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31 Oct 2016, 20:49
Messaggio
#26
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Gruppo: Gamer Messaggi: 929 Iscritto il: 27 June 12 Da: Ravenna Utente Nr.: 19.437 BGE The Last of Us Playing Poco e niente SO Windows7 |
bhè proprio perchè è morto, una volta fatto non ci sarà più da rimetterci mano ;P
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31 Oct 2016, 22:52
Messaggio
#27
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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1 Nov 2016, 02:19
Messaggio
#28
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Gruppo: OldGamer Messaggi: 1.773 Iscritto il: 2 September 03 Utente Nr.: 74 |
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). |
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1 Nov 2016, 22:03
Messaggio
#29
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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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2 Nov 2016, 00:42
Messaggio
#30
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Gruppo: OldGamer Messaggi: 1.773 Iscritto il: 2 September 03 Utente Nr.: 74 |
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. |
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11 Dec 2016, 18:08
Messaggio
#31
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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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19 Mar 2017, 18:35
Messaggio
#32
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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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21 Jun 2018, 20:04
Messaggio
#33
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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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21 Jun 2018, 22:13
Messaggio
#34
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Gruppo: OldGamer Messaggi: 1.773 Iscritto il: 2 September 03 Utente Nr.: 74 |
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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20 Dec 2018, 18:30
Messaggio
#35
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
Pare ora sia in mano di un solo developer, Mordor.Ma ha anche aiutanti.
Il changelog della 0.700 nuova pietra miliare di TheHell2. -------------------- |
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20 Dec 2018, 21:09
Messaggio
#36
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Gruppo: SMod Messaggi: 10.006 Iscritto il: 7 May 04 Da: Regione dell'Albero d'Oro Utente Nr.: 1.400 BGE Elvira 1 SO WinXP |
Non c'è qualcosa per giocare Vanilla?
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21 Dec 2018, 17:24
Messaggio
#37
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
Solo per diablo 2. Il primo diablo vanilla era buggato alla morte. Per giocare la versione più vanilla possibile ti consiglio https://mod.diablo.noktis.pl/
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24 Dec 2018, 13:27
Messaggio
#38
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Gruppo: Gamer Messaggi: 929 Iscritto il: 27 June 12 Da: Ravenna Utente Nr.: 19.437 BGE The Last of Us Playing Poco e niente SO Windows7 |
ho provato la mod the hell, a livello di difficoltà basso mostri con rigenerazione e butcher al primo livello, mi sembra un po' sull'esagerato
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24 Dec 2018, 14:15
Messaggio
#39
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Gruppo: Gamer Messaggi: 454 Iscritto il: 8 June 07 Utente Nr.: 7.743 SO Win98 |
ho provato la mod the hell, a livello di difficoltà basso mostri con rigenerazione e butcher al primo livello, mi sembra un po' sull'esagerato La mod funziona così: crei un personaggio, inizi una nuova partita, vai avanti fin che ci riesci, quando non puoi più, inizi una nuova partita con lo stesso personaggio, che conserva l'esperienza, le statistiche, l'inventario, e torni a macinare mostri nei livelli più bassi per potenziare il personaggio e raccogliere nuovi oggetti. -------------------- Spiegone di Akira e Ghost in the Shell: http://dancar-deviantart.deviantart.com/gallery/
Ultima IV Reborn AeT: https://tinyurl.com/yay5t45y |
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5 Oct 2019, 20:28
Messaggio
#40
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
Noktis ha ripreso lo sviluppo del suo Diablo 1 HD Mod!!!
Tchernobog v0.1.6c. Ho adorato da subito la resa della luce in questo mod rispetto all'originale e TheHell2 arrivato alla v1.0071.
