I decompiled DAIL changed several defence values and recompiled back. What I wanted to know whether the following behaviour (reduced values ex. 100 in the database becomes 88 in the game) was intentional or was it my doing cos I screwed something up.
Good news
Btw have you ever thought about making a separate mode for GQ content? GQ masteries are pretty much redundant in the presence of the original ones. Giving that would it be more interesting to have a mode where original masteries would be swapped with GQ ones. That would also give an extra space for the other masteries in normal DAIL mode. As I understand there is a limit to how many masteries can be in the game at a time and there are pretty creative masteries out there.
The GQ mod is too ingrained at this point to try and pull parts out. Alien and I have been tossing around ideas concerning the next incarnation of DAIL and what masteries to offer.
Despite being ‘redundant,’ I find the GQ masteries interesting and exciting enough to keep me playing GD after the many hours I have invested . When my excitement to play GD dies, so will my desire to mod.
Well, I think they are pretty much the same as the ones from vanilla GD. I can’t see what Warfare can offer to Nightblade for example. That depends on the playstyle I guess. Because my rule is to always use a GD original mastery and mix it with the modded one. I think I didn’t invest as much time into the game as you did.
Btw are DGA characters compatible with the original DAIL game? I have no problem but Factions and their reputations get messed up.
No, I only glanced through the skills, since I played Warfare several times in TQ IM. I guess we have different criteria on comparing characters. While playing Nightblade I get pretty much the same feel as the Warfare, so combining those masteries together would be boring. You are right however that if I take Warfare instead of Nightblade it would be a different, but again non to the scale of dualwielding class compared with 1H+shield, 2H, summoner or ranged classes.
So it’s purely subjective on how a person look at the game and is also based on the hours one spent playing.
Any chance of getting some of the other Dawn of Heroes masteries into DAIL? Half of them are in, half are not. The DoH dot based masteries, like Malificar and Ritualist, really brings a playstyle that both original GD and DAIL lack. Maybe swap out some of the more wonky, clusterfuck masteries like Fangshi and Cenobite, or one of the Necromancers (why ARE there two, anyway?)
Once we have DAIL totally settled in a place we like we’ll begin the mastery rotation we had mentioned a few months back.
Those “wonky, clusterfuck” masteries aren’t going, don’t bother arguing about it. As to the Necromancers, blame Davood for just putting in everything as they finished regardless of what was already in or future work a modder was planning on, and Crate for the measly 30 mastery cap. We’re already planning on a total revamp of DAIL masteries when the expansion hits because we’re going to need to make room for the expansion masteries. Please give your feedback in the discussion thread about what you want to see make the cut when that happens, it’s looking like Coronus is unpopular and might stay when we do this later in the year. We’re looking at cutting GQ since it’s in Grimarillion now so we could have room for the rest of the DoH and Zenith masteries, with priority on DoH ones because no other compilation has them and he’s been doing some great work on them lately.
Sounds good, will do. I wasn’t intending on arguing, the classes I mentioned just seem a little bit all over the place, was all.
Anyways, that makes sense about making room for the expansion masteries, I assumed something like that was going to happen. Cutting the GQ masteries makes a lot of sense too, for the reasons you outlined. Exciting!
Everything is looking better now. AlienFromBeyond got the loottables and affixes golden along with affixes appearing on crafted legs/epics as well. The other minor issues have been taken care of so 60.8 looks to be on track for tomorrow sometime. I’ll get it built after I get some rest.
These are basically the difficulty levels, that are selfexplanotory.
NG is vanilla mob density and challenge
B is vanilla mob density with increased hero and boss spawns
SD is heavy mob density with normal hero and boss spawns.
S is heavy mob density with increased hero and boss spawns
X is vanilla mob density with increased mob challenge (critters are higher level and a bit tougher.)
SX is heavy mob density with increased mob challenge (critters are higher level and a bit tougher.)
If you are new to those types of games try ND, if you a veteran at such types of games try SX. Personally I made a more hardcore version of SX for myself, since there is point where the game stops been challenging enough. You can also change the difficulty level by reinstalling the mod, so you can experiment with what exactly suits your tastes better.
60.8 is only up on mega.nz. It was a silent update for my play testers. I have a few things to clean up before I make it public later today or tomorrow.
I think I got your SD mode correct. Feel free to check for bugs if you update and play today.
However, when I have switched between DGA and GDE, I find that every item I have from DGA in either my personal stash or my inventory on that character ceases to exist.
Just as a precaution, I’d suggest putting any items from DGA in the shared stash in DGA before switching game modes. Since shared stashes are not shared between modes, this prevents the items from disappearing.