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Hellgate: London => Downloads => SP Modifications => Topic started by: Kikina the templar on May 22, 2018; 06:02 PM

Title: Unofficial Revival SP modification 3.7
Post by: Kikina the templar on May 22, 2018; 06:02 PM
Welcome to "Unofficial Revival" patch version 3.7

"My heart stays in Hellgate."
                            Kikina the templar

If you like Hellgate and want to remember a bit of old times, this mod is the best solution for you. Contains elements from many versions of the game, while maintaining the original gameplay.
Mod retains original skills, quests and monsters, but adds some things from early game concept (for example using implants), original online game (pets, dye kits, events..), game from test servers (new weapons, rings, many types of monsters), korean Hellgate Global (bosses, weapons) and ideas of members the Hellgateaus community (expanded stash, better monsters info, cheats..).


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Development of official Revival mod from Hellgateaus community it was completed by version 1.5b2.
Unofficial Revival mod (v1.6 and up) is extension of this mod - whole content of official revival is included,
lots of errors has been fixed and some things were added.

Mod can be installed through "Revival 1.5b1 launcher".
You need:
 - installed game client Hellgate London from original disc or iso image (supported languages is english and czech)
 - installed 1.2 SP and 2.0 MP (TCv4) patches (its necessary run both clients (SinglePlayer and MultiPlayer) once after installation of patches)
Unpack the launcher to any location, start "launcher.exe", go to utilities section and choose "modifications - install".
On select screen load "revival un 3.7 .mod.zip". Do not unpack mod before installation !
For more information take look on topic "The "new" launcher (for Revival 1.5 and up)" from Bryan or "Revival 1.5b2 SP Modification" from Malachor.

Installation of Revival mod automatically revert all before installed mods.

This patch is based on Revival version 3.6, all characters from foregoing versions is (theoretically) compatible, but is strongly recommended to backup your save games before instalation.
If you want load to this version character from version 1.9 or lower, then its necessary before installing remove all mythic and double edged items from character and all weapons from weapon slots to backpack.
After instalation you can return it back.



3.7 Patch Notes
---------------

 - i've managed to solve the problem of darkening tokyo weapons on the DX10. All weapons, bosses and armor from Hellgate Tokyo expansion should now look naturally on DX10, in any kind of lighting
 - from the recipe on the mysterious item in a cube you can now get besides Nataniel pet four new things:
   -  three special implants, with which you can override equip on your character with fun skins. These skins have never been designed to be displayed on a player, so you have to apologize for occasional graphical glitches - generally is problem with cabalistic focuses
   -  one new dye kit "Professional"

   New items description:

(click to show/hide)

 - while death Berial now have 100% chance for drop one unique armor piece from Abyss set, but - with skin of original Hellgate global "Set armor" ! In addition, this version of the Abyss set has one special feature - at the cost of slightly lowering the damage of the whole set adding each equipped piece +0,5m to splash damage radius. This is one of the "secret" affixes, although they exist in the game, but can not occur on common items
 - in game is new miniboss "Arachtonas" from Hellgate global. You can meet him with 100% probability at Mark lane station. Arachtonas no have original AI, only random generated affixes. Besides standart boss loot he can drop while kill one from completely new three rings with his name, or five nanoshards. You must pass Mark lane station while main game quest line, so, Arachtonas is deliberately a weak boss, no one should have big problems with him
 - all implants that do not have this word right in the name now have it in the subtitle
 - all dye kits that do not have this word right in the name now have it in the subtitle
 - Kurodon miniset now have name "Horseman armor"to distinguish it from the Berial "Tokyo armor" set
 - "Decoder ring" (drop from Terrible monster) now no have hidden level requirements, thanks to "lesbazyra" for finding this bug

Thanks to "Alloken" who pointed me to some interesting data in the Hellgate global client

Mod is now much larger than before and can not be distributed via Hellgateaus site.
Here is a download link:

https://uloz.to/!twFrq4ptMRwG/hellgate-london-unofficial-revival-v3-7-rar
Title: Re: Unofficial Revival SP modification 3.7
Post by: Kikina the templar on May 22, 2018; 06:05 PM
Wardrobe nevermore  ::)
Title: Re: Unofficial Revival SP modification 3.7
Post by: kumose on May 23, 2018; 06:55 PM
nice work!