Files allegati
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13 Jan 2021, 21:16
Messaggio
#41
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
Nuova release 1.6g del mod HD:
CITAZIONE #Tchernobog 0.1.6d - 0.1.6g MOVED SAVES FROM C:\Users\yourusername\Documents\Diablo 1 Tchernobog TO GAME FOLDER! RELOCATE THEM IF YOU WANT TO KEEP USING THEM! NO WIPE YET! JUST CHANGED SAVE LOCATION! Fixed the "ZeroTier detected" message - now it should only appear when it detects ZeroTier, not ALWAYS like before. Added support for "patch_rt.mpq" - you can add japanese voice pack or other memes. Animated mana/heath orbs - settings for them in config.txt Orb animation created by https://www.instagram.com/nikolaypopovz/ Thanks! Updated game libraries to the latest version. Added a timestamp to crash memory dumps. Allowed accessing player level/character class and info if item is identified or not to loot filters (replace your lootFilter/global.lua with new one). Added "/respec" command - YES! Stat respec! But it's not free, resets ALL spells to level 0 too. Assassin's damage bonus for having one hand free increases from 25% to 125%. Golem doesn't open doors anymore. Fully restore hp/mana after restarting in town. Buffed hoarder's loot a bit if books are the loot (25% chance), then there's 10% chance to drop a recipe instead of a book - applies to multiple books! qlvl of other items dropped by hoarders is increased by 3 disable casting lvl 0 spells. show map's qlvl in top right corner - map qlvl is used for generating items from chests/racks. reset hotkeys on respec. reset hotkey if a spell reaches lvl 0. add showing qlvl to set/unique items while holding shift. explanation to item generation qlvl formula: the input to the formula is map qlvl for chests/racks or monster qlvl for monsters. min value is (qlvl / 3) - 10; - the division is rounded down. min value is forced to be in 1-25 range. max value is qlvl. max value is forced to be above or equal to 6. the qlvl of the final item is a random value between min and max. an example for lvl 133 monster. min = (133 / 3) - 10 = 44.33 - 10 = 34.33 - rounded down = 34. 34 exceeds the min qlvl range (1-25) so it gets reduced to 25. max qlvl is 133. items can have qlvl in 25-133 range That way you can figure out what's the min monster lvl that can drop the unique/set item you want.. fix assassin damage bonus (was only on character sheet earlier), now it works properly move map qlvl label from top right corner to top left - after map name move "restart in town" menu option to top of the menu to avoid accidentally pressing "new game" Segnalo inoltre la mod definitiva per Diablo 2: https://www.projectdiablo2.com/ -------------------- |
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14 Jan 2021, 01:12
Messaggio
#42
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Gruppo: OldGamer Messaggi: 1.773 Iscritto il: 2 September 03 Utente Nr.: 74 |
Segnalo inoltre la mod definitiva per Diablo 2: https://www.projectdiablo2.com/ L'ho provato un po' all'uscita. Ho visto che han rivisto alcune skill. Non sono sicuro mi piaccia l'upscale che è stato fatto ma sembra girare bene. Segnalo che una delle dll del gioco viene segnalata da alcuni antivirus, però dicono che sia un falso positivo dovuto a come opera il mod per aggiungere certe modifiche (tipo intercettare il render del gioco). |
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31 Oct 2021, 11:47
Messaggio
#43
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
Versione 0.2.0f tchernobog per Diablo1!
Con aggiunta di una nuova classe, Spellblade. CITAZIONE New version of the Tchernobog mod v0.2.0f has been released and added to the download section.
