Author Topic: Nagahaku MOD 3.0b Updated  (Read 211246 times)

Butsutekkai

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Re: Nagahaku MOD 3.0 International
« Reply #45 on: Apr 19, 2012; 06:18 PM »
I m level 70 atm. I had really hard times until i found the proper skills and have enough shield to survive. Slayer mode can help leveling fast or not...i tried a MM and i really have a huge lack of firepower and survavibility to level it :(
Evoker has a crazy aoe range and destruction power coupled with an insane amount of shield. The only problems are the zealots with their shield pen and the ghost mobs as i don t have a proper non physical aoe skill. I really wish hellfire would act like in HGG but here it really lacks cast speed/power/radius :(
Zeel - 55/50 Evoker                     >
Nx03-Hogire - 55/50 Striker engi >
KrameRr - 55/50 Marksman         >
   All retired :(

sydewayz

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Re: Nagahaku MOD 3.0 International
« Reply #46 on: Apr 19, 2012; 07:11 PM »
Minor animation bug.... gylph/rune on ground doesn't fade when skill is over Prayer of encouragement ... and honestly im still trying to figure out how i would level a hunter in this mod... thier glass cannon status is amplified. Working on a gunidian.    About the only way i can imagine leveling a mm is with mass on hits. idk ill try it when im done being amused by a gundian with shrap ... that however may be never
 
Sydewayz -Strike Engi-55/50

Maiorem

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Re: Nagahaku MOD 3.0 International
« Reply #47 on: Apr 19, 2012; 07:34 PM »
I m level 70 atm. I had really hard times until i found the proper skills and have enough shield to survive. Slayer mode can help leveling fast or not...i tried a MM and i really have a huge lack of firepower and survavibility to level it :(
Evoker has a crazy aoe range and destruction power coupled with an insane amount of shield. The only problems are the zealots with their shield pen and the ghost mobs as i don t have a proper non physical aoe skill. I really wish hellfire would act like in HGG but here it really lacks cast speed/power/radius :(
Yeah...try bringing a level 17 Evoker to Ancient Blood :D

Butsutekkai

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Re: Nagahaku MOD 3.0 International
« Reply #48 on: Apr 19, 2012; 09:14 PM »
I m level 70 atm. I had really hard times until i found the proper skills and have enough shield to survive. Slayer mode can help leveling fast or not...i tried a MM and i really have a huge lack of firepower and survavibility to level it :(
Evoker has a crazy aoe range and destruction power coupled with an insane amount of shield. The only problems are the zealots with their shield pen and the ghost mobs as i don t have a proper non physical aoe skill. I really wish hellfire would act like in HGG but here it really lacks cast speed/power/radius :(
Yeah...try bringing a level 17 Evoker to Ancient Blood :D

Hehe don t worry i did pass throught that ^^. Die, respawn, try to cast something before you die again and repeat :p

I just tried firebolt and it s pretty awesome. I didn t know it does a small aoe on hit. Way better than demonspine, but high power cost tho :)
Zeel - 55/50 Evoker                     >
Nx03-Hogire - 55/50 Striker engi >
KrameRr - 55/50 Marksman         >
   All retired :(

Butsutekkai

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Re: Nagahaku MOD 3.0 International
« Reply #49 on: Apr 19, 2012; 10:03 PM »
I encounter a strange bug now...Ripper has stop spawning in ancient blood :( Might be related to my level i guess has it stopped spawn the moment i reached lvl 73. No ripper at lvl 74 neither :(
Zeel - 55/50 Evoker                     >
Nx03-Hogire - 55/50 Striker engi >
KrameRr - 55/50 Marksman         >
   All retired :(

thegreatcthulhu

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Re: Nagahaku MOD 3.0 International
« Reply #50 on: Apr 20, 2012; 03:01 AM »
Possibly another mistake:


It looks like you either made a typo on the actual intPTR script. It is listing the amount of critical chance increase per enemy that enters the aura radius as 0, regardless of Aura of Zeal's level.

So in other words, it doesn't do anything aside from granting a passive increase in crit chance when the aura is turned on.
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sydewayz

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Re: Nagahaku MOD 3.0 International
« Reply #51 on: Apr 20, 2012; 04:49 AM »
when i have been using aoz i seen my crit jump to 60+... seems that it takes a second for it to take a affect and i have noticed it at 0 ... but when mobs in aura ... it says like 1xx% increase .... so it may just be a tool tip error idk... just what i have noticed if it helps
Sydewayz -Strike Engi-55/50

Nagahaku

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Re: Nagahaku MOD 3.0 International
« Reply #52 on: Apr 20, 2012; 05:17 AM »
Possibly another mistake:


It looks like you either made a typo on the actual intPTR script. It is listing the amount of critical chance increase per enemy that enters the aura radius as 0, regardless of Aura of Zeal's level.

