Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Touhou Projects => Topic started by: Pesco on May 11, 2011, 01:38:28 PM

Title: Diablo2:Lord of Maidens - Touhou mod [Completed]
Post by: Pesco on May 11, 2011, 01:38:28 PM
I posted the startup ideas thread (http://www.shrinemaiden.org/forum/index.php/topic,9442.0.html) in GBA. Did some of the exercises in the beginner's guide and now I think I'm ready to get serious about it.

Completed

There's a lot of flavour rewriting to be done. It's a big project to do by myself, so anyone with D2 modding experience is welcome to offer advice on how to do some of the goals listed. Flavour planning is open to suggestions at all stages.

First release goal is to replace all the uniques in the game with Touhou ones. The current plan is to rename them into Touhou spellcards. I'll take suggestions of which D2 unique item to become which touhou spellcard from the list here (http://en.touhouwiki.net/wiki/List_of_Spell_Cards). Please include flavourful justifications for your suggestions. The first release only aims to put the items in the game, balance will come later. That said, item properties are also welcome, but I WILL NOT implement something that looks absolutely overpowered.

Clean patch_d2.mpq here (http://www.mediafire.com/?cs7f5pcm9j4is7h)

Updates
Latest version Link for ver 0.92 (http://www.mediafire.com/?z2in7gndkdi82iu)

Always back up your save files and patch_d2.mpq before updating to a new version of the mod
Title: Re: Diablo2:LoD Touhou mod
Post by: Berzul on May 11, 2011, 01:48:54 PM
Hmm as Far I know Mods for Diablo.. they can just convert the game, thus when it comes to maps, it will be still Diablo. Also.. I don't know if Diablo would allow to both shot and move.. which is kinda what is needed in this kind of game.(I Have blizzard or anyone that does not think it is a good idea to make it smash TV style.. when you can move or whatnot and cast spell not needing to stop for half of second to cast....)

Anyways.. if anyone would hmmm.. that would take a lot of work there.. I don't even know what kind of graphics/(s in sprites or whatever) Diablo use...
Title: Re: Diablo2:LoD Touhou mod
Post by: Pesco on May 11, 2011, 11:42:10 PM
Naming everything after spellcards just didn't work out nicely. It didn't feel good and some names simply don't fit or make sense. All the elite unique items except for rings and amulets have been named now. I'll be naming them from top down. If I get to the stage where I can't name an item, it's probably not going to be worth using anyway :V. Still nothing on what item properties we'll be seeing though.
Title: Re: Diablo2:LoD Touhou mod
Post by: Pesco on May 12, 2011, 07:45:54 AM
List of named items so far. Some of them I named according to their base item name, a few others are named according to what they do or their D2 name.

Nokozan Relic - amulet - Lucky Carrot
The Eye of Etlich - amulet - Gap Eyes
The Mahim-Oak Curio - amulet - Flower of Japan
Nagelring - ring - Coin for the Ferry
Manald Heal - ring - Sweet Potato
The Stone of Jordan - ring - Bad Apple

Arm of King Leoric - tomb wand - Hermit's Lost Arm

Harlequin Crest - shako - ZUN Hat
Veil of Steel - spired helm - Hakutaku Curse
The Gladiator's Bane - wire fleece - Thundercloud Stickleback
Arkaine's Valor - balrog skin - Robe of the Fire Rat
Blackoak Shield - luna - Luna Dial
Stormshield - monarch - Maple Leaf Shield
Hellslayer - decapitator - Tip of the Reaper
Messerschmidt's Reaver - champion axe - Murasa's Anchor
Baranar's Star - devil star - Koakuma's Mace
Schaefer's Hammer - legendary mallet - Meteoric Onbashira
The Cranium Basher - thunder maul - Tewi's Hammer
Lightsabre - phase blade - Asura Sword
Doombringer - champion sword - Sword of Unletting Soil
The Grandfather - colossus blade - Kusanagi Sword
Wizardspike - bone knife - Straw Doll Curse Knife
Constricting Ring - ring - Yatagarasu Eye
Stormspire - giant thresher - Scythe of Wandering Spirits
Eaglehorn - crusader bow - Stradivarius
Windforce - hydra bow - Eirin's Bow

Bul Katho's Wedding Band - ring - Jeweled Pagoda
The cat's eye - amulet - Chen's Earring
The Rising Sun - amulet - Subterranean Sun
Crescent Moon - amulet - Crescent Moon
Mara's Kaleidoscope - amulet - Earth in a Pot
Atma's Scarab - amulet - Wriggle's Scarab
Dwarf Star - ring - Peta Flare
Raven Frost - ring - Torii Hurricane
Highlord's Wrath - amulet - Last Judgement
Saracen's Chance - amulet - Suzuran

Arreat's Face - slayer guard - Oni Mask
Homunculus - heirophant trophy - Marisa Yukkuri
Titan's Revenge - ceremonial javelin - Emperor of the East
Lycander's Aim - ceremonial bow - Total Purification
Lycander's Flank - ceremonial pike - Rain in Showa
The Oculus - swirling crystal - Air Scroll
Herald of Zakarum - aerin shield - Keystone
Cutthroat 1 - runic talons - Nekomata Claws
Jalal's Mane - dream spirit - Terrible Souvenir
The Scalper - francisca - Sword of Rapture
Bloodmoon - elegant blade - Sword of Worry and Joy
Djinnslayer - ataghan - Watermelon Sword
Deathbit - battle dart - Persuasion Needles
Warshrike - winged knife - Silver Knife
Gutsiphon - demon crossbow - Needle Mountain
Razoredge - tomahawk - Ties with the Deceased
Demonlimb - tyrant club - Control Rod
Steelshade - armet - Witch's Hat
Tomb Reaver - cryptic axe - Higan Retour
Death's Web - unearthed wand - Hourai Branch
Nature's Peace - ring - The Beauty of Nature
Azurewrath - phase blade - Sword of Divine Justice
Seraph's Hymn - amulet - Cleansed Crystal
Fleshripper - fanged knife - Misdirection
Horizon's Tornado - scourge - Throwing Atlas
Stone Crusher - legendary mallet - Tengu Fan
Jadetalon - wrist sword - Suika's Wrist Chain
Shadowdancer - myrmidon greaves - Geta
Cerebus - blood spirit - Curse of Vlad Tepes
Tyrael's Might - sacred armour - Miko Outfit
Souldrain - vambraces - Fist Smash
Runemaster - ettin axe - Ferriage in the Deep Fog
Deathcleaver - beserker axe - Price of Life
Executioner's Justice - glorious axe - Short Life Expectancy
Stoneraven - matriarchal spear - Critical Heart Break
Leviathan - kraken shell - State of Enlightenment
Wisp - ring - Ghastly Dream
Gargoyle's Bite - winged harpoon - Spear the Gugnir
Lacerator - winged axe - Abundant Floating Spirits
Mang Song's Lesson - archon staff - Marisa's Broom
Viperfork - war fork - Nue's Trident
Ethereal Edge - silver edge'd axe - Narrow Confines of Avici
Demonhorn's Edge - destroyer helm - Nyuudou Nyoki
The Reaper's Toll - thresher - Komachi's Scythe
Spiritkeeper - earth spirit - World Creation Press
Hellrack - colossus crossbow - Gunhand
Alma Negra - sacred rondache - Radiant Treasure
Darkforge Spawn - bloodlord skull - Remilia Yukkuri
Widowmaker - ward bow - Guameri del Gesu
Bloodraven's Charge - matriarchal bow - Lunasa Solo Live
Ghostflame - legend spike - Ghost Sword
Shadowkiller - battle cestus - Flight of Idaten
Gimmershred - flying axe - Irresolute Bound Spirit
Griffon's Eye - diadem - Third Eye
Windhammer - ogre maul - Annihilating Roar
Thunderstroke - matriarchal javelin - Kimontonkou
Demon's Arch - balrog spear - Dragging Anchor
Boneflame - succubae skull - Koakuma Yukkuri
Steelpillar - war pike - Shou's Spear
Nightwing's Veil - spired helm - Oni Horns
Crown of Ages - corona - Aura of Justice
Andariel's Visage - demonhead - Flandre Yukkuri
Dragonscale - zakarum shield - Scorched Earth Mandala
Steel Carapice - shadow plate - Bucket Armour
Medusa's Gaze - aegis - Dolls Defence
Ravenlore - sky spirit - Tengu Mask
Boneshade - lich wand - Magic Butterfly
Flamebellow - balrog blade - Sword of Hisou
Fathom - dimensional shard - Objective Border
Wolfhowl - fury visor - Momiji's Fangs
Spirit Ward - ward - Misfortune's Wheel
Kira's Guardian - tiara - Red Ribbon
Ormus' Robes - dusk shroud - Optical Camouflage
Gheed's Fortune - charm -
Stormlash - scourge - Storm on Mt Ooe
Halaberd's Reign - conqueror crown - Deep Fog Labyrinth
Spike Thorn - blade barrier - Pendulum Guard
Dracul's Grasp - vampirebone gloves - Heavenly Net Sandbag
Frostwind - cryptic sword - Obsession Sword
Templar's Might - sacred armour - Kanako's Shimenawa
Eschuta's temper - eldritch orb - Busy Rod
Firelizard's Talons - feral claws - Cat Claws
Sandstorm Trek - scarabshell boots - Wriggle Kick
Marrowwalk - boneweave boots - Shackles a Criminal Can't Remove
Heaven's Light - mighty scepter - Moriya Gohei
Arachnid Mesh - spiderweb sash - Yamame's Web
Nosferatu Coil - vampirefang belt - Moriya's Iron Rings
Metalgrid - amulet - rare Metal Detector
Verdugo's Hearty Cord - mithril coil - Iku's Scarf
Carrion Wind - ring - Vengeful Cannibal Spirit
Giantskull - bone visage - Floating Skull
Ironward - caduceus - Judgement Bar
Arioc's Needle - hyperion spear - Hyper Speed Flying Object
Cranebeak - war spike - Adamant Helix
Nord's Tenderizer - truncheon - King Kraken Strike
Earthshifter - thunder maul - Mochi Pounder
Wraithflight - ghost glaive - Ghostly Butterflies
Bonehew - ogre axe - Oni Axe
Ondal's Wisdom - elder staff - Reimu's Broom
The Reedeemer - mighty scepter - Hakurei Gohei
Headhunter's Glory - troll nest - Orin's Trophy
Steelrend - ogre gauntlets - Yuugi's Fist
Title: Re: Diablo2:LoD Touhou mod
Post by: Pesco on May 12, 2011, 08:53:46 AM
Test release time! This is a mod for testing the increased inventory and stash sizes of ALL classes and increased cube size.

How to use
Unzip the attached file directly to your D2 install folder.
Create a shortcut to run the game.
Right click the shortcut and go to Properties.
In the target line, add "-direct -txt". exactly like that with the space, but remember to remove the quotation marks.
This parameter lets you run the game by reading from the customised file.
Test the game with new characters please.
To test the expanded cube, PLEASE BACK UP A SAVE. Then use the semi-played character to test the size of the cube.

Post screenshots of any spacing issues that come up.
Title: Re: Diablo2:LoD Touhou mod
Post by: Helepolis on May 12, 2011, 09:39:17 AM
The above post

[attach=1]

[attach=2]
Title: Re: Diablo2:LoD Touhou mod
Post by: Pesco on May 12, 2011, 09:01:40 PM
First release go! Not exactly with the items but some of the cosmetic adjustments are done already.

Ver 0.05
Inventory, stash and cube storage space increased.
Town portal, identify and keys are stackable up to 50.
Arrow and bolt quivers store 500 ammunition each.
Selectable difficulties renamed to Normal, Lunatic and Phantasm.

Known bugs
When buying TP/ID scrolls, they appear as stack sized 0. If you buy to fill up the stack, they buy up to 22 only despite the stack size being 50.

Edit:
Initial playtest on Bnet is that stacks of TP scrolls just don't work. DO NOT BUY SCROLL STACKS. Just use tomes for now. I'll have a fix for this up soon.

Screenshots
[attach=2]
[attach=3]
[attach=4]
Title: Re: Diablo2:LoD Touhou mod [Ver 0.05a released]
Post by: Pesco on May 13, 2011, 05:42:51 AM
Changelog

Ver 0.05a
Town portal and identify scroll stacking removed. Maximum tome stacking size increased to 50 instead.

Link for 0.05a (http://www.mediafire.com/?s5m89ce6tyom1rq)

Link for a clean patch_d2.mpq added in the OP.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.05b released]
Post by: Pesco on May 13, 2011, 08:48:56 PM
Changelog

Ver 0.05b
Even bigger storage space added.

Link for 0.05b (http://www.mediafire.com/?0otrqd8qxrhc3gq)

Save files are still compatible, so don't worry.

[attach=1]
AXEBOOKS!!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.05c released]
Post by: Pesco on May 15, 2011, 03:26:34 PM
A day alone at work means mega productive time :V

[attach=1]
Books are 1-handed caster weapons. They come with a modifier to increase your spell damage.

[attach=2]
Scrolls are 2-handed caster weapons. They come with the same modifiers as books.

[attach=3]
They can be gambled for

[attach=4]
Exceptional grade book

[attach=5]
Elite grade book

[attach=6]
Exceptional grade scroll

[attach=7]
Elite grade scroll

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

Ver 0.05c - 2362 kb 15-05-2011

Ladder-only runewords, uniques and cube recipes enabled for normal use. The cube recipes will require the player to be on Phantasm difficulty to be able to use it.

Link for 0.05c (http://www.mediafire.com/?81q3nxopdolb124)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.05c released]
Post by: Yukarin on May 15, 2011, 10:38:54 PM
I am a proud owner of the following stuff.

ZUN hat
Coin of the Ferry
Lucky Carrot
10 Bad Apples
Eirin's Bow
Air Scroll
Suzuran
Asura Sword
Oni Mask

All those were gotten from very many Meph runs at a previous version of Diablo 2. (1.09 to be exact)
I may have forgotten a few of my Items as well. Been a long time since I played. (hurr no Tiamat's rebuke or Butcher's Pupil)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.05c released]
Post by: Pesco on May 16, 2011, 06:53:51 AM
Those items may be changed since I'm redoing the entire weapons/armour system.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.05c released]
Post by: Yukarin on May 16, 2011, 08:29:12 AM
Oh my, that's a big feat you got there. Well, at least you covered some popular items.

Are you also doing set items?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.05c released]
Post by: Pesco on May 16, 2011, 08:36:25 AM
Hell yes for set items. One for each Touhou if I can.

Alpha testing files attached. I am NOT responsible for your screwed up games if you try to use them without my knowledge.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.05c released]
Post by: Pesco on May 17, 2011, 06:36:01 PM
Base armours that need uniques to be named. Post what properties the item should have too if you are up to the task. The list is grouped as follows:

Normal light
Lunatic light
Phantasm light
Normal medium
Lunatic medium
Phantasm medium
Normal heavy
Lunatic heavy
Phantasm heavy

There are extra hats because it's Touhou and we should have more hats :V.

Hats
Cat Ears
Rabbit Ears
Dog Ears
Green Ribbon
Blue Ribbon
Black Ribbon
Red Ribbon
Simple Hat
Poofy Hat
Grape Hat
Peach Hat
Black Hair
Gradient Hair
Blue Hair
Green Hair

Hitboxes
Clothes
Dress
Cosplay
Youkai Clothes
Youkai Skin
Youkai Hide
Oni Clothes
Oni Chains
Oni Armour

Scarves
Fairy Cord
Fairy Wrap
Fairy Scarf
Tengu Cord
Tengu Wrap
Tengu Scarf
Celestial Cord
Celestial Wrap
Celestial Scarf

Shoes
Paws
Sandals
Shoes
Ankle Boots
Capped Boots
Knee Boots
Thigh-highs
Stockings
Zettai Ryouikki

Sleeves
Short Sleeves
Spring Sleeves
Summer Sleeves
Long Sleeves
Autumn Sleeves
Winter Sleaves
Detached Sleeves
Wolf Tengu Sleeves
Miko Sleeves

Shields
Small Yukkuri
Medium Yukkuri
Large Yukkuri
Basic Tengu Shield
Warrior Tengu Shield
Guard Tengu Shield
Floating Keystone
Placed Keystone
Sacred Keystone
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.06 released]
Post by: Pesco on May 18, 2011, 09:51:39 AM
Ver 0.06 - 2715 kb 18-05-2011

Armours and weapons system simplified and completely remade.
Minor item naming changes.

Link for 0.06 (http://www.mediafire.com/?da779zx782es14h)

This version WILL NOT be compatible with your other saves. Make a new character when testing. And always make backups.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.06 released]
Post by: Dormio Ergo Sum on May 18, 2011, 12:04:31 PM
All the potions (Sake, Tea, Elixer) in 0.06 don't work.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.06a released]
Post by: Pesco on May 18, 2011, 01:24:19 PM
Ver 0.06a - 2708 kb 18-05-2011

Fixed bugs with pots not being usable.
Fixed claw weapons turning players invisible and unable to move.

Link for 0.06a (http://tinyurl.com/68rfr7c)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.06a released]
Post by: Dr Rawr on May 18, 2011, 02:03:26 PM
no potions still dont work  :yukkuri:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.06b released]
Post by: Pesco on May 18, 2011, 02:45:22 PM
Let's try that again ???

Ver 0.06b - 2715 kb 18-05-2011

Redid the potions bugfix.
Fixed drop rates.

Link for 0.06b (http://www.mediafire.com/?6vmbyvhr424rggk)

Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.06a released]
Post by: Just a GBZero on May 18, 2011, 11:29:32 PM
Note all these are done with a amazon, which was annoying not having a bow buyable.

Drops are, well, still borked.  Getting prety much anything, from high lvl stuff, to mostly high lvl stuff still, and a lot of super tea/sake. 
Dolls do no throw damage and only meele damage.
Trying to meele with a scroll causes a crash
HaltLocation:. line#2912
Expression: Unrecoverable internal error 6fad431b

Cat Ears make head invisable
Also liked what you did with pots.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.06a released]
Post by: Pesco on May 19, 2011, 06:48:00 AM
The droprates are fine when I test it with the debugging files, but once I pack the mpq, it borks again. The items system may take a while to completely fix still. If necessary, I'll redo all the items again.

Heads going invisible is likely due to there being no sprites for a character when equipped with that item. Like claws on a necro turns him invisible too.

Thanks for the feedback.

Some screenshots of the changes due in the next release/fix
[attach=1]
[attach=2]
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.07 released]
Post by: Pesco on May 20, 2011, 04:46:13 PM
Ver 0.07 - 2663 kb 20-05-2011

Items system completely redone using D2's base items.
Class specific items disabled (Do not expect to play a claw assassin!)
Items renamed.
Some NPCs and locations renamed.
Certain game options renamed.
Character movespeeds boosted.
All new characters start with a Kappa Cube in the inventory.

Link for 0.07 (http://www.mediafire.com/?4kdd0hhdqlz730n)

Edit: Save files from 0.06 will not be compatible. Make new characters again. You will want to anyway for the Kappa Cube.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.07 released]
Post by: Dr Rawr on May 23, 2011, 06:18:54 PM
Lucky Carrort
----
lvl5 ciritcal strike
%Magic find
%gold
%more exp
+to all skills

Gap Eyes
----
% chance to teleport when struck
+loght radius
+all resistance

Flower of Japan
----
enhanced defense based on level
enhanced attack rating based on level
Slower Stamina drain
Faster hit recovery
+to all skills

Coin of the ferry
----
%more gold
%magic find
%fast run/walk

Sweet Potato
----
Replenish life +
+life based on level
Heal after kill
+1 to all skills

Bad Apple
----
+to all skills
chance for deadly strike
chance for crushing blow
chance for open wound

Hermits lost arm
----
% damage to demons
% damage to undead
+ attack speed
+ hit recovery
+ enhanced damage
rest in peace
cause foe to flee

ZUN Hat
----
+to all skills
%enhanced defense
magic damage recution
damage reduction
fast attack speed
faster cast rate

Hakutaku Curse
----
+strength
faster run/walk
+1 to all skills
% chance to stun when striking
%enhanced defense
prevent monster heal

Thundercloud Stickleback
----
chance to cast lightning when struck
chance to cast chain lignting when struck
chance to cast charged bolt when struck
+defense
+damage reduction
+magic damage reduction
% more lightning damage

Robe of the Fire Rat
----
+absorb fire
+fire skill damage
+to fire skills
+fire damage
chance to cast blaze when attacking

Luna Dial
----
faster block rate
higher chance to block
chance to teleport when struck
faster run/walk
freeze enemies when struck

Maple Leaf Shield
----
chance to stun on attack
damage reduction
gives bash skill
higher chance to block
faster block rate
+to all skills
+dexterity

Tip of the Reaper
----
+damage
ignore defense
+damage based on level
%slow targets

Murasa's Anchor
----
knockback
crushing blow based on level
+damage
+cold damage
chance to cause foes to flee
increase attack speed

Koakuma's Mace
----
+fire damage
slows target
+all skills
ehanced damage based on level
knockback
crushing blow
faster cast rate

Meteoric Onbashira
----
chance to cause metoer on strike/struck/death
+fire damage
+all fire skills
+more damage from fire skills
gives lvl20 meteor
%enhanced damage

Tewi's Hammer
----
crushing blow
knock back
%chance to do some random skills
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.15 released]
Post by: Pesco on May 27, 2011, 07:10:32 PM
Ver 0.15 - 2697 kb 27-05-2011

Almost all game and quest dialogues rewritten.
All NPCs and more locations renamed.
Character levelling requirements reduced.
Character move speeds rebalanced.
Assassin claw skills adjusted to work for all weapons.
Ring, amulets and jewel drops nerfed.
Charms will NOT drop in the game anymore.

Link for 0.15 (http://www.mediafire.com/?sf7lnf06arkax5f)

Saves from 0.07 will be compatible.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.15 released]
Post by: Moekou on June 02, 2011, 10:06:29 AM
Wow, this is really awesome! What a coincidence, I just started playing Diablo II eleven years late and naturally, as with every single computer game, I instinctively google "name + touhou mod" and lo and behold, I found this! I'm rootin' for ya!

Just wondering, what is the purpose of nerfing ring/amulet/jewel drop rates and removing charms?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.15 released]
Post by: Pesco on June 02, 2011, 10:28:05 AM
So far every time I modify items, the drop rates become borked. So it's a temporary fix for rings and amulets. Completely removing charms is a balance mechanism. The bigger the inventory, the less effective charms should be. I want to make charms into unique drops from special bosses, so they become something worthwhile to get.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.15 released]
Post by: Moekou on June 03, 2011, 12:32:20 AM
Ah I see! Looking forward to it! Are you making any new custom bosses? Are the charms going to be guaranteed like Annhilus and Hellfire Torch and gotten from uberbosses or will they be rare drops?

What are you cooking up for the next update?

Good luck and good work!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.15 released]
Post by: Pesco on June 03, 2011, 08:37:35 AM
Custom boss sprites would be nice, but that's for later when I'm more experienced. I'm making do with whatever monster animations the game already has.

I intend the reward charms to be guaranteed drops and hopefully their effects would reflect the effort it takes to get it. Only available on Phantasm of course.

The next release had the option of putting in cube recipes, runes and runewords or creating uniques. I've done a bit of all of those, nothing complete yet but it's coming together.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.15 released]
Post by: Moekou on June 03, 2011, 08:54:28 AM
How much do you plan to tweak skill trees in order to reflect Touhou builds?

Are you planning to make recipes viewable ingame or will it remain something to be looked up online?

Also, do you think the next patch will be compatible with 0.15? =)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.15 released]
Post by: Pesco on June 03, 2011, 11:29:04 AM
Rearranging the skill trees and very minor tweaking is about as far as I can go for now.

Cube recipes and item listing will be provided in the documentation.

I'd try keep the saves compatible. If I add new items, then a newer version save won't be playable on an older version patch.

The next update will definitely have new runes, so it obsoletes 0.15.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.15 released]
Post by: Nightkriss on June 05, 2011, 05:45:33 PM
Momizi quest was implemented in 0.15? Or did I missed it ?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.15 released]
Post by: Pesco on June 05, 2011, 05:46:51 PM
Momiji does not have a quest. She's one of the build trees, so count her as a playable character.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.15 released]
Post by: Pesco on June 10, 2011, 07:05:44 PM
Ver 0.20 - 3020 kb 10-06-2011

Completely new set of runes added.
Added Power, Graze, Life and Bomb pieces and items
Tweaked drops so that new runes and pieces are obtainable.
Added some unique headgear and armour.
Added some blank runewords. They display a runeword name only.
Added some cube recipes.

Link for ver 0.20 (http://www.mediafire.com/?kda9oborqnar3kf)

Saves will still be good. The new runes and pieces obviously mean it's not backwards compatible.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Nightkriss on June 10, 2011, 07:24:13 PM
Those new runes look cool :D

My shield is now KiKoKeSa :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Moekou on June 11, 2011, 11:24:58 AM
Hahaha, the new Runeword system is brilliant! Thank you!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Nightkriss on June 11, 2011, 05:32:12 PM
The Tweaked drops in normal are strange in 0.20.
Items are droping which require lvl 50-60 in normal, while in lunatic 1-30lvl items.
I got also flawed gems,not chipped ones in normal, while in lunatic there were chipped gems ;P
However it occurs only in very starting areas. After rescuing Cain the drops are normal :P

I need the complete rune list, as far as I know:

Code: [Select]
Ku - ral
Shi - Sol
Ni - Um
Ki - tal
Chi - Lum
Tsu - Ko
SA - Amn
Ke - Ort
Na - Pul
Ka - ith
Ha - Zod
SU - shael
SE - Dol
Ma - Jah
Ho - Ber
A - El
Hu - Lo
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Pesco on June 26, 2011, 09:26:22 AM
Bad news guys. I'm using a plugin to add new modifiers and properpties on items and it WILL bork your save unless you ditch every piece of legacy equipment on your character. No equipping, inventory, stash or plugy shared stash. Get rid of your old items if you want to keep the character level.

But to make it worth your while to make a new character, I'll try have a few new skills in the update.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Amraphenson on July 07, 2011, 07:18:25 AM
Amra reporting in as story writer and skill namer. If we got any other flavor crap to do, just call me. I ain't useful for anything else.

Progress: Act 2-5 done.
Working on next:
Individual Quest Names and Descriptions
Dialogue for characters
Contemplation of whether or not to voice act Rinnosuke
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Mr. Rabi on July 08, 2011, 05:46:04 AM
I have a question. Will you be doing this for Diablo 3? (If it ever gets released...)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Kasumi Tani on July 08, 2011, 10:16:02 AM
I saw this project only now, and I must say a very, very sweet idea!!

I was quite a big fan of Diablo 2 for a while, and I am really looking forward to playing a Touhou mod of it! (Though I am waiting for the next version, so that I wouldn't lose my characters).

I have a question, though: will there be a feature to choose custom avatars for your characters? It would be great if there will be ^_^
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Amraphenson on July 08, 2011, 04:10:24 PM
For now Pesco and I are focusing on renaming everything and redoing dialogue and descriptions Pesco's been dabbling in custom skills though. Custom avatars and sprites are pretty far along in the plan, but I'm fairly sure they're in the plan.

Tl;dr We'll have them eventually.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Pesco on July 08, 2011, 05:00:35 PM
I'm just a noob messing around with the settings to make slightly different looking effects.

I have a question. Will you be doing this for Diablo 3? (If it ever gets released...)

If I can even run it and Phrozen Keep has the basic info.

I was quite a big fan of Diablo 2 for a while, and I am really looking forward to playing a Touhou mod of it! (Though I am waiting for the next version, so that I wouldn't lose my characters).

I have a question, though: will there be a feature to choose custom avatars for your characters? It would be great if there will be ^_^

Get used to the idea of losing your saves as I make more changes. These are pretty much public beta testing versions.

I have no idea what you mean by custom avatars. If it's not in the update notes, then it's probably not going to be modded.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Kasumi Tani on July 08, 2011, 07:41:11 PM
I have no idea what you mean by custom avatars. If it's not in the update notes, then it's probably not going to be modded.


By avatars, I mean making Diablo 2?s characters look like Touhou characters; for example, having an Amazon which would look like Eirin, or a Sorceress that look like Marisa.

I am not sure if Diablo 2?s engine will allow to have different looks for different characters of the same class (for example, one Amazon that would look like Eirin, and another that would look like Remilia), but hopefully, like Amraphenson said, at least one fixed replaced appearance for each class will be added sometime...
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Pesco on July 09, 2011, 12:10:28 AM
It is possible to use Warcraft3 sprites. The process is horribly messy and requires me learning something new. I would also need to get permission from the makers of DotS (http://en.touhouwiki.net/wiki/Touhou_Defence_of_The_Shrines) to use their Touhou sprites.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Amraphenson on July 09, 2011, 03:44:52 AM
In any case, don't expect anything really mind blowing for a while. Pesco and I are pretty much a two man team right now, as far as I know, and I'm useless for anything not involving text and stories.

Oh, and Pesco? What do you say to concept art for our new classes? :> I'm a decent sketch.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Pesco on July 09, 2011, 06:57:56 AM
Fuck yeah for free promo packaging!

But one step at a time with things that we're producing for real. I refuse to get hyped up about making fancy looking things and then fail to make the final product.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Kasumi Tani on July 09, 2011, 07:04:51 PM
Well, good luck and thank you for your work!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.20 released]
Post by: Pesco on July 09, 2011, 10:26:18 PM
Screenshots because they're ready anyway

Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 13, 2011, 01:41:14 PM
Ver 0.38 - 5515kb 13-07-2011

Added new modifiers.
Unique items completely added.
Skills tweaked and redistributed among all character classes.
Some skills redone.
Some new skills.
Claw weapons re-enabled.
Some game dialogues rewritten.
Player class backstory added.
All areas renamed, complete with new entrance messages.
Selling price limit increased.

Link for ver 0.38 (http://tinyurl.com/6ejph4k)

Making new characters is strongly recommended.

Edit: Made a quick fixup and replaced the upload. Link is still the same.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Amraphenson on July 17, 2011, 03:19:54 AM
Alright, enough procrastination. Gonna start act 2 dialogue.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 18, 2011, 06:46:16 AM
I downloaded the latest version, and it looks nice so far.

I have a question, however: am I supposed to use original version of Diablo II: Lord of Destruction, or upgrade it to the latest patch ? 1.13?

I upgraded Diablo 2 before installing this mod, and noticed that a number of names, most notably ?Assassin / Youkai Hunter? and ?Druid / Mountain Dweller? as well as several skill tress remain unchanged. (Which is a bit surprising, because the skills themselves are all changed in accordance to manual, and shouldn?t simply changing names be easy in comparison?)

Did you simply miss or didn?t get around to replacing these class/skill trees? names, or does patch 1.13 interfere with the changes you have made? (For reference, I upgraded my Diablo 2 via Battle.net first, then replaced Patch_D2 file with yours.)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 18, 2011, 07:30:34 AM
Upgrade to 1.13 to be safest. The LoM download should be 4.31mb. If it isn't then you got the bad version which was up for a few hours.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 18, 2011, 08:55:58 AM
Thank you for replying.

I downloaded the file shortly before posting (I think some 20 minutes or so), and the original file indeed 4.31 Mb in size (the unpacked patch file is 5,98 Mb), so I assume I downloaded the correct version.

By the way, really like the game so far, although changed skills are going to take a bit to get used to. (By the way, does skill reset still works only once? With the skill changes, it would be nice to be able to reset skills more then once, to try out different builts without starting over...)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 18, 2011, 02:08:56 PM
The normal game gives 3 free restat/respecs. More can be obtained by beating certain bosses for drops. Otherwise use a plugin known as PlugY. It has those functions amongst others features. While it is compatible for the most part, I will not provide support for it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 18, 2011, 03:46:02 PM
I see, thank you for replying.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 19, 2011, 09:23:44 AM
On a negative side, I must say that mercenaries don't too well, apparently due to player character's increased speed.

They constantly fall behind PC, but instead of teleporting to PC's location when they fall behind (like they do in original Diablo 2), they get stuck and never catch up with you. On a few ocassions, I have noticed that mercenaries who get stuck seem to disappear completely, and retuning back along the same route shows they are nowhere to be found at all (though they still appear on your side when you teleport to town or enter dungeon/cave).

Would it be possible to increase mercenaries' speed to match PC's? (Or, preferably, even make them faster to make sure they never ever fall behind.) I believe that if they never fall behind, it should solve all the mercenary problems.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 19, 2011, 06:27:21 PM
I'm much more inclined to remove mercs altogether. You aren't playing Imperishable Night here :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 19, 2011, 07:20:49 PM
Aww!!

But seriously, I think it might be better to preserve mercenaries, since they fit nicely with some builts (like my attempt to built Yamame Hellcaster, who is using earth golem). Providing, of course, their speed can be brought up to PC's or higher; the way they are now, they are kind of more trouble then help ^_^;
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 19, 2011, 07:37:26 PM
Not all of these skillsets and mechanics will stay. As I figure out how to make more nifty skills, the builds will get revised or maybe even more can be added. How mercenaries fit in, is really not within my current plans flavour or balance wise. I feel the PCs will be strong enough to not need a merc ever.

Preview for the next update: All weapons from cLoD are re-enabled. Some new class specific weapons added. Reimu's Fantasy Seal (the one with the homing orbs) is being worked.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 19, 2011, 07:58:56 PM
I see.

Well, looking forward to the next version (and hope it will still be compatiable with the current saves).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 20, 2011, 01:45:07 PM
Oh, by the way, may I ask a question, Mr. Pesco?

Since your mod has increases difficulty, experience gain and item drops, I am wondering how does it work with simulating additional players, i.e. "/players X" console command, which does the same thing?

In my experience, it seems to be working, at least monsters' difficulty is clearly increasing (and it is a bit harder to be sure whether item drops and experience is improved as well ^_^; ), but I am still curious whether using "/players X" overwrites your difficulty setting, or whether it creates additional difficulty atop of the difficulty you have set?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 20, 2011, 02:44:29 PM
I've only reduced the levelling requirements. No other changes for difficulty. /players x is a multiplier applied to monster stats, drop rates and experience.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 20, 2011, 03:02:02 PM
Thank you for replying once again!

Well, looking forward to the next update as before; hopefully it will include Touhou-based story for Act 2 as well.  I liked your dialogues and overall story very much, by the way, and Rinnosuke's comments about Remilia and Marisa were particularly touching.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 20, 2011, 03:07:12 PM
Amra writes those. I just make sure the game is still playable.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 20, 2011, 05:10:44 PM
I see. My thanks to her as well, then ^_^

Though one small complain I have is what the Garden of the Sun is doing right outside of the Palace of Earth Spirits   ???   Wouldn't it make more sense to name that location the "Streets of Former Hell", especially since it includes "Oni Bar" as a dungeon? The same complaint goes to Suzuran Field being right next to SDM, when it would make more sense to place it next to the Nameless Hill.

Well, sorry if I sounded too critical here; I know that this is only an initial version, after all, and making locations georgaphically-correct is probably not a priority. Just a couple of inconsistances I thought I'd point out.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 20, 2011, 05:35:16 PM
It's all covered in the plot. And there's no canon map of Gensokyo anyway.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 20, 2011, 05:59:04 PM
Well, that is trhe case...  Though the Palace of Earth Spirits kind of underound, while the Garden of the Sun most definitely isn't (or at least wasn't until this incident).

On unrelated note, I am wondering, could you tell me, what a "Bomb Piece" that I have just found is for?  ^_^  (the in game text only says "Required Level: 50", which I don't have yet)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 20, 2011, 07:13:56 PM
For crafting. It's in the Documentation.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Kasumi Tani on July 20, 2011, 07:19:54 PM
Um, I've read the documentation, and there isn't anything about Bomb Pieces in there... Unless "Bomb Piece" is the same thing as a "Bonus Item" that is a part of two Kappa Cube recipes? (But in that case, what kind of bonus does it add to a weapon/armor? Something random?)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 21, 2011, 05:05:53 PM
I haven't decided on what properties the Pieces can craft onto items yet.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on July 24, 2011, 03:33:56 PM
Messing around to make new skills

(http://img12.imageshack.us/img12/9742/fireswirl.jpg)

Making new skilltabs backgrounds :V

(http://img12.imageshack.us/img12/3600/skilltabteaspit.jpg)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on August 01, 2011, 09:53:16 AM
A major overhaul of pretty much everything is being planned. Saves won't carry over and I might need to use a new set of version numbers

What will be changed:
Skills
Items
Base Classes (tentative)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Amraphenson on August 02, 2011, 06:27:52 PM
For the sake of not wanting to repeat ourselves:

SAVES WON'T CARRY OVER. DON'T EVER THINK THEY WILL. EVER.

That is all.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on August 08, 2011, 04:51:44 PM
Progress reports

(http://img835.imageshack.us/img835/2659/screenshot001yy.jpg)

(http://img824.imageshack.us/img824/7195/screenshot002ym.jpg)

(http://img21.imageshack.us/img21/3774/screenshot003ye.jpg)

Now for the serious work that I was doing

(http://img59.imageshack.us/img59/1508/screenshot009wp.jpg)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Helepolis on August 08, 2011, 05:26:04 PM
HOLY SWEET MOTHER OF YUKKURIS.

need to dl this after guitar ressons.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on August 20, 2011, 06:29:43 PM
Easy Danmaku

(http://img607.imageshack.us/img607/6923/screenshot001yl.jpg)

Looping the missile to spawn itself on death.

(http://img854.imageshack.us/img854/9189/screenshot002mv.jpg)

Lunatic level danmaku that will lag your PC to death :V

(http://img202.imageshack.us/img202/458/screenshot003ua.jpg)

The implications of this is that I will be able to replicate spellcards such as Border of Wave and Particle or Maze of Love.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on August 30, 2011, 08:20:37 PM
I'll just need to make these for the other classes and then I can put out another update.

(http://img707.imageshack.us/img707/6646/screenshot001pj.jpg)
(http://img94.imageshack.us/img94/9577/screenshot003aj.jpg)
(http://img832.imageshack.us/img832/7540/screenshot002tm.jpg)

Save files won't carry over. I might put some changes in the map layout to make beta testing easier. Do not expect to play the whole game yet.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Amraphenson on September 05, 2011, 03:40:21 AM
4 of the 7 post-revamp class write-ups are done. All that's left is Voile Fairy, Hellcaster, and Oni Fighter. Going to update this post as I finish them.

9/12/2011- Oni Fighter done.

Orz editting the Mountain Dweller is a pain.
http://pastebin.com/iEPGYZcB - Miko
http://pastebin.com/bPPaFFGG- Mountain Dweller
http://pastebin.com/wi1GrtXC - Kensei
http://pastebin.com/0YTE2JRy - Hunter
http://pastebin.com/20SzupBS - Oni Fighter
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.38 released]
Post by: Pesco on September 12, 2011, 06:49:47 AM
Delay on the update due to wanting to do the skills system completely. As in all the skills work, synergies in place, descriptions and that sort of tweaking.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on September 12, 2011, 10:40:37 PM
Ver 0.43 - 3994kb 13-09-2011

Complete remake of class and skills system.
Modified skilltab backgrounds.
Runes reorganized.
Documentation revised.
MPQ file compressed to save space.

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

Link for ver 0.43 (http://tinyurl.com/3k9xbhf)

Skilltabs and skill icons are placeholder only for now. Weapon masteries do nothing yet as I haven't made the weapons. Main feedback I'm after in this update are description errors or skills/synergies other than weapon based ones not working.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Ace-Royale on September 12, 2011, 11:32:17 PM
lol Pesco, these modifiers are really troll
*-1489 life for Amulet of the Jackal
*-1746 Mana on some rare necromancer's head thing.

Flandre's Taboo Sign - Forbidden Fruit doesn't display effects on the tooltip.
Mokou's Ikahasa doesn't describe the effects of the skill.

Edit 1 - Master Spark is hilarious - it kills Blood Raven in about 2 seconds, with 5 points into innate, 2 into the spell. Bonebreaker lasted less than a second. This was on /players 8. Does stats (such as Energy) affect spell damage?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on September 13, 2011, 04:50:24 AM
The numbers on effects can be sorted out later. Otherwise, it sounds like the spells work as intended.

Only the tree's unique stat has an effect on spell damage, unless otherwise stated.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 03, 2011, 02:40:41 PM
Er... Well
when I play it and have to fight Marisa
I see something not right
Marisa's(Baal's)Clones are *still* titled as name Baal :wat:
I know that maybe HELPFUL to counter ones of Marisa(Baal) annoying skill
But it's a bug...

*Sorry for some hard reading , My level at English Grammar aren't well.
and for don't have the picture :ohdear:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 03, 2011, 05:31:21 PM
No problem. That one has been reported to me before and I kinda forgot. Thanks for reminding me.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 09, 2011, 12:15:46 PM
Holy crap danmaku :V
[attach=1]
[attach=2]
[attach=3]
[attach=4]
[attach=5]
[attach=6]
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 12, 2011, 05:01:05 PM
And I don't want to think when I have encounter the "Multiple Shots" rare monster :V

Anyway, look like some items that have ability to increase skill level(in tab) aren't correct yet
they say "An Evil Force" followed by the class name.
When I wear it, nothing happened. :wat:

And...
I don't known that Amra already done with this quest or not but if I can helped I'll do it. ;)

Act II - Q1 Corpse Collector(From Radament's Lair)

Rumi - Give the Quest and in the Quest's Speech
I don't expect this for you, But if you help us,
The peoples in Earth Spirit Palace and my Twillight Bar Room will be grateful.
Orin , One of Satori's pets , Begin acting strange after the Dark Wanderers have passed the Twillight Bar Room,
They're talking about seaching for Mima's Tomb and simple left with the money and the dishes on table.
After the week, Orin seem to be strange, She look at the guests outside my bar and begin to speak with herself
"This'll be the fine corpse, They're look very well when they become the corpse."
And then the worst have begin....
She killed the travellers whom come here for the drink and then take they corpses to the Earth Spirit Palace's Sewer
After known this, Satori decide to seal the way to the Palace's Sewer to prevent Orin from "Collecting Corpse" again
Anyway, It seem like that ill news are spread so fast. No one want to drink at my Twillight Bar Room anymore.
Please, Go down to the Sewer to defeat her then release her and the unfortunate corpses from the darkness...

Rumi - After the Quest Begin
Be Careful, I have heard that she can control the malice spirit
Maybe she should use them agains you.

Isami - After the Quest Begin
That cat? hmm? She make me scare enough to never get out from the bar forever...

Utsuho - After the Quest Begin 1
I'm wonder why Orin become like this?

Utsuho - After the Quest Begin 2
The only reason that Satori decide to seal the Sewer is Orin have break the Kasha's rule
that say "Never uses the normal and living human as a corpse"

Reisen - After the Quest Begin 1
Orin? She's seem like the normal cat, She don't like the water so she never go to drink water
and other "Liquid" stuffs at the Twillight Bar Room.

Reisen - After the Quest Begin 2
Look like this trouble have made the bar become quite,
It's good for me because I don't like to talk with people and the bar's noise so much.     

Koishi - After the Quest Begin
Please, Help her. I want to play with normal Orin again.

Murasa Minamitsu - After the Quest Begin 1
There're also have the other way to the Sewer, just close to the dock.
Anyway, I'm wonder what the Kasha'll do when they find the lava river in front of them?
Did they use the boat instead of they's cart to across it?

Murasa Minamitsu - After the Quest Begin 2
You're wonder why I am still live at here? At the Kasha's Lair entrance.
Maybe because I'm already dead and my corpse is lost in the sea, So I never care about that Kasha'll kill me and steal my corpse.

Rinnosuke - After the Quest Begin 1
That Kasha, She is one of the mastery in the corpse and spirit control.
I think that she's ability to control the spirit are second to Netherworld's princess only.

Rinnosuke - After the Quest Begin 2
I hope that you can handle this one, Or you'll become Orin's corpse servants.
I think that'll be our's nightmare.

Tenji - After the Quest Begin 1
Ah! I'm wonder that the Youkai's attack at the outside is not enough?
Anyway, The Sewer's entrance will seal itself after you're enter it.
I hope that I'll hear the victory from you living lip instead of hear you screaming before you have been tear apart by that cat.

Tenji - After the Quest Begin 2
After the trouble have begin, The bar is quite so much.
Except for Isami, She is still drink like she's decide that she'll drunk forever.

Tatsumi - After the Quest Begin 1
I'm sorry, I can't help you so much. Rumi have order me to still at the bar.
If I'm not the Twillight Bar Room's Chief, Maybe I'll help you to kill those Undeads.

Tatsumi - After the Quest Begin 2
Anyway, Even myself can't go to help you kill those Undeads
I have some suggestion, I hear that the Poison aren't the good idea to kill the Undeads

Pop-Up Pirate - After the Quest Begin 1
Odin? ah! Orin! She's the very hot, Really "hot" cat that I have even met.

Pop-Up Pirate - After the Quest Begin 2
It's like the joke, Undead are weak to the Flame but Orin, Herself are also the Flame manipulater   

Quest Window

1 - When you are receive it
Go down to find Orin in the Palace's Sewer

2 - When you find Orin
Defeat Orin and her undead minions

3 - Already Defeat Orin
Return to Rumi for reward

Rumi - Complete
Thank you so much to defeat her! This good news will make the peoples to travel and drink at my bar agains
As token of gratitude, Anyone in my bar and Earth Spirit Palace will reduce the cost of they wares to special price for you
And if you want, You can come here to have the "Free" drink anytime.

Isami - After Complete
Hmm? That cat is already done? Anyway, I'll still at this bar to drink till I'm drunk to my dead!

Tenji - After Complete
Well done. I think the bar'll full of the laughting sound like it should be again.

Tatsumi - After Complete
Nice one. I wish I would like to go adventure and kill any troublesome Youkai and Undead like you.

Pop-Up Pirate - After Complete
Shall we go to drink at Twillight Bar Room to celebrate for the returning of you and Orin?

Koishi - After Complete
Thank you! I can play with Orin again!

Murasa Minamitsu - After Complete
Even myself have no trouble with her, I'm still happy when I heard that you defeat her and make her return to normal.

Reisen - After Complete
Look like you are become the Twillight Bar Room's legend now, The peoples in the bar praise your name before they drinks.

Rinnosuke - After Complete
You can defeat Orin, It mean you are ready for another enemy that Reimu and Marisa summon to stop us from follow them.

Utsuho - After Complete
Thank for save my friend from the darkness. She's my most loved friend. If she's become the evil Youkai.
I must be forced to kill her by Satori. Thank you. 

I don't remember that Satori'll talk about the First Quest or not but I'll write it here if she are talk about it

Satori
...You are one who make Orin to become the normal. Thank you so much.

 
Sorry for bad grammar, And if you want you can edit some of them freely :)
 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 12, 2011, 10:17:21 PM
Lots of items are behaving weirdly because messing with one thing will break a lot of other things. Anything that's 'An Evil Force' is something that's not properly named in the database.

You're welcome to help out with the writing. It's a lot of work to expect anyone to try and handle on their own. This (http://pastebin.com/r4DSyiEv) is a very outdated prompt for the overall story. Drop by IRC (link (http://webchat.ppirc.net/?channels=dots-meido)) and give me a poke. If I'm around, we can discuss what you can do to help.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 13, 2011, 09:10:55 AM
Look like I find how to write story in Act V(Q4-5)Now :V

Act V Q4 Betrayer of Mayohiga(Plus)
- If possible, Change the quest name into The Prismriver's Instruments.

- Quest Log Receive
Go to the Prismriver's Mansion throught the gap that Yukari opened and find Layla

- Quest Log Find Layla
Dispose an insane Layla

- After Layla's Dead Chen'll Talk about the Relic. So I made the new dialogue

Chen - After Quest Complete

What! The Prismriver's Instruments have been handed over to Marisa!
I don't believe that Layla trust Marisa enouge to allow Marisa "borrow" the most loved Instruments of her sisters!
And this will cause Marisa to go the Hakurei Border with same time make the Prismriver's sisters mad
and wait to Danmaku anyone that'll follow Marisa at the front of the Hakurei Border. What the worst situation than I thought.

- When she give the quest(I'm not sure this right) Anya(Chen)'ll Talk about that Nihlathak give the Reilic to Baal to make a deal.

Chen - ?

Layla talking like she is complete insane. She say that Marisa'll "borrow" the Instruments of her sisters.
I'm think that isn't good idea. Since that thievery witch can't be trusted.
I'm try to warn her. But the result become that she use some of Marisa's thieved spellcards from the Voile library to freeze me in that cave.
You must stop her before her handed over the Prismriver's sisters most loved Instruments to Marisa.
If she give it to Marisa, The Prismriver's sisters will be mad and the way to the Hakurei Border will become more difficult to reach.
With my superior master's power, You can reach the Prismriver's Mansion throught this gap.
Good luck, and stop Layla from making Prismriver's sisters mad.

Act V Q5 Phantom Dining

- To make it accord with the previous quest. the quest name will change into Phantom Emsemble

Yuugi(Letty?) - Quest Given

It's time to chase the thievery witch, Marisa.
But before that, Marisa's treachery plan make the Prismriver's Sisters become mad and will Danmaku to everyone who follow Marisa to Hakurei Border.
Because the power of the border is so strong, the ethereal spirit like Prismriver's sisters can't follow Marisa to take their instruments back.
So they decide to Danmaku anyone for test their ability that it worthy enough to follow Marisa and take their instruments back to them or not.
Becareful, The Prismriver's sisters are very powerful when ther're anger and resonance their song of wrath and sorrow.

The Prismriver's sisters(Altar of Phantom,Trigger)

We're the Prismriver's sisters. Behold, the traveller.
If you are read this altar. We'll presume that you want to go forward to the Hakurei Border.
So, We'll test you ability with Danmaku before you can enter the Hakurei Border.
Prepare youself!

The Prismriver's sisters(Defeated)

Well, you are strong enough to confront Marisa.
Please, defeat her and take our most loved instrument back to us.
Good luck!

And this is a list of set item(you can edit it freely becuase my naming sense aren't well so much) ;)

List of Set Item
-Angelic Raiment (Celestial's Order)
 Angelic Mantle (Celestial's Holy)
 Angelic Sickle (Celestial's Power)
 Angelic Halo (Celestial's Divine)
 Angelic Wing (Celestial's Sacred)

-Arcana's Trick (Koakuma's Remain)
 Arcana's Head(Koakuma's Head)
 Arcana's Flesh(Koakuma's Cloth)
 Arcana's Deathwand(Koakuma's Mystic Staff)
 Arcana's Sign(Koukuma's Relic)

-Arctic Gear (Letty's Gear)
 Arctic Fur(Letty's Sweather)
 Arctic Binding(Letty's Cord)
 Arctic Mitt(Letty's Mitt)
 Artic Horn(Letty's Arm)

-Berserker's Arsenal (Oni's Arsenal)
 Berserker's Headgear(Oni's Headgear)
 Berserker's Huaberk(Oni's Skin)
 Berserker's Hatchet(Oni's Headspliter)

-Cathen's Trap(Sariel's Magic Tool)
 Cathen's Visage(Sariel's Veilling)
 Cathen's Mesh(Sariel's Mage Plate)
 Cathen's Rule(Sariel's God Rule)
 Cathen's Sigil(Sariel's Sigil)
 Cathen's Seal(Sariel's Order)

-Civerb's Vestment(Reimu's Youkai Buster)
 Civerb's Cudgel(Reimu's Gohei)
 Civerb's Icon(Reimu's Charm)
 Civerb's Ward(Reimu's Border)

-Cleclaw's Brace(Youki's Relic)
 Cleclaw's Tooth(Youki's Blade)
 Cleclaw's Pincer(Youki's Knuckle)
 Cleclaw's Claw(Youki's Halfghost)

-Death's Disguise(Vampire's Wrath)
 Death's Touch(Vampire's Tooth)
 Death's Hand(Vampire's Claw)
 Death's Guard(Vampire's Wing)

-Hsarus's Defense(Mokou's Rage)
 Hsarus's Iron Fist(Mokou's Knuckle)
 Hsarus's Iron Stay(Mokou's Cord)
 Hsarus's Iron Heel(Mokou's Trail)

-Infernal's Tool(Kasha's Tool)
 Infernal's Cranium(Kasha's Skull)
 Infernal's Sign(Kasha's Sigh)
 Infernal's Torch(Kasha's Torch)

-Iratha's Finery(Tenshi's Divine)
 Iratha's Coil(Tenshi's Crown)
 Iratha's Collar(Tenshi's Rainbow Collar)
 Iratha's Cord(Tenshi's Wrap)
 Iratha's Cuff(Tenshi's Fist)

-Isenhart's Armory(Tatsumi's Dream)
 Isenhart's Lightbrand(Tatsumi's Valor)
 Isenhart's Horns(Tatsumi's Rank)
 Isenhart's Case(Tatsumi's Strenght)
 Isenhart's Parry(Tatsumi's Honor)

-Milabrega's Regalia(Miko's Order)
 Milabrega's Diadem(Miko's Headphone)
 Milabrega's Robe(Miko's Cloth)
 Milabrega's Orb(Miko's Butterfly)
 Milabrega's Rod(Miko's Shaku)

-Sigon's Complete Steels(Kanako's Battle Set)
 Sigon's Visor(Kanako's Visor)
 Sigon's Shelter(Kanako's Shimewana)
 Sigon's Sabot(Kanako's Sandal)
 Sigon's Guard(Kanako's Onbashira)
 Sigon's Wrap(Kanako's Bundle)
 Sigon's Gage(Kanako's Rule)

-Tranced's Battle Gear(Murasa's Shipsinker)
 Tranced's Skull(Murasa's Cap)
 Tranced's Spine(Murasa's Uniform)
 Tranced's Hobnails(Murasa's Boot)
 Tranced's Crowbill(Murasa's Archor)
 Tranced's Weird(Murasa's Sigil)

-Vilada's Rig(Lunarian's Archery)
 Vilada's Barb(Lunarian's Bow)
 Vilada's Ambush(Lunarian's Veil)
 Vilada's Fetlock(Lunarian's Jounaler)
 Vilada's Snare(Lunarian's Amulet)

-Aldur's Watchtower(Minoriko's Sign)
 Aldur's Stony Gaze(Minoriko's Hat)
 Aldur's Advance(Minoriko's Traveller)
 Aldur's Deception(Minoriko's Plenty)
 Aldur's Rhythm(Minoriko's Thorn)

-Bul-Kathos's Childrens(Konpaku's Twin Swords)
 Bul-Kathos's Sacred Charge(Konpaku's Roukanken)
 Bul-Kathos's Tribal Guardian(Konpaku's Hakurouken)

-Cow King's Leather(Lunar's Divine)
 Cow King's Horns(Reisen's Ear)
 Cow King's Hide(Toyohime's Divine Cloth)
 Cow King's Hooves(Yorihime's Boot)

-The Disciple(Medicine's Poison)
 Telling of Beads(Medicine's Poison Doll)
 Laying of Hand(Medicine's Poison Touch)
 Dark Adherent(Medicine's Poison Body)
 Rite of Passage(Medicine's Poison Trail)
 Credendum(Medicine's Poison Mist)

-Griswold's Legacy(Byakuren's Treasure)
 Griswold's Heart(Byakuren's Robe)
 Griswold's Valor(Byakuren's Lotus)
 Griswold's Redemption(Byakuren's Arcane Scroll)
 Griswold's Honor(Byakuren's Kindness)

-Heaven's Brethren(Myouren Temple's Disciple)
 Haemosu's Adamant(Ijirin's Nun Cloth)
 Dangoon's Teaching(Nazrin's Drowsing Rod)
 Taebaek's Glory(Murasa's Dipper)
 Ondal's Almighty(Shou's Bishamonten Pagoda)

-Hwanin's Majesty(Bishamonten's Disciple)
 Hwanin's Splendor(Bishamonten's Knownlege)
 Hwanin's Justice(Bishamonten's Justice)
 Hwanin's Refuge(Bishamonten's Strengh)
 Hwanin's Blessing(Bishamonten's Honor)

-Immortal King(Eientei's Remains)
 Immortal King's Will(Eirin's Vision)
 Immortal King's Stone Crusher(Tewi's Smasher)
 Immortal King's Soul Cage(Kaguya's Fire Rat Robe)
 Immortal King's Details(Mokou's Valor)
 Immortal King's Forge(Reisen's Arm)
 Immortal King's Pillar(Keine's History)

-M'Avina's Battle Hymn(Eirin's War Set)
 M'Avina's True Sigh(Eirin's Sharp Eye)
 M'Avina's Caster(Eirin's Lunar Bow)
 M'Avina's Embrace(Eirin's Immortal Will)
 M'Avina's Icy Clutch(Eirin's Magic Glove)
 M'Avina's Tenet(Eirin's Rising Game)

-Natalya's Odium(Sakuya's Time Shaker)
 Natalya's Totem(Sakuya's Maid Bow)
 Natalya's Mark(Sakuya's Knife)
 Natalya's Shadow(Sakuya's Uniform)
 Natalya's Soul(Sakuya's Kneel)

-Naj's Ancient Vestment(Shinki's Rule)
 Naj's Circle(Shinki's Halo)
 Naj's Light Plate(Shinki's Pride)
 Naj's Puzzler(Shinki's Knownlege)

-Orphant's Call(Underground Dweller)
 Guillaume's Face(Yuugi's Horn)
 Whitstan's Guard(Satori's Third Eye)
 Magnus' Skin(Orin's Fire Hand)
 Wilhelm's Pride(Yatagarasu's Leg)

-Sander's Folly(Netherworld's Call)
 Sander's Paragon(Yuyuko's Hat)
 Sander's Superstition(Chen's Tail)
 Sander's Taboo(Ran's Mitt)
 Sander's Riprap(Youmu's Shoes)

-Sazabi's Grand Tribute(Momiji's To Arm Set)
 Sazabi's Mental Shear(Momiji's Helm)
 Sazabi's Cobalt Redeemer(Momiji's Blade)
 Sazabi's Ghost Liberator(Momiji's Enchant Armor)

-Tal Rasha's Wrapping(Mima's Legacy)
 Tal Rasha's Lidless Eye(Mima's Orb)
 Tal Rasha's Horadric Crest(Mima's Visage)
 Tal Rasha's Guardianship(Mima's Veil)
 Tal Rasha's Fine-Spun Cloth(Mima's Ghost Leg)
 Tal Rasha's Adjudication(Mima's Sign)

-Trang-Oul's Avatar(Nue's Guise)
 Trang-Oul's Guise(Nue's Undifined Cloud)
 Trang-Oul's Scale(Nue's Undifined Form)
 Trang-Oul's Wing(Nue's Undifined Wing)
 Trang-Oul's Girth(Nue's Undifined Spell Blocker)
 Trang-Oul's Claw(Nue's Undifined's Danmaku)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 13, 2011, 09:24:09 AM
I just missed you on IRC a few minutes ago :/

I'm making completely new item sets. Set name ideas are still cool to have.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 13, 2011, 09:34:54 AM
Well, I think if I have time enough I'll try to Change the name of "Magic Prefix and Suffix"too.
It'll be the hard work again :wat:
(Anyway, I'm love to do it and help you to make the LoM Mod) ;)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 13, 2011, 09:43:18 AM
Magic prefix and suffixes don't need any work done. I don't plan to put any names to identify magic properties.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 13, 2011, 09:59:22 AM
Well, At least you shall change the "of Amplifled Damage" Suffix and another one that involve the spellcards trigger or charged spellcard :wat:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 13, 2011, 10:02:07 AM
I'll get round to all that eventually :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 13, 2011, 01:37:52 PM
Look like I can write another Quest In Act II Again :V

Act II Q2 Mima's Staff
- If possible add the "Quest Item" Instead of Kappa Cube that we already have at the Remains of the Blazing Hell(Hell Ember?) Level 3
* For prevent the gateway and dungeon become "useless" :wat:
- If possible(This is some kind of annoying) make the kappa's cube don't trigger the quest before we recieved
the Horadric Scroll (Marisa's Note) from Orin
- Change the name of Staff of King and Viper Amulet into Staff of Sun Lower Part and Crescent Amulet
(Sure, The requesting new Quest Item in place of the Cube is "Staff of Sun Upper Part")

- Dialogue When Rinnosuke Read Marisa's Note

Ah... That is Marisa's Note. She's handwritting almost have only me can read it you known?
Let's see what's write on it...
"I don't known why but...lately, I begin to have the strange dream.
The dream that I see myself become the abomination Youkai and see master Mima.
Being sealing by some strange yellow orb and then, Myself in that Youkai form, spawn the tentacle that reach to the sealed master Mima and then...
Master Mima's power... being drained into myself. I can feel the powerful magic energy surge within myself.
The yellow weird stone also embeded into my Youkai neck and become the nacklace.
And then master Mima disapear before Shikieiki come and try to use her Rod to judge me.
But my Youkai Tentacle grap it and crush it with single grip. After that, Reimu in the strange black robe.
Appeal by surprise and use her "mystic" power to seal shikieiki from lacture and move forever...
This is the most worst nightmare that I even have, ze.
Ahh! Well, before I could woke up from this nightmare. I see the piece of master Mima's staff.
It have been split into three parts. The Upper Part of the Shaft,The Lower Part of the Shaft
and the Headpiece of the Staff. Seperated into the Remains of the Blazing Hell,Underground Gayser Center and Yatagarasu Temple.
Look like master Mima are saying before she disapear in that nightmare are [Staff,Open the Chamber at Seven Seals. Grimoire,Reveal the Truth in Seven Tombs]..."
Interesting... Look like Marisa see her terrible destiny before she become that thing...
But if it true, it mean that Marisa and Reimu travel to the Underground for Mima's Power.
Look like Marisa's dream also hint that Mima's Tomb are have the seven tombs and only one are the true.
Same as it say in the first phase that hint Mima's Charmber are sealed and with only her staff can open the passage way.
But before that, We need to collect the Staff's parts. If we followed the dream,
The Shaft Piece will be at Remains of the Blazing Hell and Underground Gayser Control Center
and the Headpiece will be at Yatagarasu Temple. But this note aren't say anything about the Grimoire.
Maybe we will have more clue in the future?
At lease, Go to recover Mima's Staff Pieces in the Underground and then use the Kappa Cube restore them.
That is the only thing we can do in this darkest hour.

Rinnosuke's Kappa Cube Talk

Ah! That is the Kappa Cube! This thing is the very rare and useful artifact that the Kappa have created
I hear the rumor that Kappa Cube made by Nitori, herself. She's not only use the power of science to make it.
She also enchant it with magic so it can restore anyting that become unfixable by the normal way.
No matter that thing is the ash remaining of the item or is the thousand pieces of paper.
Anyway, This thing can also craft the Item, too. It can change two small gem into the better one
and three Sakes and Teas plus one gem can made the elixir (even it this the fake one).
I'm sorry, I known only that. This artifact is too useful that I can't tell all of it's recipes because it have too many.

The very long dialogue again :V
Anyway, The next shall be recorrect the Swallowed Sun and The Sevens Tomb's Dialogues ;)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 13, 2011, 02:17:07 PM
I can do renamings if they can fit into the overall story. I still need to fully review the stuff you already posted.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 13, 2011, 03:44:06 PM
This shall be another one :V

Act II Q3 Swallowed Sun
- Change Quest's Name into Artifact Sun's Error

Utsuho's Talk

Alright! Look like this "Artifact" Eclipse are cause from the Underground's Artifact Sun
have some error with it. I suggest that you shall go to the Yatagarasu Temple that close by the Former Capital.
That place have the Artifact Sun's Controller within the second floor.
Good luck! And resolve this trouble as quick as possible... before Underground loss all of it stored heat.
If that happen... All of Underground'll frozen by the cold.   

- Change The Altar into "Energy Controller"

- Utsuho - After quest complete

Look like the Crescent Amulet have been enchanted by dark magic to make the Energy Controller become malfuction.
I think that is Reimu's minion's work.
This cause the Artifact Sun run out of energy and make the "Artifact" Eclipse.
This incident will buy more time for Reimu and Marisa to find Mima's Tomb.
We have not time to waste now! Let's find Mima's Tomb before Reimu and Marisa do.

Another one have done. But still left for the Seven Tombs and Recorrect the Text in Grimoire of Alice ;)
Anyway, What is Ruins of Vina? It is the Touhou's Canon Place or the Original one? ???
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 13, 2011, 03:59:55 PM
Ruins of Vina is a place in Makai according to the wiki.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 14, 2011, 04:22:29 AM
Thank for answer :)
Well, When I try to find the Grimoire of Alice to edit it
I find some kind of major bug. :V
I have played to Lunatic Mode before return to Normal Mode for Dialogue Editing.
Then the "Armor Reduce" In Lunatic Mode aren't dispell when I'm in Normal Mode
(Resitance are still normally, luckily) :V
and this is the screenshot
*It still the same when I remove all of my armor and then wear it again

(http://upic.me/i/bp/diablobug.jpg)

And this is another quest dialogue again ;)

Act II Q4 Makai

- Grimoire of Alice's Inscript

For my Makai's Knownledge. There are have the place that called Ruins of Vina somewhere in Makai
I hear that place have the Mima's Seven tombs lies inside it.
So I have asking my mother about Ruins of Vina.
My mother say only that place is... desolate and not the place for travel in Makai.
And the reason of this, Because it have "something" sealed in the Tombs.
Well, I don't think that will have someone find Mima's True Tomb among the seven tombs.
So I have addination reseach in Makai's library and find that Mima's Tomb is made for sealing Mima from being "use" by the darkness.
I don't understand why Mima decide to sealing herself. And what is "darkness"...
At least, I find that Mima's Tomb are marked by the symbol.
After the long time of reseach. I find that mark are the one which missing from mother's Throne Room's six runes.
And... mother also hide the "switch" to open the portal to Ruins of Vina under the bookshelter.
After known this, I decide to write it in my Grimoire.
I'm also hear the mystery voice that say
"Alice... You knownledge in Ruins of Vina... Keep it in your Grimoire.
And... when you aren't in Makai anymore... put the old Grimoire which you have write the Ruins of Vina's reseach
in Shinki's bookshelter which hide the way to go the Ruins of Vina.
This is the destiny... The ill destiny.
Someday... You will find your mother and your friends become... darkness..."
That voice... I don't known why but I chose to follow it.
And if that happen...
Please, Go to Ruins of Vina and stop my mother and my friend from become the darkness...

Utsuho - Give Quest(Makai)

Ah... Thank again for resolved the Artifact Sun's trouble.
I have talked with master Satori that she find "something" weird in the palace's cellar.
That place become running by flesh and blood of her pets.
And herself also attacked by the "Bone Archers".
And because that thing are mindless, my master can't read them mind.
She have the worst time in herlife... Almost get killed by those damn bones.
Luckily, Orin appear and then Danmaku to dispose those damn bones.
Now the Palace Cellar become the Danmaku field between Satori's pets and the Bone Archers.
You must find what is the cause of this manic. Go to talk with master Satori for more information.
Since I am the Hell Crow, I can't remember the very long story so much.

Satori - Quest info(Makai)

Utsuho say that? Ah... As I thought that crow can't remember very long story.
I will say the another part of the story.
After Orin and another of my pet decide to Danmaku with the Bone Archers for protect myself and the Earth Spirit Palace.
I don't tell my pets that not only the mindless bones are invade the Palace. There are also some of long forgetten Youkai from Makai, too.
After I read their mind, I find that they are follow the Shinki's order to find the new "Encampment" for Makai's army.
And they are open the portal from Makai to here in the innermost underground cellar.
Please, Stop the Makai's army and enter Makai to find what is the cause that make the goddess of Makia become "Evil".

I hope that you will fix that bug in next version :)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 14, 2011, 05:17:04 AM
If you took Flan's skilltree, your armour is permanently 0. But I forget if that was in 0.43 or not :(
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Amraphenson on October 14, 2011, 06:30:57 AM
Thanks for helping out. Ive already done the stories for each act and some of the dialogue; act 1 and 2 are done in that regard. Ill give you the story for act 3 and 4, then work out the dialogue for them with those, okay? Its a relief having a helper, but you've actually mostly done what I've already done.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 14, 2011, 06:57:12 AM
If you took Flan's skilltree, your armour is permanently 0. But I forget if that was in 0.43 or not :(

Ah! I'm up 1 level to Flan's Unique statue due the "An evil force" Bug :V
And when I reset skill and statue, It return to normal. :V
I suggest that you should write the "Cuation" on Flan's Unique Statue

Thanks for helping out. Ive already done the stories for each act and some of the dialogue; act 1 and 2 are done in that regard. Ill give you the story for act 3 and 4, then work out the dialogue for them with those, okay? Its a relief having a helper, but you've actually mostly done what I've already done.
Anyway, Then it mean I shall change Act IV That talk about the Hell's Forge
(And Act III the only thing that you aren't done to "good" is the golden bird Quest
another Quests is fine ;))
And what about Act V? Split work into half or something? ???
 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 14, 2011, 07:40:53 AM
I did Act3 and it was all about having fun there.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 14, 2011, 07:48:02 AM
I did Act3 and it was all about having fun there.

I'm "complete" believe it. :D
(It was funny to see what Rinnosuke talk about the Eye,Brain and Heart and Suika when she want Gensokyo Chronicle) :V

The Hell Forge Quest are difficult than I thought
But I am still love to do it ;)

Act IV Q1 The Fallen Angel

Shikieiki - Quest Complete

What! She say that she liked it. Ahhh! It gonna drive me mad!
No one dare to dishonor me like this before...
Ah, Sorry for some rude talking.
I see that "Machocism" have rip apart the demision between Gensokyo and Unknown World
by using power from the "Unknown Soulstones" from the three.
It mean that Soulstones have power to tear apart the Hakurei Border itself.
Anyway, Reimu look like she want to use it change Gensokyo into "Absolute Phantasm"
If she can do that, The Gensokyo that we known will be no more... 

Act IV Q2 Hell's Forge

Soulstone! This cursed stone is the one that make the Three become that evil.
Maybe I shall analysis it. hmm...
Curse! This Stone is Indestructible!
And it's power will corrupt the owner over time.
I don't want to see you and others become that thing anymore...
Wait! I remember that Marisa talk about the lunarian's weapon.
She say the weapon and the material from the Moon are very strong.
Even the sword, It can split the very high concentrate laser with an ease. 
And before I follow you to Phantasm, I have talked with Toyohime.
She say about the legend hammer that can crush anything.
It was made from the very special meteorite that fallen on the Moon about 5000 years ago combine with the lunar's technology.
She tell the story about it and at finally...
"The Lunar Crusher have been lost due the ambassador from the Moon which one try to find Kaguya and Eirin
have been... lost."
I don't known more about this but the only way to destroy it is find the Lunar Crusher that maybe drop into the phantasm.
Since the ambassador aren't known to be live or death. Maybe he is stuck into the Hell or something like that.
And I also hear from Shikieiki that in the Hell have one place that called Senkenchigoku (Thousand Blade Hell)
In that place have the forge that made the many blades in the Hell for sinner's punishment.
And with Reimu's present, It make the blacksmith that "presume" to be
the Lunarian with the strange hammer that can break anything in one blow.
Become corrupt and cause the trouble to the Senkenchigoku.
Maybe the Hell's Blacksmith and Lunar's Ambassador are the same people.
You must find him and reveal the truth at Senkenchigoku that close by Sanzu River.
Now our hope lies on the Lunar Crusher. Find it and use it to destroy this cursed soulstone at Senkenchigoku's Forge once and for all!

- Change The Armorer To Lunar Ambassador

- Change Hell Forge into Crafting Magic Circle
* You can edit the Hammer's name freely.
Since my naming sense is aren't good
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 14, 2011, 08:47:12 AM
Stuff that still needs to be done is I think retouching of Act1 to make sure character voice and dialogue flow smoothly, gossip lines and minor characters quest dialogue from Act2 and everything in Act5. Act3 and 4 are pretty complete as is from what I remember.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 14, 2011, 10:22:54 AM
And this is Act V Intro :V

Act V Intro

Marisa, The only one of the three who aren't defeated yet.
Her greed of power lead her to the "Chaotic" Hakurei Border that cause by Tenshi and Soulstone's power.
Marisa known that the Worldstone is the original source of Soulstones.
She have acknownledge the power of Soulstones so she come to the chaotic Hakurei Border for power from The Worldstone.
She plundered and razed anything in her path. Some of Youkai and Yousei decide to be Marisa's fellowship.
For truth, I can call Marisa's force "The Gensokyo Terrorist Force".
And the Hakurei Shrine already razed by Marisa. The only place that safe enough is Mayohiga.
But, Marisa also want to raid the treasure of the most elder Youkai, Yakumo Yukari.
With power of the Soulstone. Marisa can find Yakumo's Mansion without any difficult.
Yukari known that if she aren't done something with this, She most loved Gensokyo will be the Ruins.
She decide to move her mansion into Mayohiga
and create the border that prevent Marisa's "Terrorist Force"from raiding Mayohiga.
Unfortunately, Marisa find Yukari and Danmaku to stop Yukari from place the border.
Resulting into Yukari is lost and don't know where is she.
The Placed Border aren't full enchant but it strong enough to hold Marisa's "Terrorist Force" at the bay.
Marisa try to break the border before find that impossible to break it with force.
Her greed decide in place of her that she'll go to the Hakurei Border for the power of Worldstone that can destroy the border.
Marisa order the minion to take a siege on the resident in Mayohiga, While herself try to go Hakurei Border.
You must stop Marisa before she can grain the power of Worldstone or all of us will be consumed by Marisa' greed.
 

