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> [PC-MOD] Diablo 1 e 2, oltre i 640x480!
selven
messaggio31 Oct 2016, 20:49
Messaggio #26





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bhè proprio perchè è morto, una volta fatto non ci sarà più da rimetterci mano ;P
 
TheRuler
messaggio31 Oct 2016, 22:52
Messaggio #27



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Uscita la nuova build di TH2 la mod per Diablo che supporta Hellfire.

Diablo in 4K (LOL):



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MIK0
messaggio1 Nov 2016, 02:19
Messaggio #28



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CITAZIONE (TheRuler @ 31 Oct 2016, 22:52) *

Due precisazioni. Già il primo TH supporta, o meglio include, gli asset di hellfire.
Per quanto riguarda l'innalzamento di risoluzione di TH2 si fece un tentativo già anni fa (poi il progetto subì una pausa) ma chiaramente si porta dietro vari problemi. Non si gioca bene con una visuale così in piccolo e vedere un'area così vasta non va bene, considerando poi che il gioco visualizza solo ciò che il giocatore vede. Alzare di poco la risoluzione può essere un compromesso, ma dopo se non si adeguando gli asset e le dimensioni è solo una possibilità tecnica (notevole) non però sfruttabile veramente (probabilmente l'idea è quella di poter andare ad intervenire sui vari parametri individualmente e scalare a piacimento).
 
TheRuler
messaggio1 Nov 2016, 22:03
Messaggio #29



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Lo screen in 4K lo reputo un semplice esercizio di stile. Non è giocabile a meno di avere un 200 pollici e poi già una risoluzione sopra i 1024 falsa il concept originale del gioco.
Il confronto era più che altro rispetto all'altro MOD in HD, che non supporta hellfire. Non ho l'esperienza necessaria per giudicare TH ma non vedo perché giocare la versione 1 piuttosto che la 2. Anche se nell'ini vedo che è previsto.


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MIK0
messaggio2 Nov 2016, 00:42
Messaggio #30



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CITAZIONE (TheRuler @ 1 Nov 2016, 22:03) *
Lo screen in 4K lo reputo un semplice esercizio di stile. Non è giocabile a meno di avere un 200 pollici e poi già una risoluzione sopra i 1024 falsa il concept originale del gioco.
Il confronto era più che altro rispetto all'altro MOD in HD, che non supporta hellfire. Non ho l'esperienza necessaria per giudicare TH ma non vedo perché giocare la versione 1 piuttosto che la 2. Anche se nell'ini vedo che è previsto.


Su questo non ti so rispondere. Come dicevo, TH2 fu tentato già anni fa, poi abbandonato e ripreso di recente. Non so se incorpori tutte le modifiche del primo TH, ma so che nella lunga distanza dovrebbe diventare una cosa completamente diversa con novità che nel primo TH non c'erano.
 
TheRuler
messaggio11 Dec 2016, 18:08
Messaggio #31



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Sono ricominciati i lavori del mod TCHERNOBOG, la versione che preferiso per via dell'efetto luce nei dungeon. Pulitissimo.
CITAZIONE
Posted by:: Noktis (02-12-2016)
Work on Tchernobog has been resumed

Work on Tchernobog has been resumed, a new version including fixes should appear soon. There also will be a reboot of classic Diablo mod - The Awakening, more information
here.

CITAZIONE
Posted by:: Noktis (02-12-2016)
The Awakening Reboot

I decided to do a reboot of the mod The Awakening. The re-made version of the mod will not contain some of the elements from The Awakening which did not fit the game in my opinion. The game will also be re-balanced and more monsters and bosses will be added. If you have any ideas in what could be changed in The Awakening please write it in the comments. The first version of the reboot should be released soon.



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TheRuler
messaggio19 Mar 2017, 18:35
Messaggio #32



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Uscita la prim alpha!
CITAZIONE
Posted by:: Noktis (11-03-2017)
Tchernobog v0.1.0 Test

Test version of Tchernobog v0.1.0 has been added to the download section in which many bugs have been fixed. You can find the changelog for version 0.1.0 below.

