Author Topic: Nagahaku MOD 3.0b Updated  (Read 183904 times)

Bryan

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Re: Nagahaku MOD 3.0 International
« Reply #60 on: Apr 20, 2012; 09:16 PM »
About successive passageways,unless memory fails me I have seldom encountered 3 in a row in HG:G.It may have existed in HG:L as well,but if so it must be/have been a pretty rare occurrence.
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guidovl

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Re: Nagahaku MOD 3.0 International
« Reply #61 on: Apr 20, 2012; 10:15 PM »
i think it originally got added in lost london the three layered ones

thegreatcthulhu

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Re: Nagahaku MOD 3.0 International
« Reply #62 on: Apr 21, 2012; 12:54 AM »
Nagahaku, is it possible to do an optional mod to return the mob density to what it was originally like? Each time I go into a Hellrift I'd get tired after clearing the place up, and that's without Ancient Blood.
On a different note, I've encountered yet another Passagewayception (Treasure Passageway -> Hidden Passageway -> Treasure Passageway) and this is the first time since 1.51b that I've seen a three-layered Passageway, where previously I've only encountered two-layered Passageways in 1.51b and never had any layered Passageway encounters in 1.2, so I'm wondering if this is a feature you enabled or was it actually in the original HGL?

IIRC, there has always been a remote chance of having layered passageways. I've had it happen on the earlier and later MP clients. I think it can be manipulated by some setting in levels.txt.cooked.

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Nagahaku

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Re: Nagahaku MOD 3.0 International
« Reply #63 on: Apr 21, 2012; 01:52 AM »
Yes, multi layer passage way can be set in the levels table :)
i have added more detail descriptions in the main topic, hoping that would help...
for enemy amount, i will test more and make some decisions later... :)
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thegreatcthulhu

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Re: Nagahaku MOD 3.0 International
« Reply #64 on: Apr 21, 2012; 04:35 AM »
To clarify as to what I was talking about, stuff like t_tech1_normal and t_arcane1_normal series of items are dropping with "family" names like "Prismatic", "Artisan", etc (see attached picture for example of what I am talking about). You did intend for this to happen, correct?
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Nagahaku

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Re: Nagahaku MOD 3.0 International
« Reply #65 on: Apr 21, 2012; 05:31 AM »
Oh, yes, but not all of them, only those with full light armor shapes, i can list them below:
light armors level scaling cap to 100:

(c/h/t)_(arcane/mystic/power/tech)1_normal_shouders
(c/h/t)_(arcane/mystic/power/tech)1_normal_boots
(c/h/t)_(arcane/mystic/power/tech)2_normal_belt
(c/h/t)_(arcane/mystic/power/tech)2_normal_torso
(c/h/t)_(arcane/mystic/power/tech)2_normal_head
(c/h/t)_(arcane/mystic/power/tech)3_normal_pants

this 7 parts of armor together would be a full light armor set, just like No.4 together is a complete heavy set :)

their levels cap at 100, and of course could have higher colorset affixes :)
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mrDreadlock

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Re: Nagahaku MOD 3.0 International
« Reply #66 on: Apr 21, 2012; 01:22 PM »
for enemy amount, i will test more and make some decisions later... :)

I tried a few settings here, and of course it's a matter of personal preferences, but i found that for me, setting monsterRoomDensityMultiplier to 2 in most areas and 3 in ancient bloods, passageways etc. gives the most balanced experience.


Maiorem

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Re: Nagahaku MOD 3.0 International
« Reply #67 on: Apr 21, 2012; 08:26 PM »
Then again, with Arcane Shield I managed to at least survive Ancient Blood this time...Oh how I used to look down on Arcane Shield...Never again...

sydewayz

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Re: Nagahaku MOD 3.0 International
« Reply #68 on: Apr 22, 2012; 01:32 AM »
fond random unique with 53% shield pene templar helmet ... noticed that the shield pen isn't applying 100% of the time ... have to unequip and reequip to fix it ... idk if thats the over load from playing mass shrapnel ... or just a quirk with the mod
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thegreatcthulhu

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Re: Nagahaku MOD 3.0 International
« Reply #69 on: Apr 22, 2012; 04:23 AM »
I presume that was the "Angelic Visage"?