As I promised yesterday ;)

Act V Q2 Rescue on Mount Arreat

- Change Quest name into "Magic of Destruction"

Yuugi - Quest Given

You have done well to kill that Youkai. But we still have the battle to fight!
Let's see, This is the map of the Hakurei Field.
My scout soldier report that Marisa captured some prisoners of war at Hakurei Field
And Marisa want to use them as "Tribute" for the "Magic of Destruction"
that she receive from Mima to break the Border that Yukari created   
We must not let this thing happen! Go to Hakurei Field and rescue all of captured people from the clutch of the greedy witch.
They are locked in the magical cage that not allow the captured use magic,
To rescue them is to break the cage's door to make the cage become malfuction
and they'll use Yukari's Gap to wrap back to the town.
If you can rescue all of them. At least we can buy more time to counter attack at Marisa's force.
Good luck, and be careful.

Act V Q3 Prison of Ice

Ran - Quest Given

You are only my hope now. I'll tell something that I can't talk to the other.
Chen, My shikigami have been lost by 3 days ago. I have heard Chen and Layla arguement about Prisriver's Instruments.
And then Chen is disapear. I think this must be Layla's work.
Since layla is the composer for the Prismriver's Sisters. She can have many excuses to talk.
Don't believe her! I known that Chen must be harmed by her.
Go to find where is Chen and find the truth about this incident.
Layla... If I can find Chen... It will be you end!!! I will use all of my spellcards to Danmaku and dispose you!!!
Errr... Sorry for over acting. Me and Chen is like the mother and the daughter. I'll not allow anyone to harm my most loved Chen. 

This will be the third time I have edit this post :V

Act V Q1 Siege on the Mayohiga

- Change Quest name into "Flower of Trouble"

Nitori - Quest Given

If you want to stop Marisa from travel forward to the Hakurei Border.
First of all, We need to handle something outside the Mayohiga.
Kazami Yuuka, The 4 seasoned Flower Youkai. Have follow Marisa's order because she want to cause some havoc.
Marisa order Yuuka to watch for the Mayohiga's Hunters and kill them all.
Our Youkai Hunters have fallen so many because her.
She's destruction power are second to none, Except Marisa in that demonic form.
And now, She try to order some "Terrorist Force" to attack Mayohiga without cared the placed Border and Marisa's order.
I fear that her massive power will break the Border someday without Marisa's power.
If that happen, I bet the Mayohiga will be the ruins by Yuuka's single-hand.
For our safety, You must kill her to stop this maniac strike and for ensure that we are still have the hope to stop Marisa from grain the power of Worldstone.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 15, 2011, 08:44:32 AM
Sorry for double. I don't like to edit one post more than three time if it aren't recorrect word edit :V

Act V Q6 Magus Night

Shikieiki - After defeat Marisa

Curse!!! That witch already use Worldstone's power to rip the demision between Gensokyo and Makai!
Soon... The Worldstone will cause the Gensokyo become the Miasma-Filled air place as the ground and other become the magic soil
that violent for the magic reaction and will cause it explode endlessly.
That witch... She want to create herself Magic World. But Marisa's endless greed have create the "Over Powered World".
Marisa's "Magic World" will be nothing but the saturated raging world that will destroy anything!
I have no choice but destroy the Worldstone before it can done it progress.
I don't know that will cause the Hakurei Border become unstable or something like that.
But this is only way that we can save the Gensokyo from become the chaotic world.
The Worldstone's destruction is too dangerous for you. Go throught the portal that I have opened to reach the safety place.
You legend will be spoken generation by generation as the "Incident Resolver" and the Three will never forget you for "help" them forever.
It is you time to take the Prismriver's Sister's Instruments back to them now.
And after that, You can have the rest in the normal Gensokyo,At last.
Thank you for anything that you have done for bring the Gensokyo's peace.
Have a good resting in Gensokyo.

Pesco, How long before all thing will done and new vesion will be release? I'm waiting for it  ;)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 15, 2011, 09:06:40 AM
I'm hoping to have it ready by no later than the end of the month.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 16, 2011, 07:06:30 PM
(http://i53.tinypic.com/26405l4.jpg)

Look forward to these things in the next update.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Culukeh on October 16, 2011, 07:34:17 PM
*vibrating with excitement*
This is a wonderful mod and I really applaud all the hard work. :D I love D2, I love Touhou, and am bad at them both, so whats not to like?
Again, thanks.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 17, 2011, 10:16:21 AM
It look very insteresting ;)

I'm can't wait to play Voile Fairy and use the broom to smack anything in my path! :V
(Damn! My mouse aren't coming yet! With this situation I can't wirte any Sub-Quest Dialogues) :(
*I'm using Internet cafe to post this
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Captain Infinity on October 17, 2011, 12:40:47 PM
Awesome work, Pesco. Looking forward to play testing the next version.

Keep up the great work.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Rotund_Danmaku on October 21, 2011, 03:52:51 PM
At last! I can done all of act V NPC Sub-Quest Dialogue now. ;)

Sorry for the "Very Long" text

Act V Q1 Siege on the Mayohiga

- NPC Sub-Quest Dialogue
Nitori - In Quest
I have heard that Yuuka is one of the four most "Strongest" Youkai in the Gensokyo
Another is Yukari,Letty(When in the Winter) and Yuyuko.
To defeat her is the very risky for the mortal's life.

Nitori - Quest Complete
You can defeat Yuuka! With this happen the "Gensokyo Terrorist Force" will lost the "Placeholder" leader
and can't oparate with out Marisa's order anymore. And Marisa aren't known this yet.
It'll halt the siege outside Mayohiga and make "Gensokyo Terrorist Force" can't do anything.
That's good thing. For graditude you, I will create you the socket in the Item of your chioce.
And I will have the test on "The Socket Creater Machine" in same time.

Layla - In Quest
Well... Go outside and get killed by that Youkai.
There aren't no thing to lost now.

Layla - Quest Complete
Impressive, I don't believe that the like of you can defeat Yuuka.

Ran - In Quest
I can't help you if you get killed and pulverized in to her flower's "Fertilizer"

Ran - Quest Complete
Perfect! You are defeat her while only take some wounds.
I'll heal you without the charge. Becuase heal the wound is more easy than make the funeral.

Yuugi - In Quest
Even me, aren't dare to confront Yuuka's destruction power.
Her power can kill even the Oni like me in recordable time.

Yuugi - Quest Complete
You can defeat her? Hahaha!!!
If you have the time, Come and "Play" Danmaku with me.
It will be the fun...
Hey... you look pale. I'm just kidding!

Rinnosuke - In Quest
Becareful, Yuuka are very strong that even demonic Marisa can't grain her full control.
Defeat her on Danmaku even in Spellcard Rules are still difficult to done it.

Rinnosuke - Quest Complete
I think that you will return alive but you aren't only return alive.
You are also defeat Yuuka! That is the thing that I aren't excepted.
Anyway, This mean Marisa will lost one of her most powerful "Minion"
and it will make we have the hope to stop Marisa from using the power of Worldstone.

Act V Q2 Rescue on Mount Arreat

- NPC Sub-Quest Dialogue

Nitori - In Quest
Becareful, I hear that Marisa's Force aren't have only the Youkai and Yousei.
She's also create some "Mechanic" robot that she grain the blueprint from Youkai Mountain.
Rescue the unlucky ones will be not so easy.

Nitori - Quest Complete
They are all safe! It's the good thing in these dark hours.
I will tell more of story that I have spooken...
"Lucky in Misfortune, She can raid only the half of Kappa's resident before Lord Tenma and Sanae appear to stop her.
Marisa have been "Defeated" by Sanae and Lord Tenma. So she retreat and change raid target into Mayohiga and Worldstone."
I guest that if she grain power of the Worldstone. She'll destroy Mayohiga before "Revenge" both Sanae and Lord Tenma at Youkai Mountain.

Layla - In Quest
Break throught Marisa's army aren't easy thing to do...
I can say only "Good luck, And come back alive"

Layla - Quest Complete
You are do the good thing...
Maybe I should create some song to thank you?

Ran - In Quest
You are going to rescue those unlucky Humans and Youseis?
Good luck, And be careful.
Breaking into Marisa's "Terrorist Force Headquater" aren't easy.

Ran - Quest Complete
Good. All of Human and Yousei aren't heavy harmed.
Marisa seem to be "Soft" than I thought.

Yuugi - In Quest
Quick! We have not time to lost!
Every second thicking is the lower chance of the captured's survive.

Yuugi - Quest Complete
Thank you so much. Some of Oni want to adventure with the bold and strong traveller like you.
You can hire them any time, Oh... I mean "Drink and pay the Sake's cost for them".
And this is the rare stone that inscribe the Rune.
First time, I save them for using it to enchant the shield.
But since I'm the Oni, Shield aren't option to use in the fight.
So I will give it to you as the graditude's token.
Remember, Order the Rune's placement to the correct one for they fullest effect.

Rinnosuke - In Quest
It's time to break Marisa's "Terrorist Force" Encampment.
If you are have time enough. You will find that Marisa plundered anything not even the scrap of metals.
Even she don't known how to use it. She like to collect anything alot.
And that is why her home is the "So-called" most messy place in the Gensokyo.

Rinnosuke - Quest Complete
It's good that everyone's safe.
Anyway, Do you happen to find the Kusakani Sword?
It's the very rare and good sword that can cut almost anything.
It have been "Raided" by Marisa's Minion about three months ago...
From my shop, Of course! 

Act V Q3 Prison of Ice

- NPC Sub-Quest Dialogue

Nitori - In Quest
It very bad. Since Marisa are still roam free in Gensokyo.
This incident will slow you down from stop Marisa's Greed.
But it is the task that you must done. I don't want to see anyone lost like Yukari anymore.

Nitori - Quest Complete
That insane already escape to her mansion!
I don't think her dilerium will be the excuse for her action.
She must be "Dispose" for confirm the safe for the rests of Mayohiga's people.

Layla - In Quest
Chen is the Ran's Shikigami.
Stil, She is still the child. Maybe she is going to play somewhere and get lost?

Ran - In Quest
That Layla, I think that she is insane since the prismriver's sisters is lost due Marisa's Hakurei Shrine "Raid"
Never trust her! And rescue Chen.
She is the only one who known what is happenning.

Ran - Quest Complete
Thank you so much to rescue Chen....
Argg!!! THAT DAMN GHOST ALREADY ESCAPE TO HER MANSION!!!!
YOU MUST FOLLOW AND KILL HER!!! SINCE SHE DARE TO HARM MY MOST LOVED CHEN!
Oops! Sorry for the loud and rude speaking. For graditude's token.
This is the arcane scroll that can enchant the user's elemental resistance.
Since Yukara-sama are disapear, You shall take it without any trouble.
It will be useful for you more than the "12-Hours Sleeper" like Yukari-sama.
AND REMEMBER! KILL LAYLA FOR ME!!!

Yuugi - In Quest
Chen is losing, And Layla become acting like insane.
This is aren't good thing to happen in this worst situation.

Yuugi - Quest Complete
Curse! That insane capture Chen in the Ice cave.
She is very cruel. Since the cat aren't like the cold weather and Chen is only the child.

Rinnosuke - In Quest
I think that Layla are become complete insane..
She keep mumbling about "Prismriver's Instruments".

Rinnosuke - Quest Complete
That is Layla's fault. She is dared to make a "Deal" with that thievery witch.
Her sister is lost during Hakurei Shrine's Feast for returning of Reimu.
Marisa destroy the shrine completely. Even Reimu can't stop Marisa.
And the Prismriver's Sister is... Lost.
I guest this is the reason why Layla become insane.
She insane because of her grief. I'm feel very sorry to her.

Act V Q4 Betrayer of Mayohiga(Plus)

- NPC Sub-Quest Dialogue

Nitori - In Quest
Go to Prismriver's Mansion and stop Layla from doing anything that can slow you down.
Becuase I have heard the story form Chen. Layla are trying to "Serve" Marisa.
And this will give Marisa more time to go throught Hakurei Border.

Nitori - Quest Complete
Damn! We are trapped by Marisa's plan!
The innocent Prismriver's Sisters will become Marisa's "Tool" to delay you down.
Becareful then. I don't know what is Marisa want with the Worldstone.

Chen - In Quest
I'm feel very bad since Yukari-sama have disappear.
That make Ran-sama become not talk nor play with me anymore.

Ran - In Quest
You must defeat and kill Layla in place of me.
Since there are many wounded poeple in Mayohiga.
I can't go and Danmaku with her to revenge for Chen.
AH! DAMN! LAYLA!!!! IF ONLY I AREN'T HAVE TO HEAL THE WOUNDED PEOPLE IN MAYOHIGA!!!
I'LL GO TO KILL YOU WITH MYSELF!!!.
Er... Sorry for the loud and rude speak again.

Ran - Quest Complete
Thank for kill Layla for me. She will find her home among the worst sinners in the hell.
And I hope that she'll have to heard the "Non-Stop 72 Hours Preaching" from Shikieiki.

Yuugi - In Quest
Layla... The thing she have done is mean that she betrayed Mayohiga.
You can kill that betrayal without any mercy now.

Yuugi - Quest Complete
Another one is down. Now we left only the Prismriver's Sister trouble and Marisa's Trail of Destruction.
Look like anything are almost to end soon.

Rinnosuke - In Quest
I aren't want to see you kill Layla.
But if it the only chioce that we can comfirm our safety...
I can say only "Don't get killed by her" and good luck.

Rinnosuke - Quest Complete
I pray for Layla's soul that she will find the good resting.
But due her action, It most likely that she will being tormented in the Hell.
Suffered... almost forever.

Act V Q5 Phantom Dining

- NPC Sub-Quest Dialogue

Nitori - In Quest
The Prismriver's Sisters used to be the calm one.
But after Marisa "Borrow" them instrument. They become the mad ones.
Becareful, You are going to Danmaku with 3:1 Style Danmaku.

Nitori - Quest Complete
Quick! You must stop Marisa from using the power of the Worldstone now.
The Prismriver have them apologize for anyone in Mayohiga now.
So I will not angry with them.

Chen - In Quest
Prismriver's Sister song is really good.
I'm wonder what is happen if they are playing music while they mad?
I think it will be the very phantasmal and deadly song.

Chen - Quest Complete
The Prismriver's Sisters plan to have the concert at Mayohiga for they apologize and to feast for they Instrument's return.
It will be the good news since the Mayohiga have been siege by Marisa.

Ran - In Quest
The Prismriver's Sister is very dangerous to Danmaku with.
They can use the combination Danmaku so it very difficult to dodge and counter them.

Ran - Quest Complete
It's time to finish on Marisa now!
Go to Hakurei Border and stop her before she can use Worldstone's power.
I will have to heal the wounded in Mayohiga so I can't go to help you.
Good Luck.

Yuugi - In Quest
Fight with Prismriver's Sisters?
I suggest that you shall pick on the weak ones.
And remember, Don't get stucked by them combination move.   

Yuugi - Quest Complete
The Prismriver's Sister will have the feast as soon as they receive they Instrument back.
Go and stop Marisa before she can use Worldstone power and become unstopable.
I want to have the feast with Suika and anothers in the peaceful Gensokyo again.

Rinnosuke - In Quest
I shall warn you. Don't listen the Prismriver's Sister music to much.
I have hear that Lunasa's song can make people become sad and grief.
Meilin's song can make people become to overactive and crazy.
Lylica's song can make people feel good, But listen her song to long will make you feel so phantasmatic.

Rinnosuke - Quest Complete
I feel good that you aren't go insane or die because they song.
Maybe because when the three emotionary song are combinate.
It's listenable without any trouble. And I'm also wait for Prismriver's concert at Mayohiga, too.
So please help them to grain they Instrument back by defeat Marisa.

Act V Q6 Magus Night

- NPC Sub-Quest Dialogue

Nitori - In Quest
You must defeat Marisa and make her to become normal.
She is one of my friend. She look like the trouble causer.
But she is the good person, she's very honesty one.

Nitori - Quest Complete
Ahh! The trouble again? Well, Only Marisa and the three are become normal is enough.
The Hakurei Border can repair by the three's power.
So don't worry about it.

Chen - In Quest
I can't help you so much. Because I am only the low-level Shikigami.
If Ran-sama aren't around me. I'm only the normal cat Youkai.

Chen - Quest Complete
Yey! You can do it! Me and Ran-sama will go to Prismriver's concert together.

Ran - In Quest
Worldstone....
Yukari have told me once about it.
It have the power to control the balance of the World and Border.
If Marisa make the balance of the World become ruins.
Anything in the Outside World and Gensokyo will be complete destroy.
You must stop her before her destroy anything!

Ran - Quest Complete
Thank you so much! But the Worldstone's Destruction will be cause some trouble to Hakurei Border.
I hope only that it will not cause the serious trouble to Gensokyo.

Yuugi - In Quest
It's the final showdown!
Go to Hakurei Border and stop Marisa from doing any trouble again once and for all!
It's a player's time now!

Yuugi - Quest Complete
Hahaha! The Worldstone? Don't care about it!
Since it is the trouble causer. Being destroyed maybe it's most correct way.
Anyway, The feast will begining soon. Will you join us?
I'll prepare the vary rare and delicious Sake for you, Hahaha!

Rinnosuke - In Quest
Please, Return Prismriver's Instrument and Marisa's Soul.
I don't want to see Marisa kill and raid the innocent people anymore.

Rinnosuke - Quest Complete
Thank! Marisa become normal as like as before she become corrupt.
She's still talkative and very "Strong Drinker".
She can drink the dozen of Yuugi and Suika's Sake with only little blush on her face.
Ah... I'm thinking that I'm already drunken...

Ah! It take me many time and make me feel so tried (I'm trying to done it even myself are catch cold)
I hope this will be the good thing for the LoM Mod.
I'm ready to sacrifice my life to make it complete and good!  :)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.43 released]
Post by: Pesco on October 23, 2011, 11:00:48 PM
Just waiting on a couple of write-ins. Next update will be due on Wednesday.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Pesco on October 26, 2011, 11:33:39 AM
Ver 0.52 - 4191kb 26-10-2011

In-game skill descriptions complete.
Skill tree lockouts and level requirements implemented.
Weapons implemented.
Armours implemented.
Some new sprites and animations.
General filling out of descriptions in the documentation.

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

Link for Ver 0.52 (http://www.mediafire.com/?laxz2n30fr9q3c0)

Saves should carry over fine. BUT, use PlugY in the old version to reskill/restat before moving onto 0.52. PlugY's reskill function will cause you to lose skillpoints if used in 0.52. Don't forget to backup.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Rotund_Danmaku on October 27, 2011, 12:36:57 PM
Ah!!! I find some of minor Bug agains :V

1.The "-1789 to Life" and Mana bug are stand still!

2."The Guild Scroll" have some "little" trouble

2.1.You have "Kasha" Word in the Kasha Warlock's scroll over by one (I'm sorry if it you plan)

2.2.Look like Spirit Hermit and Youkai Hunter have swap their scroll!

3.It not the bug but I suggest that you may write the gem attribute when they have socketted on Boot,Glove and Belt
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Rotund_Danmaku on October 28, 2011, 01:07:04 PM
Ah!!! You are done with that "Overblast Master Spark"
But... Look like Eirin's Skill [Revival"Game of Rising"] are become the "new" one again.

Only one shot by it can kill Wriggle without any wound! :V
Maybe you shall decrese it damage down.
(After I gain this skills, The Teas are become absolute useless!)
*Not only Wriggle, It can kill even Sanae without seeing her insight!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Pesco on October 28, 2011, 11:11:38 PM
[attach=1]

[attach=2]
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Proto on October 29, 2011, 08:30:40 AM
Somewhat major bug found I tried to play an Oni Brawler and after reaching level 2 I was unable to put a skill point into my main tree which of course prevented me from putting any points into any skills or other trees. Thus making the Oni brawler class unplayable in 0.52.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Pesco on October 29, 2011, 09:21:59 AM
Somewhat major bug found I tried to play an Oni Brawler and after reaching level 2 I was unable to put a skill point into my main tree which of course prevented me from putting any points into any skills or other trees. Thus making the Oni brawler class unplayable in 0.52.

Confirmed and fixed. Resonance required points in Sakura according to the skills coding.

I've also found exactly what was causing the -1.4k hp/mana mods. That's been fixed too.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Nightkriss on November 01, 2011, 01:18:27 PM
I can't use skills, even if I have the right weapon equipped according to wiki ;<  ALice Warlock with no dolls is sad ;P
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Rotund_Danmaku on November 01, 2011, 01:31:20 PM
Did you spent the skill point to Alice's unique statue enough to up that skill? :V
Almost of every Skill need some points in the Unique statue to learn it.
(Even it is a doll, It still work like necromancer's Raise Skeleton. How weird?)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Culukeh on November 01, 2011, 02:55:33 PM
I can't use skills, even if I have the right weapon equipped according to wiki ;<  ALice Warlock with no dolls is sad ;P


I can echo this. I put a point in Dolls but could spend no more points in the section for some reason. According to both the original source and the mod, I should only have to spend a point in both or so. Maybe I'm doin' it wrong. Even tried it with a grimoire.

Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Pesco on November 01, 2011, 07:00:21 PM
Herpderp Alice's skills take a Skeleton Mastery pre-req instead of Dolls :V

It'll be fixed in the next version.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Rotund_Danmaku on November 11, 2011, 05:37:59 PM
I have some little question  ???

1.All of the Boot are have "0 to 0" Kick Damage
It mean that Meirin's kick skills are useless or something?
(I don't know kick or smith's damage mechanical at all)

2.There are some place in act I that write the describe on entering and minimap not the same.
(etc. Lake Trail's minimap descript are still write at Cold Plain)

3.In act III The Dark Blowhole and Yamame's Lair have switch their enter and minimap description.

4.When the new version will coming?   
 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Pesco on November 11, 2011, 05:42:56 PM
I didn't set kick damages for boots yet. They'll be 0 until I do. Shields also smite for 0.

Map names will be fixed in the next update.

Those 2 are always confusing and I forget to fix them. I'll need to get to act3 myself to properly fix it.

Today. Once I get the last skilldescs.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Rotund_Danmaku on November 13, 2011, 07:58:30 AM
Pesco, I have some little question

The next update saves can carry over or not?  ???
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.52 released]
Post by: Pesco on November 13, 2011, 11:36:07 AM
As long as you drop all your magical equipment they'll carry over. But you'll find that your stats are way less than desirable. And your level might get messed around a bit.

Still waiting for my skilldescs.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Pesco on November 13, 2011, 04:08:45 PM
Ver 0.58 - 7238kb 11-11-2011

Magic modifiers implemented.
In-game map names corrected.
Character stats rebalanced.
Leveling rates rebalanced.
Some skills rebalanced.
Monsters rebalanced to suit level cap.
Some new sprites and animations.
Skill tree bugs fixed.
More descriptions filled out.

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

Link for ver 0.58 (http://www.mediafire.com/?jedc1dnesdqwhr4)

Because magic modifiers were changed, it's best that you drop your magic items to avoid getting funny bugs.Saves will carry over fine, but due to the character and levels rebalancing, your stats will be very unsuitable for how the monsters are balanced.

Respec is open to all characters once you reach Lunatic difficulty. 2 town portal scroll and 2 identify scrolls cubed will give you a Token of Absolution. This is for playtesting only. hoarding them for use in version 1.0 will result in a guaranteed corrupted save.

A special reward awaits testers who go all the way to fighting Marisa.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Culukeh on November 13, 2011, 04:24:25 PM
Good thing I hoarded that respec from Lunatic.
Not to sound stupid, but can I just stick my items in my stash or do I have to dump them altogether?
On a side note, the fixing of the -1.4k mods should make life easier for the Voile Fairies. Running around at sub 100 life at like, Act 3 was an interesting and occasionally frustrating exercise.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Pesco on November 13, 2011, 04:50:34 PM
Best to dump them altogether. Items are going to be rather bland for a few weeks while I sort out what magic modifiers to go where.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Rotund_Danmaku on November 14, 2011, 02:09:55 PM
I wonder this is a bug or not?  ???

Look like Yuyuko's Fan can attack any enemy without any range trouble! :V

(http://upic.me/i/nx/screenshot009.jpg) (http://upic.me/show/30211182)

(It feeling like I'm tele-knifing them!) :V
(Playing this make me want to throw miko's Arrow away!)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Pesco on November 14, 2011, 04:37:36 PM
Yuyuko's fan weapon is meant to do that.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Culukeh on November 14, 2011, 07:56:44 PM
 I'm no expert at even regular D2 but my .002 cents.
I rolled a Kasha lock curiously, ran around a bit. Mobs seem to have more health, all right, hit harder. That was ok, but I found some nice Puppeteer Gloves and a Grimoire and was happy with the soft point investment figuring my skellies could tank for me nicely. Wrong.
Either the mobs are very strong or the skellies very weak, and this with 38  points in Dolls. Any sort of unique rickrolls them entirely,  and even regular archer skellies in the Underground Passage killed them, to say nothing of the Misshapen which 1 shot them and my little rogue buddy at which point I made a hasty exit. Its probably just a low level and no gear thing. But it does sort of nix the 'have these dudes absorb hits for me until I get some tasty skills' that necros have to put up with. Mana's also a little steep from all the times I have to reraise them as I throw them at a wall of mobs hoping they won't heal up in the downtime.
I'll have to adjust course for some Curses sooner than I planned which makes me slightly squirmy because I'm taking away points the Dolls really, really need. So I'll probably end up going the Revive route as the monsters are infinitely stronger than them.  :D
I'm not complaining, just kinda amused at my own overconfidence.
Also! I really really like what you did with the sockets going for armor OR shields if you want resists. That deserves a hug. I also enjoy your pluses to life so I don't have to dump every point there all the time, every level. That bothered me some in reg D2.
If you can stand my whiny feedback, Ill roll some other stuff and die with those and share my thoughts, ehehe.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Pesco on November 14, 2011, 07:58:04 PM
Mobs are much stronger but summons are still piddly. They'll be balanced later on.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Nightkriss on November 16, 2011, 02:08:19 PM
Do you know of any ways how to run Reimu II on Windows 8 ? No matter if I use dvd/cd version, patch 1,07 - 1,13d, crack,d2loader or genuine copy from BN I still have the same error - > error that there is no cd in drive....
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Pesco on November 16, 2011, 02:12:24 PM
Ask Blizzard.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Dr Rawr on November 16, 2011, 04:23:59 PM
i dont even think blizzard has support for the windows 8 preview :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Nightkriss on November 16, 2011, 06:11:06 PM
They said that everything that win7 runs will also work on Win8...
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Culukeh on November 16, 2011, 09:17:53 PM
Did you name it Reimu II? If so, change it back. Thats how mine fixed itself, anyhow.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Pesco on November 16, 2011, 09:57:18 PM
Why would you rename your exe in the first place???
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Rotund_Danmaku on November 17, 2011, 02:14:38 PM
Pesco, I have some "little" trouble again. :V

1.Tepes Fortress have the old entering descript (Forgotten Tower)
2.Can you make the mercenary can wield the weapon?
after the weapon modification no mercenary can wield weapon since they can't wield the only-class weapon.
3.And can you make the mercenary more strong and fast accord to the monster's strong? My mercenary die so easy not even on 1-1 battle.
4.I find some wierd bug.
The Ring without any magic modification

(http://upic.me/i/l0/0screenshot011.jpg) (http://upic.me/show/30315990)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Pesco on November 17, 2011, 02:51:35 PM
I still don't know what I want to do about mercenaries in general. You shouldn't need one in most cases.

The rings and amulets without any descriptions are probably one of the grouped magic modifiers. I'll fix that when I rebalance the magic mods.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Rotund_Danmaku on November 18, 2011, 12:44:57 PM
In fact, I hire Act II Mercenary for their Aura to my minions
(10 Fire Golems , 1 Mercenary and 1 of myself is the perfect march of doom!
Since when Fire Golem dies, They explode for very great damage to enemy that nearby them) :V

I find the bug again...

The Poison ring that convert damage to Poison, But in cost of -4 Damage

Before

(http://upic.me/i/1l/screenshot012.jpg) (http://upic.me/show/30345859)

60-114 Damage
(My Corspe Shover have socket Emerald and Topaz on it.)

After

(http://upic.me/i/gp/screenshot013.jpg) (http://upic.me/show/30345819)

56-111 Damage

And Act III Mercenary is very useful (When him is Ice element).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.58 released]
Post by: Pesco on November 18, 2011, 05:11:47 PM
The rings that give more poison damage seem to be working as expected of them. Might just be a bug with the damage range.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Pesco on November 24, 2011, 03:42:45 PM
Ver 0.62 - 13049kb 24-11-2011

Loading screen added.
Skill icons implemented.
Magic modifiers expanded.
Items rebalanced.
Skills tweaked.
Monsters rebalanced.
Frost Sign "Frost Columns" changed from passive skill to cold physical attack.
Star Light "Light Dragon's Sigh" changed from lightning spell to lightning physical attack.
Deathless "Xu Fu's Dimension" changed from fire spell to fire phyical attack.
Iku and Marisa tree lockouts swapped.

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

Link for ver 0.62 (http://www.mediafire.com/?2mv7krbw6uozuv5)

Before updating to this version, unequip any class-specific belts you might be wearing. All class-specific belts have become some other kind of equipment.
Respec via Token of Absolution is now available all the time. 2 town portal scrolls and 2 identify scrolls in the cube.
All weapons and armour have readjusted stats and requirements, hence the respec availability.

The Marisa fight reward has been removed because it turns out that it didn't work. A reward for fighting Reimu has been included this time.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Dormio Ergo Sum on November 24, 2011, 10:37:36 PM
0.62, fresh start on Youkai Hunter. I get the feeling that there's something wrong with the starter weapon.

(http://i597.photobucket.com/albums/tt56/haeun0719/th_d68df8f1.png) (http://s597.photobucket.com/albums/tt56/haeun0719/?action=view&current=d68df8f1.png)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Pesco on November 24, 2011, 11:28:11 PM
You were supposed to get new ones but I forgot to enable them.

PUNCH STUFF OUT WITH YOUR BARE HANDS :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Dormio Ergo Sum on November 24, 2011, 11:30:20 PM
PUNCH STUFF OUT WITH YOUR BARE HANDS :V
YOU DON'T KNOW HOW LONG IT TOOK ME TO KILL THAT FIRST GARGANTUAN BEAST.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Culukeh on November 25, 2011, 12:15:59 AM
YOU DON'T KNOW HOW LONG IT TOOK ME TO KILL THAT FIRST GARGANTUAN BEAST.

As it noms on your red orb merrily.  :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Pesco on November 25, 2011, 07:00:43 PM
Putting points in Untitled "Flying Mysterious Shrine Maiden" will result in a bad crash when you're struck by Lightning Enchanted enemies. I'll try have that fixed for the next update.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Rotund_Danmaku on November 27, 2011, 01:36:48 AM
I find some bug again. :V

Look like some of magic modification aren't fixed yet

(http://upic.me/i/77/0screenshot017.jpg) (http://upic.me/show/30647235)

And I think that the monster with Lightning,Fire,Ice element enchanted such as imba!
Only 1 strike with element apply can kill my Kensei with 426 life.
(In fact, I was strucked by Misshapen's Lightning Ball and Die instantly) :V 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Pesco on November 27, 2011, 07:34:33 AM
Those blank magic mods are properly fixed this time. It was Medicine's unique stat that was causing it. If you check on any doll, it doesn't appear to give you Suzuran.

A lot of the monsters with elemental attacks just deal a crapton of damage, which I need to fix. Pretend you're playing Touhou and dodging their danmaku :V

Your screenshots are also too large by forum rules. Thumbnail them or resize to 640x480 if you want to link them directly.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Rotund_Danmaku on November 27, 2011, 01:09:55 PM
A lot of the monsters with elemental attacks just deal a crapton of damage, which I need to fix. Pretend you're playing Touhou and dodging their danmaku :V

Your screenshots are also too large by forum rules. Thumbnail them or resize to 640x480 if you want to link them directly.
Thank for you suggestion.
But... In fact, I'm the "Average" Touhou player.
Since only TD that I can No-Con clear in Normal difficult.
(And In DS, If my computer aren't have some Fps Drop I'll never clear Level 6 or upper.) :V

Anyway, After I gain Tenshi's Skill. It make my life become less risked. :)
But I have find that Griswold in Human Village are the IMMOTAL! :V
He's regen too fast! My blade can't deal serious damage to him.
So I rescue Rinnosuke and run away without think to return there again!
(Of course! I'm already pick Mystia's Drumstick.)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Dr Rawr on November 27, 2011, 02:57:43 PM
eh i didnt have any problems killing griswold maybe because the only thing i put points into are youmus 1st skill :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Pesco on November 27, 2011, 03:21:17 PM
When you come across a monster that seems to regen too fast or takes too little from your attacks, save and exit to make the game reroll them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.62 released]
Post by: Pesco on December 01, 2011, 03:11:07 PM
I'm about ready to put up another update. Saves likely won't carry over due to mass removal of vanilla D2 items and possible adjustments to damage caps. It'll be worth your while to make new characters again because there is a new startup step in character creation.

Preview
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/th_Screenshot001.jpg) (http://s298.photobucket.com/albums/mm272/pesco47/LoM/?action=view&current=Screenshot001.jpg)

The trail effects are properly aligned in the mod.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 04, 2011, 02:14:49 PM
Ver 0.63 - 7853kb 04-12-2011

Monsters damage rebalanced.
New armours added.
Armour appearances implemented.
Phoenix Fist and Sake Dish are now armours.
Hourai Sword and Oni Fist weapons added.
Leaf Hat changed to Harvest Boots.
Weapons requirements for using most skills removed.
Rune drop rates boosted.
Health and mana potions readjusted.
Common cube reagents added.
Basic crafting recipes added.
Base characters reworked for greater customization during character creation.
All summons buffed.

Divine Spear "Spear the Gungnir" animation changed.
Heat Sign "Break Prominence" animation changed, damage reduced and density reduced.
Everlasting "Phoenix's Tail" regen buff scaling reduced.
Immortal "Fire Bird -Flying Phoenix-" duration synergy added.
Deathless "Xu Fu's Dimension" damage increased and synergy fixed.
Hollow Giant "Woo" damage increased.
Star Light "Light Dragon's Sigh" damage synergy fixed.
Thorn Sign "Thundercloud Stickleback" damage increased.
Electric Sign "Thunder Drum Shot" damage increased.
Lightning Fish "Swimming Thunder Shot" damage increased
White Sign "Undulation Ray" damage fixed and animation changed.
Mystic Sign "Table-Turning" animation changed and NextDelay added.
Magic Sign "Stardust Reverie" damage increased and animation changed.
Light Blast "Shoot the Moon" damage increased and animation changed.
Treasure "Gold Rush" damage synergy fixed.
Four Devas Arcanum "Knock Out In Three Steps" damage and scaling increased.
Shackles Sign "Shackles a Criminal Can't Take Off" damage reduced.
Flower Sign "Wilting of Juniper" damage increased.

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

Link for ver 0.63 (http://www.mediafire.com/?58p2b42ix82atat)

Saves won't carry over. Making a new character will be in your favour once again because the spellcard contract that new characters begin with give you 2 skill points to get into the skill trees with. You also get 85 stat points to build your character from ground up with. A character can only use the Spellcard Contract once. Hoarding them onto another character for multiple uses will get you nothing.

If you are using PlugY to save your equipment, Phoenix Fist and Sake Dish weapons might suddenly disappear.

No special progress reward this time because of all the new animations I put in.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Rotund_Danmaku on December 04, 2011, 04:32:45 PM
Pesco, I have 3 problems (in now).

1.Why Throwing Knife is so expensive when comparsion with other weapon?
2.The Dolls (Throwing Potion) is still locked (Req. Lv.231)
3.The Nightmare aren't over yet! I get killed so easy by Fire Enchanted Monster from single hit! :V
(Some Fire Projectile like Big Kadama aren't make instant kill but only Holy Fire Aura Enchant Monster can burn your Hp down in no time)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 04, 2011, 05:47:19 PM
Pricing for throwing weapons is weird. Don't bother buying, just pick them up or gamble.

Throwing potions aren't meant to be available.

Get more hp with more points in lives, +hp or +lives items
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Rotund_Danmaku on December 06, 2011, 12:40:08 PM
Pricing for throwing weapons is weird. Don't bother buying, just pick them up or gamble.

Get more hp with more points in lives, +hp or +lives items

But Gamble price of throwing knife aren't cheap, too. :wat:
They're same price to those "Original Weapon"
Can you fix their gamble price and "Original Weapon" Gamble description to correct with [E,N,H,L,X,P] surfix
and some like sword and axe to have "common" prefix in Gamble.

And the elements (except poison of those spectral hit) enchanted rare and unique monster are still danger to deal with.
even you say to have many live as it possible but...
Kedama Goddess can deal ~400 fire damage in 1 hit! and it can find in the "early" sage that in common you live are almost impossible to have over 400
and those Mana Drain monster are such annoying for the caster.
Since 1 hit of them can take all of your mana!

I hope that the next version the danger of those Moster are rebalanced.

(If you say that is touhou. What reason Flan's skilltrees have to? Defense become 0 mean you are ready to take the risk of any hit
and Swordmans aren't type of "Far Range" Striker at all!) :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Dr Rawr on December 06, 2011, 12:46:25 PM
Oh hey heres a solution, put some points into graze like a normal person would lulz
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 06, 2011, 02:11:22 PM
When a player or monster swings their weapon here's what happens:

Attacker's attack rating is checked against the defender's defense score.
Chance to hit is capped at 95% (this is the same for spells too), chance to miss is obviously 5% to make up the remainder.
If you miss, that it for this swing.
If you hit, the game rolls for chance to block.

Flan's 0 defense penalty plays on the paladin's higher block chance. Her weapon is 2-handed so that you won't use a shield. I think blocking is generally slower than hit recovery, so these are little factors that shape her playstyle.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Dr Rawr on December 06, 2011, 02:19:32 PM
I thought her play style was kill everything in one hit else they kill you :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Ace-Royale on December 06, 2011, 08:22:08 PM
First I want to say thanks for the mod Pesco, this 0 def modifier makes the game like D1 playstyle again with the kiting and actual positioning, wheeeee~~~

Just commenting on Flan's skill tree, seems weird that laevateinn is a two-handed weapon, yet her innate would have you rely on a shield for defense. Although from what I can understand, you want the player to just tank the damage instead.

 As well, you are stating mostly health so you can actually survive deaths from a thousand cuts. I thought Flan would be about speed/attack would losing out or ignoring defense. Doesn't seem to fit her flavour-wise to run around as tanky as yuugi while mainly skilling Flan tree. (I may just be spoiled on my viewpoint about her from dots though)

As well, for two-handed weapons in general, they're about 125%-150% the damage of one-handed weapons, right?

In exchange for that damage, you'd lose hp (due to higher stat requirements), blocking (shield) resistances (shield) and attack speed (usually). Not counting the extra slot for modifiers from rares/runes/gems. It seems too much of a tradeoff for the benefit.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 06, 2011, 08:37:07 PM
There's nothing stopping you from using Momiji or Youmu's weapons/shields instead of Flan's. It'd just make stacking Chaos a bit harder since you have to find them spawned on gear that doesn't automagic them.

But I'll take feedback for the characters' specialisation/penalties. Some of them ar just plain arbitrary (like Iku's) and I definitely want to change those when I have an idea of what to change them to.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Rotund_Danmaku on December 08, 2011, 02:09:10 AM
I have a little trouble again...

Some of weapon "Class" aren't correction yet
Kappa's Crossbow are in "Axe" Class that make Crossbow Mastery add damage and Attack Rating to the "Common Axe" that in the same "Axe" Class
and Lightning Bolt aren't show their damage when equiped by melee class weapon
(This mean it aren't show damage when you equip Kappa Crossbow since they're "Axe" Class weapon) :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 08, 2011, 06:58:44 AM
I made the Kappa Pistol crossbow AND axe class, but Axe class shows up over it since it comes first alphabetically I guess. It's because I can't get Bow/Crossbow Mastery to work. The mixed weapon class let's me use Axe Mastery for it. Seeing as it gives bonuses to real axes, I'll just change the Kappa Pistol to something else.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Rotund_Danmaku on December 10, 2011, 04:05:22 PM
I have a little problem again... :V

1.Not only Mana Drain Monster that can burn you all mana in one hit, Stamina Drain Monster also done it in same style (I mean 1 Hit burn all Stamina)
2.I find that the Flying Scimitar in Act II some time when die, It drop the forgotten and sealed Scimitar
(I mean can you make they drop some other sword like Dao or Common Sword instead?)
3.You think when the next patch are ready?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 10, 2011, 04:37:03 PM
Mana burn and stamina drain being like that is normal. I'm not nerfing those.

I'll see about making flying scimitars drop any kind of sword.

I want to complete unique items for the next update, so that might take a while.

We've also been testing in multiplayer over hamachi. Drop in sometime and we can run some characters.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Maav on December 11, 2011, 04:10:34 AM
Is that MotK gateway just a renamed gateway or is it an actual BNet server compatible with the mod?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 11, 2011, 06:44:59 AM
Other Multiplayer was renamed to Genji's Battle Arena and Open Battle.net was renamed to Gensokyo. MotK does have its own Bnet server (http://www.shrinemaiden.org/forum/index.php/topic,555.msg515830.html#msg515830) but i wouldn't say things are stable enough to play on there regularly yet.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Maav on December 11, 2011, 07:15:57 AM
Yeah, I did know about the gateway. xD
Was just curious about if it would work or not with the mod. AFAIK, modded D2 "clients" won't log into regular bnet servers, lol.

Anyways, did some playtesting... Is it just me, or Voile Fairy WON'T kill a unique Gargantuan Beast ranged Mana Burn monster? They'll just refill their HP and get your mana to 0 in one hit... orz
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 11, 2011, 08:42:44 AM
What's your build and how much of your build's stat have you got? e.g. Letty/Marisa with 300 Snow.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Culukeh on December 11, 2011, 08:17:32 PM
Not to interrupt but Im noticing that Direction Sign "Kimontonkou"  has a nasty habit of crashing the game.
Also related to the hunter, the various traps do not seem to do their respective elemental effects aside from Rabbit Sign "Inaba's Elemental Rabbit". Cold doesnt chill, poison doesn't poison, etc. And if a monster is not at the epicenter it takes very little damage. I know its probably being worked on, but just pointing it out. (I liked it when they stunned too  ;) )
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 11, 2011, 09:23:29 PM
Those traps are mostly meant to do their damage as those element types only. Their secondary effect such as damage over time and slowing aren't being carried. But that said, I want to give Tewi more interesting skills rather than 4 copies of the same.

I'll look into Kimontonkou.
Edit: Just crashed the game with Chen. I believe it's a matter of going too damn fast that the game crashes :V. In seriousness, I noticed her sprite flashing from skipping too many frames to stay updated with your attack speed. I'll see if putting a cap on the skill will fix it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Maav on December 12, 2011, 02:11:56 AM
What's your build and how much of your build's stat have you got? e.g. Letty/Marisa with 300 Snow.
Pure Marisa with around 25 Danmaku, IIRC. lol
I'm still low leveled.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 12, 2011, 06:45:07 AM
Stardust Reverie isn't that strong for its mana cost. You can pick up a high damage weapon and poke the monsters to death. Make a hit and run away, repeat until dead. At level 12 you get Shoot the Moon, which will be your main spell. Get yourself plenty of Danmaku for synergies and mana to keep up the casting.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Maav on December 12, 2011, 03:26:27 PM
Stardust Reverie isn't that strong for its mana cost. You can pick up a high damage weapon and poke the monsters to death. Make a hit and run away, repeat until dead. At level 12 you get Shoot the Moon, which will be your main spell. Get yourself plenty of Danmaku for synergies and mana to keep up the casting.
Stardust Reverie is like... Teeth, lol.
But I'm abusing the cheap resets so I can do the highest damage/mana possible in early stages of the game.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 12, 2011, 03:44:36 PM
I think all of the Fairy's trees have good damage output. I've tested most of that myself that's why it got the most attention in the last update. But people shouldn't be afraid of trying out other classes with the non-obvious builds. When I tried to get the Chen bug Culukeh mentioned, I saw how insane Chen could be.

If anyone's done a Komachi, Sakuya, Ichirin, Suika, Tenshi, Nitori or Shizuha build, let me hear about it so I can buff/nerf accordingly.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Culukeh on December 12, 2011, 05:21:27 PM
I have limited experience with Nitori. From the levels I got through, it killed a bit shakily. Between the typical lightning RNG, and the 'eh' speed of the weapon, Nitori does not deal well with crowds, as it has little defense compared to usual physical-ranged specs. Which is fine, cause there's always such builds and probably could be remedied by shuffling  points into Shizuha/Minoriko. When there's something you must kill *right now* ( Spectral Hit/ elemental enchanted anything) it usually comes through. But sometimes it doesn't ;) Esp if there's other creatures in the way.  Also! Piercing from Shizuha doesn't work with Kappa "Dried Shirikodama" - the bolt animation taps other monsters but does nothing. Same with the rest of them, it looks like. This might be part of the issue.
The builds OK; if you tend to be lucky the damage is good, as long as you don't let yourself be surrounded (easier said at times).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 12, 2011, 05:42:50 PM
I'll need to recheck the skills coding to see if Falling Blast is exclusive to Shizuha's weapon. If it is, I'll expand it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Vilkni on December 13, 2011, 09:20:05 AM
I can offer some inputs on Ichirin since I have played the build for a while (up to youkai beast transformation).

However, there ARE some serious issues that you should look into fixing because the issues that have popped up seem to affect Ichirin negatively. Firstly, you had Ichirin's first attack skill set up in the description so that it could supposedly hit multiple adjacent enemies (from 2 hits at level 1 to 5 hits after 3 more points are put into it). That's not the case at all due to a bug - it does only one attack, no special animation plays, and it eats away mana fast. I can confirm this by firing up a new oni brawler, getting him to level 2 to get both the Ichirin passive and her first attack skill, AND making sure I have two fallen close enough before I use the skill only to kill one fallen instead of two fallen like it should be happening. I can't do multiple hits on a target either, unless you didn't want it to hit a target multiple times. Secondly, did you intend for the first attack skill to be unusable in youkai beast form? Because since the beast moves slower than normal, it is VERY possible to get surrounded and get destroyed, especially against tough mob groups without the curse (which I didn't get but I think it might be melee only unless you changed that one). Finally, I'm not sure if the Fists attacking rating effect is counting only hard points instead of total Fists stats from equipment given that I tested with +9 fist from a weapon and didn't notice a change in attacking rating (which was at 136 from graze points and ONLY 1 hard point into Ichirin's primary mastery skill). These were bad enough that I just moved onto to Yuugi, although I will have to try Suika tomorrow after I sleep, although her skills scare me a bit.

And I can't really test Sakuya at low levels due to her throwing knives costing 13k at early weapon costs like someone else said earlier.  :V Anyways, this is a good mod so far, so I look forward to more updates. And before you ask, this took a long while to post because I was busy making sure I wasn't mistaken on Ichirin's problems.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Rotund_Danmaku on December 13, 2011, 11:36:22 AM
I have one question. ???

When do you think to add "Blank Runewords" effect
(I don't hope it for the next version. I know that to make effect for many Runewords aren't easy task
and some of Runewords you have to change it "Platform" ex. Kanako from Onbashira into Wind Gohei(?)) :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 13, 2011, 12:06:56 PM
However, there ARE some serious issues that you should look into fixing because the issues that have popped up seem to affect Ichirin negatively. Firstly, you had Ichirin's first attack skill set up in the description so that it could supposedly hit multiple adjacent enemies (from 2 hits at level 1 to 5 hits after 3 more points are put into it). That's not the case at all due to a bug - it does only one attack, no special animation plays, and it eats away mana fast. I can confirm this by firing up a new oni brawler, getting him to level 2 to get both the Ichirin passive and her first attack skill, AND making sure I have two fallen close enough before I use the skill only to kill one fallen instead of two fallen like it should be happening. I can't do multiple hits on a target either, unless you didn't want it to hit a target multiple times. Secondly, did you intend for the first attack skill to be unusable in youkai beast form? Because since the beast moves slower than normal, it is VERY possible to get surrounded and get destroyed, especially against tough mob groups without the curse (which I didn't get but I think it might be melee only unless you changed that one). Finally, I'm not sure if the Fists attacking rating effect is counting only hard points instead of total Fists stats from equipment given that I tested with +9 fist from a weapon and didn't notice a change in attacking rating (which was at 136 from graze points and ONLY 1 hard point into Ichirin's primary mastery skill). These were bad enough that I just moved onto to Yuugi, although I will have to try Suika tomorrow after I sleep, although her skills scare me a bit.

King Kraken Strike is based off Zeal. I think it is limited to 1 hit per target but should be able to hit multiple adjacent targets if they are present. I doubt the barb would be lacking suitable attack animations to do this.

There shouldn't be any restrictions on usage of Ichirin's skills. Only King Kraken Strike would need a melee weapon since it takes weapon damage.

The specialisation bonus for Ichirin is per level in Fists skill. I added some +skill modifiers in 0.62. They will only appear on item level 30+ and have a low spawn chance. These will show up as +skill name [class only]. That's why the specialisation bonus was changed to per level instead of once off. Fists stat is only for synergy bonuses and as you can see, they're common and easy to stack. I don't really want to rename the skills but in discussions it should be fine to refer to the skill by the character name.

Thanks for reminding me that throwing weapons need their pricing sorted out.

When do you think to add "Blank Runewords" effect
(I don't hope it for the next version. I know that to make effect for many Runewords aren't easy task
and some of Runewords you have to change it "Platform" ex. Kanako from Onbashira into Wind Gohei(?)) :V

Runewords will need to be redone as I've changed the base weapon classes.But a few of them can still be made if they fit into generic stuff like any weapon/armour. Also note that any runeword you make now will likely still be blank after I implement them proper.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Rotund_Danmaku on December 13, 2011, 02:15:48 PM
That's why the specialisation bonus was changed to per level instead of once off. Fists stat is only for synergy bonuses and as you can see, they're common and easy to stack. I don't really want to rename the skills but in discussions it should be fine to refer to the skill by the character name.

So I have one problem with it...
The "Soft Point" in Elementals Skill (Patchy's Unique) just useless since "Soft Point" can't give you more Mana
and can't be counted as other Patchy's skills "Requirement" as well.
And it aren't give any synergy to other skills so it complete useless :wat:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Vilkni on December 13, 2011, 02:29:23 PM
King Kraken Strike is based off Zeal. I think it is limited to 1 hit per target but should be able to hit multiple adjacent targets if they are present. I doubt the barb would be lacking suitable attack animations to do this.

There shouldn't be any restrictions on usage of Ichirin's skills. Only King Kraken Strike would need a melee weapon since it takes weapon damage.

The specialisation bonus for Ichirin is per level in Fists skill. I added some +skill modifiers in 0.62. They will only appear on item level 30+ and have a low spawn chance. These will show up as +skill name [class only]. That's why the specialisation bonus was changed to per level instead of once off. Fists stat is only for synergy bonuses and as you can see, they're common and easy to stack. I don't really want to rename the skills but in discussions it should be fine to refer to the skill by the character name.

Thanks for reminding me that throwing weapons need their pricing sorted out.

Thanks for the clarifications on these points. However, King Kraken Strike doesn't seem to actually hit adjacent targets - I tested again to make sure, but nope, the fallen was literally right next to the one I was targeting and it simply didn't happen (the adjacent fallen took no damage). Also, the the reason I was asking about the said skill being unusable when she was transformed into the youkai beast was because the skill was literally colored red as if I didn't have a melee weapon, which would suggest that the beast doesn't seem to realize you have a melee weapon equipped even though it takes the weapon's damage into account.

And yeah I derp'd hard on the whole mastery skill level, sorry. :X Guess next time I try her out I'll have to plunk down some +Attack Rating for early game pure Ichirin, since I was at Koakuma and had 22% chance to hit her. As you can see, this frustrated me enough to go Yuugi, and said char had around... 33% chance to hit her including her weapon mastery skill.

However... I have a bug to report after running more characters to test the PlugY reset - Seems if you do something like Sakura/Strength (I.E, spending 2 skillpoints between these) and do the PlugY reset, you get less skill points than should be possible. Pure builds are fine (Sakura is one of the only build that lets you get away with this one), so can you look into this annoying bug?

P.S. Suika's Mini-Suika doesn't even get 12 hits in - I saw it do one hit then disappear very shortly after. Maybe you accidentally added a duration to the skill?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 13, 2011, 02:49:46 PM
A respec recipe was added in 0.62 because of PlugY eating your skillpoints. It's not a bug with my mod, it's an issue with how PlugY does the resets. 2 town portal and 2 identify scrolls cubed for a token of absolution.

So I have one problem with it...
The "Soft Point" in Elementals Skill (Patchy's Unique) just useless since "Soft Point" can't give you more Mana
and can't be counted as other Patchy's skills "Requirement" as well.
And it aren't give any synergy to other skills so it complete useless :wat:

Patchoulli's skills are too boring. I want to change them sometime later.

Edit: Ichirin's Fist Smash skill is a major source of unusable skills for the build. I'll scrap it and let it do something else. It'll follow that Falling Sky hammer will get changed too. I'll find a new base for King Kraken Strike. That'll be 3 changed skills for Ichirin.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Vilkni on December 14, 2011, 01:21:16 AM
Actually, I changed my mind and decided to play a Komachi build. So far it has been fun especially since Hina synergies well with her thanks to Pain Flow. I'm beginning to have Altitis. :V

However, the skill known as Short Life Expectancy has two display bugs:

1. In the status window, switching from a normal attack to the skill doesn't display the right damage - it displays at 100% (17-45 in my case) instead of 25% (4-11) like it should.

2. The Souls has one synergy with said skill which is to increase damage by 1% for each Soul stats. However, looking at the skill itself with 9 Soul, the -75% damage itself remains unchanged. So is it before or after the -75% for Short Life Expectancy? Because if it is the latter, I can see why that would be the case, especially with Hina's Pain Flow.

That's it so far for Komachi - I can't think of anything else.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 14, 2011, 07:13:18 AM
It may be just the damage display setting that isn't taking the reduction into account. There's lots of skill that will display like that until I figure out how to make it display weapon and spell damage together.

Souls synergy reduces the -75% penalty.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Vilkni on December 14, 2011, 09:48:04 AM
Oh right, Shou's Treasure is supposed to affect two skills named Hungry Tiger and Most Valuable Vajra via increasing their damage based on Treasure stats (So it must give 43% more damage in my case at 43 treasure), right?

... Unfortunately, that doesn't seem to be the case at all - No increase in either actual damage or displayed damage. I suspect the synergy is bugged for both of these stuff somehow. I'm still at +3% bonus damage after investing points into it. At no point did this increase to +46% damage despite 43 treasure stats from gear. I'm not sure on Most Valuable Vajra since I never got to the point (it still doesn't seem to increase to +103% damage, though), but I can confirm the synergy is broken on Hungry Tiger. Case in point - I'm at 16-43 for normal attack... and I'm 17-43 for Hungry Tiger despite the fact that 43 treasure should push this up to 23-63. Admittedly, I was getting so tired at this point that I wasn't really paying attention to the health bar BUT it doesn't seem like it did the +43% boost like it should have done. Aura of Justice does give me boosts like it should and the rest of the synergies work like they should, but I'm a bit worried about this issue.

I apologize if this has been reported before, but this seems like a serious issue.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 14, 2011, 11:17:35 AM
No worries. This is good feedback. Unlike the other guys telling me Yuugi's Shackles was OP without telling me the numbers. I ended up nerfing it to oblivion for that :V

Edit: Went through all the damage display calculations. That should be all of them sorted out.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Culukeh on December 14, 2011, 04:35:00 PM
Playing around with pure Nue, I came to note that Danmaku Chimera does nothing but break your weapon.
Also with Nue, for Rainbow, does it work like the monster skill and add that damage to normal attack or is it a conversion?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 14, 2011, 05:27:17 PM
Rainbow UFO is effectively spectral hit. But due to how the parameters for it are set up, if you land a poison hit, it's way stronger than what you would get from the others.

New Ichirin skill
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/th_Screenshot019.jpg) (http://s298.photobucket.com/albums/mm272/pesco47/LoM/?action=view&current=Screenshot019.jpg)

Loot from playtesting
[attach=1]

I'll keep aside for trading
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Vilkni on December 15, 2011, 05:03:46 AM
Eh, going to stick with being a Pure Youmu for the time being. However, I have noted a bug with 200 Yojana in 1 Slash.

What's the bug, you ask? It's that sometimes when Youmu charges at the enemy and does hit/does not hit it, that the animation that is playing decides to mess up and freeze Youmu in the sliding animation... except she's just frozen in place. Nothing except getting hit out of it will reset it. A pretty bad bug that has potential to get you killed quick, especially with a ranged/melee unique mob that is elemental based (Seriously, I'm closing on to 700 hp and they still one-shot me? Wat? Yes, even the spectral hit uniques except when they poison).

Also I may need to note some places to farm soon to get my Sakura up from equipment - My def is really lagging behind, and I may need to replace my weapon/armor fairly soon (At the last warp point before the end Act 1 Boss).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 15, 2011, 07:11:53 AM
That's a bug inherent with Charge.

Quote from: Arreat Summit
Sometimes Charge skill may stun yourself (you cannot attack and move but can drink potions) when attacking. This may continue very long until to your death. You can fix this by pressing the "W" key to swap weapons which should exit you from the stun.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Vilkni on December 15, 2011, 08:19:59 AM
Oh, I forgot the Charge bug still existed in 1.13c :V. However, I can confirm that Slash Clearing the Six Senses is wrong not only in the description (It boosts the Attack Rating yet the skill effect says it boosts Damage), but also wrong in the stated value (It says 60% extra damage at first level yet it doesn't seem to do the amount it says ). The reason I say it's wrong at saying it gives 1.6x damage at level one is because I have 37-63 as normal attack with equipment giving damage bonus, and yet it becomes 48-78. This means the value is much lower than you would think it would be. Same story with other skills - I have 103-165 according to the damage slot the Konpaku is in, yet that becomes 114-180 with the aura on. Is the aura supposed to give a reduced amount of the damage bonus to Youmu herself?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 15, 2011, 11:21:42 AM
Corrected the description on the aura. It just made more sense to me at the time that the name of the aura would give attack rating and not damage. The damage bonus is applied to your weapon, not your overall damage.

Normal attack: 8-12
200 yojana: 16-24
200 yojana + aura: (16+4.8)-(24+7.2) -> 21-31
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Rotund_Danmaku on December 15, 2011, 12:33:29 PM
How do you manage yourself to that level and act!!! :o
I almost took all age to reach Act II's Final Chapter!!!
(You know that the Horror Archers aren't the easy guy to deal with) :V

I have the "great little" trouble
Why didn't you make Spellcard Contact Unsellable?
I know that seem to be a little pointless problem but for the "Like it shall be" sake.
The Important item like that shan't be sellable! :V
(The Unique Item seem insterest, But did you think about names and attribute yet?) :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 15, 2011, 02:02:45 PM
Archers? Claw Vipers? Burning Souls? Graze like you're playing Lunatic level Touhou :V On my own, I've also been tweaking monsters as I go so they're probably a little easier for me to get through.

The Spellcard Contract doesn't sell for much. Even if I make it unsellable, there's nothing stopping you from dumping on the floor and letting it get deleted.

I'm working on the unique items. The names are done and the process is long and boring.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Rotund_Danmaku on December 17, 2011, 03:32:44 PM
I have a question.
1. You think that the next version save can be carry over or not?
2. I find some item bug. :V

(http://upic.me/t/48/0screenshot001.jpg) (http://upic.me/show/31300382)

I wonder that's same as req.lv lock?
(I don't get any idea if I want to replace Poison Dolls and Gunpowder Dolls
that spawn from Explosive and Poison Shrine with other item such like random fragments.)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
Post by: Pesco on December 17, 2011, 03:46:38 PM
I'm going to try and put off making changes that will cause saves to not carry until the very end now. I finally got a Fairy to Phantasm and it's NOT an easy thing for me to give up at this point.

That's definitely a typo. If you find a L-rank or X-rank Nurse Cap, you might find it won't have any requirements then.

Poison and Gunpowder dolls are supposed to be locked out. I need to disable those shrines somehow.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 17, 2011, 11:20:57 PM
Ver 0.64 - 8014kb 18-12-2011

A few skill information popups corrected.
More item sprites added.
Silver Trident and Snake Trident sprite changed.
Brandistock graphical changed to Poleaxe.
Harvest Boots sprite fixed.
Sparrow Boots name fixed.
More crafting recipes added.
Some cube recipes fixed.
More magic modifiers added.
Magic modifier spawn chances redone.
Monster scaling greatly reduced.
Displayed damage calculations corrected.
Changelog separated from documentation.

Oni Brawler
Gathering Oni "Throwing Atlas" replaces Drunk Sign "Art of Oni Binding".
Flood "Venus of the Bilge" changed to a Cold Physical Attack.
Barrage "King Kraken Strike" reworked.
Hand Strike "Fist Smash" changed to a physical spell.
Fist "Falling Sky Hammer" changed to a physical spell.

Voile Fairy
Magic Sign "Stardust Reverie" mana cost reduced and NextDelay removed.
Light Blast "Shoot the Moon" mana cost reduced.
Mystic Sign "Table-Turning" NextDelay removed, piercing effect removed and damage reduced.
Winter Sign "Northern Winter" damage increased, missile delay reduced and duration increased.
Fog Sign "Gassing Garden" scaling improved and mana cost reduced.
Poison Sign "Melancholy Poison" damage reduced.

Spirit Hermit
Flower Sign "Valley of the Snowdrop" changed to a Physical Spell.
Flower Sign "The Reflowering of Gensokyo" changed to a Physical Spell.
Explosion Sign "Petit Flare" replaces Light Energy "High-Tension Blade".
God Sign "Eight Million of the Red Leaf God" restriction to Shizuha-weapons only removed.
Autumn Sign "Falling Blast" restriction to Shizuha-weapons only removed

Youkai Hunter
Direction Sign "Kimontonkou" changed to a singular buff for a longer period instead of shorter stacking buffs.

Phantom Kensei
Youmu and Yorihime skilltrees swapped. Yorihime is the main tree and Youmu is the sub tree.
Izunome changed to a Passive skill.
Obsessor "Slash of the Eternity" replaces Human Knowledge Sword "Angel Dance"
Ice Sign "Icicle Machine Gun" replaces Freeze Sign "Perfect Freeze".
Ice Sign "Fairy Spin" combined with and renamed to Freeze Sign "Perfect Freeze".
Freeze Sign "Perfect Freeze" mana cost reduced.
Whistle Scout "Youkai Mountains Patroler" base attack speed increased.
Dog Sign "Rabies Bite" mana cost reduced.
Dog Sign "Feral Wolf" mana cost reduced.
Taboo "Cranberry Trap" mana cost reduced.
Life Ending Sword "Meditation" mana cost reduced.
Amaterasu Oomikamki buff effect fixed.

Human Miko
Dream Sign "Evil-Sealing Circle" bonus damage and AR against demons removed and damage rate increased.
Prayer "Exorcism" replaces Untitled "Flying Mysterious Shrine Maiden"
Good Omen "Cloudy Way in Purple" damage readjusted.
Superhuman "Byakuren Hijiri" scaling redone.
Magic "Omen in Purple Mist" scaling redone.
Light Magic "Star Maelstrom" damage readjusted.

Kasha Warlock
Flowery Soul "Butterfly Delusion" missile speed increased.
Butterfly Sign "Death Lance" damage increased.
Curse Sign "Shanghai Doll" hp and damage scaling reduced.
Curse Sign "Hourai Doll" hp scaling reduced.
Youkai "Blazing Wheel" fire aura removed, will cast a modified Corpse Spirit "Vengeful Cannibal Spirit" whenever it kills an

enemy.
Poison Sign "Japanese Foliage Spider" hp scaling and damage increased.

Weapon requirements re-added for:
Star Light "Light Dragon's Sigh"
Deathless "Xu Fu's Dimension"
Poor Fate "Short Life Expectancy"
Death Sign "Scythe of Final Judgement"
Miasma "Unexplained Fever"
Unidentified "Rainbow UFO Invasion of Terror"
Nue Sign "Danmaku Chimera"
Grudge Bow "The Bow of Genzanmi Yorimasa"
Monster Train "Spare Umbrella Express Night Carnival"
Umbrella "Super-Water Repelling Bone-Dry Monster"
Shikigami Sign "Pentagram Flight"
Oni God "Rumbling Jikoku-ten"
Direction Sign "Kimontonkou"
Search Sign "Rare Metal Detector"
Search Sign "Gold Detector"
Treasure "Gold Rush"
Hell Realm Sword "200 Yojana in 1 Slash"
Deva God Sword "Components of Konpaku"
Dog Sign "Rabies Bite"
Dog Sign "Feral Wolf"
Taboo "Cranberry Trap"
Q.E.D. "Ripples of 495 Years"
Taboo "Forbidden Games"
Barrage "King Kraken Strike"
Oni Sign "Massacre on Mt. Ooe"
Ghost "Sinker Ghost"
Light Oni "Adamant Helix"
Shackles Sign "Shackles a Criminal Can't Take Off"
Four Devas Arcanum "Knock Out In Three Steps"
Wilted Path "Lost Windrow"
Kappa "Dried Shirikodama"
Kappa "Exteeeending Aaaaarm"
Kappa "Spin the Cephalic Plate"

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

Link for ver 0.64 (http://www.mediafire.com/?32i9pw0y7rovw3p)

Saves will carry over in every version from now on unless otherwise stated.

If you find unique class-specific armour, it is correct that it doesn't have any mods other than a bonus to a character's unique stat. I'm open to suggestions for mods to put on them. The strength of the mods on an item are scaled according to the item rank.

Some powerful cube recipes have been added. I have not put up the recipes anywhere but here are some hints.
- The number of bonus items used will affect the power of the mod you're putting on the item.
- These recipes will increase the level requirement.
-The same recipe has different results based on your class, i.e. you can't craft for another class.
- Power + Graze + Ra/Ri/Ru/Re/Ro rune = bonuses for Reimu, Patchoulli, Meiling, Hina, Youmu, Mystia, Minoriko.
- Power + Life + Ra/Ri/Ru/Re/Ro rune = bonuses for Byakuren, Iku, Nue, Yuyuko, Cirno, Ichirin, Yuuka.
- Power + Bomb + Ra/Ri/Ru/Re/Ro rune = bonuses for Shou, Mokou, Tewi, Alice, Momiji, Suika, Shizuha.
- Graze + Life + Ra/Ri/Ru/Re/Ro rune = bonuses for Remilia, Marisa, Kogasa, Rin, Yorihime, Minamitsu, Nitori.
- Graze + Bomb + Ra/Ri/Ru/Re/Ro rune = bonuses for Eirin, Letty, Chen, Komachi, Flandre, Yuugi, Aya.
- Life + Bomb + Ra/Ri/Ru/Re/Ro rune = bonuses for Sanae, Medicine, Nazrin, Yamame, Tenshi, Sakuya, Utsuho.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Maav on December 18, 2011, 01:30:49 AM
Couldn't test yet, but, what did you mean by Monster Scaling?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Vilkni on December 18, 2011, 06:37:17 AM
So you changed what used to be Youmu's passive sword boosting skill into the new attack named Slash of Eternity, right?

Turns out I don't even have it in the skill menu DESPITE PUTTING POINTS INTO IT. Did you screw up somewhere when adding the skill to the menu?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 18, 2011, 07:28:16 AM
The skills internal reference is still the same. If you had points in Angel Dance (which everyone would have at least 1 I believe) it would be a point in Slash of Eternity. If your points are missing, use the respec recipe and put the points again.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Vilkni on December 18, 2011, 07:40:17 AM
The skills internal reference is still the same. If you had points in Angel Dance (which everyone would have at least 1 I believe) it would be a point in Slash of Eternity. If your points are missing, use the respec recipe and put the points again.

About that...

I did in fact respec just now, and the skill isn't still there. I think you did screw something up somewhere.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 18, 2011, 07:44:58 AM
As in there's a blank spot on the skilltabs?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Vilkni on December 18, 2011, 07:50:11 AM
Unfortunately, yes, the skill doesn't show up in either the left skill button menu OR the right skill button menu, meaning it doesn't "exist" at all so I can't select it.

Hence why I was complaining about it not showing up at all.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 18, 2011, 07:55:58 AM
Okay now I get it. It's probably still marked as a passive then that's why. Play without it for now :V

I think you can get it on the right button by clicking on it when you have no skill points to assign. If that works, it should go to your right click button.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Vilkni on December 18, 2011, 08:03:14 AM
Well, tested the right click without skillpoints to assign, lolnope, it didn't even register. Guess I'll live without it for now.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 18, 2011, 08:13:31 AM
Drop by IRC (link (http://webchat.ppirc.net/?channels=dots-meido)) and you can give me feedback as you go. I should be around for most of the day.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Rotund_Danmaku on December 18, 2011, 12:40:16 PM
I find some idea for Curse Boots [N] unique item's Attribute now

- Curse Boots [N] (Marked Step)
+ 48 to Misfortune
+ 2-4 to Misfortune (Kasha Warlock Only)
15% Chance to Cast Lv15 Cat Sign "Cat's Walk" When Struck
30% Chance to Cast Lv10 Death "Higan Retour" When Struck
- 25-35% Better Chance of Getting Magic Item
- 50-60% Extra Gold From Monsters

Maybe that's look fine?

And What you'll do with this?

(http://upic.me/t/yb/0screenshot009.jpg) (http://upic.me/show/31325732)

Maybe you shall replace it with other class item or remove the Quest reward?
(That's Quest Reward from Chen when you complete Prison of Ice Quest)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 18, 2011, 02:48:06 PM
I think there should be a way to disable Chen giving you those items.I'll need to get another character to act5 myself to test it. But for now, we can only stare at it and wish your Letty/Marisa Fairy could use it :V.

Those mods on the item are fine. I'll scale the numbers accordingly. The only thing I don't really like is giving +skill since those are obtainable in other ways.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: ARF on December 19, 2011, 12:51:58 AM
I played the Oni Brawler with Murasa/Ichrin build, placing ice vortex to slow enemies and pelting them with fist strike. Needed no grinding or resistance items to race through the first difficulty. Mystia's buffs felt like they had too short duration, but maybe that's me being lazy after playing vanilla. Unzan needs a fix, he costs too much mana and tanks nothing.

Buffed enemies are fine, but spectral hit and elemental enhanced need to be toned down and act bosses needs huge buffs, either 20 times the hp or should deal enough damage to instantly kill you without resistances, even with /players 8 the bosses are complete jokes. The prismrivers had the best fight, since they coincidentally one shotted my character upon contact.

Thanks for the hard work, I'm really enjoying the mod!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 19, 2011, 07:13:37 AM
Good to hear. Normal is a joke in any mod. Once you get to Lunatic it's ohmygodwhydoeseverythingkillme time :V

The biggest problems with spectral hit and elemental enemies is the lightning damage. There doesn't seem to be a way to balance them without rescaling monsters from scratch, making everything really easy, or disabling Spectral Hit and Lightning Enchanted boss mods.

I'll mess around with the numbers some more to fix the act bosses.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Rotund_Danmaku on December 19, 2011, 01:54:23 PM
Pesco, I find some ideal for Unique Item Again. ;)

- Galaxy Dress [E] (Emergency Services)
+ 21 to Intelligence
+ 1-2 to Intelligence (Human Miko Only)
Lv 10 Life Ending Sword "Meditation" When Equiped
+ 25 to Lives
+ 25 to Mana
Life Regeneration +15
Mana Regenaration +150%

And... I find that the Hell Bovine in Keine's Classroom is REAL strong.
They can stand the 300+ Mystic Sign "Table-Turning" without serious wound. :o
(After some tries, I decide to escape. There's no chance to kill them now.) :X
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 19, 2011, 02:02:44 PM
They're strong because I still haven't edited them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Maav on December 19, 2011, 07:35:01 PM
Don't even know if that's changeable, but...
Big [insert color here] Kedama still says "Rises Devilkin/Fallen/Carver/Dark One"
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 19, 2011, 08:00:31 PM
It's changeable. I've just been lazy about doing it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: ARF on December 19, 2011, 11:32:48 PM
I continued my Oni Brawler adventures today, started out on Lunatic mode. It got tricky right away, every mistake with ranged hero mobs means death and I was about to give up I when I died 5 times to a sand leaper hero pack with lightning enchant and extra fast, but I altered my strategy and made good progress. Did some skill respecs with the cheap tokens of absolutions to try out variations of the build, centered around Ichirin. Is there a bug with Za Warudo? Doesn't require mana and seems impossible to cast. Misdirection is pointless to spend skills in? Resonance seems bugged, even with 100 I couldn't notice a difference in cast speed, and I had total of 30% on equipped items. Does it only affect warcries?