Tchernobog version 0.1.0

Fixed bug that caused weapon to disapear
Fixed bug that proevent secondary weaponset from being affected by repair all and recharge all npc services
Fixed crash related to golem or other minion death
Fixed game freeze that could occur on multiple reasons
Fixed bug that caused player to apear at top of the map when loading level
Fixed potential combat related crash
Fixed spell visual effects disapearing too early
Fixed monster animation desynchronization
Fixed monster AI to be act better on higher resolutions
Fixed bug that prevented to correctly consume spell charges and scrolls
Fixed bug that prevented affixes on random unique monsters
Fixed spell level glitch related to shirnes
Fixed whrilwind skill bugs
Fixed player and trade stash sizes and crash
Fixed GUI message box glitch while using NPC services
Fixed functional key skill bind crash
Fixed elixirs duration displayed in tooltip
Fixed grammar in several item names
Fixed long sword and claymore order problems
Fixed magic and cold damage bonuses from set items
Fixed errors related to random unique monster names and AI
Fixed bug that caused revived monsters revived by necromancers to be hostile towards player
Fixed bug that caused killed revived monsters to remain on minimap
Fixed diabolic shrine glitches that could spawn monster with undefined behaviour
Fixed bug that caused rogue's multiple shot arrows to be placed too close to each other
Fixed the dark lord death animation issues
Fixed traps to properly effect players and monsters
Fixed Thaumaturgic shrine to not respawn objects other then chests
Fixed lightning damage per character level bonus on unique items
Fixed wrong gold stack icon being selected while picking up pile
Fixed bug related to billing for repair, recharge and identify shop operations
Fixed statistic calculations for champion monsters
Fixed Assassins Narcosis skill to not reset The Dark Lord and similary scripted monsters
Fixed object mouse on hover selection range in town
Fixed bug that allowed The skeleton king to use corpse explosion on normal difficulty
Fixed bug that caused visited parts of map to disapear after reentering zone
Fixed bug that caused warrior, rogue and assassin skill to be free
Fixed glitch that caused player using melee and ranged skills to spam "OOM" sound
Fixed bug that blocked hot keyed skill swap while holding mouse button
Fixed map events desynchronization
Fixed bug that caused summoned monsters to be killed by some of the special monsters
Improved bonuses of barbarian, warrior and assassin classes from strength and dexterity attributes
Barbarian physical strength and endurance are now greatly increased at cost of being unable to use spells that consume mana
Warrior's charge is now level 24 skill
Warrior's shield wall is now level 32 skill
Necromancer's blood ritual is now level 16 skill and it's bonuses has been toned down
Necromancer's corpse explosion is now level 24 skill
Necromancer's revive is now level 32 skill
Adjusted necromancer minions balance
Golem, Zombie and Skeleton summons will now start with better resistances
Monster repulse effects from enchancements now have short cooldown
Players will now enter town with full health and mana
Removed feature that allowed to cast repair, recharge and identify spells when clicking inside inventory
Enabled Torment difficulty level
Summonable and minion monsters are now only selectable when appropriate spell is selected
Changed the flow of Butcher related quests
Adjusted offset of Hammer icon cursor used while repairing
Regular unique monsters may only have one affix
Restored function of CTRL key
Heal other cannot be used to heal caster player anymore
Guardian spell now properly benefits from it's level rather then firebolt
Modified resistances and immunities of monsters and bosses
Monster immunity should be easier to remove with target resistances reducing items [125% cap]
Reduced number of required materials for lower level recipies
Adjusted monster spawn locations in Terrors Domain level
The Dark Lord has been slightly toned down but gained mechanic that will disintegrate players using run away tactics
Character saves are now protected from file write system failures.


