Fixed an issue where the Familiar would deactivate its Storm Spirit aura when changing Combat Stances
Is this something that is fixed among all pets and stances or the familiar in particular?
Fixed an issue where the Familiar would deactivate its Storm Spirit aura when changing Combat Stances
Is this something that is fixed among all pets and stances or the familiar in particular?
I can host multiplayer games since i have a great Pc on a fiber internet connection. My GPU drivers crashed earlier while hosting a game.
Appears to be a memory leak.
Edit:
Game just crashed again while hosting multiplayer. This time i was presented with submitting a crash report, which i did.
AFAIK, Familiar is the only one with an Aura. Hellhound’s Hellfire acts less like an Aura and more like a Buff he applies to everyone, I don’t think I’ve ever seen it have a radius, per se.
I couldn’t care less how the change affects vanilla. This is a constant problem for mods that have pets with auras.
Didn’t know that was a huge issue. Surprised it’s come up so much.
For anyone interested, all undocumented changes were already posted here: removed armor reduction from Acid Spray (Manticore) and The Final Stop got +14% armor instead of flat 14, that’s about it.
Change the aura to cast as a buffself and it will not break
I wish more company would update often like Crate,
this is the most obvious way to show that they care about their games and players
[QUOTE=Zantai;518949]
V1.0.1.1
[li]Fixed a bug where reputation earned notifications would not appear.[/li]
They still don’t!
In what case will “DamageDurationElemental= {^E}Elemental Blaze” added to tags_ui.txt in v.1.0.1.1 be displayed?
Or is this a description for the expansion? Please tell me because it involves the necessity of updating the translation file.
So, I see that with 1.0.1.0 you almost totally removed armor reduction; I’m not entirely sure why, but while you have changed some skills to compensate for the removal, you’ve left a few skills explicitly weaker without the stat such as Demon Fire and the Conflagration Relic. Will you be giving them anything extra to compensate?
AFAIK, the stat was removed for being basically useless, nothing. In effect, all they really did was clean up skill text.
Several skills got replacement effects though, such as -% Physical Resistance. I was just curious if all other affected skills would be getting a similar tune-up, or if they’d just be left weakened. Definitely hurts some skills/items which are already weak or niche.
I don’t know much about conflagration, but Blackwater Cocktail is one of the strongest builds around currently. It already reduces enemy damage and resistances while doing great damage; it will survive the nerf.
The reduce target armor in Demon Fire did next to nothing for BWC. BWC doesn’t even deal physical, so what was the point of it being there?
And Acid Spray really doesn’t need anything else
I’m not quite sure how much ‘‘reduce target armor’’ was affecting our damage, but now with the Beronath’s Refroged it might have been interestinng… or at least be more usefull. That is if it was affecting the damage in a meaningful way (reducing target armor value).
Refrogged?
I really want to see a sword that spits frogs now. Like instead of Brimstone’s splinter effect, it’s frogs on every hit, and they just hop away.
[quote=“Starbuck,post:30,topic:39376”]
at least for me, it is fixed now (i had just recently reported the bug).
After doing some very minor testing i have noticed a few things about the notifications:
2 there will be no notification, when you kill heroes on a lower difficulty, than the highest, that a character has unlocked (i went on veteran with my lv 51 conjurer, that has elite unlocked and got neither a bonus experience gained notification, nor a reputation notification, while playing on this difficulty, however both would show up, when playing on Elite).
I don’t know what is intended and what is not. before this fix, i never ever got any reputation notifications, so im happy that this was fixed.
People thought that was the case, but with the removal of the -armour skills in 1.0.1.0, it became apparent that armour reduction was actually significant. It turns out that armour is applied separately to every single source of physical damage, not to the total physical damage of an attack. That’s the case for all resistances too, but doesn’t matter for them since they’re just a percentage reduction.
Physical builds tend to get little bits and pieces of physical damage from various sources, and getting all of those reduced by 70% against high armour enemies was very significant. See grimdawn.com/forums/showthread.php?t=54517 for all the details.
Changing armour to apply to total physical damage would’ve required some significant changes to some very old code, which would’ve been more trouble than it was worth. Hence the changes to armour in 1.0.1.1.