: Exotic Rare Gearitems HAVE to be reaquired a last time, therefor basegame Exotics now are on par with the D3 Exotics :slight_smile: furthermore Shattered Affixes was updated to the latest version with further checkups, more goresettings have been adjusted and overall lootoutput has been decreased.

ComboMod_preupdate_testingAIO_nilVersion

Cheers.

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Was thinking , have you ever thought about putting the League Season 5 map in your mod? I think it would look pretty cool.

Sure i have :smiley: but after the announcement for upcoming gdx3 this will not happen at anytime soon i guess, as the map will be changed again and mapmaking is seriously not an easy task, before i can come to that there are so many things to do which i still have in mind, that i wont think about it now :slight_smile:

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Very good, it would be nice if you could share some of your ideas with us before putting in the mod, some spoilers of what’s to come.

Maybe i add some kind of a “roadmap” when i am a bit more sorted down the road when version 1.0 has been released after the recent NPC swapping :slight_smile:

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very good, I’ll love to follow the development, I really like your mod.

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thank you :slight_smile: another update to the nil-version is uploading with more NPC swaps for Minor Exchange NPC Cha Lee, now found in Devils Crossing and lateron in the Covens Refuge. Furthermore the Shattering NPCs have been fused into a single one and now stands next to his master Ashdim in the Conclave for all items to shatter to make life easier and bags more leightweight :slight_smile: Leftover is the fusion of all Exchange NPCs in the next few days.

ComboMod_preupdate_testingAIO_nilVersion

will be available in the next few minutes.

Cheers.

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the nil-version gets an update in a few moments to fix the inventor quest and to release the map-npc for Exchange gearitems, furthermore the questwidged button has returned and more fixes at various spots :slight_smile:

ComboMod_preupdate_testingAIO_nilVersion

will be available in a few moments, cheers.

1 Like

Howdy :slight_smile:

Newest version will arrive soon:

