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Hellgate: London => Downloads => SP Modifications => Topic started by: Kikina the templar on Jul 08, 2018; 03:57 PM

Title: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 08, 2018; 03:57 PM
Welcome to "Unofficial Revival" patch version 3.9

"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..).


Important ! All attachments on this forum is visible only if you are registered user and logged in.

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 3.9 .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 3.8, 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.



3.9 Patch Notes
---------------

* correction from last patchnotes: Sydonai's rings no have his name. All six version have name "Magic of the Ancients". I made a change at the last minute and forgot to overwrite the patchnotes

- in game is three new quest lines:
  - (Find Techsmith 69 - one quest, completely new, using hidden graphic data from client for new boss, can be repeated), you can get this quest from Alay Penn at Templar base or Monument station, after taking end game reward from lord Arphaun and opening portal to "Deathtrap" level. The boss which you must kill during this quest can drop beside standart boss loot one piece of rune dagger materials per kill and have 25% chance on drop one from three type boots (one for each class). Boots have new 3D model from Hellgate global client and it's probably the last piece of clothing i've ever managed to convert.
  - (Pratch's amulet - two quests, from old versions of game, with some changes, cannot be repeated), Mag from Temple station now after all her old task give one new quest, kill demon Phantasm in Barge House. Like reward you get lost amulet, if you give amulet to Pratch, then you get from him one demon pet egg.
  - (Kill Death - two quest, completely new, using some mechanisms from old game versions, with one new Tokyo boss, can be repeated), first quest you get from Aeron Altair in Templar base, if have fullfiled all his previous quest and after taking end game reward from lord Arphaun. You must kill nightmare named "Death", but it is invulnerable. If you ask cabalist Crowe in Liverpool station (all her previous quest must be done), then you get second quest - kill demon Kohama in Undershaft. From Kohama you get one "God's rune", merge it in cube with rune dagger and with new "God's gun" you can kill "Death". "Death" have 25% chance on drop one from three new dye kits.
- because is here new end game bosses, all monsters at Tudor street, Threadneedle and Undershaft are now always at the level of the player

- one new skin implant can be obtained from "mysterious item" cube recipe - "Depressive image". Little depressive for female characters, very depressive for male  8)

Bug fixing:

- because the core program can not automatically give to players two reward items from quest and only manually taking working correctly, from quest "Find Dobster" (Joanne, Charing cross) now player get all reward items instead of two, enjoy thems
- i made partially fix bug from TCv4 patch, which appears only if you do not using dye kits - if you use color from some "Abyss set" armor piece, then, after switch weapon set or wear/unwear any piece of equip, colors on characters fade out to profession default colors. In game is now three versions of this set ("classic" from Moloch, "homeless" from Vitava and "tokyo" from Berial), all unique pieces from this sets should now work normally, without color changes. All existing pieces from "tokyo" set will now have another color than before (the consequence of the repair), but all newly generated pieces should will normal colors again. Bug still can appear on no-unique pieces from Moloch, on it is problem still unsolveable
- focus "Keel brand" now have in czech language new name, thanks to Apkazox for pointing me on the mistake
- unique gun "Steamer" (loot from FIFA event boss Katamari) and all types of "RJ-10" gatling guns now have another missiles. The original caused graphical bug while shooting. Thanks to "Kumose" for bug findings
- "Steamer" now have lower DPS number, that during the augmentation does not exceed a one thousand (tooltip cannot correctly display number with four digits). Its only change in number, damage of weapon is without change. For those who do not know yet - this number is fake, set for each weapon manually and increased on average during augmentation or modding. Thanks to "Marcelka" for bug findings
- some battle templars (mainly female characters) around Templar base and members of the Brandon Lann and Aeron Altair escort now have wear other armor. That eliminating the bugs of 3D models that have emerged through the transition to new character animations. Thanks to "Kikina" for bug findings  ;D

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

https://uloz.to/!9RP7PaUSzZlk/hellgate-london-unofficial-revival-v3-9-rar

Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 08, 2018; 03:59 PM
Computer archeology:

1) - We all know a moving story about Oracle and Techsmith 314, but in game data is included one other story too.
Originally, the authors apparently planned a direct transformation of the technician into the demon.
And since demons are forbidden in China, it would have been transformed into a some kind of lizard.


Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 08, 2018; 04:02 PM
2) - Tokyo templar "oriental" set have very cool look, but does not cooperate with currently used players animations.
I managed to save only boots from it, but here you can see screenshots of female pants (for study reasons).
In game is unusable, because while running does not fit on player torso - is visible through.
And do not want to see what it does with the male figure...


Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 08, 2018; 04:04 PM
 ;D

Title: Re: Unofficial Revival SP modification 3.9
Post by: gorkn on Jul 09, 2018; 12:24 AM
It's always nice to come back and see a new update  :D

Do you think it'll ever be possible to do an optional component like 'Disable Mods Attribute Cost' but for all weapons and armor as well? So you can wear whatever armor/weapon you find without having to worry about how much stats you have or the equip cost.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Azgursz on Jul 09, 2018; 12:25 AM
Hi first of all thank you for the 3.9 mod, done all new quest but the Kill Death one have 2 bugs Kohama don't do any dmg(don't tryd 2th time) and I can't combine the God's rune with daggers  :(
Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 09, 2018; 02:21 AM
- disable attributes - it would be, but it will come to me like a too much big cheat  :D

- Kohama - have only very small damage (basically only with firefield), it's just a fun boss, like lord Puppy or Zomper

- God's gun - you need spectral rune dagger "Hour of souls". Other daggers cannot be used
Title: Re: Unofficial Revival SP modification 3.9
Post by: Azgursz on Jul 11, 2018; 09:47 PM
I got like 4 fire dagger 1 poison 2 pysical sets (and so many parts) but no spectral only 1-2 seal for it, this is the hardest quest ever because of this, don't like cheating but Techsmith 69 had tormented enough for droping it, is ther any way to spawn that spectral dagger in like with console command or other way?
Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 11, 2018; 10:49 PM
If there is a cheat console, i dont know how open it in SP (i would also like to use it for testing)...
You only no have luck with drop, it will happen.
Try farming some easy boss instead of Techsmith 69. I think that best is Fulcrum.
If you character have "God's breath" gun from "Cheat mod for beginners" then you can use this gun - has the same special feature as "God's Touch".
 ;)
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Jul 14, 2018; 08:15 PM
I have a question about the end game stuff.  So far, I have done all of the quests except for To the Hellgate.   I have wandered through Deathrap, and visited all of the stations to make sure I didn't miss any quests.  Lord Arphaun doesn't seem to want to do anything special.

When does he give out the reward so we can do the other quests as well?  Do the Broker's quests have to be completed to trigger this?  Also, one of the previous updates said to talk to Murmur after getting the reward to get the Belial quest, which also confuses me.

Thanks ahead of time.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 14, 2018; 10:27 PM
All end game farming quest appears AFTER you finish quest "To the Hellgate".
You must kill Sydonai and end game. Then (after relog to game) go to Templar base and talk with Lord Arphaun. After that appears quest for Berial, Kohama, Death and Techmith 69.
Broker quests is not related with that.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Jul 15, 2018; 12:51 AM
So, I don't walk out the portal that officially ends the game and starts me back at the beginning?  Just log out and then back in and I'll be back at St. Paul station?

If I end the game, I start at the beginning again with no quick travel to Templar base.

I'm sorry if I sound dense, just trying to wrap my head around it.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Malachor on Jul 15, 2018; 02:24 AM
When you finish the game for the first time, the game automatically loads you into nightmare difficulty, but you can choose to go back to normal. Though you may want to finish on nightmare before doing those quests.
When you select the character, only single click(double clicking selects and loads the character), then at the bottom of the ui, near the two buttons, there should be a strange looking icon, unselect that then click on the play button.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Jul 15, 2018; 05:56 AM
Ah, ok.  Thank you.  I had no idea you could go back to the normal difficulty.

Now it makes sense.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Jul 15, 2018; 03:32 PM
It was very simple to do once I knew of that little trick.  I thought once you started the game, you were locked into the mode you had selected.

Now I just have to work out a strategy for Techsmith 69.  He is "robust" to say the least, and my guardian's sword is doing damage in the very low hundreds against him.  I have a few ideas, but I'll definitely need to experiment a while.

Thanks for all your help and for making this patch.  I am really enjoying playing my favorite game again.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Jul 16, 2018; 04:41 AM
So, I tried Techsmith 69 twice tonight.  One time he spawned with Thriving, and the other with Vivacious.  There was simply no putting him down.

Are his affixes random?  Not sure how anyone else is getting daggers if he always gets to fully heal when he drops below 25%.  I had a marksman and I was using strikes to stun, stunning shotguns, that shock and awe strike, nothing would shut down his ability to heal.  After 5 rounds of him fully healing, I just quit for the evening.

