Author Topic: Diablo2:Lord of Maidens - Touhou mod [Completed]  (Read 236807 times)

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #630 on: December 14, 2012, 01:20:33 PM »
Ver 0.92  - 15334kb - 14-12-2012

General
Health pots give regen for the listed duration and scale off Lives stat.
Giant Catfish's side area added.
Health and mana per levelup decreased.
Stamina per levelup increased.
Health and stamina per point of Lives increased.
Mana per point of Bombs increased.
Crafting recipes using class socketables added.
Game dialogue sounds and scrolling text redone.
Passive stats updater skill added to all characters as an innate skill.
Bonus content areas implemented.
Ten Desires bonus content area implemented.
Item level from bonus fragment crafting reduced.
Cube recipes with bonus piece crafting added.
Documentation updated.

Oni Brawler
Oni's Voice "Annihilating Roar" changed to area of effect and description corrected.

Voile Fairy
Everlasting "Phoenix's Tail" maximum duration and duration scaling reduced.

Youkai Hunter
Direction Sign "Kimontonkou" description fixed, duration and move speed scaling decreased.
Nue Sign "Danmaku Chimera" remade.

Phantom Kensei
Taboo "Cranberry Trap" remade.
Q.E.D. "Ripples of 495 Years" weapon damage added, missile travel sound corrected and mana scaling reduced.

Human Miko
Intelligence description colour corrected.
Revival "Game of Life" damage per second calculation info corrected.
Medicine Sign "Butterfly Dream Pill" base and scaling duration increased.
Light Magic "Star Maelstrom" damage caluclation reduced.
Good Omen "Cloudy Way in Purple" stun duration scaling reduced.
Magic "Magic Butterfly" damage reduced and conversion duration scaling added.
Scarlet Sign "Red the Nightless Castle" radius set constant and description expanded.

Items
All character's item sets implemented.
Class socketables implemented.

===================

Link for ver 0.92

Changes to the skills were mostly minor balances and descriptive fixes. Flandre got a remade skill because it would cause crashes otherwise. Nue got a remade skill because I don't think anyone used the old one anyway.

The big overall change is the shift in hp and mana gain. This was done to place more importance on putting points into Lives and Bombs. It also has a subtle effect of making the +attribute crafting with bonus pieces better.

Class socketables are a mix of jewels and crafting reagents. At low levels, they function as jewels would but are very class biased with the +stat automagic they spawn with. At character level 96, you can use them for a sort of gamble crafting. They offer high bonuses for relatively low cost but you risk not getting some enchantments. Using more materials will improve your crafting success rate. Class socketables that drop as level 96 and up items will start spawning with magic mods you can't get on jewels.

Side areas are the places you can access normally in the game. Bonus areas are places that you could only access if you were playing on realm servers. PlugY enables this access in single player and the necessary settings are included in the mod. Yukari, Aya and Shikieiki drop the keys to access the bonus areas. The bonus areas themselves drop a lot of the keys needed to access the final bonus area, Ten Desires.Ten Desires doesn't have its special drops set yet but you are free to farm the other bonus areas for keys in the meantime.

Stuffman

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
« Reply #631 on: December 14, 2012, 03:47:00 PM »
Slightly too late for this update, but the full sets of two classes have been finished.



Although, they won't look that good ingame though due to palettes (green things in particular). The only item I really dislike is Remilia's dress, I might remake that later.

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
« Reply #632 on: December 14, 2012, 05:09:38 PM »
Man, this update looks crazy awesome, not that I'm biased or anything. Going to try making a Nue/something now.

Thanks for all your hard work!!!
"you never know, you may have the best strats in the world" - Zil

Immortal Momiji!

Stuffman

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
« Reply #633 on: December 14, 2012, 08:34:33 PM »
This recent patch fixed most of my complaints with Yuugi so I won't write a long analysis this time :V

Anyway the gist of it is that Yuugi's kit isn't really very good but she gets carried by how strong the base damage of her weapon is, which most of her skills scale off of (plus her passive)! Early on I was expecting her to be really underpowered, but everything ended up working out once I had decent equips; she hits so hard that she can crush mooks pretty quickly and thin out the crowd fast enough to survive. Her roar is really good at mitigating being surrounded now, too. She is still helpless if she gets hit with any cold attack, but a lot of characters have that problem.