This series of mods really give SP hellgate a new life.
Offers tons of things to do after beating the game in nightmare. Really appreciate the effort!

If anyone has trouble finding Berial, try inside the 'bookstore'
I had Berial spawn inside the building several times both 1st and 2nd floor.
Title: Re: Unofficial Revival SP modification 3.7
Post by: kumose on Jun 03, 2018; 05:25 PM
I hope people aren't sleeping on this great release!

Hey Kikina I have a question.

You know how one can choose one of armor pieces' color when you're not equipping color dye,
but once you wear a dye kit the color of the dye kit overwrite the color scheme?

Is there a way I can make dye kits don't overwrite while keeping the dye kit's option effective?
Title: Re: Unofficial Revival SP modification 3.7
Post by: Kikina the templar on Jun 03, 2018; 08:35 PM
Hello.  :)

I'm not saying it can not be done, but i do not know how.
Into wardrobe table have dye kit setting very low priority, but colors is always applied over armor, so i think that something is here doing directly with core program.
The solution could be to turn on or off some bitmask (experimentally) directly on the dye kit in table "items".
The simplest thing would be to change color to another - in Reanimator open table "colorsets" and choose number of colors. Then open "items" table, find line with requested dye kit and enter this number to parameter "colorset".
Title: Re: Unofficial Revival SP modification 3.7
Post by: kumose on Jun 04, 2018; 01:07 AM
thanks for the advice I'll give it a try.

can you confirm that all 'Glypshard' type foci's full slot is 2 relics?
Title: Re: Unofficial Revival SP modification 3.7
Post by: Malachor on Jun 04, 2018; 02:30 AM
Hello.  :)

I'm not saying it can not be done, but i do not know how.
Into wardrobe table have dye kit setting very low priority, but colors is always applied over armor, so i think that something is here doing directly with core program.
The solution could be to turn on or off some bitmask (experimentally) directly on the dye kit in table "items".
The simplest thing would be to change color to another - in Reanimator open table "colorsets" and choose number of colors. Then open "items" table, find line with requested dye kit and enter this number to parameter "colorset".
Try changing colorSetPriority in the inventory table. dye_kit(entry 48) has a value of 5, while torso armor is 4 and the others are 1 or 2. I haven't tried it though.
Title: Re: Unofficial Revival SP modification 3.7
Post by: Kikina the templar on Jun 04, 2018; 07:33 AM
To Malachor: Good tip, that could be it. Priority in wardrobe probably affected only wardrobe layer (dye kit no have any).

To Kumose:  :D
A few days ago i was dealing with it. Excerpt from the patchnotes for upcoming version 3.8:
 - although all the "glyph" type focuses has only two slots for relic (like in TCv4 patch), i found that their model allows up to four slots. So, focus "Glyph-cage" from Rashaverak loot now have always four slots, like in Hellgate Global
Title: Re: Unofficial Revival SP modification 3.7
Post by: kumose on Jun 04, 2018; 12:06 PM
Malachor/ thanks, that sounds promising!

Kikina/ more the merrier. Good to know thanks!
Title: Re: Unofficial Revival SP modification 3.7
Post by: Vinven on Jun 05, 2018; 02:34 PM
I figured this place was dead and so would be all the links.

I actually see some activity here, awesome!

I just always thought this was such a fun game with a lot of great systems, but just fell short.

Thanks for the mods, first time trying to play with them.

I don't suppose there is a way to skip the first bits? Played a ton of this game long ago and really don't want to start from scratch.
Title: Re: Unofficial Revival SP modification 3.7
Post by: Kikina the templar on Jun 05, 2018; 05:43 PM
Skip some acts of game is not possible.
But you can use you old savegame characters. UnRevival still maintains high compatibility with previous versions of game - all "vanilla" characters from original game is full compatible.
It is also possible to import characters from other mods or from revival under v1.5, but in this case most equipment will disappear and there may be a problem with the absence of the transmogrifying  cube. While importing of this characters is necessary take off all gear from character and all weapons from weapons slots.
Characters saved with "expanded storage" cannot be loaded to mod, if this mode is not activated.
Title: Re: Unofficial Revival SP modification 3.7
Post by: Morphy on Jun 05, 2018; 06:11 PM
there's not any way I can see to skip the first parts - maybe some kind and wonderfully generous mod maker would add some changes there to make it different?