#Tchernobog 0.2.0f All summons should display their stats accurately now - armor / level / resists Golem updated stats formulas: resists: 20 + spell level * 5 - caps at 75 (80 if spell level 15+) armor: 50 + spell level * 10 + difficulty bonus bonuses from difficulty: nightmare: 90 hell: 160 torment: 300 golem level previously was always set to 1, now it's equal to caster's. Which means golem should get hit less and hit more often! Decoy inherits player's resistances Made spellpower boost golem / and necro zombies/skeletons - who knows, maybe some max mana max spellpower golem build is torment viable now Spellpower boost for zombies/skeletons doesn't include bonuses from stats (with vit bonus to hp being an exception - it does benefit from spellpower) Updated golem spell description - it doesn't benefit from magic, but from mana Added description for warrior's forge mastery skill Increase timeout duration (from 5 to 20 seconds) - hopefully this will prevent being dropped because of having a lot of items in stash Adjusted assassin's magic casting speed to match fire and lightning spells (casting will be slower) Fixed a bug where you had to restart game after respec for spellbooks magic requirements to be recalculated properly Fixed a bunch of typos Frality -> Frailty Enchanted shrine: loosing -> losing Help panel: When and item -> When an item Unique: Eaglerhorn -> Eaglehorn, Goreshowel -> Goreshovel Skills: Etheralize -> Etherealize Display info about X hotkey for level 1 characters Fixed a bug where scavengers awarded no xp if killed while they were eating a corpse Items with durability decreased by hidden shrine can't have current durability greater than max anymore Increased max shop sell item price - 25k base + 25k per difficulty Added /roll command for rolling a 0-99 number Allowed going to previous screen with ESC during character name selection or multiplayer IP screen -------------------- |
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20 Jun 2022, 15:52
Messaggio
#44
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
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20 Jun 2022, 16:53
Messaggio
#45
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Gruppo: OldGamer Messaggi: 1.773 Iscritto il: 2 September 03 Utente Nr.: 74 |
Io sto seguendo le news ma è un po' che non gioco. Hanno aggiunto veramente molta roba: classi e varianti, perks, migliorie all'interfaccia, nuovi oggetti. Dovrò rifarci un giro prima o poi. Messaggio modificato da MIK0 il 20 Jun 2022, 16:53 |
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11 Oct 2022, 19:54
Messaggio
#46
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Gruppo: OldGamer Messaggi: 1.773 Iscritto il: 2 September 03 Utente Nr.: 74 |
Il 30 Settembre 2022 si è concluso lo sviluppo di The Hell 2 con la versione 1.2500. Il gioco viene fermato a livello di contenuto e rimarrà soltanto in modalità supporto in caso di bugfix. Come è stato per The Hell.
Questo perché è partito lo sviluppo di The Hell 3 che avrà altre meccaniche e come per The Hell con The Hell 2 si vuole preservare una versione definitiva del precedente mod. Chissà cosa si inventeranno con questa nuova versione. Le informazioni di download come sempre sono disponibili sulla pagina patreon del team https://www.patreon.com/thmod |
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12 Oct 2022, 19:33
Messaggio
#47
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
Il 30 Settembre 2022 si è concluso lo sviluppo di The Hell 2 con la versione 1.2500. Il gioco viene fermato a livello di contenuto e rimarrà soltanto in modalità supporto in caso di bugfix. Come è stato per The Hell. Questo perché è partito lo sviluppo di The Hell 3 che avrà altre meccaniche e come per The Hell con The Hell 2 si vuole preservare una versione definitiva del precedente mod. Chissà cosa si inventeranno con questa nuova versione. Le informazioni di download come sempre sono disponibili sulla pagina patreon del team https://www.patreon.com/thmod Sono dei pazzi scatenati. E li adoro. -------------------- |
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3 Apr 2023, 15:56
Messaggio
#48
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Gruppo: SMod Messaggi: 14.545 Iscritto il: 20 January 06 Da: Bologna Utente Nr.: 2.653 Entropologo part-time BGE AG: Indy3 Arcade: Silpheed Free Roaming: Shadow of the Colossus RTS: Praetorians Playing Magari... SO Windows7 OGI Supporter |