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TheRuler
messaggio21 Jun 2018, 20:04
Messaggio #33



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Diablo the Hell 2 mod v0.3001

changelog
Previous changes:

+ Support for higher resolutions, widescreens, window mode and framerates;
+ Support for modern operating systems;
+ Auto-pickup of gold;
+ Adjustable options in config.ini (in game directory). More info in ReadMe;
+ More base items and modified old items (right now it's based on TH1 but that will evolve);
+ Various technical improvements and bugfixes (many bugs still do exist though including those unrevealed);
+ ..more features will be listed later...


v0.1967 (19:07 23.01.2018)

+ Updated credits info, support info, some other small things;
+ Renamed Galahad to Blackjack (dig the message?);


v0.1973 (1:35 27.01.2018)

+ All base weapons received randomized damage and durability;


v0.1975 (21:51 27.01.2018)

+ Randomized durability generation on all armor type items;
+ Added randomize of damage on bucklers;


v0.1991 (18:56 02.02.2018)

+ Randomizing glove durability and requirements complete;
+ Randomizing bow durability and requirements complete;
+ Randomizing boots durability and requirements complete;
+ Refixed duping bug hopefully;
+ Shrine names obscured;
+ Fixed wrong player animation display in coop;
+ Expanded elemental list to cold and poison;
+ Game crash must create a log in fame folder now: Th2CrashDump.dmp,
(if game crashes, zip it to rar archive and send it to my email);


v0.2029 (3:28 14.02.2018)

+ Base character damage adjusted to compliment twohanded weapons, now these weapons increase damage a lot,
new conditionas are as follows:
if a character has 2h weapon equipped and the type of the weapon is sharp or blunt,then base damage formula is:
Gladiator: (clvl * (cSTR+cVIT) / 55) + 2,
Monk: (CLVL * (cSTR + cVIT) / 60) + 4 (same damage with axes),
Paladin: (clvl * (cSTR+cVIT) / 45 ) + 5;
+ Monk attacks adjacent targets when using poleaxe weapons;
+ Experimental feature: when jog is on, running is allowed when in dungeon and not in battle,
Note: this works even in quest areas,
Note: this can be turned off/on in config.ini (set runindungeon on/off);


v0.2054 (1:46 26.02.2018)

+ Shield was losing durability according to old Diablo 1 rules: fixed;
+ Potion shift-clicking fixed: character no longer begins attacking during this;
+ Pressing ALT highlights items on the ground;
+ Some known bugs fixed;
+ Added a lot of new base items (subclass-specific items don't work properly, they are being merely prepared);


v0.2089 (7:31 11.03.2018)

+ Finished adding sharp type items. All the old sharp weapon data is updated as well;
+ Finished adding randomization on base items (dur, danage, requirements). Only some shields remain;
+ Some bugfixes;
+ Some new affixes are added (they are certain to be bugged for now, feedback is welcome);


v0.2124 (7:57 25.03.2018)

+ Adding more base items, expanding on the exisiting ones;
+ Improving affixes: adding new, removing obsolete, etc.;
+ Minimap added. Tab one more time and the map will be made smaller. Hit + or - to toggle between big/small modes;
+ Various items are highlighted with different colors on map;
+ Pressing ALT now shows item names that are on the floor,
Note: clicking on the name of an item will make the hero approach it and pick it up;
+ Quest uniques now can have randomized values (stats to be modified later);
+ Pressing SHIFT+TAB while minimap is on, will auto-adjust its position to northwest corner of the screen;
+ Default monster blue item drop chance set to 5% (unique: 1%), boss unique item chance set to 10%;
+ Added magic find affixes,
Note: MF percentage increases monster magic item find chance in direct percentage,
Note: if total MF is +100% then chance to find blue item from monster is 10% multipled by 2 (resulting in 20%),
Note: unique item find chance for monsters and bosses is quartered (25% in strength),
Note: for ex., if total MF on a character is +200% then chance to find unique from a boss is 10% multipled by 1,5 (resulting in 15%);
+ Map blend in/out implemented. Adjust with Shift+/Shift-,
Note: it's on by default. In case of display bugs, set 'set mapblend on' line in config to off;


v0.2153 (21:53 10.04.2018)

+ Rare items are introduced as a possible drop from bosses,
Note: this item type is fucntional but not really ready - yes, there will be morphing next time;
+ Items show info in floating pop-up windows now. To turn off set in config 'set infotip' to off;
+ TONS of base items are updated. But finally, they are brought to what I might name finalized state;
+ Adjusted some affixes;
+ Various other things done about development, just a usual chore, nothing in particular;


v0.2185 (21:30 24.04.2018)