Some unique items dropped (NEET outfit and Yukari's Gloves) which came to good use, also used gambling to get high tier equipment and then use the cube to further buff them, got me a phantasm tier giant axe with over 500 damage like this. All this combined with some great jewel drops that boosted my fists level (total over 400) gave me enough power to take on Keine's Classroom. Falling Sky Hammer dealt around 5500 damage. Did you intend to have the skills scale this well?

Is Chen bugged? I can't seem to use her trade and gamble after I rescue her.

How can I get a hat with 4 sockets for the I Chi Ri N runeword? And why isn't Chi N Chi N a Mystia runeword?  :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 20, 2011, 12:07:25 AM
The scaling will get fine-tuned as the mod progresses. I just haven't played any Brawler builds to get round to nerfing them appropriately yet :V.

Mystia's cast speed bonus most likely only affects the warcries because your attack skills are mostly weapon dependent. I suppose I could give her a different specialisation bonus later on.

I don't know why Chen would be bugged that you can't buy from her. I'll need to get there myself to see what could be wrong.

There's a socket drilling recipe in the mod. use that to prepare a WHITE item for runewords. Runewords also only exist in spirit. They don't do anything other than take up your resources at the moment.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: ARF on December 20, 2011, 03:21:09 AM
There's a socket drilling recipe in the mod. use that to prepare a WHITE item for runewords. Runewords also only exist in spirit. They don't do anything other than take up your resources at the moment.

Alright, just so you know, most hats I've tried on seem to only have a max potential of of 2 or 3 sockets.

Finished Lunatic now, things got very tricky in act 5, but playing carefully payed off. Seems like this playstyle will allow me to progress in Phantasm until physical immune mobs become too frequent. It would be cool if the Unzanbear was replaced with a thunderstorm spell, Unzan likes to shoot lasers.

I feel like starting a new character, do you want me to playtest any particular build or character?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Yadogari on December 20, 2011, 06:03:23 AM
You know, I've been messing with Voile Fairy again with Mokou and I was thinking that the +Rage items ramp up her Phoenix Tail way too much.
...Wait wasn't it supposed to decrease damage by 1 per Rage...anyways,
I have a shopped Hourai Sword with 16 rage on it and I get  1700 regeneration for 11 seconds at 37 mana...
I'm not sure if that's intentional but it feels way too high...things that can't effectively one shot me or gang up on me can't kill me at all.
Level 3 increases it to 2550 for 14 seconds for 47 mana...
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 20, 2011, 07:24:38 AM
Alright, just so you know, most hats I've tried on seem to only have a max potential of of 2 or 3 sockets.

I'l check the coding for sockets on them. It may be related to their item level being too low.

Quote
Finished Lunatic now, things got very tricky in act 5, but playing carefully payed off. Seems like this playstyle will allow me to progress in Phantasm until physical immune mobs become too frequent. It would be cool if the Unzanbear was replaced with a thunderstorm spell, Unzan likes to shoot lasers.

I'm still trying to figure out how to do summons properly. Once I do, then Unzan can be awesome. Until then, I'll just try and buff him accordingly.

Quote
I feel like starting a new character, do you want me to playtest any particular build or character?

Tenshi, Flan, Eirin and Remi haven't seen much action yet.

You know, I've been messing with Voile Fairy again with Mokou and I was thinking that the +Rage items ramp up her Phoenix Tail way too much.
...Wait wasn't it supposed to decrease damage by 1 per Rage...anyways,
I have a shopped Hourai Sword with 16 rage on it and I get  1700 regeneration for 11 seconds at 37 mana...
I'm not sure if that's intentional but it feels way too high...things that can't effectively one shot me or gang up on me can't kill me at all.
Level 3 increases it to 2550 for 14 seconds for 47 mana...

It's supposed to make you immortal like Mokou :D. I guess I can remove the scaling with Rage and hike up the mana cost.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Rotund_Danmaku on December 20, 2011, 01:11:52 PM
There's another Unique Item Agains :V
(It rarely drop so if you want some idea for Unique Item's mod. Just send me the name and class of all Unique Item so I can think about it mod without find them first)

 - Crystal Wing [E] (Rainbow Difractor)
+ 24 to Chaos
+ 1-2 to Chaos (Phantom Kensei Only)
+ 100 - 145% Enchanted Defense
+ 45-55 All Resitances
Lv 10 Plenty Sign "Owotoshi Harvester" When Equiped
+ 25-50% Defense Vs Missiles

(Lunatic Level such a trilling time. If you shoot, you win. if you shooted,you miss and die) :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 20, 2011, 01:48:14 PM
Sending the list of names to you only would make it unfair to other people who have ideas too :V

I've redone monster scaling from scratch. This time I've extrapolated their stats from vanilla. The general outcome is that you don't die as fast, they don't die as fast either. Their attack ratings are about the same as before. Experience gain in Phantasm might be a bit high.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: ARF on December 21, 2011, 12:42:44 AM
Finished Normal with a Eirin/Remi Miko. Beginning of act 1 was terribly slow and painful using Remi's skills primarily, I considered grinding some in the human village because how weak the character felt. But I switched to bow and by the time I got to the koumakan gate I was already OP.

You probably want to nerf Remilia's passive damage increasing based on max hp ability. I was hitting for 1k at the time I got to Muenzuka and over 2.8k at the beginning of Lunatic. Pretty much made the game a joke, just run into an area and use Apollo 13 and proceed to the next area. This is more OP than the Ichirin build by several orders of magnitude. You don't even have to aim with Apollo 13  :V

Remi's spear skill is kinda weak, which is a shame because it looks so cool. Maybe it could be like bone spear or at least convert a small percentage of the base physical damage to fire damage. Remi's final aura keeps being effective after all mana is gone, so it's possible to have it maxed and use throw in the left button for ownage.

Eirin's final arrow skill is kinda bad, since the area of effect is only the cold damage, and the mana costs ramps up so fast. Maybe something more fancy could be nice, if it would explode into a cold nova it would be cool, and more useful.

No Chen bug this time, I suspect it happened because she can't give the class specific quest reward to the Oni Brawler.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 21, 2011, 07:02:34 AM
What item did Chen give you?

I still don't know exactly how OP Remi's damage boost is in practice. I'm in Phantasm act3 with maxed Master Spark and 260 Danmaku. It does 16k dps at start and goes up to 24k when my mana is low. It still takes a while to kills stuff. This is under the redone monster scaling. But my other skills, 975 Snow, Table Turning does a bit over 5k and Northern Winter does 25-26k. If it's not cold immune, these are great skills for mobs.

I'll give those skills a tweak. Mercury Sea getting a nova at the end is doable. I'm going to redo Appolo 13 to make it look more like the spellcard (and even less aiming required as a consequence >_>). Red the Nightless Castle should turn off when you run out of mana. I'll need to fix that or tweak its effects.

(http://i298.photobucket.com/albums/mm272/pesco47/LoM/th_Lettygear.png) (http://s298.photobucket.com/albums/mm272/pesco47/LoM/?action=view&current=Lettygear.png)

Pimp of my gear :D. Some came from gambles, upgrade recipe rolls and crafting.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: ARF on December 21, 2011, 07:29:51 AM
Chen gave me a vanilla maiden pike (not like the ones for Shou).

Oh, then it's balanced for end game, I'll resume playing to see what kind of numbers I get at the end of Lunatic.

How do you craft with the power pieces/items?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: Pesco on December 21, 2011, 07:35:19 AM
Weapon/armour + 1-5 fragments = item w/ elemental damage or resists
Weapon/armour + 1 piece = item +1 to attribute
Weapon/armour + [Bonus item 1 x 1-5] + [Bonus item 2 x 1-5] + Ra/Ri/Ru/Re/Ro rune = item w/ +skill

The bonus item combination determines which skilltree, the rune determines which skill in that tree, and the number of Bonus Items used determines how much +skill. The number of Bonus items used must be equal. All of these recipes add a significant level requirement. So be careful not to do it on an item that already requires level 99.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
Post by: ARF on December 21, 2011, 03:42:44 PM
Weapon/armour + 1-5 fragments = item w/ elemental damage or resists
Weapon/armour + 1 piece = item +1 to attribute
Weapon/armour + [Bonus item 1 x 1-5] + [Bonus item 2 x 1-5] + Ra/Ri/Ru/Re/Ro rune = item w/ +skill

The bonus item combination determines which skilltree, the rune determines which skill in that tree, and the number of Bonus Items used determines how much +skill. The number of Bonus items used must be equal. All of these recipes add a significant level requirement.

I failed and got a skill from the wrong tree  :(

So be careful not to do it on an item that already requires level 99.

My Miko has level 104 now, the border xp increase is insane, is that working as intended? Chen gave me ceremonial javelins in Lunatic, which required level 231. Is there even a level cap in the mod? The Remi/Eirin build isn't good at all vs physical immune, I could only re-roll when the game trolled me and gave all three Prismrivers stone skin. Then Orange ended up being physical immune two times in a row.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 21, 2011, 03:50:19 PM
Ver 0.65 - 8274kb - 21-12-2011

Item automagic spawn bug fixed.
Requirements modifier corrected.
A few enemy names and descriptions corrected.
Monster scaling completely redone.
Level requirements on items adjusted.
Level cap bug fixed.
Damage caps increased.

Voile Fairy
Everlasting "Phoenix's Tail" multiplier scaling with Rage stat removed and mana cost increased.

Youkai Hunter
Flight Sign "Flight of Idaten" remade and required level increased.
Nue Sign "Danmaku Chimera" durability loss chance scaling improved.
Treasure "Gold Rush" charges stacking enabled and level requirement increased.

Phantom Kensei
Obsessor "Slash of the Eternity" assignment bug fixed.
Freeze Sign "Perfect Freeze" remade and required level increased.

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

Link for ver 0.65 (http://www.mediafire.com/?8t32y6nmwsy64im)

Saves and items will not carry over.

I'm releasing this one early because of a major bugfix with the level cap. Since saves were going to get broken, I figured I'd also implement the damage cap changes which would also have broken old saves.

You guys get to benefit from the monster rebalancings. Normal will still be easy. You are expected to go play on Lunatic and Phantasm at some stage :). It's also good news for the people that have been running Keine's Classroom because the cows have also been rebalanced.

Due to my own rush to get this fix out there, unsocketing can be done freely >_>. Simply put the item in the cube and transmute to get your gems, runes and jewels back. This is not staying.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Dr Rawr on December 21, 2011, 10:07:35 PM
dolls be crashing mah game
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Maav on December 22, 2011, 02:53:57 AM
Seems there was some uber difficulty reduction here. o_o
Just got my solo-Letty Voile Fairy to Act 3. I leveled 4 levels total in the whole Act 2... >_>
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: ARF on December 22, 2011, 03:39:02 AM
Seems there was some uber difficulty reduction here. o_o
Just got my solo-Letty Voile Fairy to Act 3. I leveled 4 levels total in the whole Act 2... >_>

Yeah, it's easier than normal diablo so far, beat Flandre with a level 11 Miko. Since getting one shotted even by boss minions is gone I decided to roll 1cc/hardcore this time.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 22, 2011, 06:56:25 AM
So it wouldn't hurt to give the scaling from Lunatic to Normal for the first 46 levels then? :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Dorakyura on December 22, 2011, 11:38:10 AM
Yeah, it's easier than normal diablo so far, beat Flandre with a level 11 Miko. Since getting one shotted even by boss minions is gone I decided to roll 1cc/hardcore this time.

With /players 8 I hope
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 22, 2011, 02:27:32 PM
If you're only level 11 at Flan then it's /players 1. You should be around level 18 when you get to Flan on /players 8.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Rotund_Danmaku on December 22, 2011, 02:46:46 PM
This update is my HEAVEN!!! :V
No one can kill you in 1 shot so easy anymore!
Anyway, I find that item with +% Extra Gold have some weird require
at 24% required Lv 15 when 15% required Lv 33!
 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 22, 2011, 03:41:27 PM
Level 33 req is most likely due to the automagic.It's a bit wonky, but now you won't be able to get [E] rank stuff giving you enormous amounts of +stat so that you never have to upgrade your gear.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: ARF on December 23, 2011, 05:29:07 AM
Same thing happened to me when I gambled a hard-tier item, except it required level 81.
Is all armor capped at 47 defense now?
I see Remi got a huge nerf now, do you have plans to change her spear skill or something to make that kind of character more viable? I'm not really feeling Eirin's Galaxy in a Pot or Game of Life, not sure how to use them to a great effect.
Are you going to give the act bosses "spell card" attacks later?

Reached act 4 with the new character, Sanae dropped the unique lunarian bow which was kinda weak, so I ended up using a random vendor blue from the trader in phantasm :( I was going to say blue or yellow items being superior is lame when you can craft rare items so easily in this mod. But then the unique nekomata claw dropped... and the nekomata claw is super crazy strong. I feel like starting a Chen just to abuse it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 23, 2011, 07:25:35 AM
How do you get a Remi nerf when I haven't changed anything on her ??? Next update will see a rebalancing for Red the Nightless Castle. I think I have an idea for a new skill for Remi. It should make her less boring to play.

Game of Life is a tricky thing to balance because of its damage rate. I think it can combo nicely with the new Red the Nightless Castle.

Unique items vary between OMFGAWESOME and joke-items. I'm aiming to make set items the really good stuff like how MXL created sets that encouraged the focused builds. I can only balance crafting by making it harder to do (reduce output level, cost more reagents or make reagents rarer). At some stage I also need to make the common weapons/armour more viable. According to the documentation, they should have access to certain mods that won't spawn on class items.

Definitely go ahead and make a new character to make use of a drop. I found Sakuya's unique throwing knife and started one up. You can see by the changelogs whoever has the most adjustments is the build I've tested the most recently.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: ARF on December 23, 2011, 08:55:10 AM
Oh wow, the slower leveling confused me, I see the skill in the skill tab displays a lower number too when you have lower hp.

I'm definitely looking forward to the new skills and set items! May I suggest that the blood coefficient with Remi's passive life steal adds a 1% mana steal per 150 blood instead of life after each kill? Because that is almost pointless.

It would be pretty awesome if Reimu's lightning ray attack was fired in 8 directions at once, but it probavbly screws over melee classes.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Rotund_Danmaku on December 23, 2011, 03:18:27 PM
I get some of Unique again.  :D


- Nurse Cap [E] (Rescue Service)
+ 20-30 to Intelligence
+ 1-2 to Intelligence (Human Miko Only)
+ 10 to Lives
+ Life Regeneration + 10
20% Chance to Cast Lv 12 Confusion "Into Delirium" When Struck
25% Chance to Cast Lv 10  Bad Luck Sign "Biorhytm of Misfortune God" When Striking

- Sparrow Cap [E] (Birdbrain)
+ 24 to Resonance
+ 1-2 to Resonance (Oni Brawler Only)
+ 10 to Graze
- 10 to Bomb
Repair 1 Durability Every 30 Sec
Lv 9 Nue Sign "Undifined Darkness" (10 Charges)
Ethereal (Cannot be Repaired)

- Shinigami Sandal [E] (Deathstep)
+ 20-30 to Soul
+ 1-2 to Soul (Kasha Warlock Only)
30% Chance to Cast Lv 10 Death "Higan Retour" When Struck
20% Chance to Cast Lv 10 Electric Sign "Thunder Drum Shot" When Struck
Lv 5 Subtle Melody "Respository of Hirokawa -Divine Soul-" When Equipped
- 1 to Light Radius

I think that the Ethereal Unique Item may have Repair Durability or Indestructible to maintain them.
Since Unique Item aren't something that can find so easy.

I think the Death Fairy is too weak, Since they don't have Hydra to cast due Yuuka take (raid?) they spell.
The Death Fairy With Only Blood Mana and Ampiflied Damage can't scare even the low Hp Voile Fairy.
(Except you let yourself get cursed by Blood Mana, This curse is really CURSE for the Caster.) 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 23, 2011, 03:28:27 PM
I took Hydra away from the death Fairies because I gave Yuuka a modified version of it. Those guys would end up using the same thing which isn't so nice since they can't make use of the scaling for it.

There are runes for indestructible. Giving an item ethereal without much else to make it worth that property is kinda meh.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Rotund_Danmaku on December 24, 2011, 06:31:50 AM
I find some annoying trouble :(
You make Chen don't give the Quest Reward when complete Prison of Ice Quest, Right?
So it cause the really bad result
1.Prison of Ice Quest'll never complete because the Gived Item must be the "Condition" to make it complete. :V
2.You'll find the boring time when you want to buy or gamble with her, Since you must wait till she end her talk to buy or gamble. :X
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 24, 2011, 07:48:17 AM
I need to get there and see for myself how bad the problem is. I suspected that Chen gives you the first class specific item she finds in the armour/weapons files for the rewards. I moved all the vanilla D2 stuff to the end of the file so that she'll pick from the LoM items.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: ARF on December 24, 2011, 07:56:49 AM
Finished Lunatic with my 1cc Miko  :toot:

The most threatening enemies to my character were the undead frenzied inaba, specifically when they self destruct. I had max resistances on everything except poison so there might have been more danger if I didn't go for defence like that.

I don't like how the skill levels can no longer exceed 25 (tried to make a + to skills item, it had no effect). Level requirements are strange, seems not worth it to gamble for character specific items of lunatic or higher quality because they often need over level 100 to use.

Suppose I could try thinking of some stats for some of the uniques I found.

Harvest Gloves [E] (Ripening)
+30 to Harverst [sic]
+20 to Life
+20 life regeneration
10% damage taken goes to mana
5% chance to cast level 5 baked sweet potato "Sweet Potato Room" when being struck

Tengu Shield [E] (White Wolf Shield)
+1% enhanced defence (based on character power)
+10% enhanced damage
+20 to Feral
+1 to Tengu "Maple Vanguard"
+5 to light radius
Socketed 4

Tokin Hat [E] (Paparazzi Hat)
+50 to Wind
+20% walk/run speed
+10% attack speed
+10% cast rate
+30% lightning resistance
100% chance to cast level 4 Squall "Sarutahiko's Guidance" when level up

Pariah Boots [E] (Messiah's Path)
+30 to Dharma
+1 to Defense (based on character level)
Damage taken reduced by (8-15)
All vendor prices off 5%
+1 to Illusionary Moon "Dream Battle"

Wakizashi [E] (White Tower Sword)
+30 to Sakura
+100 to defence
+20% faster block rate
+15 to Graze
+5% magic resistance

Butterfly Fan [E] (Afterlife Decree)
+40 to Spirit
+10% faster cast rate
+1 to Spirit
+1% to spell damage (based on character level)
+30 to Mana
Level 1 Strange Art "Misdirection" 7 charges
Attacker takes damage of 33
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 24, 2011, 08:08:33 AM
If you still have those items, hold onto them. The next version reduces the level requirements on automagic mods which are causing those unusable items. They should become less ridiculous.

The 'all armour has 47 defence' bug is the same as the -1.4k hp/mana bug. Fixed that for the next version too. If your armour only gives 47 defence right now, it'll give 2047 afterwards. Don't be lame, get rid of them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: ARF on December 24, 2011, 11:45:58 AM
Level cap broke again  :V

I got over 1 full level of experience from Marisa with ~200 border and /players 8.

Evil sealing circle is crazy good, I didn't know it coverted your regular attack into pure magic damage before.

Are you going to change the "demon" tag on enemies into "youkai" later? I assume that is what is meant by extra damage to youkai skill in the Reimu tree.

-edit-

Well, that was fast. Phantasm clear! Evil Sealing Circle is insane, basically stunlocks all enemies while you can finish them off with the bow or just run past. Ancients fight was tense, rerolled 5 times  :blush:

http://i.imgur.com/8DiGi.jpg
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 24, 2011, 02:07:29 PM
I need to scale up monsters even more :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Rotund_Danmaku on December 24, 2011, 02:43:50 PM
Oh! Crap! Those item are very insane!!! :V

Anyway, I have trouble with Sake Dish.
It didn't do anything but have "Indestructible" mod

(http://upic.me/t/nz/screenshot029.jpg) (http://upic.me/show/31484866)

And with my insane reseach, I just made something like this.

(http://upic.me/t/9v/screenshot030.jpg) (http://upic.me/show/31485040)

And this is "Presume" Table of Runes :V

A = El
I = Eld
U = Tir
E = Nef
O = Eth
Ka = Ith
Ki = Tal
Ku = Ral
Ke = Ort
Ko = Thul
Sa = Amn
Shi = Sol
Su = Shael
Se = Dol
So = Hel
Ta = Io
Chi = Lum
Tsu = Ko
Te = Fal
To = Lem
Na = Pul
Ni = Um
Nu = Mal
Ne = Ist
No = Gul
Ha = Vex
Hi = Ohm
Hu = Lo
He = Sur
Ho = Ber
Ma = Jah
Mi = Cham
Mu = Zod

(I make Nadir Runeword once and when you click you skill tab, The game crashed.
Maybe because Clock of Shadow have become to Nue's Skill) :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 24, 2011, 04:55:25 PM
Sake Dish actually don't exist as a proper item type. If you try and gamble for one, the game won't let you.

I think I need to wipe the old runewords still.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Maav on December 24, 2011, 07:43:23 PM
You should also wipe the set items, Pesco.
I got an Angelic Raiment set ring... Don't remember its exact name. lol
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 24, 2011, 08:34:56 PM
I'll get to that eventually I promise. The only thing about making set items is that I want to be absolutely sure of  what the final roster of items are and exactly where they'll drop from.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Rotund_Danmaku on December 25, 2011, 01:13:45 PM
I find some ideal for Unique agains :V

- Winter Cape [E] (Snowy Cloak)
+ 20-30 to Snow
+ 2-5 to Freeze Sign "Cold Divinity"*1
Cannot be Frozen
+ 80 to Cold Resitance
- 15 to Fire Resitance
5% Chance to Cast Lv 6 Mystic Sign "Table-Turning" On Striking
25% Chance to Cast Lv 15 Ice Sign "Fairy Spin"*2 When Strucked

- Oni Chain [E] (Sengai)
+ 20-30 to Mist
+ 100-150% Enchance Damage
- 20% to Attack Speed
+ 30 to Power
100% Chance to Cast Lv 40 Star Sign "Fall of the Great Star" When You Die
10% Chance to Cast Lv 12 Hollow Giant "Woo" On Striking

For the sake of the next version that all old Runeswords'll be all wiped out. This is my final thing to done with this old Runeswords.

(http://upic.me/t/1t/screenshot043.jpg) (http://upic.me/show/31513378)

*1 This'll passive give wearer the bonus defense based on Cold Resitance no matter they class are Voile Fairy, Not the Phantom Kensei.
*2 Ice Sign "Fairy Spin" = Frost Nova 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 25, 2011, 02:27:28 PM
Sorted out the rescue Chen reward bug. You're simply going to get one of the vanilla D2's items and it won't be usable. Consider the quest reward as the resists scroll and money only :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: theshirn on December 26, 2011, 05:34:05 PM
Grabbed this last night.  There are a couple typos (Keine mentions "horros" when talking about the Den of Evil instead of horrors).  Only had time to try out a Voile Fairy running Mokou.

That regen skill is insane.  With one point in it and a +rage item I'm already recovering 700 health.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Yadogari on December 26, 2011, 10:41:00 PM
Wearing Boots of Travel and checking skills at the bottom crashes the game.
I can still get +38 items in act 1 :V

+142 magic find is nice. I find tons of rares and uniques.
+61 increased gold drop also helps as miko :3

Oh right, fix the selling price of skull/gem stuff. selling a chipped gem is 250, selling a flawed one sells for 750, still sells as if you combined 3.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 26, 2011, 11:08:14 PM
Items giving oskills don't have a referent icon. That's what's causing the crash.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Stuffman on December 27, 2011, 04:34:48 AM
Decided to sit down and start playing seriously for the first time. I will warn in advance that I am a big complainy nitpicker so if you don't agree with my opinions it's not a big deal!

Started with a Medicine Fairy build, had a really hard time, mainly because I think Into Delirium needs to do some poison damage. Anything minion or stronger is immune to the confusion and many enemy types (mostly ranged) are reluctant to switch targets to other monsters once they've seen you; not reliable enough to be her first skill.

Started over with an Okuu Hermit, got very powerful pretty quick. I was killing stuff way too fast so I switched on players 8 and it started taking a little more effort but after that it got really easy again. Even after I had already sank a bunch of points into Petit Flare, I changed over to Break Prominence and I can melt a whole room of enemies before they can even get to me. And the mana cost is so low I never have to use my normal attack. I'm not fragile either, kind of feels like being a Fairy but without the HP penalty. Flandre died in 4 seconds :V

Since you can stack Break Prominence it seems Nuclear Blaze Geyser is completely eclipsed by it in damage, AoE and mana cost. That's how strong it is!

General gameplay notes:
With a handful of exceptions, it seems completely wasteful to put your precious, precious skill points into unique stats when you can just slap on a hat and get +30 to it. Is this intentional? If so, is there any way to cap the hard skill level on these to 1 so players don't accidentally waste skill points on them?

Items giving large unique stat bonuses that have level 30+ requirements need to stop spawning in early game. These items will be useless by the time you are actually level 30.

I think it would be really nice if rings, amulets, and especially jewels did not spawn with unique stat boosts. The way they are now, the vast majority of these items are unusable by your character and you get enough of these boosts from your other equipment.

It's annoying to have so many different items and not knowing what class they belong to until the stuff is identified - this makes gambling kind of frustrating until you've already seen most of the items in the shops (for instance, buying a tengu shield to discover it is not meant for Aya). I propose adding icons to the custom item images to show who they're meant for. Example:
(http://img607.imageshack.us/img607/6266/lomicons.png)
The Minoriko apple icon shows any Hermit can use it, while the Utsuho radiation and Aya fan signs indicate they are specialized for those characters. Preferably different classes would have different colors. This way you can know at a glance what items your character can use.

Since Pesco already asked me to help with item images, if he likes this idea I'd be willing to make these images myself (though I'll have to check how the item palettes work first to make sure this is practical).

Bug notes:
- Minoriko's Harvest HP bonus isn't working (also items that give a bonus to Harvest say "Harverst", coincidence?)
- Is the Paparazzi Cap unique tokin hat not supposed to have any abilities yet? (It spawned with strictly worse stats than my existing nonmagical tokin hat).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 27, 2011, 07:50:19 AM
No lies, pure Medicine Fairy is gonna give you a hard time until you get Melancholy Poison. But if you take a damage skill from Marisa or Mokou first, it'll be a bit easier. If I improve the effect of Into Delirium, the next step up is a conversion effect. It should still be simple to balance.

Hermits are the last class I made so they got a bunch of mixed skills. Utsuho is meant to be a caster so it doesn't matter if you never melee.Everyone that's taken Utsuho has said Break Prominence is overpowered. I really don't think it's that strong by itself. But the stackable effect can be removed easily by adding NextDelay. This will nerf all your damage over time attacks.

Skill points in your character specialisation skill is not for the stat points. Character bonuses were changed from the once-off bonus to giving a little per level. This was done to give the player a reason to put their spare points there and because I enabled +skill mods.

Removing +stat from rings,amulets and jewels might be a good idea. I'll need to have something else to spawn on them in that case though.

Item sprites are not finalized yet. I intend to let all items have an unique look. Adding those indicators on the sprites seem like it would clutter up the screen a lot and I don't want that. The naming of items is aimed more at the Touhou fan than the Diablo fan. Also, if you know Touhou enough to identify Aya as a tengu, then you should know well enough that she doesn't use a shield or the only tengu with a shield is Momiji.

Typo on Harvest was pointed out to me via email feedback and is corrected for the next version. Unique class specific armours don't have any mods on them except for their character stat because I'm taking input from playtesters for what to give them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: ARF on December 27, 2011, 01:33:25 PM
Got my Youkai Hunter Chen a little further, when I was playing through with the Miko an increase of 50% of mob damage would have been nice, but with this melee character more enemy damage would mean trouble. Not sure if Meilings Chi stat works, it might increase max lives based on chi but not max life I think. Flight of Idaten needs a new skill description.

Tiger Skin [E] Bishamonten Mantle
+30 to Treasure
+120-200% enhanced defense
+10-20 to Power
+25% lightning resistance
+25% fire resistance
+5% to max lightning resistance
+5% to max fire resistance
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Culukeh on December 27, 2011, 04:10:53 PM
Running a Nue Hunter.
Good defenses, though killings a bit slow, as the RNG gods arent giving me much luck with +Unknown. Rainbow Invasion *says* it has a duration but I find myself doing the same mana guzzling spamclicks I was before. Fun skill though, esp when you hit the lottery with the poison hit. I havent much to say about Danmaku Chimera cause I dont like repairing but I may play with it later. Waiting for Grudge Bow.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 27, 2011, 04:15:07 PM
Yeah it's kinda sad that Nue's main skill is only Rainbow UFO. There's a few ideas on what I could maybe change Danmaku Chimera to but nothing is holding at the moment.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Culukeh on December 27, 2011, 04:33:03 PM
Maybe something like the spellcard in game? Maybe some sort of line graphical (maybe a lightning spell but it could be anything)spreading from her that breaks off into little holy bolts? It would function nicely as an AoE until the pseudo AoE Grudge. But you seem to like the Nue as a single target/defensive runner and I dont want to mess that up.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 27, 2011, 05:21:59 PM
That's already what Yorimasa does :V (without the extras coming off it)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Culukeh on December 27, 2011, 05:37:48 PM
Hey I tried, lol.
Do you have any plans to change the actual char sprites? I mean can it be done?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Stuffman on December 27, 2011, 05:47:52 PM
Possible but probably not feasible. They probably don't have *that* many frames but you'd have to make new graphics for every weapon and piece of armor too. (I guess you could have armor not show on the body but still)

Also, they'd look a bit odd since I imagine none of us know how to do 3d modeling to prerender them; they'd be flat 2d sprites.

The custom sprites I'd be willing to take a look at are weapon animations since they're a big part of the flavor. How many frames are there per weapon?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 27, 2011, 07:48:38 PM
Character animations will take up over 300mb if you redo them completely. So let's just say, no :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Yadogari on December 27, 2011, 08:13:51 PM
If you find someoene with enough spare time let them do it :U
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 27, 2011, 08:16:22 PM
That person will need to keep up to the pace I work at and also know how to insert the animations in the mod because I'm not subjecting my connection to uploading anything bigger than 100mb.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Dr Rawr on December 27, 2011, 09:13:57 PM
i thought pure flandre tree was gonna be hard.... i was wrong
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Stuffman on December 27, 2011, 11:31:36 PM
i thought pure flandre tree was gonna be hard.... i was wrong
Yeah everything hits you automatically when you're running anyway so 0 defense isn't as extreme as it sounds. In return you do like 400% damage though :]

I picked up a Cirno Kensei and took her through act 1, she feels pretty well balanced and ironically one of the more technical characters. Frost Columns is a good core skill, although I never really liked how assassins needed two buttons for fighting so they can release the charge, but I can't really complain about the effectiveness!

Icicle Machine Gun is a cute skill, nice for tagging enemies with slow in early game. I'd like to try pumping points in it to see how it does as a main skill, but I suspect it probably needs something like a hitbox size increase as it gains level to remain viable.

Sword Freezer and Cold Divinity are bugged though. Sword Freezer's retaliation missiles do 0 damage (I noticed this when enemies weren't being slowed by the missiles hitting them which would be their primary utility), and Cold Divinity's bonus isn't being added to your defense (the skill tree icon shows the correct value, but it doesn't show up on the character screen).

I like Yorihime's skills the most out of all the core characters I've seen so far; I can see myself using them on any Kensei besides Momiji or maybe Tenshi (since she's more of a caster). Amaterasu is painfully expensive but that's the price you pay for convenience I guess. Amaterasu should have some kind of visual effect so you know when it runs out, btw.

The Purity damage on the auras seems really out of whack. With 100 Purity, fire does 25~33 (29 average), cold does 6~12 (9 average), and lightning does 0~100 (50 average). I guess the cold one being a lot worse makes sense since you're probably using it for the slow (or with Cold Divinity), but fire should only do slightly less than lightning.

Anyway, Andariel dropped a Buster Sword so I'm going to go tear the shit out of the rest of the game and see how cool Perfect Freeze is :V

ADDENDUM:
So I'm into Act 3 now and despite the fact that this Buster Sword does about three times as much damage as any other rare Watermelon Sword I've found, around the Arcane Sanctuary I started noticing that it was starting to take some time to kill stuff again. Still, nothing can really hurt me...I think enemies need to scale with less HP but a lot more damage.

On the subject of Perfect Freeze. Perfect Freeze gives you the chance to cause a frost nova with any of your attacks. Including Perfect Freeze.

What happens when you use it is that it starts a chain reaction where every enemy it hits will cause another nova, and the screen will lock up for a moment while that 3 damage nova pings infinitely between everything on screen, and when you regain control all but one or two enemies die simultaneously and explode in a pile of ice shards.

This is a pretty terrible bug but it's also pretty fucking rad at the same time. I'm the strongest!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 28, 2011, 07:38:58 AM
Perfect Freeze is a chain frost nova. The one you cast will proc another one off the enemy when it hits. First version of the skill made it infinitely chaining, which was awesomely dumb. It only chains once and it would appear that nobody can handle how badass of a skill it is :V

Sword Freezer will be fixed for the next update. Cold Divinity and all other passives that boost your anything based on a stat that you can change with equipment is not bugged. What happens is that D2 doesn't update it until you put a skillpoint in the skill, save and exit or an update on your character's details like levelling up. There's no workaround for it unfortunately. What I want to do eventually is get rid of all passive skills as they are always filler when modding.

My rough guideline to elemental damages is fire as par, cold as a quarter of fire, lightning as one and a half of fire, poison in total (after duration) just a bit more than lightning.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: ARF on December 28, 2011, 07:42:25 AM
On the subject of Perfect Freeze. Perfect Freeze gives you the chance to cause a frost nova with any of your attacks. Including Perfect Freeze.

What happens when you use it is that it starts a chain reaction where every enemy it hits will cause another nova, and the screen will lock up for a moment while that 3 damage nova pings infinitely between everything on screen, and when you regain control all but one or two enemies die simultaneously and explode in a pile of ice shards.

This is a pretty terrible bug but it's also pretty fucking rad at the same time. I'm the strongest!

That sounds absolutely awesome!

Chen is now in Act 1 Phantasm and things got have gotten progressively easier from Normal mode through Lunatic, against Normal Reimu I had to move out of the lightning attack, against Lunatic Reimu the lifesteal outhealed the damage. Flight of Idaten is great, just click something and the bouncing lightning takes out everything in the room. I would not have wanted to play this melee character as a hardcore though, mobs deals good damage in Phantasm, even with high resistances. Although some would probably be negated if the item defense bug was fixed. Shouldn't spending stats in lives and bombs make a bigger difference?

I was excited about finding the X tier Nue trident and the N tier Tewi Hammer, even if they are pointless for the Chen build. From all the uniques I've found so far it seems the unique nekomata claws are the strongest weapons in the game. N tier has over 1000 weapon damage, would P tier have around 3000 weapon damage?? Grudge bow could probably be pretty strong too, only had the N tier and it had 400 max damage I think.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 28, 2011, 07:53:05 AM
Life and manasteal is getting nerfed. If nerfing isn't enough, it needs to be accessible only on special items :<
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Captain Infinity on December 28, 2011, 09:38:54 AM
(http://i44.tinypic.com/k4upuc.png)

PESCOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

EDIT:

This is also relevant in showing how good Pesco is at this:

(http://i44.tinypic.com/110zmdv.png)

Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Stuffman on December 28, 2011, 05:34:23 PM
Perfect Freeze is a chain frost nova. The one you cast will proc another one off the enemy when it hits. First version of the skill made it infinitely chaining, which was awesomely dumb. It only chains once and it would appear that nobody can handle how badass of a skill it is :V

I'm pretty sure it's still doing it infinitely. I can use level 1 Perfect Freeze on a group of Bramble Hulks and kill them all in one shot, while my ridiculously overpowered sword only lops off about 25% of their HP per hit. Like I said, the screen locks up until all enemies are dead (or too far from each other to hit with novas), which suggests infinite loop.

EDIT: Okay I figured it out. It keeps going as long as there's at least three enemies in range of each other. I assume the logic goes like:
Cirno does PF -> PF bounces off enemy 1 (PF1) -> PF1 bounces off enemy 2 (PF2) and remembers that it came from enemy 1, so it doesn't bounce again when it hits enemy 1.

However if you have three enemies then it can go:
Cirno does PF -> PF bounces off enemy 1 (PF1) -> PF1 bounces off enemy 2 (PF2) -> PF2 bounces off enemy 3 (PF3) -> PF3 bounces off enemy 1 again which starts the whole cycle over.

A couple options:
- make it count how many bounces it's done and put a hard limit on that (Lightning Fury style)
- make it so each enemy can only bounce Perfect Freeze once regardless of how many times it's hit
- rework it so only the nova launched by Cirno causes bounces
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 28, 2011, 07:18:54 PM
Each enemy that gets hit by Cirno's PF will release one of their own and it ends there. What might be happening is more than one piece of Cirno's PF hits and then it procs more than one off the same enemy. Adding a NextDelay will fix that.

Edit: I fixed it :V
Current Perfect Freeze
-Initial nova
-Hit enemy, proc nova per hit, multiple hits per single nova because no NextDelay.
-Hit a wall/level barrier, proc nova per hit.
-Initial nova runs out of range, proc nova, 64 more novas if absolutely nothing hit.

New Perfect Freeze
-Initial nova
-Hit enemy, spawn a delay missile that hits the enemy to then proc secondary nova. Only 1 hit per single nova because NextDelay added.
-Hit a wall/level barrier, proc nova per hit.
-Initial nova runs out of range, nothing happens.

This removes the lockup because of 64 novas taking place at the same time. 64 novas is 4096 missiles on screen at a time :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Stuffman on December 29, 2011, 04:16:05 AM
Alright here is the playtest report on my Tenshi Kensei.

Tenshi quickly gains the means for outstanding damage output, but only at the cost of her entire blue orb. While she can quickly destroy any large threat, she has a large number of logistics problems that make her very inflexible and slow to progress in the game, and thus not much fun.

One of Tenshi's problems is that she is not very self-sufficient because she doesn't have any kind of cheap damage output for taking out regular mobs efficiently, her skills are very all-or-nothing. Unfortunately, her buy-in drawback, -30% graze, gives her terrible synergy with all three of her other skill trees because all of them have armor with graze requirements. Dumping tons of points into graze means she cannot afford to buy bombs to feed her voracious need for mana.

Her first skill, Sword of Rapture, comes in at level 6 but that's okay because of how powerful it starts off. Keeping this skill leveled means you can pretty much instantly melt anything right in front of you, and may or may not wipe out anything behind it depending on how the flames flow. The problem with this skill is the prohibitively huge mana cost. Unless you put points in bombs and keep Sword of Rapture underleveled to keep the MP cost down, you'll only be able to afford casting this spell on groups of stronger enemies (usually uniques+minions). I often found myself casting it two or three times to get through a fierce fight, causing my mana to go from full to zero, and having to chug another two mana potions to get it back up.

Tenshi's future skill lineup doesn't do much to solve her mana problems. She's the only character I've played so far where I needed to have two columns of mana potions on her belt.

Sword of Unletting Soil strikes me as kind of pointless. It strikes roughly the same area as Sword of Rapture but slower and much less reliably. (The druid version of this spell isn't much good either, really.) It is also made fully obsolete by Violent Motherland.

World Creation Press has an impressive stun time but poor damage for its cost. Unfortunately this doesn't do much good for Tenshi since she doesn't have the attack power to follow through on the stun; it would work great in hybrid Youmu or Flandre builds though. Also quite expensive, and again hits the same range as Sword of Rapture. Addendum: World Creation Press has a control quirk, it won't shoot unless you right click on an enemy. It should shoot in the direction you right clicked, like other ranged skills. You can hold shift to aim it but that's annoying :V

Violent Motherland is a pretty cool skill and basically what Sword of Unletting Soil should be. It does excellent damage at a reasonable cost provided you're not in a hurry to kill anyone in particular. Now, Violent Motherland is on a cast delay which locks out all her other fire skills while it's going (which is probably a good thing), but interestingly it does not prevent you from using World Creation Press (since that is from a different Druid skill tree)! If Tenshi had the means to put out some damage with her sword, a Violent Motherland + World Creation Press strategy would make a great centerpiece strategy for her.

I don't intend to play up to level 30 but I think Scarlet Weather Rhapsody - I'm assuming it's Armageddon - is probably redundant with Violent Motherland since they are both cast-delay AOE damage over time. Armageddon's primary purpose was to give werewolf/werebear something to cast.

My recommendations for Tenshi are as follows:
- Change the -30% graze to something else to make her more friendly with Yorihime/Youmu/Flan equips. It should still be some kind of significant disadvantage to account for the power that Tenshi's nukes bring to the table.
- Reduce damage of Sword of Rapture by 1/3, cut mana cost in half. I'm okay with her being mana-hungry but right now is waaay too much, she should at least be able to cast it five or six times from full.
- Change Sword of Unletting Soil into some sort of cheap-ish swordy skill so Tenshi can fight, and therefore use World Creation Press and Violent Motherland better. (She'll never be able to afford Yorihime's buff.)
- Make World Creation Press either somewhat cheaper or somewhat more damaging. Might be fun to experiment with making it shorter range but with a full circle area (like a stomp), making her more in-your-face.
- Change Scarlet Weather Rhapsody into something else. Probably a bigger nuke than Sword of Rapture (should still be on Violent Motherland's cast delay though).

Also, the Celestial Sword seems to have a broken animation, the sword isn't visible on the sprite except for the in-town idle animation.

The Keystone graphic is great though :]
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Rotund_Danmaku on December 29, 2011, 11:02:43 AM
Carry self to Phantasm Level First time in my life since I have played Diablo II!...

It seem like the Nightmare. My blade can't kill even the normal mobs so easy.
(Almost die 4 times with Aura Enchant+Spectral Hit. I become hate Cold Sign "Lingerie Cold" aura now!
Since "Cannot be frozen" gear can't help you with this)
Anyway, I'm still fine. thank for the good mod, Pesco.

This's a short-time Unique Idea from ...'s Pic

Pendulum [E] (Sense Crystal)

+ 20-30 to Dowsing
+ 5 to Light Radius
+ 45-60% Chance of finding Magic Item
+ 20-35% Chance to Block
All Resistance + 30-50
Ethereal
 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 29, 2011, 03:42:52 PM
Feedback is most welcome and with that, here's a preview of the new Sword of Unletting Soil attack for the next update.

(http://i298.photobucket.com/albums/mm272/pesco47/LoM/th_Screenshot019-1.jpg) (http://s298.photobucket.com/albums/mm272/pesco47/LoM/?action=view&current=Screenshot019-1.jpg)  (http://i298.photobucket.com/albums/mm272/pesco47/LoM/th_Screenshot018-1.jpg) (http://s298.photobucket.com/albums/mm272/pesco47/LoM/?action=view&current=Screenshot018-1.jpg)  (http://i298.photobucket.com/albums/mm272/pesco47/LoM/th_Screenshot017.jpg) (http://s298.photobucket.com/albums/mm272/pesco47/LoM/?action=view&current=Screenshot017.jpg)

Enemies caught in the attack are knocked back from the fissure path.

Edit: Now to address Stuffman's concerns.
Sword of Rapture - The damage and mana scaling can be tweaked without much hassle.
Sword of Unletting Soil - Got a remade as seen above
World Creation Press - I have an option of changing it to a similar skill and I could just leave it as is since it has use with the other skilltrees.
Violent Motherland - Youre happy with this one, so there's no need to mess with it outside of balancing.
Scarlet Weather Rhapsody - This is more different from Violent Motherland than you think. VM is a point and click DoT. SWR should be regarded as a buff. The spell is centered on you and rains the damage down in a radius, The center of the spell moves with you.

Tenshi is meant to be the caster build of Kensei. If you have mana problem, then I'm doing it right :V.

The character specialisation penalties are feeling more and more redundant and arbitrary as I go. Some of them can easily be negated with items (Hina/Tewi), while some are permanently going to hurt (Nue/Patchoulli). When you craft +skill items, there's a 50% chance that it'll give you a level of that character's tree opener skill. If that happens, you end up bearing 4 penalties instead of 2 or 3. I'm very undecided on whether to remove penalties altogether or rethink all of them carefully for proper balance.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Stuffman on December 29, 2011, 08:01:49 PM
Alright cool, those changes look pretty solid to me.

Tenshi is meant to be the caster build of Kensei. If you have mana problem, then I'm doing it right :V.
;__;

Well the problem was mostly her dependency on Sword of Rapture so if that's getting rebalanced it probably won't be as annoying anymore.

Quote
The character specialisation penalties are feeling more and more redundant and arbitrary as I go. Some of them can easily be negated with items (Hina/Tewi), while some are permanently going to hurt (Nue/Patchoulli). When you craft +skill items, there's a 50% chance that it'll give you a level of that character's tree opener skill. If that happens, you end up bearing 4 penalties instead of 2 or 3. I'm very undecided on whether to remove penalties altogether or rethink all of them carefully for proper balance.
What you could do is just have some trees with penalties and others without. Basically, save penalties for the trees that bring powerful burst damage or easy crowd control stuff. The goal of penalties should be to provide complications for characters with otherwise simple playstyles. For instance, since Medicine isn't so great by herself and requires some creativity she doesn't need a penalty. Flan on the other hand is shaped by being a glass cannon and her big penalty should stay.

As for what the penalties should be, you can pretty much go any direction you want, but you should try to make sure they don't hurt synergy with the other trees since generalization is usually not very rewarding to begin with. (Unless for some reason two trees have unusually strong synergy, then you might want to nerf that on purpose, but I can't think of any examples where that would be desirable.)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Stuffman on December 30, 2011, 12:43:44 AM
Okay I started a Sakuya Brawler run and got far enough to try Misdirection, but even though she gets The World at level 24 I don't feel like playing that far :V

Sakuya looks good on paper, but in practice she's a mess. It's mainly due to her skills not gaining any power at all as you put points into them.

She is 100% dependent on her knives for her damage output, and knives seem to be among the rarest (if not THE rarest) weapon in the game. Because all her skills are based purely on weapon damage and the majority of their damage increases come from her Time stat, she needs a very good knife that has both high Time and high damage modifiers. And if she wants to be good with Ludo Bile, she needs two! Furthermore, even if she had such a knife, she wouldn't be able to equip it until level 33.

Jack the Ludo Bile is a pretty good starter skill. It looks impressive at first, because her attack damage is basically tripled when she uses it. The entire damage multiplier comes from her Time stat though, which means this skill does not scale at all if you aren't upgrading her knives, which is not easy to do. Putting more than one point in this skill does more harm than good, because doing so increases the mana cost and only gives an attack rating boost in return, which she doesn't need. Sakuya needs to be able to spam this skill because it's going to be her source of damage against single targets for the entire game. (Note that the mana cost of Double Swing goes down when a Barb puts points in it.)

Phantasmic Killer is very disappointing at level 1. You'll use it more as you put points in it, but only because Sakuya has no other options. As the skill gained more density I was confounded by the lack of increase in damage, before I realized that only one knife can hit each enemy regardless of hitbox size. So basically this skill just hits a few enemies in front of you for less than your normal throw damage. When I saw the Time effect for this skill, I thought "Aha! It must gain another layer for every 100 Time." But no, it only adds one more measly knife to hit one more enemy :[

Most characters have a nuke that will wipe out the enemies in front of them with one or two casts, Sakuya needs to throw Phantasmic Killer seven or eight times to wipe out all the enemies in front of her. Again, the damage does not scale - it only hits more enemies.

Then we get to Luminous Ricochet. It adds 5% damage per level, but this is one knife compared to two from Ludo Bile, both of which have the Time bonus applied. So a level 20 Luminous Ricochet does less damage than a level 1 Ludo Bile. It doesn't miss, but who cares? At best you'll kill one weak enemy per throw, at 15 mana.

So basically, Ludo Bile and Phantasmic Killer at level 1 are all the damage potential she gets for the entire game outside of getting better knives or more Time.

Misdirection is cute and probably has some utility. The Time effect is kind of confusing though, is it supposed to be on a duration after she uses it like in DotS or is it just passive? It doesn't seem to be working at all right now. Intended as a 1 point skill at the moment?

Obviously I need to see it in action, but The World sounds like a powerful utility which gains a lot of effectiveness from a high Time stat. How does it work exactly, does it stun all enemies on the screen?

Recommendations for Sakuya:
- Don't have the mana cost on Ludo Bile go up if more points doesn't make it more damaging. It's okay if it doesn't gain more power if she can instead start using it more often, eventually becoming her standard attack like Double Swing does.
- Luminous Ricochet is currently worthless. There are a bunch of things you could do with it, for instance you could either up the damage A LOT (like make it 4x stronger, maybe add magic damage to it) to turn it into a priority target tool, or make it bounce around between enemies as a crowd-control option to suit its name.
- What you do with Phantasmic Killer depends on what you do with Luminous Ricochet. One or the other will be the boss killer; if this one is, it needs to be able to hit enemies with more than one knife. If this is the crowd control, it can just hit one knife per enemy but the damage needs to scale up. It doesn't need to be a nuke, it might be fun to have it be cheap like Ludo Bile since spamming knives is what Sakuya is all about. But it does need more oomph in its current state.
- Misdirection is fine at level 1, not sure what to do with it when you put points in it. It could get cheaper and get a longer duration on the attack speed boost or have some other kind of scaling buff after using it.
- Not sure how The World works, it's probably great but current Sakuya is too much of a wimp to do anything with it. What happens when other trees get their mitts on it?

If there's one good thing about Sakuya is that her knives are probably the best base weapon in the game. Great damage, high speed, and you can throw them! Kind of a pain in the ass that you can't buy them right away but it's not a big deal. You really should work on that cost formula some more though.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 30, 2011, 07:36:38 AM
I played Sakuya up to Lunatic already and buffed her skills.

Misdirection's attack speed bonus has the same problem as with all other passives based on an easily changeable stat, it only updates when there's a major change to the character.

The World freezes all enemies. Including bosses, champions and uniques. The duration on the skill is the amount of time the unit is frozen for. If you kill them while frozen, they'll shatter. Once the frozen duration ends, they'll either resume what they're doing OR stay idle. The enemies that stay idle will recover if they enter hit recovery or if you proc an effect to change their state. Some enemies recover from being idle by themselves without needing to change states. It's a really fitting ultimate skill, but it trivialises the act bosses because of the secondary effect.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Stuffman on December 30, 2011, 02:49:52 PM
I played Sakuya up to Lunatic already and buffed her skills.
I wish I had known that before I typed up that giant wall of text :V

Which trees haven't been given a try yet? I was going through that list you had a few pages back and started a Shizuha last night.

Quote
The World freezes all enemies. Including bosses, champions and uniques. The duration on the skill is the amount of time the unit is frozen for. If you kill them while frozen, they'll shatter. Once the frozen duration ends, they'll either resume what they're doing OR stay idle. The enemies that stay idle will recover if they enter hit recovery or if you proc an effect to change their state. Some enemies recover from being idle by themselves without needing to change states. It's a really fitting ultimate skill, but it trivialises the act bosses because of the secondary effect.
Whoa that's pretty cool alright. I'd say make the bosses immune to it, though, it'll be useful in enough other places that she won't need it. Plus Misdirection becomes about a hundred times more useful against bosses to make up for it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 30, 2011, 03:15:11 PM
I don't know how to prevent bosses from becoming dumb after The World. They don't seem to ever enter hit recovery. The only other thing I can think of trying is to make them slowed by 99%.

I think Aya, Shiz, and Nitori are the only ones in this version that haven't been played in depth. Next update will have new girls to get tested after their bunch of skill remakes and whatnot.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: ARF on December 30, 2011, 05:03:04 PM
I can't wait for the next version, this mod is so addicting and awesome.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Pesco on December 30, 2011, 06:12:05 PM
Next version should be up in a couple of days. Or hours.

Meiling's awesomeness needs to be seen in full size
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot021.jpg)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.65 released]
Post by: Stuffman on December 30, 2011, 09:11:58 PM
Shiz is pretty sound in concept but needs some work. Right now she's a slow starter since all her useful stuff comes in all at once at levels 18-24, but she should be pretty consistent once she has it. It looks like an optimal Shiz will be very demanding to play though, since she needs to use Minoriko's damage aura which locks out the right mouse button for regular use.

Lost Windrow is kinda tricky and fun to use but only in wide open spaces where you can easily lead enemies through the poison trail. Even in that case, the damage output isn't impressive and it's hard to poison enemies that don't move much, mainly ranged attackers. Poison Javelin was never meant to be used long term, so I can't see anyone putting more than a few points here in early game. It needs some kind of perk to make it worth focusing; it doesn't need to be Plague Javelin outright, but it would be nice if it did something at the point of impact, or maybe just condensed the damage over fewer seconds (1.5 second duration per level increase instead of 2), or maybe the shot could have piercing, or something like that.

The Autumn Sky and a Maiden's Sleep...ehh I'm sure it's helpful, it's just situational and not very interesting :V I might be taking it for granted since nothing in Act 1/2 can hurt you right now so I'm not really thinking about defense.

Falling Leaves of Madness looks like it'll be her core skill but the scripting need to be tightened up a lot. It's kind of awkward the way it always shoots southeast, and for such a long distance. Also the leaves should flow randomly instead of in waves with big gaps between them; right now if you're in an enclosed area, tons of leaves will get lost hitting walls or little solid objects while a good number could otherwise flow if they were randomly placed.

Eight Million of the Red Leaf God and Falling Blast are so obviously intertwined in purpose that I questioned if they really needed to be two separate skills, until I notice Eight Million's Leaves bonus is passive open wounds. Fuck yeah. I know you're not a fan of passives but Shiz packing both of these will be pretty awesome to play.

The way I see a Shizuha build working is focusing either Lost Windrow or Falling Leaves of Madness and dropping a few of them at the start of a fight for damage over time, then switching Minoriko's damage aura on to attack and finish the enemies off. Shiz is unarguably dependent on Minoriko for solid damage, which works from a flavor standpoint.

About her equips: For a character that relies on weapon damage, why is the base damage on her leaf blade so low? It should be higher, like Sakuya's knives. Also, am I missing something or is Shizuha missing a second personal armor type? I've only spotted the Autumn Boots, so it looks like we need a Leaf Dress (Minoriko uses hat and gloves, and the less slots they overlap the better).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on December 30, 2011, 10:52:22 PM
Ver 0.66 - 8993kb - 31-12-2011

General
Monster scaling increased.
Drop rates adjusted slightly.
Power and Graze influence on weapon damage increased.
Monster skill levels bonus for Lunatic and Phantasm increased.
Life and mana leech effects halved accross all difficulties.
Certain enemies renamed, treat these as spoiler material.
Wording on +stat modifiers adjusted.
Life and mana per levelup readjusted.
Life/mana per Lives/Bombs readjusted.

Oni Brawler
Strange Art "Misdirection" mana cost per level fixed.
Speed Sign "Luminous Ricochet" mana cost decreased, weapon damage component and damage scaling

increased.
Buriallusion "Phantasmic Killer" mana cost decreased and NextDelay removed.
Illusion Ghost "Jack the Ludo Bile" mana cost decreased, attack rating scaling increased and

damage scaling removed.
Night Parade of One Million Demons" remade.

Voile Fairy
Everlasting "Phoenix's Tail" duration scaling reduced and cooldown added.
Immortal "Fire Bird -Flying Phoenix-" damage description redone and damage increased.
Confusion "Into Delirium" confusion state changed to charmed state.

Spirit Hermit
Wilted Path "Lost Windrow" weapon component damage increased and poison damage rescaled.

Youkai Hunter
Flowery Sign "Mountain Breaker" remade and level requirement increased.
Rabbit Sign "Great Fortune Crest" remade.
Runaway Rabbit "Fluster Escape" remade.
Rabbit Sign "Inaba's Elemental Rabbit" remade.
Owing Sign "Vulnerary of Ohnamuji-sama" remade.
"Ancient Duper" remade.
Treasure "Gold Rush" prerequisite skill reference fixed.

Phantom Kensei
Amaterasu Oomikamki buff overlay added and mana cost rescaled.
Ice Sign "Sword Freezer" damage effect fixed and damage increased.
Freeze Sign "Perfect Freeze" damage and graphical effects fixed.
Non-perception "Sword of Rapture" mana cost scaling reduced.
Earth Sign "Sword of Unletting Soil" remade.
Heaven & Earth "Violent Motherland" mana scaling and cost reduced.

Human Miko
Divine Spear "Spear the Gungnir" damage increased.
Critical "Heart Break" changed to a physical fire attack.
Scarlet Sign "Red the Nightless Castle" mana cost changed to life cost and damage increased.
Curse of the Heavens "Apollo 13" remade.

Kasha Warlock
Curse Sign "Shanghai Doll" summoning crash fixed.
Curse Sign "Hourai Doll" summoning crash fixed.
Youkai "Blazing Wheel" skill info expanded and corrected.
Blazing Wheel hitpoints, damage and attack rating reduced.
Death "Higan Retour" synergy effect changed to Open Wounds.
Poor Fate "Short Life Expectancy" description corrected.
Miasma Sign "Filled Miasma" damage corrected.
Miasma Sign "Filled Miasma" and Miasma "Unexplained Fever" icons swapped.

Items
Flower Parasol changed to one-handed.
Kappa Pistol attack speed increased.
Autumn Leaf attack speed increased.
Tengu Fan attack speed increased.
Autumn Leaf and Throwing Knives damage and requirements swapped.
Gamble chances adjusted to increase chance of rares and reduce chance of sets.
Selling price of runes and gems reduced.
Armour requirements reduced.
47 defense armour bug fixed.
Kick damages corrected.
Socket limits readjusted.
Automagic level requirements reduced.
Sake and Mist automagic spawns corrected.
Runewords updated and renamed for current item types.
Character stat mod spawn chances reduced.

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

Link for Ver 0.66 (http://www.mediafire.com/?354z52mjemsuj7q)

Save files should safely carry over. If it crashes, restart D2 and maybe it'll be fine again. I had a lot of crashes when testing changes that shouldn't have caused any. They all went away after a restart of D2. If it persists, then revert to save your items and you'll just have to start over. Character buildups got changed quite a bit, so it's fine really.

If you had armour that only gave 47 base defense, now it will give 2047 base defense. Get rid of those and play a fair game. No more free unsocketing. There are no shortcut recipes that I forgot to disable this time.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Maav on December 31, 2011, 03:22:56 AM
Nooooooooo, no moar free unsocketing ?_?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Rotund_Danmaku on December 31, 2011, 05:33:44 AM
Ah... End of the Old Runewords ages... :ohdear:
I have too much about it since I have Silence+Delirium+Chain of Honor once in my DiabloII playing life! :D
It's time to play the fair game now. :V
(You already remove "shortcut" Token of Absolute Recipe or not?)
And I find that Yamame skilltree don't lock Alice's skilltree, It lock only Yuyuko's skilltree.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Stuffman on December 31, 2011, 07:43:48 PM
Man monsters sure got buffed a lot, /players 8 is pretty rough now. Act 2 is gonna be tough :V

Item changes are good. Glad I can equip stuff easier and that jewelry is useful now.

Bugs so far:
- Medicine's Gassing Garden's HP degeneration effect from Suzuran isn't working. (She really needs that!)
- Murasa's Sinker Ghost is only doing the magic damage, not the cold damage.

Also, is the Anchor Murasa's only item at the moment?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on December 31, 2011, 07:50:36 PM
HP degen only takes effect once a monster has been hit/injured.

There's like really no visible way for me to see if the cold missile on Sinker Ghost is hitting at all. I might just remake the skill.

Minamitsu has Anchor weapon and Sailor Outfit armour.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: theshirn on January 01, 2012, 12:52:20 AM
Messed around a tiny bit.

Nitori has very little variety: shoot things, or use the lightning attack.  Minoriko and Shizuha provide some nice complements, but she doesn't do a whole lot.

Something appears to be severely busted with the Hunter; even without adjusting the players I couldn't hit enemies in the Den of Evil.  ???
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Dr Rawr on January 01, 2012, 12:54:07 AM
Not enough graze
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Rotund_Danmaku on January 01, 2012, 02:46:25 AM
Pesco, I find some bug again.
The Chain Lightning from Infinity Unique Voulge seem to be deal no damage.
(I'm wonder that the Conviction Aura do nothing, too)
(Maybe the oskill aren't edit it level and effect yet?)

And I just got some ideal for oskill name

Chain Lightning = Cloud Realm "The Thunder Court in the Sea of Abstruse Clouds"
Slow Missiles = Time Sign "Private Square"
Cleansing = Enlightenment Sword "Rise From Delusion"
Vigor = Wind Sign "Tengu Limited Special"
Salvation = Five Elements "Philosopher's Sphears"
Holy Fire = Exalted Person "St.German's Advice"
Blessed Aim = Soul Cutting Sword "Ascension to Nirvana"
Holy Shock = Thunder Sign "Residence of the Thunder God"
Psychic Hammer = Boundary "Expanded Boundary"
Conviction = Ominous Clouds "Heian Dark Clouds"
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 01, 2012, 07:16:18 AM
Something appears to be severely busted with the Hunter; even without adjusting the players I couldn't hit enemies in the Den of Evil.  ???

/人◕ ‿‿ ◕人\ Spellcard Contract yo
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: theshirn on January 01, 2012, 06:26:05 PM
/人◕ ‿‿ ◕人\ Spellcard Contract yo
Did that.  With around 30 graze I was still whiffing.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 01, 2012, 07:00:18 PM
Level 1 Hunter with 42 graze and /p8 hitting stuff just fine in Den of Evil.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: theshirn on January 01, 2012, 07:06:58 PM
??? ??? ??? ??? ???

I had something like a 30% hit rate on Gargantuan Beasts.  Really odd.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Stuffman on January 01, 2012, 07:18:03 PM
Maybe your game didn't get patched right?

Anyway, I was about to come in and complain about how level requirements prevent you from upgrading your weapon, since monsters scale faster than your equipment does, then I realized the new cube recipes let you easily put sockets in EVERYTHING and jam them all full of +damage stuff. :V

So the difficulty curve seems pretty smooth, at least so far.

I'm taking Tenshi again for my first full run. Sword of Unletting Soil looks cool but it seems to have really strange hit detection, I constantly see enemies stand in it or walk over it with no damage at all. At the moment it's not worth using because it gets so few hits.

Everything else about Tenshi seems really solid now, though.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 01, 2012, 07:29:21 PM
Sword of Unletting Soil seems to work best if you think of it as firing a missile at them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Rotund_Danmaku on January 02, 2012, 02:15:27 AM
Pesco, I find some serious bug.
Aya's Demonic Beast "Wind Sickle Veiling" freeze character and make them can't move
And they can't use item,too. It happen so long like forever if I aren't restart game to fix these.
And...
Did all belt now have 2-Row Slot now?
These is my complaintion
I think Squall "Sarukohito's Guidance" have it duration too short.
Maybe you shall increase it duration per level or at lease have it duration into 20 Sec.
* Sorry, Look like Demonic Beast Freeze because my current weapon is the crossbow...
Other Melee weapon shall fine. Maybe you shall make it unusable when you equip range weapon? 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Stuffman on January 02, 2012, 03:35:07 AM
I disagree, I think Sarukohito's Guidance is so good that it should require some quick handwork to keep it on while you layer it with other skills. Are you using hotkeys to switch between skills? If you aren't, you should.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Rotund_Danmaku on January 02, 2012, 03:46:49 AM
I disagree, I think Sarukohito's Guidance is so good that it should require some quick handwork to keep it on while you layer it with other skills. Are you using hotkeys to switch between skills? If you aren't, you should.
I use it. but after I have Star Sign "Fall of the Great Star" I just aren't have any need of them now.
Since most of Aya's Skill damage is based on your weapon damage.
I use the Unique Kappa Pistol (Golden Gun) that provide 21-213 Damage combine with Incantation to the Divine  and it give me 123- 273 Damage
So I give it socketed by Flawless Sapphine. Result was nice enouge to threw Sarukohito away.
(Aya's Skill also recieve weapon's element applied, too. So my Incantation to the divine is the sure and faster way to whip down the enemy mobs more than Sarukohito and also have cold and lightning damage in same time)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: ARF on January 02, 2012, 02:01:46 PM
I finished Phantasm again with the Youkai Hunter I started last patch. Played with /players 8

http://i.imgur.com/GrIjN.jpg

The Phantasm tier Nekomata claw dropped from Flan's basement and it makes my Chen deal up to 150,000 damage a hit with some skills (and Chen hits *really* fast), however, dealing over 100k seems to roll over the damage. Of course, as I said before this weapon is incredibly overpowered. Chen style Youkai Hunter has no answer to physical immune, Kimontonkou isn't working as intended I suppose, the skill description says it gives a certain % to magic damage, but I have no idea what that % would be based on since it gives incredibly little magic damage, barely enough for killing regular insect swarms without going crazy out of boredom.

Enemies seem decently strong in Phantasm. Bosses also dealt good damage with their physical attacks, but rather weak damage with their spells vs maxed resistances. You should really nerf the magic affixes on jewels and such, giving up to 16% damage reduction on a jewel is way overpowered considering how easily you can make sockets. With all the damage reduction regular mobs could barely scratch me. Rings have weird magic affixes, besides the occasional high resistance stat and magic find, they offer very little good attributes (and almost always +light radiance). I would suggest giving rings some chance for % damage resistance and remove that completely from jewels.

I'll check out the new Apollo 13 now...
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Rotund_Danmaku on January 02, 2012, 02:09:48 PM
I got some idea for unique again... BV

- Cat Paw [E] (Honk Honk)
+ 20-30 to Wicca
+ 1-2 to Cat Monster "Chen" (Youkai Hunter Only)
+ 25% to Attack Speed
+ 15% to Attack Rating
+ 5% to Graze
+ 1-45 Lightning Damage

- Lunarian Glove [E] (Gravity Grip)
+ 20-30 to Purity
Knockback
+ 100-125% Enchance Defense
10% Chance to Cast Lv 6 Boundary "Expanded Boundary" when struck
10% Chance to Cast Lv 3 Keystone "World Creation Press" when striking

- Immortal Boot [E] (Fireproof Boot)
+ 20-30 to Rage
+ 10% to Maxinium Fire Resistance
+ 50% to Fire Resitance
Lv 5 Exalted Person "St.German's Advice" when equip
+ 20-50 Fire Damage
7% Chance to Cast Lv 8 Earth Sign "Sword of Unletting Soil" when striking

(Boundary and Exalted Person mean Psychic Hammer and Holy Fire in order. If you read my idea in 1 page before at the last post you'll know that
And if have unique idea that use these oskill mod. please look oskill name at that place)

Also, Youkai's Forge's Quest dialouge just missing "I" in youkai phrase
and what about runewords?
You think when you'll finish on edit weapon class and add runewords mod?
(Also wait for set item, too. I have find too much of vanila D2's set ring and amulet. It was about 5 times!) 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 02, 2012, 04:42:18 PM
I finished Phantasm again with the Youkai Hunter I started last patch. Played with /players 8

http://i.imgur.com/GrIjN.jpg

The Phantasm tier Nekomata claw dropped from Flan's basement and it makes my Chen deal up to 150,000 damage a hit with some skills (and Chen hits *really* fast), however, dealing over 100k seems to roll over the damage. Of course, as I said before this weapon is incredibly overpowered. Chen style Youkai Hunter has no answer to physical immune, Kimontonkou isn't working as intended I suppose, the skill description says it gives a certain % to magic damage, but I have no idea what that % would be based on since it gives incredibly little magic damage, barely enough for killing regular insect swarms without going crazy out of boredom.

Enemies seem decently strong in Phantasm. Bosses also dealt good damage with their physical attacks, but rather weak damage with their spells vs maxed resistances. You should really nerf the magic affixes on jewels and such, giving up to 16% damage reduction on a jewel is way overpowered considering how easily you can make sockets. With all the damage reduction regular mobs could barely scratch me. Rings have weird magic affixes, besides the occasional high resistance stat and magic find, they offer very little good attributes (and almost always +light radiance). I would suggest giving rings some chance for % damage resistance and remove that completely from jewels.

I'll check out the new Apollo 13 now...

Where do you hit the level cap in Phantasm runs? Letty pre-level cap fix reached it in Act3 Bamboo Forest.

Damage rollovers occur when you deal more than 25k per type per frame iirc. By your figures, it rolled over enough that you could still do a lot. Kimontonkou's % magic damage conversion is based on Kimontonkou's level. At max it will only be 25%.

I found myself a Monster Cat Claw [E] rank and I think one of the mods isn't working. The max damage is also supposed to scale up with your graze. But that said, a lot of the items that get damage based on your Power/Graze need to be nerfed so that we don't get skyrocketing figures.

Rings, amulets and jewels are stuck with very boring mods now since you can't use them to stack stats. Give it a few version before I can come up with interesting things to put on them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: ARF on January 02, 2012, 08:06:12 PM
Where do you hit the level cap in Phantasm runs? Letty pre-level cap fix reached it in Act3 Bamboo Forest.

Damage rollovers occur when you deal more than 25k per type per frame iirc. By your figures, it rolled over enough that you could still do a lot. Kimontonkou's % magic damage conversion is based on Kimontonkou's level. At max it will only be 25%.

I found myself a Monster Cat Claw [E] rank and I think one of the mods isn't working. The max damage is also supposed to scale up with your graze. But that said, a lot of the items that get damage based on your Power/Graze need to be nerfed so that we don't get skyrocketing figures.

Rings, amulets and jewels are stuck with very boring mods now since you can't use them to stack stats. Give it a few version before I can come up with interesting things to put on them.

Level cap (128) was reached in Phantasm act 5 before the Prismrivers, but I didn't even stop to do most of the optional quests. Level 99 was reached from Baal in Lunatic. You might want to check if there's anything wrong with Miko's border stat too, I got levels just as quickly with the Youkai Hunter.

Why not have rings and amulets give random skills with charges among other things?

The new Apollo 13 was ok, not as useful as the previous version in terms of trivializing the game, which is good. If you nerf ESC next Eirin should be a pretty fair character (but make Game of Life good first please). I'm not sure what you are aiming for in terms of character balance though.

Have a random screenshot with danmaku
http://i.imgur.com/RMvVf.jpg

Zettai Ryouikki [E] Black Stockings
+30 to unknown stat
+5-10% to experience gain
+5% to vendor prices
hit blinds target
slain monsters rest in peace

Commanders Outfit [E] Command Center
+25 to dowsing stat
+1 to dowsing
+100-200% enhanced defense
+10-20% faster hit recovery
+3 to Mad Colourful Dance
+20% poison resistance
+20% cold resistance
5% chance to cast level 4 Weather "Scarlet Weather Rhapsody" when struck

Flower Dress [E] Floral Arrangement
+ 40 to flower stat
+1-2 to flowers
+80 -150% enhanced defence
+10-20 to power
+10-20 to lives
+20% increased mana regeneration
Poison length reduced by 50%
15% chance to cast level 6 Autumn Sign "The Autumn Sky and a Maidens Sleep" when struck

-edit-

About the custom sprites and stuff, can you make the bosses fire more touhou-esque projectiles? Like Marisa casts lots of stars and Reimu shoots needles instead of lightning, Lunasa throws musical notes etc. Custom sprites on the bosses would be super cool though.

Can you make all projectile firing enemies have multiple shot on lunatic and above?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 02, 2012, 09:24:12 PM
Can you make all projectile firing enemies have multiple shot on lunatic and above?

You evil bastard :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Stuffman on January 02, 2012, 10:30:42 PM
Started work on some equip graphics. Here's Tenshi's set.

(http://img708.imageshack.us/img708/7292/tenshiitems.png)
(1x4, 2x2, 2x3 respectively)

It's a little hard to make them fit the prerendered style, but thankfully D2 is so low-res it won't stand out that much.

