[Mod] Reign of Terror

I still can’t express my gratitude and absolute adoration I have for this mod and the efforts made by you and the others.

Was curious if the mod is now considered complete? Given you have finished act 5 and all.

Mod will be considered “complete” with release of 1.0 version. We are currently at 0.6.0.4 (soon 0.6.1.0) so there is still a lot to do.

However, as long as there is at least 1 person working on the mod, it will never be truly finished as there is always room for improvement / more content.

Very cool to hear.

Hi Ram

Could you publish the latest version of the conversation and quest texts (ReignOfTerror_v0.6.0.3) as you did before?

Better wait for the next update since a lot of the text files have changed since 0.6.0.3.

this would have advanced me for my translation in french

Thanks for the response

Here you go: https://mega.nz/#!tao1FC4b!2uFzq5UeLXNyjjnS5lhgBC91igz0d5AwXQRGPj_m7jE

Just keep in mind that these text / quest / conversation files are for the upcoming 0.6.1. so don’t share anything before the update is released as they are incompatible with the current version due to changes made to quests.

Thank you very much for the link. I’m the only one in charge of this so I won’t share the files.

Edit : It is not these files that I need but txt files with dialogues and quests to translate them like these.
http://www.mediafire.com/file/hrr4t1hi8v0ec0f/ROT_0.2.0_all_English_text.zip/file

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Hi all. I’m just starting this mod and seems incredible.

But i’m having a lot of troubles to kill some monsters.

Act 1, cold sorceress. Blood Raven seems unkillable for me. I understand the game is more difficult than original Diablo 2, but… God, Blood Raven hits me like 50% of my HP with 1 hit and my Ice Bolts just make her laught harder.

Am I doing something wrong here?

I haven’t uploaded RoT quest/conv text as .txt ever before as that would be extra work for me. You can do that yourself by opening source .qst / .conv files in any text editor and copy dialogs from there. Or ask the person who gave you those files the first time.

The rule of thumb is to max one of the starting damage skills (preferably AoE) asap as that will ensure enough dps for these encounters.

However, there are many enemies that are super tanky due to recent changes to base game so next RoT update is going to address that, making them more in line so they wouldn’t stand out so much. On top of that many Sorc / Necro skills have been underperforming so they got boosted.

Started a zeal paladin and not having many issues with Normal + mode. Though my friend who made a barbarian had to switch to regular normal mode in order to continue on.

I just assumed it was the Forgotten Gods changes to veteran difficulty which probably did some fuckery to the mod.

when can we expect an update :innocent:

the boss and hero monster are brutal…every monster are one hit but a boss or hero are really so fucking hard. ^^
now im lvl 70 in hell act 4 but the lvl process is so fucking slow although the moster are up to 12 lvls and more above me. really crazy :smiley:

but thx for the mod…really nice :slight_smile:

Testing takes longer than estimated so either end of this week or during next week.

Why are you and the others working on this so awesome?

Yeah there’s definitely some overtuned enemies, like the summit guardians, which have stonewalled my WW barb because they have far too much health, and one of them can instantly delete my health bar somehow and I’m at a loss

I think I’m gonna take a break for now, and try to work on the models for the illusions and see how that goes.

edit: Not sure why you said the rigging was busted with GD models when importing using the TQ mesh tools, seems to work fine for me, all the weights seem to work fine

editedit: Not sure if you’ve already seen this but this is a great reference resource for a lot of D2 stuff including official renders

GD changes to hero / champion / boss enemies completely messed up balance in RoT, tested yesterday myself for the first time after I took a break from modding and it is just ridiculous. Basically any hero pack encounter on Normal+ was a “boss fight” and some of them were even completely immune to damage so now I get why people complained about the mod being almost unplayable for some builds. This wasn’t the case when I left off working on the mod few months ago. I am currently working closely with @sonophilos (who is updating the mod in my absence) on fixing this before 0.6.1 release so stay tuned.

On another note: have you actually tried saving imported meshes and building them in Asset Manager to see if they work with existing animations? This was the main issue I had IIRC.

Edit: I would prefer to move discussions about 3D over to Discord as this is more of a dev talk.

Not yet, I’m still sourcing parts with which to hack together my first set of class illusions, starting with Barb. In any case I will probably end up having to remove the skin modifier when putting things together, then restoring the original weights later, so any issues that arise from importing should effectively be scrubbed from the model post-editing. We’ll see. Maybe it’s an issue using the TQ mesh tools to export instead of the official plugin?
One thing though, I have no idea how to get these in game to test them when I finish some models up.

Currently at level 10 Normal Plus, a melee build, is certainly unforgiving but playable if you farm around and avoid the elites and carefully plan your next encounter to ensure you have enough DPS/defense. It requires constant vigilance in both offense and defense and proper leveling an patience, but so far for me it’s playable. I wouldn’t mind at all if the elites were a little easier. :wink:

Here’s what I wrote the other day at level 8 but the server for this board was under maintenance or something:

My only other complaint about necromancer so far is that bone armor won’t cast unless all charges are used up. I got to act 3 nightmare and was bored so I:

Started playing a melee druid werewolf. I’d watched blizzcon and I was dying to play it, LOL. Interestingly, it’s fun without any werewolf (and I’m assuming werebear) active animation. I also now know what others are saying about difficult monsters early on. I’ve killed bloodraven, had to save and exit once to get more potions on the first level, but no real complaints so far. I’m used to hard and even often prefer it, but there is a such thing as too hard, not there yet. I’ll wait for next patch before any other comments about balancing. My only points are in werewolf and the next skill up for an actual attack skill and life leech. It’s been rough in normal plus, LOL. I’m like level 6-8…

I assume in about 5 levels it’ll be much easier with the attack skill maxed.

PS, I am currently getting more potions than I need at level 10 and now have enough gold to buy what I want in shop and use crafting material I just equipped that had a minimum requirement of 10.

EDIT: To be clear I did kill all the elites as I went. When I played Necromancer 100% summoning build I had a few enemies resistant to damage probably because of life regeneration being higher than what my character’s DPS output was. I don’t remember ever needing to skip these encounters entirely, I could always muster out a bit more power over a short period and take them down!

I’m in love with this mod! Everything impresses me: case in point, the Dark Woods. I daresay I enjoyed that little area more than I did in D2. You’ve also fulfilled my childhood dream of throwing grenades and using guns in a D2 universe. :wink: Very well done!

I recently came across a bug: whenever I try to play my older GD characters (in GD only, not in the mod), I can’t access my previous my previous waypoints! They’ve all disappeared!

How do I fix this?