Lo sviluppo di Tchernobog sembra essere ripreso a spron battuto, siamo alla 0.2.2b
Changelog dalla 0.2.0f:
Tchernobog 0.2.2b Rework displaying %dmg & %chance to hit affixes - they will still show total stats split into 2 (%dmg and %cth separately) but will show each individual affix accurately (and its stat range) while holding shift. Fix not showing prefix/suffix number on %dmg/%cth/%dmg&%cth affixes (was impossible before). New crafting recipe - corrupt perfect unique/set items - can drop on hell+ difficulty (recipe qlvl 66). 50% chance to add an affix that does nothing (but doesn't allow trying to corrupt that item again). Can double one of existing affixes or add Ignore Target Defense / +3 spells affix. Recolor "Tancred's Weird" - was very hard to see in inventory before. Add grouping of same stats to set items if shift not held. Tchernobog 0.2.2a Fixed cinematics being cut off or not displaying on certain resolutions. Fixed a very rare bug where the game would get stuck on loading screen. Fixed a bug where rare items would ignore the first suitable affix if more than one was within qlvl range. Fixed fire/lightning wall having double dmg on central element. Fixed demonic essence turning into gold if transferred to anvil/stash/whatever using ctrl + click. Fixed rerolling set/unique affix "armor class: x" with demonic essence. Fixed removing respec potion after use. Fixed 1 more room in lost treasure tunnel filling with snakes. Fixed a bug that could corrupt items with preset spells while rerolling their stats. Change number of elemental walls segments from 7 to 5 + 2 per 10 spell lvls. Add a new recipe for removing affixes (like before, enter and leave a game to get it to appear), using varying numbers of Azure Oil (1-4) controls which affix will be removed (first/last/prefix/suffix). Spells cast from a staff have cooldown reduced by half. Spells cast from a scroll have no cooldown. Stop opening the split quantity window if there's only 1 item. Show inactive set stats - color grey (affixes that need more set pieces than you are currently wearing) and number of pieces required to activate them. Display partial and full set stats while holding shift. Added info to spellbook about Apocalypse and Blizzard spells scaling with magic. Added showing stats missing till perfect set/unique item roll (shown under name if shift held). Tchernobog v0.2.2 Noktis | Published on Feb 19, 2023 New version of the Tchernobog mod v0.2.2 has been released and added to the download section. Tchernobog 0.2.2 TO GET THE 2 NEW RECIPES ENTER THE GAME THEN LEAVE IT - THEY GET ADDED WHILE SAVING THE CHARACTER SO WON'T BE AVAILABLE IN THE FIRST GAME YOU PLAY AFTER UPDATE! Scrolls get +100% spellpower bonus, staff spells get +50%. Preserve summon stats between levels (now having some summoning gear on swap could be useful - spellpower etc.) - it also means summons don't heal while changing levels. Golem resist cap increases to 80 at spell lvl 20 and 85 at 25. Cap monster physical resist at 95%. Fix golem idle animation (after teleporting or changing level) - will stay a bit longer on player after teleporting as a side effect. Make scrolls have 5 charges. Add scroll type to belt item type selector. Crafting materials max stack size has been increased from 100 to 999 (can't go higher because number wouldn't fit on the item square). Warrior's repair skill and Sorcerer's recharge staff are on cooldown when you start/join the game. Allow sorcerer to recharge scrolls with his skill (up to clvl / 5 charges - 15 charges at lvl 60). Add a chance to warrior's repair skill to increase max durability - clvl * 2% chance for increase by 1 (2 at level 60). Add Demonic Essence material as a VERY rare drop to quest monsters (and even more rare drop to regular bosses/champions) - allows rerolling stats/spells of rare/unique/set/crafted items. Add respec potion as a VERY rare drop to quest monsters (and even more rare drop to regular bosses/champions). Idea by Miacis - Add Oil of Binding as a RARE drop to quest monsters (bigger chance) and regular monsters - allows merging stats from rare rings/amulets into rare items that have an empty prefix/suffix slot - ONCE per item (max are 4 prefixes & 4 suffixes, you can check which one is which by pressing shift - prefixes will have P and suffixes