I don't want to sound like I am complaining.  I appreciate everyone's work, but this is really becoming an impossible chore if he can always heal.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 16, 2018; 07:17 AM
You have it so: players had still complaining that Berial is too much easy boss. A then i made Techmith 69.

 ;D  ;D  ;D

Affixes for Techmith 69 is totaly randomly generated. Yes, if he get affix for healing is practically immortal.
Important is know one thing - Techmith figt with two random generated rune daggers. This runedaggers provides to him totally same properties like to player - if he holds in hand fire dagger, then is invulnerable by fire damage and cannot be ignited. If have spectral dagger, is invulnerable by spectral damage and cannot be phased, etc, etc
And of course you must adapt your strategy to this thing. I believe you can do it.
Good luck  :)
Title: Re: Unofficial Revival SP modification 3.9
Post by: Azgursz on Jul 16, 2018; 01:50 PM
Glutton Kurodon is much harder boss for me than Techmith 69 because of his Centaurs. If Techmith 69 don't take damage I just reset the game, go back and he have other buffs. That heal thing only works on bosses for a few times but toxic status prevent them to heal. Anyway with my marksman I make him catch on fire (useing "The Agitator" gun) and he die in seconds  ;)
Title: Re: Unofficial Revival SP modification 3.9
Post by: kumose on Jul 16, 2018; 05:04 PM
I had Techsmith69 divided once and of course their level got +5

A couple of fully modded Hurricanes were doing dismal amount of damage so I went back to it with 1200+ ignite gun and managed to kill them after 10 min or so of struggle.  Nice to have a few challenges in the game
Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 16, 2018; 05:06 PM
 :D
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Jul 16, 2018; 06:34 PM
Thanks.  I noticed the second time around he was completely immune from fire, but didn't know why.

Luck of the draw, then, that he had a full-heal ability both times I fought him.  If I can get him to spawn without that perk, I think I can take him with a lot of health injections on the run.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Jul 18, 2018; 12:45 PM
I have managed to kill Techsmith 69 twice now.  First time he didn't drop any fragments, but he did drop an egg which turned out to be the most awesome Japanese moth pet ever!  Second time he dropped the toxic fragment.  I made the Blackdeath dagger, but I think I remember it has to be the spectral dagger combined with the God Rune?

So, I guess I need to farm all of the bosses until I get all of the pieces.

But that's progress, and I am having a great time. Thanks again for all the work you have all put in to this thing, and for the help you provide in the forum.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 18, 2018; 02:00 PM
Congratulations and thanks.

But something is wrong.  :)
- Techsmith gives one piece of material per kill, so if you do not take fragment, then you had to get it rune or seal.
- Techsmith CAN give egg, but not with Moth pet (Nataniel). Moth can be obtained only from cube recipe for mysterious item. From common egg you can get only Mantawraiths, Cocomokos or Ancient clam.

- yes, for making God's gun you need spectral dagger
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Jul 18, 2018; 10:47 PM
Now that you mention it, I believe the egg did come from the cube as a mysterious item.  I'll have to check my inventory to see if I have any runes or seals that I didn't notice.  Sometimes when I get mobbed, I just stab at the F key until I pick everything up without looking.

I have done Mysterious Item twice, and now my female marksman is wearing a dress with +16 to all of her stats.  The other time was the egg.

I have been trying to farm bosses lately, and I think I just forgot where I got what.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Jul 22, 2018; 08:21 PM
Techsmith 69 is very resource intensive.  He takes a while to kill, and I end up using a whole bunch of healing injections.  So, Ive been trying to farm the "weaker" bosses.  Fulcrum goes down pretty fast, but doesn't always drop a piece, and the past 5 pieces he dropped have all been seals.  Does he drop other pieces?  I'll keep trying him.

I also farm Berial, because he has dropped pieces before.  I am trying to remember the other bosses who drop pieces.  Maybe Lillith?  The guy in Old Crypt never seems to want to spawn, and the one in Death Trap doesn't seem to drop any pieces at all.  Could I get a clue on who else to farm, please?  I just need to get the fragment to finish my spectral dagger.

Also, loving the mods, but if I could put in a request for the next iteration: can we increase the spawn rate of the mini-bosses in Necropolis?  They are really rare, and for the time it takes to get to, then go through, Necropolis, having a batter chance at the bosses would be a nice addition.