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  • CHANGE: Portable NPC17 (Gambling Blacksmith III) has been REMOVED as Portable NPC and is now located in “The Conclave of the Three”! the Spirit Guide has been swapped out for this! (-> “records/creatures/npcs/merchants/areag_reallocatora01.dbr”!)
  • CHANGE: Portable NPC03 (Gambling Blacksmith II) has been REMOVED as Portable NPC and is now located in “The Conclave of the Three”! the Inventor has been swapped out for this! (-> “records/creatures/npcs/merchants/areag_inventora01.dbr”!) → for this move there is a COPY of the blacksmithNPC in “records/creatures/npcs/questnpcs/gdareag/” to make it work because it is linked to a quest → “quests/sq_dismantling.qst” → reconfigured for this task to combine both questitems as requirement to fullfill the given task, both TOKENS to dismantle AND convert are granted here, still default dismantling on normal difficulty and converting on ultimate difficulty! → added “source/conversations/npc_kasparov_01.cnv” for this task to change a few things and conditions in this conversation accordingly; added “records/items/questitems/quest_areag_inventorslosttome.dbr” + “records/items/lootchest/questchests/questchest_areag_inventorsapprentice.dbr” for this task, both get destroyed via scriptfunction after the player obtained the DISMANTLE TOKEN → the player will search for “Canen’s Corpse” at the Cairan Docks; overall conversation and questtext adjusted as good as i could to “combonize” it xD adjusted tags accordingly;
  • CHANGE: Portable NPC07 (Gambling Blacksmith I, Kadalor Fald) has been REMOVED completely! his exotic rare gearitems persist as lootgearitems;
  • CHANGE: Portable NPC08 (Minor Exchange) has been REMOVED as Portable NPC and is now located in “Devils Crossing” and lateron in Coven Refuge when going to Malmouth! the Spirit Guide has been swapped out for this! (-> “records/creatures/npcs/merchants/reallocatora01.dbr”!) → for this move there are 2 COPIES of this blacksmithNPC in “records/creatures/npcs/merchants/areae_reallocatora01.dbr” and “records/creatures/npcs/flavornpcs/devilscrossing/npc_spiritguide_01.dbr”!! her blueprints have been moved to the usual combomodlocation! nothing too special here :slight_smile:
  • CHANGE: Portable NPC01 AND NPC11 (Basegame Shattering + D3 Shattering) have been REMOVED as Portable NPCs and are now located in “The Conclave of the Three” at the location next to The Great Ashdim himself, swapped out the merchant for this task and FUSED BOTH NPCS INTO ONE! → the Devils Crossing merchant Kerrick AND Luther Graves have been integrated for this and their “marketFileName” values have been changed to the swapped out Conclave GDX2 merchant to have the ability to obtain the MERITS from this merchant on ultimate difficulty, their merchanttables have been adjusted for this aswell!
  • CHANGE: Portable NPC09+10+18 (Exchange) have been REMOVED as Portable NPCs and are now located in “Coven Refuge” when going to Malmouth! the Illusionist has been swapped out for this! (-> “records/creatures/npcs/merchants/illusionista01.dbr”!) their blueprints have been moved to the usual combomodlocation! all 3 previous NPCs fused into one!
  • CHANGE: Gambling → basegame → all gearitems are now EXOTIC aswell and have been synced with the D3 side of the previous gambling mechanic, only the classtrainings on the medals have changed for now! affixes are still the same and can be heavily extended and/or also synced with the D3 side aswell, still, but needs ALOT of work with the “CLASS TXT FILE” and their according links :slight_smile: STILL A TODO but in this way alot better overall also for the upcoming future :slight_smile:
  • CHANGE: new blacksmith completionbonusfiles → jittervalue increased and overall statvalues were decreased to prevent abuse a bit more :slight_smile:
  • ATTENTION: internal filechange for the Exotic Rares, these have to be reaquired, can NOT be gambled anymore but the droplocations persist, like Devotionshrines etc.!
  • FIX: for a few Exotic affixes; thanks to LadyofPain for letting me know!
  • CHANGE + FIX: D2 Mod updated to the newest version with some minor changes and cleanups;
  • FIX: D2 → corrected some tags for itemskills, removed missing specialAnimationName “MultiStar”;
  • CHANGE: D2 → removed the new added lorenotes with Diablo Lore;
  • FIX: D3 additional enemies → increased their size a bit and adjusted miscloot;
  • FIX: D3 Blood Brother 2h sword → changed blockstats to dodge, also on the Crusader version;
  • CHANGE + NEW: Shattered Realm → added the new additional D3 enemies to all random proxymixes (“proxy_randommixXX_XX.dbr”)!
  • CHANGE + NEW: the additional enemies from D3 now have a slightly different mapnugget to differentiate them from the original basegame enemies;
  • NEW + FIX: Shattered Affixes Mod → renewed and updated all Amulet and Ring Affixes (basegame full and adapted D3 amulet-side to the new template which has now 150 entries instead of 100! very nice, less tables, also for the ring tables! adjusted needed tdyns accordingly → the rest of this mod will stay as it is, for now;
  • CHANGE: Grim Souls → changed template of the Innate Skill to have a radius to give this buff to playerpets aswell to ensure Grim Souls can spawn for petplayers! thanks to LadyofPain for letting me know!
  • FIX: lorenotes → added TAG for “Already known.” to remember people about the BOOKWORMBUFF!
  • CHANGE + NEW: Omega Bounty Quest → now the kill of ANY DNB will fullfill this task aswell!
  • FIX: Omega Officer → updated conversation text;
  • CHANGE: caravaner → MOVECOMPONENTSBUTTON REMOVED, autosortbutton size increased! → never ever again get your structure destroyed by this xD
  • CHANGE + NEW: adding more GORE to the game, for all enemies, heroes and devotionheroes;
  • FIX: Mogdrogens Blessing can now also be applied to medals as it was intended, thanks to LadyofPain for letting me know!
  • FIX: Skill Runes from the Reskill Mod → removed “comp_beastcallerscowl.dbr” because the basegame itemskill is not used anymore;
  • FIX: basegame → “records\fx\skillsothergdx2\projectileboss\korvaaklieutenant_01_inverseflamenova_fxprojectile.dbr” → corrected projectileImpactFX;
  • FIX: Basegame → “records\skills\nonplayerskills\heroskills\archetypes\supporter_embolden_buff.dbr” → corrected charFxPakSelfNames;
  • FIX: Riggs quests now correctly will give out additional epic gearitems as questreward;
  • NEW: Crazy Mike → new submenu to aquire Exotic Gearitem!
  • CHANGE: adjusted chestloottables → decreased amount of Blood Shards and Summon Stones; decreased drops of epic + legendary gearitems;
  • FIX: lowered dropchance for Exchange Orbs from Devotionshrines;
  • CHANGE: monstertotems → loot → removed normal components and added Exotic gearitems!
  • CHANGE: chestloottables → added Exotic Accessories to “chestloot_special_rare_c01.dbr+chestloot_special_rare_c01e.dbr+chestloot_special_rare_c01u.dbr”;
  • CHANGE: “femalepc01.dbr+malepc01.dbr” → castShadows set to FALSE for testing purposes… xD
  • CHANGE: “mq_thebaneofcairn.qst” → removed random legendary questreward for all difficulty levels!
  • FIX: “banditminiboss_pvp_03.dbr” → fixed 2h animation;
  • REVERTED: “records/ui/quest/questwidget.dbr” → when too much quests are in this window it can happen that the questlog bugs out of the screen and only a relog can help, this is a basegame issue aswell and i don’t think i can fix this with this mod!

Will be available in a few moments.

Happy testing! <3

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There are problems because of many debufs of the subbosses this making the game crash a little, it is very mixed the debufs with the amount of monsters consuming 6 giga of memory here, some caves take a long time to open.

At which location i can check that out? xD

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From the portal of the village of Burn Witch to the portal of the jailer’s basement, the real problem is not the number of monsters but the debufs of the sub-bosses, the green Christians are the princes, and also some caves do not open, they just load.