Yuugi suffers from a lot of redundancy in her skills. All three of her attacks are single target melee, they all have the same use, just depending on how much mana you want to spend. I like Helix a lot more now that the mana scaling has been cut, it works well as a replacement for her normal attack, and it does the job even if you only put one point in it. Between Shackles and Ko3S, though, I think it's a really obvious choice which one you want to take.

If I was to suggest a replacement, you know what unused Barbarian skill Yuugi could really use? Leap Attack. It'd be perfect for her, solve all her problems with managing mobs, and make her way more fun to play.

One issue worth addressing is that currently, if you pick up a Sake Dish, you're basically crippling yourself. You really really need the two-hand damage on her fists; equipping the dish drops your damage by over 40%. The Sake Dish would have to be carrying outrageous bonuses to make up for that. Maybe it should just be part of her set instead of a common item?

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
« Reply #634 on: December 14, 2012, 08:48:03 PM »
Oni Brawler doesn't have a shield if not for the Sake Dish. An alternate option is to make the Sake Dish another weapon and make up a new shield to replace it. Do I dip into Stuffcanon and borrow Nyuudou Parry? :V

If I give Yuugi Leap Attack, it would easily replace Ko3S as it's the only thing that could still be worked with the name. I'll see if I can make it like Labyrinth's version with some fire damage to go with it.

Stuffman

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #635 on: December 14, 2012, 10:07:41 PM »
Oh right, yeah I guess we should probably leave the Sake Dish as is. Making an Ichirin shield would be just as counterintuitive since she's the dual wielder :V

I don't think any Brawler build actually wants to use a shield, though. Sakuya and Ichirin are dual-wielders, Murasa is a two-hander and Suika is probably better off stacking jugs.
« Last Edit: December 14, 2012, 10:10:35 PM by Stuffman »

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #636 on: December 14, 2012, 10:13:52 PM »
For Yuugi's set, the shield can probably stay and I buff her weapon's damage to deal the same amount one or two handed.

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #637 on: December 15, 2012, 12:43:31 PM »
Okay, I've tested a Nue/Kogasa out a bit and it seems to make a quite well rounded and versatile character. Similar to Aya/Shizuha. However Kogasa's AoE strike makes me forget Danmaku Chimera exists. But I haven't gone very far yet or invested heavily into either skill so I can't really say if one is clearly superior. And a Chen/Nue build of some sort might have use for it, I don't know.

Tried out the nerfed Byakuren too, and it seems damage was cut from 125k -> 5k pretty heavy nerf, but her defenses were buffed indirectly from the life change and I was sitting at 8700 hp, which makes for quite the effective tank  :V How about giving her AoE stun strike an animation similar to the one Kogasa's AoE attack has?

About the new class specific crafting items, I like them a lot, makes for a great addition to the class specific stats and everything. However they seem to be slightly bugged right now, or maybe I missed this in the documentation, but they always seem to succeed giving the resistance boost, quickly allowing you to give an item 107% to all resistances if you want too at the cost of the stacked level requirement increase.

Then I kicked my own butt at phantasm level, I'm a loot pinata now ;_________________;
"you never know, you may have the best strats in the world" - Zil

Immortal Momiji!

Stuffman

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #638 on: December 15, 2012, 01:01:22 PM »
I've been playing around with Suika a bit and I'm not really sure what to make of her. She seems like she's kind of front-loaded, being OP early on but not that impressive later on.

Atlas doesn't scale that much in damage, but it does scale a lot in mana cost and stun, so while it becomes impractical to spam for damage it retains use as a pure stun skill. That's probably fine.

Mini-suikas I think are kind of problematic. They have excellent attack and defense stats so they tear through common mobs really easily. However, the combination of low HP + needing to summon a large number of them + being very expensive in mana leads me to believe that they'll all die horribly when faced with an enemy that does a large amount of energy damage, and it simply won't be possible to resummon them in the middle of a fight. (Actually, pretty much the only way to fill out your party is to summon them in front of the town healer to keep refilling your mana.) Basically any situation where your merc is likely to get killed, your Mini-suikas will probably be useless, which is a big problem because they seem to be factored pretty heavily into Suika's damage output. There should probably be some reworking in terms of scaling here.

