Rainy day v3.28d [Updated]

Information and updates for the Seasons After mod. If you have any questions or suggestions for the mod, please post them here.

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enq
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Rainy day v3.28d [Updated]

Post by enq » Sun Jun 29, 2003 5:12 am

Mana regen is going to be seen as an issue in this version but there are quite a few potion drops (at least there were for me) only they are now in the form of monster parts.
I don't know if these monster bits add anything to the mod as yet, but later on I plan to make them a bit more specific along with all drops - which is not easy - it can limit some builds so monsters need to all be shifted around and changed... lots to do :D

However my next step is to make useful uniques - ones you really need for certain areas. They'll work well, I hope :)
Otherwise if 1.10 comes before that, then great I have my list of things to do 1.10.

Update (Changes in v3.28d):
I've changed a few small things and fixed the bug I thought I had fixed previously ;)
Increased the Druid's Mana regeneration rate.
Fixed the bug with Bartuc's drops :D
Changed the fourth wave of Baal's minions back back to the way it was in v3.24d.


http://sa.d2mods.com/


Changes in v3.27:

Compatibility with Diablo II Classic (Some).
Some previously Expansion Only items are now available in D2C.

Characters
Mana regeneration rates changed again, characters like the Assassin had faster regen than Necromancers and Sorceresses :/

Skills
Reduced the increase Warmth gives per level - with some regeneration and mana per kill gear this was heavily overpowered.
Check out the new Valkyrie ;)
Changed Tiger, Cobra and Phoenix Strike back so that they can be used with any weapon (except bows/crossbows).
Druids can use any Druid skill in both Werewolf and Werebear forms.
Certain skills require other skills from different tabs before they can be used.
Reduced the initial effectiveness of Dodge, Avoid and Evade.
Improved Exploding Arrow.

Mercenaries
All mercenaries now gain more resistances per level.
They level much faster too.

Items
Fixed a bug where Amazon Only weapons were getting the wrong automagic bonus - I guess noone plays spearazons :(
Runes should drop from lower level monsters now.
The Horadric Staff, Khalim's Will and the Hellforge Hammer now have level requirements.
Curved Bladed weapons now reduce enemy defence with every strike.
Automagic properties are better on Magic and Normal (white text) items than on Rare and Crafted items.
Charms, Rings and Amulets get colours :)
Fixed Paladin Only Bows from spawning with a bonus to Combat Skills when it should have been a bonus to Offensive Auras.
You are now able to get more sockets in Class Specific Items via cube recipes, for example in Normal you can gain up to 4 sockets, 5 in Nightmare and 6 in Hell.
Halved the defence on Circlets.
Level requirements for all items have been added.
Town Portal and Identify Scrolls and Tomes no longer drop from monsters - why would a monster need to go to town?
Arrows and Bolts no longer drop.
Gold no longer drops from monsters - it still does drop from chests.
Fixed a bug with flashing stats on Regular Rubies.
Changed Druid Pelt sounds to not sound metallic and hollow...
Bows now get 25% damage bonus from strength and 75% from dexterity rather than 100% from dexterity.
Amazon Only Swords and Flails now get a 75% damage bonus from strength and 25% from dexterity rather than 100% from strength.
Most bows are not [10] slower. Strafe should be more appealing now ;)
Removed resistances along with all the cold damage mods from Charms.

Armour/Shields now display the reduction in Walk/Run speed (if any):
Weighted: 5% Slower Run/Walk.
Awkward: 10% Slower Run/Walk.
Cumbersome: 15% Slower Run/Walk.
Unwieldy: 20% Slower Run/Walk.

Unique Items
Nerfed the Rogue's Bow.

NPC's
Fixed NPC's they were selling more items than the screen could hold and some would not appear because of this.
Reduced repair costs.
Removed most potions from all NPC's.

Monster Bits
Hearts will transform into different strength health potions.
Eyeballs will transform into different strength mana potions.
Brains will transform into Rejuvenation Potions.
Jawbones will transform into Keys.
Horns will transform into Thawing Potions.
Tails will transform into Stamina Potions.
Flags will transform into Identification Scrolls.
Fangs will transform into Quivers of Bolts.
Quills will transform into Quivers of Arrows.
Spleens will transform into Antidote Potions.

Monsters
Prevented leeching from Griswold, also increased his damage.
Increased the damage the Festering Appendages in the Worldstone Chamber.
Increased The Summoners' spell levels and his regeneration rate.
Increased the speed and damage of most Quills.
Skeletons are stronger.
All undead are immune to poison.
The Greater Mummy class of monster is now dangerous. They are the Fallen Shaman of the desert and deal magic damage now - get those Reduces Magic Damage items out ;)
Removed Itchies from the Maggot Lair.
Increased Sand Maggot damage.
Increased Serpent damage.
Experiencing Duriel is great :)
Fixed up the monsters in the Spider Forest.
Changed the fourth wave of Baal's minions back to the Venom Lords as this was causing too many crashes for no good reason :(
Last edited by enq on Tue Jul 01, 2003 10:27 am, edited 2 times in total.
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Re: Rainy day v3.28d [Updated]

Post by noELrunes » Tue Jul 15, 2003 8:45 pm

I don't know if this is a bug or not


I've crafted a ring, and managed to get 23% enhanced Def per level as shown here - http://www.frailart.net/members/noELrun ... edring.jpg


now, I took the ring off to see if it even did mentioned mod, but it didn't. Notice between the 2 pictures the defense stayed -

http://www.frailart.net/members/noELrun ... change.bmp

now, by math with my 244 def points, and 23%, I should get about 56 points added..but I'm not :(

Could you fix it? Oh, and I see a bit of the repair costs going down, but my rare claws cost about 1.2K to fix per every durability point that goes down.

Other then that, I'm loving the crafts and uniques I'm finding :D
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Re: Rainy day v3.28d [Updated]

Post by enq » Tue Jul 29, 2003 8:00 am

That stat on the ring does seem like a bug :(
Thankfully it is easy to fix and I have done so :)

Though I'm not sure I'll have another version out now that the beta is here - I may just move over to the beta and continue the mod there :)
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