Pesco, I'll send you the dc6 files once I have a good batch of these made. Probably one class at a time.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 02, 2012, 10:36:29 PM
Dang awesome. That'll let me concentrate on fixing out the coding bugs.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: ARF on January 03, 2012, 06:52:23 PM
I started a few Voile Fairies, played hardcore and /players 8. Only Marisa build was good enough for me to feel like playing through the game with. When I got to the final waypoint in act 5 I made a backup and tried out the other builds.

Letty is annoying in the beginning, Undulation Ray is pretty hard to use without getting hit by enemies, I'd like it to work differently, like shoot more swirls or cost less mana, at least it deals some damage and freezes, didn't feel like leveling past level 10 or so, things were so slow. You can't go wrong with Frozen Orb and  Northern Winter is really great, rips everything to shreds and has a long duration. Lingering Cold seems pretty pointless, too slow ticks. Easily beat Marisa.

Iku sucks, the additional penalty to lives is terrible. Why is Thunder Drum Shot so vastly inferior to Stardust reverie? Stardusts cost less mana, scales better and has faster projectiles. Why not make Iku's spell shoot more bolts to begin with and have the same mana cost to make them more equal? Is having a melee skill really a good idea with such a fragile character? Thundercloud Stickleback is cool but really annoying when it deals so little damage and lasts 4 second while still costing so much mana. Swimming Thunder Shot needs huge buffing, it's pitiable compared to the other last skills. Didn't even try going against Marisa (maybe I don't know how to play this character).

Mokou has too long cooldowns on all her abilities, but at least the can kill stuff. It's annoying when using her regen ability (which sort of is a healing potion that costs mana?) makes Hollow Giant uncastable. Is this supposed to be a melee caster? Scary when it's so hard to build for life with this character. Don't know how to play this effectively. Again, didn't try out Marisa.

Medicine has decent AOE and a strong single target spell anyway, too bad it is drains all your mana. Not sure how to use her effectively without going crazy! I got stuck at Marisa's minions because poison immune :V

Marisa is nice, easily cleared Normal using the mana shield for survival and Stardust for offense, mana effective and covers a great area and doesn't require you to stand still very long to cast. I played really carefully and the scariest part seemed to be around jail in act 1 because archers dealt high damage, later I got stronger mana shield and higher resistances so things weren't that threatening anymore. Things might get difficult in Lunatic.

Spellbook [E] Cantrips Handbook
+20 to elements
+20 to danmaku
+20 to suzuran
+20 to snow
+20 to fever
+20 to rage
+1 to all skill levels
100% chance to cast level 2 Night Sparrow "Midnight Chorus Master" when level up
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 03, 2012, 07:13:47 PM
Lunatic is still just as easy for Marisa. When I went with Letty, Marisa was taking over as the main damage source due to immunities popping up. Master Spark lives up to its name as long as you have a way to keep mobs from reaching you. Letty has all her slowing skills and Medicine's Gassing Garden shouldn't be underestimated.

Stickleback is Iku's only original skill. The rest are straight copies from vanilla. Stickleback's damage was scaled for the first version of mobs balancing. What I would do with the skill is kite a mob to a wall where they won't be knocked back and keep up Stickleback for the hitlock. Duration shouldn't be an issue since it scales with Fever. But as of things now maybe it deserves a slight damage buff.

Mokou is kind of a core if you play a melee Fairy. Iku's melee skill is meant to complement Mokou's one. Medicine goes better in the build though since she gets a defense bonus and can slow enemies. The biggest problem is Patchoulli's hp penalty. It's negligible for Marisa and letty but with Mokou and Iku (that double hp penalty), it really hurts. This conundrum is why I feel like removing all the specialisation penalties.

Medicine is a bit of a utility tree. She's an alternative damage type for Marisa and a more reliable source of AoE for Mokou. I plan to change Nerve Poison to something else that will help Mokou as well.

I really like Marisa (the canon character) so I want to let the player feel like they're Marisa when playing her. But if nerfs are needed, they have to happen.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: ARF on January 03, 2012, 08:14:24 PM
I see what you were going for with the melee skills now, pretty cool. Mokou's teleport was neat by the way.

If you remove the penalty you could make lives give less health for the Fairy instead, and thus the character gets full bonus from the quest reward and can build a nice health pool with +to life equipment.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 04, 2012, 06:30:59 PM
Catfish can you check the gold piles in the Worldstone chamber for me. Are they actually piles of gold or are they something else?

(http://i298.photobucket.com/albums/mm272/pesco47/LoM/th_Screenshot002-2.jpg) (http://s298.photobucket.com/albums/mm272/pesco47/LoM/?action=view&current=Screenshot002-2.jpg)

:V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Yadogari on January 04, 2012, 11:34:32 PM
Catfish can you check the gold piles in the Worldstone chamber for me. Are they actually piles of gold or are they something else?

(http://i298.photobucket.com/albums/mm272/pesco47/LoM/th_Screenshot002-2.jpg) (http://s298.photobucket.com/albums/mm272/pesco47/LoM/?action=view&current=Screenshot002-2.jpg)

:V

Why I oughta  :flamingv:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: ARF on January 04, 2012, 11:57:58 PM
Catfish can you check the gold piles in the Worldstone chamber for me. Are they actually piles of gold or are they something else?

Only gold piles in the worldstone chamber.

(http://i.imgur.com/5bVU2.jpg)
Marisa tried to doublespark me.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Yadogari on January 05, 2012, 12:55:23 AM
(http://i.imgur.com/5bVU2.jpg)
Marisa tried to doublespark me.

Stealing from Yuuka now huh?

Also my Hermit keeps disappearing randomly, it seems to happen when I get hit. Happened one Remilia's tower and another time in the Hole in Suzuran Field.
I can't move or attack, but I can be attacked. The only thing that works is my aura, which still affects my summons/mercenary but I can't see it under where I should be.

Oh, also, my game gets random slowdowns and freezes for a second once in a long while. Not sure if it's just me but everything else running works fine.
Usually happens when hydras are out.

I think I know why I disappear, it's when I use both Sunflower and Parasol. I heard myself block an attack, and I disappeared. I think you should change Parasol from a polearm :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 05, 2012, 07:06:49 AM
Ah yes. I only changed it to one-handed functionally, but graphically it's still 2 handed.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Stuffman on January 06, 2012, 12:41:39 AM
Actually that's probably why the Celestial Sword is broken graphically too, in the one animation you can see it he looks like he's holding a two-handed sword.

Pesco you mentioned you removed a free unslot recipe, is there any unslot recipe still in the game? Need to pry some jewels out of a sword :[
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 06, 2012, 05:57:20 AM
Unsocketing costs 3 perfect gems, a tp scroll and an ID scroll.

(http://i298.photobucket.com/albums/mm272/pesco47/LoM/th_Screenshot003-2.jpg) (http://s298.photobucket.com/albums/mm272/pesco47/LoM/?action=view&current=Screenshot003-2.jpg)
Fun with rewriting all the dialogues.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Rotund_Danmaku on January 07, 2012, 03:36:20 AM
Unsocketing costs 3 perfect gems, a tp scroll and an ID scroll.

(http://i298.photobucket.com/albums/mm272/pesco47/LoM/th_Screenshot003-2.jpg) (http://s298.photobucket.com/albums/mm272/pesco47/LoM/?action=view&current=Screenshot003-2.jpg)
Fun with rewriting all the dialogues.

Hahaha! All dialogue shall be funny like those one in act 3 now!
(First time I see dialogue about eye and other relic, I can't stop to laught! :V)

And I have some ideal and complain

I remember that you say Patchy's skill was such boring so I get some ideal about her new skill set.

Patchy's New Skill Set
- Elements (Unique Statue)
- Sun&Moon Sign "Royal Diamond Ring" (Inner Sign, 30 Elements bonus give to cause it can degen enemy's hp by 1)
- Moon Sign "Silent Selene" (Frozen Armor)
- Fire&Metal Sign "St.Elmo's Pillar"
(Static Field , Knockback enemy from casting target center ,50 Elements give it +1% enemy hp reduce, Fire Damage)
- Water&Metal Sign "Mercury Poison" (Poison Curse [Cast like the Curses, deal Poison damage and have slow effect])
- Moon&Metal Sign "Sunshine Reflector" (Chain Lightning)
- Five Elements "Philosopher's Sphears" (Have 2 Choices, Salvation[Support] or Conviction[Attack])

and this is another Unique

- Autumm Boot [E] (Leafshower Wake)
+20-30 to Leaves
+20-30 to Harvest
+50 to Poison Resistance
-30 to Fire Resistance
Replenish life +10
+ 1-2 to God Sign "Eight Million of the Red Leaf God" (Spirit Hermit Only)
100% Chance to cast Level 40 Leaf Sign "Falling Leaf of Madness" when you die
Reduce Poison length 50%

And about the complaining

- Okuu's Blazing Star "The Ten Sun" was have "very" poor damage (3-7) That fire power can't roast even the Red Kedama!! :flamingv:
- Orin's Blazing wheel such as a not good skill since it eat a lot of mana but the wheels tank for nothing...
I know they're like the walkable explosive tank but please, Increase it hp and attack rating because I almost can't see them hit enemy!
They also die too easy with that poor attack rating and hitpoint. :ohdear:
(They Corpse Explosion was nice, but it have rarely chance to cast it, So I rely my life on Cat Sign "Cat's Walk" now)




Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 09, 2012, 09:32:38 PM
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot004-3.jpg)
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot005-3.jpg)

Do you guys see that? That looks like the Human Village doesn't it. If you want to rescue Rinnosuke, you're going to have to beat Reimu first. Oh and she's got the same stats as she does in Act4 :V.

Edit: If you can defeat Reimu there and then with a new character, provide proof of your feat. Screenshot of your character screen and her death animation in the same screen. I expect people to do it no higher than level 18 if they're using /players 8. Whoever accomplishes this with the lowest character level will win themselves a reference in the mod. You may be an item or a superunique.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Stuffman on January 09, 2012, 10:20:17 PM
Quick, what's the most broken build in the game? :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: theshirn on January 09, 2012, 10:22:09 PM
Aww, you made it an open contest. :getdown:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 09, 2012, 10:53:14 PM
I'm making sure there are no instagib broken spells accessible at level 18 :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Maav on January 09, 2012, 11:21:05 PM
Tell people to take the screenshot with the minimap up, Pesco. It's not fair if it's on Multiplayer, as someone can dual client to make Reimu have a low HP with a leveled character then just kill "her" with the low leveled character. :C
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: theshirn on January 09, 2012, 11:37:27 PM
Make people record it!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: ARF on January 09, 2012, 11:43:13 PM
Sounds like a fun challenge, when will the patch be available?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Rotund_Danmaku on January 09, 2012, 11:45:28 PM
That's the true show of your Danmaku's Skill!!! :V
I'll have the hard time to rescue kourin again since the "one-shot kill elements" have been fixed.
(It's a time to rock'n'dodge!)
And... If a I have win that challenge in request level I have some request...
If my name'll become super unique I'll be Bettleburst  or Ancient Ka the Soulless
If I'm the Item I'll have the "Lightning" Attribute.
(What's mean /Player 8?) ???
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 09, 2012, 11:45:52 PM
Doing it in Multiplayer won't work because the mod is too unstable for that. But you bring a fair point. Minimap up please guys.

It'll be exclusive to version 0.67. The big update of that version is meant to be game dialogues. We're still a long way to go, so if you help out with writing some of it, I'll have it up sooner.

Edit: I won't replace an existing superunique for the prize. You'll get to be the boss of your own area.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Maav on January 09, 2012, 11:46:59 PM
That's the true show of your Danmaku's Skill!!! :V
I'll have the hard time to rescue kourin again since the "one-shot kill elements" have been fixed.
(It's a time to rock'n'dodge!)
And... If a I have win that challenge in request level I have some request...
If my name'll become super unique I'll be Bettleburst  or Ancient Ka the Soulless
If I'm the Item I'll have the "Lightning" Attribute.
(What's mean /Player 8?) ???
/Players 8 just sets a multiplier to monster's stats and exp gain.


Make people record it!
Not everyone has a comp good enough to record a gameplay video. :s
I'm one of those.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Captain Infinity on January 10, 2012, 09:31:13 AM
Whoever accomplishes this with the lowest character level will win themselves a reference in the mod. You may be an item or a superunique.

PFFT, who needs a reference in the mod, I was a Rune Word in the game before it was cool :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Rotund_Danmaku on January 10, 2012, 10:23:20 AM
PFFT, who needs a reference in the mod, I was a Rune Word in the game before it was cool :V
And you're also a unique Voulge in this mod called "Infinity".... :V
I wonder how you'll do to make required for access the "Unique Area" of the challege's winner.
(I think when you screencap, You shall open character statue window to confirm you level, too)
Also, I have posted those script once but most likely to be forgotten...

Act V Q1 Siege on the Mayohiga

- Change Quest name into "Flower of Trouble"

Nitori - Quest Given
If you want to stop Marisa from travel forward to the Hakurei Border.
First of all, We need to handle something outside the Mayohiga.
Kazami Yuuka, The 4 seasoned Flower Youkai. Have follow Marisa's order because she want to cause some of havoc.
Marisa order Yuuka to watch for the Mayohiga's Hunters and kill them all.
Our Youkai Hunters have fallen so many because her.
She's destruction power are second to none, Except Marisa in that demonic form.
And now, She try to order some "Terrorist Force" to attack Mayohiga without cared the placed Border and Marisa's order.
I fear that her massive power will break the Border someday without Marisa's power.
If that happen, I bet the Mayohiga will be the ruins by Yuuka's single-hand.
For our safety, You must kill her to stop this maniac strike and for ensure that we are still have the hope to stop Marisa from grain the power of Worldstone.

- NPC Sub-Quest Dialogue
Nitori - In Quest
I have heard that Yuuka is one of the four most "Strongest" Youkai in the Gensokyo
Another is Yukari,Letty(When in the Winter) and Yuyuko.
To defeat her is the very risky for the mortal's life.
Nitori - Quest Complete
You can defeat Yuuka! With this happen the "Gensokyo Terrorist Force" will lost the "Placeholder" leader
and can't oparate with out Marisa's order anymore. And Marisa aren't known this yet.
It'll halt the siege outside Mayohiga and make "Gensokyo Terrorist Force" can't do anything.
That's good thing. For graditude you, I will create you the socket in the Item of your chioce.
And I will have the test on "The Socket Creater Machine" in same time.

Layla - In Quest
Well... Go outside and get killed by that Youkai.
There aren't no thing to lost now.
Layla - Quest Complete
Impressive, I don't believe that the like of you can defeat Yuuka.

Ran - In Quest
I can't help you if you get killed and pulverized in to her flower's "Fertilizer"
Ran - Quest Complete
Perfect! You are defeat her while only take some wounds.
I'll heal you without the charge. Becuase heal the wound is more easy than make the funeral.

Yuugi - In Quest
Even me, aren't dare to confront Yuuka's destruction power.
Her power can kill even the Oni like me in recordable time.
Yuugi - Quest Complete
You can defeat her? Hahaha!!!
If you have the time, Come and "Play" Danmaku with me.
It will be the fun...
Hey... you look pale. I'm just kidding!

Rinnosuke - In Quest
Becareful, Yuuka are very strong that even demonic Marisa can't grain her full control.
Defeat her on Danmaku even in Spellcard Rules are still difficult to done it.
Rinnosuke - Quest Complete
I think that you will return alive but you aren't only return alive.
You are also defeat Yuuka! That is the thing that I aren't excepted.
Anyway, This mean Marisa will lost one of her most powerful "Minion"
and it will make we have the hope to stop Marisa from using the power of Worldstone.

Act V Q2 Rescue on Mount Arreat
- Change Quest name into "Magic of Destruction"

Yuugi - Quest Given
You have done well to kill that Youkai. But we still have the battle to fight!
Let's see, This is the map of the Hakurei Field.
My scout soldier report that Marisa captured some Humans and Youseis at Hakurei Field
And Marisa want to use them as "Tribute" for the "Magic of Destruction" that she receive from Mima to break the Border that Yukari created   
We must not let this thing happen! Go to Hakurei Field and rescue all of captured people from the clutch of the greedy witch.
They are locked in the magical cage that not allow the captured use magic,
To rescue them is to break the cage's door to make the cage become malfuction
and they'll use Yukari's Gap to wrap back to the town.
If you can rescue all of them. At least we can buy more time to counter attack at Marisa's force.
Good luck, and be careful.

- NPC Sub-Quest Dialogue
Nitori - In Quest
Becareful, I hear that Marisa's Force aren't have only the Youkai and Yousei.
She's also create some "Mechanic" robot that she grain the blueprint from Youkai Mountain.
Rescue the unlucky ones will be not so easy.

Nitori - Quest Complete
They are all safe! It's the good thing in these dark hours.
I will tell more of story that I have spooken...
"Lucky in Misfortune, She can raid only the half of Kappa's resident before Lord Tenma and Sanae appear to stop her.
Marisa have been "Defeated" by Sanae and Lord Tenma. So she retreat and change raid target into Mayohiga and Worldstone."
I guest that if she grain power of the Worldstone. She'll destroy Mayohiga before "Revenge" both Sanae and Lord Tenma at Youkai Mountain.

Layla - In Quest
Break throught Marisa's army aren't easy thing to do...
I can say only "Good luck, And come back alive"

Layla - Quest Complete
You are do the good thing...
Maybe I should create some song to thank you?

Ran - In Quest
You are going to rescue those unlucky Humans and Youseis?
Good luck, And be careful.
Breaking into Marisa's "Terrorist Force Headquater" aren't easy.

Ran - Quest Complete
Good. All of Human and Yousei aren't heavy harmed.
Marisa seem to be "Soft" than I thought.

Yuugi - In Quest
Quick! We have not time to lost!
Every second thicking is the lower chance of the captured's survive.
Yuugi - Quest Complete
Thank you so much. Some of Oni want to adventure with the bold and strong traveller like you.
You can hire them any time, Oh... I mean "Drink and pay the Sake's cost for them".
And this is the rare stone that inscribe the Rune.
First time, I save them for using it to enchant the shield.
But since I'm the Oni, Shield aren't option to use in the fight.
So I will give it to you as the graditude's token.
Remember, Order the Rune's placement to the correct one for they fullest effect.

Rinnosuke - In Quest
It's time to break Marisa's "Terrorist Force" Encampment.
If you are have time enough. You will find that Marisa plundered anything not even the scrap of metals.
Even she don't known how to use it. She like to collect anything alot.
And that is why her home is the "So-called" most messy place in the Gensokyo.
Rinnosuke - Quest Complete
It's good that everyone's safe.
Anyway, Do you happen to find the Kusakani Sword?
It's the very rare and good sword that can cut almost anything.
It have been "Raided" by Marisa's Minion about three months ago...
From my shop, Of course! 

Act V Q3 Prison of Ice

Ran - Quest Given
You are only my hope now. I'll tell something that I can't talk to the other.
Chen, My shikigami have been lost by 3 days ago. I have heard Chen and Layla arguement about Prismriver's Instruments.
And then Chen is disapear. I think this must be Layla's work.
Since layla is the composer for the Prismriver's Sisters. She can have many excuses to talk.
Don't believe her! I known that Chen must be harmed by her.
Go to find where is Chen and find the truth about this incident.
Layla... If I can find Chen... It will be you end!!! I will use all of my spellcards to Danmaku and dispose you!!!
Errr... Sorry for over acting. Me and Chen is like the mother and the daughter. I'll not allow anyone to harm my most loved Chen. 

- NPC Sub-Quest Dialogue
Nitori - In Quest
It very bad. Since Marisa are still roam free in Gensokyo.
This incident will slow you down from stop Marisa's Greed.
But it is the task that you must done. I don't want to see anyone lost like Yukari anymore.
Nitori - Quest Complete
That insane already escape to her mansion!
I don't think her dilerium will be the excuse for her action.
She must be "Dispose" for confirm the safe for the rests of Mayohiga's people.

Layla - In Quest
Chen is the Ran's Shikigami.
Stil, She is still the child. Maybe she is going to play somewhere and get lost?

Ran - In Quest
That Layla, I think that she is insane since the prismriver's sisters is lost due Marisa's Hakurei Shrine "Raid"
Never trust her! And rescue Chen.
She is the only one who known what is happenning.
Ran - Quest Complete
Thank you so much to rescue Chen....
Argg!!! THAT DAMN GHOST ALREADY ESCAPE TO HER MANSION!!!!
YOU MUST FOLLOW AND KILL HER!!! SINCE SHE DARE TO HARM MY MOST LOVED CHEN!
Oops! Sorry for the loud and rude speaking. For graditude's token.
This is the arcane scroll that can enchant the user's elemental resistance.
Since Yukara-sama are disapear, You shall take it without any trouble.
It will be useful for you more than the "12-Hours Sleeper" like Yukari-sama.
AND REMEMBER! KILL LAYLA FOR ME!!!

Yuugi - In Quest
Chen is losing, And Layla become acting like insane.
This is aren't good thing to happen in this worst situation.
Yuugi - Quest Complete
Curse! That insane capture Chen in the Ice cave.
She is very cruel. Since the cat aren't like the cold weather and Chen is only the child.

Rinnosuke - In Quest
I think that Layla are become complete insane..
She keep mumbling about "Prismriver's Instruments".
Rinnosuke - Quest Complete
That is Layla's fault. She is dared to make a "Deal" with that thievery witch.
Her sister is lost during Hakurei Shrine's Feast for returning of Reimu.
Marisa destroy the shrine completely. Even Reimu can't stop Marisa.
And the Prismriver's Sister is... Lost.
I guest this is the reason why Layla become insane.
She insane because of her grief. I'm feel very sorry to her.

Act V Q4 Betrayer of Mayohiga(Plus)
- If possible, Change the quest name into The Prismriver's Instruments.
- Quest Log Receive
Go to the Prismriver's Mansion throught the gap that Chen opened and find Layla in her mansion
- Quest Log Find Layla
Dispose an insane Layla

Chen - After Quest Complete
What! The Prismriver's Instruments have been handed over to Marisa!
I don't believe that Layla trust Marisa enouge to allow Marisa "borrow" the most loved Instruments of her sisters!
And this will cause Marisa to go the Hakurei Border with same time make the Prismriver's sisters mad
and wait to Danmaku anyone that'll follow Marisa at the front of the Hakurei Border. What the worst situation than I thought.
- When she give the quest(I'm not sure this right) Anya(Chen)'ll Talk about that Nihlathak give the Reilic to Baal to make a deal.
Chen - Quest Given
Layla talking like she is complete insane. She say that Marisa'll "borrow" the Instruments of her sisters.
I'm think that isn't good idea. Since that thievery witch can't be trusted.
I'm try to warn her. But the result become that she use some of Marisa's thieved spellcards
from the Voile library to freeze me in that cave.
You must stop her before her handed over the Prismriver's sisters most loved Instruments to Marisa.
If she give it to Marisa, The Prismriver's sisters will be mad and the way to the Hakurei Border will become more difficult to reach.
With my superior master's power, You can reach the Prismriver's Mansion throught this gap.
Good luck, and stop Layla from making Prismriver's sisters mad.

- NPC Sub-Quest Dialogue
Nitori - In Quest
Go to Prismriver's Mansion and stop Layla from doing anything that can slow you down.
Becuase I have heard the story form Chen. Layla are trying to "Serve" Marisa.
And this will give Marisa more time to go throught Hakurei Border.
Nitori - Quest Complete
Damn! We are trapped by Marisa's plan!
The innocent Prismriver's Sisters will become Marisa's "Tool" to delay you down.
Becareful then. I don't know what is Marisa want with the Worldstone.

Chen - In Quest
I'm feel very bad since Yukari-sama have disappear.
That make Ran-sama become not talk nor play with me anymore.

Ran - In Quest
You must defeat and kill Layla in place of me.
Since there are many wounded poeple in Mayohiga.
I can't go and Danmaku with her to revenge for Chen.
AH! DAMN! LAYLA!!!! IF ONLY I AREN'T HAVE TO HEAL THE WOUNDED PEOPLE IN MAYOHIGA!!!
I'LL GO TO KILL YOU WITH MYSELF!!!.
Er... Sorry for the loud and rude speak again.
Ran - Quest Complete
Thank for kill Layla for me. She will find her home among the worst sinners in the hell.
And I hope that she'll have to heard the "Non-Stop 72 Hours Preaching" from Shikieiki.

Yuugi - In Quest
Layla... The thing she have done is mean that she betrayed Mayohiga.
You can kill that betrayal without any mercy now.
Yuugi - Quest Complete
Another one is down. Now we left only the Prismriver's Sister trouble and Marisa's Trail of Destruction.
Look like anything are almost to end soon.

Rinnosuke - In Quest
I aren't want to see you kill Layla.
But if it the only chioce that we can comfirm our safety...
I can say only "Don't get killed by her" and good luck.
Rinnosuke - Quest Complete
I pray for Layla's soul that she will find the good resting.
But due her action, It most likely that she will being tormented in the Hell.
Suffered... almost forever.

Act V Q5 Phantom Dining

- To make it accord with the previous quest. the quest name will change into Phantom Emsemble

Yuugi - Quest Given

It's time to chase the thievery witch, Marisa.
But before that, Marisa's treachery plan make the Prismriver's Sisters become mad and will Danmaku to everyone who follow Marisa to Hakurei Border.
Because the power of the border is so strong, the ethereal spirit like Prismriver's sisters can't follow Marisa to take their instruments back.
So they decide to Danmaku anyone for test their ability that it worthy enough to follow Marisa and take their instruments back to them or not.
Becareful, The Prismriver's sisters are very powerful when ther're anger and resonance their song of wrath and sorrow.

The Prismriver's sisters(Altar of Phantom,Trigger)

We're the Prismriver's sisters. Behold, the traveller.
If you are read this altar. We'll presume that you want to go forward to the Hakurei Border.
So, We'll test you ability with Danmaku before you can enter the Hakurei Border.
Prepare youself!

The Prismriver's sisters(Defeated)

Well, you are strong enough to confront Marisa.
Please, defeat her and take our most loved instrument back to us.
Good luck!

- NPC Sub-Quest Dialogue
Nitori - In Quest
The Prismriver's Sisters used to be the calm one.
But after Marisa "Borrow" them instrument. They become the mad ones.
Becareful, You are going to Danmaku with 3:1 Style Danmaku.
Nitori - Quest Complete
Quick! You must stop Marisa from using the power of the Worldstone now.
The Prismriver have them apologize for anyone in Mayohiga now.
So I will not angry with them.

Chen - In Quest
Prismriver's Sister song is really good.
I'm wonder what is happen if they are playing music while they mad?
I think it will be the very phantasmal and deadly song.
Chen - Quest Complete
The Prismriver's Sisters plan to have the concert at Mayohiga for they apologize and to feast for they Instrument's return.
It will be the good news since the Mayohiga have been siege by Marisa.

Ran - In Quest
The Prismriver's Sister is very dangerous to Danmaku with.
They can use the combination Danmaku so it very difficult to dodge and counter them.
Ran - Quest Complete
It's time to finish on Marisa now!
Go to Hakurei Border and stop her before she can use Worldstone's power.
I will have to heal the wounded in Mayohiga so I can't go to help you.
Good Luck.

Yuugi - In Quest
Fight with Prismriver's Sisters?
I suggest that you shall pick on the weak ones.
And remember, Don't get stucked by them combination move.   
Yuugi - Quest Complete
The Prismriver's Sister will have the feast as soon as they receive they Instrument back.
Go and stop Marisa before she can use Worldstone power and become unstoppable.
I want to have the feast with Suika and anothers in the peaceful Gensokyo again.

Rinnosuke - In Quest
I shall warn you. Don't listen the Prismriver's Sister music to much.
I have hear that Lunasa's song can make people become sad and grief.
Meilin's song can make people become to overactive and crazy.
Lylica's song can make people feel good, But listen her song too long will make you feel so phantasmatic.
Rinnosuke - Quest Complete
I feel good that you aren't go insane or die because they song.
Maybe because when the three emotionary song are combinate.
It's listenable without any trouble. And I'm also wait for Prismriver's concert at Mayohiga, too.
So please help them to grain they Instrument back by defeat Marisa.

Act V Q6 Magus Night

Shikieiki - After defeat Marisa

Curse!!! That witch already use Worldstone's power to rip the demision between Gensokyo and Makai!
Soon... The Worldstone will cause the Gensokyo become the Miasma-Filled air place as the ground and other become the magic soil
that violent for the magic reaction and will cause it explode endlessly.
That witch... She want to create herself Magic World. But Marisa's endless greed have create the "Over Powered World".
Marisa's "Magic World" will be nothing but the saturated raging world that will destroy anything!
I have no choice but destroy the Worldstone before it can done it progress.
I don't know that will cause the Hakurei Border become unstable or something like that.
But this is only way that we can save the Gensokyo from become the chaotic world.
The Worldstone's destruction is too dangerous for you. Go throught the portal that I have opened to reach the safety place.
You legend will be spoken generation by generation as the "Incident Resolver" and the Three will never forget you for "help" them forever.
It is you time to take the Prismriver's Sister's Instruments back to them now.
And after that, You can have the rest in the normal Gensokyo,At last.
Thank you for anything that you have done for bring the Gensokyo's peace.
Have a good resting in Gensokyo.

- NPC Sub-Quest Dialogue
Nitori - In Quest
You must defeat Marisa and make her to become normal.
She is one of my friend. She look like the trouble causer.
But she is the good person, she's very honesty one.
Nitori - Quest Complete
Ahh! The trouble again? Well, Only Marisa and the three are become normal is enough.
The Hakurei Border can repair by the three's power.
So don't worry about it.

Chen - In Quest
I can't help you so much. Because I am only the low-level Shikigami.
If Ran-sama aren't around me. I'm only the normal cat Youkai.
Chen - Quest Complete
Yey! You can do it! Me and Ran-sama will go to Prismriver's concert together.

Ran - In Quest
Worldstone....
Yukari have told me once about it.
It have the power to control the balance of the World and Border.
If Marisa make the balance of the World become ruins.
Anything in the Outside World and Gensokyo will be complete destroy.
You must stop her before her destroy anything!
Ran - Quest Complete
Thank you so much! But the Worldstone's Destruction will be cause some trouble to Hakurei Border.
I hope only that it will not cause the serious trouble to Gensokyo.

Yuugi - In Quest
It's the final showdown!
Go to Hakurei Border and stop Marisa from doing any trouble again once and for all!
It's a player's time now!
Yuugi - Quest Complete
Hahaha! The Worldstone? Don't care about it!
Since it is the trouble causer. Being destroyed maybe it's most correct way.
Anyway, The feast will begining soon. Will you join us?
I'll prepare the vary rare and delicious Sake for you, Hahaha! 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 10, 2012, 12:10:25 PM
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot006-3.jpg)

Keine is being harassed by Hakutaku and cows asking her to marry them! Are you a badass enough player to rescue her? :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: ARF on January 10, 2012, 12:20:52 PM
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot006-3.jpg)

Keine is being harassed by Hakutaku and cows asking her to marry them! Are you a badass enough player to rescue her? :V

This patch will be great!

Are you planning on revamping all the mini dungeons throughout the world? Please don't put unkillable monsters in the Vampire Vacation Home, it's the only optional dungeon I regularly visit in playthroughs.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 10, 2012, 12:31:23 PM
If there's free space, I'm recycling it. For example, I want to put in dungeons that are runs of the Touhou games. So a side area will have 6 rooms, each being a stage of the Touhou game and you fight the boss. I'll probably put extra rooms if there are midbosses.

Even places with quest items like Halls of the Dead 3 can be hijacked for this purpose (because you don't need to fetch the cube from there).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Rotund_Danmaku on January 10, 2012, 12:44:08 PM
This's the quick job... :V

Act III Q1 The Bottomless Ladle

Rinnosuke - When you pick Ladle
What's this? A Bottomless Ladle?
For my opinion by my ability. It use for sink the ship...
I'm wonder who'll want it? Maybe some of kind of Sinker Ghost?

Minamitsu - When you Give Ladle
How can you find this ladle!?
I've lost it since the last time I'm Danmaku with Sanae's Minion in order to protect Myouren Temple.
Anyway, Thank you so much! With this ladle I can sink the ship...
Er... I mean protect Myouren Temple with everyone again.
For my graditude I'll give you this Oni Broze to you.
I just pick it from some fairys that I defeat them in Danmaku before the situation in Eientei
and Bamboo Forest of Lost become worst. I heard that it was made by Eirin, Herself for the Oni.

Rinnosuke - When you have Oni Broze
The Broze that make speciality for Oni?
I suggest that you shall give it to Suika. Before she'll smell and follow the broze's scent and coming there by herself.
Or all of us and people around here'll take the risk from unknown recipe of this broze.
Since it made by Eirin, It haven't gauranteed that it aren't have some kind of human-poisoning stuffs.

Suika - When you give her Oni Broze
Hey! The Broze for me? Thank so much!
I would like to invite you to drink with me but...
Most of Oni's Special Broze are contain the human-poisoning stuffs.
Please wait till I have taste some of it for sure that you can drink it or not.

Suika - Give you Potion (Change Potion's Name into A Cup of Eirin's Oni Broze)
Ah! It was very delicious! Hmm??
For some of drinking. It wasn't have any human-poisoning stuff...
But... I was drink almost all of it. Ah! This's you cup for trying it, Since one cup of it is better than have nothing left.
But I gauranteed that'll be you favourite broze that you'll find no chance to drink it anymore!   
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 10, 2012, 09:30:18 PM
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot007-2.jpg)

Somebody wanted Marisa to fire more stars right?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: theshirn on January 10, 2012, 09:35:19 PM
Not enough stars.

Speaking of Marisa stars, is there any way to stop them going through enemies on her first skill?  They only damage the first target and the rest is just glitter.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 10, 2012, 09:38:02 PM
But you gotta have the bling when playing Marisa :V I can disable it, but that would be injustice to her.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Vilkni on January 10, 2012, 09:38:42 PM
A little correction: The other stars CAN hit other targets, the problem is that each star only hits one target once. At least if that's what I am remembering right about the skill.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 10, 2012, 09:42:11 PM
The little stars behind the big one are for show only. The piercing effect of the missiles is also purely graphical according to the missile settings. It should be the skill only that controls the piercing effect.

Edit: Tested with and without piercing. The stars only damage the first target it hits.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: theshirn on January 10, 2012, 09:47:50 PM
But you gotta have the bling when playing Marisa :V I can disable it, but that would be injustice to her.
Fair enough!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: ARF on January 10, 2012, 10:31:02 PM
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot007-2.jpg)

Somebody wanted Marisa to fire more stars right?

Yes! More like this, and the mod will be beyond awesome, can you make Lunasa throw notes too? And maybe change the prismrivers sprites to those corrupted rogues or something, they are kinda undead ghost-ish.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 10, 2012, 11:18:54 PM
Corrupted rogues don't have the right animations for the skills the Ancients have. What I could try do is give them a high fade state like Ghostly champs.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 11, 2012, 05:17:13 PM
Prototype stage for fighting Yuyuko under Saigyou Ayakashi is complete and ready for me to crash your game with :D

I'll edit in a screenshot here in a bit.
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot008-1.jpg)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Dr Rawr on January 11, 2012, 05:47:46 PM
it will only be a challenge if they are physical and magic immune
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 11, 2012, 08:10:29 PM
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot011-2.jpg)

Yuyuko kinda invoked death on me :ohdear:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: theshirn on January 11, 2012, 09:29:36 PM
OH LOOK IT IS SATORI DIALOGUE (and a bit of Utsuho)

INTRO ? SATORI
...If you?re looking for welcome, you?ll not find it here.

...hmm, but I see you?re already well accustomed to that.

Ah, forgive me.  I am Satori Komeiji, mistress of Chireiden.  I apologize; it?s difficult to stop myself from hearing the thoughts of others.  I?ll attempt to refrain from doing so.

Thank you for bringing Koishi back, by the way.  She?s always been prone to wandering off, but with all the chaos and troubles facing us now I?ve been genuinely worried about her.

I?ve heard that you?ve already begun carving a path through the madness out there, seeking out the Three.  Marisa did pass through here not too long ago.  Apparently she was searching for the tomb of her old master, Mima.  But...I only spoke with her for a moment, but her mind was...different.  Distant.  Altered.

I don?t know what she found out there, but I urge you to take due caution.  Whatever is behind this madness, it was enough to corrupt even the strongest of us.

Now, if you?ll excuse me, I need to return home.  This trouble has left none of us untouched.  If you need a place to stay, seek out Rumi Arie at her tavern to the east.  She?ll also tell you more about a...rather delicate task I could use some aid with.

TAINTED SUN 1

It?s not often I say this, but you should talk to Utsuho about this.  She?s more or less responsible for the heat and light.

TAINTED SUN 2

I?m afraid I can?t help you with this.  You?ll have to rely on your own skill and wits.

TAINTED SUN COMPLETE

We?ve all gotten so used to this nuclear power.  Take it away and we all turn into scared children?Heh.  I thank you for your help.

ARCANE SANCTUARY 1

I suppose it?s time I leveled with you.  The reason I?ve had to spend so much time at home of late is due to demons taking over my mansion.

It wasn?t long ago, shortly after Marisa passed through, that this started.  One night, suddenly, demons began boiling up from the basement of my home.  Somehow, a rift to Makai has been torn down there.  I dealt with the first few easily, but by the time I realized what was happening there were too many to challenge directly.  I?ve had to settle for sealing off the lower reaches of the mansion while we marshaled our resources.

I feel this might be useful for you, however.  You?ve covered a wide stretch of the desert without turning up a clue on Marisa?s whereabouts.  But if she was behind this portal, venturing through it might put you back on her trail.  I offer no guarantees, but it seems our best bet at the moment.

You may enter my home whenever you please.  Just take due care.

ARCANE SANCTUARY 2

I?ve no knowledge of Makai myself, but I?ve heard tales from Reimu and Marisa about it.  It seems a wild and twisted place, and its inhabitants are no better.

ARCANE SANCTUARY COMPLETE

Going up against Shinki herself was a brave feat.  And it looks like your efforts have paid off.  You must be nearly there.

?Good luck.

THE SUMMONER 1

Shinki, goddess of Makai?

Were she in control of herself, she could bend the whole of her world to her whim.  But with her out of control like this, there?s no telling what could happen in there.

THE SUMMONER COMPLETE

Well, defeating Shinki herself was certainly one effective method of solving this problem.  Now all I have to do is seal off that portal.  Well done.

THE SEVEN TOMBS 1

If you?re going after Marisa, it behooves you to know what she herself is after.

Marisa passed through here seeking the tomb of Mima, her former master.  It?s been many years since she was her student, but with the madness overtaking her, combining her polished skill with magic with her old teacher?s terrible sorcery is a recipe for disaster!

You must follow her with all haste.  I don?t know what she might find in the tomb, but it would surely bring destruction and death to countless more.  The tomb is deep in the desert underground, and many foul and twisted creatures now guard the path.  Temper speed with caution, and do not sacrifice one for the other.

THE SEVEN TOMBS 2

Mima is not the only one entombed down here.  Once it was considered the only way to seal a vengeful spirit.  You?ll need not only to find the tombs, but a way to pick out the right one.

THE SEVEN TOMBS COMPLETE

You needn?t say a word.  I understand.

No, it?s the look on your face that tells all.  I don?t have to read hearts to understand others, you know.

So they?re headed to Eientei?I don?t think I have to spell out to you how bad it will be if the Three reunite.  For all our sakes, you must follow them and prevent that from happening.  I?d accompany you, but I will be sorely needed here, in the wake of this destruction.

I?ll send you off with Minamitsu.  She?s been itching to get out of here anyway.

You have done very well so far, and I am certain you will catch them soon.  Take care?my friend.

INTRO ? UTSUHO

Oh, so you?re the one who brought Koishi back!

The little sister?s always been a bit out there, and while Satori?s great and all, it?s kinda hard to tell what she?s thinking sometimes.  It?s a good thing they?ve got me around to keep everything going around here!

Oh, man, I totally spaced on you.  I?m Reiuji Utsuho.  I keep the Underground warm and bright!  Let me know if you need anything; Satori?s always busy these days.  And I?ve got a few odds and ends you might be able to use.

RADAMENT I

So you?ve heard from Rumi?

Listen good.  Orin?s just about my best friend in the world.  I know there?s probably no chance of this, with everything going wrong the way it is, but?if you can bring her back somehow, I?d?

Sorry, I?m just going to pieces here.  You mind coming back later?

RADAMENT 2

Please hurry and help Orin.  Even if there?s only one kind of help you can give her?

RADAMENT COMPLETE

It?s?funny, you know?  Orin was?she was always the reliable one.  She looked after me, even when I didn?t ask her to.  It just seems all twisted up that she?d be taken by this and I?d be the one left behind?

At least she?s at peace, now.  Thank you for that.

TAINTED SUN 1

Ah, burning hells!  Someone?s gone and messed around with my reactor!

I dunno what they think they?re doing.  They could blow a hole the size of?um?a really big thing in the Underground!

I can?t get out there with everything like this.  Sorry, but as long as you?re exploring, could you take care of it?

TAINTED SUN 2

Oh man, oh man, oh man?

I hope we?re not heading for meltdown?

TAINTED SUN COMPLETE

Some chucklef-

?Er, some moron jammed that into the freakin? Subterranean Sun?!  Man, everyone?s totally lost it!  That coulda nuked us all to the Netherworld!

Thanks for taking care of it.  Maybe you can find some use for whatever that is.  Just keep it away from my reactor!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 12, 2012, 11:24:58 AM
[attach=1]

Kill Yuyuko on Phantasm for this little reward charm.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Stuffman on January 12, 2012, 04:08:36 PM
I'm having kind of a hard time with Remilia. Heart Break is fun to use (enemy archer running away? BAM MOTHERFUCKER), but for a single-target skill the damage isn't impressive for the cost and she can't chain it against enemies that are immune to knockback. While Remi can handle crowd control quite well with Spear the Gungnir she doesn't have a way to deal with bosses since Heart Break is micro-intensive if it can't knock back and too expensive to use repeatedly.

I imagine a fully kitted-out Remilia with Red the Nightless Castle is probably pretty powerful but it's rough trying to get her off the ground. Simbilans are expensive, Mikos get no cash and have equipment with poor stats, and Bloody Parasols don't drop for a while. So I've got lousy gear and not much Blood stat. She'd probably need to be something like level 40 to show her true potential.

For the moment I'd either substantially increase the fire damage on Heart Break or reduce its cost, it's like paying for a nuke but only hitting one guy.

BTW her crit chance doesn't seem to be working right now, I've never seen her crit. The rate on it looks impressive so it'd really help when tapping away at enemies with her spear :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 12, 2012, 08:17:17 PM
This is something I should have done right at the beginning of making this mod. I didn't, so now I pay the price for it. Blizzard's base game files are so full of bugs that stuff is bound to go wrong or crash at the slightest touch. Phrozen Keep has a set of these base files that have been thoroughly cleaned of bad coding. I should have started my mod based on those.

Up until 0.64 I didn't run into any major problems with crashes, but now it's become too serious to ignore. I'll effectively have to scour every line in all my mod files as I transfer my changes to the fixed source files. This will put a significant delay in the next update. I can only say making sure this mod is as free of bugs as possible is worth the wait.

After getting all the changes moved over, I'll need to ask you guys to playtest everything again to make sure stuff does what it says it does. For this, I want to make playtesting more organised. Catfish and Stuffman, you two have been giving me dedicated playthrough feedback, can I ask you to keep it up? If anyone else can get in on the playtesting, post what sort of stuff you want to test in the thread. That way we can organize some sort of classes delegation to each playtester.

The delay gives the guys writing up dialogues and skilldescs for me even more time. It'll be best if you post what you write here as I won't always be able to check through it right away.

Thanks to everyone's support and feedback thus far. The end is almost in sight and there's no reason for this project to give up now. I gave my word that we'll have a Touhou mod of Diablo2 and I will deliver it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Stuffman on January 12, 2012, 08:37:39 PM
Alright cool, glad to see we'll get those crash bugs tidied up.

I'll see if I can get a bunch more equip graphics done for the next update, I've been working on it off-and-on and I'm almost done with Kensei stuff.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: ARF on January 12, 2012, 08:38:21 PM
This is something I should have done right at the beginning of making this mod. I didn't, so now I pay the price for it. Blizzard's base game files are so full of bugs that stuff is bound to go wrong or crash at the slightest touch. Phrozen Keep has a set of these base files that have been thoroughly cleaned of bad coding. I should have started my mod based on those.

Up until 0.64 I didn't run into any major problems with crashes, but now it's become too serious to ignore. I'll effectively have to scour every line in all my mod files as I transfer my changes to the fixed source files. This will put a significant delay in the next update. I can only say making sure this mod is as free of bugs as possible is worth the wait.

After getting all the changes moved over, I'll need to ask you guys to playtest everything again to make sure stuff does what it says it does. For this, I want to make playtesting more organised. Catfish and Stuffman, you two have been giving me dedicated playthrough feedback, can I ask you to keep it up? If anyone else can get in on the playtesting, post what sort of stuff you want to test in the thread. That way we can organize some sort of classes delegation to each playtester.

The delay gives the guys writing up dialogues and skilldescs for me even more time. It'll be best if you post what you write here as I won't always be able to check through it right away.

Thanks to everyone's support and feedback thus far. The end is almost in sight and there's no reason for this project to give up now. I gave my word that we'll have a Touhou mod of Diablo2 and I will deliver it.

I'll playtest again for sure, I wouldn't mind testing Brawler/Miko/Fairy/Hunter again to see if anything changed. Keeping some different weapons and more equipment for respeccing once high enough level is reached makes checking all builds pretty fast.

I like the changes you have been posting too, it nice to have more side content with rewards to go for.

Keep up the great work!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Stuffman on January 13, 2012, 04:19:21 AM
Spirit Kensei equips:
(http://img507.imageshack.us/img507/2276/kenseiitems.png)
dc6 files: http://dl.dropbox.com/u/5128007/kensei_items.rar

This is exactly how they'll look in-game. Unfortunately palette and conversion issues create a bit more pixel garbage than I'm happy with but there isn't much I can do about it unless there's a better converter out there. I still have the higher quality images in case one does come up.

I don't think I missed anything?
- Yorihime doesn't wear gloves so I put her bracelets on a pair of white dueling gloves (too bad we can't use her sweet-ass belt instead). I might want to raise the heels on her boots to make them more distinctive though.
- Flandre's wand sword looks pretty wacky but I wasn't sure what else to do with it.
- I decided on the general policy of weapons only being 2x4 if they're two-handed, but I made an exception for Cirno because it's Cirno.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: theshirn on January 13, 2012, 05:12:58 AM
Those are really nice!  The only one that really looks pixelly is the wakizashi.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 13, 2012, 07:08:59 AM
Low res game sucks huge balls. We can still have Yorihime's nice belt. Uniques/sets can have their own dc6 file.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Yadogari on January 13, 2012, 07:17:44 PM
Good luck Pesco :(

Also stuffman...it looks great but I have to get this off of my chest



Flandre's sword looks like a weird penis to me.
Probably because I just watched http://www.toplessrobot.com/2012/01/beware_the_delicious_terrifying_power_of_pizza_boom.php
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 13, 2012, 07:43:28 PM
I reckon make Flan's weapon look like a staff. In the game it's still classed as a sword but graphically it'll function as a staff.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Stuffman on January 14, 2012, 09:02:39 PM
Took Yuyuko through Act 1. She's a bit unusual in that she doesn't really have a core skill - most of her skills are good and you'll need to use all of them to succeed with her. She's the kind of character that keeps your fingers very busy. (That sounds dirty but it's okay because it's Yuyuko)

My biggest lament starting out with her is the unavailability of Ghost Fans. Hopefully you'll lower the level on it so that Keine will sell them! Fortunately, she does have three unique items which is good since she needs the stat bonus for damage output.

Hina's curses are very very helpful, to all Warlock classes I imagine. One point in Pain Flow suddenly turns your crappy attack into a suitable way to kill things in early game. Yuyu will probably want to wear a curse dress and curse boots despite their low defense.

20% Reflowering's primary use is reviving minions to help you take down uniques. The revived enemies don't really have much damage output, so they're mostly for stalling (which IS helpful). I'm not sure why the mana cost goes up so much as you level this since the only benefit is a higher number of max monsters, but I don't see more than about five points being useful anyway so it's not a big deal.

Death Lance is your main source of crowd control. It's a good skill, but pretty expensive - thankfully there are mitigating factors, i.e. the next skill.

Repository of Hirokawa is incredibly useful and solves Yuyu's mana issues in normal circumstances. Having access to this skill creates a gameplay flow that goes something like this: Death Lance most of the enemy group, Pain Flow to curse and pick off the rest, then activate Repository while you loot the bodies to refill your mana for the next go. It works pretty well and feels nice to have the synergy rolling between each of your skills.

The biggest problem with Yuyuko is her lack of staying power. Things get very dicey if she encounters a sturdy unique or a boss, since she runs out of corpse fuel and her mana issues suddenly become a problem. Death Lance isn't all that impressive against a single target so even with a barrel of mana potions it can be quite a slog to take that guy out.

Butterfly Delusion is probably the skill that needs work, since it looks like it's supposed to be the anti-boss solution but its not very helpful. If my math is right, it does about 50% more damage than Death Lance at about 50% more mana cost, but only to one target with a slower projectile that might veer off from what you want it to hit. Yuyuko already has no problem dropping all her mana on Death Lance in no time flat, so it's not worth it to split points on this. It's also rather unimpressive looking, I'd suggest reworking it to shoot multiple butterflies.

An unusual thing about Yuyuko is that for a caster she really does need to do a lot of attacking. She can't use Death Lance on everything, and while Pain Flow keeps her damage output up I can see this losing effectiveness as the game progresses. Yuyu also has no bonuses to her AR so her accuracy is quite bad. Once the range on her fan is restored she could theoretically kite enemies for a long time but resorting to that would get very tedious. I'm not sure how to address this issue, I just hope Law of Mortality keeps her diminishing attack damage output from being a problem.

If that's the case, Yuyu would be interesting since she'd probably be the only character that uses all five of her skills :V

In summary she's a fairly strategic character that needs to think a bit and use multiple skills to resolve problems, and although she doesn't appear very powerful she does have most of her bases covered so she doesn't need a lot in the tweaks department.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Piranha on January 14, 2012, 09:24:05 PM
I would also like to playtest. Preferably Kensei/Hermit builds (or Fairy, if needed). :3

Is there a build in the current version that is not tested until now? I could do that, too.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.66 released]
Post by: Pesco on January 14, 2012, 09:57:14 PM
Everything will need to be retested for wonkiness in the next version.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 15, 2012, 09:23:00 PM
Ver 0.67 - 8433kb - 15-01-2012

General
Changed base mod files to 1.13c fixed txts.
Lamprey Stand sprite changed.
NPCs renamed.
Some dialogues rewritten.
Human Village made more dangerous (limited version)
Experimental custom area added. (limited version)
Specialisation penalties consolidated to each class' central tree.
Marisa's missile animation and damage type changed.
General decrease in mana cost scaling.
Levelling rate scaled down.

Oni Brawler
Mystia specialisation penalty changed.

Voile Fairy
Patchoulli specialisation penalty changed.
All Patchoulli skills remade.
Fish Sign "Dragonfish Drill remde and changed to a Lightning spell.
"Possessed by Phoenix" replaces Limiting Edict "Ihakasa's Moon Curse".
Unsealed Magic "Open Universe" remade and changed to a buff.
Winter Sign "Northern Winter" damage reduced.
Cold Sign "Cold Snap" remade and changed to a Cold spell
Poison Sign "Nerve Poison" remade and changed to a buff.

Spirit Hermit
Minoriko specialisation penalty changed.
Autumn Sign "The Autumn Sky and a Maiden's Sleep" remade.
Autumn Sign "Falling Blast" effect combined into God Sign "Eight Million of the Red Leaf God".
Autumn Sign "Falling Blast" remade.
Drown "Trauma in the Glimmering Depths" replaces Kappa "Exteeeending Aaaaarm"

Youkai Hunter
Meiling specialisation penalty changed.
Rabbit Sign "Great Fortune Crest" damage reduced and mana cost reduced.
Runaway Rabbit "Fluster Escape" damage increased, firing rate reduced and mana cost reduced.
Rabbit Sign "Inaba's Elemental Rabbit" damage increased and mana cost reduced.
Owing Sign "Vulnerary of Ohnamuji-sama" damage increased, firing rate reduced and mana cost increased.

Phantom Kensei
Yorihime specialisation penlaty changed.
Freeze Sign "Perfect Freeze" re-optimized.

Human Miko
Good Omen "Cloudy Way in Purple" removed aoe effect.
Revival "Game of Life" damage rate increased.

Kasha Warlock
Curse Sign "Shanghai Doll" base hitpoints reduced.
Curse Sign "Hourai Doll" base hitpoints reduced.
Flowery Soul "Butterfly Delusion" remade.

Items
Flower Parasol animation corrected.
Celestial Sword animation corrected.
Chain Lightning proc on Infinity fixed.
Ghost Fan attack range fixed.
Phantom Kensei item sprites changed.

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

Link for ver 0.67 (http://www.mediafire.com/download.php?ewj6tza6cx4yutj)

The biggest change in this update is the first one. While it turned out that most of the files could still be used as before, I took no chances and rebuilt LoM from clean unmodded D2. Nothing will carry over. Delete all your old save files and your shared stash (if using PlugY). For once you don't need to backup :V

There might be a few things that slipped through when porting my changes to the new files, so watch out for any animations, namings or any other small details that I may have missed out.

Reimu walks the Human Village for this version as stated in the challenge given earlier. Try and kill her no higher than level 18 and at an as low level as possible. Screencap of her death animation and your character screen open in the same screen as proof of accomplishment.

Yuyuko with the Saigyou Ayakashi is in the second level of the Underground Passage. Kill her on Phantasm for her special reward charm. The boss and the area is still experimental but I think the only issue anyone might have is with the mobs.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: theshirn on January 15, 2012, 11:01:45 PM
(http://i.imgur.com/kPmEk.png)
:DDDDD
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Captain Infinity on January 16, 2012, 12:52:20 AM
(http://i42.tinypic.com/27wykap.jpg)

.. and then:

(http://i41.tinypic.com/30rxv15.jpg)

I died at the same time as Reimu though and missed her death animation ;__;
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Rotund_Danmaku on January 16, 2012, 03:36:39 AM
Look like I have won you, Infinity :V

(http://i39.tinypic.com/3531lap.jpg)

(I never DIE and only 2 time wrap to town for Potion, My exp also lease than your)
*Holy crap! Exp seem up too fast! I though I can kill Reimu at Lv5
But that "Want to Die" Monsters alway walk into Fire Wall that I use to burn Reimu, Resulting into my level-up. :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Captain Infinity on January 16, 2012, 05:01:00 AM
That death was due to my touchpad screwing up in reality, shouldn't have happened.

Also I killed everything around the human village and I didn't get much experience  ???

Oh well w/e. GOOD JOB :3 We are too awesome Rotude
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: theshirn on January 16, 2012, 05:30:18 AM
Just to prove it, I'm going to do it with something besides Warlock.  Gimme a bit. :getdown:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Rotund_Danmaku on January 16, 2012, 05:55:26 AM
That death was due to my touchpad screwing up in reality, shouldn't have happened.

Also I killed everything around the human village and I didn't get much experience  ???

Oh well w/e. GOOD JOB :3 We are too awesome Rotude

You use Notebook to play? That's awesome!
(I'm realy hate to use touchpad!!)
*My mouse aren't that good, too. Some time it screw me into the Lightning Spark and sometime lost the position, Cause me to idel enough to get cold touch for Reimu...

And... look like all books have it maxinium stack into 20 like the original one. :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Captain Infinity on January 16, 2012, 06:49:58 AM
Just to prove it, I'm going to do it with something besides Warlock.  Gimme a bit. :getdown:

If it didn't take me 30-40 mins to do it the first time I'd do it as well :3 I was originally thinking of going the same Voile Fairy as you but I saw you get it as soon as I got started with it lol.

You use Notebook to play? That's awesome!
(I'm realy hate to use touchpad!!)
*My mouse aren't that good, too. Some time it screw me into the Lightning Spark and sometime lost the position, Cause me to idel enough to get cold touch for Reimu...

And... look like all books have it maxinium stack into 20 like the original one. :V

My touchpad makes me cry ;__; my mouse isn't very reliable when I use it so I use my touchpad for a lot of stuff.

PESCO THE ORIGINAL REASON YOU STARTED THE MOD WAS TO INCREASE STACKS!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: theshirn on January 16, 2012, 07:09:49 AM
(http://i.imgur.com/UunN7.png)
this took over a solid hour

goddamnit Pesco
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 16, 2012, 07:38:15 AM
(http://i.imgur.com/Ml5pB.jpg)

I tried going for level 1 but it seems the Minoriko's apple skill doesn't hurt Reimu, it might be broken. Geez and that -100% fire resist would really have sucked, but not as much as watching dripping water corrode concrete. I had exactly 680 xp before killing Reimu, I killed only 1 enemy besides Reimu in the Human Village. The rest were lured away before engaging.

At the end the sound started skipping and acting weird, I was really afraid of a crash or something but thankfully it never happened. I didn't keep track of the time but somewhere around 4 hours in total. A few more if you count the test runs with the other classes.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: theshirn on January 16, 2012, 07:40:55 AM
Oh what the everloving hell.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 16, 2012, 07:43:40 AM
Well damn. That's pretty GG.

But we haven''t seen someone do it with a melee build yet :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 16, 2012, 08:10:41 AM
Well damn. That's pretty GG.

But we haven''t seen someone do it with a melee build yet :V

Unless you actually level up a bit you'll be hard pressed to get more than 5% to hit against Reimu, that's all I could get with my level 1 test builds anyway. Even with all those gems and stuff.

Gee, this must be the most ridiculous endure gaming things I've done.

I shouldn't be allowed to participate in stuff like this  :X
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 16, 2012, 08:34:32 AM
Want to withdraw your attempt and give other people a chance? :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 16, 2012, 08:41:22 AM
Want to withdraw your attempt and give other people a chance? :V

 :D Haha, that's a funny idea. Never.

Oh, the new items and weapons look really nice in game btw, great work there, Stuffman.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Rotund_Danmaku on January 16, 2012, 09:03:22 AM
If only I could have some time and "Lure" skill more than this...
I can kill Reimu with Lv 2 Kensei now... :X
But that's almost imposible...
(Did you'll count Icicle Machine Gun as Melee skill?)

Note : Goddamn'it!!! I'll mad to see these hellish stuff!! Someone who have time enough...
Please... Use my failing trying to kill Reimu and win Catfish (You're still have the chance, Reach Lv2 With those Kedama and RUN!!!
In my try I can fight Reimu with 600 Exp but with the stuff that alway coming in the way when I fired "Gun" to Reimu make I'm fail to win Catfish by lease exp :X)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Captain Infinity on January 16, 2012, 09:28:30 AM
Dang, some people are too hardcore :ohdear:

CATFISH GO DO IT WITHOUT SPELLCARDS AT LEVEL 1.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Dormio Ergo Sum on January 16, 2012, 09:33:57 AM
And here I am, failing to do it at level 6. :fail:
WHATEVER, I WILL MELEE THIS THING.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 16, 2012, 02:59:35 PM
Dang, some people are too hardcore :ohdear:

CATFISH GO DO IT WITHOUT SPELLCARDS AT LEVEL 1.

I was thinking about doing a hardcore run of the game no contract before. Dunno if I will get around to that.

If only I could have some time and "Lure" skill more than this...
I can kill Reimu with Lv 2 Kensei now... :X
But that's almost imposible...
(Did you'll count Icicle Machine Gun as Melee skill?)

Oh wow, Icicle Machinegun is a great skill at level 2. I just went "oh well, Marisa build will work" when I couldn't find a reliable way at level 1. I doubt it will take much longer than 1-2 hours with that skill. I suppose the shortish range will make it a bit harder to dodge, but with a skill shrine that range is greatly increased. Keep in mind that it doesn't even cost more mana with a skill shrine.

This is what will make it go even faster:
1 Reroll the character until the waypoint is close to the cairnstones.
2 Collect at least 5k yen before starting to look for a suitable game.
3 Find a suitable game with many skill shrines and mana shrines close to waypoints, and cycle them.
4 To lure away enemies, simply walk slowly and have them follow you to somewhere you don't intend on fighting, then TP out.

Good luck going for this, I certainly won't make more tries. But you would have to beat Reimu at level 1 for it to be significantly better than my attempt (in my eyes).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Stuffman on January 16, 2012, 10:30:43 PM
Well at least having a guy called "Humongous Catfish" in the game won't look out of place at all in a touhou mod :V

Quote
Oh, the new items and weapons look really nice in game btw, great work there, Stuffman.
Thanks, I'll probably do Miko next.

(http://img59.imageshack.us/img59/4008/preview2ac.png)
New wand sword, now pretty much the same as Flan's (pixel garbage did a number on this one, unfortunately, but it seems like they look better in the game than they do in these previews?). Slight adjustment to the wakizashi to make it look straighter, and also included Yorihime's sweet-ass belt for set use.
http://dl.dropbox.com/u/5128007/kensei_items.rar
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 17, 2012, 12:25:28 AM
I tried a Kasha Warlock with focus on Komachi. Basically a slightly weak melee build with added quirkiness that makes it fun to play when starting out. Having Reflowering and Exiled doll greatly helps in mitigating damage and SLE means that you won't have to chug potions as long as you don't get hitlocked. Once you get final judgment you are on par with the other builds I've tried in terms of killing stuff. But since it's slow you might want to fall back on curses and Yuyuko for support, having Repository active help greatly for just clearing dungeons. Floating Spirit isn't that useful, Repository is much better for survivability I think.

Also when you hover the mouse over it still says "Heart of Wolverine".

I took on Yuyuko in the special area, nothing caused any problems, but Yuyuko turned invisible rather quickly and then just sat in one place until disposed of. I guess some animation issue.


So I made a Ichirin/Murasa Brawler now and cleared act 1, playing caster style, enemies definitely seem to have much more hp now than when I last played this character. I don't have any use of ichirin's first skill, since you want a strong weapon to deal more damage with the hand strikes. Also, Murasa is only taken for the slight benefit of the increased movespeed, no skills but her final are even used, so this build is pretty much a one button spamfest until level 18. Compared to for example Cirno (another cold melee hybrid build), Murasa's skills seems really underwhelming on their own. I see you buffed the bear, looks good, I think heavenly net sandbag and bear will be a nice combo.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Rotund_Danmaku on January 18, 2012, 01:32:27 PM
This is what will make it go even faster:
1 Reroll the character until the waypoint is close to the cairnstones.
2 Collect at least 5k yen before starting to look for a suitable game.
3 Find a suitable game with many skill shrines and mana shrines close to waypoints, and cycle them.
4 To lure away enemies, simply walk slowly and have them follow you to somewhere you don't intend on fighting, then TP out.

Good luck going for this, I certainly won't make more tries. But you would have to beat Reimu at level 1 for it to be significantly better than my attempt (in my eyes).

Thanks for your advice. And I'm sorry that I fail to done this with Kensei. :ohdear:

(http://i44.tinypic.com/eem9y.jpg)

*I'm the winner now, but with only 56 exp won...
I think that's not diffirence from draw.
(In fact, By skill damage, I just lost because my skill are too strong compared by stardust reveries) :V 
I have one request, Pesco
The super unique that named for me...
I shall have it named "GM Catfish" for the thanks for Catfish that give advice for me...

* I known that reason why Minoriko's Apple can't kill Reimu now...
Because It was based on Holy Bolt in Origin D2, Right?
And that stuff can only deal damage to Undead only...

(http://upic.me/t/88/screenshot091.jpg) (http://upic.me/show/32218808)

(http://upic.me/t/r1/screenshot093.jpg) (http://upic.me/show/32218766)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 18, 2012, 03:35:17 PM
Thanks for your advice. And I'm sorry that I fail to done this with Kensei. :ohdear:

(http://i44.tinypic.com/eem9y.jpg)

*I'm the winner now, but with only 56 exp won...
I think that's not diffirence from draw.
(In fact, By skill damage, I just lost because my skill are too strong compared by stardust reveries) :V 
I have one request, Pesco
The super unique that named for me...
I shall have it named "GM Catfish" for the thanks for Catfish that give advice for me...


That's sounds fair, well played! *Note to self be less impetuous and do more research*
Oh and 27 quillbeasts+ 1 zombie = 600 experience  :3

(http://i.imgur.com/k2nxd.jpg)


* I known that reason why Minoriko's Apple can't kill Reimu now...
Because It was based on Holy Bolt in Origin D2, Right?
And that stuff can only deal damage to Undead only...

You are probably right, I guess it's a bug that came with this update.

Flawed gems give 750 gold when sold again, up from 500. And Patchouli in town has her named spelled with 2 l's, maybe intentional, I don't know.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 18, 2012, 03:40:47 PM
I'm sure it's actually the apple doing so little per hit than any bug.

I generally spell Patchouli with 2 l's.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Dr Rawr on January 18, 2012, 03:45:23 PM
that apple should hit anything, ive had no problems hitting non undead targets :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 18, 2012, 04:00:31 PM
I just checked again, and Minoriko's apple doesn't hurt non-undead targets anymore, I know it did the previous versions.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 19, 2012, 06:24:27 PM
Fixed up Minoriko's skill. Pretend I posted a screenshot of me killing Reimu at level 1 :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 20, 2012, 05:51:22 AM
Got a Miko up to level 27 and beat act 2. Tried to take on Yuyuko again (at character level 8, since it was so easy last time) but got destroyed again and again... Whatever bug happened last time may have been caused by the Kasha's summonings or revived mobs. This time Yuyuko fired butterflies and white squares of doom.

I'm not sure where you want to get with the balance, but as it is now, Remi/Eirin build is not very strong compared to some other builds, (it's a chore to play at /players 8 ). Pure Reimu is however really strong, a barrage of needles kills just about anything at /players 8. And when you get ESC (which also keeps being active after mana runs out) you can turn it on for anything that you need crowd control for, just run up to them and ESC hitlocks everything except special bosses. I suspect Byakuren or Sanae will make Reimu become really crazy, because the only issue with Reimu is the mana cost (which is reasonable with that kind of damage). Being able to kills stuff quickly is kinda neat in a hack 'n slash game though.

Doesn't seem like Reimu's specialization penalty works anymore.
Found a Simbilan with the magic effect "throwable"  :V
Lots of squares replacing the apostrophes in the dialogue with Satori, Utsuho and maybe others. Satori calls Reisen Eirin in her introduction to the town merchants, but I guess most of the dialogue is about to be rewritten still.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 20, 2012, 06:19:56 AM
Changed Yuyuko's AI again to try get around the bug.

I blame theshim for all the apostrophes :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Rotund_Danmaku on January 20, 2012, 12:47:44 PM
I played Warlock (Who kill Reimu at Lv 6) and find some trouble...

Look like the Blazing Wheel aren't cast Corpse Explosion anymore... :ohdear:
And why in Blazing Wheel's Skill aren't have any info of Mana Cost?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: theshirn on January 20, 2012, 02:37:11 PM
Changed Yuyuko's AI again to try get around the bug.

I blame theshim for all the apostrophes :V
There's nothing wrong with my apostrophes >:(

also damn I need to finish writing at least for Utsuho
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Stuffman on January 20, 2012, 09:11:49 PM
Cloudy Way in Purple isn't doing any magic damage. Maybe you changed the AoE to 0 when it actually needs to be 1 or something?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 20, 2012, 09:25:24 PM
Cloudy Way in Purple always did physical damage. The stun component prevents me from letting it deal magic damage.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Stuffman on January 20, 2012, 09:51:10 PM
Well, whatever the type of damage is, it isn't being added to the attack.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 21, 2012, 09:47:20 AM
I cleared Normal with a Chen Youkai Hunter. I found Monster Cat Claw in the Koumakan Kitchen, which was pretty sweet, even though it has been nerfed (much needed, I still ended up using it through the entire game without any issues damage-wise). So I take it the special stat bonuses only increase by hard points in the first skill? Because Nue and Meiling's aren't working with soft stats from equipment.

Damn, enemies are strong again, you get pummeled quite a lot as a melee character!

Marisa doesn't fire those pretty stars like in the screenshot :( Her spells are also still kinda weak.

Fun fact: It takes 18 minutes to clear act 1 in Lunatic (give or take a few seconds). But that is including Den of Evil, Rescuing Kourin, killing Reimu in the human village (she hits hard, but against high resists her spells are kinda useless), stopping to kill all boss packs and doing town business... Chen is insane!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 21, 2012, 09:49:09 AM
Yeah lots of skill references and things I need to refix.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 21, 2012, 01:53:25 PM
Phantasm Yuyuko keeps crashing my game when I beat her. Error message reads as follows:

"Diablo II Error

Halt
Location:, line #882
Expression: Unrecoverable internal error 0c55038d"

The rune Mi does nothing at the moment.

Some E tier items are more expensive to gamble than their N tier versions.

Jewels still have the + to % damage resistance stat, and it's enabled me to make an armor with 52% damage resistance.

I tried "speedrunning" act 4 in Lunatic too, time from entering the portal in act 3 to beating Reimu: 4 minutes and 15 seconds (I also killed Tenshi).

Phantasm Reimu seems to overshoot melee targets with the lightning attack, or it deals very little damage I guess.

It seems Nazrin's block with dual rods also works with Chen's claws, this isn't bad but the tooltip should probably say something like "when dualwielding two youkai hunter specific weapons".

I lol'd at the new hydras from the death fairies  :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 21, 2012, 04:23:32 PM
Yuyuko's reward charm got lost in the transfer and doesn't exist as an item. I don't think that would be a cause for a crash, but it's the most likely one.

Mi rune effect does work, it just has no text description.

Nazrin's blocking with Chen's weapons is intended.

I also did a speedrun with Chen a few days ago because I had to test some stuff in Act5. It took me about 2 hours from Act1 to the Prismrivers. All waypoints activated if I knew where they were and Virtue of Wind God was made via shortcut recipe.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 21, 2012, 04:39:32 PM
Yuyuko's reward charm got lost in the transfer and doesn't exist as an item. I don't think that would be a cause for a crash, but it's the most likely one.

Mi rune effect does work, it just has no text description.

Nazrin's blocking with Chen's weapons is intended.

I also did a speedrun with Chen a few days ago because I had to test some stuff in Act5. It took me about 2 hours from Act1 to the Prismrivers. All waypoints activated if I knew where they were and Virtue of Wind God was made via shortcut recipe.

One time she flew over the entrance stairwell and that time it didn't crash because it's out of bounds and no items dropped.

Is Chen-level the way good character builds should be? So I know when to complain about the skills being weak or not  :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 21, 2012, 05:04:54 PM
I think Chen-level may be Tier1 just from the way you play her. The most balanced build should be one where you can find use for all the skills. But even then that's quite hopeful since not all skills are equal. I personally think Miko as a whole is the most balanced class. From the feedback it sounds like they're a tad underpowered.

Edit: I think I can make 10 side dungeons for the next update. They'll probably be very simple and terribly balanced. I should be able to put all the girls from Touhou 6 to 13, bar the fighter games and StB/DS. Some will have drops, some won't.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: B?t V?n Tử on January 23, 2012, 03:35:07 AM
is there a guide how to apply the mod? i never use mods in D2 b4 so sorry for asking noobish question.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 23, 2012, 12:29:54 PM
is there a guide how to apply the mod? i never use mods in D2 b4 so sorry for asking noobish question.

Simply copy paste the Patch_D2.mpq file that comes with the download into your diablo 2 folder and replace the original patch file.



I made some progress with my Ichirin/Murasa Brawler.

At level 24 you are about as effective as the Miko Reimu build, except it doesn't instantly slay stuff at /players 8, but instead have a more effective aoe with Deep Vortex. Unzan is a reliable tank now, can't take on a boss mob pack alone or anything, but survives for a while at least. The steep mana cost is warranted as the scaling is good now, and it forces you to spend at least some points in bombs to be able to level it. Falling Sky Hammer somewhat average, but since it scales with weapon damage it will become strong later I guess.

But yeah, Murasa's melee skills are kinda lame, especially Sinker Ghost, Venus of the Bilge seems to buff Ichirin's Fist Strike and FSH when you build up the charge so it isn't useless. This builds plays like a summoner/caster once you reach Vortex and Unzan.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Wypatroszony on January 23, 2012, 02:27:25 PM
Hourai Dolls are nearly useless when it comes to their damage. With 90 Dolls Stat and 3 points in Hourai Doll, they deal something around:
4-12 for fire
2-4 for ice
1-6 for lightning
<1 per second for poison, however it lasts rather long, because one shot killed my target.
Tested on /players 1 typical Kedama.
Nothing else really bugged me this far.  :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 23, 2012, 04:16:51 PM
Treat Dolls skill as you would for Skeleton Mastery. It should give them a bit of damage that way.

