Fix -fix Tomb Vipers damage in Nihlathak level...them make too much damage!The damage depend
by the fps, is the truth??
-same thing for exploding bone dolls in Mephisto level
Suggestions -increase necromancer revive time, 10 minutes just for kill uber monsters
-3d/perspective in windowed mode game, and deactivate hide windows on lost focus
-set a fixed fps in order to don't have always the cpu at 100%
-can do 'call to arms' and 'teleport' in town
-a filter to select the game and the possibility to kick out a player if you are the game maker
-with the command /fps i would see the duration time of the game
Question -if you will remove teleport on enigma, how can the necromancer gather alle the minions near the target monster?with a portal?^^
[ Post edited by Angrenost ]
1. Re: Diablo II 1.13 - My #1 Patch Note 05/20/2009 12:29:01 AM PDT
Anything that is constant damage is 1/2 damage actually. I tested it and it appears to be like 49% of damage shown.
There are other skills, like the above two mentioned, broken for several YEARS.
It would take MINUTES nay, SECONDS to realize this as a patch maker person.
There are amazon skills partially/slightly broken as well, but it is minor as they are boring and hardly a soul would use them or has tried. However, it would be a nice thing to see stuff FIXED.
I could do without balances, without stash increases, without just about anything. Fixing broken skills is the basic thing a patch should accomplish. The patch team for diablo 2 is the worst patch team in gaming history. It has cost the company MILLIONS of dollars and 10's of thousands of users who gave up on a game that could have been fixed over a weekend if Blizzard cared.
All that glitters is not gold... yeah right. $$$ talks bs walks.
3. Re: Diablo II 1.13 - My #1 Patch Note 05/23/2009 07:46:38 PM PDT
#1 - Guilds. Graphics are still in game, just needs coding.
You can start a guild by talking to a Guild Master person, this NPC has new graphics, like Blizzard Master gfx on the realms. To start a guild requires 10mill. Guilds are not Realm Exclusive, you can start a guild over tcp/ip as well as open bnet, in addition to singleplayer, so guilds are stored locally (Except if they are on closed bnet) When you make a guild, you will be prompted to fill out this form:
Guild Name*: <name>
Guild Hall Location*:[b] (DROPDOWN, selections:
Wilderness (Act 1 outdoors look. No requirements)
Monestary (Act 1 monestary look like Cathedral, requires completion of Act 1 on Hell)
Caves (Act 1 caves look, need to kill 1,000 Fallen Shamans in the Caves to unlock. Also you need to have completed Den of Evil on all difficulties)
Desert (Act 2 desert look, requires completion of Act 1 on all difficulties. In addition, you need all Act 2 Waypoints on 1 difficulty)
Tombs (Act 2 Tomb look. Requires full Tal Rasha set)
Maggot Lair (Maggot Lair look. Need to kill Coldworm on all difficulties, as well as a Nagelring)
Arcane Sanctuary (Arcane Sanctuary look. Need Arcane Sanctuary waypoint on Hell, acquire Summoner's Key, and additional 15 mill)
Jungle (Act 3 jungle look, requires Giddbinn quest completed on all difficulties)
Sewers (Act 3 sewer look, requires additional 10 mill)
Hell (Act 4 River of Flame look, requires an SoJ)
Highlands (Act 5 highlands, need to have beaten Shenk on all difficulties to unlock)
Ice caves (Act 5 Ice Caves, need to have killed 15,000 Frozen Terrors to unlock, or have all Cold Skills at level 10 or higher (sorc))
Arreat Summit (Arreat Summit, need to land a killing blow on 3 of the 9 encounters you have with The Ancients)
Tag (Added on to Beginning or End of Name. Up to 5 characters, allows numbers and symbols, but no spaces): <tag>
Tag Position (DROPDOWN): beginning or end
Initial Deposit: (Initial Deposit into your Guild's bank, used for upgrades)
Guild Type* (DROPDOWN): Guild, Clan, Team, Legion, Squad, or Cult. This is just used for certain strings (I.E. Cult HZ is now hostile with Legion RRS)
Anything marked with a * is required to fill out
Once you get your guild situated, you get a special ability that appears on the Spell Bar.
[b]Teleport to Guild Hall Mana Cost: 10 Teleports you to your guild hall via a portal. If other guilds use this and they have the same guild hall location, all of them will be next to one another, however guilds cannot use other guild's stuff.