Decrepify punch looks pretty cool. Not sure why you'd want to put more than one point in it though, I don't think keeping an enemy cursed by increasing duration will save any mana.

How does Mist work exactly? Does it really make you fully invincible? If I'm doing my math right, at level 20 it'd cost like 1000 mana but it'd make you invincible for like 20 seconds. That doesn't really sound okay, if you have enough bombs then every elixir in your belt = 20 sec of invincibility. This skill should probably do something else.

I'm not high level enough to get a look at the scaling of MPP yet. 200 mana for 8 secs of +30% damage and tons of defense doesn't really sound worth it, but she might not have a choice since nothing else boosts her raw damage.

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #639 on: December 15, 2012, 01:35:46 PM »
Deep Fog Labyrinth gives you a huge flat damage reduction, pseudo invincibility. If something would one-shot you through enough damage, then it'll still get through. Enemt boss Suika takes nothing when the skill procs in my testing.

Mini Suikas aren't intended to be tanks, just meatshields that you can spam. And yes, the mana cost will get tweaked so that it is spammable in a fight. It's just so tricky to test how much damage they do. I want their damage to scale off your damage since Mini Suikas are part of Suika.

MPP boosts your overall damage if i'm remembering the settings right. The defense bonus can probably be removed since Deep Fog makes you unkillable. I'm really wary about letting the skill scale duration because that might make things get silly.

I'm expecting there will be a lot of builds that suffer this time from the mana gains change. Its not exactly crippling but if it makes you re-evaluate your playstyle, the change has done its job.

I dreamt up a nice skill to give some enemies. Definitely only viable for release in the final version as it will likely break savegames to implement.

Then I kicked my own butt at phantasm level, I'm a loot pinata now ;_________________;

Is there anything you haven't been able to kill :ohdear:
« Last Edit: December 15, 2012, 01:37:38 PM by Pesco »

Stuffman

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #640 on: December 15, 2012, 02:11:29 PM »
Just started a Yuuka run since I'm curious about summons now.

Check out the random Rogue I got :]

[attach=1]

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #641 on: December 15, 2012, 05:46:35 PM »
Just started a Yuuka run since I'm curious about summons now.

Check out the random Rogue I got :]

:>

Do Yamame's spider summons' aura and conviction aura stack again? I gave my follower Infinity because it seemed like a good idea, but if it overrides the spiders aura it might be kinda bad.
"you never know, you may have the best strats in the world" - Zil

Immortal Momiji!

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #642 on: December 15, 2012, 06:35:49 PM »
They stack. I made different states for them because I might have wanted to give spider aura a different overlay.

Stuffman

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #643 on: December 15, 2012, 08:05:33 PM »
Yuuka works fine and needs no adjustments :V

...Is what I want to say, but despite being balanced overall, nitpick nitpick nitpick

My biggest complaint with Yuuka is the piddly damage of her parasol. Is she intended to be pure caster? I often find myself tempted to ditch it and grab a medium sword instead, since she has Flower stat coming from her shield and her dress to make up for it.

Juniper is okay. It's not very aggressive and doesn't do much damage, but it's pretty much zero maintenance (only Flandre has been able to kill it so far) so you can sort of think of it as a passive.

Garden of the Sun is kinda meh. You put one point in it and enjoy it until it starts dying too often to be useful. It's not really worth it to keep putting points in it just to give it more health, IMO. Yuuka is going to have a ton of points in Lives and doesn't really need it.

Snowdrop is rad, and interestingly the fact that it's kinda cumbersome to cast is what makes it balanced. It's Yuuka's main source of damage, but because of how much space it takes up you can't stack them much, so they stay pretty consistent and don't eat up too much mana.

I think Reflowering might actually be a little too strong right now. It does plenty of damage, especially when it's got Snowdrops firing into it, plus it has the HP and MP drain on top of that. But most importantly, the mana cost seems to be bugged, as I think it only costs 15 mana at all levels. Not sure if this is by design since the skill is meant to drain mana.

Beauty of Nature is honestly kind of a cool passive, but Yuuka doesn't need stats. Her parasol is too weak to benefit from high Power and she doesn't have mana problems so she doesn't need the Bombs. Since most of her points go into Lives she doesn't need help there either (and at the moment she's a runaway character anyway). I guess this passive could be cool with mixed character builds though.

