[Mod] Reign of Terror

Can you be more specific about the stash bug?

The usual causes are:

a) wrong game / mod version
b) incorrectly extracted mod files
c) playing on low resolution and not adjusting UI scale accordingly

theres a picture if that helps more

http://oi63.tinypic.com/20sxf83.jpg theres a pic of whats going on

As I suspected.

You have not extracted mod files correctly.

Follow the install tutorial on the first page and try again.

  1. First you need to download and unpack RoT 0.2.0 - 5GB version
  2. Do the same with RoT 0.3.0 and just overwrite files (don’t delete anything)
  3. Repeat with RoT 0.3.0 Hotfix 1
  • RoT 0.3.0 is not a standalone version, first you need 0.2.0 that containts most of the mod files *

I did that at first, but I still had noble paladin installed and had some of the items in my shared stash, so I got rid of it and reinstalled all the RoT files and that worked

thank you for your quick replies :slight_smile:

wrong post~

Hi Ram
These 2 skills of Sorceress sometimes would freeze up and not working.

FYI.

Thank you

Oh also the looting system seems a bit off. there’s over abundant of melee weapon dropping and a lot of offhands, but very very few other parts.

Teleport seems to rely on selecting one target to activate.

Edit 1:
There seems to be 2 issues with mercenaries
1 different types can be coexisting. Then mercenary damage would be way heavier than that of play’s. 6 types * 2 of each equals to 12 mercenaries in total. To set a limitation to mercenary numbers is recommended. (Though it might be hard since it’s classified as components,)
2 Mercenaries are set to scale with player, not as pet. So % weapon damage is a deal breaker, if I understand correctly. Player could stack up damage converted to life and use mercenary to regenerate health. It will make the player invincible.

Greetings! I have the Quest “The seven tombs” and the Horadric Staff in the bag but the entrance to the harem is locked.

I missed something?

Sorry for my english and thank you.

not a bug, i got that too
you need to talk to shop owner beside the inn (drognan? kinda forgot)

rather hidden since the map itself is not very usefull with overlapped icon and stuff

Thanks for your tip but the entrance is still blocked.

Does it say that the door is locked or not? If not then just go near it and double click it, problem solved.

It is locked.

In that case open console while ingame (default key: ~) and write following command.

character.GrantPlayerToken “HAREM_DOOR_OPEN”

Problem solved - thank you!

Sorry, now i stay in front of the Tal Rasha´s Chamber and the orifice has eaten my staff - nothing happens :frowning: It is not locked but the stones are there.

So you have completed “Horadric Staff” quest (task 5: Take Horadric Staff to Tal Rasha’s Tomb) and nothing happened? That’s super weird because the quest completiton is what triggers lua script function responsible for clearing the blockage…

I’d recommend you to join RoT discord channel where I can respond immediately (I am not checking forum that frequently).

I also had a problem with that on nightmare difficulty, maybe because I was using Horadric Cube from normal - but I guess they are technically the same items. I throw out old staff, went for a new cube, a staff and an amulet and then quest progressed as it should. A bit weird, but things can happen :wink:

Somethings I ran in to:

1. (Mysterious bug)

There is one X (no name, nor description) drop happening for me all the time (when I don’t have it in my inventory), although I try to get rid of it (by dropping it on the ground), and that is:
Chess board looking item (teal+red coloured), it doesn’t state any kind of info (see attached SS/picture).

2. How many shrines are there per act & difficulty?

As there seem to be quests that doesn’t reward, although they should (if we need to manually add the missing pts).

Also, too bad we can’t see all available quests for the acts, if we missed any of them).

3. When is it most appropriate to advance to next difficulty (P-lvl vs M-lvl)?

Is there any XP-penalty for advancing too early (nightmare/hell)?
Also, does the xp need to be tweaked for low/low mid levels (?):
For melee it’s very slow going forward (usually only single and low dps, cripplies the advancements).

4. For me as melee, I felt it's more appropriate staying on single mastery (as long as possible), in order to assess as much skills/dmg/resist/stats  or I would be slowed downed very much (death/lack of dmg).

For now, I will enter secondary mastery around lvl 35 (this is due to skill advancement, xp-progression on lower char levels and versus monster power).

5. D2 chars vs GD-chars

Maybe it’s me, but D2-chars doesn’t have same type of synergy between their skill trees as GD-chars have.
Same goes for GD-chars between themselves Primary/secondary class.

6. From reading the skills in the Paladin tree

Comparing Paladin with Soldier:
The exclusive skills from paladin tree, reduces number of skills you can use and feel pale compared to soldier.
There are non-exclusive passives nor non-excl active skills with cooldown you can use.

Was Paladin (+ X- secondary class) tested with high end gear (with no O-skills)?
It’s just felt lackluster grabbing paladin, than other characters (especially GD-chars).

D2 chars seem to be stuck at two button scenarios, and they might need some rework in this area in order to be, competing/interesting as, GD-chars.

  1. Known bug, fixed in the next update

  2. 4 devot. points per act / diff (with exception of act 4, where there are only 2 points) that gives you 54 total points if you complete all 5 act quests giving DP on all 3 difficulties, last missing point (55/55) is from killing Baal in A5 on Hell diff.

  3. Leveling progression is almost exactly where I wanted it to have after having all 5 acts released. Obviously now it feels unbalanced but Act 4 is going to make it better with introduction of additional content + brand new shrines (including XP one)

  4. All classes have some sort of aoe skill that can be used when leveling

5/6. D2 classes are not finished, they are more of a placeholder at this point. I plan to rework them completely once I have finished adding content to RoT.