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Started by ImperiusDamian
Sat, 24 Jul 2010 08:04
Gemstone II Beta 2 Update & Bugfix
Author: ImperiusDamian
Date: Sat, 24 Jul 2010 08:04
Date: Sat, 24 Jul 2010 08:04
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Now with its own page at: http://www.damiansdominion.byethost7.com/diablo/gemstone.html Please re-download to update your installation of Gemstone IV! Fixed a couple of bugs last night with sets and cube recipes: normal bows, javelins and spears were all spawning Windshears and Fundament Rammers instead of their exceptional/elite versions when cubed with an ID scroll. This has been fixed. Gemstone IV beta-specific cube recipes are now as follows: identify scroll + chipped ruby -> The Gemstone identify scroll + chipped sapphire -> The Magestone identify scroll + chipped diamond -> Damian's Survival identify scroll + chipped amethyst -> Windshear unique bow identify scroll + chipped emerald -> Fundament Rammer unique spear identify scroll + any normal basic weapon -> exceptional version of weapon (eg, Short Bow -> Edge Bow) identify scroll + any normal exceptional weapon -> elite version of weapon (eg, Edge Bow -> Spider Bow) identify scroll + any normal basic armour -> exceptional version of armour (eg, Quilted Armour -> Ghost Armour) identify scroll + any normal exceptional armour -> elite version of armour (eg, Ghost Armour -> Dusk Shroud) The item upgrade recipes ONLY work on NORMAL items! This means superior, socketed, ethereal, magic, rare, set and unique items WILL NOT work! These upgrade recipes are provided primarily for people importing their Gemstone 1.5 and Gemstone II characters, in order for them to recreate their potentially scrambled Gemstone-specific uniques, sets and runewords!
Re: Gemstone II Beta 2 Update & Bugfix
Author: kinlaw
Date: Sat, 24 Jul 2010 09:52
Date: Sat, 24 Jul 2010 09:52
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"ImperiusDamian" <damianblack.wolf@gmail.com> wrote in message news:i2e6qs$sa6$1@news.eternal-september.org... > Now with its own page at: > > http://www.damiansdominion.byethost7.com/diablo/gemstone.html > > Please re-download to update your installation of Gemstone IV! > > Fixed a couple of bugs last night with sets and cube recipes: normal bows, > javelins and spears were all spawning Windshears and Fundament Rammers > instead of their exceptional/elite versions when cubed with an ID scroll. > This has been fixed. > > Gemstone IV beta-specific cube recipes are now as follows: > > identify scroll + chipped ruby -> The Gemstone > identify scroll + chipped sapphire -> The Magestone > identify scroll + chipped diamond -> Damian's Survival > identify scroll + chipped amethyst -> Windshear unique bow > identify scroll + chipped emerald -> Fundament Rammer unique spear > > identify scroll + any normal basic weapon -> exceptional version of weapon > (eg, Short Bow -> Edge Bow) > identify scroll + any normal exceptional weapon -> elite version of weapon > (eg, Edge Bow -> Spider Bow) > > identify scroll + any normal basic armour -> exceptional version of armour > (eg, Quilted Armour -> Ghost Armour) > identify scroll + any normal exceptional armour -> elite version of armour > (eg, Ghost Armour -> Dusk Shroud) > > The item upgrade recipes ONLY work on NORMAL items! This means superior, > socketed, ethereal, magic, rare, set and unique items WILL NOT work! > These upgrade recipes are provided primarily for people importing their > Gemstone 1.5 and Gemstone II characters, in order for them to recreate > their potentially scrambled Gemstone-specific uniques, sets and runewords! But can I still find a cracked sash?
Re: Gemstone II Beta 2 Update & Bugfix
Author: ImperiusDamian
Date: Sat, 24 Jul 2010 11:26
Date: Sat, 24 Jul 2010 11:26
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On 7/24/2010 5:52 AM, kinlaw wrote: > > But can I still find a cracked sash? > > Not only a cracked sash, but also a Cracked Sash, the unique spiderweb sash. ;)
Re: Gemstone II Beta 2 Update & Bugfix
Author: Greg Vilardi
Date: Sat, 24 Jul 2010 12:07
Date: Sat, 24 Jul 2010 12:07
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In article <i2eikh$3ht$1@news.eternal-september.org>, ImperiusDamian <damianblack.wolf@gmail.com> wrote: >On 7/24/2010 5:52 AM, kinlaw wrote: >> >> But can I still find a cracked sash? >> >> > >Not only a cracked sash, but also a Cracked Sash, the unique spiderweb >sash. ;) Ok. Here's an odd little bug. If I hover on a flawed topaz, it looks like the %mf changes rapidly through all of the numbers between 24 and 31%. Please see %if anyone else can reproduce this. Also, I don't recall if Gemstone did this or if it is PlugY, but it would be nice if Teleport worked in town. No other issues so far, and I'm having fun! Once we get PlugY, I'll be very happy. -Greg -- Greg Vilardi, Host: Scanner Cinema East E-mail:vilardi@panix.com USnail: 354 Indian Head Rd |PES Software Home:(631)864-1310 Commack, NY 11725 |Melville, NY 11747 Cell:(631)627-1448 sig Version 0.53(beta release) I thought, I wrote, I posted.