Yuuka is fine right now, she cleans up mobs really well, and with lots of shit going on onscreen she has a pretty safe playstyle. Her damage vs a single target is more average so she still needs to put in work against bosses though. I guess my suggestions would be thus:
- buff her parasol
- swap the HP scaling of Juniper and Garden (Juniper basically never dies, Garden doesn't get enough HP to be worth the points)
- maybe add some perk to Garden that's only good with a lot of points in it?
- fix/increase Reflowering mana cost

The above changes would also make Beauty more useful since she'd enjoy the Power and Bombs more. And then she will be perfect :V

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #644 on: December 15, 2012, 08:36:43 PM »
Juniper comes with pretty insane hp scaling. I can nerf that and let the number of them you can summon be scalable. I'm not sure if it's possible to make their AI more aggressive. If I can, then Yuuka can be a more proper summoner build and her weapon can be left alone.

Garden could probably get a remake. Still a summon, but one that you want to let die. I'll need to think up some sort of death effect to give it.

Reflowering has no mana scaling set. Looks like I should crank it way up to make you invest in Bombs more than Lives :V

Stuffman

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #645 on: December 15, 2012, 08:54:05 PM »
Juniper comes with pretty insane hp scaling. I can nerf that and let the number of them you can summon be scalable. I'm not sure if it's possible to make their AI more aggressive. If I can, then Yuuka can be a more proper summoner build and her weapon can be left alone.

Well, as you put points into the vine the density of the briars increases; summoning a lot of them would put a lot of graphical garbage on the screen. I'd like to see it do a bit more damage in exchange for being made more frail. It doesn't necessarily need to be consistent, just more noticeable (I actually kind of like the idea of it being an assassin that runs around randomly picking off enemies), since Yuuka already has a lot of consistent AoE damage.

Garden could probably get a remake. Still a summon, but one that you want to let die. I'll need to think up some sort of death effect to give it.

That sounds fun, but keep in mind its primary cause of death is ranged enemies offscreen locking onto it. If it just blows up in melee range or something like that it won't be that helpful.

Reflowering has no mana scaling set. Looks like I should crank it way up to make you invest in Bombs more than Lives :V

 Just remember that she needs to be able to stack Snowdrop and Reflowering! It should probably cost a little less than Snowdrop. EDIT: After playing further, Reflowering really does make her OP. Price and/or nerf it accordingly.
« Last Edit: December 15, 2012, 11:40:49 PM by Stuffman »

Amraphenson

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #646 on: December 16, 2012, 01:21:48 AM »
Assessment of Yamame Skills at the point of reaching Act 2:
-Foliage Spiders
Honestly doing most of my work for me. Good tanks, but even past the point that they'll be decent as tanks they're reducing the living fuck out of enemy poison resists.
-Kandata's Rope
Does the rest of the work. Enemies die within one to two seconds of passing through so long as I have spiders up, it's pretty silly. I don't think it needs to be a wall so much as a cloud; the wall shape is finnicky to work with since it doesn't really function as a wall.
-Poison Attack
Completely superfluous once you get AIDS.
-AIDS
Effectively an alternative to Kandata's. I either poke a crowd of enemies with this and wait, or Kandata's them and wait.

It's hard to focus on anything but Yamame at this point, beyond a few points into Hina to pick up Lower Resists because that combination is silly. But the main splashes I'd be interested in at all would be Bone Zombie Prison and Decrepify. However, the former isn't necessary because Kandata's doesn't really function very well as a wall ie I don't actually need people to stay on it, and it's simpler and more mana efficient to just kite.  Zombie Fairies also has very little HP, and Decrepify will probably work better. I'm not entirely convinced Rin's tree is a good combo with Yamame's.

Is there any way to make poisons proc separately? Would make Yamame a lot funner, or more button mashy at the least. GOTTA KEEP THEM DOTS UP.
Sugoiiii~
[23:02] <~Iced> You have sown the seeds of your own destruction Amra.
[23:20] <Stuffman> enjoy your personally crafted hell Amra

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #647 on: December 16, 2012, 02:27:59 AM »
So i've been playing around with a Voile Fairy investing heavily in Mokou's skills as well as a few buffs from patchouli and Medicine. Makes for a pretty interesting combination allowing for hit and run tactics.

