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Thread View: alt.games.diablo
12 messages
12 total messages Started by ImperiusDamian Sat, 24 Jul 2010 08:04
Gemstone II Beta 2 Update & Bugfix
#544095
Author: ImperiusDamian
Date: Sat, 24 Jul 2010 08:04
34 lines
2657 bytes
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
#544096
Author: kinlaw
Date: Sat, 24 Jul 2010 09:52
41 lines
3042 bytes
"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
#544097
Author: ImperiusDamian
Date: Sat, 24 Jul 2010 11:26
8 lines
1279 bytes
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
#544098
Author: Greg Vilardi
Date: Sat, 24 Jul 2010 12:07
28 lines
1963 bytes
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
#544099
Author: ImperiusDamian
Date: Sat, 24 Jul 2010 19:56
38 lines
2660 bytes
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
#544100
Author: ImperiusDamian
Date: Sat, 24 Jul 2010 20:13
49 lines
2949 bytes
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
#544105
Author: kinlaw
Date: Sat, 24 Jul 2010 22:48
14 lines
1625 bytes
"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
#544106
Author: ImperiusDamian
Date: Sun, 25 Jul 2010 00:12
24 lines
2027 bytes
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
#544101
Author: jerk-o
Date: Sun, 25 Jul 2010 07:54
14 lines
1749 bytes
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
#544102
Author: ImperiusDamian
Date: Sun, 25 Jul 2010 15:25
13 lines
2066 bytes
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
#544103
Author: ImperiusDamian
Date: Sun, 25 Jul 2010 17:57
24 lines
2522 bytes
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
#544104
Author: ImperiusDamian
Date: Sun, 25 Jul 2010 18:51
30 lines
2775 bytes
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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