Re: Gemstone II Beta 2 Update & Bugfix
Author: ImperiusDamian
Date: Sat, 24 Jul 2010 19:56
Date: Sat, 24 Jul 2010 19:56
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On 7/24/2010 8:07 AM, Greg Vilardi wrote: > In article<i2eikh$3ht$1@news.eternal-september.org>, > ImperiusDamian<damianblack.wolf@gmail.com> wrote: >> On 7/24/2010 5:52 AM, kinlaw wrote: >>> >>> But can I still find a cracked sash? >>> >>> >> >> Not only a cracked sash, but also a Cracked Sash, the unique spiderweb >> sash. ;) > > Ok. Here's an odd little bug. If I hover on a flawed topaz, it looks like the > %mf changes rapidly through all of the numbers between 24 and 31%. Please see > %if anyone else can reproduce this. > Mmmm let me take a look. May be a typo in the text file ;) > Also, I don't recall if Gemstone did this or if it is PlugY, but it would be > nice if Teleport worked in town. Aha! An oversight on my part, that will be fixed! Also, I'm having to scrap the whole 'shamen and unravellers have their own kind for minions' idea. Turns out that doing so means normal Fallen, Fetishes and so forth won't spawn, it's ALL Shamen. Which makes for an interesting challenge, but NOT what I had in mind. :P So, that's reverting back to the 1.13 default. > > No other issues so far, and I'm having fun! Once we get PlugY, I'll be very > happy. > Yeah, hehe... once Yohann comes out with his 1.13 PlugY I *may* include it in the mod. Every other mod seems to, after all!
Re: Gemstone II Beta 2 Update & Bugfix
Author: ImperiusDamian
Date: Sat, 24 Jul 2010 20:13
Date: Sat, 24 Jul 2010 20:13
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On 7/24/2010 3:56 PM, ImperiusDamian wrote: > On 7/24/2010 8:07 AM, Greg Vilardi wrote: >> In article<i2eikh$3ht$1@news.eternal-september.org>, >> ImperiusDamian<damianblack.wolf@gmail.com> wrote: >>> On 7/24/2010 5:52 AM, kinlaw wrote: >>>> >>>> But can I still find a cracked sash? >>>> >>>> >>> >>> Not only a cracked sash, but also a Cracked Sash, the unique spiderweb >>> sash. ;) >> >> Ok. Here's an odd little bug. If I hover on a flawed topaz, it looks >> like the >> %mf changes rapidly through all of the numbers between 24 and 31%. >> Please see >> %if anyone else can reproduce this. >> > > Mmmm let me take a look. May be a typo in the text file ;) > It was a typo: seems the MF% was set to a Min and a Max value, so it was fluctuating between 26% and 36%! Fixed. :) >> Also, I don't recall if Gemstone did this or if it is PlugY, but it >> would be >> nice if Teleport worked in town. > > Aha! An oversight on my part, that will be fixed! > Done. As are a couple of other skill changes that I overlooked in the conversion from Gemstone II. > Also, I'm having to scrap the whole 'shamen and unravellers have their > own kind for minions' idea. Turns out that doing so means normal Fallen, > Fetishes and so forth won't spawn, it's ALL Shamen. Which makes for an > interesting challenge, but NOT what I had in mind. :P > > So, that's reverting back to the 1.13 default. > Done. I've also been trying to respawn Flamespike the Crawler (if you played Classic, you'll remember him as the boss Razor Spine who lurked in the Inner Cloister) but so far, having no success! LOL
Re: Gemstone II Beta 2 Update & Bugfix
Author: kinlaw
Date: Sat, 24 Jul 2010 22:48
Date: Sat, 24 Jul 2010 22:48
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"ImperiusDamian" <damianblack.wolf@gmail.com> wrote in message news:i2eikh$3ht$1@news.eternal-september.org... > On 7/24/2010 5:52 AM, kinlaw wrote: >> >> But can I still find a cracked sash? >> >> > > Not only a cracked sash, but also a Cracked Sash, the unique spiderweb > sash. ;) Excellent!