+ Some fixes to rare item display and functioning;
+ Base monster rare item drop chance reduced: 1% -> 0.1% ;
+ Stat limits raised: stat 750 -> 1000, and HP & mana 2000 -> 5000 ;
+ Rare items now generate only non-flag affixes;
+ Rare items generate now 1 negative affix (to remain within item power 2 range, for balance' sake);
+ Critical damage affixes updated;
+ Other fixes or reported bugs and general work with base items;


v0.2234 (15:03 10.05.2018)

+ Relocated character rebound damage to a table, warriors and fighters have Reflect that does criticals now;
+ Rare items no longer generated with negative affixes;
+ Rare items now use a different affix table which allows to have 4 positive affixes without breaking balance;
+ ARD removed from magic item affix table and no longer needed, ARD defense works by default;
+ Sorted out affixes for magic and rare items, adjusted balancing, prices, levels and values for them all;
+ Affix of '+XP gain' works now after affix of '+% XP gain';
+ Rare items now use pink color;
+ Griswold gives item restock of premiums at 0 + CLVL*6 price;
+ Characters show floating XP and damage (received) numbers. Can be turned off in config (showfloatingtext);
+ Floating number trajectories changed and randomized;
+ Added HP regenerated/healed as floating numbers (displayed in blue);
+ Double manacost for spells fixed (hopefully);
+ Fixed critical damage affix randomize bug (randomization of values wasn't working);
+ Added options to control regeneration floating number thresholds,
Note: adjust numbers for these lines in config: set floatingHPRegenThreshold #, set floatingManaRegenThreshold #,
Note: this will adjust how strong regeneration must be for you to see it happening,
Note: works by hiding the regeneration of given strength an below. For ex., 2 for mana will only show regen of +3 and higher;


v0.2381 (22:37 24.05.2018), "Strangers in the Night"