I did notice however that Mokou's attack skills share a breef cooldown period amongst themselves (except for the melee skill) when used. Considering the amount of damage you can deal with them over a large area that's not surprising.
Something that did surprise me though is that Everlasting Phoenix Tail  also shared in the cooldowns and the other way around. So for example I got in this really uncomfortable situation where I pulled a few too creatures in EoSD along with Rumia, Daiyousei and Cirno and used EPT for safety planning to use Flying Phoenix to teleport closer to the exit. That didn't work. Tested it outside of the rogue encampent and indeed after using EPT which has a 23 second cooldown for me all the other casted offensive skills from Mokou's tree  were inactive as well during that time.

So I was wondering if this was intentional or not.
« Last Edit: December 16, 2012, 02:47:20 AM by FlowenHC »

Stuffman

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #648 on: December 16, 2012, 03:31:55 AM »
I think when you're on cooldown you can't cast any spells that have a cooldown at all - it's part of the D2 engine, but it doesn't come up in the normal game because so few spells have cooldowns.

Anyway, now that we're looking at 1.0 I'd like to bring up some general quality-of-life and flavor suggestions. This is a lot of work and I don't know how much of this is practical so I'm just gonna throw it out there.

- I think it would be a really good idea to fully remove all character stat affixes from all non-class-specific items. Removing them from jewelry was a godsend but I'd like to take it farther than that. Stat affixes make up the vast bulk of enchantments that appear on generic equipment, and there is about a 97% chance that they will be useless to you, and a 100% chance that they are useless to the mercs, who are the ones that use the generic equips the most. If we really want character stats on this stuff, then the new class sockets can be used for that.
- Amra mentioned this in IRC but +health and +mana affixes are kind of pathetic compared to +lives and +bombs affixes. There are an awful lot of tiny +attacks, too.
- A general reduction on the appearance rate of potions, scrolls, and ammo, and having those probabilities filled with armor would be nice. Waaay too many consumables drop right now, and there are so many armor types in the game that it's hard to find stuff you need.
- Expanding on that, what I'd really like is easier access to normal quality class equips, as fodder for crafting. Obviously the shops can't sell them because they take up too much space. Aside from finding them, it'd be nice to have a less expensive disenchant recipe (currently 3 perfect gems to make it low quality, then 3 chipped to bring it to normal...obviously not worth it) to convert gambled junk magic items to normal ones.
- I am officially begging you to remove the level requirement associated with 40-ish stat. Around half the stuff you find at the start of the game has that much and you can't equip it until level 17. When you've started over from level 1 with as many characters as I have it starts to get really irritating D:<
- Shortcut gem combining? i.e. 4 chipped gems = normal gem. It'd just save a lot of fumbling in the stash.
- For the vast majority of characters, their personal skill passive is basically never worth putting points in (you keep saying they're for "extra skill points" but there's no such thing ;_; ). A simple way to make them situationally useful would be to make them give +5 stat per level instead of +1. Thus 20 points would give +100 stat, which is relevant but not huge.

Flavor stuff:
- Let's come up with a new set of random words for the titles of rares. Instead of finding armor called "DOOM SHROUD", how about "FRILLY ENSEMBLE" or "ELEGANT BODICE"? I volunteer for this task if possible. :]
- Giving the rest of the enemies more flavorful names would be good too. The act 1 birds can be tengu, the act 2 catwomen can be bakeneko, etc. Shouldn't be too hard to fill everything out.
- To be honest I never really liked Uwabami Breakers characters taking up all the NPCs in Act 2. They're very obscure and honestly only barely touhou-related. There are so many other touhou characters that could fill their positions.
« Last Edit: December 16, 2012, 04:15:19 AM by Stuffman »

Amraphenson

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #649 on: December 16, 2012, 05:25:31 AM »
The consumable issue carries over to a problem I have with the cube in general; I have so many potions that it's a major chore clearing out my cube so that I can actually start cubing things and making them smaller.
Sugoiiii~
[23:02] <~Iced> You have sown the seeds of your own destruction Amra.
[23:20] <Stuffman> enjoy your personally crafted hell Amra

Stuffman

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #650 on: December 16, 2012, 05:42:04 AM »
Oh, just stuff all the sell fodder equips in your cube and leave your main inventory for the potions. A lot less work to get it all out, and if the shit hits the fan and you empty your belt, you have that fat stack of bottles available right when you open up your inventory.

