IronTusks - Diablo 3D V3.2: Expansion + Patch(HOTFIX)

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Re: IronTusks - Diablo 3D V3.0: with The Heart of Evil Expan

Postby Ichor » Mon Feb 04, 2019 12:41 pm

Ok, I just got finished running through it as the fighter. For one thing, even though necromancer was fun, the fighter was a lot more fun. By the time I got to act 5, I had enough strength to carry around 200 potions. Those corrupted rogues were very annoying (and downright fatal on the first run) until I discovered that they weren't actually ghosts, but had a very tiny hitbox, about the size of a rat or flayer. I just aimed at their feet and they died quickly.

Now then, I have some suggestions, mostly about those apples:

Red apple would be unchanged. Those drop often and heal for a meager amount.

Silver apple would be like a soulsphere, giving you a 50% overheal.

Gold apple would give 3 stat points.

Maybe add an accessory that might refill magic...magick...whatever it is whenever you kill something. Or maybe add that to the orb of clarity.
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Re: IronTusks - Diablo 3D V3.0: with The Heart of Evil Expan

Postby irontusk341 » Mon Feb 04, 2019 4:25 pm

I considered giving golden apples a +3 stat point and silver ones + 1 stat point... but I really need to study thetis’s woc rpg system to incorporate it.

And have silver apples drop by mini bosses and big bosses and have golden apples hidden on the “hidden” levels and have the act bosses like Andariel/duriel/Mephisto etc. drop the gold ones as well.
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Re: IronTusks - Diablo 3D V3.0: with The Heart of Evil Expan

Postby irontusk341 » Wed Feb 06, 2019 11:55 am

Ichor wrote:Ok, I just got finished running through it as the fighter. For one thing, even though necromancer was fun, the fighter was a lot more fun. By the time I got to act 5, I had enough strength to carry around 200 potions. Those corrupted rogues were very annoying (and downright fatal on the first run) until I discovered that they weren't actually ghosts, but had a very tiny hitbox, about the size of a rat or flayer. I just aimed at their feet and they died quickly.

Now then, I have some suggestions, mostly about those apples:

Red apple would be unchanged. Those drop often and heal for a meager amount.

Silver apple would be like a soulsphere, giving you a 50% overheal.

Gold apple would give 3 stat points.

Maybe add an accessory that might refill magic...magick...whatever it is whenever you kill something. Or maybe add that to the orb of clarity.


Good News... I managed to incorporate the stat boosts in the Apples,

Silver Apples drop from minibosses and give +1 Stat point = Dropped by Minibosses (Champions)
Golden Apples drop from Act bosses and give +3 Stat points = Dropped by Act bosses and Found in Very Hidden places throughout the game
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Re: IronTusks - Diablo 3D V3.0: with The Heart of Evil Expan

Postby Void Weaver » Thu Feb 07, 2019 1:37 am

Ichor wrote:1. The reanimated horde is by far THE most annoying monster there. The charging and stunning would probably be less of a problem if they just stayed dead, or at least revive themselves only once. Also, their corpses are solid, which blocks my path many times. I was enjoying the game until I got to the Frigid Highlands where they first show up. Also, every time they die, they leave behind 2 green manas without fail. I've seen places where the whole floor is literally carpeted with green mana.
Ouch... Sorry guys, I just forgot to update the old protection from corpse crushing of "waiting" actors via adding SOLID flags into appropriate states. Image
Fixed and reuploaded! :) Now all states works without stupid SOLID flags, and COUNTKILL bug was fixed too.
What about excessive mana drop, I am nothing to do with it.
Other Reanimateds related things such as damage of their charge, stun (chance)\(min distance), DmgFactors, etc. should be manually balanced for specific mod. Autorevive chances are 100% for 1st raise, 50% for 2nd and 25% for 3rd by default, but it can be easily adjusted, since all of my actors works only on DECORATE, so the ball is in IronTusk's court. Again. )

Ichor wrote:2. The council members hover in the air when they die, probably due to a sprite misalignment.
There is not mine fault too, I already told to Tusky that he should to adjust frames offsets of some monsters, and moreover the Councils actor were an my first attempt to create Diablo-style actor, which is still unfinished at moment due lack of appropriate DECORATE for it, and for bad layout of its sprites.