+ Builds now will have code names, just like rock band albums. For better distinction and for fun. This one is after Sinatra's song;
+ Affixes of flat +XP values are randomized now (will show +X-Y to XP instead of +X to XP);
+ Crossbows show 'slow damage' in Griswold's and Wirt's shop menu;
+ When items reach 1 current durability, they will give floating warnings each time max durability goes down, it's optional and adjusted in config;
+ Message log added in MP mode. Hit '0' to bring it up. Close by left clicking outside the window or pressing 'back';
+ Character base resistances changed. Used to be all bVIT/16, now fire is bSTR/10, lightning bDEX/10, magic bMAG/10 (acid and cold unsupported yet);
+ XP floats are originated at the source of the XP (i.e. monster coordinates);
+ Life and mana orbs have text values on them if left clicked, adjustable in config;
+ Damage done to monsters now shown in new bloodgold color (set showFloatingDamage on/off);
+ Some visual UI improvements;
+ Inventory size is noe 7x10 (was 4x10);
+ Updated and rearranged config file, added descriptions to options;
+ Inroducing Nightmare mode. Non-stop action until you die. Features:
Note: basically, it's caved in Ironman in one go. Can't use stash, go up in levels, only have one go,
Note: game can't be saved and characterfile is instantly deleted when you leave game. This is purely automatic,
Note: when you die, you can only choose ABANDON GAME option, which deletes your character,
Note: activate by naming your character NM_#your name# (for ex., NM_myrogue),
Note: TP relicts/books/shrines - don't work (TP shrine gives two random elixirs instead! No, it won't drop spectral ;D ),
Note: but to sweeten the deal, magic find is set to +100% at the start, bosses always frop 2 ID relix,
Note: bosses drop repair oil, which gets better as you go deeper (tier 1 til dlvl-5, tier 2 til dlvl-9, 3 til 17, and 4 after),
Note: also, firearrow trap damage is reduced by 75%;
+ Meta menu post image freezes fixed where possible;
+ Added feature to highlight Golem always, made optional, see config visual features;
+ Introducing Ironman mode. Mode is played according to these rules: http://freshmeat85.bplaced.net/Files/IronMan.htm ,
Note: activate by naming your character IM_#your name#;
+ In Ironman mode players see how many monsters and objects are left on current dlvl;
+ Ironman level clear gives horn sign to notify that proceeding down is allowed;
+ In Ironman mode dying leaves only MURDER HERO option available, which deletes your character. If you die, you die for good;
+ Changed colors of spinning pentagrams (orng -> red), menu skulls (red -> beige) and level-up buttons (orng -> red);
+ Revised Magic Rock quest rewards;
+ Added config option to control floating indicators of damage recieved by monsters (MonsterReceivedDamageThreshold);
+ Ironman mode save/load limitations updated,
Note: player can SAVE & QUIT if last dungeon area level is cleared (dlvls 4/8/12/16/20/24),
Note: in SP save game and load game are disabled, in MP new game and quit options are disabled until save point is reached;
+ Buying at vendors will save selected slot number after buying, instead of going back to position one;
+ Fighters start with axe now (instead of two clubs);
+ Multiplayer chatlog spruced up;
+ MP: buying full healing potions from Pepin will no longer result in them morphing into healing potions or relicts;
+ Introducing Hardcore mode: death is permanent and the only option if you died is to murder hero,
Note: fire arrow trap damage has been reduced by 75% for this game mode to avoid suddent deaths,
Note: to create a hardcore character, name them HC_#your name# ;
+ Joining MP games will now show info on the game mode, difficulty, character name, clvl and class;
+ Inability to join a game in MP will bring up a window with explanation (like, can't join a Nightmare game with Normal character);
+ Wrote code support for fast casting and activated affix series of faster cast speeds, this will cause magic item morphing;
+ Monster HP bars show monsters in color according to their rank (white/blue/gold);
+ Added new prefixes that increase character resistance to melee attack damage from monsters;
+ Character melee damage resistance formula revised (shown in percentage):
minimum resistance: CLVL / 8 + bVIT / 16 + 1,
maximum resistance: CLVL / 3 + bVIT / 8 + 5,
Note: Monks have +2 to min and +3 to max, Rogues have +3 to min and +5 to max on top of that;
+ Added support (and affixes) for summoned minions: +HPs, +% HPs, +ToHit, +AC, +%AC (deactived tho), +%damage, +damage,
Note: right now these improve Golem simply because there are no other summoned minions;
+ Under HP bars, monsters will show squares colored in the style of their immunities:
fire - orange, lightning - beige, magic - crimson, curse - white, acid - yellow, cold is.. not supported yet;
+ Another fix to gold generating as rare item;
+ FFS so much is being done that I can't really remember what was added to report it here, anyway, monster HP bar is updated;
+ Added a lot of new affix types, added many of these to magic and rare item tables. There will be morphing, yay! ;
+ Upgraded character sheet window to show more of that useful stuff;
+ Character sheet window made bigger (just like inventory) and now has additional info slots:
critical hit chance,
critical hit damage,
life regeneration speed,
mana regeneration speed,
magic item find chances,
etc.;
+ Added affixes of holy arrows (gave it its own sound effect and holy-looking arrow look, and explode effect animation);
+ Added affixes of bonus accuracy, +damage, +%damage against various monster types (undead, demon, beast);
+ Removed some old affixes that are obsolete now (well, actually it's possible they will be used on unique items, not often),
Note: and a little reminder here. Affix is a general name. Stuff before item is prefix, after - suffix;
+ Updated monster HP bar with imunities to the left under the bar, and vulnerabilities to the right (could be improved later);
+ Added new type of arrows: arcane;
+ Added new type of arrows: acid (they do over time damage to monsters and their HP bar goes white when it happens);
+ Sweep damage formula is changed to ( 25 + CLVL/2 )%;
+ Fighters now deal sweep damage when dual wielding and using melee 2handed weapons, Monks sweep with axes and staves;
+ Updated Main menu and Support looks;
+ Fighters can block in melee with all melee 2H weapons now,
Note: max block chance is still 35% though, might need a raise in future to about 45-65% since it's only 2 frames;
+ Recolored Bile Demons and their bosses. Changes are not drastic but I had to recolor them from scratch to make them look better;
+ Revised resistances and immunities on all base and unique monsters;
+ Adjusted immunity and vulnerability markers under monster HP bar;
+ Monsters hit with acid will have their HP bar turn beige, also their outline will change color;
+ Updated Credits text;
+ Finished filling up all of new character sheet slots;
+ Character KB resistance formula changed to: ( bSTR/5 + 45 )%, and is displayed in character info window now;
+ Special game mode added: Overtime. Gives a player something like 60 seconds to score a kill, otherwise player is killed,
Note: to create an overtime character, name them OT_#your name# ;