My fem MM has the killing machine skin now, and it looks awesome, btw!

Thanks again.

Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Jul 22, 2018; 08:57 PM
 :)
- monster in Necropolis have set 40% for spawn. Originally i want set here 100%, but i was notified by testers, than weaker characters cannot fulfill main quest line quest in Necropolis (with Jessica Sumerisle). Then i set here this number - quest now can meet everybody, in case of troubles is possible relog to game and boss it does not have to be here...

- patchnotes can offer very valuable clues for all farmers  ;D
Excerpt: "Exist five types of this daggers and can be obtained only from cube recipes. Materials for this recipes (rune fragment, rune and rune seal) can be obtained like loot from all minibosses (Squadro, Fulcrum, Behemoth, Arachtonas, Lilith)"
All this bosses can drop all type of material, while kill have all 100% chance on drop one item from five (nanoshards, 3x ring, material). All pieces of material have same chance for drop.
Techsmith 69 have 100% chance on drop one piece of material, all types, same chance for all.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Jul 22, 2018; 09:14 PM
Ok, thanks!

I should have looked at the earlier release patch notes where the daggers were introduced.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Evokerz on Aug 01, 2018; 08:07 PM
Hi There

and hi @Kikina ... thanks for your great modification and your long work over the years ...

i have had a break some years ago and now comes back trying the newest version ... holy much changed ... very nice :-)

i have some questions ...


1-- is the starting skill hardcoded ? after using reskiller i still have the starting skill left ... what a pitty in most way one point wasted :-(  for summoner for example i dont need the carnagor but iam forced to have 1 point in it :-(

2-- long time ago i played some classes i cannt remember ... are there test characters for your mod with max lvl some money and all quests done ?? would be nice to have some tests chars

3-- is there a overview with all the bosses you added where to find them ???

4-- are there bigger plans for future with content ? like a "endless" dungeon ... similar to the catacombs from HG Global 15 layers with a big boss at every level end ... or other "bigger" content ???

5-- will there be some skill changes or adding the "new" skills form TCv4 patch for every class ?

---
6-- can you (shortly) explain why its not possible to integrate stonehenge and abyss content for SP ? i mean london 2038 have encoded the whole date beeing able to edit all stuff ... issent there a chance to port the SH and ABYSS content for SP or will it be impossible for ever ?



thanks for answering

many blessing
Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Aug 02, 2018; 12:12 AM
Hello

1 - Yes, first skillpoint cannot be unlearned. It was possible in some old version of official Revival, but there were some problems with it. I do not know what. In current version of mod is many items with +to skills and end game skillpoints reward, so it does not matter.

2 - I think there are no gamesaves directly for Revival anywhere. You can port high level characters from vanilla game.

3 - Yes, all bosses is noticed in patchnotes.

4 - No, my work on mod is almost done. No larger updates are planned.

5 - In v4.0 will be added "skill merge" option, for now only in experimental mode. Skills from TCv4 patch will not be added.

6 - "Port" any data from multiplayer to singleplayer is not possible. Only option is manually create new files according to the files from multiplayer. Data is not mutually compatible.
Problem with Stonehenge and Abyss is in level maps - last version of Reanimator cannot create some needed level files without errors. In recent months, we have discovered with "Black/Lyra Darius" the possibility of getting around the mistake. Files can be edited with old beta version of Reanimator. But old version no have some important functions - opening of TCv4 patch for example. It would have to be done in an unbearably complex way and i will not do it anymore.
So, creating of Stonehenge and Abyss is MAYBE possible, but this problem waiting for someone else...  ;)
Title: Re: Unofficial Revival SP modification 3.9
Post by: Evokerz on Aug 02, 2018; 04:59 PM
ok big thanks for response :-)


to 1 - ok how much skill points are rewarded from end game content and where / from what to get ?

t0 4 - ok what a pitty ... you did a very great job :-) ... are there others who modding anything bigger here at community ?



btw - if i install the mod - and make standard install without any specials like the events or movementspeed increase etc ... can i later change this and make new install and than activate the events for example or the movement speed for a while ... and when i want back to normal movementspeed and playing without the events i install new and dont aktivate them ... does it work or are there any problems with the savegame ???

and do i need to reinstall before make new instaƶll of the mod ?



thanks
Title: Re: Unofficial Revival SP modification 3.9
Post by: kumose on Aug 02, 2018; 06:19 PM
Evokerz// there are several ways to get +1 skill for the given character.