First sidequest area is complete \o/. Cave Level 2 is now known as Embodiment of Scarlet Devil. It's a sort of boss rush area. But be warned, there are no hard barriers separating the bosses, so you can very easily find yourself pulling aggro from multiple bosses. Also don't expect to do it on Normal. It's a level 60 area.

(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot001-2.jpg)
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot002-3.jpg)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: ARF on January 23, 2012, 05:00:51 PM
Great! I'm glad to see that you are doing well :)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 23, 2012, 06:53:01 PM
Flight of Idaten with Rumia's reward charm is ridiculously strong. Good thing the drop rate isn't 100% :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: B?t V?n Tử on January 24, 2012, 04:13:40 AM
I have a question about the Alice's Dolls. If I level up my shanghai doll skill, do I need to recreate them to make the changes update (as in damage, hit point, etc.) or they will be automatically applied?
Because the her grimmore do little damage, so I only switch to her grimmore when i need summoning the dolls (to increase dolls stats), otherwise using normal high dps weapon.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 24, 2012, 06:21:37 AM
Summons are created with the stats at the time of casting. Using summoning gear for summons and then switching to mobs/boss gear is called pre-buffing.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Rotund_Danmaku on January 24, 2012, 09:57:40 AM
Pesco, I have some questions. :V

1.Did you thing the next version can carry over this version's save?
2.Did you plan to change Patchy's Skill Icon? Since her skill's changed now.
3.When you think the next version will coming?

and for the "Squared Apostophy" trouble... Just stop use it and use it full form to fix these. :V

The new sidequest's looking so insteresting... But I have one "dared" question on it...
Did Rumia dropable the charm at normal level?

(I say "dared" because I just kill Yuyuko since my level are 19, And use that place for "Exp Farming" place till I reach level 25) :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 24, 2012, 10:13:10 AM
Saves should carry over but I'm not exactly sure since I've cleared my old saves more often now.

The skill icons need to be redone, sometime later.

I'll probably do an update at the end of the week.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: theshirn on January 25, 2012, 09:56:25 PM
Finishing up Utsuho's lines.

ARCANE SANCTUARY 1
Still no luck with finding Marisa?  Well, Satori asked me to send you over to her.  Most likely, that means she's got a lead for you!  So hurry up!

ARCANE SANCTUARY 2
Makai, huh?  Wow.  Never been there myself, of course.  It's a little out of my depth.

Heheh, get it?  Depth?  'cause we're...you know, underground...

Don't give me that look!

ARCANE SANCTUARY 3
All twisty and stuff?  Geez, I'm glad you're the one going there and not me.  I'd probably get a headache in a couple minutes.

ARCANE SANCTUARY COMPLETE
Hah!  Told ya!  Satori always comes through!  Now get going, you're almost there!

THE SUMMONER 1
Another goddess?  They're just popping up everywhere these days!

THE SUMMONER COMPLETE
You're crazy strong, you know that?  If things weren't so crazy around here I'd love to have a friendly duel with you.

THE SEVEN TOMBS 1
So...Mima and Marisa was kinda like Satori for me, right?  Well...this is just one hell raven thinking out loud, but if I were her, I think I'd rather be left alone than dragged up into this mess that everything's turned into.

THE SEVEN TOMBS COMPLETE
Oh, man.  This really feels like it's all going over my head.  There's just so much at stake here and it doesn't feel like I can do anything about it.

Well, chin up!  You're going after her, right?  Heh.  'Course you are.  I'm gonna stay here and help out with everything as much as I can, so make sure to drop by sometime when this is all over!

Will do Shikieiki's spiel and start Act 5 tomorrow, hopefully.

Shikieiki BLAH BLAH BLAH
It's not often this happens, but I thank you for your aid.

My name is Shikieiki Yamaxanadu.  As you might surmise, I am a Yama, a judge of the dead.  Normally these incidents are outside my jurisdiction, but this time the balance of Gensokyo has been so thoroughly wrecked that I am forced to intervene.

I thought to stop Marisa here first, but I arrived too late.  Armed with her old master's power and this strange madness, she was able to overcome me - and I assure you, that is no mean feat.  She taunted me as we battled, saying she would reunite with the shrine maidens and that all would fall under their dominion.  She bound me here, and left for Eientei.

I need not tell you the catastrophe that would arise if they succeed in whatever their plan may be.  My powers are limited here, fighting on their own ground.  But you have proven yourself skilled and resourceful, and so I must ask that you continue to pursue Marisa.  I judge you ready for the trials that await...and it may serve as some comfort that I am never wrong.

Go, now.  Time is of the essence.  And know that we shall meet again.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.67 released]
Post by: Pesco on January 26, 2012, 07:52:13 PM
I'm playing around with the completed Remilia set (got it through all the runs I did testing the drops and boss AI). The full set bonus is guaranteed barrels of fun. Update will definitely be coming on Saturday morning.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 28, 2012, 06:47:56 AM
Ver 0.68 - 9747kb - 28-01-2012

General
Prismriver missile animations changed.
More renamings updated.
Dialogue text fixed.
Summons references rearranged and fixed.
Summons stats info clarified.
Adjusted enemy Patchouli AI and skills.
Test sidequest areas removed.
Embodiment of Scarlet Devil sidequest added.
Documentation updated.

Oni Brawler
Unzan sprite changed.
Fist "Falling Sky Hammer" animation changed.
Ghost "Sinker Ghost" secondary damage effect fixed.

Voile Fairy
"Possessed by Phoenix" overlay changed.

Spirit Hermit
Honesty Sign "Apple" damage reference corrected.
Flower Sign "Valley of the Snowdrop" maximum summon limit reduced to 5.

Youkai Hunter
"Ancient Duper" extra synergy and overlay added.
Monster Train "Spare Umbrella Express Night Carnival" overlay added, magic damage reduction rescaled and damage increased.
Umbrella "Super-Water Repelling Bone-Dry Monster" overlay added and damage increased.
Halo "Karakasa Surprising Flash" overlay added.
Defense Sign "Pendulum Guard" effect combined into Cat Monster "Chen"
Defense Sign "Pendulum Guard" remade into a buff.
Rod Sign "Nazrin Rod" dual wield requirement removed.
Flight Sign "Flight of Idaten" number of hits reduced.

Human Miko
Dream Sign "Evil-Sealing Circle" base damage reduced and hit rate reduced.
Good Omen "Cloudy Way in Purple" aoe damage effect remade.
Scarlet Sign "Red the Nightless Castle" overlay changed.
Spacesphere "Earth in a Pot" damage synergy increased.
Elixir "Mercury Sea" damage scaling increased.
Snake Sign "Orochi of Ancient Times" hitpoints scaling reduced, summon icon changed and prerequisite reference corrected.
Frog Sign "Wily Toad" hitpoints scaling and summon icon changed.

Kasha Warlock
Curse Sign "Shanghai Doll" summon icon changed.
Curse Sign "Hourai Doll" summon icon changed.
Youkai "Blazing Wheel" ctc fixed.
Poison Sign "Japanese Foliage Spider" damage type changed and innate aura added.
Spider "Cave Spider's Nest" reamde and changed to a Poison Attack.
Death Sign "Scythe of Final Judgement" targeting control fixed, mana cost and scaling reduced.

Items
Readded missing uniques.
Magic properties for jewels redone.
Chen reward item workaround implemented.
Some set items implemented.

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

Link for ver 0.68 (http://www.mediafire.com/download.php?qkwa1bos8u77htl)

A lot of simple and cosmetic changes this time. The big one is the EoSD sidequest. Clearing it on Phantasm will yield the set items for the characters that correspond in the classes. If you are lucky, you might even get their reward charm. It's a very simple side area but it should be quite challenging, even on Normal /players 1.

Saves should carry over, but if you have Yuyuko's reward charm from the last version, you'll need to ditch it as the item code for it got changed.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: ARF on January 28, 2012, 01:20:21 PM
I really like what you did with the Prismrivers!  :V

Unzan blinks in and out of existence and then crashes my game.

Cirno and Hong in the special area disappear when moving, but no crashes or anything. Was able to clear easily with a level 52 Miko, no retreating or anything. Sakuya and her pack is almost blind, I could stand on the other side of the barrels and let ESC tick on them without them noticing.

Renaming Icehawk Riftwing to Kisume could work since they both live in a dark place and like to drop down on you from above.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 28, 2012, 06:18:13 PM
Under which conditions does Unzan crash the game for you?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: ARF on January 28, 2012, 07:09:53 PM
Under which conditions does Unzan crash the game for you?
It only happens outside of town, with enemies around. He got to fight enemies once, but usually crashes before he gets close enough.

I like how Infinity's chain lightning procs with Falling Sky Hammer now.

Lunatic EoSD seems pretty tough, could do nothing with my Miko there, looks like you have a reason to optimize your gear now!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 28, 2012, 08:03:24 PM
Phantasm EoSD is even harder and that will be just right :D.

Could you also tell me exactly what you see when fighting Cirno, Meiling and Remilia? What skills they use/have and their AI.

Edit: Nobody told me Table Turning doesn't look awesome anymore :/
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: ARF on January 28, 2012, 08:41:09 PM
Cirno runs towards you, hits you, sometimes charges the ice charge thing up to three (I guess it's the skill Cirno build has) but never releases the charge as far as I can tell, seems to have some kind of ice shield buff by the looks of it and uses perfect freeze (which does bounce off walls and you etc.), sometimes several times in a row.
Meiling runs towards you, hits you, sometimes bashes you with knockback for extra damage and sometimes uses a triple nova attack with pushback.
Remilia runs towards you, hits you, sometimes throws gungnir at you (even in melee), has a passive aura with fast ticking fire damage.

Sometimes Daiyousei and Rumia switches places when spawning.

Reimu's specialization skill mentions a skill in the stat synergy list that no longer is used in the game.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 28, 2012, 09:21:52 PM
Okay, looks like they all have their skills working fine. Only blip is Cirno not having any attacks that can release her charge-ups. It's kinda lame if I have to give her Minamitsu's skill instead.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Rotund_Danmaku on January 29, 2012, 03:22:15 AM
Edit: Nobody told me Table Turning doesn't look awesome anymore :/

Aw... Man... I'm only reveal that when I reached Lv 12...
That's very bad since the old effect is very awesome...
And...
1.The Tomes are STILL have maxinium stack at 20.
2.In Underground Passage Level 2 , There're still have Yuyuko's Returned lurk around...
(There're faster,stronger,and mean than the normal Returned in same difficult. It also attack and applied Cold and Lightning)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 29, 2012, 07:07:27 PM
Stack size limits are a minor inconvenience :V

I suppose I forgot to give the Underground Passage Level 2 its regular monsters again.

Anyone have feedback for me on Patchouli's skills? I think Silent Selene is pretty strong. I'm thinking of lowering its max damage and adding a weapon damage component. It should improve the strength of melee-Fairy builds.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: ARF on January 29, 2012, 09:01:40 PM
Tried out Phantasm EoSD with the Chen that I started last patch (level 104 or so, only in Act 1 in phantasm). I managed to beat Rumia, Dai, Cirno, Meiling, Koakuma and Remilia. Though it has pretty decent gear and it wasn't too easy to beat them. And Flandre kills me in one punch  :ohdear:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 29, 2012, 11:34:08 PM
:just as planned: :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: ARF on January 30, 2012, 12:39:28 AM
:just as planned: :V

Do you also plan on making the other special areas increasingly difficult? I finished Meiling's set and it's also fun, I like how the knockback works with Flight of Idaten. Cold Snap oskill and retaliation when struck in the set bonus doesn't seem to work though.

Is there a cap on how much curse lenght reduction you can get? I should have 80% with fade, and with an additional 20% from runes I should be immune to curses right?

Flight of Idaten's tooltip still says that it should bounces like 30 times.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 30, 2012, 06:58:55 AM
100% curse reduction gives immunity to curses.

I'll need to correct Idaten's tooltip. The bounces are capped at 5 now.
Edit: it's 5 bounces at level 1 and then 1 more bounce every 5 levels.

Edit2: Cold Snap shouldn't be on the item. Wrong skill reference.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: ARF on January 30, 2012, 01:30:33 PM
It didn't work, curses still affect me, maybe it needs to be all 100% through runes to work?

The % to stat, except life and mana, doesn't work. The Meiling armor has a quite big % increase to graze, but it doesn't make a difference.

The complete set aura seems to change level randomly, sometimes it has level 10 sometimes level 15.

The chest at Rin dropped a historic scroll, and then another Kappa cube dropped from the high council fairies (I went and checked those tombs for the normal cube, but it wasn't there anymore, so I guess you changed the place it drops from). I have 2 cubes now. Probably only possible because of PlugY.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: B?t V?n Tử on January 30, 2012, 02:30:27 PM
did any one try one byakuren build? the increased hp and def based on max mana doesnt work at all i think (at lvl 6 i maxed out all my bombs and put 1 point in each skill).
miko reimu aura was hax against mobs but kinda suck when fighting boss because they werent knocked back, but its a good thing u nerf it.

i have a alice/yuyuko lvl 75, it is quite OP with the Flowery Soul "Butterfly Delusion" + shanghai dolls, let the dolls tank and keep spamming the skill, it is like eirin apollo 13 but the cast speed is faster and cost less mana, with 1 point in Subtle Melody "Repository of Hirokawa -Divine Soul-" i never ran out of mana
that build is quite relaxable on lunatic with player8.

also, yuyuko last aura doesnt work i think, i turned it on and stand right next to a red kedama, its hp doesnt drop or degen; hourai dolls' damage doesnt scale with stats and its being range made it less useful than shanghai
does difficulty afffect my dolls resistance? they got a resistant of 68 right now according to the skill tooltip.

anyway, keep up with hard work.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 30, 2012, 02:39:14 PM
Curse resistance should work no matter where it's from. There might be a limit on the max curse length reduction you can have. Then I don't think there's anything I can do about that.

PlugY is a very likely source of funky bugs. I took a Fairy to act2 last night and didn't get the Historic scroll or an extra cube.

% to stat works off the base value of the stat. So you have to put some points in there to get a visible effect.

Aura from the complete set changes if you re-equip your stuff. I suppose it'll be best if I set it at a fixed value.

Passive skills only update when you levelup or change the skill level or save and exit. Byakuren's passives did work the last time I checked.

Law of Mortality aura will only work once a monster has been injured. Regen only happens when your hp is not full. In their case, it's hp degen and you have to hurt them a little for it to take effect. Note that you don't get exp for monsters killed by the degen.

I don't think difficulty affects the resists of your summons.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Alpha Werewolf on January 30, 2012, 04:06:42 PM
I just started, but I have to say I very much enjoy the concept and flavor. Bravo.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: ARF on January 30, 2012, 05:28:10 PM
% to stat works off the base value of the stat. So you have to put some points in there to get a visible effect.

Looks like it actually gives a percentage bonus to lives, not graze.

I found some of the uniques which I suggested stats for before and was amused  :V

Prismriver keep crashing my game on phantasm, just as the fight is about to begin the game shuts down.

Tried using the skill crafting stuff and ended up with getting both Vulnerary of Ohnamuji-sama (which I was going for) and Grudge Bow in the same crafting.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 30, 2012, 05:32:09 PM
The game is being weird with skill references. Like they're all 1 less than the skill I'm aiming for.
Found the cause. The fixed base files had an extra skill and caused an overlap with my skills' reference numbers.

Send me your save file so I can go see the crash. It doesn't crash on Normal or Lunatic?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: ARF on January 30, 2012, 05:59:26 PM
It crashes on Lunatic too, but not on Normal.

- edit -

Good to know that it is fixed!

Another issue: Mountain Breaker really isn't that impressive, even with really high Chi value and some points into it, try it yourself. Same thing goes for Fantasy Seal with Miko, I don't think it is that viable to sweetspot with, so I think it can be buffed.

- edit 2 -

Well, Mountain Breaker is ok, I guess. I finally beat Phantasm Flandre after many rerolls, I tried using Grudge Bow and laying traps, keeping my distance, but in the end what worked was just spamming townportals, charging the buffs and just hitting her.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 30, 2012, 06:14:20 PM
Gonna test if the problem is with missing equipment.

Edit: fixed and beat them :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: ARF on January 30, 2012, 10:23:53 PM
I am an idiot, of course you can sweetspot with Fantasy Seal, it's just that I never tried it before and used it for AoE (which makes it look really weak on /players 8 ) Probably doesn't need buffing, you can place it down, run away from an enemy, have them walk through it, and then activate ESC to push them back into the Fantasy Seal.  :V

In case you need more stats on items:

Carina Nebula - Solar Cape [E]
enhanced defence 30%
+30 to sun
+10% magic resist
+2% fire absorb
+3% increased fire damage skills
hit blinds target

Celestial Garden - Peach Hat [E]
+24 to enlightenment
+10% enhanced mana recovery
+4% to maximum mana
+3 to all attributes
+17% poison resist
+2% to maximum poison resistance

Not Even Drop - Sake Dish [E]
+35% enhanced defence
+15% faster block rate
+40 to sake
15% chance to cast level 2 Oni's Voice "Annihilating Roar" when struck
+2% mana steal

Moonshine - Crescent Hat [E]
+20 defence
+35 to elementals
+16 to bombs
-3 to lives
12% chance to cast level 3 Confusion "Into Delirium" when struck
5 charges of level 3 Water Sign (?) "Deluge Forty Days"

Deva's Step - Oni Geta [E]
+18% enhanced defence
+10 to sake
+10 to mist
+8% faster run walk
+6% faster hit recovery
+3% damage resistance
-5 to Graze
+1 to Oni Sign "Massacre on Mt. Ooe"
Requirements +15%

Forgotten Geta - Tsukumogami Geta [E]
+0.5 defence (based on character lives)
+30 to surprise
+4% increased attack speed
attack slows target 14%
+5% to all resistances
-25% to magic find

I hope they aren't too overpowered  :ohdear:

Yeah and, again, thanks for putting all the effort into this project!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 31, 2012, 10:53:07 AM
Added the suggestions. It also occurred to me that I don't have any unique jewellery in the game. Derp me :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Rotund_Danmaku on January 31, 2012, 12:37:49 PM
Added the suggestions. It also occurred to me that I don't have any unique jewellery in the game. Derp me :V
Jewels? Well... If I have time enouge, I'll create it for you :V

But first of all...

I think that Patchy's Royal Flare such a lame, It delay after cast is too long (I think it around 5-6 seconds)
But it damage in high level are OK enough.
And...

I don't known that you aren't have time to do Rune Words or something like that
So I get ideal...

- Patchouli
Pa+Chi+Yu+Ri

Sockable Item
- Spellbook

Attributes
+ 30-40 to Element
+ 9 to Maxinium Damage
+ 10% Block Speed
+ 50% Inscrease Spell Damage
+ 2 to All Skill
+ 2 to Patchouli Skill (Voile Fairy Only)
+ 30-45% All Resistance
+ 5 - 690 Mana (Based on Character Level)
+ 0.2 Defense (Based on Character Bomb)

Yes. It' you rune words, but with some of them are kinda trouble
(Due to maxinium item's socket number seem to be nerfed, Some of Rune Words aren't find they sockable place
etc. Kanako that say in Doc. that it'll sock in Onbashira but we're know now that we wouldn't have any Onbashira...
Except the Sanae or Moriya's Set Item... Of course!)

Some of Crazy Jewel Stuffs...

- Silver Sigil
+ 20 - 30 to Snow
+ 40 to Cold Resistance
- 25% Walk Speed
+ 5 to Freeze Sign "Minus K" (Cold Mastery, Lower Enemy Cold Resistance)
+ 2 to Letty Skill

- Phoenix's Tail
+ 20 - 30 to Rage
+ 40 to Fire Resistance
+ 15 to Life Regeneration
+ 15 - 25 to Lives
+ 10% to Fire Spell Damage

- Frog Hairclip
+ 20 - 30 to Faith
5 Charged Lv 5 Toad Sign "Wily Toad"
- 20 to Cold Resistance
+ 30 to Fire Resistance
+ 2 to Sea Opening "The Day the Sea Split" (Human Miko Only)
+ 15 to Bomb

- Shinigami's Coin
+ 20 - 30 to Soul
25% Chance to cast Lv 5 Death "Higan Retour" When Struck
5% Chance to cast Lv 7 Boundary "Expanding Boundary" When Struck
+ 10 - 25 to Defense
Knockback

- Concordia
+ 350% Enchanted Damage
+ 0.1 Damage (Based on Character Power)
- 20% Experience Gain
+ 100% Enchanced Attack Rating
- 75% Attack Speed
3% Deadly Strike
- 75% Extra Gold From Monster
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on January 31, 2012, 04:37:43 PM
I meant rings and amulets for jewellery but we also don't have any unique jewels so I'll think about some of them.

I'm actually thinking of making runewords more flexible. It should be like a source of oskills. They can only be made in items outside of the girl's class. This lets a Brawler have access to Fairy's skills if they want to have some variety. But being a cross-class access to the skill, it will suffer from never having much more than maybe 100 in unique stat synergy. So with that, I think I'll re-enable jewels to spawn with +stat but the scaling for them will be heavily restricted.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Rotund_Danmaku on January 31, 2012, 11:49:13 PM
I meant rings and amulets for jewellery but we also don't have any unique jewels so I'll think about some of them.

I'm actually thinking of making runewords more flexible. It should be like a source of oskills. They can only be made in items outside of the girl's class. This lets a Brawler have access to Fairy's skills if they want to have some variety. But being a cross-class access to the skill, it will suffer from never having much more than maybe 100 in unique stat synergy. So with that, I think I'll re-enable jewels to spawn with +stat but the scaling for them will be heavily restricted.

OK. I get it, Just Like this one?

- Youmu
Yo+U+Mu

Sockable Item
- All Type of Sword

Attributes
+ 5% Extra Experience
+ 1 Light Radius
Cannot be Frozen
Lv 5 Voidness Sword "Slash Clearing the Six Senses" When Equiped
+ 3 - 5 to Hell Realm Sword "200 Yojana in 1 Slash"
+ 30% to Cold Resistance
+ 150 - 175% Enchanted Damage
+ 200% to Attack Rating
30% Open Wound

And some of Amulet and Ring

- Youkai Repelling Charm (Amulet)
+ 30 - 40 to Border
+ 30 - 40 to Faith
+ 100 - 150% Attack Rating Agains Youkai
+ 100 - 200% Damage Agains Youkai
10% Chance to Cast Lv 4 Boundary "Expanding Boundary" When Struck
10% Chance to Cast Lv 4 Sea Opening "The Day the Sea Split" When Striking

- Healing Amulet (Amulet)
Replenish Life +15
+ 15 - 25 to Lives
Lv 3 Life Ending Sword "Meditation" When Equiped
+ 5 to Honesty Sign "Apple"
Damage Reduce by 15

- Thunder Caller (Ring)
+ 40% to Lightning Resistance
- 25% Enemy Lightning Resistance
Lv 10 Thunder Sign "Residence of the Thunder God" When Equiped (Holy Shock)
25% Chance to Cast Lv 5 Lightning Fish "Swimming Thunder Shot" When Struck
25% Chance to Cast Lv 5 Moon&Metal Sign "Moonshine Reflector" When Striking (Chain Lightning)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: ARF on February 01, 2012, 12:18:34 PM
I meant rings and amulets for jewellery but we also don't have any unique jewels so I'll think about some of them.

I'm actually thinking of making runewords more flexible. It should be like a source of oskills. They can only be made in items outside of the girl's class. This lets a Brawler have access to Fairy's skills if they want to have some variety. But being a cross-class access to the skill, it will suffer from never having much more than maybe 100 in unique stat synergy. So with that, I think I'll re-enable jewels to spawn with +stat but the scaling for them will be heavily restricted.

I like that, go for it. I would also like to see one unique ring per class with their special stat on it. But maybe that will be too much. However, with rare rings and amulets in the end game now, you just have them for massive stat bonuses and covering resistance gaps.

Also, having a jewel which increases damage massively at the cost of attack speed could make the classes which spells are affected by weapon damage quite strong, not 100% certain though.

Grudge Bow scales hilariously bad with putting more stat points in it.

Butterfly Delusion is very strong, as it spawns so many extra butterflies at high levels. But if it was a level 64 skill it would be ok, as it isn't stronger than Final Judgment with a decent weapon or anything, just easier to use.



The craziest thing just happened to my warlock, you know that I said the high council dropped a cube for my hunter before? Yeah it happened again. Do you know how you cannot put the cube inside itself? Yeah but if you have 2 cubes, and you have both in your inventory, you can open the first and then put the second inside the first, and then put the first cube inside the second cube that is inside the first. Close the cube and THEY ARE BOTH GONE!

And even after save and exiting no new cubes could be found, not in the tombs and not from the high council.

Thankfully I could send the spare cube from the hunter and when I opened it on the warlock both the old cubes were already inside :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: theshirn on February 01, 2012, 02:33:09 PM
cubeception :ohdear:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on February 01, 2012, 03:16:41 PM
Screenshot or it didn't happen :V

A key thing to remember about jewels is that you can always stick multiples into an item. For that, their bonuses need to be very low to keep things balanced.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Rotund_Danmaku on February 02, 2012, 04:50:43 AM
A key thing to remember about jewels is that you can always stick multiples into an item. For that, their bonuses need to be very low to keep things balanced.

I get it... ;)

But first of all...

- Bloody Parasol [E] (Fate Gaurd)
+ 20 - 30 to Blood
25% Chance to Cast Lv 5 Bad Luck Sign "Biorhythm of the Misfortune God" When Striking
+ 1 - 3 to Poor Fate "Short Life Expectancy"
+ 1 - 138% Chance to Find Magic Item (Based on Character Level)
+ 2 to Scarlet Sign "Bloody Magic Square" (Human Miko Only)

and... Patchy's Phillosopher was great way to teach the lesson to the ones who have cold immute for Letty's Skill
Catfish's Unique Spellbook was nice. I took it from gamble and find that's the way to destruction the mobs.
In that Spellbook give me +2 to Possesed by Phoenix and when I use it combine with Winter Sign "Northen Winner".
It was easy to clear to annoyed mobs like  Demon Imp now. :V
I think the High Councills get annoyed for the caster now. Since they woundn't cast Hydra to me, Instead they just cast goddamn Blood Mana!

This mod'll become more and more fun now... Thank for all of your work. I'm still ready to help you devolop this mod. ;)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Rotund_Danmaku on February 04, 2012, 11:16:46 AM
Man... Sorry for Dub Post :ohdear:

What're you trying to do with LoM now?  ???
(About the Main Feature in next version.
Ex. Change Patchy's Skill Icon, Change some skill description,Some Animation and Effect, Some Runewords, etc)

I just find some uniques

- Fruit Hat [E] (Fruit Basket)
+ 20 - 30 to Harvest
+ 2 - 4 to Sweet Potato "Sweet Potato Room" (Spirit Hermit Only)
+ 30 to Lightning Resistance
Poison Length Reduce by 25%
Curse Length Reduce by 10%
Freeze Length Reduce by -25%
Replenish Life +10
+ 0.5 Defense (Based on Character Lives)

- Curse Dress [E] (Misfortune Battery)
+ 20 - 30 to Misfortune
Curse Length Reduce by 30%
15 Charges Lv 5 Delirium "Into Delirium"
10 Charges Lv 5 Fist Sign "Heavenly Net Sandbag"
+ 7 to Sun&Moon Sign "Royal Diamond Ring"
+ 1 to Hina Skill (Kasha Warlock Only)
25% Chance to Cast Lv 7 Death "Higan Retour" When Struck
Target Curse Length + 25%

- Rabbit Foot [E] (Udongein's Foot)
+ 20 - 30 to Luck
30% Chance to Cast Lv 7 Delirium "Into Delirium" When Struck
+ 5 to Strange Art "Misdirection"
+ 5% Extra Gold From Monster (Based On Character's Luck Level)
+ 35% Magic Resistance
Reduce Vendor Price 5%
Freeze Length Reduce by -25%

- Dragon Cap [E] (Dragon Star)
+ 20 -30 to Chi
25% Chance to Cast Lv 7 Attack Sign "Roc Fist" When Striking
+ 5% Life Stolen Per Hit
+ 2 to Four Devas Arcanum "Knock Out In Three Steps"
Cannot be Frozen
Damage Reduce by 3%
Magic Damage Reduce by 3%

And this's some of Amulet

- Lunar Meteorite (Amulet)
Curse Length Reduce by 25%
Poison Length Reduce by 35%
Freeze Length Reduce by 25%
+ 2 - 4 to Medicine Sign "Butterfly Dream Pill"
+ 40 - 65% to Attack Rating
15 Charges Lv 7 Unknown "Red Cloak, Blue Cloak"

*Pesco, Those Leapers are very annoyed for sometime.
When it got freeze by Deluge Forty Days. Sometime It's invincible to damage (I can't Hit them by Attack or Spell)
Sometime it can recover, Sometime It will need you to run away from them or "Reroll" them by return to the Town
Also, For my guess Deluge Forty Day Must be "Water&Earth Sign" Consider by Noachian's Deluge Spellcard in 10.5 :V



Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on February 04, 2012, 03:36:17 PM
I've got what I want in the next update already planned out. But I also need to take a break or suffer burning out.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Rotund_Danmaku on February 06, 2012, 08:14:52 AM
I've got what I want in the next update already planned out. But I also need to take a break or suffer burning out.

I'm sorry about selfishly hasten on you. :ohdear:

But I'm got a ton of Unique Amulet and Ring Stuffs.
So I'm too eager to see them once in next version.
(I'm see the Unique that I give it attribute and almost cry of proud)  :blush:

This's some of my series

Dragon Jewel (Jewel)
+ 30 All Resistance
+ 40 - 50 Fire Damage
+ 20 - 30 Cold Damage
+ 1 - 75 Lightning Damage
+ 100 Poison Damage Over 4 Sec.

Swallow's Cowrie Shell (Ring)
Replenish Life +20
15% to Lives
1 - 128 Damage Reduce (Based on Character Level)
Steal Life 20%
Steal Mana 20%

(I'm at school now, More'll come when I arrive home around in next 3 Hours)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on February 06, 2012, 08:25:42 AM
All these suggestions lately have been horribly overpowered.Even at half their power it still wouldn't be balanced with their level requirement at 128.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Rotund_Danmaku on February 06, 2012, 11:23:04 AM
All these suggestions lately have been horribly overpowered.Even at half their power it still wouldn't be balanced with their level requirement at 128.

Mainly because I just done most of them at school , The place that I'm absolute bored and want to go home as quick as possible...
That make me want to see the "Ultra Blast" so this's nonesense reason to make me create that item for Imba...
(If half 're still OP. I give you a permission to delete some mods or just quarter them) :V

Buddha's Diamond (Amulet)
+ 100% Enchance Defense
+ 1 - 128 All Resistance (Based on character Level)
Damage Reduce by 5%
Magic Damage Reduce by 3%
Curse Length Reduce by 30%

Creature Master (Amulet)
+ 5% to Bomb
5 Charge Lv 4 Doll "Futuristic Puppet" (Iron Golem)
+ 2 to Doll (Kasha Warlock Only)
+ 2 Death Sign "Ghost Town" (Kasha Warlock Only)
+ 2 to Flower (Spirit Hermit Only)
+ 2 to Tengu "Maple Vanguard" (Phantom Kensei Only)
Lv 5 War Sign "Little Legion" When Equiped

Raging Pain (Ring)
Drain Life -15
+7% Experience
+175% Enchance Damage
+ 7% to Graze
+ 30% Lightning Resistance
9 Charge Lv 5 Nue Sign "Undefined Darkness"

Star Bridge (Amulet)
+ 30 - 40 Magic Damage
+ 5% Enchance Magic Damage
+ 20% Magic Resistance
+ 20 to Danmaku
+ 10 to Ritual Sign "Orrerie Sun"
+ 5 to Light Blast "Shoot The Moon"

Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Rotund_Danmaku on February 11, 2012, 08:41:38 AM
Sorry for Dub Post again. :V

Pesco, I have some question.

1. Some Only-Class Item are spawn the other Class's +Skill, That's realy useless
2. Boot of Travel Unique Boot have the very pity mod. It can make you move more fast and short range Teleport only... :V
3. When the next version'll be release? And the save can carry over?

The Unique Item agains.

- Furnace Glove [E] (Corspe Handler)
+ 20 - 30 to Corspe
+ 2 to Corspe (Kasha Warlock Only)
+ 2 to Corspe Spirit "Vengeful Cannibal Spirit" (Kasha Warlock Only)
+ 40 to Fire Resistance
+ 5% Maxinuim Fire Resistance

- Nun Hood [E] (Humble Crown)
+ 20 - 30 to Fist
Knockback
+ 35 - 45% Enchanted Defense
10% Chance to Cast Lv 4 Fist Sign "Heavenly Net Sandbag" When Struck
20% Chance to Cast Lv 5 Attack Sign "Roc Fist" When Striking
+ 10% Magic Resistance
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Pesco on February 17, 2012, 07:25:13 AM
Touching up the changes for 0.69. If all goes well I should have it up by this weekend.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.68 released]
Post by: Rotund_Danmaku on February 17, 2012, 05:43:03 PM
Touching up the changes for 0.69. If all goes well I should have it up by this weekend.
It's the good news!
I'm wait to pay the debt for Lunatic's Prismrivers for crash my game!  :V
(And it make me have the Lunatic time with dodging MedianXL's "Danmaku" stuffs)

Sir, The Belts can't be socketed anymore...

And one of unique item

- Miko Outfit [E] (Miko Miko Suika)
+ 20 - 30 to Faith
+ 20 - 30 to Border
+ 15 - 25 to Mist
3% Chance to Cast Lv 1 Great Oni "Missing Purple Power" When Struck
Attacker take damage of 20
+ 40% Enchanted Defense
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on February 18, 2012, 07:50:04 PM
Ver 0.69 - 10522kb - 18-02-2012

General
Fixed some dialogue text.
Skills reference numbering corrected.
Casting sounds and overlays updated for their respective classes.
Documentation updated.
Prismrivers fight bug fixed.
Perfect Cherry Blossom sidequest added.
Monster resistances increased.

Oni Brawler
Flood "Venus of the Bilge" skill info corrected and overlay added.
Unzan sprite reverted.

Voile Fairy
Sun Sign "Royal Flare" explosion graphic density reduced.
Moon Sign "Silent Selene" max dmaage reduced and weapon damage component added.
Electric Sign "Thunder Drum Shot" weapon damage component added.
Immortal "Fire Bird -Flying Phoenix-" duration synergy effect corrected.
Hollow Giant "Woo" weapon damage component added.
Mystic Sign "Table-Turning" animation fixed.
Cold Sign "Lingering Cold" added bonus damage to weapon when active.

Youkai Hunter
Flight Sign "Flight of Idaten" skill info corrected.
Grudge Bow "The Bow of Genzanmi Yorimasa" weapon damage component increased and synergy changed.

Items
Sets drop rate reduced.
Implemented more unique items.
Character stats spawn on jewels re-enabled.

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

Link for ver 0.69 (http://www.mediafire.com/download.php?8tua4td4tx5y2cq)

Updates are slowing down since semester has started for me. I'll only have around a day per week to work on the mod.

I'm aiming for adding a sidequest area per update. Buffs and nerfs will only be made as I get feedback on them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Rotund_Danmaku on February 28, 2012, 08:56:40 AM
Updates are slowing down since semester has started for me. I'll only have around a day per week to work on the mod.

Man... I'm going to finish the School's Final Test soon in this week... :V

At last... Clearing Phantasm first time in my life!!!

Battle Report :

1.  http://i.imgur.com/KtoWQ.jpg

2. When I have adventure around , I just find this...

(http://upic.me/t/g9/screenshot163.jpg) (http://upic.me/show/33379365)

Man... Complete useless statas... I think you shall descrese the chance of +stat mod in "All-Class" Armor.

3. And I just find some Uniques

- Ghost Hat [E] (Dreamcast Swirl)
+ 20 - 30 to Spirit
7% Chance to Cast Lv 3 Dilerium "Into Dilerium" When Struck
Slain Monster Rest In Peace
+ 35 - 55 Enchanted Defense
10 Charges Lv 5 Wound Sign "Exiled Doll"

- Phoenix Fist [E] (Falcon Fist)
+ 40 - 50 to Rage
+ 25% Enchanted Attack Speed
+ 2 to Taboo "Laevatein"
5% Chance to Cast Lv 7 Hollow Giant "Woo" When Striking
+ 1 to Direction Sign "Kimontonkou"

4. I'm thinking about ideal to change Rogue Encampment's Town Sprite into some that fit "Gensokyo-ish".

That's all of my report for now... I'm waiting for next patch and it change into the better way.
Just keep working, Pesco.  ;)

Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on February 28, 2012, 11:16:56 AM
4. I'm thinking about ideal to change Rogue Encampment's Town Sprite into some that fit "Gensokyo-ish".

You keep thinking that. I certainly won't. This borders on making your own engine for the game and thus impossible.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Rotund_Danmaku on March 01, 2012, 09:11:29 AM
I have one question.

Did Set Item have chance to drop by normal monster or only drop by Sidequest Boss?

(I hate those Pit Lord In PCB's Sidequest, It Immute all element except Physical...
I'm Caster not the Brawler!!! :flamingv:)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Alpha Werewolf on March 17, 2012, 09:44:41 AM
I just finished act 1 as a Marisa Voile Fairy (I'm just pumping everything into Stardust Reverie. WHEEEE). It's all rather trivial right now, but that's cool. I'm level 15 or 16 right now.

I was wondering if I should try out the EoSD stage at one of the early holes. I went there and ran away earlier, but the act boss was trivial and if Rumia doesn't have ranged instakills I should be able to kill her at least.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on March 17, 2012, 09:52:53 AM
The EoSD side area is not just a single stage. It's the entire game with extra stage as well.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Rotund_Danmaku on March 19, 2012, 04:10:30 AM
I'm do it because I have many freetimes due my school's close now...
I got some ideal about those pityful mercenary...

Mercenary's Skill

Act 1 Fairy Maids

1. Cleaner Maid
- God Sign "Eight Million of Red Leaf Gods"
- Spacesphear "Earth in the Pot"
- Curse of the Heavens "Apollo 13"
* Elixir "Mercury Sea"

2. Kitchen Maid
- Cat Sign "Cat's Walk"
- Heat Sign "Break Prominence"
- Baked Sweet Potato "Sweet Potato Room"
* Burning Star "Fixed Star"

Act 2 Bar Staffs

1. Bartender
- Cold Sign "Lingery Cold"
- Ghost "Sinker Ghost"
- Ice Sign "Fairy Spin" (Just a normal Frost Nova)
* Freeze Sign "Perfect Freeze"

2. Gaurd
- Doll Sign "Cute Phalanx"
- Oni God "Rumbling Jikoku - ten"
- Light Oni "Adamant Helix"
* Flowery Sign "Mountain Breaker"

3. Waiter
- Medicine Sign "Butterfly Dream Pill"
- Shinikami Sign "Pentagram Flight"
- Moon Sign "Silent Selene"
* Ilusion World "The World"

Act 3 Element Spirit

1. Winter Spirit
- Ice Sign "Icicle Machine Gun"
- Water & Earth Sign (?) "Deluge Forty Day"
- Winter Sign "Northern Winner"
* Mystic Sign "Table - Turning"

2. Summer Spirit
- Geothermal "Nuclear Blaze Geyser"
- Flower Field "Garden of the Sun"
- Hollow Gaint "Woo"
* Temperature "Scarlet Weather Rhapsody"

3. Spring Spirit
- Flower Sign "Wilting of Juniper"
- Flower Sign "The Reflowering of Gensokyo"
- Flowery Soul "Butterfly Delusion"
* Poison Sign "Poison Breath"

Act 5 Oni Brawler
- Oni's Voice "Annihilating Voice"
- Oni Sign "Massacre on Mt. Ooe"
- Direction Sign "Kimontonkou"
* Four Devas Arcanum "Knock Out in Three Steps"

Maybe that idea may make them become "reliable mercenary" agains...
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Alpha Werewolf on March 23, 2012, 10:45:52 AM
Yeah, I'm aware that it's the entire game; I meant I should be able to do just Rumia, at least. I'll try it now (after refighting Flandre because her drops were insane)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on March 23, 2012, 11:23:31 AM
Don't feel bad if you can't because I'm certain there's no sense of balance in there at all. But if you can take Rumia then you should be able to do everyone up to Koakuma. Patchoulli may cause some lag and kill you with it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Alpha Werewolf on March 23, 2012, 02:19:53 PM
Well, theoretically I can take Rumia; In practice, I need a little more room to maneuever (death faeries make it very hard to move around well) and it tires me out (physically) pretty quickly, so I'll wait until after act 2.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Mounting Jaggis on March 31, 2012, 11:17:33 PM
Hello everyone, Pesco has asked me to make a train sprite for Yukari and I sort of gave him the idea to add a gap when the train comes out. I got the files uploaded here. (http://www.mediafire.com/?bf9w3bo90nafg) I made all 32 missile directions for both and here are some examples of the sprites
(http://i43.tinypic.com/15qw2kn.gif)(http://i44.tinypic.com/29fu6t.gif)

Pesco, if any still have the white outline tell me which ones. I tried my best to remove it but it's kinda hard to tell due to semi-transparent pixels that aren't visible turning to an opaque pixel after saving it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on April 01, 2012, 12:45:35 AM
I'll have them tested out as soon as I have time.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Rotund_Danmaku on April 02, 2012, 03:43:01 AM
Hello everyone, Pesco has asked me to make a train sprite for Yukari and I sort of gave him the idea to add a gap when the train comes out. I got the files uploaded here. (http://www.mediafire.com/?bf9w3bo90nafg) I made all 32 missile directions for both and here are some examples of the sprites
(http://i43.tinypic.com/15qw2kn.gif)(http://i44.tinypic.com/29fu6t.gif)

Pesco, if any still have the white outline tell me which ones. I tried my best to remove it but it's kinda hard to tell due to semi-transparent pixels that aren't visible turning to an opaque pixel after saving it.

Good job. I'm waiting to see Yukari's Train drive the doom to her enemy...
(Maybe the Gap can be used in place of Scroll of Town Portal? Since in Tome name become "Portable Gap Generator")

And some of my idea fro Unique agains...

- Yin-Yang Orb [E] (Hakurei Orb)
+ 20 - 30 to Border
2% Chance to cast Lv 3 Boundary "Expanding Boundary" (Mind Blast) When struck
+ 50% Attack Rating agains Undead
+ 75% Attack Rating agains Youkai
+ 50% Damage agains Undead
+ 75% Damage agains Youkai
 
- Puppeteer Gloves [E] (String Gloves)
+ 20 - 30 to Doll
+ 1 to Extra Dolls
(This'll make wearer can summon more Dolls)
Lv 2 Harvest Sign "Owotoshi Harvester" When Equiped
- 10% Attack Speed
+ 2 - 4 to Doll "Furistic Puppet" (Iron Golem)
* Iron Golem can't be summon more than one if the pervious summon aren't die yet.
* Iron Golem stay with you even you have exist game and create new game.
+ 5% Summon Damage

- Oarfish Hat [E] (El Fever)
+ 20 - 30 to Fever
+ 10% Faster Run/Walk
+ 10% Hit Recovery
+ 10% Attack Speed
+20% Lightning Resistance
1% chance to cast Lv 1 Cloud Realm "The Thunder Court in the Sea of Abstruse Clouds"  (Thunder Storm) When Struck

Renko's Compass (Amulet)
+ 3 to Light Radius
+ 50% Extra Gold From Monster
+ 25% Better Chance to Find Magic Item
+ 2% to All Attribute
+ 2 - 3 to Light Blast "Shoot The Moon"

Kyonshe's Seal (Amulet)
Replenish Life + 45
+ 4% to Lives
- 15% Move Speed
- 15% Attack Speed
- 15% Faster Hit Recovery
+ 200 Defense
20 Charges Lv 7 Poison Sign "Poison Breath"

The 3rd Eye (Amulet)
+ 4 to Dream Battle "Illusionary Moon"
+ 1 to All Skill Level
Damage Reduce by 3%
Magic Damage Reduce by 3%
- 5% Experience Gained

Mister Kirisame's Wedding Band (Ring)
+ 40% Reduce Vendor Price
+ 15% Attack Rating
+ 25% Magic Resistance
- 5% Target Magic Resistance
+ 10 Mana After Each Kill

Curse of God (Ring)
Curse Length Reduce by - 20%
Target Curse Length + 20%
25% Chance to Cast Lv 1 Wound Sign "Pain Flow" When Striking
- 5% Defense
- 5% Target Defense Per Hit

Rainbow UFO (Amulet)
+ 2 - 3 to Unidentified "Rainbow UFO Invasion of Terror"
Lv 1 Rainbow Sign "Over the Rainbow" when equiped *
+ 20 - 40 Fire Damage
+ 10 - 25 Cold Damage
+ 1 - 60 Lighting Damage
+ 80 Poison Damage Over 5 Sec. 
* It mean Salvation in vanila D2

I'm very glad to see this mod's process agains after it become so quiet...
When do you think this'll be ready for 0.70?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on April 02, 2012, 07:37:51 AM
With my current workload, you can only expect news of updates around June.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on April 03, 2012, 09:09:22 AM
Admiral Skye: Direction 4 of the train animation moves in the wrong way. It should come from the top of the screen downwards.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Mounting Jaggis on April 04, 2012, 12:03:38 AM
Sorry about that, dunno why I got it wrong
(http://i44.tinypic.com/10mlr14.gif)

I also noticed that some of the gifs dont delete the previous frame, but I'm guessing it's not a problem since the game uses the images separately instead of a gif

EDIT: So I bought Diablo 2 to try out this mod and I noticed that the Fairy skill from the Mokou tree Everlasting "Phoenix Tail" lasts for only 10 seconds instead of what it says on the info. Also, I'm not exactly sure but the game feels too easy as a Byakuren Miko. All I do is spam her AoE stun and nothing else. With my fairy, I've had to switch weapons and skills and died several times in the first act but in my miko I had no problems at all and never died.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on April 07, 2012, 10:05:55 AM
My modding plan all along was to make things work first and then balance later. Voile Fairy has gotten the most tweaks since I playtest it myself. The lesser used builds that I don't get as much feedback on obviously have their over/underpoweredness perpetuated.

Cloudy Way isn't such a great source of damage as far as I recall. Most people that made a Miko seemed to say it was Reimu that had the strong skills. Damn main-character hax :/. I'll make a note to look at Byakuren's skills for scaling.

Edit: But if you're only playing through the first act, it is pretty easy even on /players 8 if you play carefully.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Alpha Werewolf on April 07, 2012, 01:19:14 PM
Act 1 is going to be trivial no matter what you do, it seems to me; My Marisa Voile Fairy put all her points in Stardust Reverie and was pretty much invincible.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on April 08, 2012, 07:44:41 PM
GIMP keeps screwing up the texture of the train when I try and chain them together. I'll use a workaround and redo the animations myself. Whatever effort it takes to get Train Lightning working, it will be worth it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Rotund_Danmaku on April 11, 2012, 08:54:49 AM
Pesco. I have some report about "Uberquest Area"

1.In EoSD, I find Letty as PHANTASM Boss (She appear after Flan in that area)
2.Cirno(EoSD) and Patchy is Fps Killer (Cirno's Perfect Freeze almost Freeze my game... and Patchy's "Triple Royal Flare" also greatly drop Fps...)
3.(Maybe not Bug) Yukari's attackable now... But look like she likely to "sleep" instead of attacking you.
(I see her summon Ran and Ran summon Chen... But they're finish by Komachi's SoFJ so fast...)
*SoFj means Scyths of Final Judgment.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on April 17, 2012, 07:40:35 PM
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot005-4.jpg)

The background and casting placement needs some tweaking. But guaranteed it will be in the next version.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Rotund_Danmaku on April 30, 2012, 06:55:56 AM
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot005-4.jpg)

The background and casting placement needs some tweaking. But guaranteed it will be in the next version.

We love the Yukarin's train!!!
I'll wait to see the train crush on me in next version...

Anyway, I have some question.

Summon Kanako skill based on Vanila D2 Valkyrie , Right?
But Kanako look like she's forget her armor and weapon!
(In Vanila D2's Valkyrie It'll create Summon's Weapon and Armor each time you cast it.
But with the modified weapons and armors.
The old data was lost or hidden so Kanako'll spawn with nothing and Punch her enemy instead of use spear)
Anyway, even Kanako aren't in full battle mode, She's still the perfect tank.
She can take many hits without dying.

and some of unique item agains

- Detached Sleeve [E] (Wakimiko)
+ 20 - 30 to Border
3% Chance to Cast Lv 5 Boundary "Expanded Boundary" (Mind Blast) When Struck
+ 10% to Attack Speed
+ 1 to All Skill
+ 20 - 30 Defense
3% Chance of Deadly Strike

- Ice Wing [E] (Zero Entropy)
+ 20 - 30 to Strength
+ (0.25 per Level) 0.25 - 32% Cold Absorb (Based on Level)
- (0.5 per level) 0.5 - 64 to Bomb (Based on Level)
- 10% Casting Speed
+ 5% to Maxinium Cold Resistance
+ 30% to Cold resistance
 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 04, 2012, 06:49:01 AM
I'm tentatively done with my work for the semester. I'll now have time to get back to working on this.

Off the top of my head, there was a problem with Shizuha's Falling Blast. I'll need reminders for all those bugs that people have mentioned on IRC of what needs fixing.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Nightkriss on June 04, 2012, 09:38:45 AM
Voile fairy, if you choose letty and marisa, then IKu is still available, but choosing IKu will block Marisa passive(only passive). So we can max Danmaku skill and then choose Iku :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 04, 2012, 09:55:00 AM
It's too much coding to get Iku to lock out everything of Marisa's. All the lockouts work by just locking out the base skill so you can't access the rest of the tree.

Edit: It's supposed to be Medicine and Marisa that lock out Iku.

Edit2: I said there would be trains

(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot006-4.jpg)

(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot007-3.jpg)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: [Y]oukai [J]esus on June 07, 2012, 03:51:37 PM
Currently Making after Cinema 4D is done:

1) 8 Signposts for one of Yukari's attacks.
2) Animation of a Blizzard.

Due date: 15/June.

3) Kamen Rider OOOs Belt/Koru Medarus

Due date: Asdfcthulhufhtagn.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Nightkriss on June 11, 2012, 06:55:01 PM
1st Act In quest info is about coming back to town to patchouli..while sakuya is there :3

Check out Miko border skills. There is a prayer spell, instead of flying maiden :P
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 12, 2012, 09:43:13 AM
The skill in the Miko tree was changed in 0.64. Clearly people don't read the changelogs.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Nightkriss on June 13, 2012, 10:25:19 AM
Blazing will will be modified a little? Right now it is weak, dies easily, deals low dmg and can be summon in extra quantity (100 blazing wheels? 200 blazing wheels? No problem! :D)

Also the zombiewall aka ZOmbie's fairy can be used to ninja drop from boss :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 13, 2012, 01:18:52 PM
It's kinda hard to know if I'm balancing summons right or not. There's just no display for me to see what their hp and damge is. That sort of thing can only get fixed by playtesting and constant tweaking.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Nightkriss on June 14, 2012, 03:40:18 PM
Right now Blazing Wheels don't even have 5% of dolls dmg and you can summon unlimited quantity of them (I think it's capped at 500, but still more than the game could handle ;P)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Makimoke on June 14, 2012, 04:59:04 PM
Hi there!

That's quite a huge mod you are doing there, and it's quite good for what I can see at the moment. I just have to notify something that has bothered me for a moment...

I am currently playing a Phantom Kensei (v 0.69), got pretty far in my first try of the game (just beaten Diablo/Reimu with no difficulty at all, due to my unique 2h sword).

So, I discovered some bugs, here and there, words that belong to the original Diablo game (like Tristram, Harrogath, Hellforge...), but I found one that's really blocking the phantom kensei to be a good damage dealer. In fact, EVERY passive skill work (my build was chaos purity and feral at first, but now it is a Sakura/purity/strength one due to a large fail in my build, causing me to die really often) by assigning them a skill point, but having an equipment that increases them DOES NOT GIVE YOU ANY BONUSES.

Let me explain: I had a Katana, giving me +28 Sakura and +10% attack speed. I already had 1 SP in Sakura. So, with Plugy, I checked the stats, and I found +11% in attack speed.
1 Sakura = 1% attack speed, so in theory : 28 + 10 + 1 = 39% attack speed. However, I found 11% speed attack.
So 39 - 11 = 28% lost. I concluded that Sakura stat given by the weapon was not included in stats.

I did not believe it at first, but then I drop'd a 2h sword, with a 15% speed attack, and NO SAKURA STAT. I tried it... And it was faster than my actual katana.

Also, Purity stat gives you a -100% poison res, but when you try to up that stat with your gear, eh... You can't. It does not give you your magic resistance. So you're stuck with a -100% PRes with no chance at all to resist any element, excepted by raising the elemental auras.
So I can only think of a bug in skill assignments in weapons and equipment for Phantom Kensei.

It's not a thing that breaks the game balance, but it's sad to see that even with a great gear, I can't have the skills I wanted to have the most... It's like buying an item with two interesting effects, and one does not work, the one you wanted the most XD
However, I think I may have some hard time beating the EoSD and PCB levels, or monsters in higher levels of replays ;w;'

I hope that could help, if you already discussed it, I'm sorry to post it right now, and if I can be of any help to find bugs/text that wasn't changed, I'll try to do my best..!

Thanks for reading >.<'
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 14, 2012, 05:49:21 PM
It's very easy to confuse the stat with the skill. Each character's tree has a passive skill that enables the rest of the tree and locks out 2 opposite trees. I'll use the Kensei's trees for this explanation.

Yorihime is the core tree. You'll have to take her Purity passive skill. In my notes, the Purity skill gives 1% magic resistance per skill level, flat -100% poison resist and 1 Purity stat per skill level.

Youmu is one of the optional trees. Her mandatory Sakura passive skill grants 1% attack speed per skill level and 1 Sakura stat per skill level.

Items will freely give you the stats. They'll be your main source of them. The stats take the place of synergies except for a few special cases in other classes.

Now say you find a sword with +30 Sakura and 10% ias. You've got 1 point in Youmu's Sakura skill. PlugY should report 11% ias (10 from weapon + 1 from skillpoint). If you have 200 Yojana skill readied, it should have +31% damage on top of whatever the current skill level grants (30% from the 30 Sakura on the item and 1% from the 1 Sakura via skillpoint). Just note that the info popup when you mouseover the skill icon will already have the 31% included.

Location names in dialogues, quest info and other little bits will take some combing. If you can specify exactly where the misplaced words are, I'll try and have them fixed right away. I haven't renamed Hellforge because it is one of the places I think that does not actually need to be renamed.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Makimoke on June 14, 2012, 08:55:26 PM
I know that you have to go through purity to unlock other skills... God I wish I could break through this -100% PRes, without cheating or having to fill all my sockets in my armor with perfect emeralds XD

And hmm, yeah, I already checked the skill's current level, and it was like 30+, but I thought that skill levels of the passive influenced the bonuses that they gave (like having 10% ias if you had +10 Sakura)... So it only gives bonuses for active skills... Now I think I can try and get a build out of that. As long as I can remember that stat =/= skill level.

Also, you already renamed the Hellforge in the quest assimilated to it, I'm sure of it. It's the quest where you are supposed to break the Soulstone with the Hammer... I'm pretty sure that you renamed it "Youkai Forge". That's why I thought it was an inconsistency >w<

And for more misplaced words, the beginning of Act V have quite a lot of words of the Original D2 game, and I remember that Minamitsu, in Act 2 talks about a place of D2 that I can't remember, when you talk to "her".

I won't have time to look for them on the coming week, lots of exams. But whenever I can look more precisely into it, I'll give you as much info as I can.

PS: Act IV was a shock for me. Never seen a dungeon that clearly before in D2 (and that much uselessness for light radius). It was like a weird kind of epileptic shock from going to the dark side of hell to the fiery one, even though I'm not affected. XD
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 14, 2012, 09:12:34 PM
The single huge penalty on each class was a better way of doing things than having slightly smaller penalties for each specialisation. Some of them were just thrown in for consistency of giving each tree one rather than having it make sense for that class' central Touhou's tree.

You could always craft resists onto your armour. I don't remember offhand whether you need bonus fragments or pieces.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Makimoke on June 15, 2012, 12:12:42 AM
Ha, now that you mention it.

What are those bonus fragments? I kept collecting them, until I crafted a bonus item... crafting a weapon/gear with it gives bonuses to your gear?

I mean, +1 Life is not THAT great, unless you can stack it, of course. But I didn't know you could craft with fragments or pieces(I knew that you could with items, I read the "manual" of the mod xD). I guess there were some levels assigned to it, but... level 50 for both pieces and items, so I guess I won't be using them until I clear Act V. ;w;'

Bah, that's fine, I guess. I think I'm going to make some experiments with fragments... And runewords, if I find the opportunity (and the sockets! >w<)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 15, 2012, 07:12:29 AM
Runewords still don't do anything other than give you the name.

The level 50 requirement is just for show. Any level 50 monster will be able to drop a bonus piece. Bonus fragments can drop anytime. Bonus items must be crafted.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Rotund_Danmaku on June 15, 2012, 01:41:56 PM
I'm gladly that you have the time to do this mod agains.
I'll be the one who bring the memories in IRC back for you.

1.Momiji's Lycantrophy Mastery don't give bonus to Lycantrophy. You said that this skill lost it reference.

2.Sanae's Summon Kanako is such lame. The Item change just cause Kanako's Armor and Weapon lost reference and Kanako Summoned without any gear to equip

3.If you play EoSD side area before PCB, You'll see letty in place of Phantasm boss. and you'll never see her in PCB in same game.

4.EoSD&PCB Cirno's perfect freeze and Patchy's Triple Royal Flare cause the Extreamly Lag

5.Immortal Boot doesn't have durability

6.As you already known, Iku's Skill can't be locked by Medicine&Mokou Skill.

7.Skill Reference Change just cause Command Center (Unique Commander Outfit)
change it attack skill from Lv 17 Attack Sign "Roc Fist" into Lv 17 Flowery Sign "Moutain Breaker"!!!   

8.With the annoying drop of Bolts and Arrows. You say that you'll whip them out from normal drop and make it can be obtain by the NPC.

9.The Magic Modification in All-Class Armor,Belt,Helm,Gove,Boot such have an annoying high chance of +stats mods.
with the low chance of other useful mods like +resistance

this's the best I can remenber in IRC. I hope you're going to fix and/or make some bugs clear in next version.

Ha, now that you mention it.

What are those bonus fragments? I kept collecting them, until I crafted a bonus item... crafting a weapon/gear with it gives bonuses to your gear?

I mean, +1 Life is not THAT great, unless you can stack it, of course. But I didn't know you could craft with fragments or pieces(I knew that you could with items, I read the "manual" of the mod xD). I guess there were some levels assigned to it, but... level 50 for both pieces and items, so I guess I won't be using them until I clear Act V. ;w;'

Bah, that's fine, I guess. I think I'm going to make some experiments with fragments... And runewords, if I find the opportunity (and the sockets! >w<)


Well, Fragments can also craft for + Skill Level you know?
Just Simple. (This's Recipe from Pesco)

The bonus item combination determines which skilltree, the rune determines which skill in that tree,
and the number of Bonus Items used determines how much +skill.
The number of Bonus items used must be equal. All of these recipes add a significant level requirement.
So be careful not to do it on an item that already requires level 99.

-The same recipe has different results based on your class, i.e. you can't craft for another class.
- Power + Graze + Ra/Ri/Ru/Re/Ro rune = bonuses for Reimu, Patchoulli, Meiling, Hina, Youmu, Mystia, Minoriko.
- Power + Life + Ra/Ri/Ru/Re/Ro rune = bonuses for Byakuren, Iku, Nue, Yuyuko, Cirno, Ichirin, Yuuka.
- Power + Bomb + Ra/Ri/Ru/Re/Ro rune = bonuses for Shou, Mokou, Tewi, Alice, Momiji, Suika, Shizuha.
- Graze + Life + Ra/Ri/Ru/Re/Ro rune = bonuses for Remilia, Marisa, Kogasa, Rin, Yorihime, Minamitsu, Nitori.
- Graze + Bomb + Ra/Ri/Ru/Re/Ro rune = bonuses for Eirin, Letty, Chen, Komachi, Flandre, Yuugi, Aya.
- Life + Bomb + Ra/Ri/Ru/Re/Ro rune = bonuses for Sanae, Medicine, Nazrin, Yamame, Tenshi, Sakuya, Utsuho.

*There're 50% Chance that if you craft for +skill level. you'll also recieve point in Unique Skill of the crafted skill's tree
(Ex. If you craft for +4  to "Scarlet Weather Rapture" you'll get 50% chance to get +4 to Enlightenment)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Nightkriss on June 15, 2012, 05:05:02 PM
The max lvl cap is 128 so by crafting I won't get anything past that lvl ?
And what are other recipes for those fragments ?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Rotund_Danmaku on June 15, 2012, 06:27:58 PM
The max lvl cap is 128 so by crafting I won't get anything past that lvl ?
And what are other recipes for those fragments ?

The recipe was write since level cap are still 99 so it will be fine for make item's level requirement above lv 99 but not above lv 128
Each one of Bonus Item (Power,Bomb,Graze,Live) can be combine for Token of Absolute that can reset you skill and attribute.
(However, In this "test" version allow you to cube 2 SoTP and 2 SoIT instead of those rare recipe for Token of Absolute)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 15, 2012, 08:38:12 PM
Quote
Rotund's list of stuff to fix

1, 2, 6 are already fixed.

5. Immortal Boots have no durability because they're immortal.

4. I'll see about lowering the explosion densities but otherwise get a better computer :P

8, 9 I'll fix somewhere along the line, not quite a high priority at the moment though.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Nightkriss on June 16, 2012, 10:37:40 AM
I have 7(or 6, I'm not sure :P) years old mac with Intel core 2 duo 2,5Ghz and Intel gma 950 :D

No probs with the Cirno or any other skills. I only got slowdowns when playing online with friends with the following teams: 8x kasha warlock, each one of us alice+Rin trees.
So 160 Dolls + 800 Blazing Wheels :D It was hard to move around so we had to dupe the boots with teleport to be even able to proceed :D

Btw, how do you play Miko with bow/javelin ?

SHe does so little dmg and has absolutely no AoE skills... Phantasm is impossible, Lunatic is doable, but takes a looot of time.  Those cold/immolation arrows are weak.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 16, 2012, 11:06:39 AM
I honestly haven't tested Remi or Eirin. On paper they use the same skills as a normal bow/jav zon. The compensation with LoM lies in the boosted base weapon damages and character stat synergies.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Nightkriss on June 16, 2012, 11:15:18 AM
Even with + to intelligence/blood and maxed out Remilia Core and bow/javelin [p] killing 1 mob in the first area 1 act players 1 is pain on phantasm.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 16, 2012, 11:42:25 AM
Also consider that 50% of your graze is added to base bow/jav damage
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Nightkriss on June 16, 2012, 11:46:02 AM
Well that bow required 395 in graze so I noticed the boost gotten from graze ;P
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 16, 2012, 11:48:15 AM
I'll try speedrun a Miko and see for myself. Otherwise, pass me a savefile.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Nightkriss on June 16, 2012, 11:58:29 AM
Here you go http://www.mediafire.com/?vqc3job3hl5byc5
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 16, 2012, 01:22:55 PM
You're trying to use Eirin's skills but you didn't gear for her stats. Naturally her skills won't do much. Mercury Sea is fine as is against non cold immunes. Against the zombies I used Game of Life. With what you had, it already did good damage. Kite the mobs a bit and you'll even kill them without any mana problems.

Edit: I'm quite happy with GoL's balance actually. The damage type is direct 100% lifesteal and is dealt per frame. What the character screen displays as its damage, multiply that by 25 for the actual damage. It can't be resisted by enemies. The high mana cost is pretty well justified then.

You didn't level Remilia's skills so I can't test it.

Edit2: Fixed Rin being able to summon too many Blazing Wheels
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Rotund_Danmaku on June 16, 2012, 02:50:17 PM
Pesco , To confirm the bug in EoSD and some of new bug.

(http://upic.me/t/g2/screenshot223.jpg) (http://upic.me/show/36650650)

Lily White (And maybe Lily Black ,too) just cast spell to healing you instead of done something that can kill you.

(http://upic.me/t/1l/screenshot226.jpg) (http://upic.me/show/36650690)

Pretty er... Well, The Prismriver just a Portegiest but allow them to "Float" across the land to huant you is such a...

 
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Nightkriss on June 19, 2012, 07:50:25 AM
Are yellow/gold arrows obtainable ? Plz do something about the arrows... Miko shoots like a frenzied rabbit. I have to go every few minutes to town to restack arrows.... My inwentory is full of arrows anyway :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 19, 2012, 09:10:15 AM
If you're attacking normally, then you use up arrows quickly. The skills have been set to not use any arrows.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.69 released]
Post by: Pesco on June 25, 2012, 12:38:49 PM
Eientei is made and complete. It's a huge place but you'll know your way through it after a few runs. Of all the boss AI, I'm most happy with Mokou's. It should be of some decent challenge.

I'm just waiting on some last graphic bits and pieces then I should be able to release an update in a few days.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Pesco on June 26, 2012, 05:22:48 PM
Ver 0.74 - 10826kb - 26-06-2012

General
Experience rates of side area bosses reduced.
Monster experience scaling reduced.
Yukari equipped with canon attack methods.
EoSD side area boss placement fixed and mob spawn added.
PCB monster density redone.
IN side added.
Documentation updated for sets and runewords.

Oni Brawler
Night-Blindness "Song of the Night Sparrow" animations changed.

Youkai Hunter
Rabbit Sign "Great Fortune Crest" mana cost scaling added and damage scaling increased.
Runaway Rabbit "Fluster Escape" mana cost scaling added.
Rabbit Sign "Inaba's Elemental Rabbit" mana cost scaling added and damage scaling increased
Owing Sign "Vulnerary of Ohnamuji-sama" mana cost scaling added.
Flowery Sign "Mountain Breaker" stun effect fixed, damage type changed to physical and damage reduced.

Phantom Kensei
Ice Sign "Icicle Machine Gun" mana cost scaling added.
Mountain Nomad "Expellee's Canaan" skill references corrected.

Human Miko
Snake Sign "Orochi of Ancient Times" fixed Kanako's weapon and armour.

Kasha Warlock
Death Sign "Scythe of Final Judgement" damage reduced.
Death Sign "Ghost Town" summons quantity synergy fixed.
Poison Sign "Japanese Foliage Spider" mana cost reduced and summons limit fixed.

Spirit Hermit
Autumn Sign "Falling Blast" fixed cast animation and summoning.

Items
Weapon base damages increased.
Requirements for some bows lowered.
Runewords redone.
Unique items added.

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

Link for ver 0.74 (http://www.mediafire.com/?wqu3shwhlicwwqt)

Planning and making the area took the most time. This update more so due to the size of Eientei. I made new monsters for the area. The some of the bosses have experimental AI setups as well. When you run the Imperishable Night stage, do note that there are multiple variations of the map. You have to see all the variations to meet all the bosses.

There are no more blank unique items. From now on, there will only be new uniques that get added. Runewords are also fully implemented. These are meant for experimentation. If another class has a skill you want to use, there will likely be a runeword that grants it. The bonuses from runewords appear to be very big. But if the runeword grants a skill that your class natively has, you will only get a maximum of +3 to the skill. This is an engine limitation for balance reasons.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Stuffman on June 30, 2012, 06:46:52 PM
Got Kogasa up to 24 and I think that's enough to give an evaluation of her.

Kogasa has all sorts of neat perks that make her look good on paper, but her overall performance is depressing.

Her passive is one of the best in the game - putting 5 points in it means you will generally stunlock any normal enemy you are hitting, which is pretty nice. You could theoretically stunlock three or four guys if you took it up to 20 points and switched between targets repeatedly, but this would be very tedious and probably not all that effective.

Kogasa's weapon is kind of a mixed bag. It has very long reach, which actually makes a very noticable impact; Kogasa never spends time awkwardly pathing around a group of enemies to try to run up to what she wants to hit, she just reaches over and smacks it. Her stunlock makes this even better since she can catch enemies trying to move away from her. Unfortunately, in addition to being two-handed it has awful attack speed, which is a problem because all of Kogasa's damage skills use her weapon.

Spare Umbrella Express Night Carnival is a fantastic skill and Kogasa's defining feature. The magic reduction is extremely strong, being able to take zero damage from a horde of casters is incredible. I wish I could take Kogasa to the end of the game and see if she can just sit in front of Diablo's lightning and not even care. The big problem with Kogasa is that this skill is also expected to be her main source of damage output, a role it is not suited to fill.

Super Water-Repelling Bone-Dry Monster (god Kogasa has such long spellcard names) has interesting implications. Kogasa would get +315% defense out of this skill at max level, and with other defense modifiers on her equipment could get some really outrageous evasion, and combined with the magic immunity she'd be basically untouchable. Of course, this skill is pretty expensive, having half the duration and double the scaling cost of SUENC, but there's no reason you couldn't take both. This skill should be looked at on the higher difficulties to see what kind of impact it has on the game.

A Rainy Night's Ghost Story is kind of pointless on Kogasa. She's a graze-focused character with multiple attack boosts. She has no problems with accuracy.

Karakasa Surprising Flash! This skill is what I labored long and hard for, only to be completely disappointed in how bad it is in practice. :ohdear: The reality is that when you've got ten dudes barreling down on you, this aura stunning one of them every two seconds just does not make a difference...at least at low levels. The stun is something like 5 seconds at level 20, so I guess you'd have a portion of the crowd stunned at that point, but I doubt  you'd want to play Kogasa long enough to reach that point.

Kogasa's problem is that she simply doesn't have any damage output or means of crowd control, unless KSF is incredible at high levels. Her only damage skills are single-target slow-swinging weapon-based attacks, which miss often due to enemy dodging and targeting weirdness. Unless the damage on her Karakasa is outrageous, it takes forever to kill pretty much anything (I was often being outdamaged by my hireling). However, Kogasa does have extremely strong defenses, so if her damage output was improved you might want to look at nerfing those somewhat.

My suggestions are:
- Take a look at SWRBDM in late game to make sure it doesn't get out of hand. The attack/defense accuracy formula is weird and makes it hard to predict the effectiveness.
- Remove ARNGS and give her something that can hit multiple enemies instead.
- Make KSF's activation rate much higher and reduce the stun scaling if possible, OR increase damage dramatically, make the stun stronger early on.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Pesco on June 30, 2012, 07:24:16 PM
Spare Umbrella Express Night Carnival - Both of Kogasa's attack skills scale off weapon damage. They're usable with other weapons too, so bear that in mind for lategame play. At max level I think the skill gives 169 flat magic damage reduction. With resists, I suppose it can make her shrug off casters but it won't make her invulnerable. But let's play as you say and keep Kogasa using her specialised weapons. The only way to keep this skill attractive for later is to have its duration gain scaling.

Super Water-Repelling Bone-Dry Monster - Mana cost scaling is entirely haphazard at time I'll admit. I'll look into this and also do some maths for its lategame effects.

A Rainy Night's Ghost Story - The defense reduction was an emulation of her aura in DotS. I'll see if I can change this effect to pierce enemy physical resistance. This change may cause everyone's save to be incompatible for the new version. If that is what will happen, I'll save such changes for the 0.99->1.00 release.

Karakasa Surprising Flash! - It's an unsurprising skill because Kogasa fails to surprise anyone. The firing rate of the scale can't scale. It's a fixed parameter that won't take calculations. I intended for the damage to be low because it should be appreciated for the stun. In the difficulty settings, I don't think there's a way for enemies to resist stun effects nor can its duration get penalised like leech and slow/freeze.

For the ordinary player I guess Kogasa can't be a pure build. She has to be a support tree to Nue mostly. Nice for flavour, meh for practicality.

Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Rotund_Danmaku on July 01, 2012, 11:28:12 AM
Pesco, I have many thing to told you about the new version.

1.IN are EXTREAM large maze with the incredible number of Rabbit crowns.
(I get what's Yorihime said that Rabbit'll swarm to overrun one who dared to mentioned Princess Kaguya now.)
It was fine place if you want to find Unique Items and Fragments.
But, Keine was terrible tough. She regen and hitpoint are extreamly high.
Even with 1K World Creation Press can't hurt her.

2.Voile Fairy's Northern Winner seem to be broken. After you cast it, Nothing happened.

3.It seem like that Glove,Helm and Boot's Socket are locked by 2 Sockets now. Even the Medium Glove [P]
(I was acknowledge it when I just waste many Perfect,Chipped,Flawed Gems and Jewels in Process to testing Runewords!!!)