Spoiler:
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Re: IronTusks - Diablo 3D V3.0: with The Heart of Evil Expan

Postby irontusk341 » Fri Feb 08, 2019 12:40 pm

Void Weaver wrote:
Ichor wrote:1. The reanimated horde is by far THE most annoying monster there. The charging and stunning would probably be less of a problem if they just stayed dead, or at least revive themselves only once. Also, their corpses are solid, which blocks my path many times. I was enjoying the game until I got to the Frigid Highlands where they first show up. Also, every time they die, they leave behind 2 green manas without fail. I've seen places where the whole floor is literally carpeted with green mana.
Ouch... Sorry guys, I just forgot to update the old protection from corpse crushing of "waiting" actors via adding SOLID flags into appropriate states.
Fixed and reuploaded! :) Now all states works without stupid SOLID flags, and COUNTKILL bug was fixed too.
What about excessive mana drop, I am nothing to do with it.
Other Reanimateds related things such as damage of their charge, stun (chance)\(min distance), DmgFactors, etc. should be manually balanced for specific mod. Autorevive chances are 100% for 1st raise, 50% for 2nd and 25% for 3rd by default, but it can be easily adjusted, since all of my actors works only on DECORATE, so the ball is in IronTusk's court. Again. )

Ichor wrote:2. The council members hover in the air when they die, probably due to a sprite misalignment.
There is not mine fault too, I already told to Tusky that he should to adjust frames offsets of some monsters, and moreover the Councils actor were an my first attempt to create Diablo-style actor, which is still unfinished at moment due lack of appropriate DECORATE for it, and for bad layout of its sprites.

Spoiler:



I fixed the RH Sprite using your code, I also decreased the chances of mana drops when they die as well... Also added Enemy health bars when they Raise from the dead.

I also fixed the council sprite deaths as well... (totally forgot) about them

I made some other changes as well and uploaded the Patch... Enjoy!
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Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
 
Joined: 09 Oct 2017
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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

Postby irontusk341 » Sun Feb 10, 2019 6:02 pm

In 2 weeks Coming to version 3.2, more item variants...

- green apples provide +10 wisdom, Agility, & Charisma stats and are only dropped by radament and izual.
- blue apples provide + 5 stats and they only drop at the exits of all hidden levels.
- hephisto The Armorer and The First Diablo Encounter drops the red gem Called a bloodShard, Which permenanently increases strength by +15
- Nilithak and brightfire Khazra demon drops the purple Apple which permanently increases constitution by +10
- considered removing blue potions from the game and replacing them with monsters, empty flasks, pink potions or red apples

What do you think? Would blue potions removed would make the game more challenging? Especially with enemies dropping red apples now? And the inclusion of special rewards at the end of certain bosses enhance replayability?
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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

Postby GoldenGuard95 » Sat Mar 30, 2019 12:20 pm

Uhm.... i was playing as Hunter, i picked up Bow on second level, and i cant switch back to Machete.... was it intentional?
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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

Postby irontusk341 » Sun Mar 31, 2019 2:32 pm

GoldenGuard95 wrote:Uhm.... i was playing as Hunter, i picked up Bow on second level, and i cant switch back to Machete.... was it intentional?


hmm... A couple questions for you.

What version of Gzdoom are you running?
What version of the game are you running?
also, are you running any other mods with this game?
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Main Author & Director of Diablo 3D: A Heretic mod based on the Diablo Games
 
Joined: 09 Oct 2017
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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

Postby LOLANONIMUS » Mon Apr 01, 2019 5:01 am

Hello this mod works with gzdoom?
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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

Postby LOLANONIMUS » Mon Apr 01, 2019 6:25 pm

O delta touch?
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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

Postby LOLANONIMUS » Mon Apr 01, 2019 6:26 pm

And without lag?
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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

Postby wildweasel » Mon Apr 01, 2019 6:39 pm

That is a question best answered by yourself, since you're in the best position to test it.

(Also please don't post three times in a row. You can click Edit to add more to your post.)
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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

Postby GoldenGuard95 » Tue Apr 02, 2019 9:59 am

irontusk341 wrote:
GoldenGuard95 wrote:Uhm.... i was playing as Hunter, i picked up Bow on second level, and i cant switch back to Machete.... was it intentional?


hmm... A couple questions for you.

What version of Gzdoom are you running?
What version of the game are you running?
also, are you running any other mods with this game?


Im running GZDooM 3.6.0
The game is version 3.1 GODLY
And i dont have any other mods
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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

Postby LOLANONIMUS » Sat Apr 06, 2019 7:48 am

Uso delta touch
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Re: IronTusks - Diablo 3D V3.1: Expansion + Patch

Postby LOLANONIMUS » Sat Apr 06, 2019 7:50 am

Use delta touch in heretic charge everything and a tremendous lag and when I find the town I find a door without texture when I'm more lag but x50
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