[Mod] Reign of Terror

Goatman race! :smiley:

There is only 3 types (read the races) of monster in D2: Undead, Demons and Animals. And yes, goatmen is a demons :rolleyes:
Although exists some objects (traps, sarcophagus etc.) that not assigned to any type on Arreat Summit

Are there any runewords with javalins/spears?

I just started the mod and saw the anvil, but didnt see any. Might not want to make a javazon if none!

New Aetherial ubers feels a bit out of place to me… I guess just forget about Aetherials then. I am happy enough with just Chthonics being changed to Demons. :slight_smile:

There are no javelin runewords in D2 because the base white item couldn’t have any sockets.

I added 2 uniq javelins into the loottables (Titan’s Revenge and Thunderstroke). These two have approximately same chance to drop as some of the mid tier 1h legendary GD swords.

However, I want to add new runewords in later stages of the development so javelin RWs might be a thing after all.

Or I could just make a brand new 2-3 javelin RWs and include them in the next update.

Sorry, but is it possible to make direct text files for the quest dialogs for us to translate!? :confused:

The work to get the text out of the quest files is heavy … :eek:

This MOD all English text:

Wow … thanks a lot!!! :smiley:

why hell mobs give so little xp? i went there in hopes for some kick ass xp (while being 25lvl), but it was all in vain… 61 mobs barely moves xp bar compared to how long it takes to kill them :smiley:

You are level 25 and enemy level 61?
I wonder if it has something to do with the level gap …

well im used to get much more xp when killing enemies nearly 3x my lvl :smiley:

Ram, are you able to remove cap on using only one component or augments per item (at this point it doesnt matter if it will be 2 or 3)? This is not balance related question, Im just theorycrafting of how far crafting customization can go.

Augument / component limit cannot be changed AFAIK because it’s hardcoded. The closest thing would be combination of current components into more powerful versions.

Yea that also sounds like much potential with customization, some recipes could even pick randomly stats from used components, for example you are using three components and result will be component with one stat taken from each or other combinations.

What Im aiming for is adding more RNG for crafted components, augments or even some items.

Another way for that could be Anvils or Blacksmiths with RNG additional stats like Grim Dawn’s blacksmiths do generating one of listed stats, example Angrim’s “Practiced Skill” or Duncan’s “Arcane Forging”.

Interesting thing could be also adding to random generated stats pool an skills from classic diablo skill trees, of course with very rare chance of spawning, something for endgame crafting. Not decided yet which option for that can be optimal, maybe one time use of special anvil unlocked after killing specific boss (Akt 4 Hephasto for example or special secret boss).

If you do a classic necromancer/sorcerer, if you teleport, will your necromancer minons teleport with you like in diablo 2 (when using enigma)?

Also, can you teleport on top of an enemy? as opposed to right next to?

Unfortunatly it doesn’t.
Pets teleport when they exceed a certain distance from you. So if you teleport on a mob, it’s not sure that pets will be with you :slight_smile: .

Hi,
Bug report :

  • It’s impossible to get back to The barracks from Jails lvl1. We are stuck in the stairs.
  • What about a power up of golems ? For now they are very weak (strenght, life and resistances) and very sloooooow.
  • Same with the Poison creeper

Rune drop statistic :
I’m currently lvl 74 (classic necro/druid) and here is my rune drops, almost all of them coming from countess runs :
El 6
Eld 8
Tir 8
Nef 6
Eth 7
Ith 7
Tal 2
Ral 8
Ort 9
Thul 1
Amn 1
Sol 3
Shael 2
Lum 1

Maybe you could increase the drop rate of low level runes. That way we will be able to craft higher level runes.
Is the drop rate the same as Diablo 2 ?

Thanks

Thx for the report. I will look into that entrance bug and fix it as soon as I can get my hands on modding again (had to switch to RL mode for past 2 weeks). But once I am done with this RL thing then I can assure that you will hear alot from me.

Runes: I tried to use similar percentual drop chances as D2 but since the loottables are shared with components then the result might be lower rune drop chance compared to D2. I have increased the rune drop chance not long ago but that doesn’t mean it’s in the right place.

Golem / poison creeper: these pets are not finished and will be boosted in one of the upcoming updates.

I revise golems and creeper today.
For golems increase HP and damage. Not sure damage enought may be will be buffed more.
Creeper gain teleport for fast move, but I suppose he must be semi-support pet.

for some reason i am not having NPC’s show up properly, there are only 2 NPC’s both named the same thing inside and outside of the inn…

also the portal is not working either…

so i am asking what the heck did i screw up when i tried to install this in the mods folder (i copied it and then used the hotfix as stated to overwrite in the OP)