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #651 on: December 16, 2012, 05:46:18 AM »
Oh man so much to do :ohdear:

Flavour stuff first since that's easier to handle.

Enemy renames: In the OP it's still listed as to be completed. I've always wanted to dig into the GoS bestiary for what to call stuff.
Rares titles: The game has 2 lists of words for the titles and just RNG matches them. There's a little more to it than that so the item actually rolls an approriate name. I'll take a list of suggestions but also tell me what items the candidate list should appear on.
Act2 NPCs: I couldn't think of anything else at the time. If I change them, the dialogues obviously need to be adjusted too. Bear in mind as well that any Touhou that's appeared as a superunique in the main game is not available to be an NPC.

The easier of the other stuff.

Cooldowns are an engine limitation as Stuffman says. There is a way to do cooldowns via states so that it's shared only among particular skills. The problem with this approach for Mokou is that Phoenix Tail and Possessed by Phoenix are the ones that give a state. The state granting skills can effect a cooldown on the attack skills, but not the other way around.

The affixes need a lot of tweaking. +life and +mana obviously need buffs to match levelups and attribute scaling. +stat affixes on generic gear was intended so you could get your desired stat on all equipment. If I remove it from them completely, it would actually work very well with buffing the +stat gain from the core skill. Just in theory, the +stat gain from the skill can be set to even take on scaling to grant more +stat at higher levels. And then another facet to the source of +stat, the second rank of +stat affixes spawn too early. I think their level requirement should be fine for how much stat they give. The problem is that it's the highest level affix that can spawn so early. The real fix to implement when coupled with the core skill buff is to make these +stat affixes spawn much later.

Shortcut combining is doable, just many many lines of cube recipes to cover all the combinations. Disenchanting, how about the disenchant produces normal quality stuff then?

The rest will be addressed via changelogs.

Bgrmystr2

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #652 on: December 16, 2012, 01:38:00 PM »
I started messing around with this mod a while back when it was 0.80. It looks utterly beautiful.

At that point, I had a Reimu/Remilia character I was playing coop with a friend, and a Marisa/Patchouli I made for solo not too long after that. There were a few things I noted really quickly. Back then the passive skills seemed to not work at all once you left the game, and even if I leveled up, or leveled the skill up, I'd still get no updates and it had absolutely no change on my character. It was pretty sad. That combined with your.. "unsureness" (?) on how to fix the passive skill issue and the hiatus made it hard to continue past the beginning of Act V.

  • Playing with friend online (Open Battle.net password game) made me crash QUITE often, irrelevant if I was hosting or I was joining. I was the only one that crashed out of the two of us.
  • Strangely enough, I NEVER crashed playing single player. Not once. Only online with them.

Knowing you're back makes me happy. I'm also glad you fixed the passive skill issue. But there's also a problem I've come across.