Guild Halls have these fundamental objects:
Trophy Case - This houses all the guild's valuable stuff. Members can place stuff in, and the guild leader must approve it. Other guilds can view items in the trophy case.
Bank - This is like a shared stash for the guild. It also holds the Guild's gold. You can only deposit gold in here, you can't withdraw it, only the Guild Leader can.
Message Board - Guild Leaders can post messages for the community here. They can also buy upgrades for the guild here.
Now onto the upgrades-
Every guild starts with a maximum of 10 members and 10 mil max gold in bank. Using upgrades, you can expand this. Each upgrade costs like 10 mill or so, and adds an additional 10 members and 10 mill max storage. This can go as high as 250 members and 250 mill max storage.
Also, you can buy additional bank and trophy slots. a 2x2 space in the bank is 100,000 gold. You start out with 3 trophy case slots, but you can get up to 20. Each trophy slot is 25k gold.
Furniture: A guild can buy stuff to put in their guild hall. The Guild Leader can buy the stuff and place it wherever they wish.
Pool of Life (Drops 4 super pots when you click it, 20 per hour): 50m gold.
Pool of Energy (Same as above, but with Mana): 50m gold
Crucifix (Clears shrine/curse effects and adds a random shrine effect to you): 25m
Statue of Virgin Energy (Infinite stamina for 30 minutes, stacks on top of shrine effects, no use limit): 15m
Grim Harvest (Drops a Full Rejuv when clicked, cannot be used again for another 10 minutes): 5m
The Journeyman (Turns all your minor/light potions into 1k per potion): 100m
Law of Life (Swaps mana/health values temporarily): 25m
Obelisk (Insert a gem. You get a bonus based on the gem you inserted. Only 1 effect at a time, effect lasts 5 minutes): 15m
Lay of the Land (Click to get an item that reveals the map ONCE, on ONE level. Only 1 guild member can have a map): 75m
Mega Chest (Unlock the chest using any Pandemonium Key to reveal a special prize): 25m
Rune Factory (Click on it to drop an item from the Runes 17 treasure class. Only 1 use per 20 minutes!): 200m
Shrine of Enirhs (A shrine that reverses your name temporarily): 1m
The Mystifyer (Basically, its an improved gamble. You select either Armor Weapons or Rings, then place an amount of gold. The more you bet, the higher your odds of getting a unique item): 5m
Hunting Tool Rack (You click it, and it drops a tracking device. Attach a tracking device to a Javelin using the cube, and hit a target using the javelin. You have to manually reload tracking devices. Tracking devices show a red X mark where you are tracking an enemy. Since you can track more than 1 enemy, the monster's name is shown above the X. Only 5 tracking devices can be on the ground at once. Tracking lasts 5 minutes or so): 50m
Bar (Makes you drunk. While drunk, you do more damage with less of an attack rating. This does not work for sorcs or necs, they are smart enough not to drink. :) ): 25m
Vigilante Portal (Hire hunters that will attack in PvP, but not PvM): 10m
Waypoint (It's a waypoint...): 1m
Brazier: 1k apiece
Bed, like in Harem: 5k
Torch: 500g apiece
Wall Torch: 250g apiece
Well (You can drink out of it): 1k
Corpse of Monster (Mainly used to scare away rivals, you can choose the monster): 2.5k
Bed, like in Wilderness: 1k
Torture Devices (Jail, Act 1): 1k for a rack, 2k for that spikey thing
Skeleton Bodyguards: 1k per Skeleton, 2k per Mage, 5k per Archer
4. Re: Diablo II 1.13 - My #1 Patch Note 05/23/2009 08:04:16 PM PDT
#2 - Increased Moddability. Don't lie Blizzard. Modders saw what you did with 1.10 =). You say you are against mods but in 1.10 patch notes:
"Restructured game mechanics. This should make it easier for mod makers to mod the game".
So why don't you just give us more to mod?
Blizzard, most game companies such as yourself have been formed over mods. Many of your devs got into the career by modding games. So why dont you do modders a favor and softcode more things, specifically:
Increase line limits for .txt files, especially Levels.txt and Objects.txt
Softcode skill points per level
Softcode quests maybe?? Like allow modders to make new quests
Multiple towns in 1 act
Also, it would be nice if you fixed a few things/made them better:
'throw' item property. The one that makes melee items throwable. Doesn't work in its current stage, but will be super awesome
'reanimate' property. So you could have an item that reanimates monsters into Baal or something
PSpell 10 and 11. So you can launch spells like you could in D1 ^^)