Re: Gemstone II Beta 2 Update & Bugfix
Author: ImperiusDamian
Date: Sun, 25 Jul 2010 00:12
Date: Sun, 25 Jul 2010 00:12
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On 7/24/2010 6:48 PM, kinlaw wrote: > "ImperiusDamian"<damianblack.wolf@gmail.com> wrote in message > news:i2eikh$3ht$1@news.eternal-september.org... >> On 7/24/2010 5:52 AM, kinlaw wrote: >>> >>> But can I still find a cracked sash? >>> >>> >> >> Not only a cracked sash, but also a Cracked Sash, the unique spiderweb >> sash. ;) > > > Excellent! > > Also working on a few things that weren't in Gemstone previously at all: - Area levels in NM and Hell have been adjusted so that levelling speed doesn't abruptly drop off at the start of NM like in vanilla LoD - Monster density has been increased in many areas. Many areas have been enlarged. - Random bosses should appear with greater frequency
Re: Gemstone II Beta 2 Update & Bugfix
Author: jerk-o
Date: Sun, 25 Jul 2010 07:54
Date: Sun, 25 Jul 2010 07:54
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After going to <http://tinyurl.com/2tnqw> on Sat, 24 Jul 2010 15:56:51 -0400, ImperiusDamian <damianblack.wolf@gmail.com> wrote >Also, I'm having to scrap the whole 'shamen and unravellers have their >own kind for minions' idea. Turns out that doing so means normal Fallen, >Fetishes and so forth won't spawn, it's ALL Shamen. Which makes for an >interesting challenge, but NOT what I had in mind. :P Actually, in the monstats txt file, the PartyMin and PartyMax collumns controll how many minions each shaman will spawn with, and the MinGrp and MaxGrp columns control how many extra shaman will spawn. -- no, i didn't forget the 'F's http://jerk-o.myminicity.com http://www.youtube.com/watch?v=Lr4SVb7BADk
Re: Gemstone II Beta 2 Update & Bugfix
Author: ImperiusDamian
Date: Sun, 25 Jul 2010 15:25
Date: Sun, 25 Jul 2010 15:25
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On 7/25/2010 3:54 AM, jerk-o wrote: > After going to<http://tinyurl.com/2tnqw> on Sat, 24 Jul 2010 15:56:51 -0400, > ImperiusDamian<damianblack.wolf@gmail.com> wrote >> Also, I'm having to scrap the whole 'shamen and unravellers have their >> own kind for minions' idea. Turns out that doing so means normal Fallen, >> Fetishes and so forth won't spawn, it's ALL Shamen. Which makes for an >> interesting challenge, but NOT what I had in mind. :P > > Actually, in the monstats txt file, the PartyMin and PartyMax collumns controll > how many minions each shaman will spawn with, and the MinGrp and MaxGrp columns > control how many extra shaman will spawn. Oh sweet, thanks :)
Re: Gemstone II Beta 2 Update & Bugfix
Author: ImperiusDamian
Date: Sun, 25 Jul 2010 17:57
Date: Sun, 25 Jul 2010 17:57
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On 7/25/2010 11:25 AM, ImperiusDamian wrote: > On 7/25/2010 3:54 AM, jerk-o wrote: >> After going to<http://tinyurl.com/2tnqw> on Sat, 24 Jul 2010 15:56:51 >> -0400, >> ImperiusDamian<damianblack.wolf@gmail.com> wrote >>> Also, I'm having to scrap the whole 'shamen and unravellers have their >>> own kind for minions' idea. Turns out that doing so means normal Fallen, >>> Fetishes and so forth won't spawn, it's ALL Shamen. Which makes for an >>> interesting challenge, but NOT what I had in mind. :P >> >> Actually, in the monstats txt file, the PartyMin and PartyMax collumns >> controll >> how many minions each shaman will spawn with, and the MinGrp and >> MaxGrp columns >> control how many extra shaman will spawn. > > Oh sweet, thanks :) Update: I realised (facepalm!) that I don't HAVE to put the code for Shamen, Unravellers etc into the file. Just delete the code for regular Fallen et al from the Minion column and they'll act like any other monster type, spawning their own as minions. D'oh!!
Re: Gemstone II Beta 2 Update & Bugfix
Author: ImperiusDamian
Date: Sun, 25 Jul 2010 18:51
Date: Sun, 25 Jul 2010 18:51
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On Jul 25, 1:57 pm, ImperiusDamian <damianblack.w...@gmail.com> wrote: > On 7/25/2010 11:25 AM, ImperiusDamian wrote: > > > > > On 7/25/2010 3:54 AM, jerk-o wrote: > >> After going to<http://tinyurl.com/2tnqw> on Sat, 24 Jul 2010 15:56:51 > >> -0400, > >> ImperiusDamian<damianblack.w...@gmail.com> wrote > >>> Also, I'm having to scrap the whole 'shamen and unravellers have their > >>> own kind for minions' idea. Turns out that doing so means normal Fallen, > >>> Fetishes and so forth won't spawn, it's ALL Shamen. Which makes for an > >>> interesting challenge, but NOT what I had in mind. :P > > >> Actually, in the monstats txt file, the PartyMin and PartyMax collumns > >> controll > >> how many minions each shaman will spawn with, and the MinGrp and > >> MaxGrp columns > >> control how many extra shaman will spawn. > > > Oh sweet, thanks :) > > Update: I realised (facepalm!) that I don't HAVE to put the code for > Shamen, Unravellers etc into the file. Just delete the code for regular > Fallen et al from the Minion column and they'll act like any other > monster type, spawning their own as minions. > > D'oh!! ...Never mind. That just doesn't spawn regular Fallen at *all*.
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