  • To counter my first point, I had my first crash of single player after updating to 0.80. The message appeared behind a box, my mouse disappeared when I moved it on the box, and because it was behind a folder, when I moved said folder to read it, it pulled that YOU WIN *Cards fly everywhere* when you complete a game of Solitaire. (PLEASE tell me you know what I'm talking about.) The folder layered over and over itself on the error box so I couldn't read it. "Not responding".
  • I noticed that some of the items I found, like the shield that used to be an umbrella (I believe Yuuka's or Kogasa's) is now the vanilla shield graphic with the name still changed. Not sure if you changed it and planned to go back and fix it, or it was an oversight that you missed? There's quite a few items like that. I can report any I find if you wish.
  • There's a lot of dialog in the game that still has the original "he" instead of "she". It's also kind of funny how in the same exact text bubble will have the names Layla, Nilathak, Anya, Chen, him AND her. I'm thinking you might want to do a rundown of the texts in act V if you didn't already plan to. (I think you do, but I'm not sure.)
  • While playing on my Marisa/Patchouli, I have 180 Danmaku (Base 2) and 19 Elements (Base 9). The reason my Elements is so low is because no matter how many points I update it with on items, my mana is not affected whatsoever. I don't want to assume that the game only applies ONE main character bonus at a time, but I don't really have a choice.. and if it's true, it's definitely not based on hard points on the skill either.
  • Danmaku points from items correctly updates the damage of all my skills without me needing to ever touch the Passive Stats Updater skill.
  • And as said above, If I try to use the Passive Stats Updater to try to update my mana, it does nothing. My mana result is still the same no matter which item I wear (with or without the Elements bonus)
  • Speaking of said PSU ^, simply using it makes my mana go up a few points, and then instantly go back down. Same with my damage. It's negligible on the Master Spark, but other skills seem to gain quite the bonus. Is this intentional?
  • On the topic of Master Spark, I have viewed very awesome custom designed skills in the game like Remilia's 'Gungnir', Marisa's 'Stardust Reverie' and 'Shoot the Moon', among others. I was STUPIDLY excited to get Master Spark, expecting something astronomical. As soon as I got it, I was utterly crushed. I'm curious if this skill is going to get a change in looks, or keep it's current state.
  • I notice there seems to be absolutely no use for Super Sake. Like.. none. Whatsoever. It gives me MORE than my maximum mana.. Which would be TOTALLY fine, but it does not regenerate over time like the Tea does with your health. It instantly fills the mana bar like an elixir. There's almost no point in even using the Strong Sake either, since it fills your ENTIRE mana pool (1 off if it's odd, but big deal at 3k mana points). Though I've only played two classes and haven't messed with ANY of the endgame items, I'm sure there's SOME reason for it.. but seeing as I know how Diablo II's potions function.. I'm not sure.

Just so you don't have to ask, I'm running a computer I that bought the components of, and built myself.
AMD Phenom II X4 955 3.2ghz quad core
4GB Ripjaws DDR3 ram
MSI Superpipe OC Geforce GTX 285
Windows XP Service Pack 3

I cannot WAIT to see this mod in action at 1.00 though I hate that it'll delete all of my stuff. Sad to see, but eh. If there's anything I've stated you want screenshots of, I'll be happy to post any of them.

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #653 on: December 16, 2012, 01:53:30 PM »
Mods aren't intended for use on Bnet. Crashes like that are way out of my control. Multiplayer is best done via a LAN emulator like Hamachi.

From your wall of points, screenshots of the first 3 issues would be best. It's a lot of digging to find exactly what might be simply missing syntax in the code.

The +to Danmaku/Elements you get from items affect only the stat value and not the skill level. It's a common mistake people have made throughout playing the mod. Increasing the skill level of Elements will give you the mana bonus.

Stats updater gives you +1 to all skills for 1 frame. So for that 25th of a second, you had 3% more mana on your Fairy :V

I'd love to give Master Spark a custom animation but I simply don't know how I would make it. It uses a complicated bunch of short animations that have to align and chain together. That sort of thing is beyond me unfortunately.

I could rework the Sake potions to give bonus mana regen. I find that it's only because the game allows your mana pool to become so big that instant mana refills feel like cheating. How about making mana potions still give you that instant mana but based on your Bombs? The size of the mana pots determine a base multiplier.

Bgrmystr2

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #654 on: December 16, 2012, 02:47:47 PM »
I understand about Bnet and Hamachi. I've got a lan with Hamachi because of Touhou Fortress 2, so maybe I'll give that a go. I'll post images of anything I find off later (in the middle of Act V right now :wat:), though I don't want to fill a post with dozens of them... Oh. Wait. Yes, totally. Here. I'll just take half the screen hostage and make a post that's like a foot and a half long. :derp:

.. Hahahaha. Terrible. xD So terrible. I'll get right on it, but I won't go breaking the thread. Promise. :D

As far as I see, Marisa's Danmaku increases the damage of Master Spark because of the connection with it. So you're telling me that no matter how many hundreds of points I get, I'll only get stuff like % attack speed and Patchouli's % mana by hard points? That's actually REALLY smart. I did not notice that whatsoever, and thank you for making that quite clear.

Heh, 3% more mana for 25th of a second. TIME TO SPAM! lol no, that'd be arguably useless.

The lack of Spark animation makes me unbelievably sad :( ... But fair enough. Maybe you'll find someone who can.. or even! One day you will be able to come back and do it. High hopes. High hopes sir!