4.The all-class sheild seem to bugged. It was "shield" but when I put Se I Ga Ka Ku Rune into it (It was a Ornate Shield with 5 Sockets)
It doesn't have a Runeword Text!!! (I think that something must happened with it type-sorting. Mercenary in Act 3 can't equiped those "Shield", too.)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Pesco on July 01, 2012, 12:29:19 PM
Letty's skill will be fixed for the next version. I was trying something new to it but didn't fully revert my changes.

The shield type is set wrong. That might be why the act3 mercs can't use them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Kasumi Tani on July 01, 2012, 03:56:03 PM
I would like to ask, does anyone know any way of transferring items between characters? With most items meant for specific build, inability to transfer items really hurts.

(I?ve tried to transfer them with TCP/IP multiplayer ? as I happen to have to PC?s at home ? but it adamantly refuses to work.)

P.S.

By the way, beside Immortal Boots, I have noticed that Kappa Suit likewise doesn?t have durability. Not sure if it was intended, but I thought I?d point it out in case if it wasn?t.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Pesco on July 01, 2012, 05:02:00 PM
Those items are intended to have no durability. Boots that are immortal and kappatech armour.

Get PlugY and use it to share stuff between your characters. Just remember to open the plugy.ini file and change the bigstash setting to 0. LoM's stash page is larger than the one given by PlugY. You'll lose any items that have parts along on the bottom and rightmost spaces.

TCP/IP multiplayer should work. You've got something wrong between the versions on your PCs.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Kasumi Tani on July 01, 2012, 07:01:20 PM
Thank you very much, Pesco, Plugy worked splendidly!

(And as I've read, there seems to be a problem with ICP/IP play in original D2/LoD, unrelated to your mod. Well, Plugy takes care of need to tranfer items anyway.)

P.S.
But I have to say I never thought KappaTech was that durable. I recall certain someone's optical camoflage suit broke fairly easily  ;)

P.P.S.

By the way, among other things, I really liked variety of specialized armor for each character; hope there will be more of them coming in further versions. (I would personally really like to see Nitori's dress and boots with unique inventory icons, if you find time for that.)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Pesco on July 01, 2012, 07:04:57 PM
The range of items are pretty much finalised. Absolutely specialised gear will only be available in their build sets.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Stuffman on July 01, 2012, 10:27:04 PM
Suika's Throwing Atlas seems to be bugged, it gains 0.6 stun per level and 0.1 mana cost. So at level 20 it stuns for 12 seconds for 5 mana :V

I'll hold off on playing her for now since obviously that makes her ridiculously OP, gonna do a Yuugi run instead.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Pesco on July 01, 2012, 10:50:18 PM
Oh my how did that manacost even happen.

A quick look at Suika's other skills reveal other things I should balance. Save testing her after the next update.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Kasumi Tani on July 02, 2012, 05:39:35 AM
By the way, speaking of balance, I feel that Nitori?s ?Dried Shirikodama? is a little underpowered for its mana cost: as it reduces your base damage by 25%, the damage bonus quickly becomes hardly noticeable. Of course, it is a little hard to judge, since the damage for it isn?t displayed (by the way, I hope something can be done about it, since seeing exactly how much damage your skill cuases is nice).

Also, I haven?t played as Cirno yet, but I am wondering if her Freeze Sign ?Cold Divinity? wouldn?t make more sense if it gave flat Cold Absorb? I personally find it a little strange that Flandre and Nitori have Fire and Lightning Absorb respectively, but Cirno who is supposedly far more attuned to her element doesn?t have Cold Absorb.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Pesco on July 02, 2012, 06:56:59 AM
Cold damage in the game is typically lower than fire or lightning. My damage ratios between cold/fire/lightning is 1/2/4.10 flat elemental absorb means 10% heal against lightning, 20% against fire and 40% against cold. It would be too easy to stack up cold absorb to the extent of being able to tank cold damage.

It shouldn't be hard to figure out how much damage you do with Nitori's skill. Take 75% of your normal attack and add on the min/max of what the skill info says. According to the notes, it has the highest scaling in the game after level 23. +skill crafts would be the best on Nitori because of this.

Edit: Current developments
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot008-2.jpg)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: ARF on July 07, 2012, 01:00:26 AM
Aya/Shizuha was fun to play. Using a strong two-handed weapon and buffing Leaf Shield and Sarutahiko's Guidance, putting up the damage aura, and then spamming Maple Leaf Fan or Sickle Weasel Veiling on bosses, occasionally switching weapons and throwing a Lost Windrow. I'm only in act 4 Normal yet, so I can't really say how it works out later.
 
Indication of the Divine seemed very similar to Maple Fan, except smaller AoE and no stun, perhaps it can be replaced with something like a melee strike of some kind for Aya? Or maybe it gets way better with more levels, I don't know. Falling Leaves of Madness didn't seem very useful, as you can kite with Lost Windrow or Falling Blast anyway, and they do so much more damage.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.74 released]
Post by: Pesco on July 07, 2012, 06:23:07 AM
I could probably change Indication to the Divine to an aoe strike. Falling Leaves of Madness is the same as MXL's Phalanx skill. Does great damage if lined up right, otherwise it's just large area cover fire.

Any comment on general gameplay? I've tried to give a player as many active skills as possible. You're encouraged to swap weapons and skills often. Does it make the game more difficult or just maintains the standard?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Pesco on July 10, 2012, 11:36:27 AM
Ver 0.75 - 11519kb - 10-07-2012

General
Kasha Warlock and Phantom Kensei skill icons changed.
Game dialogues updated and realigned.
Demon type tag renamed to Youkai.
Documentation updated.
PoFV side area added.
Default settings for PlugY included.
PlugY stats page info expanded.

Oni Brawler
Gathering Oni "Throwing Atlas" mana costs fixed and stun scaling reduced.
Qi of Oni "Deep Fog Labyrinth" cooldown added and mana cost scaling reduced.
Oni Sign "Massacre on Mt. Ooe" mana cost scaling increased and skill info corrected.
Great Oni "Missing Purple Power" damage bonus fixed and overlay added.
Four Devas Arcanum "Knock Out In Three Steps" damage scaling decreased.
Flood "Venus of the Bilge" weapon damage component fixed.
Ghost "Sinker Ghost" weapon damage component fixed.
Illusion World "The World" freeze effect changed to slow effect and overlay added.

Voile Fairy
Moon Sign "Silent Selene" overlay changed.
Everlasting "Phoenix's Tail" duration corrected.
"Possessed by Phoenix" damage reduced.
Winter Sign "Northern Winter" cast animation fixed.

Spirit Hermit
Kappa "Dried Shirikodama" character screen damage display fixed and weapon damage component increased.
Kappa "Spin the Cephalic Plate" weapon damage component increased.
Tornado "Indication to the Divine" remade.
Leaf Sign "Falling Leaves of Madness" weapon damage component added.

Youkai Hunter
Shikigami Sign "Pentagram Flight" bonus damage and hits scaling reduced.
Direction Sign "Kimontonkou" bonus damage reduced.
Flight Sign "Flight of Idaten" weapon damage component reduced.
Monster Train "Spare Umbrella Express Night Carnival" and Umbrella "Super-Water Repelling Bone-Dry Monster" effects combined.
Umbrella "Super-Water Repelling Bone-Dry Monster" remade.
Rain Sign "A Rainy Night's Ghost Story" changed to pierce physical resistance.

Phantom Kensei
Earth Sign "Sword of Unletting Soil" damage synergy corrected.
Taboo "Cranberry Trap" remade.

Human Miko
Spacesphere "Earth in a Pot" remade and damage synergy effect corrected.
Curse of the Heavens "Apollo 13" reverted.
Medicine Sign "Butterfly Dream Pill" overlay changed.
Esoterica "Forgotten Ritual" overlay changed.
Divine Spear "Spear the Gungnir" missile animation speed increased.

Kasha Warlock
Poison Sign "Japanese Foliage Spider" spider aura overlay changed.
Spirit Sign "Abundant Floating Spirits" spirit aura overlay changed.

Items
Character stat mod spawn chances on common items restricted to a maximum of 2.
Stamina percentage mod added.
Shield types setting adjusted.
Reaper Scythe [P] requirements reduced.
Some item durabilities increased.
Base blocking on shields increased.

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

Link for ver 0.75 (http://www.mediafire.com/?6y7ef6i02mzz6il)

This update has specific settings for plugY. If you are using it, back up your entire save folder first. Before you put in the new mod, find a place for your hoard of items. Shared stash is limited to ONE page and personal stash is limited to TEN pages. If you have stuff lying outside of those limits, I have no guarantee of what could happen to them or your save.

The plugY settings also disable skillpoint unassignment. There's a cube recipe for that, so use it.

When you make a new character, you got a class skills info scroll. You need to cube that scroll to get a special charm. This charm grants the Yukari Fooling Around Again skill. You will need to use this skill in the PoFV area to fight the bosses.

If all the above instructions are followed, your save should carry over fine.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Rotund_Danmaku on July 10, 2012, 10:45:05 PM
This update has specific settings for plugY. If you are using it, back up your entire save folder first. Before you put in the new mod, find a place for your hoard of items. Shared stash is limited to ONE page and personal stash is limited to TEN pages. If you have stuff lying outside of those limits, I have no guarantee of what could happen to them or your save.


If all the above instructions are followed, your save should carry over fine.

What!!! Only ONE page of Shared Stash!!!   :colonveeplusalpha:
Time to say goodbye to 40 paged Unique Item Musuem!!!
But if you say so. :ohdear:

Edit : Look like Reverted Apollo 13 are eat your Arrow Quilt.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: draganuv15 on July 14, 2012, 09:50:03 AM
Well, I just got D2 and D2: LoD, So let's see what this mod's like!
*le play for first time*
Why are all my stats one? And I can't get any abilities...
Ah well, maybe when I level up it-
*gets killed by kedama*
Ok... What's in my inventory...
*le spell card, gains 86 stats*
Why did you miss that out Koishi? (other than that Marisa y u so fun)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Pesco on July 14, 2012, 11:07:09 AM
I thought it was pretty much standard practice to always check your inventory first when playing a mod. Most mods like to start you off with the cube.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: draganuv15 on July 14, 2012, 11:17:37 AM
I thought it was pretty much standard practice to always check your inventory first when playing a mod. Most mods like to start you off with the cube.

This was the first mod I used with D2, but I guess I should've checked my inventory to see what I had...
Also is there any particular reason you can only select another touhou after getting the main one of that class?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Dormio Ergo Sum on July 14, 2012, 11:19:42 AM
Certain skill trees will lock you out of others for balance(?) reasons.
The list of what cuts out what should be in a scroll that you get in your inventory.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: draganuv15 on July 14, 2012, 11:28:22 AM
Certain skill trees will lock you out of others for balance(?) reasons.
The list of what cuts out what should be in a scroll that you get in your inventory.
I was talking about at the start when you first get a skill you have to select one certain character before picking anyone else.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Dormio Ergo Sum on July 14, 2012, 11:30:32 AM
Oh, that.
I forgot the explanation for that. :derp:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: draganuv15 on July 14, 2012, 11:40:59 AM
Oh, that.
I forgot the explanation for that. :derp:
It's not really a problem more than it's a slight annoyance, I wanted to go pure Marisa, but I had to put one point into Patchouli first which means I had to wait on getting Stardust Reviere until level 2.
Also what are your future plans for this mod Pesco? I'm really anxious to see more  :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Pesco on July 14, 2012, 11:43:41 AM
That's the Touhou who represents the core of the class. The core Touhou is meant to be skills that support the rest of the class.

Amazons got named as mikos first, Reimu has to be the core. Sorcs exemplify magic users, Patchoulli represents the variety of elements. Necromancers have curses as their specialty, Hina fits this best. Assasins have kicks, so Meiling takes it. Barbarians have warcries, this would have been Kyouko or Mystia, but Mystia wins out for being more established. Paladins were meant to be represented by Youmu, but the skills that Youmu got were too good to stay as just a support tree. Yorihime took that over since all her skills are pure support. Druid got a mixed bag of leftovers and Minoriko just fits the class.

Edit: The mod is pretty complete gameplay-wise bar some glaring bugs and balance issues. I'm only waiting on art assets and writing.

When I run a Fairy now, I don't bother putting in any skillpoints until level 6. Patchoulli's asthma hurts so much early on.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: draganuv15 on July 14, 2012, 11:46:10 AM
That's the Touhou who represents the core of the class. The core Touhou is meant to be skills that support the rest of the class.

Amazons got named as mikos first, Reimu has to be the core. Sorcs exemplify magic users, Patchoulli represents the variety of elements. Necromancers have curses as their specialty, Hina fits this best. Assasins have kicks, so Meiling takes it. Barbarians have warcries, this would have been Kyouko or Mystia, but Mystia wins out for being more established. Paladins were meant to be represented by Youmu, but the skills that Youmu got were too good to stay as just a support tree. Yorihime took that over since all her skills are pure support. Druid got a mixed bag of leftovers and Minoriko just fits the class.
Oh, that does explain it :derp: Still what do you have planned for a future version? I'm quite anxious to see :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Nightkriss on July 15, 2012, 10:31:51 AM
Can class specified items be included in documentation.pdf ?

I mean what tiems are for which classes and what skills tree they are bound to have + stats, like Puppetter dolls -> kasha Warlock (Alice) etc. I'm confused what to gamble/pickup.

Some items are easily recognisable, but not all of them.

PS. I'm not tohotard ;P I'm just interested in ZUn music and underaged little lolis in toho :P
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Pesco on July 15, 2012, 10:41:08 AM
What self-respecting Touhou fan doesn't know the gear associated with the various girls :derp:

I'll put a note about those items somewhere.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: ARF on July 18, 2012, 07:02:44 PM
I could probably change Indication to the Divine to an aoe strike. Falling Leaves of Madness is the same as MXL's Phalanx skill. Does great damage if lined up right, otherwise it's just large area cover fire.

Any comment on general gameplay? I've tried to give a player as many active skills as possible. You're encouraged to swap weapons and skills often. Does it make the game more difficult or just maintains the standard?

I tested the new skills briefly in Imperishable Night and I like them much better now. I'd say Aya/Minoriko/Shizuha Hermit is about as hard as Komachi/Yuyuko/Hina Warlock.

Hermit has better survivability, Maple Leaf Fan can stun a pack of quickly incoming pack of mobs, while leafshield and tornado makes a complete surround easily survivable. High level Lost Windrow is useful, falling leaves and falling blast seem like they can be effective too. I'm mainly using the new AoE strike with the damage aura to kill things.

My Warlock has fewer active skills, Yuyuko was just picked for faster leveling through the first aura, although it seems Butterfly Delusion is like it was before which means it can be a strong nuke if you want to. Komachi's Final Judgment is still insanely strong, but unwieldy enough that you can't just rush into any pack of mobs unless you have good defensive gear, or use more defensive curses or some summonings to divert the enemies attention.

Imperishable Night is the best side dungeon ever! It's probably bigger than the entire act it's located in.
Reimu was the hardest boss for me, very high magic damage and a dangerous stun. It makes me sad that I didn't find the way to Kaguya or Mokou, but I'm guessing I'm screwing something up after Reisen. It seems teleporting doesn't work in there either, but I'll try again later, maybe when I get there in Lunatic.

Overall great job with Imperishable Night! I hope I can find PoFV sometime soon.

I think Komachi's Death Sign "Scythe that Chooses the Dead" is bugged, it seems to decrease your damage with scythe weapons for the first few levels.

I'm not sure, but I think Aya's unique hat makes the wrong skill go off at level up, I was thinking it would be cool if Squall "Sarutahiko's Guidance" was activated, but it read like the tornado skill (AoE strike) will activate (probably my mistake when I suggested attributes before).

Using the special charm for PoFV in Satori's house (first level) crashes my game.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Pesco on July 18, 2012, 08:15:12 PM
There's nothing wrong with your Imperishable Night map. You have to reroll it since there are variants. It sounds to me like you got Reimu route false ending (just like IN's routes :))

Some proc skills on the uniques simply don't work. I haven't tested them, so I can't say which ones need to be changed.

The first level of Satori's house has no spawnable monsters assigned to it. That's probably why it causes a crash. Just don't go using it in places you aren't supposed to.

I thought I nerfed Final Judgement enough. You can still cast it by shift-click but it doesn't appear to do any damage that way.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Nightkriss on July 18, 2012, 08:34:26 PM
WTF is IN ? I found PCB, EOSD, pofV but can't find IN :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: ARF on July 18, 2012, 08:40:35 PM
There's nothing wrong with your Imperishable Night map. You have to reroll it since there are variants. It sounds to me like you got Reimu route false ending (just like IN's routes :))

Some proc skills on the uniques simply don't work. I haven't tested them, so I can't say which ones need to be changed.

The first level of Satori's house has no spawnable monsters assigned to it. That's probably why it causes a crash. Just don't go using it in places you aren't supposed to.

I thought I nerfed Final Judgement enough. You can still cast it by shift-click but it doesn't appear to do any damage that way.

Neat! I'll have to reroll then.

Final Judgement is still really strong as it procs crushing blows (looks like it does at least) and also works very well with lifesteal, instantly obsoleting SLE if you have a skull in a socketed weapon, perhaps giving it a 3-4 sec cooldown or something and replace the howl of terror with a useful melee skill, make SLE better and Komachi will be more well rounded?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Pesco on July 18, 2012, 09:35:38 PM
A cooldown on Final Judgement is probably the most feasible way to balance it. First level will have a high cooldown and extra points will reduce it.

There's only so many melee skills that I can use before they start getting repetitive. If you want a skill remade, then you're going to have to help me rewrite the skill description for it too :V.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Rotund_Danmaku on July 19, 2012, 08:29:55 AM
WTF is IN ? I found PCB, EOSD, pofV but can't find IN :D

You can find it at Act 3's "Ruin" in the Eientei Passageway.

Pesco. Maybe little nonesense but, Can you change Marisa's Open Universe Buff overlay to her Magic Circle like Komachi's?
It very confused with other shrine's buff overlay, especially the Mana Recharge one.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Pesco on July 19, 2012, 08:32:34 AM
I don't have enough of those images to make buff overlays/aura.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: ARF on July 19, 2012, 08:34:32 PM
A cooldown on Final Judgement is probably the most feasible way to balance it. First level will have a high cooldown and extra points will reduce it.

There's only so many melee skills that I can use before they start getting repetitive. If you want a skill remade, then you're going to have to help me rewrite the skill description for it too :V.

Ah, I can't come up with anything.

Played a Patchy/Marisa up to act 3 and cleared IN again, got Reimu/Final A again :(

Marisa is definitely easy to start up and at level 32 she can easily match my level 60 warlock and hermit which has way better gear. But I'm guessing that things even out in lategame.

And it's sick how Eiki can summon more bosses in PoFV, if left alone for 5 seconds the whole area is filled with bosses, it's manageable enough in Normal, but I'm dreading it for Lunatic/Phantasm.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Pesco on July 19, 2012, 09:02:40 PM
I'm not sure if Marisa loses that much in lategame. I've added some magic resistance to all enemies but of course it's not much. Her synergies scaling is the same as other builds. I think limiting Stardust Reverie to balance her single target spells should be pretty fair. The other thing that she has against her is the low AC of her gear. Marisa is also denied a shield for most of the game if you use a broom.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: ARF on July 19, 2012, 09:24:35 PM
I'm not sure if Marisa loses that much in lategame. I've added some magic resistance to all enemies but of course it's not much. Her synergies scaling is the same as other builds. I think limiting Stardust Reverie to balance her single target spells should be pretty fair. The other thing that she has against her is the low AC of her gear. Marisa is also denied a shield for most of the game if you use a broom.

Yeah nerfing stardust some is probably a good idea.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.75 released]
Post by: Pesco on July 19, 2012, 10:45:04 PM
Minoriko's Potato Shower is going to own some faces next update :V

(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot002-4.jpg)

Onbashira Storm, just one of the new skills I made for Kanako
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot003-3.jpg)

Froggy Braving the Elements. The missiles are the same colour as Suwako.
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot007-4.jpg)
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot005-5.jpg)
(http://i298.photobucket.com/albums/mm272/pesco47/LoM/Screenshot006-5.jpg)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Pesco on July 23, 2012, 09:23:38 AM
Ver 0.76 - 12378 kb - 23-07-2012

General
Documentation updated.
Version number included on game select screen.
MoF side area added.
Scaled down side area bosses and monsters.
Some spell animations resized.
Item crafting recipes output quality increased.
Level requirement penalty modifier on simple crafting recipes removed.
Level requirement penalty modifier on advanced crafting recipes reduced.
Shortcut recipes for Act 2 and Act 3 added.
Mercenary all base stats and scaling increased.
Oni Brawler, Voile Fairy and Human Miko skill icons changed.

Oni Brawler
Yuugi specialisation bonus increased.
Suika specialisation bonus increased.
Ichirin specialisation bonus increased.

Voile Fairy
Medicine specialisation bonus increased.
Iku specialisation bonus increased.
Melancholic Doll equip overlay added.
Magic Sign "Stardust Reverie" damage scaling reduced.
Everlasting "Phoenix's Tail" duration scaling reduced.

Spirit Hermit
Nitori specialisation bonus increased.
Yuuka specialisation bonus increased.
Shizuha normal attack missile visibility increased.
Leaf Sign "Falling Leaves of Madness" missile visibility increased.

Youkai Hunter
Nue specialisation bonus increased.
Meiling specialisation bonus increased.

Phantom Kensei
Tenshi specialisation bonus increased.
Yorihime specialisation bonus increased.

Human Miko
Critical "Heart Break" mana scaling decreased, damage synergy effect fixed and enabled on left click.
Divine Spear "Spear the Gungnir" mana cost decreased.
God Art "Vampire Illusion" synergy scaling decreased and synergy description corrected.
Remilia specialisation effect fixed.

Kasha Warlock
Alice specialisation bonus increased.
Death Sign "Scythe of Final Judgement" cooldown added.

Items
Redundant magic modifiers removed.
Yuuka, Aya, Medicine and Komachi set weapons item codes fixed.
Item codes of the following items changed:
Apparitions Stalk the Night
Lunate Elf
Voile, the Magic Library
Ghostly Band ~ Phantom Ensemble
A Maiden's Illusionary Funeral ~ Necro-Fantasy
Necrofantasia
Stirring an Autumn Moon ~ Mooned Insect
Nostalgic Blood of the East ~ Old World
Lunatic Eyes ~ Invisible Full Moon
Flight in the Bamboo Cutter ~ Lunatic Princess
Plain Asia
Eastern Judgement in the Sixtieth Year ~ Fate of Sixty Years

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

Link for Ver 0.76 (http://www.mediafire.com/?ycmkt2cn82uv2yy)

When I removed the redundant magic modifiers, some of the level requirements on magic items went up. This is probably due to how the magic mod references got shifted. You'll likely have to give up those items. To make up for it, check the documentation for the crafting recipes. The recipes using bonus fragments has been boosted by a lot. The output is based on your level, so you'll almost always get something good.

Not that many big changes to the character skills now. This is how close I am to completing the mod. I'm estimating another 3 updates and all my intended changes and content will be in. I have bonus material planned, which can push the full release back by another 3 updates at most.

I've made a note on 2 things that need fixing still. Proc skills and the damage reduction limit on Missing Purple Power. To fix them will break all current savegames. I'm deferring their fix until the full version. This also means that the people playing the mod should stop trying to hoard items. Everyone will be starting anew on release.

For the guys who are doing playtesting, please sit through the full dialogues with all NPCs. Point out exactly which line in their scrolling text is out of the speech box. If there are any other text oddities like missing apostrophes or run-on text into strange descriptions, let me know as well. Screenshots will be the best way to let me know.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: ARF on July 23, 2012, 04:38:00 PM
Nitori's final skill says "bosts" instead of boosts.
E-tier Harvest gloves cost more than N-tier when gambling.
Fixed Star bugs out Zakarum faithful/Inaba mobs in the normal game (not in IN), they just spaz out when you use it.
Using a shield together with Yuuka's parasol will still cause your character to freeze in place forver if you block something.

I got to see Marisa, Mokou and Kaguya this time, I expected Mokou to be instant ownage with the low fire resist of the Hermit.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Pesco on July 23, 2012, 06:07:48 PM
Zakarum zealots are hardcoded to run from you once you've killed the high council in the normal game. Obviously this would be bad for IN so I gave them a different AI. I don't think that's a bug but just Blizzard being dumb when they coded it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: ARF on July 23, 2012, 09:03:56 PM
Zakarum zealots are hardcoded to run from you once you've killed the high council in the normal game. Obviously this would be bad for IN so I gave them a different AI. I don't think that's a bug but just Blizzard being dumb when they coded it.

(http://i.imgur.com/C44Ka.jpg)
It's not that, if you hit them just once with fixed star they will stand still spinning or turning in random directions forever allowing you to kill them at your leisure. Notice how I've not killed the high council yet.

Also, not really feeling Nitori, seems a bit weak compared to the other hermit trees, which is a shame since it's pretty much a single target dps build? But I guess she makes a big comeback in lategame with weapon damage scaling.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Pesco on July 23, 2012, 09:24:27 PM
Time to check the skill's collision settings :/

I'm not so sure about the weapon damage helping her out. Nitori's weapon doesn't scale as insanely as Eirin's. I'm considering raising her minimum elemental damage. Nitori can deal precise lightning damage to make up for it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: ARF on July 23, 2012, 09:42:29 PM
Time to check the skill's collision settings :/

I'm not so sure about the weapon damage helping her out. Nitori's weapon doesn't scale as insanely as Eirin's. I'm considering raising her minimum elemental damage. Nitori can deal precise lightning damage to make up for it.

Yes! Nitori is a freaking rocket surgeon firing REAL lasers!

I just finished MoF
, is Kanako supposed to be trapped by her friendly orochi? made her pretty easy to beat. Minoriko was really scary, insane AoE. Momiji was wierd, the wolves were way stronger than Momiji herself, owning me hard pretty much instantly, but when I came back they were all nowhere to be found. Suwako was fun.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Pesco on July 24, 2012, 06:37:46 AM
I blame the spawn settings for the tentacle head monsters. No idea what was up with Momiji's lot. I know it can't be their AI. The wolves have a really horrible attack animation speed for some reason. Momiji herself poses a problem since the base sprites don't have attack animations, only casting ones. Could Momiji actually hit you?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: ARF on July 24, 2012, 08:29:11 AM
I blame the spawn settings for the tentacle head monsters. No idea what was up with Momiji's lot. I know it can't be their AI. The wolves have a really horrible attack animation speed for some reason. Momiji herself poses a problem since the base sprites don't have attack animations, only casting ones. Could Momiji actually hit you?

I went again and got Momiji by herself, she tried to hit me, it made the swooshing sound of an attack in melee and tried to poke me with the sword, she cound't actually hit me because of my impressive 400 defense though. A problem with both Nitori and Momiji seems to be that they too low hp and die easier than their minions.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Pesco on July 24, 2012, 11:08:50 AM
Momiji and Nitori's level settings were much lower than everyone else. That might account for their lack of sturdiness. The wolves had another setting that makes the map remove them once you leave the area, think Izual's ghost. That should fix up both of them.

I think what I'll do for the normal game zealots is just change their AI to fix the hanging. It's better than messing with the skill settings and breaking more stuff.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: ARF on July 24, 2012, 09:31:36 PM
Unique Oni Geta give 900% increased walk run speed.  :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Pesco on July 24, 2012, 10:36:31 PM
Does that much move speed crash the game, cause a desync or anything bad? If it doesn't I might just be inclined to leave it as is. What tier is it?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Dormio Ergo Sum on July 24, 2012, 10:45:58 PM
They're not bugs, they're ~features~.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: ARF on July 24, 2012, 10:50:38 PM
Does that much move speed crash the game, cause a desync or anything bad? If it doesn't I might just be inclined to leave it as is. What tier is it?

Doesn't crash the game, works fine. E-tier, it seems the speed maxes out, feels no faster than buffed CHEEEEN to me. I'm guessing you tried to make them decrease the run speed?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Pesco on July 25, 2012, 05:53:59 AM
I put the values in the wrong column. It increases movespeed only slightly.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: ActionDan on July 25, 2012, 08:02:23 AM
glad to see this is coming along nicely!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Rotund_Danmaku on July 27, 2012, 12:03:17 PM
Pesco. I have many thing to say about new version.

1. Mercenary're more useful than before... except for they movespeed.
they're such slow than Hero so much that they can't follow you so long before they strucked.  :V

2.Shou's Skill are such pain... It can be only used with Shou's Spear but not Normal Spear!!!

3.You PlugY's +% Attribute are at wrong position. There're Power,Bomb,Graze and Lives instead of Power,Graze,Lives and Bomb
(These wrong descript make me confuse, It'll tell at PlugY's States Window that +2% Graze are +2% Bomb instead!!!)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Sanger Zonvolt on July 27, 2012, 01:02:21 PM
So what do the models look like? :3
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.76 released]
Post by: Pesco on July 27, 2012, 01:08:55 PM
Same as the normal game's. It's too much work and beyond me to replace what's already working just fine.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.80 released]
Post by: Pesco on August 06, 2012, 01:24:28 PM
Ver 0.80 - 13441kb - 06-08-2012

General
MoF Shizuha, Minoriko, Nitori and Momiji levels corrected.
Momiji mob spawn settings corrected and attack speed modifier added.
Orochi and Froggy AI readjusted.
Non-IN Inaba AI changed.
Documentation updated.
SA side area added.
UFO side area added.
Spirit Hermit and Youkai Hunter icons changed.
Character creation screen class descriptions changed.

Oni Brawler
Qi of Oni "Deep Fog Labyrinth" damage reduction bonuses fixed.

Spirit Hermit
Nitori damage skills rebalanced.

Human Miko
Enabled using Shou's skills with normal spears.

Items
Flower Parasol weapon and hitclass corrected.
Common items improved.
Item proc effects fixed.

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

Link for Ver 0.80 (http://www.mediafire.com/?7dmgg232rarmamf)

My semester has already started and the amount of time I get to work on this is going down again. Since I am this close to completing the mod, I'll still try and do a bit whenever I have time.

Double side areas update. UFO bosses don't have their drops yet. Those will only be available next time. SA is a randomly generated stage. Each time you start the game, there will be a different bunch of spawns. That means, not all the bosses will spawn in one go and some bosses may spawn twice in the area. UFO is the same in terms of spawns though the stage is static, but the bosses there are more likely to spawn multiple times due to having less mobs variety.

The fixes that I was going to leave until the end to do turned out to be non-lethal. They didn't break any saves so might as well fix them right away. I still have other things to add that will lock out the beta saves, no hoarding for twinks as I promised.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.80 released]
Post by: ARF on August 06, 2012, 03:54:46 PM
Finished UFO and SA, some notes: Liking the monster variety, especially in SA, but the area is seriously huge and since spawns are random it will be a pain farming for the set items here. It's a bit hard to compare them for me, but are the mosnters and bosses in SA and UFO stronger than in the other areas?
Nue had like 4 immunities on normal and packed quite the punch, parsee was easy to kill and didn't put up any resistance at all, Yuugi was too slow to pose a threat
Will TD have the strongest enemies ever and be like the real end game area?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.80 released]
Post by: Pesco on August 06, 2012, 04:42:56 PM
SA and UFO mobs are 10% weaker than the bosses. Originally the area was 32 'rooms'. I ran it and thought that was too little, so I made it 50.

Nue has very little base resists. But she has an aura which randomly gives her 50-150 resist for each element. Parsee is supposed to clone herself but I don't know how that went since she never spawned for me. I'm more than happy to buff Yuugi if she's too easy to kill. If you see Koishi, try kill her before she disappears. Koishi has TristramCain AI. Once she notices you, she'll open a tp and leave. If you can kill her within that time, she offers much better drop rates than all the other SA bosses.

TD was not in the plans since the mod was started before the full cast was revealed. TD area will be relevant only if you want to run my bonus areas. I'd like to think I'm getting better at making these side areas, so hopefully TD won't be so hit and miss as the others.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.80 released]
Post by: ARF on August 06, 2012, 05:23:09 PM
Alright, that explains why there were 2 parsees both times she spawned for me, I just though she spawned with a clone to begin with. Then it's another matter I guess. I take it she can clone indefinitely? Koishi sounds cool. Yuugi was just too slow to pose a threat for a ranged character, the hardest bosses for me were always Mystia, Aya and Chen with their minions, because they are so fast.

Yeah, the side areas are better lately, but IN was obviously the best thus far, I really liked the design even if it the area is annoyingly huge (which makes the design more impressive). Probably a fun place to be with a strong character in phantasm. Looking forward to the final version!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.80 released]
Post by: Pesco on August 25, 2012, 02:31:22 PM
I've just found a pack of very nice looking spell effects. They're very jumbled and unprocessed, but it should be worth the effort to get them implemented. Let me know if you want to look over them and help me pick out what to use.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.80 released]
Post by: Rotund_Danmaku on August 26, 2012, 02:09:33 AM
I'll look over them, I may see the way to replace many Vanila D2 Buff&Projectile.
And...

Some trouble seem to orcur, In many Passive Skill.
Many Attribute that'll added from Stats Point (Ex. More Defense from Cold Divine,Open Wound from Higan Retour)
WILL work only when they're level up. So if you exit game, all of addination bonus from stats point'll disappear.
Untill you level up that skill agains. (Such Annoying, It's not every game that have +Skill Shrine)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.80 released]
Post by: Pesco on August 26, 2012, 08:25:44 AM
I spoke about that bug before. It's just the way the game stores information. I don't think there's a workaround to fix it.

Uploading the pack now. I'll edit it in when it's done.
http://www.mediafire.com/?rzvxyxxqt8wq3zt
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.80 released]
Post by: Rotund_Danmaku on August 27, 2012, 01:28:13 PM
This's a List of my idea for new Arts
(I sort it by your file's folder number.)

1 - Possesed By Phoenix (Casting Animation)
5 - Cold Snap (Projectile)
6 - Common Freeze Dead
11 - Royal Flare (Target Area)
18 - Laevatein (Casting Animation)
23 - Philosopher's Spheres (Lightning Element)
25 - Nothern Winner (Target Area)
29 - Laevatein (Buff)
30 - Philososphere's Spheres (Fire Element)
34 - Undulation Ray (Projectile)
35 - Ripple of 495 Years (Projectile)
36 - Throwing Mt.Togakushi (Blast Animation)
37 - Higan Retour (Casting Animation)
42 - Royal Diamond Ring (Casting Animation+ Target Area)
43 - The Day Sea Split (Target Area)
48 - Reimu (Side Area Reimu's Common Missle / Act 4 Reimu's Fire Nova)
49 - Demon Binding Ring (Buff)
51 - Thunder Cloud Sickle Back (Buff)
52 - Shock Common Art
56 - Lord Honoikazuchi (Buff)
57 - Yasaka's Divine Wind (Main Tornado)
58 - Swimming Thunder Shot (Target Area)
59 - Orrerie Solar System (Buff)
62 - Sword Freezer (Buff)
73 - Icicle Machine Gun/Sword Freezer (Projectile)
74 - Royal Flare (Burning Area)
76 - Cranberry Trap (Target Area)
79 - Chain Lightning+Lightning
81 - Yasaka's Divine Wind (Sub Tornado)
84 - Flying Phoenix (Target Area)
87 - Scarlet Weather Rapture (Casting Animation)
90 - Lord Atago (Buff)
91 - Ame no Uzume no Mikoto (Buff)
93 - Dragonfish's Drill (Target Area)
97 - Pain Flow (Target Buff)
98 - Mascare on Mt.Ooe (Target Buff)
99 - Mountain Breaker (Casting Animation)
103 - Silent Selene (Buff)
105 - Rest in Peace Animation
106 - Amaterasu Oomikami (Buff)
108 - Presuasion Needle (Projectile) / Act 4 Reimu's Red Lightning
109 - Philosopher's Spheres (Physical Element)
110 - Demon of Purification (Projectile)
113 - Yukari's Fooling Around Again (Casting Animation or Target Area)
123 - Game of Life (Projectile)
138 - Cute Palanx (Buff)
142 - Philosopher's Spheres (Casting Animation)
150 - Sword of Unyielding Earth (Projectile)

And...
SA's Boss seem to weak agains Stun. It can be 100% Stun and you can take your time to kill them.
(My Mystia/Sakuya Oni can use Stun - Throw - Stun - Throw... Loop Combo untill boss're down.)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.80 released]
Post by: Pesco on September 15, 2012, 10:08:54 PM
I haven't had time to work on this nor will I have any time to until halfway through November at the very least. But I have finally looked over the list of suggested animations. Most of them are really good picks. I'll review the entire pack again in case there are animations that got overlooked.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.80 released]
Post by: Pesco on November 12, 2012, 08:36:26 AM
It's halfway through November and as promised, I'm back to work on LoM. I've done a few adjustments in passing since I last touched the mod. If there's something I need to fix, let me know about it. Partial changelog of what I have done provided

General
Base mana regen rate reduced.

Voile Fairy
Thorn Sign "Thundercloud Stickleback" damage reduced and rescaled.
Lightning Fish "Swimming Thunder Shot" damage rescaled.

Youkai Hunter
Rabbit Sign "Inaba's Elemental Rabbit" damage rescaled.

Human Miko
Dream Sign "Persuasion Needle" damage and scaling reduced.
Esoterica "Forgotten Ritual" base bonus value and scaling reduced.
Medicine Sign "Butterfly Dream Pill" buff bonuses rescaled and added to description.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on November 29, 2012, 11:01:35 PM
Ver 0.83 - 14001kb - 30-11-2012

General
Base mana regen rate reduced.
UFO boss drops added.
UFO Byakuren speed increased slightly.
SA Yuugi and Satori speed increased slightly.
SA Parsee run speed fixed.
Documentation updated.
Some game dialogue realigned.
Original dialogue sound clips removed.

Voile Fairy
Thorn Sign "Thundercloud Stickleback" damage reduced and rescaled.
Lightning Fish "Swimming Thunder Shot" damage rescaled.

Youkai Hunter
Rabbit Sign "Inaba's Elemental Rabbit" damage rescaled.
Search Sign "Rare Metal Detector" mana scaling and base cost reduced.
Search Sign "Gold Detector" mana scaling and base cost reduced.
Treasure "Gold Rush" mana scaling and base cost reduced.
Rod Sign "Nazrin Rod" random element damage added to skill effect.
Defense Sign "Pendulum Guard" description corrected.

Phantom Kensei
Freeze Sign "Perfect Freeze" damage and scaling reduced.

Human Miko
Dream Sign "Persuasion Needle" damage and scaling reduced.
Esoterica "Forgotten Ritual" base bonus value and scaling reduced.
Medicine Sign "Butterfly Dream Pill" buff bonuses rescaled and added to

description.

Items
All weapon stats rescaled.

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

Link for Ver 0.83 (http://www.mediafire.com/?qbpfldb578bh3il)

Had a bit of a panic when my mod packer tool stopped working. But that's fixed and I could get this update out.

I tried cleaning up the spell animations from earlier but there is just too much work needed for every single frame that it would be unfeasible to use them. They look nice, but the mod would never get done if I had to spend my time priming them for the game.

The only girls without their sets are Suika, Iku, Tenshi and Yorihime. Once they're done, all the core modifications should be complete. I do intend rather to have my bonus material included as well before I declare the mod v1.00.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 03, 2012, 10:39:18 PM
Okay, now that massive shenanigans are out of the way, I already have a complaint and I haven't done crap yet. HOW DARE YOU MAKE CIRNO AND FLANDRE CANCEL EACHOTHER OUT!? HOW DARE YOU!? Also, you could upload custom sprites seperately, and commission someone else to do them(Not me, I don't know crap about that.). And Massive shenanigans were required to reinstall D2. Also I'm gonna run a Cirno/Youmu, an Utsuho/Yuka, a Chen/Nue, a Mokou/Patchouli/Medicene, a Yuyuko/Alice, a Kanako/???, and a ???/???.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 04, 2012, 06:31:51 AM
What do you mean by upload the sprites? I've already got a maker for my item sprites. All other standard looking stuff is available from Phrozen Keep.

You're still free to get Cirno and Flandre skills on your Kensei. You'll just have to do some crafting and equipment juggling.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: ARF on December 04, 2012, 12:49:16 PM
Yukari crashes my game ;_;

Quote from: Diablo II
---------------------------
Diablo II Error
---------------------------
Halt
Location : , line #1646
Expression : Unrecoverable internal error 6fe1fe5c
---------------------------
OK   
---------------------------

Playing without plugY this time around, some N tier items seems weaker than their E tier equivalents. Stuff like giant axes and swords start dropping early in Act 1, and Byakuren is insanely strong, killing the act bosses at /players 8 in a matter of seconds.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 04, 2012, 01:17:36 PM
All weapons are intended to be available from fairly early on. The adjustment to the importance of stat distribution will make a real show of what the impact is.

Need to relook at the stuff on the other queries.
Edit: Yukari's signs broke the game. Remade the animation and fixed it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: ARF on December 04, 2012, 04:59:32 PM
some N tier items seems weaker than their E tier equivalents.

Disregard this, I was confused by Sanae's gohei weapon having such low damage. Some items still cost more to gamble at E tier compared to N tier and such though.

Boss Reimu's lightning attack still overshoots targets at pointblank on Lunatic (meaning you can stand and melee her and not get hit by it at all).

Having great luck with drops on my Miko, 8 unique Miko specific items.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 04, 2012, 05:08:31 PM
Blizzard's feature of the attack, not a bug. If I give her Persuasion Needle instead... :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: ARF on December 04, 2012, 05:19:13 PM
Man, first they remove iron maiden then this? 2casual4me

Reimu needs persuasion needle!  :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 04, 2012, 05:44:50 PM
I'm sure I re-enabled Iron Maiden on those knights.

Edit: Persuasion Needle causes Reimu's AI to hang. She also doesn't fire them in a long enough stream. I'll just give her some other way to annoy you :V.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 04, 2012, 11:16:07 PM
What do you mean by upload the sprites? I've already got a maker for my item sprites. All other standard looking stuff is available from Phrozen Keep.

You're still free to get Cirno and Flandre skills on your Kensei. You'll just have to do some crafting and equipment juggling.
I meant CHARACTER Sprites. And mind elaborating on the crafting and equipment juggling?
Also, Ideas:
-Make the Unique Stat bonuses to stats increase with the stat instead of the skill level(and thus mandatorilly nerf unique stats like Yuyuko's Spirit or Utsuho's Sun that give a percentage bonus to things that decide how much damage you take, I am not referring to Defence, because that's your chance to dodge.).
-Move Suika to the Human Miko class.
-Replace the "This person locks out These people" thing with some kind of "After you choose two skillsets, not including the forced one(like Reimu for the Miko or Yorihime for the one that has Cirno), everyone else is locked out" thing.
-Make Jewels and Runes more common.
-Remove the time limit on Yuyuko's Ressurection Butterfly.
-Make Bonus Fragments more common.
-Increase skill points from the Spellcard Contract to 3.
And now for the one that's really Stretching It:
-Allow all classes to be able to choose from all skillsets.(Yeah, that is REALLY stretching it.)

In other news, I made a Kensei named Flandre_Claus, because I have this idea for a Walfas video where Flandre is Santa.

Build Idea: Neko Miko Reimu:
Human Miko, Reimu only.
Rin and Chen runewords.
AS MUCH BORDR SKILL RANKS AS REIMULLY POSSIBLE!
That's kinda it.

--

Do not double post. There is no reason to double post  -Hele
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Wypatroszony on December 05, 2012, 12:43:00 AM
I'm interested in how do Byakuren's "based on maximum mana/missing mana" skills work. Because it looks like that it has bonuses from Dharma only and without much of it, it appears to be like "Congratulations, you've picked a skill with no effect!"  :V
Then the questions are: If they work, how do they work and what is an eventual mana treshold for those to have even a minimal impact?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 05, 2012, 06:20:07 AM
Hawkpath: Don't doublepost. Edit your last post if you have something to add. Your general posting has been noted as being spammy. Consider this as your last warning which holds across the entire forum.

I meant CHARACTER Sprites. And mind elaborating on the crafting and equipment juggling?
Also, Ideas:
-Make the Unique Stat bonuses to stats increase with the stat instead of the skill level(and thus mandatorilly nerf unique stats like Yuyuko's Spirit or Utsuho's Sun that give a percentage bonus to things that decide how much damage you take, I am not referring to Defence, because that's your chance to dodge.).
-Move Suika to the Human Miko class.
-Replace the "This person locks out These people" thing with some kind of "After you choose two skillsets, not including the forced one(like Reimu for the Miko or Yorihime for the one that has Cirno), everyone else is locked out" thing.
-Make Jewels and Runes more common.
-Remove the time limit on Yuyuko's Ressurection Butterfly.
-Make Bonus Fragments more common.
-Increase skill points from the Spellcard Contract to 3.
And now for the one that's really Stretching It:
-Allow all classes to be able to choose from all skillsets.(Yeah, that is REALLY stretching it.)

In other news, I made a Kensei named Flandre_Claus, because I have this idea for a Walfas video where Flandre is Santa.

I still don't kno what you want with character sprites. Everything I'm using in my mod, even the custom stuff can generally be found on the net.

Pick whether you want to put your skill points into Flandre or Cirno. Use the crafting recipes to put +skill to the other. You have switchable weapons slots, so make use of them.

-Unique stat bonuses do already increase the stat. If it increased the skill level of the passive, the affix would have [(Class) only] on it.
-Barbarians are melee fighters, Suika is a melee fighter, Yuugi is a melee fighter, Suika and Yuugi are friends, they stay in the same class.
-Character build lockouts will not change. This was a concept borrowed from Titan Quest. Forcing the player to make decisions is a practice of Good Modmaking that I've adopted.
-Socketables are common enough if you are playing on Lunatic/Phantasm.
-Ressurection Butterfly is a survival spellcard. Therefore it must have a time limit. Game mechanics in Diablo also require it to have a time limit.
-Bonus Fragments have a chance to drop with every TP/ID scroll or key. That's very common as is.
-Spellcard contract gives 2 skill points so that if you had spent them correctly your first levelup gives you access to an active skill.

Basically no to everything because it makes the game too easy and I'm long past the stage where I'm still working on such aspects of the mod.

I'm interested in how do Byakuren's "based on maximum mana/missing mana" skills work. Because it looks like that it has bonuses from Dharma only and without much of it, it appears to be like "Congratulations, you've picked a skill with no effect!"  :V
Then the questions are: If they work, how do they work and what is an eventual mana treshold for those to have even a minimal impact?

Byakuren is intended as the Tankzon-like skillset. Defence and hp are pretty straightforward in making the player hard to kill. The current skill formulae for her bonuses are as follows:

Hp percent bonus - stat('byakuren_dharma'.accr)/15+(stat('maxmana'.accr)*ln12/204800)
Defence percent bonus - stat('byakuren_dharma'.accr)/15+(stat('maxmana'.accr)*ln12/102400)

Both formulae give you 1% for every 15 points of Dharma. The actual skill investment is in your mana times a linear multiplier (ln12) and then divided by 204800 or 102400 respectively. The huge division figure is because the game engine stores hp and mana in 256ths. Your actual mana figure is 256 times what you see. At level 1 of the skill the linear multiplier is 1, you need 800 (visible) mana for 1% bonus hp and half that for the same defence bonus. How do the 400/800 mana breakpoints feel to you? Bear in mind, with points investment into the skills, the percent bonus you're getting from the same breakpoint will get higher.

Damage based on mana missing works pretty similar but only looks at how much mana you have spent. The skill is not based on percentages. It takes the difference between your maximum mana and your current mana (visible figure times 256), divides it by 10 to prevent excessively huge numbers and damage rollover. This raw figure goes into the bonus damage calculation as a percentage for the skill. The mana threshold here is that you need to have a large enough mana pool to spend first and still have enough left to cast the spell.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 05, 2012, 10:04:00 AM
Hawkpath: Don't doublepost. Edit your last post if you have something to add. Your general posting has been noted as being spammy. Consider this as your last warning which holds across the entire forum.

Words.
Mmkay. I will do my best. AND WHY THE CHOCOLATE FUDGE SUNDAE CAN I NOT POST IN RUMIA'S PARTY GAMES!? Kay enough with the off topic. And I meant on normal mode, btw. 'Cause I just installed the mod and aren't even past Koakuma.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Dormio Ergo Sum on December 05, 2012, 10:12:38 AM
AND WHY THE CHOCOLATE FUDGE SUNDAE CAN I NOT POST IN RUMIA'S PARTY GAMES!?
Quote
If you have less than 10 posts the following items are restricted from you.

  • You cannot select or upload an avatar or signature
  • You cannot post in Rumia's Party Games or LettyJournal
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 05, 2012, 10:21:29 AM
Thanks Ran.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: ARF on December 05, 2012, 01:58:26 PM
Byakuren is intended as the Tankzon-like skillset. Defence and hp are pretty straightforward in making the player hard to kill. The current skill formulae for her bonuses are as follows:

Hp percent bonus - stat('byakuren_dharma'.accr)/15+(stat('maxmana'.accr)*ln12/204800)
Defence percent bonus - stat('byakuren_dharma'.accr)/15+(stat('maxmana'.accr)*ln12/102400)

Both formulae give you 1% for every 15 points of Dharma. The actual skill investment is in your mana times a linear multiplier (ln12) and then divided by 204800 or 102400 respectively. The huge division figure is because the game engine stores hp and mana in 256ths. Your actual mana figure is 256 times what you see. At level 1 of the skill the linear multiplier is 1, you need 800 (visible) mana for 1% bonus hp and half that for the same defence bonus. How do the 400/800 mana breakpoints feel to you? Bear in mind, with points investment into the skills, the percent bonus you're getting from the same breakpoint will get higher.

Damage based on mana missing works pretty similar but only looks at how much mana you have spent. The skill is not based on percentages. It takes the difference between your maximum mana and your current mana (visible figure times 256), divides it by 10 to prevent excessively huge numbers and damage rollover. This raw figure goes into the bonus damage calculation as a percentage for the skill. The mana threshold here is that you need to have a large enough mana pool to spend first and still have enough left to cast the spell.

I feel as a tank Byakuren is fine, good but not over the top, after maxing superhuman I got something like +70% to max hp with 350-ish to bomb stat. Offensively she is incredibly strong against single targets, I literally two shotted Lunatic Flandre (act boss) at /players 8. I wonder if the damage gets so high because I invested in the bonus damage to youkai skill in the Miko tree as well. Number-wise at level 80 after clearing Lunatic, damage is just shy of 90k when I deplete my mana. When does it roll over again?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 05, 2012, 02:12:26 PM
Damage rolls over at 2^31-1 per type of damage. I think 90k should be fine.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: ARF on December 05, 2012, 11:00:35 PM
Damage rolls over at 2^31-1 per type of damage. I think 90k should be fine.

Hmm, as the damage goes between something like 85k and 105k the damage gets negative, and hitting enemies does nothing, but when it goes higher it displays correctly and from what I can tell deals correct damage again.

Went through UFO stage on Phantasm difficulty. Defeated 2xNue 1xByakuren 1xUnzan, left Murasa and Ichirin be because they had annoying immunities.

Also tried PCB EoSD and PoFV again, Meiling has the most annoying AI ever. She spams mountain breaker all day long ;________;
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 06, 2012, 06:00:36 AM
To be on the safe side then, I think smaller numbers will be needed. I've already covered a lot of material for an update. I'll look into some numbers readjustment.

Annoying AI is justasplanned.jpg :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Wypatroszony on December 06, 2012, 07:54:49 PM
The answer for the Byakuren question was far more complex than I imagined it to be, thank you for that. I'm impressed.

There is another thing I urge to ask and it's about Remilia's "Bloody Magic Square"'s bonus effect. I noticed it working differently in different circumstances.
1. After freshly entering the game, it heals for [base Blood] per kill. But...
2. After *you skill it up* even once, it switches to [base + item bonus Blood] health per killing blow (significant raise, even at the low level I'm at)
Seeing as it's obviously not working right, how was this one really intended to work?

Edited area is in between *'s.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 06, 2012, 09:12:02 PM
I think the issue is with how the game saves the stat info. Passives only update their values after a levelup or save and exit. By my understanding of the mechanics, it's because this heal after kill bonus is tied to a state.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: ARF on December 06, 2012, 10:20:28 PM
I think the issue is with how the game saves the stat info. Passives only update their values after a levelup or save and exit. By my understanding of the mechanics, it's because this heal after kill bonus is tied to a state.

Perhaps giving another charm when cubing the scroll in addition to Yukari fooling around again that gives barbarian +1 skill cry for 1 second?

Any ETA on the next update?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 07, 2012, 06:43:29 AM
The typical solution is to turn the passive effect into an aura. I'll test if the 1 sec state change effect works or not.

Next update is scheduled for next friday. I'm hoping to get version 1.00 out before the end of the year if my art asset suppliers can meet the deadline.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Wypatroszony on December 07, 2012, 07:33:32 PM
The typical solution is to turn the passive effect into an aura. I'll test if the 1 sec state change effect works or not.
Skill shrine changes the bonus effect from point 1 to 2 listed in my prev. post (very recent research), so this should too.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 07, 2012, 09:14:14 PM
Tested the 1 sec state change to update the passive stats. It works great. I've given it to all characters as an innate skill.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 07, 2012, 11:22:08 PM
-Unique stat bonuses do already increase the stat. If it increased the skill level of the passive, the affix would have [(Class) only] on it.
THAT'S NOT WHAT I MEANT! I meant like the +9 Power from Cirno's Strength
I still don't kno what you want with character sprites. Everything I'm using in my mod, even the custom stuff can generally be found on the net.
... wow. No Offense but that is just making a complete fool of yourself. Or me being bad at communication. I'm talking about like the models for the NPCs, the player character, and the monsters. Those kind of things.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 08, 2012, 12:25:28 AM
+9 Power is exclusive to Cirno. Other people get percentage bonuses which are easily better lategame.

If you want the models, get it yourself. I have no need or any inclination to spend my time extracting something I have no use for.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 08, 2012, 03:25:10 AM
+9 Power is exclusive to Cirno. Other people get percentage bonuses which are easily better lategame.

If you want the models, get it yourself. I have no need or any inclination to spend my time extracting something I have no use for.
The first part... ???
The second part... let's just say it doesn't feel like touhou without the correct art. Mmkay?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Stuffman on December 08, 2012, 04:03:00 AM
Making new character sprites would be an absolute motherfucker. Diablo 2 characters have hundreds upon hundreds of prerendered frames, all with different weapons and armor. It's just not feasible for a bunch of amateurs like us to produce something like that.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 08, 2012, 05:40:03 AM
The player character alone would be satisfactory.
for now...
[/size]
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 08, 2012, 05:57:45 AM
Go here (http://phrozenkeep.hugelaser.com/forum/viewforum.php?f=4) and read as many threads and guides as you can. Modding Diablo2 is not difficult if you can put in the effort.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Stuffman on December 08, 2012, 06:14:36 AM
The player character alone would be satisfactory.

I was talking about just the player character. That's probably like five thousand frames, not exaggerating.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 08, 2012, 06:24:28 AM
I was talking about just the player character. That's probably like five thousand frames, not exaggerating.
ow.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Amraphenson on December 08, 2012, 07:33:37 AM
And now you know to research before you start complaining.
EDIT: Sent Flan's skills, Pesco. Just poke me for anything else.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 08, 2012, 09:17:55 AM
Got them earlier and updated the documentation.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Wypatroszony on December 08, 2012, 11:46:39 AM
Though it makes sense for "Red the Nightless Castle" to slow the Miko down (and man, this slow is REALLY considerable), it would be nice to know about that from at least the skill description, as neither this nor a documentation mention anything at all.
Yes, I do know that normally Remilia doesn't move at all when performing "Red the Nightless Castle". No, I did not see the slow coming, despite that.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 08, 2012, 12:58:35 PM
I already thought of that and it will be included next update. The slow while RtNC is active is an emulation of the same skill from a Touhou DotA map, DotS. Several of the skills in LoM were made to be functional translations from there.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 09, 2012, 12:45:04 AM
Koakuma on Normal was not hard with my NekoMikoReimu, but then again I had a Hireling and a rare club with lightning. That club is Good club.
This is said club:
Wraith Gnash
Club [E]
One-Hand Damage: 16-20
+37% Enhanced Damage
+3 to Attack Rating
Adds 1-15 lightning damage
All resistances +2
+19% Maximum stamina
+1 to light radius
+50% damage to undead

My club is Good club for Early game. In other news, F.O.E!
I have recently become the proud owner of a NEET Outfit on my Fairy, who has Mokou as one of her main skillsets. And a REALLY AWESOME AXE! And that outfit is NEET!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 09, 2012, 03:20:39 PM
Made and tested the bonus content side levels. Getting into them should be no problem. I haven't decided how to populate the levels yet. With that, everything intended for LoM is almost ready.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 10, 2012, 12:52:28 AM
Idea for unique Crystal Wings(I'd prefer you make a version of this for each rank)
Flandre Claus
+3% enhanced defence per character level
+100% Cold Resistance
Adds 1-5 Cold Damage per character level
+1 to three randomly chosen Cirno skills(excluding Strength), add one more point to a randomly selected skill per character level
+1 to three randomly chosen Letty oskills(excluding Snow), add one more point to a randomly selected skill per character level
+1 to three randomly chosen Flandre skills(excluding Chaos), add one more point to a randomly selected skill per character level
+5 to Strength skill
+5 to Snow oskill
+5 to Chaos skill
+1 to Strength stat per level
+1 to Chaos stat per level
+1 to Snow stat per level

Feel free to tone it down a little. I think I went overboard.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Stuffman on December 10, 2012, 01:19:35 AM
Holy shit Pesco what did you do to Patch? I died to her like eight times :ohdear:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Wypatroszony on December 10, 2012, 01:42:31 AM
Holy shit Pesco what did you do to Patch? I died to her like eight times :ohdear:
She acquired some magical properties from her side area equivalent. :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 10, 2012, 02:00:46 AM
My favorite Item in this mod? SHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOES!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Wypatroszony on December 10, 2012, 02:17:13 AM
My favorite Item in this mod? SHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOES!
Could you please stop showering this thread with posts like this one? I'd like to note that no one else shares how they fare since the very beginning, what AWESOME itemization have one got and what their favourite item type is.
Thanks in advance.

@Pesco: Is there anything in .83 remaining, that needs third party tests in specific? Except for the fact that Hourai Dolls are still worthless? To the point where cold based have trouble one shotting players 1 act 1 NORMAL WRAITHS with 25 Points in Hourai Dolls and 445 Dolls stat?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 10, 2012, 02:22:27 AM
Could you please stop showering this thread with posts like this one? I'd like to note that no one else shares how they fare since the very beginning, what AWESOME itemization have one got and what their favourite item type is.
Thanks in advance.

@Pesco: Is there anything in .83 remaining, that needs third party tests in specific? Except for the fact that Hourai Dolls are still worthless? To the point where cold based have trouble one shotting players 1 act 1 NORMAL WRAITHS with 25 Points in Hourai Dolls and 445 Dolls stat?
I kinda just needed to get the whole shoes thing outta my system. And the shoes are definetly going to get useless quick. I just have this tendency to go ShoooOOOOES when I see the shoes.
So here's some real feedback:
Remilia's Heart Break and Youmu's 200 Yojana in 1 slash are TOO MUCH FUN. WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!
I expected Rin's Cat Walk to be like Blaze, not Fire Wall.
Kensei: SWORDS FOR EVERYONE![/Minsc]
The NEET Outfit is NEET.[/Bad Pun]
Suika's Second Skill is NEET.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 10, 2012, 04:51:11 AM
Could you please stop showering this thread with posts like this one? I'd like to note that no one else shares how they fare since the very beginning, what AWESOME itemization have one got and what their favourite item type is.
Thanks in advance.

Thank you for saying this for me. And really, whatever gear you pick up now won't matter because version 1.00 will see a full wipe of your saves.

Quote
@Pesco: Is there anything in .83 remaining, that needs third party tests in specific? Except for the fact that Hourai Dolls are still worthless? To the point where cold based have trouble one shotting players 1 act 1 NORMAL WRAITHS with 25 Points in Hourai Dolls and 445 Dolls stat?

Alice's Dolls skill functions the same as Skeleton Mastery. Respec accordingly and see if you still have the same problem. As for testing, any of the summons could do with feedback. I admit I'm not a big fan of the summoner playstyle, so I'm rather blind about how to balance summons for scaling and utility.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Hawkpath1337 on December 10, 2012, 05:04:27 AM
Whatever gear you pick up now won't matter because version 1.00 will see a full wipe of your saves.
:(
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 10, 2012, 09:10:19 AM
I'm testing custom monster sounds for one of my bonus areas. The attached files are the sounds for the red Fallen. Which one sounds the most suitable?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Wypatroszony on December 11, 2012, 08:10:01 PM
For the regular fallen, the higher pitch version fits better.
Regarding these bonus areas, what will be their "recommended" level requirement to survive in them? Or in other words, how much harder will they be in comparison to Act V on respective difficulty settings? (Somehow, I've got the baseless, pessimistic vision of all of them being harder than Act V, thus asked that way)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 11, 2012, 08:14:30 PM
Base stats mirror those of the mobs in the vanilla Pandemonium levels. The area level which scales those stats are the same distribution as my side areas, 60/105/130, Since you can only access them on Phantasm, it's 130 for you guys :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: FlowenHC on December 12, 2012, 12:51:36 AM
I agree that the higher pitched voice suits the Fallen better. It meshes more with their voice in the regular levels as well.  Even still... a low pitched smooth voice from their tiny childlike frames just doesn't suit them imho.
I'll go ahead and take the opportunity to thank you while I'm at it Pesco. This mod has been excellent so far.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco on December 12, 2012, 04:59:00 AM
The custom monster sounds won't be ready yet for the update this friday. I need to rewatch a lot of Kamen Rider to find the right sound clips.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco 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 (http://www.mediafire.com/?z2in7gndkdi82iu)

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

(http://i.imgur.com/3CuKms.png) (http://i.imgur.com/3CuKm.png) (http://i.imgur.com/cft6zs.png) (http://i.imgur.com/cft6z.png)

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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: ARF 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!!!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Stuffman 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?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.83 released]
Post by: Pesco 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Stuffman 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF 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 ;_________________;
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Stuffman 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco 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:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Stuffman 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]
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Stuffman 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
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco 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
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Stuffman 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Amraphenson 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: FlowenHC 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Stuffman 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Amraphenson 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Stuffman 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 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.


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.


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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 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!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Stuffman 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco 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
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF 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?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco 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.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on December 16, 2012, 04:44:30 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

Please do!

I guess I shouldn't worry too much about the spider aura then.

If you leave the strongest pots as they are or with just slight nerfs Byakuren should be fine, I had no trouble with my Byakuren.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 16, 2012, 05:10:56 PM
Good LORD I just spent forever running through Merlin's room.. ran around the ENTIRE map's outer perimeter just to find out that the Waypoint was not even a 4 second right angle run from the hallway I FIRST TOOK to explore. >.> Those maps are wayyy too goddamn big.

Anyway, on topic. Here's something interesting for ya. Going to go as I am typing this, go back  to the old Ver 80, and get the gear change images. One second...

Oh wow what...? Ok that didn't work. Reverting to 0.80 and the 0.80 chars didn't change the images back. to what they looked like beforehand. Weird. Maybe it changes other stuff in the Diablo folder? Anyway, uh.

Bloody Parasol. Used to be an umbrella of some type. Now it's just a shield.
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2012-12-1610-53-16-60.png

I SWEAR this was Cirno's wings. It doesn't make any sense, but I know it was because I had her outfit with the wings above the watermelon sword. Take note of the armor next to it? That used to be crystal wings, though now it's normal armor. I had it above the Laevateinn.
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2012-12-1610-53-44-96.png

This was definitely not a crown. It was a customized image, though I do not remember what it was.
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2012-12-1610-53-19-59.png

For the character voices, you might want to go through all of Nilathak's speeches, and Anya's beginning ones. Those are the ones I saw so far that denote names that specifically go from the touhou names and then change back to the canon names. I'll get an image, gemmy a few, I'll edit when I get it.

Edit :

Found a Yin Yang orb that's still a shield
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2012-12-1611-16-47-17.png

Hahaha, her gossip... "Yuugi's sake not even drop! Her sake dish must be like a cat too!" That's gold. Props to whom wrote that one.

Here's one from Anya's text :
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2012-12-1611-20-23-60.png

Sorry I'm past the text that she uses the multiple names. I'm not sure how I would go back to view that text, but its all the text she has before you kill Nilathak. The one where you save her, and she has a bunch of texts at the same time then opens the portal to Nilathak's place. That's definitely one you want to look for.

Edit 2 :
Another one. Ran - Betrayal of Mayohiga
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2012-12-1611-29-46-68.png

Edit 3 :
Just thought of something. Is it possible to upgrade unique items to higher tier? Also what are perfect Gems and Skulls used with? I don't see anything in the item page. Maybe I just can't read or missed a whole page or something. Also, these Magic Glowing Stones and Secret Recipe Herbs.. are they new to 0.92? I never found them before. They're really nice, for sure. I'm sort of afraid to use them, though, since I don't know what they do. Are they socketables? Or do you use them to create items? I'm still a bit lacking in knowledge on the item crafting thing, though I won't need to do it till way later, I don't want to go into it not knowing jack.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 16, 2012, 05:56:01 PM
Those item sprites are correct as they are. I haven't implemented any of the newer ones yet.

I'll comb through the dialogue again one of these days.

Magic Glowing Stone and Secret Recipe Herb are some of the new class socketables in 0.92. Use them as you would for jewels. From level 96 and up, you can use them for crafting. It's all covered in the documentation.

Someone confirm for me that magic throwing weapons (Remilia, Sakuya, Shizuha) don't have the auto-replenish affix. I'm going to add a cube recipe where it'll give you the auto-replenish affix if that's the case.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 16, 2012, 06:13:55 PM
LOL? They're gems? Noooooo xD

I had a triple socketed glove.. or shoe.. or something I could have made stupid godly D: Good to know for future reference, thanks.

Self note .. Go read the docs again.

... (A bit later)
To pose a question, if you use a cube recipe to socket an item, will it be the same item? Or be randomly selected? Like if I try to socket say.. my (magic) broom with 83 to danmaku with 3 sockets, would it still have 83 to danmaku? or simply be rerolled? It doesn't say if it's normal weapon, or magical, or if I can use the recipe on rares, uniques, or sets.

Edit :

Both magical throwing weapons on my Remi/Reimu already have the natural replenish quantity on them. It's been too long since I played her so I don't remember if I found any that didn't.
Ammend :
Not only do they all have the natural replenish, I can confirm that the replenish actually does work, and does replenish. I've only got some type of javelin though...

!!
I just got an exception.
Unhandled Exception:
Access_ Violation (c0000005)
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/UnhandledException.png

Just as I was typing it to see what kind of throwing javelin it was, and I logged into the character, it crashed as thus.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Stuffman on December 16, 2012, 06:22:15 PM
Socketing doesn't alter the item. So craft/upgrade first, socket after.

As a side note, it'd be nice if there was some way to know how many sockets an item will take so you don't waste jewels going over the max.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 16, 2012, 06:24:41 PM
Socket outputs are limited by item level. It's actually a damn annoying thing to try and make sure I've got them set right. The easiest way for me to do sockets is really just to let all items at all levels have max sockets.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 16, 2012, 06:36:27 PM
To note, All of the throwing javelins I'm using and have access to are Simbilans.

Also that my game crashed, but don't know if you noticed that edit on my previous post.

I don't have any ideas on the socketing function, just being able to add sockets to an item is somewhat new to me, (since adding sockets in vanilla was once per difficulty per char.. so far and few between) so I'll have to experiment and get back to you with feedback on that one.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 16, 2012, 06:48:53 PM
Which character were you trying to load when it crashed and what items did it have?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 16, 2012, 07:11:55 PM
My Remi/Reimu. She doesn't have anything game breaking I would assume. Poor thing's only like level 11 or so? Everything she's wearing I found on the ground or bought it from the NPCs. I can do a solid check once I finish the quest I'm currently on w/ Mari/Patchy. I don't think she's wearing anything unique but I can confirm that in a minute.

Unless you'd prefer I just upload the files so you can run them? Whatever helps more.

Edit :

Everything she's currently wearing is either white items or magical items, same with her stash. Doesn't even have a single rare.
Magic Simbilan
Low Quality Nurse Cap
Low Quality Galaxy Dress
Magic Light Belt
Detached Sleeves
Magic Shoes
Low Quality Yin-Yang Orb
All items as above are E rank.

Two magical rings and one magical amulet.
Nothing of value at all lol
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 16, 2012, 07:15:25 PM
Try load it again. That crash error comes up a lot for me during testing but it's usually nothing serious.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 16, 2012, 07:22:20 PM
I believe that's the same crash that happened earlier today when I was moving potions around in my inventory on my Mari/Patchy. It doesn't stop me from logging into the character, and it doesn't roll back the character information or anything, so I'm not quite sure what problems it could cause.. but the fact that it's still an error bugs me. But I bet you anything that's my OCD talking.  ;)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 16, 2012, 07:25:16 PM
It's definitely something in the mod and I'll admit that my work is far from perfect. It would be best if I can properly iron out all those issues for the full version.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 16, 2012, 07:28:31 PM
Perhaps there's a connection between the crashes.

Maybe back when I was playing online it might have been the same crash? I'm not completely sure, but it's possible that somewhere in the code is an error that will crash the game when something in particular happens. I'll keep an eye out every time the game crashes and let you know what I was doing at the time. Maybe I can find something similar between them to give some type of clue what it could be.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 16, 2012, 07:43:41 PM
A similar report of crashes was discussed on IRC. If your LoD is 1.13d, rollback to 1.13c to be safe.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 16, 2012, 08:27:57 PM
I'm not sure how to differentate between 1.13 C or 1.13 D. My build of Diablo 3 simply says 1.13 on the bottom left of the screen. Nothing more.

I also installed this version of Diablo 3 from my original Ver 1.0 CDs and the Ver 1.07 Expansion CD. Is there a new update I don't know about? Or is there somewhere else I can check the version beyond 1.13. The file itself simply says 1.0.0.1 .. not very helpful. :P
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 16, 2012, 08:30:53 PM
Check the patch.txt in your LoD directory. If it says 1.13c then you should be all good.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 16, 2012, 08:43:13 PM
Ohp.. you're right. 1.13d.

Do you know for sure that it's 1.13d? Or is that speculation? Right now my dvd drive is out of commission by way of bluescreen when accessing any type of CD. So the only way to install D2 is to use battle.net's virtual download (because it's registered) which I'm going to bet is already 1.13d. Workaround? or am I stuck? If the ladder, I can live with it.

Edit :
By "knowing for sure" I mean knowing that it's 1.13d that's causing the error or not. Wanted to specify since I said it pretty vague. My bad.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 16, 2012, 08:53:43 PM
1.13d doesn't work with the current version of PlugY. It has some hardcoded changes which tends to mess up all the fixes modders do for the game on their own. I've made the mod in 1.13c, so it's generally the safest to be on the same version as me.

Unless you play ladder, there's no reason to upgrade to 1.13d at all anyway.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 16, 2012, 09:03:15 PM
Ok, well.. will the game automatically update if I log on to battle.net using 1.13c instead of 1.13d? I'm assuming it will. Every once in a while I play vanilla with a friend of mine in Alaska. So far the only way we can play together is through Bnet. I haven't figured out the extensive errors he has on his computer just yet to successfully pull off anything else yet.

I just.. I don't really see a point in downgrading if it's automatically going to update itself every time I jump to Bnet to play with him. Is there a way to install it in another directory without conflicting with the one I have now? I have another partition without an OS I can install it on. I use that for a majority of my program installations and file storage.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 16, 2012, 09:19:49 PM
You can have your game folders in separate places to run different versions. Your save folders will be in the same place though. So consider making a separate save folder to switch in when playing the different games.

(http://puu.sh/1BHqB)

Yuugi asploding some poor sod with her new Knockout in 3 Steps. Less flashy than what I wanted, but it's the only thing i could really use.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 17, 2012, 01:43:53 AM
I'm uh...new here but I've been playing this mod for a while (not too long)

Just wanted to say that I'm currently running 1.13c and I crash at character select as well.
Also, I believe you said at one point that the main trees where meant to support the other trees, maybe I should rethink my pure mystia night blindness build D:

Edit: While messing around with the passive skill updater I noticed that it seems to dispel the Midnight Chorus Master buff. I'm not sure if this is intentional or not.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 17, 2012, 04:30:20 AM
Is there anything about your operating system or background programs that might be different from the norm? I'm really not knowledgeable enough to fix these things :ohdear:

Passive stats updater uses the same state as Midnight Chorus Master. One will overwrite the other. I'll get it fixed.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 17, 2012, 04:48:13 AM
It's possible it has to do with the fact I'm running vista *Collective Gasp*  :(
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 17, 2012, 07:01:14 AM
Well actually what I meant was installing the game in a completely separate directory for a separate installation. IE having Diablo II fully installed in C:/Program Files/Diablo II as well as having it in E:/Diablo II. Granted one of them would be named Reimu II : Lord of Maidens.. As thus I would have two different shortcuts in my start menu as well.