And yeah, I noticed shield penetration doesn't work on everything. Specifically, "Ghostly" champions seem to be immune to shield penetration. Even the offensive prayers do not seem to damage their HP when they still have shields up.
Not to us, Lord, but to Your Name give the glory
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Teach me, empower me, purify me, release me
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spag

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Re: Nagahaku MOD 3.0 International
« Reply #70 on: Apr 22, 2012; 04:32 AM »
Love this mod.It is insane and I like it.I am at Charing Cross Station at the moment with my MM/Engineer Lvl 19.Tried other factions but I am sticking with my MM.Will keep playing and if I find other problems I will let you know.Also like the loading screen.
A few things that should be fixed or changed:
Inventory panel should be 3-4 times bigger cause it filles up pretty quickly.
Surge of Restoration seems to jam after you put a couple of points in it.
Vigilante gun image and maybe some others not showing(was the same with 1.5b).
And finally please fix THIS:

Hsinyu

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Re: Nagahaku MOD 3.0 International
« Reply #71 on: Apr 22, 2012; 04:54 AM »
Surge of Restoration seems to jam after you put a couple of points in it.

"* Surging skills may have some bugs that the effect do not appear, i will try my best to fix it in next update, but now, there is some temporary solutions: restart the game, switch weapons, or enter another area."

Vigilante gun image and maybe some others not showing(was the same with 1.5b).
And finally please fix THIS:

"You might need to run MP once again before installation... This broken Models might be caused by mistakes when extracting TCv4 Model, you may need to run MP again to make sure the launcher will do the right thing."

DreamsofFury

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Re: Nagahaku MOD 3.0 International
« Reply #72 on: Apr 22, 2012; 05:50 AM »
Anyone else notice playing Crazy/elite mode that the glass cannons do so much better than the tanking guardian?  Doing some testing after getting a VERY lucky weapon drop I have a very nice low level spectral blade thats roughly on par with the low level single target damage of an evoker or an MM.  I mean in 3 swings I have 90% of the time killed 2 "average" mobs while the whole kiting system in small areas takes forever and chances are I die a few times against anything as the squishys.

Just seems strange that the ones that shouldent be able to tank are better off at low levels than the class meant to soak up at least some extra damage.

Butsutekkai

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Re: Nagahaku MOD 3.0 International
« Reply #73 on: Apr 22, 2012; 09:01 AM »
Anyone else notice playing Crazy/elite mode that the glass cannons do so much better than the tanking guardian?  Doing some testing after getting a VERY lucky weapon drop I have a very nice low level spectral blade thats roughly on par with the low level single target damage of an evoker or an MM.  I mean in 3 swings I have 90% of the time killed 2 "average" mobs while the whole kiting system in small areas takes forever and chances are I die a few times against anything as the squishys.

Just seems strange that the ones that shouldent be able to tank are better off at low levels than the class meant to soak up at least some extra damage.


Try the "smite many" skill. It made a huge difference for me regarding my DD at low/mid levels.

@sydewayz : where do you farm your shrapnel mods ? My evo is level 80ish and my gundian around 50 and i still don t have any decent mod to fill any vorpal :(.
I heard a lot of good thing about gundians, and i always wanted to do one. The weapons seems to be a nightmare to get tho :s . And i wonder : why only shrapnels ? Don t fire or other fast spread nova as good as shrapnels ?
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gravity

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Re: Nagahaku MOD 3.0 International
« Reply #74 on: Apr 22, 2012; 10:15 AM »
Thank you for the mod Nagahaku!

Game seems to reflect what it'd really be like if the world were overrun by a demonic dirge. they would be everywhere and difficult to kill, even with the advanced weapons that were't available to man at the beginning of the invasion. damage done in previous mods (revival) and vanilla could make you wonder how with weps like that, man lost in the first place.

Class: Hunter/Elite
Current lvl: 16
Stability of mod so far: pretty stable

Pros:
Full sockets on items
D2 colors/immunities
hybrid builds potential
monster level scaling; helps you level faster
cheap skill/attribute retrainers
droid falling over toasted instead of exploding. seems like it cold be a bug but seems more real to me.
replaced artwork on station walls; any way to vary this further?
hits and kills seem more bloody

Consider changing:
Re-spawn rate for 3.0 and 3a
Drop quality from monsters and boxes/chests; better in 3a from monsters b ut the drops from boxes and chests is still low
Drop rate; improved and is ok to me now in 3a
Quantity of palladium drops; still too low in 3a.
monster level scaling; where to go when your ass is being handed to you; persists in 3a
capacity in inventory and stash; fixed in 3a
bot longevity/resilience. i am no longer using bots; only MM skills seem to further me at this time (overshield and ammo perks); same persists in 3a except now overshield is worthless in elite mode
need help understanding proximity mine. possibly buggy?; 3a i still don't get it.
mini-game seems disabled?; same in 3a

Thoughts:
as mentioned by nagahaka, shields do play a bigger role at least for the MM. Investing in overshield like i never have before and it pays.; this has to be retracted in 3a.




« Last Edit: Apr 28, 2012; 08:07 PM by gravity »