So in other words, it doesn't do anything aside from granting a passive increase in crit chance when the aura is turned on.

it is a typo :) since it is always 2%, i just write a "2%" in chinese strings instead of picking up data from game, but forgot to modify the english string file, so the effect is still normal.

and for grim spectre stop spawning after lv 73, i may have to look into this, since i donot have a character with such high level. i will check and do some fix.

also i found some bugs not so pleasant...

if shield amount is more than about 40k, it would stop regenerating and becomes degenerating after 4 sec without taking damage, and i tried my best to fix this but nothing works, perhaps in next update i shall lower the shield amount of related skills :(

later today(timezone +8), i will edit the main topic and make a detail discription of this mod, about every features and bugs :)
Charming faces are easy to lose, while the glory of youth never back...

fehlerteufel

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Re: Nagahaku MOD 3.0 International
« Reply #53 on: Apr 20, 2012; 07:20 AM »
Hi Nagahaku,

yesterday i played your mod with an Engineer (Level 10).
The inhibitor bots and the rocket bot are not indestructible as with Hellgate London and Hellgate Global. Is that true of you wanted?
Exemple: If individual bots are destroyed (2 by 3 inhibitor bots) they can not be replaced.
Since the bots are rapidly destroyed i missing the necessary support. :-\

What is your opinion on this?

Many greetings
Fehlerteufel
« Last Edit: Apr 20, 2012; 07:57 AM by fehlerteufel »

Nagahaku

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Re: Nagahaku MOD 3.0 International
« Reply #54 on: Apr 20, 2012; 09:01 AM »
inhibitor bots and the rocket bot are not indestructible as with Hellgate London and Hellgate Global. Is that true of you wanted?
Exemple: If individual bots are destroyed (2 by 3 inhibitor bots) they can not be replaced.
Since the bots are rapidly destroyed i missing the necessary support. :-\


yeah i made bots destructable.
i think this will bring more challenge to engineers, and in someway change the game. if one of 3 inhibitor bot is destroyed, you can immediately rebuild new 3, so no need to worry that much about lacking one beam.
if bots are too fragile right now, maybe i can enhance their armor of HP in next update :)
Charming faces are easy to lose, while the glory of youth never back...

fehlerteufel

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Re: Nagahaku MOD 3.0 International
« Reply #55 on: Apr 20, 2012; 09:09 AM »
Hi Nagahaku,

thank you for the fast feedback!

How think you about another install option to activated indestructibility of the bots? ;)
But more armor for the bots would be great, they are definitely to fragile (They came, saw and died).
Immediate building of bots is not possible because the remaining must be destroyed. I think is a little uncomfortable... Is only my opinion, ok? :)

Greetings
Fehlerteufel
« Last Edit: Apr 20, 2012; 10:02 AM by fehlerteufel »

guidovl

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Re: Nagahaku MOD 3.0 International
« Reply #56 on: Apr 20, 2012; 10:06 AM »
in ancient blood or in places with alot imp snipers, those bots die as fast as you can built them :P

thegreatcthulhu

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Re: Nagahaku MOD 3.0 International
« Reply #57 on: Apr 20, 2012; 10:51 AM »
Possibly another mistake:


It looks like you either made a typo on the actual intPTR script. It is listing the amount of critical chance increase per enemy that enters the aura radius as 0, regardless of Aura of Zeal's level.

So in other words, it doesn't do anything aside from granting a passive increase in crit chance when the aura is turned on.

it is a typo :) since it is always 2%, i just write a "2%" in chinese strings instead of picking up data from game, but forgot to modify the english string file, so the effect is still normal.



Ahh ok. I should've guessed it was a string mistake. I thought I was landing way more crits than normal anyway.




I'm not sure if this is intended, but I've noticed that the game still has low-range armor dropping in levels where it shouldn't (34+). The low-range armor is also having "family" names show up on them that they never have had in the past. I.E. A "Prismatic Hauberk"; I should probably SS it...



On another note:


Quote
in ancient blood or in places with alot imp snipers, those bots die as fast as you can built them

A high level Tormentor or Vast Phanatsim could kill them off screen with his aura.
« Last Edit: Apr 20, 2012; 08:38 PM by thegreatcthulhu »
Not to us, Lord, but to Your Name give the glory
    - The Templar Motto

Teach me, empower me, purify me, release me
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DreamsofFury

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Re: Nagahaku MOD 3.0 International
« Reply #58 on: Apr 20, 2012; 12:22 PM »
Realized the mod was out around 8pm....snaged it, and besides having work in 2 hours (7am) I haven't noticed any issues yet outside of the evoker/mm/bm just randomly dieing from full hp from a normal mob....then again those were with lvl 10-15 pre-mod chars so that could be the issue, making new ones after I get home from work if I dont pass out first.  The new guardian had no issues besides piles of bodies around him.  <3 crazy mode.

Maiorem

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Re: Nagahaku MOD 3.0 International
« Reply #59 on: Apr 20, 2012; 08:54 PM »
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?