But my problem is I don't know how the registry keys work for Diablo II. If I install it elsewhere, I don't know if that will mess with, corrupt, or even have any effect on the first installation. The save files should be in separate folders in their respective Diablo II directories.

Another problem I have is that I don't know where I would find the ability to downgrade an installation from 1.13d to 1.13c without reinstalling, or what it would take to do so. ..But since the crashes are not something of an exponential error, they don't seem that big of a problem other than simply that they're happening. I believe that message is probably the basic Diablo II Catch-22 Error. It doesn't know exactly what went wrong, but something went wrong.

Also, I have a secondary PC running Vista *Hears gasp from out of nowhere*. Also it's the most horrible version back when the hardware was UNABLE to rollback to Windows XP. The hardware simply didn't understand the architecture. *More gasps* Hay.. stop that. xD I could try to run R2LoM on that and see if it crashes.

Edit : Hahaha.. My vista's running Ver. 1.12 on the Patch.txt.. so that means I'd yet again need to find the upgrade.. and the only way I know of to upgrade is to connect to Bnet.. which would give me 1.13d and I'd end up in the same boat as my XP. Sheesh what a mess.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 17, 2012, 07:13:18 AM
Just download the 1.13c patch and do it manually.

The place where you did the legit install will be where your save games are stored according to the registry. The secondary install of D2 can be done by simply copying the folder over.

I'm going to attempt to make a custom animation for Master Spark. It'll take me between 8 and 12 hours of solid animation editting and testing :qq:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 17, 2012, 07:17:45 AM
Good luck with that D:
I'm not sure if it's necessary to change the passive skill updater, although it could prevent some accidents I suppose. Correct me if I'm wrong but doesn't the skill updater only need to be used once per session?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 17, 2012, 07:24:48 AM
You would use it every time you swap equipment since that's the biggest source of stat fluctuations.

(http://puu.sh/1BT1T)

Red lazors here we go :V. This will be the base and in another colour if I can do it right.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 17, 2012, 08:51:00 AM
Oh dear, does that mean it would be best to use it after every cast of Midnight Chorus Master? (The +skill increases her passive, giving her one more resonance)
Not that one resonance would make a huge difference.

Also nice work on the spark :D. One thing I was wondering about would be the sound effect for it, it wouldn't quite seem right for it to have a lightning sound effect.

Edit: Now that I think of it wouldn't the +skill from MCM have the same effect as passive updater?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 17, 2012, 10:34:37 AM
From what I understand, The passive updater only affects your skills for 1 frame, a 25th of a second. Then it reverts back to what it was before without the + skills bonus. It's simply because the items need to have +1 to skills to update every time you put an item on and take it off. I don't know the exact use of MCM, but if it gives a consistant +1 to skills and makes the passive updater disappear, then every time you use it.. wouldn't it render your items with +skills unable to change your skills when equipped / unequipped? I thought passive updater automatically cast itself every time you equip something.

So you're going with something similar to Diablo's Lightning hose eh? I think that's actually pretty cool.

If needbe, I have an sound effects folder (from all official games only, nothing from TFrontier) including that of the master spark if you'd like it. I know exactly which one is the main sound of Master Spark but I don't know exactly which sound effect is for casting the spell, so I'd have to reopen it and listen to each one. (I don't know if the attachment function would work with sound effects)

Currently in process of making modding D2 on Vista and making a new folder for a separate install. Will report my findings soon. ..ish. Yeah.

Edit :
I see your point that it will use the official game's installation save folder irrelevant if I have another installation. That's actually kind of sad. Hmm.. Maybe I can make a workaround.. Wait no. I'd need a completely separate OS to use to install it in a different place without the registry keys.. And I bet if I use the non-regkey installation, it'll simply use the keys for the other install.. and yet again using the save folder that I don't want. Such a dilemma.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 17, 2012, 10:56:45 AM
MCM renders the Updater skill redundant since they use the same principle to update your stats. If your build doesn't have a buff that can give you +1 to all skills, use the updater.

The main trick with separate installs is to have the exe run from a different place. As long as you have that, you can have LoM and vanilla with no problems other than loading the wrong save every now and then if you don't bother keeping the saves separate.

Using only Diablo's lightning hose for the Master Spark is too easy and lazy. Marisa's spells have to be big and flashy.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 17, 2012, 11:17:44 AM
Quote
Danmaku is power da ze..
Haha. So true. Going for the gusto, huh? I very much look forward to it.

I have come up with a dilemma. The second installation after only once of booting has now replaced the image in the start menu with the typical empty white icon, and now is asking me for the CD. Going to fiddle with something really quick..
Nevermind it's going to take another 10 minutes to try and copy it over again. I'm only getting a speed of 3mb per second though the HD is a WD 7200 RPM 3gbps on sata transfer (Caviar Green). Maybe the speed only affects items on a single partition, and not transfer between them. I'll have to look into ways to speed that up.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 17, 2012, 01:13:07 PM
(http://puu.sh/1BWDe)

MASTER sausage SPARK!!!

(http://puu.sh/1BWJj)

And just messing around
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 17, 2012, 01:30:49 PM
Hahahahahaha, I actually bust out with a 'holy shit!' when I saw that.  :V

That is absolute win. I cannot imagine how awesome that will be when you finish. It looks beautiful.

And uh.. apparently I didn't know that if I renamed Diablo II's exe.. it would ask me for the CD. That's something I did not know. Renaming the exe back to Diablo II lets the game boot yet again without the cd. Do you know of a way around this? I mean.. I guess it wouldn't matter as long as the game boots. Next up, seeing if it crashes on vista.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 17, 2012, 01:32:27 PM
Make a shortcut and you can rename it whatever you like.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Wypatroszony on December 17, 2012, 01:38:54 PM
I too get crashes on the character selection SOMETIMES, but since it's only there, it's as good as no crash.

Tried a Letty build and I admit that it's very fun to play, all around AoE cold spells. I'll try giving a brief review on her skills and whatnot. It's hard to decide what to max as majority of the skills are great. Though I'm level 25, thus some of this might not necessarily carry over further in the game.

Base bonus: +0.5%*Base Snow to Maximum Cold resistance.
Quite disappointing and most assuredly not worth putting points into base Snow for the purpose of this thing only. A maximum of 87.5% of resistance to cold doesn't make that much of a difference in comparison to 75%. Only good if you got max. resistance increasing runes, to help you achieve 100%.

White Sign "Undulation Ray"
Very effective for a spell acquire-able this early and given the nature of the library fairy, it isn't exactly very mana demanding either. Projectiles flying like those of paladin's Blessed Hammer, freezing the opponents solid is ludicrous. Best for dealing with the creeps accompanied by shamans as there is 100% chance to crush the opponent if it dies from this skill. Though some creeps graze it and it may require positioning for best use. :V

Cold Sign "Lingering Cold"
Your typical Holy Freeze. Never gets old.

Mystic Sign "Table-Turning"
CD: 1s; Shares cooldown with "Northern Winter", but also puts a cooldown of 1s on all other activities.
Frozen Orb-ish grand AoE damage with only a small delay between casting one another, deal with the groups effectively and you can affect the area you desire frequently, without the fear of being backdoored for some reason.

Winter Sigh "Northern Winter"
CD: 8s; Shares cooldown with "Table-Turning", but also puts a cooldown of 1s on all other activities.
Blizzard spell with insane mana cost (133 + 33 per skill-up), though it's cooldown denies you from burning your mana (at lower ranks). Lets you spam Undulation Ray or Cold Snap while it showers the selected area, unlike "spammable" Table-Turning.

Cold Sign "Cold Snap"
The only not AoE spell in this skilltree, bouncing (off of enemies) ice spike, damaging only those it directly hits. The minimum to maximum damage difference is quite big, but it's mana cost is really low for the damage it can cause even on rank 1. It's casting time is pretty long though and when it technically doesn't have a cooldown, it's only slightly faster than Table-Turning. Guess this is fixable by "faster spell casting" bonus on some item.

Letty generally appears to be balanced, leaning towards slightly OP with all the slow she can cause, though the damage isn't really a rooftop. Especially since cold immunity renders this whole tree useless. All in all, I don't see any place for adjustments.

Now it's a question time. Does LoM have any possibility for the fairy to actually break the immunities? The only thing that comes to mind is Hi+Na runeword, but I don't know if it grants all them Hina skills or not.
I also wonder what do the "unplayable character" runewords grant (beside the basic buffs from the runes), but I'll leave that to empirically discover by myself. Ooh scary scary.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 17, 2012, 01:52:17 PM
Runewords (or Touhouwords) of the non-playable/appearing characters give smaller but more varied bonuses of the playables that they are associated to.

Hina Touhouword is a great goto for resist piercing. You can also make it in multiple items to stack up the oskill levels.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Wypatroszony on December 17, 2012, 02:06:05 PM
If you say you can make a single (fine, let it be a) Touhouword in multiple items, what is the purpose of the item type listing in the documentation?

Also, Reimu's Evil Sealing Circle drains mana, no mention of that anywhere.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 17, 2012, 02:14:56 PM
Not all Touhouwords are so flexible. For example, Keine Touhouword wouldn't fit (flavourwise) anywhere but helms.

I'll have that mana cost added to the skill info.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 17, 2012, 02:36:46 PM
The fact that the right click on my Vista's mouse doesn't work does not help me very much, but so far I can exit, create, exit, create, exit, and create again without crash on Vista running 1.13c

I take it back. I double clicked on my character, the same Marisa I play on my XP, and it gave me the exact same error I received and noted earlier with my screenshot. Same exact message. Mouse disappears when I move it in front of the error box, but it can still click the ok button.


I think arguably every 4-5 character loads on my vista gives me said crash with button, while every 3-4 loads on double click gives me the crash.

I also wasn't trying to rename the shortcut, I know I can do that. I wanted to rename the exe itself. Which is a bit more complex seeing as the program data points to the program's name as 'Diablo II.exe' and not 'Reimu II Lord of Maidens.exe'. The only way I can see to change the exe is to actually find where the D2 files actually point out the name of the exe and change every single title, but I don't think that's worth the effort.

On the topic of Touhouwords, is the Yukari train skill a Touhouword? I expect that it is since none of the characters I see have a skill for thus.

Edit :
So as to put it here if I ever need it, Vista is prebuilt (Ugh), Compaq Presario
Vista Home Basic (32 bit)
AMD 64 X2 Dual Core 3600+ 1.9ghz
2gb DDR2 ram
Nvidia GeForce 6150SE nForce 430
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 17, 2012, 04:17:58 PM
Okay I tried making new characters and also got the crashes. It's not crippling since you just restart the game and it'll work fine. The last time something broke like that was when the number of skills on characters didn't match up. So this may be caused by the stats updater skill being an innate. Guess putting the skill on the Yukari Fooling Around charm would have to be the way.

Edit: Moving the Stats Updater skill onto the charm lets me load characters fine. Only creating a character causes a crash.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on December 17, 2012, 10:46:00 PM
Master spark!!! Awesome! I feel flashing lights and pretty colours are of utmost importance to any touhou mod.

Played around some with the runewords, I really like how versatile you can make your character with this stuff. I'll be farming runes like crazy when the final version comes out :V

However, using Tewi's traps with on a Kasha Warlock made the character get locked in place and turn invisible, something to do with missing animations maybe? I'm guessing the same thing might happen with other runewords/oskills, but I couldn't make all that many to test.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 17, 2012, 10:51:29 PM
I may need to set a dropmod to see all of those myself.

The animation conversion program hangs when I try convert the full sized Master Spark. It is currently sitting at a quarter of its full size and it looks pretty lame now.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 18, 2012, 11:02:26 AM
Just finished Normal Difficulty.

Quick question since the documentation isn't completely clear. The tiers are based on the touhou difficulty, right? I assume that they're going from weakest to strongest as [E]asy < [N]ormal < [H]ard < [L]unatic < E[X] < [P]hantasm. Why is it that I find [E] stuff from Baal and yet it has a higher level requirement, higher base stats, and better rolled stats than those of [N] and [H]? RNG?


Edit :
Are you going to change Baal's Mana Rift (The yellow mana burn skill) animation to the Master Spark animation that you're working on? Since it's supposed to be Marisa and all... What would she be without her trademark spellcard? Just curious.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on December 18, 2012, 11:10:54 AM
I may need to set a dropmod to see all of those myself.

The animation conversion program hangs when I try convert the full sized Master Spark. It is currently sitting at a quarter of its full size and it looks pretty lame now.

;_________; Nooo!

But on a lighter note - we danmaku now!

(http://i.imgur.com/l7SbH.jpg)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 18, 2012, 11:20:28 AM
danmaku!
Woah! That's cool xD

Also, I have no doubts that Pesco will be able to find and remove the errors in the Master Spark skill animation. I mean, out of nowhere he went from the Ice thrower, to some Diablo Lightning hose looking thing, to a full on Master Spark skill animation. Was there ever any doubt he CAN'T fix it?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 18, 2012, 12:08:41 PM
I've got the full sized sausage spark in now. The alignment is kinda crap though.

Quick question since the documentation isn't completely clear. The tiers are based on the touhou difficulty, right? I assume that they're going from weakest to strongest as [E]asy < [N]ormal < [H]ard < [L]unatic < E[X] < [P]hantasm. Why is it that I find [E] stuff from Baal and yet it has a higher level requirement, higher base stats, and better rolled stats than those of [N] and [H]? RNG?

  • When you kill the Ancients, their final statement doesn't pop up. Granted you're not the cause of this. The game is known for it's severe problems in making this chat appear. I already had three 70+ chars and killed Hell Baal countless times before I even knew that end chat even existed. My note here is that I don't know if you changed it yet, or where I would be able to read it. (since I like to read all the text anyway)
  • Baal states "My brothers will not have died in vain!" every single time he should be laughing instead. Intentional?
  • Tyreal's final monologue hasn't changed.
  • None of the final statements from the townsfolk of act 5 after you kill Baal are changed either.

Edit :
Are you going to change Baal's Mana Rift (The yellow mana burn skill) animation to the Master Spark animation that you're working on? Since it's supposed to be Marisa and all... What would she be without her trademark spellcard? Just curious.

Item rank only affects the base stats. Since Baal is so high levelled, the mods that sapwn on the low end item are still high end affixes.

I think most of the time the dialogue after the Ancients gets skipped because you click to move and it closes the thing immediately. Vocal monologues can only get changed by changing the sound clip. At most I can reduce their play volume to 0.

Baal's Mana Rift animation is fine as it is imo. I could throw on a cast overlay if I can think of something to make it more Marisa-like.

However, using Tewi's traps with on a Kasha Warlock made the character get locked in place and turn invisible, something to do with missing animations maybe? I'm guessing the same thing might happen with other runewords/oskills, but I couldn't make all that many to test.

The problem was with Tewi's summon animation for the traps. Swapping it to use attack animation/speeds fixed it. I think this should be the only thing to fix on Touhouwords. Tewi's weapons will get a speed adjustment to compensate.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 18, 2012, 04:52:52 PM
So basically I got RNG'd. Well, more Yen for me at the NPC I guess.

I understand you can't do anything with the audio, that's not what I was trying to reference. I was just referring to the text boxes themselves.

Edit :
In Koishi's opening speech uses the words 'outsidealone' together. Another mark for your character text recheck.
Ichirin's opening text has traveler misspelled as traveller.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 18, 2012, 05:55:53 PM
Traveller is my consistent UK English spelling :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 18, 2012, 06:38:54 PM
Well in another text she has it spelled with one L, so I figured it was simply misspelled the first time. I guess whatever have you then. ;)

Also, tried to go into Embodiment of the Scarlet Devil at level 49. I did a massive amount of damage to Rumia before getting exploded all over the walls into little [P]s..  :ohdear:

Edit :
Forgot to mention.. ^ Died in one hit.

Edit 2 :
HAHAHAHAHAHAHA I ran to get my body,...
SUDDENLY!
SWARM OF MAIDS!
*Runs towards Rumia instead*
Oh fu- Pichuun~.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 18, 2012, 06:44:35 PM
Oh man an on-death overlay of a shower of [P] :getdown:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 18, 2012, 06:48:49 PM
OH MY GOD You have to make the death screams sound effect into the Pichuun~ sound! :V

That would be SO unbelievably satisfying.. !

Edit :
Oh man.. An overlay of [P]s flying everywhere when you die would be so astronomical if you combined that with the sound effect. FUND IT! :getdown:

Edit 2 ! :
I KNOW HOW TO DO IT!

Make a skill that absolutely everyone has with a 100% Chance On Death effect, and then have the skill it uses toss out images of [P]s that just kind of phase through everything and not do any damage. You'd get the exact same effect of dying as the games with the perfect addition.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 18, 2012, 07:21:10 PM
Yeah that's how it's done. I'd stick it on the Yukari Fooling Around Again (YFAA) charm so people who don't want the effect can disable it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 18, 2012, 07:28:55 PM
Quick question.

What exactly IS the YFAA charm? It's not a skill.. or any item in my inventory.. nor is it in my settings.. Do you have to enable it with a game editor or character editor or something?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Wypatroszony on December 18, 2012, 07:33:28 PM
Quick question.

What exactly IS the YFAA charm? It's not a skill.. or any item in my inventory.. nor is it in my settings.. Do you have to enable it with a game editor or character editor or something?
Cube the skill info scroll (the one with which trees lock out the other).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 18, 2012, 07:49:00 PM
Oh, so I see. Is it supposed to do anything other than spawn a couple monsters when you cast it? I assume it's for the purposes of testing and debugging skills and etc.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 18, 2012, 09:31:25 PM
You use it in PoFV to summon the bosses. The more general use is for Yukari to fool around with :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 19, 2012, 11:25:25 AM
AHHAHAHA.

I just went into EoSD Easy modo..

I didn't die until Meiling used that pulse-like skill when she died, got me while I was running away..
Then Patchouli wasn't too difficult. A few green orbs here and there.. not so WHAT THE HELL IS TH- *danmaku everywhere* dead'd.
Sakuya's head maids are easy pickings. Then I saw her. Shouldn't be too hard. Disappears. Realization. I forgot she can teleport. Where'd she..? Behind m-! dead.
Get my body... where'd she go? Oh look more head fairy mai- *knifed*

Yeah.. past that wasn't much better.

Also, all of Koishi's gossip chats that I've seen so far have words that exit the text box. I've seen at least three.

Edit :
I just BARELY got sakuya down to her last legs of life when "YOUR BLOOD WILL BOIL"
No no no NO NO NONONONOOO!.. :flamingv: [P] [P] [P] [P] [P] .. I didn't even see her COMING she moves so fast. Unreal.
I remembered that Koakuma has the voice of "Join my army of the dead" just like Remilia has the voice of above. ^ It'd be nice if all of them had something to note they knew you were there, but still. Scary stuff. Well played, sir. I approve.

On that note, I do believe I will probably not be going back until I have gone up a few levels, have better items, and WAY more hit recovery. (If items even come with this. ..wait does this stat exist in the mod?)

Edit 2 :
Do.. the glowing stones and recipe herbs and such count towards jewels to use the cube recipe to socket an item? I recently found a jewel but thought all jewels were replaced by the cube objects.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 19, 2012, 01:10:34 PM
Class Socketables are not Jewels. They have different uses.

Edit: I may have turned Master Spark into Icicle Fall -Easy- just to make the game align the animation. And it's still aligned extremely wonky.

Some screens of progress.
(http://puu.sh/1D796)(http://puu.sh/1D71b)

Cat's Walk remade. Similar to Mokou's Firebird just less damage and more spammable. The first screenshot is the final version as the bolts come out from your feet.

(http://puu.sh/1De9z)(http://puu.sh/1Deqv)

Blazing Wheel's new proc effects. One on attack and the other on being hit.

(http://puu.sh/1DdYV)

Garden of the Sun remade. Summon it to be a decoy. Fires a nova off whenever it gets hit.

(http://puu.sh/1DcKd)

Sarutahiko's Guidance remade. The animation effects were very buggy. Might as well give Aya a new skill instead. Same kind of aoe just done with different targetting.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 21, 2012, 01:36:20 AM
While you're at it, I have a small (not urgent) complaint about Tornado Indication to the Divine.
It's just that, at high enough attack speeds it kinda... hurts my eyes to look at that many white flashes xD

Also I got a 3rd unique wind gohei...if anyone wants one T_T
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 21, 2012, 11:06:04 AM
Edit: I may have turned Master Spark into Icicle Fall -Easy- just to make the game align the animation. And it's still aligned extremely wonky.
Omg no D: Of everything I look forward to.... :ohdear:

Also, I have successfully beaten EoSD and PCB. I keep getting cornered by Keine in IN. Marisa is immune to magic in PoFV and so is Murasa in UFO so I'm currently brainstorming how to pass them.
I know what it's like to be  Knifed, Kyuu'd (upon simply entering room), Caved, and a few other deaths from Touhou characters that.. don't have fun names to go with them. These bonus areas are unimaginably fun. It'd be nice to know exactly where all of them are though.. My extensive knowledge has only shown me 5 out of at least 8 that I believe exist.. but have no proof otherwise besides the Documentation.

Are you putting any serious thought into having the exploding [P]s overlay and the Pichyuun~ sound on death? It sounds awesome, but I sort of feel like it's an 'lolWhatIf' right now..

Edit :
Also I got a 3rd unique wind gohei...if anyone wants one T_T
What unique gohei do you have? If it's the Mikogiri, I already have it as an [N]. Realistically, I want to actually find Reimu's gohei. Mikogiri seems more like a generic gohei to me. Granted it fits both Sanae and Reimu, I'm looking for THAT ONE GOHEI that may not exist.. yet I feel it does.. somewhere. The Purification Rod.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 21, 2012, 11:17:52 AM
The nice-to-have extras are low priority to the mod. I'd only make them very last if I'm still waiting on stuff.

All the side areas are places that you generally won't visit unless you like clearing out absolutely everhwere in the game.

EoSD - Cave level 2, Lake Trail
PCB - Underground Passage level 2
IN - NorthWest temple off Inner Eientei Passageway
PoFV - Pit level 2
MoF - Oni Bar level 2
SA - Hell's Ember level 3
UFO - SouthEast temple off Inner Eientei Passageway
??1 - Pandemonium event, get keys from Yukari, Aya and Sikieiki. Requires PlugY.
??2 - Pandemonium event, get keys from Yukari, Aya and Sikieiki. Requires PlugY.
??3 - Pandemonium event, get keys from Yukari, Aya and Sikieiki. Requires PlugY.
TD - Pandemonium event, get keys from enemies in ??1, ??2, ??3. Requires PlugY.
Catfish Lair - Former Capital

Edit :What unique gohei do you have? If it's the Mikogiri, I already have it as an [N]. Realistically, I want to actually find Reimu's gohei. Mikogiri seems more like a generic gohei to me. Granted it fits both Sanae and Reimu, I'm looking for THAT ONE GOHEI that may not exist.. yet I feel it does.. somewhere. The Purification Rod.

Mikogiri is a reference to this (http://danbooru.donmai.us/post/show/672690) (Danbooru).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 21, 2012, 12:14:37 PM
Well, good to know it's at least on the plate of willing to do it. The mod itself comes first, completely agree. No questions asked. ;)

By the way, thanks for the list. I'll have to find PlugY.. whatever that is. And I know Pandemonium Event was the keys.. but those aren't the bosses that dropped the in-game keys... PlugY will prolly clear that up.


Also... Objection! how dare you ..! You dare give legitimate source to
(How dare you give awesome stuff! lol)
Quote
Exibit A : [Awesome Item.jpg]
from
Quote
Exibit B : [Danbooru Link.html]
of which I had to read because it made me read it... hahaha Oh wow ok. Thanks. A lot. That was really funny :V
.. Makes me wonder how many other items have references... Good lord I'd be on  Danbooru all day. Or even longer... :ohdear:           .. That's ok because I absolutely love going through Touhou stuff on there :D

Edit :
I just ran though Subterranean Animism. First boss I found after not even 4 minutes of surfing was Okuu. Then I ran through the ENTIRE area and nearly finished before I found Satori. The difficulty on both bosses seems a bit low in my opinion, going on the difficulties in EoSD, PCB, and what I saw so far in IN + PoFV.

Unfortunately... I didn't find a SINGLE other name anywhere in the entire area. Not a single one. I know there's supposed to be others in SA. Did I miss them? If so, that speaks for itself. Every character I fought elsewhere not only made themselves known, they were difficult.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 21, 2012, 01:26:27 PM
SA and UFO spawns bosses as if they are normal mobs. Run the area again and they might appear, more than once is a possibilioty too. If you really want them to appear, use YFAA to force a spawn.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 21, 2012, 06:20:48 PM
Um... currently running through Imperishable Night.

After I fight Keine.. I realize the area she was in resembled her hat. Very cool stuff.

Next was a large circle thing.. which led to a large Yin-yang orb hosting Reimu.

But I realized.. the large circle area had monsters in it, yet had absolutely no way to get inside. I circled the entire area and no door. Is there something I'm missing?
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2012-12-2112-19-03-36.png
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 21, 2012, 06:32:53 PM
If you played Imperishable Night you'd understand what that means :V

Just tested something I wanted to give the enemies (yes they deserve buffs too). It works, I like what it does, and you guys won't like it :D.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 21, 2012, 06:48:47 PM
OOOOOh, It's cuz of Ze~ being playable. I forgot about that little number in IN.

Looking forward to whatever you give them. I feel so unbelievably powerful going into Nightmare that.. I sort of wanted to have Hell Difficulty's amount of rare and champion monsters. They die so quickly.

Or is that because I'm doing like a solid 31k damage with lolspark? (Lvl 73)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 21, 2012, 06:59:10 PM
That's what you do now, the enemies might make it become a very piddly little number.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 21, 2012, 07:20:10 PM
Hahahahaha YES!

If you're going to make em boss, DO IT. Don't half ass it either. :D I went into EoSD the first time and was raped so quickly I had no idea what hit me. Now that I actually (sort of) know better about the skills.. It's not nearly as difficult.
It's that feeling you get when you feel you've outgrown the difficulty. :ohdear:

I don't think I've had this much fun actually getting my ass handed to me on a silver platter .. in a such a long time I can't even remember anything that comes close.

I do know that it can get SUPER annoying when the monster's passive regeneration is almost as much as you dish out in damage. Specifically.. a Champion (of some type) Unraveler inside of Mima's tombs. (on Nightmare) I went inside on /players 8 and realized his health regen simply outregenerated my lolspark damage.. So I put it back on /players 1.. and if I had to attack even ONE thing that he revived.. his health regenerated to max.. I spent like.. prolly a good 20-30 health potions (and a half hour) trying to kill this thing. Specifically because it HAD to die. It was a thing.

I can do stupid high amounts of health. I can do low health and stupid high regeneration. Both takes forever and becomes really unfair for the character level that the level was designed for. Something you might want to keep as brain food when designing the final buffs.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 21, 2012, 07:25:54 PM
What's easy to beat for one build might be difficult for another. That's the fair distribution of power that I should be aware of but haven't really paid attention to. if it takes your Fairy too long to kill it, make some Medicine +skill crafts to stop its regen. Or use Firebird to bypass them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 21, 2012, 09:41:54 PM
Fair enough. I realize that going through the entire game with one type of element, (or lack of it in this case,) just won't cut it.

Problem is.. Marisa locks out Mokou, and I planned to go with Letty but don't have any points into it since they didn't feel like they helped. I beg to differ against my previous thoughts now that I'm further into the game and realize that ice shattering monsters would be unbelievably helpful.

And um.. Is there a problem with the Elements passive for Patchouli's Deluge Forty Days on items? I know the items don't give Elements the main +% to mana, but they should give the + damage to the skills and other bonuses. It doesn't look like it gives any + time, + freeze duration.. or + anything to Deluge. Even if I take my items off so it can drop Elements from level 285 to 35, the ice still lasts 1.3 seconds on Nightmare. I know that nightmare has a solid negative on cold length, but no matter HOW you take that negative be it additive or percent, it's not possible to have absolutely no change to TEN seconds solid of extra freeze duration.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 21, 2012, 09:59:35 PM
The synergy calculation is set up the same way as its counterpart from vanilla. I don't se how it could go wrong.

Edit: Found it. The skill description doesn't update the changes. Also known as the Lying Character Screen bug.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 21, 2012, 10:08:41 PM
Well... shit. Ok. Thanks for finding that. Currently in the process of leveling it up a bit, (It's 2 atm,) and after that going for Patchouli's Royal Flare. It just screams at me it wants to blow stuff up. Who am I to tell it no?

Do you think you could fix the bug? Or is it embedded into Diablo II's core programming?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 21, 2012, 10:09:59 PM
It's an easy fix. I just had to give it the correct calculation reference.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Wypatroszony on December 21, 2012, 11:12:49 PM
I've had me a handful of runs through the side areas (other than IN and the bonus areas; no keys dropped) and given how I have 1 point in the revive Yuyuko spell, I bothered checking how it is with it's actual creep capabilities.

EoSD and PCB have a bunch of revive-able creeps, thus the spell could be put to some use. However, from PoFV onward it's impossible to revive anything at all. How is it with this? Are both cases, programmed as they are, intentional? (You may rest peacefully as all the corpses have the capability to get you a skeleton when needed, that's just a question).

Another odd thing that happened to me is that YFAA has started to summon endlessly in PoFV at some point, without me using the ability anymore (the gap did not close, Yukari trolling around again :V). Given how many of them started to appear, my poor machine could not handle the sheer amount of enemy forces, not to mention all the particles. Unless that's how it's meant to be, to summon EVERYTHING after a certain time of fooling around.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 21, 2012, 11:28:27 PM
YFAA has started to summon endlessly in PoFV at some point, without me using the ability anymore (the gap did not close, Yukari trolling around again :V).

Wait, are you saying than when you use the YFAA charm, it actually opens a gap that summons something? Monsters just appear out of nowhere for me. No gap or anything. ???
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Wypatroszony on December 21, 2012, 11:30:20 PM
No, it doesn't show any gap, I just used a term that was the closest to show what I actually mean. Creeps started to spawn infinitely with just the regular cooldown intervals. :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 21, 2012, 11:39:42 PM
Oh ok, I was about to say.. you get awesome gap animations and I don't get jack. Bias! xD

I feel better now.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 22, 2012, 04:06:56 AM
In PoFV, Sikieiki will constantly summon for each tick of her AI routine. Reimu and Marisa will summon when they roll the summon spell in their actions, low priority though.

Edit: Added Stuffman's sprites. They look amazing :D.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 22, 2012, 01:50:10 PM
Just ran into that 'monster becomes immune to all the things' glitch.

http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2012-12-2207-45-44-69.png

http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2012-12-2207-48-06-17.png

It seemed that it dropped the arrows/bolts that are hanging out on the ground a bit to the right.. but yet has not died and does damage to me.

Edit :
Upon continuing after posting this, I have come across two more of the same exact monster with the same glitch. Drops things, makes the death sound, doesn't actually die and still does damage to me. Thankfully the ice armor does a metric shitton of freeze time, so I can escape the impossible. (Thanks again for finding that.)

Edit 2 :
What in HELL are those things in Imperishable Night on Lunatic MADE of? Them goddamn things are monsters. Decently high health, which isn't too difficult, OVERWHELMING numbers of rabbits.. which get stupidly hard to control, and then you have the poison that's almost instant health drop, and even granted my poison resist is only 18%.. really? Not to mention the blizzards. Oh the blizzards. Burned ALL of my full elixirs (around 40+ of them) just the beginning area.

But WOW do they give a GODTIER amount of experience at high 70s low 80s. Level 84 now, (got about 8ish levels) and it feels like I'm just starting at level 1 poking stuff outside the camp. It's that noticable. I think taking out Wriggle was about 1/6 or so of my exp bar at like 83. That place is nuts. Got swarmed by a hundred thousand rabbits though so I had to [Exit : Stage right ->] and leave the place.  :(

Edit 3 :
Just thinking about it... The other day I was able to not only host, join, leave, join, leave, host, join, leave, host.. DOZENS upon dozens of times with my vista hosting (because I get Game Does Not Exist error when XP hosts).. It was after I restarted my XP and it just happened that It did not crash for several hours. At least 4 hours solid of transferring, sorting, moving, muling and running again. It was beautiful. Then I accidentally pressed enter instead of the 'ok' button (On char select) on Vista when I told it to host, and not only did I lose my ability to host / join without crashing, it became as per the usual every 3-5 games joined/hosted that caused a crash. (On both computers)

Don't know what that was about, but perhaps it might be caused by, (or in combination with), how much active memory the computer has currently. Maybe there's a memory leak? I've had other games I played in which the game would crash on lack of available ram because of the memory leak in it's core programming. I'm betting that there's a link between one computer trying to join and crashing causing an error with the OTHER client causing it to crash after a few join/hosts as well.

Edit 4 :
Ehm... The runeword Marisa seems to have failed me. They need to be in a socketed only item, correct? As far as the vanilla game goes, it cannot be a magical, rare, unique, or set item for it to work. The documentation simply states rune word names, so I assume they SHOULD work as they do in vanilla.

Or.. is there no hidden stats that go with said runeword?
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2012-12-2210-30-05-06.png
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: FlowenHC on December 22, 2012, 04:34:49 PM
Just started a Phantom Kensei character for a Flandre & Tenshi build which so far has been pretty fun. I have found a small mistake of no consequence other than aesthetic value.
Taboo - Forbidden Fruit in Flandre's tree has a typ-o. Currently it says "bosts" rather than "boosts." Don't recall reading this here so if it was mentioned or you already found this yourself i apologize for the needless nitpickery. ^^
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 22, 2012, 04:48:33 PM
Yes, rabbits everywhere in Eientei :D

Marisa is a Fairy Touhouword. You aren't allowed to make them in their own class specific items. The other rules for runewords are the same.

Every typo needs to be weeded out. I think I saw that one before and probably forgot to fix it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 22, 2012, 05:00:34 PM
You aren't allowed to make them in their own class specific items.
WHAT NO D:

So is it for non-class specific items only huh.. There goes my making Marisa's broom theory. :/ Guess I'll have to find an overall since that's the only thing I cannot find class specific for fairy..

Edit :
Wait.. I just thought about it. Why is it that Sakuya is on the Barb class instead of the Assassin class? She can dual wield too.

Edit 2 :
The hats for Fairys.. Does it max out at 3 slots? I don't want to waste a fourth jewel if they can't have more than three. I don't know the maximum number of slots for items. It's a Rare Witch's Hat [X] (Spirit Veil <- pretty cool name)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 22, 2012, 05:38:57 PM
Double Throw. And Kamen no Maid Guy (http://www.animenewsnetwork.com/encyclopedia/anime.php?id=8193).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 22, 2012, 06:41:32 PM
Again with the telling me about things that I forgot to get earlier. Never got around to watching that anime. Looks hilarious.

Anyway, solved my dilemma experimenting with jewels. Apparently hats can have 4 sockets. I dare not try to cube more, for I might break the game. *Has experience doing that with jewels that gave +sockets*
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 22, 2012, 06:45:15 PM
I recently started a Komachi type warlock and noticed what may be a bug.
If you attempt to attack a target with her reap attack but get interrupted (by getting hit I believe) the animation (coins rotating outwards in a spiral) will play but does no damage, it also doesn't cost you any mana nor put the skill on cooldown.
I'd also like to know if it's possible to get reap to zero cooldown, as that would be pretty cool :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 22, 2012, 07:22:38 PM
The animation playing when your attack gets interrupted is probably an engine limitation. It's happened to me with Meiling's Mountain Breaker a lot. It doesn't cost you anything, so I consider it negligible.

The cooldown goes by dimishing returns and has a minimum. You won't be able to get it down to zero.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 22, 2012, 07:28:12 PM
Did you program the loss of gold on death to be EVERYTHING you have on you if your stash is full? Or is that vanilla? Just burned 600 grand which seems a bit more expensive than my last death being at a mere 180k or so. Thing is.. that death cost some of the gold out of my stash, and it definitely wasn't from repairs because I was in act 3 and only went to Ormus.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 22, 2012, 07:37:58 PM
That's the same death cost as vanilla. I haven't touched it and don't need to.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 22, 2012, 07:49:54 PM
Figured it might be an engine limitation, I've seen similar problems in other games as well.
Certainly isn't a big deal unless the particles make you lag or something.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 22, 2012, 09:54:12 PM
Finaly satisfied with the alignment of Master Spark's new animation. It's still awkward at times, but I doubt people will notice anyway :V

Enemies will be getting some proc effects. A rough idea of what they do, here's the skill names:

Debuffstats
Debuffpoints
Debuffregen
Debuffresists
Debuffgrind
Debuffspeeds

Some basic testing where i got hit by all 6 of these shows awesome fun times. The debuffs also can't be dispelled by any means except via a lesser version of the same debuff being reapplied :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 22, 2012, 10:07:45 PM
Something about Master Spark being done ish
Awwww yeaaaah xD So much want right now you have no idea. Images?

Those procs look dangerous as hell. Here! I'll even start the baseless rumors based on vague names so we get it out of the way! :V

I'm betting that stats are for thus named, and points are for skill points, but what kind of debuff.... Without the item buffs for power, your Touhoe Touhou might get killed extremely quickly.
                                                                                                                                                                                                                                                                      Ehhe...
Debuff regen looks like it's for either health regen, mana regen, both, or the regen from skills and items. ..Or maybe ALL the above?

Resists is obv. Deadly as hell.

Debuff grind..? I've got nothing. Haha..

Debuff speeds seems sort of like the frozen status. but instead of being frozen, you simply move slower... and being able to be frozen on top of that.. oh man you talk about snails looking like rockets.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Starxsword on December 23, 2012, 12:20:01 AM
Debuff grind could affect item drop rate and xp gain...
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 23, 2012, 05:52:51 AM
Sausage Spark screenshots

(http://puu.sh/1EdvK)
(http://puu.sh/1EdvS)
(http://puu.sh/1EdvZ)
(http://puu.sh/1Edw9)
(http://puu.sh/1Edwf)
(http://puu.sh/1Edwk)
(http://puu.sh/1Edwv)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 23, 2012, 05:55:46 AM
Those are some trippy sausages man.
Also the alignment seems pretty good, if there were any mistakes I didn't notice them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Hawkpath1337 on December 23, 2012, 11:34:08 AM
BUT BUT.. BUT... SAUSAGE SPARK! :getdown:

I am thoroughly impressed. That is a HUGE upgrade from the Ice thrower and I stand by my statement of previous.

Was there ever any doubt? ;)
:3
Anyway, I do like the master spark thing, but it's not worth getting perma-debuffed. Get rid of those darn debuffs. And don't go "It adds extra challenge," because THAT'S WHY I WANT THEM GONE! Call me a wimp if you want, but it's artificial difficulty, and also STUPID CHEAP, just from the sound of things. Are you trying to make this Nintendo Hard or something, Pesko!?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 23, 2012, 12:17:03 PM
Artificial difficulty is when you just make all the numbers bigger. That's boring and doesn't change the way you play. Giving the enemies a way to fight back and actually be a threat is the real game. And let's not forget that this is a Touhou mod. Touhou games kill you in one hit. Back in 0.64 we had the infamous Danmaku Archers level of enemies. These guys could attack you from offscreen in the dark. You get hit, you died. Making my players dodge that stuff was fun. Multiplayer games where you get your team to be meatshields was fun. It's so good that I'm keen to make another side area filled with Danmaku Archers.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 23, 2012, 12:27:35 PM
:3
Anyway, I do like the master spark thing, but it's not worth getting perma-debuffed. Get rid of those darn debuffs. And don't go "It adds extra challenge," because THAT'S WHY I WANT THEM GONE! Call me a wimp if you want, but it's artificial difficulty, and also STUPID CHEAP, just from the sound of things. Are you trying to make this Nintendo Hard or something, Pesko!?
There is a definite difference between artificial difficulty and Nintendo Hard.

Artificial Difficulty being numbers and no real way to avoid it by way of skill precision, or timing. You're definitely correct in that it seems like artificial difficulty, but I want to see it in action before I judge whether it's fair or not.
Prime example : Diablo 3 Inferno difficulty as well as some specific Rare / Champion affixes. (Jailer, Waller, Knockback, Reflect Damage, Vortex, Nightmarish, Shielding)

Nintendo Hard is simply stupidly difficult in that you NEED skill, precision, and timing to surpass it. Numbers have nothing to do with it. Artificial difficulty can help MAKE something equivalent to Nintendo hard, but it is not the sole proprietor, and shouldn't be associated with Nintendo Hard as being the primary addition.
Example : I would argue that the primary shooter Touhou games to be this kind of difficulty. A friend of mine continuously uses the title Battletoads as Nintendo hard. Perhaps, but this title doesn't have artificial difficulty. It's all skill, precision, and timing.

Don't get me wrong, I am a HUGE fan of real difficulty, and I hate artificial difficulty with a PASSION, but there are sometimes where artificial difficulty can be JUST as passable as realistic difficulty.
Example : Halo 1's legendary tier Spec Ops elites. They dish enough damage to down you in less than a second, but with good reflexes and a good plan, you can avoid dying entirely.

Pesco is also correct. Dodging stuff in Diablo 2 is exponentially fun because you know you're a second away from death, but using the game mechanics, you survive, succeed, and conquer.

I wasn't around during 0.64 so I don't know what Danmaku Archers were like.. but I do know that the ONE thing I hate the most in Diablo 2 are THOSE GOIDSKGFJSF GLOAMS I hate gloams. Did I mention I hate gloams? Goddamn Gloams. Passive mana burn, most powerful element in the game, and shoot you from off screen. It wouldn't be so bad if I could see it coming and avoid it, but it's kind of like getting headshot'd when you're minding your own business in an FPS. REALLY sucks. The normal ones are alright since they don't do a whole lot of damage overall, but when you get into the rare ones who also pack mana burn as an affix, you can kiss your mageass goodbye. They don't NEED any other damage buff, being rares, yet they come with those too.

Edit :
As much as I hate gloams, they are, STILL, arguably realistic difficulty. Not artificial. As much as I hate to admit it. My problem comes with something that never makes itself known. Doesn't care. Kills you out of cold blood. So much different from a boss say.. Remilia.. who comes out of goddamn nowhere, yet you still can run away, try to fight it, but she's too fas- dead.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Hawkpath1337 on December 23, 2012, 01:09:31 PM
Pesco is also correct. Dodging stuff in Diablo 2 is exponentially fun because you know you're a second away from death, but using the game mechanics, you survive, succeed, and conquer.
Why hello different definition of fun. It's worth noting that I thoroughly enjoy being excessively overpowered.

Edit :
As much as I hate gloams, they are, STILL, arguably realistic difficulty. Not artificial. As much as I hate to admit it. My problem comes with something that never makes itself known. Doesn't care. Kills you out of cold blood. So much different from a boss say.. Remilia.. who comes out of goddamn nowhere, yet you still can run away, try to fight it, but she's too fas- dead.
Clearly talking about the EoSD bonus area. Remmy's a wimp in the Tepes's fortress. Phoenix in, smack her a few times, boom. She's dead. So satisfying, knowing I can do that whenever I need runes. I still hunt around in Act 2 for 'em, though.

P.S. I hate burning dead archers. I hate burning dead archers so much. Gosh darn burning dead. Of course, they're not THAT bad when you can just phoenix into the middle of them and slash 'em to smithereens while your spear dude does the same with his spear. There's a reason I go after whoever my hirelings going after. They die faster that way. Much faster.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 23, 2012, 01:11:54 PM
If you want to be overpowered you can always play on players 1.
Although players 8 provides more of a challenge along with more xp and loot.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Hawkpath1337 on December 23, 2012, 01:16:02 PM
If you want to be overpowered you can always play on players 1.
Although players 8 provides more of a challenge along with more xp and loot.
My playstyle is switching to players 1 when I reach the act boss, and play on players 8 in any other circumstance. Mind you, I can pwn the smith(forget who replaces him) with a Voile Fairy in Pure Physical Combat on p8. ALSO JEWELS ADD SOCKETS RECIPE IS REALLY AWESOMELY HELPFUL, IN FACT I SHUDDER TO THINK OF HOW OP YOU CAN GET WITH IT!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 23, 2012, 01:36:20 PM
Why hello different definition of fun. It's worth noting that I thoroughly enjoy being excessively overpowered.
What you're feeling is the ability to crush hundreds upon hundreds of things that come at you with relative ease. Kind of similar to how the Heavy plays out in TF2. That's not really a different definition at all when I like that kind of power too. Yeah, Diablo 2 already has this feature, and it's not going to go away simply because he added a few buffs. Like I said, I need to experience it before I judge it. If it turns out that it kills off that ability, then I'll come back and say you were right. ;)

P.S. I hate burning dead archers. I hate burning dead archers so much. Gosh darn burning dead. Of course, they're not THAT bad when you can just phoenix into the middle of them and slash 'em to smithereens while your spear dude does the same with his spear. There's a reason I go after whoever my hirelings going after. They die faster that way. Much faster.
Is this making fun of what I said about gloams or is this legitimate? I'm confused. :V

Also, yes I think that Pesco is taking into account the immense amount of power you can get lategame with heavily socketed items rocking stupidly high concentration of your primary skill points.
I currently have 4 in my staff / hat, 2 in my armor, and I'm already totaling 759 Danmaku + 511 Elementals. I can easily get 4 on gloves AND shoes, on top of two on belt. That's an extra 10 sockets not including if I removed the two from my armor and made a touhouword (which I plan to.)

Since 65 or so is about the highest I can find for the class jewels at the moment, I could easily have a total of 260 from hat, staff, gloves, and shoes, giving 1040, not including the 120+ I already had to start with in the hat AND the staff, so that's a total of 1520 for all four of those items. Another 250 from the belt, drop the 55 from my armor. 1715 main stat points, ignoring if you go for the armor which can give a MASSIVE boost, but I'm forgoing that to get the Marisa touhouword since I can't find a class specific armor for Fairy. ..If I included the armor, I'd top that number for 6 sockets at 65 plus a 120 base.. 510 points added onto the 1715 to give a grand total of about 2225.

I do think that you can get STUPIDLY powerful. My Danmaku being at 759%, and I can surpass 2,225% damage from ONE skill? That's pretty impressive to me. And that can top off even higher since I haven't reached the end of EX tier, nor have I even TOUCHED Phantasm items yet. There's SO much of the late game in this mod I have yet to touch yet I feel so unfathomably powerful already.

Gotta give it to Pesco though. I know I'm only nearing the end of Nightmare.. yet I'm at the character level of finishing HELL in vanilla (mid 8x). Guy knows how to balance.

Edit :
The thing about /players is that it doesn't INSTANTLY update the game. It never has. Not sure if you know this. I sometimes go through several minutes of gameplay before it actually activates. Doing it in town, or before you leave town for the first time has no effect for me. Never has.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 23, 2012, 01:53:48 PM
As far as I know /players effects any enemies that are spawned at that time. So if you walk into an area while on players 1, leave, type "/players 8" and then come back...the monsters you had already encountered will still be players 1. I'm pretty sure this is to prevent people from just switching to players 1 whenever any sort of annoyance comes their way.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 23, 2012, 01:57:32 PM
Really? /players ALWAYS takes several minutes for me to activate irrelevant if I'm in town, out of town, starting the game, doesn't matter. Maybe it hates me. ???

both.
Fair enough, Sir. I'm not a fan of them either. We're talking about the fire archers that spawn in packs with so many arrows that it makes you twitch uncontrollably until you die, right? (I believe it's solved by faster hit recovery, but that's FAR and few between in vanilla AND this mod.)

As far as I know /players effects any enemies that are spawned at that time. So if you walk into an area while on players 1, leave, type "/players 8" and then come back...the monsters you had already encountered will still be players 1. I'm pretty sure this is to prevent people from just switching to players 1 whenever any sort of annoyance comes their way.
OOOOOOHH! It all makes sense now! :V I always wondered.. Thank you for clearing that up. xD
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Hawkpath1337 on December 23, 2012, 02:04:11 PM
Fair enough, Sir. I'm not a fan of them either. We're talking about the fire archers that spawn in packs with so many arrows that it makes you twitch uncontrollably until you die, right? (I believe it's solved by faster hit recovery, but that's FAR and few between in vanilla AND this mod.)
Yes, we are. It's the amount of damage they do that makes me hate them, though. I can get away from them easily enough. And I've only gotten past act 1 with my Mokou/Patchy/Medicine. I focus on Mokou. Specifically her rage. And MOKOU LOOKS LIKE A BOY! EVEN WITH THE HAIR RIBBON, HE STILL LOOKS LIKE A GUY! AAGH! I KEEP WANTING TO CALL HIM A GUY! Anyway... darnit, can't think of anything constructive to say.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 23, 2012, 04:25:41 PM
Gotta give it to Pesco though. I know I'm only nearing the end of Nightmare.. yet I'm at the character level of finishing HELL in vanilla (mid 8x). Guy knows how to balance.

Ahahaha surely you jest :V. You know the level cap in the mod is 128, right?

Back to the mention of the enemy debuff procs that started this. They're sorta like the enemy's dirty trick at the end of a fight. But if you're prepared enough, it shouldn't phase you much. Debuffs stick on you for at least 3 seconds and scale with the enemy level. It caps out at just over 20 seconds. The strength of the debuffs are random for every proc. Due to the way I have to set these effects, you will mostly only encounter them in the main game. The way mobs are spawned also means you'll never see all 6 debuffs at once. At most you'll have 4 within a mob. The most harmless debuff gets to be the most common and the more dangerous ones have a lower chance of being spawned. But I will say danger is measured relatively. Speed debuffs shouldn't matter to a Chen build because she maxes out her speeds very easily. A grind debuff to Nazrin or Tewi means nothing. So clearly Youkai Hunter is the best class. There's something for everyone to struggle with and forces you to play the game with more attention than just spamming the skills.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 23, 2012, 04:48:14 PM
Ahahaha surely you jest :V
Look! More hidden professionalism!
                                          ..or footprints
I know the level cap is 128, but it always made me think that it would be kind of like the level cap of the base game being 99. You got to like high 80s and never needed to level ever again. It was pretty pointless at that point. Is it like that or do we actually reach 128?
.. And what's with 128 anyway? Is that just the game's core limit? Or is there a story behind it?

The debuffs sound interesting from what you describe. I look forward to more information on them, and any testing results you feel the need to inform us with. :3
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 23, 2012, 04:51:14 PM
Max power in PCB was 128. A nice arbitrary number for the level cap.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 23, 2012, 04:53:22 PM
Max power in PCB was 128. A nice arbitrary number for the level cap.
Right-o.

Clearly talking about the EoSD bonus area.
Yup.
Remmy's a wimp in the Tepes's fortress.
Agree to this.

I sort of wish Reimu had some extra skills when you fight her in the real game like Marisa does. (or it seems like she does lol) I can see those fights being much more fun like they are in the touhou game areas.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on December 23, 2012, 05:11:06 PM
The new debuff thing sounds like it would add some interesting depth to The Grind, I hope the effect can be dodged though. Although it probably doesn't matter too much if they just last a few seconds anyway.

I made a little Momiji the other day, a bit sad that she can't use most active secondary tree skills (flandre) in her wolf form  :ohdear: But that's alright. Something that confused me was the Yorihime aura which didn't seem to give any additional elemental damage despite the description stating that it does. Also the wolves summonings seemed perhaps a little weak compared to the insanely great spider summonings from the Yamame build, which is also kinda OK as they certainly aren't useless. Shit I feel like I'm giving the most vague and useless feedback ever. I haven't been playing much since I'm saving myself for the final release.

Now that the master spark is totally kowai and sugoi I might just make nice Marisa themed playlist and go for a spark fairy as my first build!

Merry Christmas fellow maidens :3

(If I'm not makings sense it's because beer wwww sorry)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 23, 2012, 05:32:43 PM
Yorihime aura give bonus damage when there's a significant investment into Purity. If you know how to flash change aura, you can give yourself quite a bit of free elemental damage. I only realised the possibility of a pure Yorihime build (I don't do puns when I'm working, go away) when testing Flan myself.

Momiji's wolves can eat corpses and teleport. I could look at giving them a bit more offense as I'm sure they aren't as tanky as the spiders.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on December 23, 2012, 05:36:03 PM
Yorihime aura give bonus damage when there's a significant investment into Purity. If you know how to flash change aura, you can give yourself quite a bit of free elemental damage. I only realised the possibility of a pure Yorihime build (I don't do puns when I'm working, go away) when testing Flan myself.

Momiji's wolves can eat corpses and teleport. I could look at giving them a bit more offense as I'm sure they aren't as tanky as the spiders.

Sweet, good to know that it is working at least. Give the wolves rabies! Or something better :3?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 23, 2012, 05:53:56 PM
I don't think I can give them Rabies as an usable skill. They could get some proc effects like Blazing Wheels.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 23, 2012, 08:36:40 PM
Just curious, is the bonus for Orreries Sun supposed to be extra mana regenerated? I would figure this kind of bonus would go toward the skill that's supposed to.. you know.. regenerate your mana. Open Universe. Which simply gets a duration increase.

I guess giving any more % health to mana to Orreries Sun would seem pretty op but it's not like you couldn't get 100% in vanilla Diablo II, you just had to max out Telekinesis to get it there. (You'd still take 1 damage to your hp even at 100%)

Edit :
Well... I guess seeing that we naturally get an unbelievable mana regeneration skill like Open Universe.. it would be broken to have 100% (minus 1) of the damage you take go to mana and then have it just up and regenerate back.. I never quite experimented with that and the % mana regen runes in vanilla.. but I guess it would be a sacrifice of your high tier items and damage in order to do so. I know it's almost required for you to do this in Diablo 3 to even get anywhere in Inferno.

..But that's because some dumbass thought a potions cooldown was a good idea.. You know.. let's use a potion because we're at 1 health and not die. "Why would I do that?" Oh right, Why WOULD you do that? Why would we NOT jump out in the middle of moving traffic? Why would we eat when we're hungry? Why would we tend to our wounds when we're hurt? Why would we do that? :wat:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 24, 2012, 09:41:52 AM
I recently started a momiji build myself, so I'm kind of curious what exactly "flash change aura" means D:  (Sorry I'm kinda bad at this game)
Also it seems to me that there is a problem with rabies, when attacking with my basic attack the character screen tells me I have a 95% chance to hit (tested on act 1 players 8 blue kedamas) it hits near the expected 100%. However when attacking the same target with rabies I find I almost never hit, it's somewhere closer to a 1/20 chance to hit. I did try this with a different weapon (I was using the dragoonslayer dao) just in case the double proc effects interfered with it...sadly I got the same results.
Either I'm really unlucky or there's some kind of problem D:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Amraphenson on December 24, 2012, 10:18:40 AM
It's when you toggle between auras to stack them, because they linger for a bit after being deactivated.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 24, 2012, 10:43:24 AM
Thanks for clearing that up Kanzaki.

Anyways, I wanted to go ahead and take a shot at a more in depth look at momiji if that's okay with you guys.

It's pretty obvious that she gains high amounts of ar and attack speed from wolf form itself, so the question (I think) is how to build around that. Your only choices for main attacking moves seem to be rabies and feral wolf. I have some small problems with both of them. If I remember correctly rabies was a pretty good choice for a main attack on wolf druids in vanilla diablo 2. I believe this had to do with the ridiculously high poison damage it could do. However rabies has very little innate synergy with the werewolf's bonus attack speed. I'm sure it's a solid choice regardless but it just seems like you wouldn't need to put more than one point into werewolf for a rabies build (Perhaps this was your intention). As for feral wolf, it's a single target auto attack that has no bonus to attack speed, as far as I know this wasn't very good in pve. It might make a solid choice in pvp though, if anyone here actually plans on playing pvp. (It also appears that the tooltip for feral wolf doesn't update as you get more +feral stat, even if you use the hidden stats updater)

In conclusion I believe momiji is a pretty fun character to play, but has a couple skills that don't synergize all that well with each other. I won't make any judgements pertaining to balance as I'm not particularly knowledgeable about the late game of diablo 2 in general.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 24, 2012, 01:48:55 PM
Rabies is supposed to use a special attack animation. I'll just blame Blizzard for setting an animation that ignores your attack rating for the skill. I've changed it to using the normal attack animation and there's less swinging into air with Rabies now.

Feral Wolf grants progressive lifesteal, which is pretty hard to get in the game. The only other ways to get lifesteal for cheap is from Remilia's Bloodmagic Square passive or Komachi's Short Life Expectancy attack.

I think treat Rabies as a kind of crowd control skill that you use in general. Feral Wolf being a chargeup kind of skill, you use when it's a boss. These being your only attacks in a pure Momiji build would mean it takes a lot of investment. If you use Momiji's skills as a support tree, investing just in wolf form should be enough.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 24, 2012, 02:02:39 PM
Eh don't mind me, I'm probably just worrying too much.
I thought the max level was 99 still for this mod, so I was worried that if I maxed out feral wolf my aoe damage would be piss poor. If I remember correctly you got around 120 skill points (probably less) in vanilla so that's about enough to max out 5-6 skills, I was hoping to max wolf/lycanthropy/feral wolf/sword mastery/random aura so I was afraid I wouldn't have skill points left. If the level cap is 128 I should be able to max all those and rabies as well with some points to spare for flandre's fire absorb/lifesteal passive.

Anyways thanks for looking into the rabies issue.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 24, 2012, 03:08:22 PM
You get 12 skill points from quests, 2 from the spellcard contract and 127 from levels. 141 points to put where ever. A pure build that maxes everything takes 150 points to do. I set the cap for skill levels to 25 because the parameters for scaling have a bracket between skill level 23-28 that you wouldn't get to see if the cap was the normal 20. As basic as it is for the hardcore players of efficiency, it bears reminding that not every skill in every build needs to be maxed. My general idea was that a pure build realistically only needed about 3 maxed skills (75 points) and you'd spend 4 or 5 for prereqs. You still have 61 points left to play around with, which is enough for your secondary tree to see 2 maxed skills and access other 1 point wonders.

I don't claim to have thought out everything in such detail, but a lot of things just worked itself out along the way.

Edit: Tested my enemy debuff procs on Phantasm. They're freakin harmless. But at least they scale as planned.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 24, 2012, 05:24:54 PM
12 skill points from quests

Wait what? Where? I know you get three from Akara (1 per diff), and 6 from Tyreal (2 per diff), but where does the other three come from? You can't mean the Ancients since they give you a level up. They don't actually give you a free skill point.

What am I missing?

Edit :
OH wait, from act 2, the first boss drops the book of skill point. Right. Forgot.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 24, 2012, 05:36:52 PM
I was unaware the skills went up to lvl 25 =o
That complicates things a little but I'll still be able to get all the skills I want :)

I don't claim to have thought out everything in such detail, but a lot of things just worked itself out along the way.

Don't be so modest, this is a great mod and it's been moving in the right direction over the last year-ish?
Only complaints are my mild nausea around apples and the lack of a satori tree :P (I'm sure it would've been pretty hard to make one though)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 24, 2012, 06:11:47 PM
More enemy debuff testing shows that it generally only spawns on one enemy within a mob. You could likely kill the mob, pick up loot and the debuff will have timed out already before you run into another debuff proc. It definitely encourages more careful playing and character build planning.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 24, 2012, 06:29:37 PM
Boy do I feel like a goddamn moron.

Went to touhouword my overall.. and realized.. GUESS WHAT. MARISA TOUHOU WORD IS WEAPONS.

hoo... wow I feel stupid. sigh. x_X

Is there going to be another patch before 1.0? or is all of this for the big finale?

Edit :
Are there crossbows? Just.. normal non-class specific crossbows? I WILL HAVE MY TOUHOUWORD.

I can't believe I did that.. ugh waste of 3 jewels and.. ajksgfkas  :colonveeplusalpha:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 24, 2012, 06:39:01 PM
I want the next update to be 1.0. Until I get all the item sprites, there's plenty of time to test everything thoroughly again so that they work. Balancing stuff will always be an ongoing process if I'm going to maintain the mod with new material after 1.0.

(http://puu.sh/1EP73)

NEEDLES!!

(http://puu.sh/1EPbF)

Needles Reimu isn't difficult :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 24, 2012, 07:08:49 PM
Nice needles xD!

The Diablo needles look a bit.. strange. Or are those coming from the character? I can't really tell. They all seem to be slanted at the player though.

So I'm going to take that as a no on the existence of a non-class specific crossbow in the mod?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 24, 2012, 07:11:50 PM
Act1 rogues can't use crossbows, so why would there be crossbows in Gensokyo?

The needles are coming from the big D. The skill itself only accomodates for 8 directions while the animation is made for 32 directions. This sort of mismatch can make things look a bit weird. I can tweak the alignment a bit to smooth it out.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 24, 2012, 07:19:29 PM
why  crossbows?
Because! Crossbow EnchantSorc! :V (specifically, Hellcast, Buriza, Demon Machine, and Hellrack) Oh well. I wonder what kind of weapon that touhouword would fit otherwise since the only weapon it would actually fit is impossible to put on...

Diablo : 8 directions > 32 directions
Oh kk. Looks good though.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 24, 2012, 07:25:10 PM
(http://puu.sh/1EPxJ)

And then it looked even better. Kiting the stream to see it get spread out is just beautiful.

(http://puu.sh/1EPGV)

Have some balls too.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 24, 2012, 08:35:19 PM
hahaha holy crap that orb :V

those needles look WAY better.

Oh man, I can't wait. xD

Edit :
To be honest, those needles look a bit like rockets.

YOUR NEEDLES ARE NOW ROCKETS. YOU CANNOT UNSEE. :D
                  Mark one for wayyy too much Supreme Commander
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on December 24, 2012, 08:55:32 PM
To be honest, those needles look a bit like rockets.

YOUR NEEDLES ARE NOW ROCKETS. YOU CANNOT UNSEE. :D
                  Mark one for wayyy too much Supreme Commander

They look more like lightsabers to me! So much sweetness incoming! Will Sanae and the other act bosses get some custom stuff going too?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 24, 2012, 09:05:17 PM
Indeed they will. I'm giving as many of the bosses everywhere proc effects to increase their danger level.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 24, 2012, 10:26:21 PM
I like my fairy too. Same boat. <3

I also have a shitton of items I've muled already for future characters.
Including some monster ass Rare Phantasm Mokou shoes with 180+ Rage base and 4 sockets. Gambled it right out the shop.

It would seriously suck to lose everything I've pulled together so far.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 24, 2012, 10:28:38 PM
I will be changing some game internal parameters so that the saves won't be loadable. It's a necessary measure because of how much finetuning has been done to character growths and item balance over the versions.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 24, 2012, 10:30:56 PM
LOL NOOOOOO xD

Well damn. Hahaha. That answers my question. Fair enough. I'll definitely take screenshot of those shoes sometime later. <3 them things. Too bad I'll never get to use them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Hanzo K. on December 24, 2012, 10:38:44 PM
You could make a backup game folder to use them though. Just my two cents on things.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 24, 2012, 10:41:51 PM
Yeah, I plan to. But it won't be the same as running the final version, so I'll likely just make the Mokou, try it out, see how I like it, and then try to find a similar pair.

Also, a Windows NT user. ooOOOoo. I thought for a second you were running 95 or 98. But NT is good too. :}
98 SE is still the best and most user friendly Microsoft OS to date. <3 (stupid bluescreens so often lol)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 24, 2012, 10:43:28 PM
Old game versions won't have all the cool new stuff. Plus, I might be persuaded to include something like a thank you item for everyone that's helped with the mod along the way.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on December 24, 2012, 11:00:26 PM
Actually, it's Win8, sadly(Shows up as NT for some reason). If I had the game, I'd definitely be giving this a shot.
Aww... I had hope. T~T Still looking for people running working versions of.. anything older than XP. Takes a whole lot of know-how to run those successfully without crashes for a long time. So much props lol.

Diablo 2 and LoD just as vanilla are actually unbelievably fun. This mod introduces a BUNCH of things that I actually personally dislike, and made it into something that went above and beyond balanced, fair, and extremely fun. I'm almost at a loss of words how accepting I am of the class-specific items alone. (One reason I love D2 so much is BECAUSE the severe lack of class-specifics.) If you enjoy gameplay like how Diablo 2 runs, then this throws a wrench at it and then it ends up being EVEN BETTER.
Something about a thank you item
oOh?

You don't have to. Really you don't. That would be really cool and appreciated, though. xD I do sort of feel like I'm missing out on so much by only playing my fairy all the way to the end, but.. there's SO MUCH with this mod that I really can't begin to do EVERYTHING. Even if I stopped now, I never FINISHED.. Never got to the end yet. Not even MONTHS of all day every day playing to 128 would get me all the things. It's so extensive. What you've done is astounding. Seriously. And I'm not trying to sugar you or anything either. I truly think it's marvelous.

I'll be heading to visit my father for Christmas eve, so I'll not be back until likely tomorrow.
So Merry Christmas everyone. :D <3
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 24, 2012, 11:06:38 PM
So anyways. You know how in SA when you fight Parsee, she makes a copy of herself and spams a crapton of bullets at you for attacking the fake one? I kinda replicated it and Parsee owns now :D

(http://puu.sh/1EU4j)

Those bullets are green. Pretend if you can't see it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Wypatroszony on December 25, 2012, 12:04:10 AM
What are you saying? They are perfectly green.  :V

I landed my hands on England (Alice's set weapon) which bumped the amount of summonable shanghai dolls to 11 (Due to a +2 shanghai doll). The problem is, the 11th dies spontaneously after a random amount of time, shorter than 45 seconds (shortest span: 3 seconds, longest span: 40 seconds, most usual result: 16 seconds; tested on 40 corpses with absolutely no enemies around, no poison impairment either). I think it's something with an engine more than it's with the mod though, but I can't help but ask if this is fixable in any way.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 25, 2012, 05:09:23 AM
It's Diablo's annoying thing where it refreshes your equips. I don't know any way around it and especially on Alice it sucks majorly when the special summon you get from the full set dies because the game decides to be a dumbass.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 25, 2012, 08:23:31 AM
Old game versions won't have all the cool new stuff. Plus, I might be persuaded to include something like a thank you item for everyone that's helped with the mod along the way.

I personally think that a ring or charm or something that gives +% xp gained would be great as a thank you, as it would allow those who helped with the mod to level up faster without actually causing any balance issues down the road.
(Sadly doubt I'll be getting it but I'm sure most other players would enjoy this)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 25, 2012, 08:31:10 AM
That's lame. When I give a serious gift, it will be personalised.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 25, 2012, 08:56:44 AM
That's lame. When I give a serious gift, it will be personalised.

Is that so? Now I'm even more curious. I'm going to have to assume you mean the group of people receiving this gift will be relatively small then.
Still I'm sure most people would prefer not to have a disadvantage because they weren't around when the mod started out.

Perhaps you plan on naming more items/mobs after people like you did for stuffman?

(Also my apologies if I offended you, I was just trying to echo the fact that many people aren't exactly looking forward to grinding their characters back up when the patch comes out.)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 25, 2012, 09:10:12 AM
No worries man. It's not like grinding is all that difficult in the mod.

Well the people who have given constructive feedback are a small group. I'm sure I can accomodate everyone in the lot. At this point it needs to be said: I will give credit where it's due. Quality input over noisy spam earns my appreciation. If you've posted something worth looking investigating, I respond to it.

People who feature as enemies or items are the ones who have been there with me since the beginning. Really close friends who gave their support in various ways.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 25, 2012, 09:31:15 AM
No worries man. It's not like grinding is all that difficult in the mod.

Is it just me, or does it seem more efficient to just ignore normal mobs and kill any rare/elites you come across? The normal enemies seem to give negligible xp once you exceed level 10. I've noticed leveling seems easier when I take this approach. I'm sorry I'm not very experienced with vanilla diablo but as far as I remember the gap between normals and rare/elites wasn't quite as large before. Did you do this on purpose?

I have to admit I was surprised to see that stuffman was a person who posted here at first, I thought it was some obscure meme that I'd never heard of, regardless he's pretty annoying to deal with for lower level characters on normal (And I'm assuming just in general once you reach nightmare and hell)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 25, 2012, 09:40:10 AM
Level 1 to 6 in LoM is slower than vanilla. After that the pace picks up tremendously. What is usually the case is that you play on /p8 and you outlevel the mobs in the area. If you are 5 levels higher than them, the exp penalty is huge. My intended level scaling for mobs is linear from beginning to end, 1 to 130. The player can reach level 128 by Phantasm act 3 if they clear out every major area (excluding the side areas) moderately at least once. The enemies at that stage are still around level 110. So you'll always be ahead by too much.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 26, 2012, 05:33:04 PM
Did you increase the drop rate for uniques? They seem to be quite a bit more common than in vanilla. I currently have 3 pages of storage full of them...I'm going to assume that's a pretty good amount given that I haven't played all that much. I also have at least 9 mikogiri's by now (I'm a collector :3)

What does everyone else think of the unique drop rate? To me it seems a little high, but it might be lower at higher difficulties or something.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 26, 2012, 05:44:03 PM
I think I had the drop rate of sets reduced as much as possible. This would skew the favour towards uniques to balance things out. For actual set item drops, they're forced by the rolls to be sets so that they will only drop from the correct boss.

It doesn't matter much if you get a lot of uniques since most of them are intended as joke items.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 26, 2012, 05:58:31 PM
I think I had the drop rate of sets reduced as much as possible. This would skew the favour towards uniques to balance things out. For actual set item drops, they're forced by the rolls to be sets so that they will only drop from the correct boss.

It doesn't matter much if you get a lot of uniques since most of them are intended as joke items.

Oh yeah, I suppose that's true. That probably brings the rate close to on par with vanilla if you discount Mikogiri and friends. Even so I've managed to pick up a fair amount of useful ones.
Ah...that reminds me, I found a miko miko suika. Does +mist effect the missing purple power proc on it? Would certainly be amusing to see (Though probably not effective) someone stack +mist on a miko.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 26, 2012, 06:10:25 PM
That's the point of the +Mist on the item. Lets the Miko be Suika.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on December 26, 2012, 06:50:46 PM
Figured there wouldn't be much reason to put +mist on it other than for flavour. Are there other items like this? Or is it limited to miko miko suika?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 26, 2012, 06:54:05 PM
Miko Miko Suika is the only obvious one. There's a few minor ones like a Tengu flavoured Shield that is intended for Momiji or Aya or shoes about Utsuho's foot.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: FlowenHC on December 26, 2012, 10:23:35 PM
Hello, seasons greetings to all of you first and foremost. ^^

Alright so i finally made my way to Phantasm on my fairy and am currently on the last act. Revised my build to Mokou&Iku rather than Mokou&Medicine. I noticed two things along the way.

The first involves the Possessed by Phoenix skill. In the Rage skill description it says that the damage will go up 1% for every rage. I know that this skill was nerfed in the past and rightly so but i don't know by how much. At current the skill doesn't seem to scale with rage at all remaining at 300-325 damage at skill level 25 in Possessed by Phoenix' description. So either Possessed by Phoenix' damage description doesn't update or the scaling has been removed entirely in which case it'ld be best to remove the description of the damage increase in the Rage skill.

The second are two more dialogue issues:
In act 2 after beating Rin for the first quest if you talk to Utsuho about it she shows square boxes in her dialogue a few times. Could just be me. I've included  a screenshot.
(http://i1127.photobucket.com/albums/l630/DrakeLC/Untitled_zpse9112e32.png)

There's also one in act 5 after having freed Chen from the Ice Prison. Ran will tell you that she's grateful for freeing Chen yet in the next paragraph she will tell you to go talk to Anya in order to stop Layla. I know act 5 still needs dialogue editing for the most part but seeing as Ran is practically done i thought it worth mentioning.

And as a final piece to this rant I was wondering about a flavour option. The idea of custom sprites for the player characters has been discussed here before and the conclusion was that it couldn't really be done for whatever reason IIRC. But perhaps we could compromise?
If you get all pieces of a certain character's set (provided you can't wear two at the same time) you could take the shape of what that character looks like in the side areas. So for instance if you get all of Utsuho's set equipped you would take the shape of the harpy she is in SA. I thought that might be possible because in the vanilla game you had the Trang-Oul's avatar set for necromancers which if you equipped every piece of it would make you turn into a Ghoul Lord so there might already be a usable function to do such a thing.
Anyways i was merely wondering about that. Might be far too much work or simply not as easy to pull off. Or you may have already done it and simply didn't know. The droprates in the side areas have yet to yield good results.  :)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Amraphenson on December 26, 2012, 11:20:13 PM
I play Warlock, wouldn't be able to comment.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on December 27, 2012, 07:24:57 AM
I thought the boxes in Act2 dialogue were bugged apostrophes. But I guess there's just no way to tell unless I see it myself.

