Author Topic: Diablo2:Lord of Maidens - Touhou mod [Completed]  (Read 263567 times)

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #180 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).

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #181 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.

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #182 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.

Rotund_Danmaku

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #183 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
I don't get any idea for sig yet...

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #184 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.

Rotund_Danmaku

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #185 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:
I don't get any idea for sig yet...

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #186 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?

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #187 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.
« Last Edit: December 13, 2011, 04:02:12 PM by Pesco »

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #188 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.

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #189 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.

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #190 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.

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #191 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.
« Last Edit: December 14, 2011, 11:40:16 AM by Pesco »

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #192 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?

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #193 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


Loot from playtesting
[attach=1]

I'll keep aside for trading
« Last Edit: December 14, 2011, 08:41:20 PM by Pesco »

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #194 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).

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #195 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.

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #196 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?

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #197 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

Rotund_Danmaku

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #198 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
I don't get any idea for sig yet...

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #199 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.

Rotund_Danmaku

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #200 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



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.)
I don't get any idea for sig yet...

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.63 released]
« Reply #201 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.

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
« Reply #202 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

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.

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
« Reply #203 on: December 18, 2011, 01:30:49 AM »
Couldn't test yet, but, what did you mean by Monster Scaling?

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
« Reply #204 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?

Pesco

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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
« Reply #205 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.

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
« Reply #206 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.

Pesco

  • Trickster Rabbit Tewi
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Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
« Reply #207 on: December 18, 2011, 07:44:58 AM »
As in there's a blank spot on the skilltabs?

Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
« Reply #208 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.

Pesco

  • Trickster Rabbit Tewi
  • *
  • Make a yukkuri and take it easy with me
Re: Diablo2:Lord of Maidens - Touhou mod [Ver 0.64 released]
« Reply #209 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.