Most commonly you can use one of new dye kits from the Unofficial mod series which will give you +1for every character.

there are +1 or +3 skill implants you can get from Necropolis(Errgoth, Oriax, Ash and Nicor)

there are +1 skill ring you can get from Sydonai (you can equip 2 of them)

there are +1 skill belt you can get from Kurodon

there are +1 skill option available from augmentation on Helmet(takes patience)

and although not very practical except for Summoner, there'are +1 skill weapons and a shield(for guardian)


you would simply uninstall the mod(not the whole game) using the launcher, and re-install the mod with options you want. I've been doing so more than a dozen times without running to a problem.


I'm attaching my character files since you're looking for end-game characters to play around.  55lv characters for all subclassesm, but still have a lot to farm thanks to Kikina. All charcters have at least 1 +1 skill augmented helmet.  MM character has some unfinished augmentation materials I've been working on. You would have to discard or move them around to make room for actual gameplay.

Kikina// it's sad to hear that the series is in near-end status, but that also means how content-rich it is right now. It'll be enjoyed by many people for years to come. thank you very much for your effort as always. I'd love to hear more about the final touch to this mod! (any new monster, maybe a bit of elaboration on 'skill merge' idea and etc.)
Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Aug 02, 2018; 09:37 PM
Evokerz - as Kumose said and + 5 free skillpoints if you ended the game (kill Sydonai) and talk with lord Arphaun at Templar base (optional quest).
  --- As far i know, besides many smaller mods there exist only three big mods - Lost London (newly version for new loader), Nagahaku and Revival. In current time is in active development only multiplayer project "Hellgate 2038", but this project have own site. There is also project called "Hellrift" - game in Unreal 4 engine inspired by Hellgate london. And koreans maybe still working on new VR game - Hellgate prequel.
  --- Excerpt function "Expanded storage" you can switch any install function anytime without affecting your gamesave. Characters saved with "Expanded storage" is backward incompatible.
  --- Each start of install automatically revert all before installed mods (function is active in all three big mods).

Kumose - everything has to end once... :-) I'm glad that somebody enjoyed it.
  --- Version 4.0 content is mainly bugfixing. Newly should be here russian language support, but i still do not know if it will be. Also "skill merge" is in alpha stage, this is a very complicated thing, i do not know if it will work (versions from Lost london or Nagahaku cannot be used in Revival).
Only one new thing will be here - one ancient rune made especially for Marcelka
Title: Re: Unofficial Revival SP modification 3.9
Post by: Evokerz on Aug 03, 2018; 04:23 PM
thanks for answers ...

maybe i wrote it wrong ^^ ... i know the items with +1 all skills ...

what kikina wrote sounded like there are free skillpoints to spend like you want ... like level up you get skillpints ... thats what i was asking for ...

where to find kurodon btw ???



so by switching extra options for mod - only start the modlauncher and install new ... no need to uninstall before cause it does it by self - right ?
Title: Re: Unofficial Revival SP modification 3.9
Post by: Kikina the templar on Aug 03, 2018; 08:25 PM
Kurodon - from St. Paul through Cheap side and Little Britain to new level West Smithfield

Install options - yes, exactly
Title: Re: Unofficial Revival SP modification 3.9
Post by: Evokerz on Aug 03, 2018; 10:12 PM
ah ok thx ...


another question ...

where to get spezial stuff like "Eye of Omerta", "Kikinas Chance" and the "Professional Dye Kit" ???

and who drops the unique abyss armor peaces and the unique abyss weapons especialy for evoker stuff ???

Title: Re: Unofficial Revival SP modification 3.9
Post by: Evokerz on Aug 03, 2018; 10:48 PM
thb btw

there is a bug with aoe spells ... sometimes they start not to creat the aoe field ... after this happends the bug still occur in the whole game ... changing stations or enter new levels doesent matter - everywhere this bug occurs ... tested on evoker - hellfire / lighning field / swarm , they all dont work ... restart the game than its away - but it happends often ...



i tested the save game from kumose ...
--> are there high end content levels or any areas filled up with lvl 55 mobs or higher ? ... the most areas are under 50 and st pauls levels only lvl 50 and they are to easy ... even dethtrap is so easy with high end equippement ... something competition for high end gear ??
Title: Re: Unofficial Revival SP modification 3.9
Post by: kumose on Aug 04, 2018; 09:56 PM
Evokerz// I understood your question. I was just saying, with all the +1 skill options that werem't available in the original game, you don't have to worry about a single point  spent against your intention at the beginning.

there are many maps with monster lv matching the player's.