S). Show merged stats on rare items (to see separate affixes hold shift). Add showing multiplier to "half freeze duration" affix (X1 default, if you have 2 = X2 - it keeps halving the freeze time - X1 = 50%, X2 = 25% etc.) - stacking half trap damage affix is pointless (that's why no multiplier shown)! It only works once. Only magicfind of alive players counts towards loot. Fix crash after leaving the game while interacting with something (waypoint/stash etc.). Limit max range from which you can interact with objects to 2 tiles (Earlier you could open shared stash from anywhere if someone was standing in front of it - 2 tiles to still allow interacting with shared stash if another person is standing in front of it). Tchernobog 0.2.1h Fixed spiritual shrine corrupting inventory. Stop interacting with stash till it gets fully loaded. If potion type for a belt column is set, pressing a number for a column that is empty will use potions from other nonempty columns with the same type. Tchernobog 0.2.1g Fixed Artisan sometimes dropping materials that couldn't be picked up. Fixed message box not being centered after changing resolution. Fixed on hit/on attack spell cast affixes being inactive in a game till an item got reequipped or player died. Fix penetration above 128. Fix cold and fire debuffs (from monsters) lowering wrong resistances. Add showing unique/set/recipe drops on chat. Add timestamp to chat messages. Spiritual shrine now adds its gold in 1 pile instead of cluttering all free slots. Changed base ring of "Farnham's" and "dream" rings to be close to their qlvl - means they should drop more often than before. Tweaked generating uniques - algorithm should be more consistent. Tweaked generating sets - algorithm should be more consistent. Added /chance command that shows droprate for set items / uniques and info about their qlvl / their base item's qlvl / set elements. Negative HP regeneration can't drain HP below 1 in town. Reset unique items tracker between games. Reset set items tracker between games. Add elements to names of "Farnham's" unique rings. /clear command - clears chat. /clearall command - clears chat AND chatlog. Greedy magicfind bonus changed from 1000 to 666. Magicfind now works 100% of the time. Tchernobog v0.2.1f Noktis | Published on Jan 24, 2023 New version of the Tchernobog mod v0.2.1f has been released and added to the download section. Tchernobog 0.2.1f Fix displaying penetrations above 100%. Fix crash in sorcerer's cooldown reduction. Reduced number of alchemist boxes from Artisan from lvl/10 to lvl/17. Tchernobog 0.2.1e Fixed a crash when trying to reassign a hotkey on a spell granted by item after leveling up. Sorcerer gains 0.25s skills cooldown reduction per kill. Etherealize triples sorcerer's cooldown reduction while active. Raised penetration cap from 100 to 150 (elemental/physical). New boss type - Artisan. Buffed Highborn boss - monster level 120% -> 125%. Hoarder boss drops 1 extra item. Display dmg needed to stun monster in advanced monster stats. Tchernobog 0.2.1d Fix homing missile pathing (bone spirit) when an enemy is fully surrounded by summons (necromancer). Disabled removing potions with incomplete charges (not 5/5) from trading stash. Spellblade's Break Protection hits max stacks instantly if cast unarmed and no stacks of it are active. Enchanted Blade's element always matches the one from Element Conversion (if active) while in town. Tchernobog v0.2.1b Noktis | Published on Aug 28, 2022 New version of the Tchernobog mod v0.2.1b has been released and added to the download section. UDATE #Tchernobog 0.2.1c #0.2.1c Refresh Spellblade's riftwalker buff (the one you get after using rift) on killing a monster that gives exp (certain summons won't count!). Enable Izual fight. Fix Valor quest (now pedestal requires bloodstones to interact with it). Enable Quest items drop (they don't save). Shift + click on stat spends 5 points instead of 1. Remember potion type belt settings (the new green extra belt row - settings saved per character). All potions/elixirs have 5 uses (shop price increased x5). Only clear spell hotkeys on respec (scroll/staff/skill hotkeys stay). Pepin has unlimited small rejuvenation potions starting on nightmare difficulty and full potions on hell+ difficulty. Fix sometimes displaying wrong animations/giving wrong stats while using a broken