Will you make the complaint?
My charms gives +skills, resistances, life, magic find. They are dope, I love them. If I need to pick things up, I just put them in the cube.
Will you make the complaint?
My charms gives +skills, resistances, life, magic find. They are dope, I love them. If I need to pick things up, I just put them in the cube.
I may not being on jsp or anything like that, but have played D2 since release with at least a couple years of in game time (meaning many many thousands of hours) and i kinda agree charms werent a perfect system. Dont get me wrong, I had a full inv of skill, life, res and mf charms too and did the same thing with the cube (i suspect most players did) but wouldnt you rather have room to put stuff AND have charms? i think GD has the solution built in with the separated inventory space. On the left is inv and on the right could be charms. Room for both. Not sure how or whether you could implement that. But its kinda one of those things of now that there are charms you cant not have a full inv of. Then something good drops and you accidentally picked something up that filled part of your 8 slots or and you cant get it. Or open the inv screen and place it in the cube. Which case if your in a public game good luck beating someone to the chase when youre doing that everytime. Charms were a hinderance i dont think you can argue that. You can say yeah i found ways to work around the impracticality of them. I agree there should be some implementation of charms but filling the inv again? Fuck nooooo
On response to the response to my comment lol, thank you for the very prompt and detailed response. Ive just started act 2. So far the only thing that ive to complain about is petty detail stuff. Like the model sizes on some units being a little to jumbo (maybe could go down to about 80% of what they are?), the and wolf form just makes me glow red. But im sure thats stuff on the to-do list and there will be more fine tuning to come. Otherwise im having a lot of fun with this mod. Certain functionality stuff makes this mod better then the original game even. Dont really have any requests that i havent seen a post about or have been commented on about being added later yet like many of the other posts ive seen. Youve really done a wonderful job (and the other people involved) soo
Okay. 2nd time loading the game up with the mod on, and the waypoint screen seems to be all messed up. None of the waypoints will work, nor tpâs, and there is a bunch of whited out portals with ?'s on them randomly spread across the screen. Tried restarting the game and had the same issue. Maybe will try to get a screenshot for you
Same here. And game is freezing when any mob is come with javelin. So i cannot use javelin either.
Screenshot would be appreciated.
Are you sure you have properly extracted 0.4.0 version by following installation guide on the main page? I havenât received this issue by anyone else in the most recent version so that is why I ask.
Already destroyed the soulstone, so cannot screenshot.
But it had a value of 3,500 gold and could be sold.
There was another bug in Act 3 when I got two potions of life from Alkor. Now I have two in inventory/stash (both soulbound), but after the 9000 seconds expire, it doesnât disappear, can be used indefinitely.
Another bug, or feature(?). Just drained all mana out of Diablo, he can still cast spells.
After beating the game on Normal+, both Elite (Nightmare) and Ultimate (Hell) are available for play.
I know itâs minor, but worth reporting, on starting a new game, only act3, act4 and act4 waypoints have question marks, act1 & 2 are like active, but not clickable.
Is it possible to remove soulbounding from items?
What difficulty were you playing?
I know about this but since his spells cost 0 mana then he is able to cast them anyway.
Nothing I can do about, every mod has all difficulties unlocked right from the start.
Fixed.
Of course it is. Could you be more specific about which items do you have in mind and why do you think they shouldnât be soulbound?
I mean i soulbounded items by enchant and i am curious if i can delete soulbounding xD
Not without having RoT source.
Having more fun with this mod than some so-called âAAAâ titles released recently, thanks for taking the time and effort to create this.
Currently have a lvl 20 amazon in act 2, will enemy mob density increase in nightmare/hell? Right now parts of act 1 / act 2 open world feel sparsely populated. Act 2 sewers felt just right, with lots of enemies mobbing you around every corner.
Then again iâm used to Median XL and Grimarillion, both of those mods having crazy amounts of enemies + bosses onscreen, and understand if that style isnât what you have in mind for ROT.
Once again, thanks for giving us this remake while Blizzard chose to give usâŚwell.
Thanks for your feedback.
If you are used to playing Median XL / Grimarillion then I agree with you that RoT must feel like a wasteland in terms of mob density.
Having higher mob density in area levels as they currently are, would cause issues with leveling progression. Therefore I would have to completely rework area levels first, to be in line with more xp youâd get.
Also people with older rigs would experience some performance issues so thatâs something I have to take into account when making changes like that.
For now I will keep monster density as is and maybe adjust it as I get closer to final release.
Normal+ (just finished it)
That kind of defeats the point of mana leech then
Compared to D2/LoD, this mod really does it justice. Compared to vanilla GD, it has less boss/hero fights; less chests, drops, etc. But, I guess thatâs in Diablo style. Maybe simply increase the number of hero fights.
Do you feel this even in the non-optinal dungeons? Just wondering
Level designâs fantastic, stony fields looks so different from dark wood and black marsh looks waterlogged with raised stilts, unlike vanilla D2 basically using the same grassy plains tileset for 80% of act 1.
With audio from D2 and act 2 reminding me of Titan Questâs Egypt, this modâs been a very welcome wave of childhood nostalgia, canât wait to see what acts 3-5 bring.
Hi, Ram
ACT 4 Mercenary Bug ???
I find it actually funny going back to old posts about Diablo 2 to get an idea about the ger you should probably shoot for. Was reading https://diablo.fandom.com/wiki/Whirlwind_Barb since I want to make a Whirlwind build once Forgotten Gods releases. Problem is, you canât totally go by this since the mod may retain Grim Dawnâs dual-class system.
Cannot replicate.
Ugh, I wish Whirlwind wasnât such a high level skill for Barbarian. Seems I need to be around lvl25 (probably into Act 3) before I can even start putting points into it.
in D2, you need to be at least level 30 before you can use whirlwind, so level 25 in RoT isnât too bad.