You should read into patch note. it's accumulative and contains all the answers you're looking for.
(try Ctrl+f function)

Currently the only challenge for lv55 characters with well-auged end gears is Techsmith 69.

The whole point of farming and grinding for end game gear is to be near godly in the game so

it would defeat the purpose if the game still poses constant challenges. If you're tired of game

being too easy with such characters then you can always start a new one. That's what Hellgate is

at least for the current phase of the game.



...Or you could try some non-end game weapons if you don't want to down boss mobs in seconds.
(unaugmented Hu's instead of Hurricane for an example.)
Title: Re: Unofficial Revival SP modification 3.9
Post by: Evokerz on Aug 05, 2018; 01:02 AM
what about my other question ?

where to get spezial stuff like "Eye of Omerta", "Kikinas Chance" and the "Professional Dye Kit" ???

and who drops the unique abyss armor peaces and the unique abyss weapons especialy for evoker stuff ???
Title: Re: Unofficial Revival SP modification 3.9
Post by: kumose on Aug 05, 2018; 04:39 AM
Eye of Omerta - drops from Rashaverak. He'll spawn 100% in Southwark Bridge(Monument Station-Upper Thames-Waterman's walk-Southwark Bridge)

Kikina's Chance - drops from Lord Puppy. He'll not spawn 100%, more like 30-35% chance from my experience. Temple Station-Aldwych

Professional kit - read 3.7 patch note. You need to get 4 boss drop items to make this from the cube recipe. This is one of many items that could be made with the same material so might take several tries.

Abyss armors exist in 3 versions. One from killing Moloch, but not 100% chance so completing a set would take a while.  Vitava drops another version of it. (read 2.6 patch note) "Tokyo" set is obtainable from Berial (read more about it from 3.6 and 3.7 patch note)

Two end-game evoker Foci are from aforementioned Rashaverak and Katamari(read more about it from 3.8 patch note). Also, there are Abyss foci drop from Berial.  Some good mythic and unique foci drops throughout the game.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Aug 05, 2018; 09:58 PM
I appreciate all of the work you've done, Kikina.  I am really enjoying the game, even if it seems frustrating at times.  That's all part of the charm.

On a side note, I recently found a torso armor called "Heart of Heaven", which on my blademaster looks like a winter coat of some kind.  I couldn't find anything online about it, other than a post on this forum concerning Darkness and Heaven pieces that never got any answers.

Do you know if there are there actually other pieces to this set?  My poor guy looks kind of funny decked out in all plate armor except for his suede leather coat.  Not a big deal, or anything to spend time on.  Just wondering if you knew off the top of your head.

I also wanted to note that I haven't noticed any problems with my evoker area of effect skills.  I do have problems with the occasional lock-up, which makes me have to log off my computer with a memory allocation error.  It doesn't happen all of the time, but I wouldn't say it's rare, either.

Right now I am using a command file to start my game, which seems to help a little, but does not solve it.  I give the game higher priority in memory/processing:

Code: [Select]
cmd /c start "" /High "D:\Games\Hellgate\Launcher.exe"
Not a deal breaker, of course, but it did not happen with the Naga mod when I was running it.

Thanks again for all your work.

 
Title: Re: Unofficial Revival SP modification 3.9
Post by: kumose on Aug 05, 2018; 11:51 PM
That would be the Abyss set from Vitava.  Vitava set has look of early-game gears. 
(Also, if the torso you have is an Abyss piece from Nagahaku mod, it would appear as Vitava set in Unofficial mod.)


The Abyss armor with looks of Uber armor from Nagahaku 3.0 drops from Moloch (not 100% though, and the chance of getting a specific piece is much slimmer)

New Tokyo set pieces drop from Berial, and this is much easier farming because he'll be there everytime you relog+100% chance of drop on kill.
Title: Re: Unofficial Revival SP modification 3.9
Post by: Brimhir on Aug 06, 2018; 02:43 AM
Ah, cool.  Thank you.  I'll have to farm Vitava a bit.

I got the armor after playing the Revival mod for a while.  I gave up on the Naga mod because the characters became way too overpowered way too fast.  Fun for a while, but I got to the point where my guardian didn't even have to swing his sword; the Thorns he had on him would kill anything that touched him.