Funny enough, I have played some ooh.... 2 dozen characters and still find the start areas OK... they are a lead-in for you when you are weaker than "alcohol free beer".

In fact - Nagahaku add "the loot piniata" to the area off Holborn Station - but he's too powerful for a noob to whack and you can't do Warts leg quest until well into Charing Cross area (? I think).
So anything added to the start still needs to be noobie-friendly.

Q - is there any way of just expanding the start areas, make them 2x as long...  just for the interest.

Still, HGL is my go-to chocie for a game. Out of all the games I have played it's the one I always come back to.
Crysis 2 and 3 as well.

I have a fondness for "dystopian destruction present or future" settings.
Title: Re: Unofficial Revival SP modification 3.7
Post by: Kikina the templar on Jun 06, 2018; 04:51 AM
 :)

I like these slow beginnings with a new character..
One does not yet know how the character will evolve, and every new thing is better than the previous one.
Holborn is surrounded by various champions and named monsters - in Holborn shafts living Sumatran rat monkey, on Tottenham Court Fat bully. In Covent Garden approach you can hunt for Typhoid Mary and first quest from Covent Garden is "kill Shulgoth".
Everything is just a matter of perspective.
What to add boss directly to stations ?  :D The player would always have to kill him so he can get to the stash and shop.  ;D
And it would look like this:
Title: Re: Unofficial Revival SP modification 3.7
Post by: Morphy on Jun 06, 2018; 11:13 AM
You've got a good point there - there IS a decent range of lower-level bosses that provide a challenge for the noobie character.

And, yes, you never know how your new character is going to develop. They still haven't got a "personality" yet, Ha!

No bosses in stations - you'd hit a wall and just keep dying all the time.

But the FatBully area is a bit small. The link from Holborn to the next station is OK (where Typhoid Mary is). The tunnel area off Holborn is OK, a little bland maybe.

To be honest, there's probs not a lot that can be done - I think the base engine couldn't do the things that would make it more interesting.

Things like multiple paths in tunnels and steer-scenes (not open area streets), or multiple environments in one "level" (imagine having a street then a tunnel then a street with no transition portal, or a street then a "Thames open dry riverbed" then a street, again with no transition portal).

I doubt it's possible.  You guys can do wonders, really, but you're still limited to what the underlying game engine can do.

a bit like making mods for Doom 1 and 2 (with its 2.5 D type engine = no walkways over existing level structure, not REALLY 3D..)   (I think some moddies got aroudn that)

Nah, not complaining or hoping... just dreaming.  HGL is still my "always on the hard drive" game that outlasts all others.

Grim Damn is good too - that's #2 "keeper"  (hey!  Imagine Grim Dawn as a first person or "over the shoudler" game.. wow! The would be AWESOME)

Stay well, mate, and many thanks for the work you;re doing just to make HGL more fun for all of us.
Title: Re: Unofficial Revival SP modification 3.7
Post by: Kikina the templar on Jun 06, 2018; 01:12 PM
Thanks  :)

Although i personally would never seem to change anything at already finished levels, something else would be to create levels completely new.
But, it is not possible in hellgate for the time being (a bug with editing level drlgs is still waiting for his humiliator).
I concede that letting the program build a bigger level than usual, it's not so difficult at random generate levels. But the only person who really knows HOW to do this is Seferoth (regards  ;) )
I think it's good that each of the three existing big mods has retained a certain individuality...
Btw, when you talk about Grim dawn, this game was set to become one of the best diablo clones, but ended in completely untuned difficulty.
In my opinion, Grim dawn have only three difficulty:
1. Hard
2. Unplayable
3. Absurd
It's always sad to see a developer who forgot that games are playing for fun ...
Title: Re: Unofficial Revival SP modification 3.7
Post by: Morphy on Jun 06, 2018; 11:43 PM
Thanks  :)

Although i personally would never seem to change anything at already finished levels, something else would be to create levels completely new.
But, it is not possible in hellgate for the time being (a bug with editing level drlgs is still waiting for his humiliator).
I concede that letting the program build a bigger level than usual, it's not so difficult at random generate levels. But the only person who really knows HOW to do this is Seferoth (regards  ;) )
I think it's good that each of the three existing big mods has retained a certain individuality...
Btw, when you talk about Grim dawn, this game was set to become one of the best diablo clones, but ended in completely untuned difficulty.
In my opinion, Grim dawn have only three difficulty:
1. Hard
2. Unplayable
3. Absurd
It's always sad to see a developer who forgot that games are playing for fun ...

