just want to leave a BIG THANK YOU for all your efforts and work to realise this mod - i´m lovin´it
in fact i´m so much in love with this mod that´s its actually the one and only game i stream through twitch ( https://www.twitch.tv/gnuutv - in german )
although the balancing is here and there somewhat “clunky” i´m having a great time and it´s always a pleasure to find some old unique or set item from diablo2, they trigger so much memories from the past.
Lighting Fury Amazon is so much fun to play in this mod, i can only recommend it.
is there a chance that we will see in the distant future skill-synergies, just like back then? or is there some sort of engine-limitation or would it make it even harder to balance the game?
and what about devotion skills? will they stay in the game? i find it good as it is, it´s a nice addition to the skillset and some classes wouldn´t be playable without it ( skeleton classic necromancer for example )
Balance phase is currently in progress. First part is coming with 0.6.1.0 update which is almost done.
Skill synergies as we know them from D2 are not possible to implement without major issues (GD limitation). The only thing close to them are skill modifiers.
Devotions are going to stay because they are welcome addition.
the BUG with ACT 5 anya open gate cant show.
the first time is open red gate, Im inside ,but not finish quest and quite to main. and again in to game to this quest cant show gate
and all game letter T display + . like HARROGA+H
Awesome, i’ll just wait a little longer. No specific area of the game in terms of balance. I just didn’t want to burn myself out when you announced that a balance update was coming. I decided to take a break so i can devout proper time to the game once the update is released.
I think you’re spot on with what you’ve done so far and use the best judgement. So i’m just looking forward to see what’s next!
Hi Ram,
thanks for the great mod. This is awesome. Everything i always wanted from D2:LoD and more. Right now i play a blender assassin. Lvl 83, no problems so far. Main content done, except for the ubers. Do you plan on adding the possibility of upgrading items? For example: the ribcracker, a unique quarter staff could be upgraded via cube (ribcracker+pul+lum+perfect emerald) to a stalagmite, making it an endgame weapon. What about the dropchance of runes? I’m on the third character lvl 80+ and the highest runes i found were 2 mal runes, which were given to me by Qual-Kehk as a quest reward on hell difficulty. Highest rune drops in game were ko. Is that normal? Anyway, great job with the mod, i play multiplayer most of the time, no problems so far. Keep up the good work.
Upgrading unique items would be nice addition, however it would also be quite time consuming to implement. Quicker alternative is to make higher level versions of the existing items which would serve the same purpose.
All runes can drop on Hell difficulty but the chances are lower. The Countess / Summoner, Chaos Sanctuary, treasure goblins, uber bosses or cow level are among the best HR sources.
talking about goblins… how do i even kill them? i´ve got a well geared javazon mixed with assassin with about 55ck dps excluding my traps with death sentry maxed out but best i could do was to take one of them down to 50% HP and thus because i´ve got gloves with doom bolt proc chance ( -25% health reduction on hit )
Every time click on the heradique device, its base will be picked up and put into the character’s storage bag, hoping that the next update will fix it.
Signed up just to give feedback.
Other than some small nitpicks (balancing, game definitely doesn’t feel balanced for Normal+), I’m loving the mod so far
I’ve also noticed that whatever liquid I’m assuming is blood isn’t rendering properly in areas that have it (only seen the blood-type water in end of Act 1 and the sewers level 3 in act 2, but in either of those places it was rendering completely black.
Suggestions wise, I hope to see each class eventually get their proper appearances (or, failing that, illusionist looks that can be put on top of the player. I’d also like to see the 2h weapon animations get split into one specifically for 2h swords and one for 2h axe/hammer/scythes, but that’s a nitpick from the regular game too. I figure though you have a unique animation for bows, so maybe someone on the team has animation experience?
Another thing I noticed is that enemies don’t drop gold, which they definitely should. I imagine loot is still being balanced let alone made but it’s something to keep in mind.
Water rendering: it worked without any issues but with the recent GD update to shaders/rendering some areas in RoT have broken because of that so thanks for the report
Unique appearance for a specific class is not possible with the way how GD is setup (at least not without making some crazy lua workaround or custom templates)
Animations: I made all custom animations for RoT but there is only limited number of weapon animation slots which are already used and we cannot add more so this won’t happen unless Crate adds more
Enemies in GD cannot drop gold, only containers and loot orbs can
I thought as much, which is why I also suggested illusionist appearances, would be pretty simple to use existing models in the mod to hack together some custom illusion-granting armor piece models for each of the D2 class’ armor appearances. Perhaps with multiple colors available for each armor slot.
How hard is it to create models for this game? Might take a shot at doing this if it’s simple enough, I have a bit of experience with hacking together models to make new ones.
also I wasn’t aware not being able to drop gold was a limitation, that seems really dumb considering Titan Quest had no issue with monsters dropping gold. Is it not handled like a normal item that can be added to a loot list?
Making models is one thing but you would have to skin them to GD fe/male skeleton otherwise those armor pieces would be static without any animation. So… if you know how then I don’t see any problem with adding custom armor sets.
I was not able to make enemies drop gold and (IIRC) GD does not use that feature either so I am not sure whether it is / not possible, I just wasn’t willing to invest more time than I already had into solving this as there were far more pressing matters to do.
oh that’s no issue for me, I probably wouldn’t have to do much if any skinning since all the weights won’t really be touched, as I’m just hacking together parts of existing meshes and reusing whatever weighting they originally had
I would have to adjust UVs to consolidate the parts I use onto one texture sheet per model though.
Also I did have a thought about how some 2h weapons can look less dumb when held, just offset each weapon’s mesh down a little from its origin. That way 2h axes and maces can be held a bit better without touching 2h swords. Unless the weapon trail/particle node is tied to the animation instead of the weapon model’s own bones, but that would be dumb. Could be something to think about whenever weapon models get made.
We don’t have access to source .max files. I used a workaround in form TQ Mesh tool (max export script) but rig / weights get broken during extract process (tool is written for TQ, not GD), so the only working part is mesh, that’s why I mentioned skinning.
Weapon offset is doable as weapon trails/fx use “dummy objects” called attachpoints that are parented to weapon mesh.
Ah nuts, that’s a problem then since I suck at rigging from scratch still.
I might still try, maybe the rigging is salvageable somehow. If not, I could just put together the models and someone else can rig them (or I can get off my butt and buckle down to learn it but lol)
Still doing a playthrough of the mod and just got to Arcane Sanctuary, is it supposed to be that dark? The skybox also doesn’t feel far away enough but I suspect there’s a reason why. Didn’t one of the expansion levels in TQ have a starfield effect in its background that’s a lot like Arcane Sanctuary’s? Misaligned textures on the floors also kind of stood.