weapon/shield. #Tchernobog 0.2.1 - 0.2.1b #0.2.1 Fixed various memory leaks and stability issues. Added 12 new unique rings (4 per fire/lightning/magic element - they have same names - it's possible to have a total positive roll of resistance pierce = ring boosts enemy resistance = useless!) Farnham's Bet (qlvl 10) - -1/+1% elemental resistance pierce 5 times. Farnham's Wager (qlvl 25) - -2/+2% elemental resistance pierce 5 times. Farnham's Venture (qlvl 40) - -3/+3% elemental resistance pierce 3 times, -4/+4% elemental resistance pierce 2 times. Farnham's Gamble (qlvl 60) - -5/+5% elemental resistance pierce 5 times. Added 6 new unique rings - they roll 5 affixes changing level of spells from certain spellbook pages (-5/+5 range) Dream of Sheen (qlvl 10) - -5/+5 to #1 page spell - rolls 5 times. Dream of Luster (qlvl 25) - -5/+5 to #2 page spell - rolls 5 times. Dream of Lucidity (qlvl 35) - -5/+5 to #3 page spell - rolls 5 times. Dream of Luminosity (qlvl 50) - -5/+5 to #4 page spell - rolls 5 times. Dream of Brilliance (qlvl 65) - -5/+5 to #5 page spell - rolls 5 times. Dream of Blood (qlvl 20) - -5/+5 to #6 page spell - rolls 5 times. Fixed Snotspill going invulnerable after leaving the level. Tweaked Elemental Fury colors (spellblade's skill). Reduce Charge (warrior skill) cooldown by 0.1 sec per skill level - base cooldown unchanged - 4.5 sec. Fixed some skill and cooldown/weapon type interactions: kills don't use mana/go on cooldown anymore if you don't meet the weapon requirements for them (Using charge with bow, using multishot with melee weapon etc.). Charge (and other skills if there are any) doesn't use mana if you cast it again when it's on cooldown. Fixed firewall/lightning wall dealing no damage if it spawned on monsters (center tile was an exception). #0.2.1a Spellblade gains/loses 20 perfect balance stacks while unarmed. Element conversion (spellblade lvl 32 skill) now increases current (clvl / 3) and max (clvl / 10) resistance to chosen element. Riftwalker buff (the one you get after entering a rift) reduces rift's mana drain by 5% while active. Added a new special belt row - clicking in it changes the potion type that is allowed to go in - settings revert to default (empty slot = everything allowed) after restarting Tchernobog. Made shift + click respect belt's allowed types - earlier items always went to first free slot. #0.2.1b Fix Decoy (assassin skill) randomly freezing the game. Fix Decoy not dying when player breaks stealth. Add displaying chance for monsters to break assassin's stealth below health bar (for assassin only). Allow Necromancer to use staff/scroll of healing with Blood Ritual active (only can't use healing SPELL). Play "I can't open this yet" sound when trying to interact with Lost Treasure chests before cooldown has expired. 3 new spellblade recipes (qlvl 20, low tier, ring, amulet, weapon). 3 new gem breakdown recipes - breaking a higher gem down produces 2 of lower tier: regular gem - qlvl 25. flawless gem - qlvl 35. perfect gem - qlvl 55. Tchernobog v0.2.0g Noktis | Published on Jul 25, 2022 New version of the Tchernobog mod v0.2.0g has been released and added to the download section. #Tchernobog 0.2.0g Fixed allowing 'V' letter in character names (it acted as pressing ESC and interrupted character creation before). Fixed a bunch of typos: Enlightment -> Enlightenment. Skill descriptions: Dreadfull -> Dreadful. Fix message boxes being off for freshly created characters or after changing resolution. (was only really noticeable for the message shown to new characters - press X for char info). Don't allow max HP to be lower than 1 while in town (prevents infinite death loop after equipping items that brought max HP to 0 and ruined character). Updated passives description for rogue/barbarian (press X). Fixed an issue while selecting character class by clicking on it. Fixed last menu entry not displaying while having more than 6 characters. Fixed scrolls not checking level requirement for appearing in speedbook and being used there. Display min/max affix rolls for magic/rare/crafted items while holding shift. Don't merge same affixes into one in crafted items (it prevented displaying a proper min/max value) - this won't affect old crafted items, only new. -------------------- |
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| Versione Lo-Fi | Oggi è il: 31st October 2026 - 01:54 |