The full set morphs are possible. But there is a different problem with doing it like that. The full set morph is a state. The game will only take 256 states. Every passive, aura, buff/debuff, curse uses a state. I don't think I can free up 42 state slots to make it feasible for full set morphs.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on January 01, 2013, 07:03:49 PM
How are things coming along? I've been getting excited over trying a challenge run as the first thing once the finished version is out. I'll go for Hardcore mode, No save&exit, always /players 8 and No Spell Card Contract conditions, and let the stream audience decide the class. The new debuffs will hopefully make thing real interesting :3
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 01, 2013, 07:16:44 PM
No Spell Card Contract

Too hardcore ffffffffffffffffff

I've been buffing up enemies. The proc effects where only present half the time because the syntax i was using for on-death procs was wrong. Fixed that up and now they appear twice within a mob. Instead of the once as before. Still tame stuff but plenty more exciting. I've made plenty of little skills to sprinkle onto the side area mobs and bosses for maximum pichun.

Once I've kitted out all the enemies with effects, I'll be making some items to fill the reward chest of the Danmaku Archers side area. As the most overpowered, difficult and outright unfair level of the game, it will drop the most overpowered, difficult to get and outright unfair uniques :V.

Edit: Partial changelog whilst I'm here

General
Story Reimu's lightning attack minimum distance reduced and animation changed.
Story bosses given proc skills.
Character stats affixes removed from all common items.
Attack, hitpoints and mana affixes improved.
Character core skills stat base value and scaling increased, also synergises off the skill level.
Unused item sprites removed.
Enemies given debuff proc effects.
Side area enemies given proc effects.

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

Voile Fairy
"Deluge Forty Days" duration calculation corrected.
Love Sign "Master Spark" animation changed.
"Possessed by Phoenix" rescaled.

Spirit Hermit
Flower Sign "Wilting of Juniper" hp scaling reduced and number of summons scaling added.
Flower Field "Garden of the Sun" remade.
Flower Sign "The Reflowering of Gensokyo" duration increased, mana scaling added and cooldown increased.
Phantasm "The Beauty of Nature" bonus calculation corrected.
Squall "Sarutahiko's Guidance" remade.

Youkai Hunter
Tewi trap animations changed to normal cast animations.
"Ancient Duper" duration rescaled and bonus trap summons synergy scaling reduced.

Phantom Kensei
Dog Sign "Rabies Bite" animation changed.
Tengu "Maple Vanguard" proc effect added.

Human Miko
Dream Sign "Evil-Sealing Circle" description expanded.
Frog Sign "Wily Toad" proc effect added.
Snake Sign "Orochi of Ancient Times" proc effect added.

Kasha Warlock
Spider "Cave Spider's Nest" remade.
Small Thread "Kandata's Rope" remade.
Cat Sign "Cat's Walk" remade.
Youkai "Blazing Wheel" proc effect changed.

Items
Character stats automagic spawn levels increased and capped.
Kusari-gama base weapon type changed to 2-handed thrown weapon.
Mochi Pounder attack speed increased.
General item drops adjusted to favour armour over weapons.
Orin full set bonus skill changed to proc on getting hit effect.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 02, 2013, 07:12:10 AM
How are things coming along? I've been getting excited over trying a challenge run as the first thing once the finished version is out. I'll go for Hardcore mode, No save&exit, always /players 8 and No Spell Card Contract conditions, and let the stream audience decide the class. The new debuffs will hopefully make thing real interesting :3

I'd be interested in watching that, where can I find your stream?

Also those patch notes look awesome, do you have an estimate for when it'll be ready? Not that I'm trying to rush you, I'm just excited.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 02, 2013, 07:39:15 AM
The big wait is for artwork. Until that's ready, I'll probably keep adding stuff as I get ideas.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on January 02, 2013, 02:54:22 PM
I'd be interested in watching that, where can I find your stream?

http://www.livestream.com/arf2hu

I think I'll stream a test run in an hour or so. I did a no contract play several months ago, and it wasn't too different once you got to act 3 and beyond, but I think I used /players to my advantage and farmed a bit in act 1 that time.

Yeah! Release version will be huge!
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 05, 2013, 04:42:45 AM
We could try to get some group multiplayer on hamachi or something to welcome the new patch.
(No I'm definitely not lonely when I play this.)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 05, 2013, 06:35:56 AM
I'd imagine multiplayer is the best way to beat Danmaku Archers side area. Because meatshield party members :D
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 05, 2013, 08:15:33 AM
I'd imagine multiplayer is the best way to beat Danmaku Archers side area. Because meatshield party members :D

Might be a bit silly depending on how many archers there are. If you just have 2 people place portals and never go through their own portal you can just have a line of constantly respawning meatshields. This would of course cost you a shitload of money to pull off, but I'm assuming the drops would be worth it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 05, 2013, 12:43:35 PM
(http://puu.sh/1JPKw)
(http://puu.sh/1JPC2)

Clear the Danmaku Archers and you can go to The Netherlands :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Wypatroszony on January 05, 2013, 02:38:12 PM
The Netherlands? Will we be forced to fight "Tulips of imminent doom" after the unremitting horrors of Danmaku Archers? Can this get any more cruel? :V

We could try to get some group multiplayer on hamachi or something to welcome the new patch.
I was going to propose something like that AFTER the release, but you've beaten me to the punch.

I'd imagine multiplayer is the best way to beat Danmaku Archers side area. Because meatshield party members :D
Suffer from minimal lag and you die when you would not otherwise. Truly best of a kind.  :derp:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 05, 2013, 07:25:18 PM
So uh.. I didn't die. :derp: Late happy new years? Too much Borderlands 2. <3

Lots of information, looking forward to everything stated thus far.

Anyway, tried to install PlugY.. I get
Quote
Checking library memory check failed
Awesome. Did some research, and it turns out PlugY doesn't support 1.13d. So when I tried to manually install 1.13c over it..
Quote
This patch does not need to be applied to the game. The version of the game you have installed is more up to date than this patch.
Woo. More awesome.

Did some more surfing, found a mod manager called D2SE http://snej.d2maniacs.org/forum/index.php?topic=18954.0

Now I'm curious. D2SE states it can reroll my install back to 1.13c and I can keep my save files working. I also read that PlugY allows me to have a different install for my character saves. So if I get this right, It.. should be possible for me to install D2SE as well as PlugY onto the seperate installation for R2:LoM, but not touch the original install at all. Or is it that they allow me to install everything in the same folder? Or maybe I can have my vanilla saves in one folder and my Touhou saves inside of another and both work?

I want to use PlugY for R2:LoM, but not the original vanilla game with all of my base character saves. I like having a separate install for R2:LoM, since I can just choose between the two at any time, but I'm not quite sure the options at my fingertips. You have any tips on pulling this together?

No Spell Card Contract
! :o So totally watching if I get the chance.

group multiplayer on hamachi
Hell yes. I'm 100% in if I'm available. If I can't make it, no big. Totally needs voice chat, though.

Edit :
Apparently D2SE is only a mod manager by itself, and doesn't actually revert the game save itself back, but uses it's built-in versions, which now bugs me because now I have to run this before I run Diablo 2, and not only that, but it runs only for D2, and not the Touhou mod. Oi..
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 05, 2013, 07:31:23 PM
As far as I know, D2SE works better if the mod has an installer and was made compatible with the D2SE system. I don't do any of that, so you're on your own there. I had mentioned it before that 1.13d would cause problems and if you've updated to that, a fresh reinstall is the only way I know to fix it.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 05, 2013, 07:36:11 PM
fresh reinstall

Alright, I'm on it. Here's hoping the download for LoD from Bnet isn't already at 1.13d.. If it is, I'm... not sure how to fix my problem. (since my CD drive is OOC)

Edit! :
Oh win, the install for LoD is 1.12A. Nice.
And lol @ Blizzard Downloader being a torrent client. That's actually pretty amusing. Yay for having a plan.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 05, 2013, 09:51:37 PM
Hell yes. I'm 100% in if I'm available. If I can't make it, no big. Totally needs voice chat, though.

Gotta agree with you there. I have a plethora of voice chat programs to choose from so it mostly just depends on what others want/have/are comfortable with.
Currently I have ventrilo/mumble/teamspeak/dolby axon/skype, so whichever works out best I suppose.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 05, 2013, 10:31:58 PM
I'm on Skype 24/7. The audio quality is the best out there, but only as good as your mic is. I don't use vent (because of bad audio quality) or teamspeak (same reason) Though TS is better audio quality than Vent overall in my experience, thus why TS installed but unused. Never heard of Mumble or Dolby Axon, so I'm at a loss here. Normally I'm extremely picky with who I voice chat to, and even more so when considering why I'm doing it.

In other news, I got rid of D2SE since I didn't need it and reinstalled all the way to 1.13c. To be honest, PlugY seems a bit difficult to comprehend. I can't seem to make the PlugY within the second installation folder RUN with the second installation that it's supposed to be. Is there a way to change the path to the game itself? Or..

The only thing I can see possible here is running the core game as the mod and secondary install as the vanilla.. but how do I run a different character save folder? Reading the readme doesn't really help when it's such a large amount of information to take in. Maybe I'm just brainfailing or something. :derp:

Edit :
Ugh.. Now I have the same issue again. BOTH Diablo 2 game exes run without plug Y, though the modded one runs R2:LoM, and when I run PlugY, it runs the non-modded game. ffffffffff >;o

Edit 2 :
Success! Just got PlugY working with the mod. Only now do I realize my problem. Now I must reinstall the entire game AGAIN, but the other way around. Installing my core game as the mod, and let the alternate install be vanilla. FFS. Can't say I won't appreciate the final product once I get it exactly how I want it, though.

Edit 3 :
GONE ARE ALL THE PROBLEMS! <3
- Installed base game to folder named Reimu II - Lord of Maidens, then installed the expansion, then patched to 1.13c.
- After this, I copied over the entire installation to a new folder simply titled Diablo II
- Set the shortcut to R2:LoM to PlugY.exe instead of the game itself, (including changing the name AND icon) thus starting PlugY with the modded program every single time
                                (^ Because it's based on the original install directory name)
- I also changed the directory of the game's save files just for PlugY, so now I have the normal Save folder for my Diablo II vanilla characters, and a folder called Touhoes for just them.

I do believe with this process of installation, You could even patch the secondary installation of Diablo II to 1.13d to play on Bnet. Though I do sense it possibly might try to patch the original game directory instead of the secondary directory, or even both.. I would assume keeping a copy of the modded directory in it's entirety before trying to patch the secondary install to 1.13d would be best. Feel free to use this to install with your Diablo II directories if you want. You never have to touch a file, never have to turn PlugY on or off, never have to move your files, just boot one game version or the other.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 05, 2013, 11:55:53 PM
I tend to prefer skype as well, all though some people don't like to be able to hear others breath xD.
Mumble would be my second choice, but I don't have my own server, it has great audio quality though...I think.

As for the plugY thing, enjoy craploads of extra storage and the ability to trade items between characters without needing another person/computer.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 06, 2013, 12:25:10 AM
I seem to come across a lot of issues with people unable to hear others, and multiple directions of unable to replicate the problem. I know that Windows 7 Auto-adjusts your volume irrelevant of your Skype settings, and the Microphone boost in Windows' Audio is a goddamn lifesaver. The way mics work on Skype (as far as I know) is that if they can hear you breathe, your mic is either too close to your mouth, or close enough but incorrectly angled.

Here, Example. My mic isn't even on my head. Never is. It sits on my desk behind my keyboard. It has noise cancellation, and the voices are crystal clear. It's a such a good quality microphone that you can hear me at my chair, across my room, at or outside my room's door, but you yet CANNOT hear your own voice outputting through my stereo whatsoever, EVEN if it's louder than I'm actually speaking. And that includes having a horn tweeter sitting next to my mic. <- For a source, it's Turtle Beach's Ear Force X1. Pretty old, basically dirt cheap, $70 when it came out, and you can get awesome quality from it. Just goes to show you DO NOT need those stupid $700 headsets.

And yeah.. I cannot wait to use PlugY. I'll only use it for my Touhous though. Never for vanilla. Do you use PlugY? Curious. I actually ran my vista as a mule in order to store everything I ever needed. Now I never have to do that again. At least not with the mod, anyway.

Also, don't know if you noticed the 3rd edit of my last post. You replied before I posted the edit. Just throwing it out there. :}

Edit :
Oh dear.. joining a game that does not use PlugY will result in the host crashing, not the joiner. That's a dangerous combination. When deciding to LAN for Diablo II, you'll need to take that into account for sure.

Edit 2 :
After running through PlugY, I can't seem to figure out why I only have one shared stash page, the name for it is red, and my personal stash pages max at 10. In the configuration, it states unlimited for both. I severely doubt it's an "unlockable", so methinks I'm doing it wrong. What.. do? ???
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 06, 2013, 05:29:43 AM
LoM has it's own PlugY settings embedded. This is to ensure you don't screw up the inventory size and have items go missing and also to let you have access to the pandemonium levels without any hassles. The stash limits are a bit of a mirror to Titan Quest's concept of shared inventory. You get to have a bit of space for yourself but the shared space is strictlly for transfering, not hoarding.

MotK has its own Teamspeak server. Details for it are in Genji's Battle Arena. Skype call quality is just too bad in my opinion and TS hasn't let me down ever yet.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Dimantio on January 06, 2013, 06:03:16 AM
I like this project, I did lot of d2 modding when open b.net was not so dead, if i can help or anything just PM me, I did mostly hardcoding though but I still did softcoding kinda so ^^
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 06, 2013, 06:09:06 AM
Why do you only show up now :qq:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Dimantio on January 06, 2013, 06:22:50 AM
._. Well... I never had an account until today ;o
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 06, 2013, 06:28:19 AM
What's the extent of your moding experience? Do you have anything you can show me?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Dimantio on January 06, 2013, 06:34:53 AM
http://forums.shadowdiablo.com/index.php?showforum=108 (http://forums.shadowdiablo.com/index.php?showforum=108)

If ignoring all the trolls on it... As for softcoding I think i'm pretty good with it... But I never went deep into it to be honest because never had any project haha I mostly liked hardcoding stuff... as D2Guard was my biggest project but not related to diablo II's core, I worked with blackbird but never finished since it went total dead (seriously I miss the old time)
But If i can help I would like to, I think as anything close to softcoding was http://www.youtube.com/watch?v=e8QoxX8emho (http://www.youtube.com/watch?v=e8QoxX8emho)
Which is what got into modding to begin with (I saw something similar) This mod got owned by the latest update but that's unrelevant.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 06, 2013, 07:24:25 AM
Your softcode for the play as a boss is something I could do myself at this stage. Your hardcoded mods don't look like something I can immediately use. If LoM gets development into v2.0, the main hardcode fixes I'd like to see are extensions to the stats, states and area levels limits.

The main help I'm after at the moment is more custom sprites for a full conversion of the ingame items, spells animations, cast overlays and good dialogue writing for act 2.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Dimantio on January 06, 2013, 07:33:15 AM
Cool ^^ Sadly i'm a -1 in arts so... yeah hardcoding I guess, are you doing like a whole new story? (writing dialogs)
I learned my english on Internet.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 06, 2013, 07:38:47 AM
Touhoufied version of the events in D2. But dialogue is really limited by which character gets placed there. Act 2 has so many filler NPCs that I'm using Uwabami Breakers characters to fill them at the moment.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Dimantio on January 06, 2013, 07:50:59 AM
googled, I see... I wonder if you're planning to add like touhou characters sprites (as per sets like someone's idea I saw earlier) adding more nv state (probably 1024 or 512) is surely doable, I just wonder where those sprite would be from or you just make them...
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 06, 2013, 07:55:17 AM
Custom player sprites are completely unfeasible. I don't have a spriter, nor do I think it's possible to get one that will stick with me all the way to do everything. The custom animations will turn the mod into some huge size that I couldn't possibly do uploads for on my backwater connection.

Extra states will allow me to turn the players into their boss equivalents for a full equipped set as per the compromise. But it's a luxury and not a core aim of my mod.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Dimantio on January 06, 2013, 08:06:09 AM
Well, still nice I wish you continue (Lot of diablo II mod get abandonned) so keep up ^^
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 06, 2013, 09:18:55 AM
transferring, not hoarding
So basically there's no way to change how much space I've got. Well, good to know.

Skype call quality is just too bad in my opinion and TS hasn't let me down ever yet.
To be honest I actually used TS extensively and exclusively for VoIP before I got Skype way back before it was 3.8. I remember it never being good in comparison to Skype. Perhaps the quality for TS has become better now? The only reason I ever get bad quality on Skype calls is if someone who has a bad internet is hosting, or if their mic sucks. I'm sure the same is said for TS though nowadays.

I sort of wish I could help with your upload issue. My upload easily tops over 300-400kbps, connection type be damned, but I'd never be able to upload for you without not having the final product myself.. which would require you to upload it in the first place. Ugh. Offer stands open if you can think of anything, though. :}

Edit :
On topic of Skype, I'd suggest not using anything beyond version 5.5.0.124. After that you can't dual screenshare talking to someone else, as well as there's less customization. I know Microsoft has bought it out, so maybe lack of quality with recent updates? ;o
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Dormio Ergo Sum on January 06, 2013, 09:26:33 AM
Teamspeak's codec is good enough for the conversations that happen in gaming, even if it might fall short for things like singing that require a higher quality codec.
I would prefer teamspeak to skype for gaming purely due to how skype calls work with the dependence on the host for the call.
It can be really annoying when the host is lagging or drops in a bigger call.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 06, 2013, 09:45:20 AM
I would prefer teamspeak to skype for gaming purely due to how skype calls work with the dependence on the host for the call.
It can be really annoying when the host is lagging or drops in a bigger call.

Gotta agree there, although this can be remedied by having the call hosted by someone with a stable connection. That being said it's nearly impossible to guarantee that you won't drop the call.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 06, 2013, 10:06:46 AM
So TS doesn't have dependence on a single host like Skype does? I don't remember how TS works, so forgive me if I seem uninformed.

nearly impossible to guarantee that you won't drop the call.
Heh, Been there. After a while you end up knowing off the top of your head who has the most solid connection vs connection speed. A minor fuss when you just have a solid connector host in the first place, but I guess if TS doesn't drop the call at all, it's less of a deal? I guess that's fair enough. :)

^ Especially if you're hosting a call with like a dozen or two people.. that kind of thing I don't know if I would even want to try on a Skype call. (Does it even support more than 20 users in a call? I have no idea xD)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Dormio Ergo Sum on January 06, 2013, 10:09:59 AM
Teamspeak is hosted off various servers, and we connect to them.
Disconnects will only happen for the user that is having internet problems, unless the server itself is also having problems for whatever reason.
You also don't need to go through the trouble of adding people to calls, since it's just up to the users to connect to the server.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 06, 2013, 10:16:52 AM
OOoh! Ok, I didn't know that. Yeah, that makes sense. Thank you for putting it into perspective. I understand why you chose TS now, that's a pretty nice setup.
And.. sorry for kind of derailing the thread. :ohdear:

Edit :
To put us back on topic. On the subject of Imparishable Night.

Was it intentional for the walls to be approximately 80% non-seethrough? Or is that just a game bug? Or maybe a placement bug? I know that in the vanilla game you can see through the walls you're behind. In IN, There are only a few rare places you can see through the walls you're behind. Overall, it's hard for me to see where things are in here. I definitely won't ask for a fix since the stage is absolutely staggeringly massive. (and some parts at the beginning I still don't know if it's possible to get to..)

Edit 2 :
xD Dammit Mystia killed me again. Her minions have so much life on /players 8 and she always gets me from long range with something. Not the nova of musical notes.. though that hurts. (About 20% health) We're talking something that downs like 40-50% of my health in one go. I'm running 1426 life with 80% dmg to mana (8055).. 7457 defense with their hitting me at 33% chance. (And 26 fire resist 75% everything else) She had Spectral Hit, so does she have some type of long range attack that benefits from Spectral Hit or even from single element boosts?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 06, 2013, 11:51:48 AM
Mystia probably hit you with the succubus bolt. It may also be some sneaky little rabbit with her pellet gun.

The walls are intended to be opaque. You're fighting in a bit of a Eientei floor plan at the beginning. It was too much effort that I stopped trying to build mazes and just made silly diagrams on the minimap instead. Also no teleporting because it's intended that way.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Wypatroszony on January 06, 2013, 06:10:13 PM
I have started a Shou just about now and skill descriptions don't update their damage on "Hungry Tiger" nor "Most Valuable Vajra" despite having bonus Treasure. Those increases actually work (on "Hungry Tiger" at least), just the descriptions remain not updated.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 06, 2013, 08:14:06 PM
Fixed those and did a thorough cleanup of all other direct damage calculaton references. That should be all weapon skills with their bonus calculations corrected.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 06, 2013, 09:11:27 PM
succubus bolt / pellet gun.
Possibly. I don't think there were many rabbits (If any at the time), but the last thing that hit me WAS one of those bird minions.. When you die, the last thing to hit you appears on your defense rating, right? Likely one (or more) of them.

..intended to be opaque. Also no teleporting.
Well you might want to surf through some parts. Unless you want a few screenshots of it next time I run through that area on the corners and alleys I find that ARE see-through. I sort of find them a godsend though because they're SO GODDAMN HELPFUL <3. If you want me to help find to fix them, though, I can do that.

And I can't teleport, but I assume Sakuya has a teleport skill if I read through her skills correctly. She wouldn't be able to use it at all in IN? I sort of wish you could limit it to not through walls in IN. Somewhere in the game code.. is there a [teleport_through_walls=1] ? xD
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 06, 2013, 09:16:03 PM
It's not a big problem if there are some places you can see through. Too much effort to fix all the map variants :V.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 06, 2013, 09:22:04 PM
all the map variants :V
..Ehhhh? There's more than just two? ashfgjasf Why don't I remember that?!

I NEED TO GO PLAY IMPERISHABLE NIGHT AGAIN! :colonveeplusalpha:

Edit :
..Just found these. Thought they were... mighty interesting. I still NPC'd them because I know they're arguably useless. :/
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2013-01-0703-24-39-81.png

Also, FML, the snakes on the way to the quest amulet in Act 2 are immune to magic AND ice on phantasm ... .. so much wat. :qq:
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: SpykeMH on January 07, 2013, 09:31:03 AM
Hey love what you've done so far with the game, got a kensei up through act III normal already just trying things out.

I noticed a bit of a discrepancy in the Oni Brawler though, Yuugi's storm on Mt. Ooe says it gives bonus damage and attack when a sake dish is equipped, however it seems to apply when an oni fist is equipped instead. Having a gourd in one hand and fist in the other, neither with attack mods, yielded 231 and 300 attack rating for the gourd and fist respectively. About 30% which is what the skill said it added.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 07, 2013, 01:22:44 PM
That would just be a remnant of the old skill description. The mastery is only for Yuugi's weapon (Oni Fists). It used to be Sake Dish, but I turned those into shields.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: SpykeMH on January 07, 2013, 05:23:51 PM
Ah I see. Yeah I figured it was supposed to apply to the fists after messing with things, I figured I'd just make sure it was brought to your attention after I spent most of act 1 using a dish thinking I was getting my damage bonus only to realize I wasn't.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 07, 2013, 11:15:34 PM
Is.. the Remilia shield really supposed to only change the stun duration on one rune from 1 second to 25 seconds? Or is there something I'm missing that's hidden?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 08, 2013, 04:51:22 AM
What Remilia shield? If you mean the stun duration from the Mi rune, it's in frames not seconds. A similar one is the affix for freeze enemy. It's actually percent chance and not duration or anything of the sort.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 08, 2013, 05:33:23 AM
Oh.. er.. heh. Sorry. Let me clarify. I take back my original question because I looked at the Doc. and it said
Quote
Mi / Stun, 1 sec duration
While in-game it says
Quote
(Everything): *25 stun length
I meant the rune word for Remilia, using Re Mi Ri A on a shield, and I didn't gain anything besides the rune effects. used on a normal socketed Ornate Shield I found while Sparking rabbits in the face. The documentation states the Touhouword as thus:
Quote
Remilia / Body Armour, Shields / Re+Mi+Ri+A
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2013-01-0723-19-56-26.png
Nothing of value was gained.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 08, 2013, 05:42:13 AM
The Touhouword name shows up correctly. I wonder if it's the item type setting for shields that's being dumb there. Send me your save file so I can retest the Touhouword later.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 08, 2013, 05:51:45 AM
Sure thing, I'll throw it in an RAR when I finish running IN. I don't need to send the 'SharedStashSave' file, do I? There's nothing in it anyway.

Also, as a side note, I found that Mystia was much more difficult than Reimu in IN on Nightmare /players 8. They definitely have a metric ton of health, but Mystia actually chases my ass down, and kills me quite easily. I expect someone like Reimu to be much more difficult than Rumia, and granted her spellcards are pretty wild. They simply didn't do a whole lot of damage in comparison and were stupidly easy to dodge just running around it. She threw a few homing amulets, I got smacked by the massive Yin Yang orb to the face for fire damage, my weakest resistance at 26, yet still doesn't have much effect at all. Sure as hell gets a lot of stun though.

Maybe I'm bias on my character? But when I've got like 75 resist everything else and she does the element I'm weakest to and still can't outdo Mystia? Even Keine was nuts. She smacked me once (ONLY once. <3 Holy Freeze) for arguably 4.3 thousand damage or so cracking my mana orb down to half in one swing. She exploded on death and oneshot me. Seriously. Straight up caved. I can tank 9.3 thousand damage against fire and she still blew me all over the walls upon death. Reimu's badassery is where?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 08, 2013, 06:11:28 AM
Careful what you wish for.

Reimu's balls are physical. The elemental damage is the stun duration.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 08, 2013, 06:39:00 AM
Careful what you wish for.
Hahahaha. Hey, if I'm going to die a horrible death that constitutes parts of my body there, there, and waaaayyy over there.. then I want it to be against someone I know is one of the meanest and baddest ass faces in Touhou. Bring it. :V

Just sayin it doesn't feel right being curbstomped by characters that are just a fraction (or if they're even a fraction at all) as powerful as the ones I mop the floors with. I went into the EoSD area on /players 8 earlier and had to go back to /players 1 because Rumia whipped my ass on /8.. Then on /1 I got to.. patchouli who was immune to magic used ALL the magic to.. uh.. accidentally (Or not so accidentally) my dead body. xD So I had to go back to /8 on NORMAL finish EoSD. Yet I can rock the entirety of IN on /8 on Nightmare without issue. Feel free to use my save (when I send it :x) to look at my build and test it on bosses if you like.. (not that you need it). I have a bunch of runes you can test Touhouwords with too.

...Yeah, when I get 1.0, I am SO in wayyy over my head. xD

Reimu's balls are physical. The elemental damage is the stun duration.
Ah, So no fire damage to speak of.

Edit :
I.. just reread your first sentence again, and thought of .. um... things that Reimu would kill me if she found out so I won't say them. xD
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 08, 2013, 07:02:45 AM
Consider it this way. Under the normal way of life in Gensokyo with the spellcard rules, Reimu can indeed be all main character hax. But if you read the prologue and the little flavour details in the documentation, LoM doesn't exactly follow the spellcard rules anymore. Youkai that are free to bite you instead of going all :bullets: will own your face.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 08, 2013, 07:15:21 AM
Well I didn't mean the main story, but simply the side areas dubbed after the games. Wouldn't those follow the spellcard rules as per normal since they're not really part of LoM as a 'canon'? I mean.. Reimu's not a big red dinosaur in IN..

Plus, Reimu's main character hax are really just her ability to float into other dimensions and Fantasy Heaven (IE: SWR). Otherwise, she's just just a normal little girl... With fearsome supernatural powers.

Edit :
Just got to Eirin.. and uh. She shot arrows a few times.. Lots of fire. Scary stuff. Somethin hit me with mana burn so I ran off, and now after I've killed everything and got back to her, she twangs her bow but nothing shoots out. She's just standing there as I'm typing this shooting nothing at me over and over. Might want to uh... look into that. xD
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Amraphenson on January 08, 2013, 07:58:23 AM
it's an RPG. numbers are god, who cares about who actually wins.
also any innuendos Pesco make are at the very least left in, and are most likely completely intended.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 08, 2013, 08:06:44 AM
Innuendos where? I have no idea what you're talking about :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 08, 2013, 08:24:13 AM
it's an RPG. numbers are god, who cares about who actually wins.
Diablo II is what set the bar for ARPGs that numbers are NOT what make a game utterly awesome, but the mechanics, balance, and fun factor. Numbers are nice, yes. Numbers tend to win, yes. But I prefer it to be at least reasonably similar to what it's supposed to be a fanwork of. ;)
^ Also note that the highest damage numbers in Diablo II don't normally touch over a few thousand, and it's extremely linear until you get %s for PvP

also any innuendos Pesco make are at the very least left in, and are most likely completely intended.
Innuendos where? I have no idea what you're talking about :V
Damnit, Pesco! I like you already. Stopit! xD I don't need to have reasons to like you more than I already do.

Also Character save as requested. Go ahead and fill in the blank.

Edit :
I have to apologize for if you end up logging on with none of the items on or whatnot. I use alt to cut the 19 points I need in graze after I'm able to wear the hat. It needs 125 and gives 144 after equipping. Just filling in that so you know. I can't do it otherwise without PlugY.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 08, 2013, 08:30:28 AM
Really now. It's not the time of day to go making me think >_>
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 08, 2013, 08:38:28 AM
Really now. It's not the time of day to go making me think >_>
Aww. I sorry. :ohdear:
<- It's sitting right over there..

Here. Have a happyface. Or the answer. Whatever you receive first.
https://www.youtube.com/watch?v=sYq2AgYnhLg&fmt=37
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 08, 2013, 08:40:36 AM
I know the word, just not where you put the capitalisation.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 08, 2013, 08:46:00 AM
capitalisation
Oh. Well, I wouldn't type LaserMari in any other fashion. It just wouldn't be right. :)

Didn't mean to make you all angryface in the middle of the night. :ohdear:

Edit :
>_>
The only reason I chalked it up with a password is so random people wouldn't just surf and take it. I don't know who got it other than you, but I just have a vague(ish) dislike of people yoinking things I worked on.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 08, 2013, 09:08:53 AM
I wasn't angryface. I think the Remilia Touhouword has a mistake in the runes reference. I tested a Kyouko Touhouword and it was fine, so it wasn't the item types being wrong.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 08, 2013, 09:18:35 AM
I wasn't angryface.
I sure hope not. :/

And uh, do you know the best weapon to use for a Mokou Touhouword? I know I need something other than magic and ice, but I'm not sure if I want to go with a Mokou weapon or reset my skills. I could simply borrow Patchy's Royal Flare da ze. :V

Edit :
Actually.. I just gave myself the answer. I know what Marisa would do. Going to do just that. :3
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 08, 2013, 04:54:23 PM
Remilia Touhouword had a completely different kind of bug than what I thought it was. That is fixed. But I found other Touhouwords that didn't appear to work and the nature of what's breaking them is still unknown to me. This could take ma a while.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 08, 2013, 09:51:57 PM
This could take ma a while.

Weeeell, Ma', dun chu worray 'bout dat. I got allza time in da world. :3

Oh, an' I see's me one o' dem thingy-what'sit's.. A bugger! Yeh das' it. Dem thar image..airies.. in yer skillz page with the charic..a..turs ya' pick.. for skillz.. ya' know.. thar background ain't so solid. Can see's right through 'em.

Thar's a fire behind dat Ze girl.
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2013-01-0815-37-09-76.png

And wuzzat woman's name dat throws dem knifes.. Can just 'bout see's her through dat Iku fellow.
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2013-01-0815-37-42-20.png

Thar's a rune. All of 'em are like dat. The writin' ain't even solid.
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/Game2013-01-0815-38-11-68.png

Now later, when Ma's done with the fixin', we can go to dat pub I wuz tellin' yallz 'bout. Nawlin's best Jazz club dat thar side of Burbon Street. I heard dem.. newcomer's sayin' our town's name like... New Orleans.. or somethin'. I dunno 'bout you, Ma', but I like Nawlin's just as it is.

Post-apologies for those who don't get it. The Big Easy represent. xD
Edit : I'll blame this post on who deserves to be blamed.
Catch a riiiiiiiiiide!

Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 09, 2013, 01:58:11 AM
Oh, an' I see's me one o' dem thingy-what'sit's.. A bugger! Yeh das' it. Dem thar image..airies.. in yer skillz page with the charic..a..turs ya' pick.. for skillz.. ya' know.. thar background ain't so solid. Can see's right through 'em.

Thar's a fire behind dat Ze girl.
And wuzzat woman's name dat throws dem knifes.. Can just 'bout see's her through dat Iku fellow.

Thar's a rune. All of 'em are like dat. The writin' ain't even solid.

I've noticed this before but I don't think it's a bug. When you open up menus on both sides of the screen (Example: Skill Tree and Character Stats) they're no longer see through. I'm sure there's a reason for it, most likely another d2 engine limitation xD.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 09, 2013, 04:20:52 AM
I've noticed this before but I don't think it's a bug. When you open up menus on both sides of the screen (Example: Skill Tree and Character Stats) they're no longer see through. I'm sure there's a reason for it, most likely another d2 engine limitation xD.

Perhaps, perhaps not. None of the runes in vanilla LoD have see through characters on them, nor are any of the skills on the page. I think it might have something to do with erasing the background of the custom character images to make it actually invisible, like you can do in say photoshop or fireworks. That's what it looks like to me. The images had their backgrounds deleted and are now invisible, or realistically just not there, and not just a white filling like you'd get in say.. paint. Which is probably exactly what you want in a game like D2 which is completely dedicated to pixels.. the while filling.

For some reason now I want oreos. I wonder why. :derp:

Edit :
I guess I'll just have to wait for Pesco. He'll know more on how the game runs the art design in the skill tree though.. so if anyone should be able to find the reason for this, it's him.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: SpykeMH on January 09, 2013, 04:38:49 AM
I'm kinda curious about the Massacre on Mt Ooe skill for Suika. The Mist stat says +1 defense per mist stat for it. It doesn't add defense obviously nor would that really make sense for a decrepify skill. Is this another outdated description? Or does it subtract that defense from the target? Also my skill shows that putting another point into it won't increase the duration but will increase the mana cost. Does it increase duration slowly, like 0.5 seconds or something per level and just doesn't show it? Or is it making the decrepify effect stronger? Little worried to play around with it until I see results without a respec to fall back on right now.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 09, 2013, 06:31:42 AM
The runes are like because the colour I used when making them is read as the game internal colour for transparency. The skilltab backgrounds have the same problem and some of them are a bit misaligned. I could redo the skilltabs at some stage. The runes i'd rather just leave as is since it's really negligible.

Massacre on Mt Ooe gives flat armour reduction to the enemies it hits. Duration is constant, only the debuff scales.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 10, 2013, 11:32:12 PM
So.. I found something really interesting.
Original Cube
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/20130110232658906.png
Cube that dropped from the Council in Act 3.
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/2013011023270078.png

If I put an item inside one cube, it appears inside the other as well. I haven't put one cube inside the other for fear of corrupting my save.. But you have no idea how much of me wants to do just that. (Put the cube inside the other, not corrupt the save. :wat:)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on January 10, 2013, 11:47:23 PM
So.. I found something really interesting.
Original Cube
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/20130110232658906.png
Cube that dropped from the Council in Act 3.
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/2013011023270078.png

If I put an item inside one cube, it appears inside the other as well. I haven't put one cube inside the other for fear of corrupting my save.. But you have no idea how much of me wants to do just that. (Put the cube inside the other, not corrupt the save. :wat:)

You can put one cube inside the other, then put the first cube inside the cube already inside, then if you close the cube both cubes will appear to have vanished, but you can get them back by trading a cube to your character using PlugY. Fun stuff :3
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 11, 2013, 12:25:27 AM
vanished is fun stuff :3
Sounds amusing. I'll try to avoid putting one inside the other though. That doesn't seem really useful when they both have the same stuff inside them.

Also, I found this. I would have left it on the ground but the name got me curious. It's not a unique item, yet it has a name, socketed, without any type of difficulty revealed. Bug? Or feature?
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/2013011100184200.png

Edit :
It also makes me wonder.. are there other weapons similar to it? Are they the end-game tier items that noone knows about?

And why is it that some NPCs (Act 4 Phantasm / Act 3 Nightmare..? Hratli) sell armor at N, yet every other NPC afterwards continues to sell it at E? I can't see this being completely intentional that they sell N stuff yet the next act is selling E stuff.

Edit 2:
Know what I realized? I don't remember seeing Alice at all. Like.. whatsoever in the entire game. (Ignoring the side stuff) Did I miss her or something?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 11, 2013, 07:38:41 AM
Also, I found this. I would have left it on the ground but the name got me curious. It's not a unique item, yet it has a name, socketed, without any type of difficulty revealed. Bug? Or feature?
http://i8.photobucket.com/albums/a40/Bgrmystr2/Reimu%20II%20Lord%20of%20Maidens/2013011100184200.png

Feature. Character's set items have a different base item made for them. That would appear to be Yuuka's weapon in base form. Where did it drop from?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 11, 2013, 04:31:31 PM
You may have mentioned this already, but do you mind if I ask what you're doing to knock out in three steps next patch?
Also can I ask what the satori touhouword does? :3 I love her.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 11, 2013, 04:59:54 PM
Yuugi gets a fire element Leap Attack.

Satori Touhouword (if it works) it gives Orin and Utsuho oskills. Warlocks and Hermits will not get the full benefit of their respective available skills.

Why I'm saying if the Touhouword works is because at the moment it's completely random as to which ones do and which don't. There's no systematic pattern to tell me which ones are broken for what reason. If you find one that doesn't work, you may have to assume it won't be available.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 11, 2013, 07:22:58 PM
I'm really wracking my brain as to what kind of character to make when the new patch comes out but I find myself not wanting to make a kensei simply because of the aura flashing (Was that what it was called?)
It just seems like it would be rather annoying to have to switch auras constantly to maintain maximum efficiency. I was actually more interested in playing a kensei when it was more of a choice between the three different auras, lightning and fire for pure damage and frost for the added slows. (With lightning doing more damage but requiring more of an investment)
I don't know if anyone else shares this opinion but I just wanted to get it out there that I'd rather not cycle through three hotkeys while fighting stuff on top of whatever other abilities I'd want to use.

Edit: I'm fully aware it's absolutely unreasonable to ask for a change to something that others enjoy, I'm just curious if others enjoy this. It seems tedious to me but if others disagree I'm definitely willing to try another character.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 11, 2013, 07:41:01 PM
Well the intended way is to just keep one aura active. Only a hardcore powergamer like Catfish would do something so lame like aura flashing amirite? :P
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 11, 2013, 07:54:14 PM
Bleh, I'm a perfectionist. Even though I know I'll never play a character perfectly I always feel bad if I don't at least try.
I guess I'll have to deal with it, I can't think of any proposed changes other than perhaps a salvation aura? But that defeats the purpose of choosing one element to resist... D:
I just feel like you'd probably end up putting one point into each and switching to that one when you're facing something of that element.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 11, 2013, 07:58:08 PM
That's more or less the plan with Yorihime and all the central trees. Their skills can be just fine with only one point in them. And if you think about how the damage synergy of the aura works, one point to have the skill and the rest is character stat.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 11, 2013, 10:09:24 PM
Hold on, just to confirm, the bonus lightning/fire/cold damage is only when the aura's are active right? Otherwise aura flashing wouldn't be much of a problem as I don't think there are many times when you'll be hit by multiple elements at the same time. (Although I'm pretty sure I saw patchy in act 1 smack me with all elements)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 11, 2013, 10:16:56 PM
Yes the damage is only when the aura is active. Flashing the auras will momentarily give you the damage bonus from both auras.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 12, 2013, 06:51:10 AM
Yes the damage is only when the aura is active. Flashing the auras will momentarily give you the damage bonus from both auras.
By both do you mean you can only maintain two auras at a time?
Also I found two of the same ghost (or was it butterfly) fan... the shield one. They're both indestructible and ethereal...am I just lucky or do they automatically spawn with ethereal?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 12, 2013, 07:00:08 AM
Generally ethereal and indestructable don't spawn together. But if the item gains the indestructable mod first and then the ethereal, they can have both.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 12, 2013, 07:03:18 AM
Oh, I should clarify, they're both the same unique shield. I thought perhaps it was meant to spawn with both.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 12, 2013, 07:08:13 AM
Feature of that unique item.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 12, 2013, 07:59:11 AM
Feature. Character's set items have a different base item made for them. That would appear to be Yuuka's weapon in base form.
VERY cool. Set items implemented with base items? Do like. A whole lot.
Are they naturally at their highest tier state (IE Phantasm tier weaponry/armor)? Or do they have higher/lower stats on them? I'm also curious. Does that means that Yuuka's weapon has 5 sockets? Or did it just happen to roll on that item as rng?

Where did it drop from?
When you go to kill Meph, you can choose to go left or right (assuming upleft direction is up). On the right side there's a room with evil-y stuff.. Right when you exit that room there's a straight up guaranteed weapon rack there (has NEVER failed to spawn for me). It dropped that when I poked it on Phantasm difficulty. (The left side has evil-y stuff too, but it's not important. ;))

I always go right first, and then touch that, then go around to the other side, poke the armor one that spawns there after killing that room, then continue to lure the boss to the stairs and (usually) teleport, or otherwise find a way through the room quickly enough that he doesn't follow, and long-range him across the pool while he paces back/forth on the stairs and can't get me. (Easy modo :V)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 12, 2013, 08:04:09 AM
You got 5 sockets on the roll. The sets base items are 10-15% better than [P] ranked stuff. Their requirements are also higher.

I tweaked the item level to be higher, so other than some really silly accidents in the throne room, those special items shouldn't spwn normally anymore.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 12, 2013, 11:09:35 AM
shouldn't spawn normally anymore.

Wait so are you saying that we won't be able to find the base items of the set weapons/armor in the game whatsoever? Or is there a place you can actually go TO find them? I figure that finding them supremely rarely at the end of Phantasm or only in the bonus areas only on Phantasm would be a pretty cool addition of said items. They'd be a step up from normal rares (though much harder to find) but still won't be better than uniques filled with the same socketable items (because of their special stats), or the set item itself (since they're just straight up better).

Intentions of.. anything? Definitely want to know what I'm looking at / looking forward to.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 12, 2013, 11:32:37 AM
Those base items exist to only serve as the set items. They are not meant to exist anywhere else in any form other than a set item.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 12, 2013, 12:47:14 PM
not meant to exist anywhere else in any form
Awww. :( Oh well.

Do the set items have the base item name included? Like.. would Yuuka's weapon specifically state the name as something like "Yuuka's Sanguinaria Canadensis" as the item title? If so, then I have no qualms about it, but otherwise, that's just too cool of a name to just hide on a base item and never actually see on the set item. Hell, some of the set base items in D2 could be named Mashed Sheet Metal and I wouldn't know the better.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: SpykeMH on January 12, 2013, 08:26:09 PM
(http://i21.photobucket.com/albums/b286/Spyke_MH/Screenshot001_zps7a741295.jpg)
Found an item that might need its description updated, Warcry I assume is Mystia's stun spell as everytime I level little music notes fly out of me and I coulda sworn things died from it the first time I saw it.
Also I don't suppose a minor buff to mini suika's survivability would be too much to ask? It was really disheartening to walk up to Sanae on normal with 7 minis at 200 mist, buff them with mystia's defense and max health skills so they had 140% bonus defense, 15% damage reduction, and 60% bonus health...only to watch 1 die early and the rest die in unison from some AoE Sanae did a few seconds later.
I know you mentioned the mana being reworked so they could be a spammable thing for a Suika at some point, but once they are all dead, you can't really get them back up without completely retreating from the boss.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 12, 2013, 09:01:16 PM
Those procs are correct and intended to exist with the vanilla skill's names. And it appears they work correctly too.

Just looked at the Mini Suika skill itself. The hp scaling is entirely dependent on your gear and the mana cost does escalate really fast still. I can give both of those factors a bit of a buff.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 13, 2013, 11:57:48 AM
Found a typo
Nue Sign "Undefined Darkness"
Shroud yuour surroundings in darkness.

Harbor Sign "Phantom Ship Harbor"
Says 1 yard radius at level 1 and 2, doesn't seem right...

Skills like Flood "Venus of the Bilge" don't show their mana costs in the description, not only do I kinda want to know the costs it also makes it kind of hard to tell that they aren't passive skills.
I personally think they'd make good passives as otherwise they don't seem very useful in a straight up fight. I can see someone with enough water or chaos (I think the other one was flan's) going and stacking the bonus up to full on some random lower level mobs and then tp'ing to a boss for the bonus damage... Even so unless you put a fair amount of points into it the damage bonus is quite small.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on January 14, 2013, 03:25:50 AM
I tried looking for you at IRC Pesco, but couldn't find you. I'll stream some LoM with my Rin until I clear Lunatic (I just got past Normal), or get owned too hard to continue :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 14, 2013, 06:40:32 AM
Watching LoM stream at 5 in the morning? What is this? :V

Flan and Minamitsu's buildup skills. They're like semi-passives in what they provide. Making them into full passives is boring. I have a different idea and that is to remove their mana cost. You can use it like your standard attack but you still have to do some skill swapping workout so the game doesn't become too boring.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 14, 2013, 11:09:59 AM
Flan and Minamitsu's buildup skills. They're like semi-passives in what they provide. Making them into full passives is boring. I have a different idea and that is to remove their mana cost. You can use it like your standard attack but you still have to do some skill swapping workout so the game doesn't become too boring.
That sounds pretty cool :)
However what I meant was that they don't feel all that useful unless you build them up preemptively. (Which requires them to last a very long time) If you're fighting a boss generally switching to a skill other than your main damage skill even for 5-6 attacks (It was around that many right?) lowers your damage output significantly especially since the buildup skills don't scale in damage with +touhou stat. Even so, if they're non passives I could see them being quite useful for clearing out larger areas if you invest a significant number of points into it.
Maybe if you lowered the required attacks to stack to full or added a small damage scaling (1% per 5 or 10 +touhou or something) that might be better?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 14, 2013, 03:41:21 PM
I had such a well written post before Pesco and Tarmo replied.. but as soon as I pressed preview? The god damned website automatically logged me off. So when I logged in.. the preview wasn't there. It went to the main page. I lost the whole message. I was so happy with that message too. Fml :colonveeplusalpha:
Is it too much to say I (almost) hate this site already? xD
You should just tell it to log you in forever instead of for a set time. You can still log out whenever you need to.

Edit: I seem to have found a problem with minamitsu, when I put my fourth point into Capsize "Dragging Anchor" (I wasn't watching my character screen for the first three) I actually seem to have lost attack rating D:
I don't know what caused this but I worry it might effect the other weapon mastery type skills.

Another edit: The next point added attack rating though. So I'm not sure why it was just that one point.

"Oh look, he's editing it again": If you stack multiple whirlpools from Drowning Sign "Deep Vortex" in the same area does it do more damage to targets effected?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: SpykeMH on January 14, 2013, 10:55:19 PM
It's so sad that VengeanceYoumu isn't even close in damage performance to ZealYoumu. And a +6% damage increase per skill-up doesn't really help. I know it's elemental and stuff, but... both of those skills get the same synergy. 5hits (fast at that) > 1hit.
Few problems I see with you saying ZealYoumu is better than VengeanceYoumu, yes the Zeal scales the same and 5 hits would therefore make it scale harder, but even though those swings are fast, they still take a decent chunk of time. Vengeance can easily get 2 swings in the same amount of time, possibly three, and with a little attack speed 3 for sure.
At level 6 you're effectively 100% bonus damage of 3 elements. So zeal does damage + sakura% 5 times, vengeance does damage, plus 3xdamage + 3xsakura%...so more than 3 zeal hits, but less than 4. And 3x2 > 5  and 3x3 is even larger.
There's other factors like added elemental damage which vengeance doesn't benefit from sure, but that would involve too many "what ifs" and math that I'm not taking the time for it. Just pointing out that vengeance can be competitive in damage output.
There's also the annoying fact of when you're trying to kill a specific target, and another enemy or two walk up and now half or more of your zeal swings are going the wrong way.
It's a lot less mana efficient, but does rather well. Just hate the elemental immunities on later difficulties.

I've also seen a few spells that didn't list a spell cost too. The poison leaf from Shizuha didn't have one listed, and Dragonfish Drill on Iku.

Speaking of Dragonfish Drill, I've noticed now that I'm on lunatic that it stops damaging enemies when they get to about 25% health. This didn't happen on normal as I sometimes goofed off to see how small of a chunk of their health I could take. Is this a bug or a feature?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on January 15, 2013, 01:01:55 AM
Few problems I see with you saying ZealYoumu is better than VengeanceYoumu, yes the Zeal scales the same and 5 hits would therefore make it scale harder, but even though those swings are fast, they still take a decent chunk of time. Vengeance can easily get 2 swings in the same amount of time, possibly three, and with a little attack speed 3 for sure.
At level 6 you're effectively 100% bonus damage of 3 elements. So zeal does damage + sakura% 5 times, vengeance does damage, plus 3xdamage + 3xsakura%...so more than 3 zeal hits, but less than 4. And 3x2 > 5  and 3x3 is even larger.
Zeal scales with attack speed as well, though it seems less noticeable due to it's multi-hit nature. Also keep in mind that zeal's faster attack speed means you can apply things like crushing blow and life steal much more easily, crushing blow especially adds a tremendous boost to damage output.

There's also the annoying fact of when you're trying to kill a specific target, and another enemy or two walk up and now half or more of your zeal swings are going the wrong way.
Can't agree more, that's incredibly annoying.

Speaking of Dragonfish Drill, I've noticed now that I'm on lunatic that it stops damaging enemies when they get to about 25% health. This didn't happen on normal as I sometimes goofed off to see how small of a chunk of their health I could take. Is this a bug or a feature?
I know that Dragonfish Drill suffers from a very large penalty to damage on higher difficulties, I don't know how this is implemented but it's possible the damage percent either becomes flat out too small to reduce their current health at all or if the enemies regen outpaces it's damage at that point.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: SpykeMH on January 15, 2013, 01:22:30 AM
Zeal scales with attack speed as well, though it seems less noticeable due to it's multi-hit nature. Also keep in mind that zeal's faster attack speed means you can apply things like crushing blow and life steal much more easily, crushing blow especially adds a tremendous boost to damage output.
I gotta be honest and say I've never played Diablo 2 enough to know of crushing blow, but looking it up I can see your point.

I know that Dragonfish Drill suffers from a very large penalty to damage on higher difficulties, I don't know how this is implemented but it's possible the damage percent either becomes flat out too small to reduce their current health at all or if the enemies regen outpaces it's damage at that point.
Honestly was the only explanation I could come up with too, though I figured monster resistances were % based so a lower amount of damage would lose less and still do at least something. Regen might also explain it, starting to notice how fast these buggers heal up on this difficulty.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 15, 2013, 08:05:24 AM
Static Field and Corpse Explosion have a damage cap in the higher difficulties. Once an enemy reaches the hp threshold, they stop taking damage from the skills.

Tried out Minamitsu's progressive cold damage. I forgot an important distinction from that skill compared to Flan's one. Minamitsu gets hers much later than Flan does. Sinker Ghost does also happen to outclass the skill. I'll remove the mana costs so Flan and Minamitsu can gain an alternative basic attack. Minamitsu's one will get a buff so that it's not as useless. These skills can be fine with just one point as the pre-req. Extra points just increase how much buildup you get.

The thread is coming close to the forum's thread size limit. I'll be trimming some off-topic posts so that full release can take place within this thread and a new thread will be made for everything afterwards.

(http://puu.sh/1OroQ)
(http://puu.sh/1OrqN)

Choose one to keep
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Bgrmystr2 on January 16, 2013, 03:25:49 PM
Choose one to keep

Oh man, first one. No questions asked. Definitely the armed one. <3 Cow level.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: SpykeMH on January 16, 2013, 04:54:20 PM
Moo. Moo moo moo, MOOO! ....Moo?

But seriously, halberd wielding Keine yes.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on January 19, 2013, 09:57:28 PM
Game crashes in Hell's Embers level 2, repeatedly ;_; No SA for me...

Quote from: Diablo II
---------------------------
Diablo II Error
---------------------------
Halt
Location : , line #747
Expression : Unrecoverable internal error 6fd7d6e8
---------------------------
OK   
---------------------------

Did you implement the MoF and onward set items yet?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 19, 2013, 10:17:09 PM
They should be in there. I'll take a quick run into SA.

Edit: SA doesn't crash for me. Try make a shortcut to run the game. Add the parameters '-direct -txt' and then see if the error persists.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on January 19, 2013, 11:15:32 PM
Still doesn't work, and it isn't SA itself, but level 2 Hell's Embers (there's 3 levels). Remilia in EoSD spawned with all 6 immunities for me once, pretty sweet  :V

edit 1-2
Fixed itself after rerolling the map. Tried to fight Yukari but she was also immune to all damage types, and I couldn't even break her poison immunity with maxed spiders and hina curse :< hurr durr

Any class will at least have the potential to break at least physical immunity by creating the Hina runeword and stacking misfortune, thankfully Orin has it really easy here.

Base set items drop in PCB sometimes and I don't think possessed by phoenix scales with rage anymore, maybe the skill description needs to be updated.

edit 3
Hina's bad fortune curse doesn't scale properly, enemies actually GAIN physical resistance which becomes apparent when enemies become immune to physical when getting cursed. I'd like it better if further decreased elemental resistance or maybe magic with scaling instead btw, since damage resistance is well covered by her first curse already. But do what you like.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 24, 2013, 03:08:17 PM
Redid the calculations for Possessed by Phoenix. Changed the synergy effect of Hina's Bad Fortune curse.

Implemented the drops for Ten Desires. I tried to run it myself and ended up getting horribly owned. Catfish go run it and report back pls :V
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on January 24, 2013, 05:53:52 PM
Redid the calculations for Possessed by Phoenix. Changed the synergy effect of Hina's Bad Fortune curse.

Implemented the drops for Ten Desires. I tried to run it myself and ended up getting horribly owned. Catfish go run it and report back pls :V

Are you sure Aya drops keys? I must have the worst luck ever ;_;

Noticed something strange with Suika's decrepify melee strike, if you hit someone already affected by it, the effect goes away instantly, so you have to constantly switch away from the skill, which is fine, but it still seems like a bug.

Could you make it so that The World had a slow projectiles effect on the targets too? Would be pretty cool.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 24, 2013, 06:58:56 PM
Aya drops the key, only that it's part of her set items roll. I redid her drops so that it should be more often that you get the key. If you're really hurting to get the key, run the Summoner in vanilla and send the key over in shared stash. Leave some free space for the key as it becomes a 2x2 in LoM instead of a 2x1 from vanilla.

Can't make it slow projectiles. That's a separate effect altogether.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: SpykeMH on January 24, 2013, 08:28:27 PM
Just tried to do a run of perfect cherry blossom on phantasm out of boredom to see if I could get some sets to drop. Toughed it all the way through Alice dying horribly a couple times...Ran down the long thin pathway only to find a pair of immune all lily's waiting for me x_x. I pretty much gave up right there.

Also the B-row recipe doesn't seem to be working as listed in the documentation. Tried with Hu and Ha runes each with two Ns, and got Pu and Pa
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on January 25, 2013, 07:33:12 AM
H-row x 2 and N = B-row
H-row and N x 2 = P-row

Progress edit:
(http://puu.sh/1TV8z)

Danmaku Archers side area can almost one-shot a 4k hp player on Phantasm. Not exactly as much as damage as I wanted but it will have to do. I think a Byakuren with maxed Magic Butterfly should be able to do quite well there.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on February 10, 2013, 08:50:53 AM
Basic items sprites all done and implemented. Set items will still lack their unique sprites for a while. These will be in after the full release.

(http://puu.sh/20g6Q)
(http://puu.sh/20g7e)
(http://puu.sh/20g7R)
(http://puu.sh/20g86)
(http://puu.sh/20g8Q)
(http://puu.sh/20g99)

The loadscreen and dialogue rewrites should be in next. Partial changelog once again while I'm here.

General
Story Reimu's lightning attack minimum distance reduced and animation changed.
Story bosses given proc skills.
Character stats affixes removed from all common items.
Magic item affixes improved and expanded.
Character core skills stat base value and scaling increased, also synergises off the skill level.
Unused item sprites removed.
Enemies given debuff proc effects.
Side area enemies given proc effects.
Danmaku Archers side area implemented.
The Netherlands side area implemented.
Bugged runewords disabled.
IN rabbits resists adjusted.
Ten Desires side area item drops implemented.
NPC sprites changed.

Oni Brawler
"Night Parade of One Million Demons" mana scaling decreased and synergy bonus increased.
Four Devas Arcanum "Knock Out In Three Steps" remade.
Feat of Strength "Storm on Mt. Ooe" description corrected.
Flood "Venus of the Bilge" mana cost removed and damage increased.
Harbor Sign "Phantom Ship Harbor" skill calculation descriptions fixed.

Voile Fairy
"Deluge Forty Days" duration calculation corrected.
Sun Sign "Royal Flare" mana scaling and cost increased.
Fire Water Wood Metal Earth Sign "Philosopher's Stone" mana scaling and cost increased.
Electric Sign "Thunder Drum Shot" mana scaling reduced.
Star Light "Light Dragon's Sigh" mana scaling removed.
Fish Sign "Dragonfish Drill" mana cost description added.
Deathless "Xu Fu's Dimension" mana scaling removed.
Magic Sign "Stardust Reverie" nextdelay added.
Love Sign "Master Spark" animation changed.
"Possessed by Phoenix" rescaled.
Fog Sign "Gassing Garden" animation changed.

Spirit Hermit
Flower Sign "Wilting of Juniper" hp scaling reduced and number of summons scaling added.
Flower Field "Garden of the Sun" remade.
Flower Sign "The Reflowering of Gensokyo" duration increased, mana scaling added and cooldown increased.
Phantasm "The Beauty of Nature" bonus calculation corrected.
Squall "Sarutahiko's Guidance" remade.
Kappa "Dried Shirikodama" mana scaling and cost reduced.
Wilted Path "Lost Windrow" mana cost description added.
Leaf Sign "Falling Leaves of Madness" mana cost description added.
Autumn Sign "Falling Blast" mana cost description added.

Youkai Hunter
Brilliance "Rainbow Brilliance Palm" mana scaling removed and cost decreased.
Tewi trap animations changed to normal cast animations.
"Ancient Duper" duration rescaled and bonus trap summons synergy scaling reduced.
Nue Sign "Danmaku Chimera" scaling and bonus calculation corrected.

Phantom Kensei
Frost Sign "Frost Columns" mana scaling removed and cost increased.
Obsessor "Slash of the Eternity" bonus calculation corrected.
Dog Sign "Rabies Bite" animation changed.
Dog Sign "Feral Wolf" bonus calculation corrected.
Tengu "Maple Vanguard" proc effect added.
Taboo "Cranberry Trap" mana cost removed and maximum damage increased.
Taboo "Forbidden Games" remade.

Human Miko
Dream Sign "Evil-Sealing Circle" description expanded.
Tiger Sign "Hungry Tiger" scaling increased and bonus calculation corrected.
Buddhist Art "Most Valuable Vajra" bonus calculation corrected.
Frog Sign "Wily Toad" proc effect added.
Snake Sign "Orochi of Ancient Times" proc effect added.
Sea Opening "The Day the Sea Split" mana scaling and cost reduced.

Kasha Warlock
Bad Luck Sign "Bad Fortune" synergy changed.
Spider "Cave Spider's Nest" remade.
Small Thread "Kandata's Rope" remade.
Cat Sign "Cat's Walk" remade.
Cursed Sprite "Zombie Fairy" hp scaling and synergy bonus increased.
Youkai "Blazing Wheel" proc effect changed.
Deadly Dance "Law of Mortality -Demon World-" mana cost added, degen and range scaling increased.
"Resurrection Butterfly -20% Reflowering-" base duration reduced, duration scaling added and damage scaling fixed.
Butterfly Sign "Death Lance" mana scaling reduced.
Subtle Melody "Repository of Hirokawa -Divine Soul-" synergy calculation corrected and reduced.
Poor Fate "Short Life Expectancy" description calculation corrected and synergy bonus reduced.

Items
Character stats automagic spawn levels increased and capped.
Kusari-gama base weapon type changed to 2-handed thrown weapon.
Mochi Pounder attack speed increased.
General item drops adjusted to favour armour over weapons.
Orin full set bonus skill changed to proc on getting hit effect.
Base item sprites implemented.
Some item sizes adjusted.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on February 10, 2013, 11:50:00 AM
Those item sprites look incredible =o
Would you mind if I ask who made them?

Also, I wouldn't mind knowing a couple more things about the patch notes you posted. For the remade skills, how exactly were they remade, and also what proc effects are you adding to which summons? Less important I guess is Possessed by Phoenix, I'd like to know if it's being rescaled favorably or not, but I believe it's received a couple nerfs over the last few patches so I doubt you're buffing it.

Looks like you got a lot done since last patch, looking forward to playing it when it's ready :3
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on February 10, 2013, 12:51:45 PM
Stuffman made the sprites. I don't trust anyone else to stick with me all this way for this kind of job.

I remake skills because they're either useless or bugged in some way that I can't figure out how to fix. From the top of the list down:

Four Devas Arcanum "Knock Out In Three Steps" - shown to be underwhelming and inferior to Shackles. Remade based on Leap Attack with added fire damage.
Flower Field "Garden of the Sun" - very useless. Remade as a stationary summon that retaliates when attacked.
Squall "Sarutahiko's Guidance" - bugged animations. Remade into something similar to Silent Selene.
Tengu "Maple Vanguard" - cause enemies to flee when struck, boost allies damage on attack.
Taboo "Forbidden Games" - bugged and occaisonally crashes the game. Remade into a possible overpowered leech skill.
Frog Sign "Wily Toad" - procs Froggy Braves the Elements on hit.
Snake Sign "Orochi of Ancient Times" - procs Onbashira Storm on hit, Onbashira Stun when hit, Onbashira Barrage on attack.
Spider "Cave Spider's Nest" - fairly useless. Remade into an attack skill to suit Yamame's new thrown weapon type.
Small Thread "Kandata's Rope" - limited usefulness. Remade into a poison damage buff aura.
Cat Sign "Cat's Walk" - the skill wasn't useless but was a bit boring. Remade it to look and function more like its Touhou game original.
Youkai "Blazing Wheel" - the old proc effect was always weaker than your Vengeful Cannibal Spirit skill. You'd rather have the corpse to yourself to use than let the summon waste it on a proc. Procs Fire Nova when hit, Fire Splash on hit.

Skills will generally say whether they were scaled up or down. If I only say rescaled, then the final outcome of the skill should remain roughly the same. I think Posessed by Phoenix is a little worse early on and better later now. I can't remember the exact values before I changed them.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on February 10, 2013, 06:06:49 PM
Now that I think of it, do you mind if I ask what your favorite class is and why?
Originally this question was meant mostly for pesco but it would be cool if others shared their input as well :)
It'll also kind of give us an idea of who will be playing what if we can organize that group multiplayer session.

(Let me know if this post isn't on topic enough and clogging up the thread D:)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Stuffman on February 10, 2013, 06:15:35 PM
Yo, I think Nazrin's Magic Find bonus might be busted. I'm finding obscene amounts of uniques, just in Act 1.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on February 10, 2013, 06:59:57 PM
Getting a lot of uniques is fine because they seem like nice items but at the level you can equip them, you can get something better from crafting or gambling (in the full release).

Favourite class is easily Voile Fairy because it has fun spells in every build.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: ARF on February 11, 2013, 04:51:56 AM
The new item sprites are amazing and seem to mesh well with the vanilla D2 sprites.

Magic Sign "Stardust Reverie" nextdelay added.
I-it's not like I wanted to make a reverie Marisa in the final release or anything ;_;

Anyway, in the current build my favorite is Kasha Warlock, great synergy and lots of fun possibilities with every build (haven't tried Alice though).
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on February 11, 2013, 05:12:06 AM
I-it's not like I wanted to make a reverie Marisa in the final release or anything ;_;

It broke my heart to add that nextdelay.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on February 11, 2013, 06:01:47 AM
I'm not entirely sure what nextdelay means. Is it a term for a cooldown timer or something?

On a different note didn't you say that you were mostly waiting on the item sprites before releasing the patch? Does that mean the patch will be coming relatively soon? I don't want to sound impatient but I am looking forward to playing after my characters get wiped. (It'll save me the time as I'd probably have deleted 75% of my characters anyways)

I'm a bit curious about a whirlwind aya build, especially with the remake to Sarutahiko's Guidance. I'm a bit torn over which weapon to use, the fan obviously boosts whirlwind damage and has good base attack speed as well but it's range is really short, I remember whirlwind barbarians usually used spears. (I think... I've never actually seen one or used whirlwind myself) Perhaps a more experienced player would be willing to share their input?

Edit: Also does the crit chance and open wounds from God Sign "Eight Million of the Red Leaf God" apply to melee attacks as well as ranged attacks?
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: DemonicHobo on February 11, 2013, 12:57:03 PM
I'm not entirely sure what nextdelay means. Is it a term for a cooldown timer or something?
You could call it invincibility frames a target receives after being damaged. Haven't tried a Marisa myself, but it's probably a slow, widespread, or persistent attack that ends up hitting more often than it should.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on February 11, 2013, 01:29:34 PM
Nextdelay gives a monster immunity to missiles for a certain number of frames. Stardust Reverie can do stupidly high amounts of damage because a monster is too big and eats several streams of stars at close range. The nextdelay ensures that the monsters only takes damage from one stream.

I'm waiting on my new loadscreen and some dialogue rewrites. I believe the loadscreen will be ready before the dialogues. But I will also not be releasing a screenshot of it early because I think it should be something special.

Since whirlwind barbs use polearms for the reach, I think it should be quite viable in conjunction with the recent buffs I made to the magic affixes. non-class specific weapons have a chance to spawn with leech affixes. I recall these were core on those kind of builds.

I'll need to check but I think I made it so the crit and open wounds only worked on ranged attacks.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Tarmo on February 11, 2013, 03:03:52 PM
If by leech you mean life leech and mana leech then hell yeah that'll help. I was mostly wondering if the loss of +wind would be significant enough to outweigh the higher damage and longer reach of spears/polearms. Also the fact that you don't benefit from the crit chance and damage bonus you get from fan mastery, overall I'm still kind of torn. I feel like the shorter range wouldn't matter too much as aya builds should be fast now that we have incentive to put more points in the wind skill. And having a shield with +wind couldn't hurt right? (That is assuming yuuka's sunflower shield can spawn with +wind)

New loadscreen should be epic =o. Is it made by stuffman as well or is it someone else? Or perhaps you want that to be a surprise too? :P (Get it? Surprise? Kogasa? ...I'm going to hell for that one)
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Pesco on February 11, 2013, 04:33:09 PM
I didn't want to burden Stuffman with too much when he has his own things going on. I got an artist I had my eye on since the very start for a loadscreen to do it.

Sunflower shields can spawn with +wind. Otherwise just craft it on.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.92 released]
Post by: Amraphenson on February 17, 2013, 11:30:20 AM
And the last bits of dialogue are submitted. Sorry for the epic delays. Will be running the final iteration of my Kasha once we're good to go.
Title: Re: Diablo2:Lord of Maidens - Touhou mod [Complete]
Post by: Pesco on February 17, 2013, 04:41:03 PM
Ver 1.00 - 28713 kb - 17-02-2013

General
Story Reimu's lightning attack minimum distance reduced and animation changed.
Story bosses given proc skills.
Character stats affixes removed from all common items.
Magic item affixes improved and expanded.
Character core skills stat base value and scaling increased, also synergises off the skill level.
Unused item sprites removed.
Enemies given debuff proc effects.
Side area enemies given proc effects.
Danmaku Archers side area implemented.
The Netherlands side area implemented.
Bugged runewords disabled.
IN rabbits resists adjusted.
Ten Desires side area item drops implemented.
NPC sprites changed.
Game dialogues rewritten.
New title screen added.
Title screen music added.
Character screen info page expanded.

Oni Brawler
"Night Parade of One Million Demons" mana scaling decreased and synergy bonus increased.
Four Devas Arcanum "Knock Out In Three Steps" remade.
Feat of Strength "Storm on Mt. Ooe" description corrected.
Flood "Venus of the Bilge" mana cost removed and damage increased.
Harbor Sign "Phantom Ship Harbor" skill calculation descriptions fixed.
Buriallusion "Phantasmic Killer" mana cost removed and damage scaling increased.
Strange Art "Misdirection" damage scaling decreased.

Voile Fairy
"Deluge Forty Days" duration calculation corrected.
Sun Sign "Royal Flare" mana scaling and cost increased.
Fire Water Wood Metal Earth Sign "Philosopher's Stone" mana scaling and cost increased.
Electric Sign "Thunder Drum Shot" mana scaling reduced.
Star Light "Light Dragon's Sigh" mana scaling removed.
Fish Sign "Dragonfish Drill" mana cost description added.
Deathless "Xu Fu's Dimension" mana scaling removed.
Magic Sign "Stardust Reverie" nextdelay added.
Love Sign "Master Spark" animation changed.
"Possessed by Phoenix" rescaled.
Fog Sign "Gassing Garden" animation changed.

Spirit Hermit
Flower Sign "Wilting of Juniper" hp scaling reduced and number of summons scaling added.
Flower Field "Garden of the Sun" remade.
Flower Sign "The Reflowering of Gensokyo" duration increased, mana scaling added and cooldown increased.
Phantasm "The Beauty of Nature" bonus calculation corrected.
Squall "Sarutahiko's Guidance" remade.
Kappa "Dried Shirikodama" mana scaling and cost reduced.
Wilted Path "Lost Windrow" mana cost description added.
Leaf Sign "Falling Leaves of Madness" mana cost description added.
Autumn Sign "Falling Blast" mana cost description added.
Burning Star "Fixed Star" damage and scaling increased.

Youkai Hunter
Brilliance "Rainbow Brilliance Palm" mana scaling removed and cost decreased.
Tewi trap animations changed to normal cast animations.
"Ancient Duper" duration rescaled and bonus trap summons synergy scaling reduced.
Nue Sign "Danmaku Chimera" scaling and bonus calculation corrected.
Grudge Bow "The Bow of Genzanmi Yorimasa" animation changed.

Phantom Kensei
Frost Sign "Frost Columns" mana scaling removed and cost increased.
Freeze Sign "Perfect Freeze" damage increased, chill removed from initial nova and damage removed from secondary nova.
Obsessor "Slash of the Eternity" bonus calculation corrected.
Dog Sign "Rabies Bite" animation changed.
Dog Sign "Feral Wolf" bonus calculation corrected.
Tengu "Maple Vanguard" proc effect added.
Taboo "Cranberry Trap" mana cost removed and maximum damage increased.
Taboo "Forbidden Games" remade.

Human Miko
Dream Sign "Evil-Sealing Circle" description expanded.
Tiger Sign "Hungry Tiger" scaling increased and bonus calculation corrected.
Buddhist Art "Most Valuable Vajra" bonus calculation corrected.
Frog Sign "Wily Toad" proc effect added.
Snake Sign "Orochi of Ancient Times" proc effect added.
Sea Opening "The Day the Sea Split" mana scaling and cost reduced.

Kasha Warlock
Bad Luck Sign "Bad Fortune" synergy changed.
Spider "Cave Spider's Nest" remade.
Small Thread "Kandata's Rope" remade.
Cat Sign "Cat's Walk" remade.
Cursed Sprite "Zombie Fairy" hp scaling and synergy bonus increased.
Youkai "Blazing Wheel" proc effect changed.
Deadly Dance "Law of Mortality -Demon World-" mana cost added, degen and range scaling increased.
"Resurrection Butterfly -20% Reflowering-" base duration reduced, duration scaling added and damage scaling fixed.
Butterfly Sign "Death Lance
" mana scaling reduced.
Subtle Melody "Repository of Hirokawa -Divine Soul-" synergy calculation corrected and reduced.
Poor Fate "Short Life Expectancy" description calculation corrected and synergy bonus reduced.

Items
Character stats automagic spawn levels increased and capped.
Kusari-gama base weapon type changed to 2-handed thrown weapon.
Mochi Pounder attack speed increased.
General item drops adjusted to favour armour over weapons.
Orin full set bonus skill changed to proc on getting hit effect.
Base item sprites implemented.
Some item sizes adjusted.

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

New thread here (http://www.shrinemaiden.org/forum/index.php/topic,14331.0.html). Mod is done and so is this thread. Discuss everything there from now on.

Even though I said I would break all saves from past versions, you may have been spared that. I've managed to put in what I wanted and the old saves seemed to be fine still. Nonetheless, if something doesn't work then I don't care because you should be making new characters anyway.