v0.2383 (16:23 25.05.2018), hotfix

+ Emergency fix: throwing potions made unequippable because they caused game crashes and all sorts of trouble;


v0.3000 (8:25 11.06.2018), "Ring of Fire"

+ This one's after Johny Cash's song;
+ In IM and NM modes oils now drop from bosses according to these new rules:
dlvl 1: tier 1,
dlvls 2-3: tier 2,
dlvls 4-5: tier 3,
dlvls 6-8: tier 4,
dlvls 9-12: tier 5,
dlvls 13+: tier 6;
+ Fixed Fighter blocking: now they actually do block with twohanders and don't with bare hands;
+ ALT highlight works correctly with Griswold shop open;
+ Nightmare fixes: elixir giver shrine no longer drops gold, spiritual shrine replace with elixir giver effect;
+ XP floats show correct info, now they process MP XP limitations as well;
+ Monster HP bar displays champion monster info now;
+ Spell cooldown info is shown on the right;
+ Upgraded some affixes of critical series, added some more;
+ MP XP gain cap removed;
+ Upgraded a lot of affix data;
+ Added Walock grimoire list;
+ Changed looks of some jewelry;
+ Added system of Perks. They will be assigned to characters retroactively;
Note: formula is CLVL-1 perks for character (e.g., if you are level 17, you get 16 perk points),
Note: yes, they do make the mod easier. No, I will not increase difficulty to compensate for that. Yes, I think that's ok;
+ Perk window is opened by [P] hotkey now. Added a button near mana orb, which is used to open perk window,
Note: it replaces Friendly Fire switch in MP mode, but since it wasn't used really, I decided it's alright for now,
Note: if need be, FF switch will be restored;
+ Rebalanced all perks again. Now they make more sense and provide excellent balance;
+ Automap is no longer drawn over perk window;
+ Item damage indicators no longer drawn over perk cross;
+ Revisions made to all quest uniques (fixing, adjusting);
+ Renamed some unique monsters;
+ Added 2 lines of unique items: rings and amulets;
+ Fighter class is now renamed to Savage (finally);
+ Fixed all perk related code;
+ Fixed character save/load code;
+ Fixed Warlord of Blood speech interruptibility;
+ Fixed Tremain's absence in town;
+ Fixed City of the Damned level loading palette;
+ Items show info in tooltips always, old way is turned off completely. Config option removed as well;
+ Fixed Slain Hero gamecrash (at least, it's supposed to be fixed);
+ Armor type items now can add DFE and damage resistance as base parameters;
+ All items of armor type were assigned individual DFE/AC/DR attributes;
+ Adjusted magic affixes and rare affixes to compensate;


v0.3001 (5:33 12.06.2018), hotfix

+ Fixed unidentified items not updating dfe/dr on character;
+ Fixed white items showing red text;


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MIK0
messaggio21 Jun 2018, 22:13
Messaggio #34



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Gruppo: OldGamer
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Io non sto più giocando a The Hell per il momento ma seguo lo sviluppo. Si sono un po' complicate le cose perché esiste The Hell, The Hell HD (con le modifiche di risoluzione mutuate da TH2) e The Hell 2 e in sostanza ci sono stati degli abbandoni da parte di alcuni coder. TH2 è ancora agli inizi dato che il piano è di avere tanti tipi di classi e specializzazioni oltre che armi e armature diverse per classe. Han rilasciato qualcosa ma non ce lo vedo per giocarci attivamente.
 

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Versione Lo-Fi Oggi è il: 15th October 2018 - 09:31