Edit: The bonus mana regen idea actually sounds really good. I know it's fundamentally different from how the HP pools and shows the exact point of which the regeneration stops, but maybe it's better for solid mana regen. A higher mana regeneration based on your bomb pool + potion size is exponentially good. Hell, I don't know if I could come up with something better. When I saw your HP pool regenerate a % of your hp, I loved it to the END of the Earth because it gives ALL health potions a use. ALWAYS. Every single tier health potion is useful because the smaller ones still heal %s, so they feel SO much more useful than the vanilla health potions. <3

Images coming in ETA 24-48 hours. I'll either edit this or make a new post, depending on if there's a post. But first, Homemade Mc Muffins!
« Last Edit: December 16, 2012, 02:54:37 PM by Bgrmystr2 »

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #655 on: December 16, 2012, 03:14:55 PM »
If the images are bigger than 640x480 just link them instead.

The amont of feedback and support as we get the final changes in is awesome. I'll work on things as much as I can and keep you guys in the loop on what's been done.

Partial changelog so far

Oni Brawler
Four Devas Arcanum "Knock Out In Three Steps" remade.

Kasha Warlock
Spider "Cave Spider's Nest" remade.

Items
Character stats automagic spawn levels increased and capped.
Kusari-gama base weapon type changed to 2-handed thrown weapon.

Stuffman

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #656 on: December 16, 2012, 03:16:15 PM »
I notice there seems to be absolutely no use for Super Sake. Like.. none. Whatsoever. It gives me MORE than my maximum mana.. Which would be TOTALLY fine, but it does not regenerate over time like the Tea does with your health. It instantly fills the mana bar like an elixir. There's almost no point in even using the Strong Sake either, since it fills your ENTIRE mana pool (1 off if it's odd, but big deal at 3k mana points). Though I've only played two classes and haven't messed with ANY of the endgame items, I'm sure there's SOME reason for it.. but seeing as I know how Diablo II's potions function.. I'm not sure.

Voile Fairy doesn't need it because it has a high mana heal rate. It's different across classes - for instance Oni Brawlers get less than half as much mana out of it. They're the ones who need it.

I have noticed, however, that Weak Tea heals me for full for much longer into the game than it should, regardless of class. I think the Lives impact on it might be too strong.

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #657 on: December 16, 2012, 03:25:29 PM »
The respective teas give the following hp regen

Weak:    stat('vitality'.accr)*10+100 for 5 secs
Light:     stat('vitality'.accr)*12+125 for 7 secs
Normal:  stat('vitality'.accr)*14+150 for 9 secs
Strong:  stat('vitality'.accr)*16+175 for 11 secs
Super:   stat('vitality'.accr)*18+200 for 13 secs

In the game, 10 hp regen is roughly 1 hp per second. For comparison, Mokou's heal skill is stat('mokou_rage'.accr)*10+100
« Last Edit: December 16, 2012, 03:27:16 PM by Pesco »

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #658 on: December 16, 2012, 04:24:09 PM »
Question about Pain Flow: Does it work by lowering physical resistance like in the original? I assume it does which means it will cap at -100% resistance right? Of course, breaking immunities is still useful though.

Also, I'm unsure if Yamame's spiders' aura can actually break poison immunity from my playing so far. But maybe the stuff I've met has had excessive resistance over 100%. (Lightning spire and IN Wriggle)

I Agree with Stuffman's suggestions on the general game improvements, but making extra crafting shortcuts for gems seems a bit redundant to me.

For potions

Weak:    stat('vitality'.accr)*5+50 for 5 secs
Light:     stat('vitality'.accr)*8+100 for 7 secs
Normal:  stat('vitality'.accr)*12+150 for 9 secs

Maybe this will be more like it?
"you never know, you may have the best strats in the world" - Zil

Immortal Momiji!

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
« Reply #659 on: December 16, 2012, 04:41:45 PM »
Pain Flow works as it did in the original. Resist cap should be adjustable and I have no hesitation against making it cap out at -500 :V
Lightning spire has 1000 poison resist. No amount of pierce is getting through that. IN Wriggle's poison resist should be breakable on Normal. On Lunatic and Phantasm it'll be unlikely that you can.

Hp pot nerfs feel like they could really hurt a Byakuren since her hp comes from mana instead of Lives.