GD has the problem in that it's a bit of a grind to get to where you are reasonably powerful... and then you find that monsters and bosses have also levelled up and you're back to square one again. I do like wandering around the areas though, it's that destroyed dystopia feel again.

GD could have been a lot better, yes.  I still enjoy a bash about though.  I started to get annoyed with Victor Vran - that was fun for the first areas but then you go through a boggy swamp thingy and there are long range attackers that wipe you out while you can do stuff all to fight back... hardly fun.

HGL (Nag) has some stand out laugh moments - like my one of finding a SNIPER rifle that fires 1200 rounds per minute!!  Holy crap... 
Or a laser rifle that fires a direct charge and a splash damage AND arcs across to 1/2 dozen nearby deamons!

"Light 'em up, Leroy!" - hahaha.

..........................

I agree - there's a "games for realism" idea which, while valid, isn't a lot of fun as reality is kinda "bang" - dead or "sword slash" - gust flop out onto ground and dead...

But then the other extreme (which is also why "godmode" tends to me less fun) is that gaming without the element of "damn that's hard" just becomes boring.

a balance between the two 0 Left 4 dead 1 and 2 did OK with their "AI Director" thingy - it tried to balance out the level of difficulty with your choices of direction and haw fast you did the level and so on.

To be honest, I feel that HGL didn't do too bad a job of this.... the early areas are easy without being too simple, enough to cut your teeth on and level up to 5 or 6 before trying the big baddies.

Yes - you are also right or the mods - LL, Nag, Rev - they all go in different directions with some cross-over (I think you all use a little of the ideas of others, yes?)
Rev seems to be more of a "keep it like HGL as much as possible while expanding and adding things that make it more fun and usable"
Nag is "Wow, lets do THIS, it will ROCK".
LL seems a little (sorry guys) "lacking" in that it's  not as "rock the demons" nor as "expand it, keep t fun" - but that's possibly because I haven't played LL much for a while now.

Nag and LL aren't being worked on any more, are they?   Pity....

About the only problem (personal opinion only) I have with Rev is that the HGL basic 5 points to use when you level up tends to make it more of a "less fun" grind for the early levels..
Go from 1 to 2 and... wow.... 5 points to spread over 4 stats - 4 points in mana and 5-10 points in health (when a single spell or tech deployment still wipes out 80% of your mana and a trooper slaps off 1/2 your health)

Still, it IS keeping the HGL original feel... so, not complaining.

And to close - HGL with SweetFX is GORGEOUS!  Light blooms, sharper plus antialiased, extra colour, a touch of contrast.
If anyone's not playing with SweetFX, I urge you to try it out.

(I've posted my SFx set here before but if anyone wants it just say so)
Title: Re: Unofficial Revival SP modification 3.7
Post by: Kikina the templar on Jun 11, 2018; 10:32 PM
New patch already this week !  ;)

Title: Re: Unofficial Revival SP modification 3.7
Post by: Morphy on Jun 12, 2018; 06:19 PM
World Cup?

What... an event where you play footy with demons?

ROFL  Can-t wait to see that and I don't even like footy.
Title: Re: Unofficial Revival SP modification 3.7
Post by: kumose on Jun 12, 2018; 11:46 PM
look like summy weapons from the original designer's blog. nice!

reporting some issues
1. summy-related : the last kind of elemental summoned would not be displayed on top left screen if a pet is summoned before all 5 kinds of elemental. I guess it's simply out of slot. Elementals do appear in game though. 


2. does anyone else get 'sniper' skill activated for Shock Slayers?
I get this for every character I play. see the red circle in monster information section
Title: Re: Unofficial Revival SP modification 3.7
Post by: Kikina the templar on Jun 13, 2018; 09:41 AM
- Try summon pet like a last pet, after summoning all elementals. Similar bug appears for engineers too.
I know about it, but i can not fix it yet
- Minions really using sniper skill while aiming, this is normal. If monster using some from skills or states with icon assigned, then program display straight this icon on monster panel. You can see for example on "Ghost of chrismas" monster, which using haloween candy for transparency  :)