Next Patch

Information and updates for Sir_General's Rune mod. If you have any questions or suggestions for the mod, please post them here.

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Sir_General
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Next Patch

Post by Sir_General » Sat Feb 01, 2003 1:57 am

Here I will list all the things I have completed for the next patch. So if you find a bug, check here to see if I've already fixed it before posting a while bunch about it. This post will be updated as I get new things done, so check back every now and then.

Next Patch Version: v1.02 (Not Started)

Changes in v1.01 (Patch Released)
============================================
-Adjusted mods on the runes for better balance.
-Fixed numerous small bugs with and improved launcher.
-Added in enhanced Assassin claws/katars. They have auto mods and do 2 - 4 damage (instead of 1 - 3), but can only be found in the field. Not bought.
-Runes now list their elements while lying on the ground.
-Fixed a bug that prevented durability repairs from Anu rune from displaying until you de-equipped/equipped the item.
-Fixed a crash that could occur when displaying extra two-handed/throwing damage on items.
-Bugged cube recipes are fixed, and no longer spawn uber runes.
-Skulls/diamonds can now spawn prismatic as their random element in cube recipes.
-Cube recipes that use a perfect skull have been correct to acutally use a prefect skull.
Last edited by Sir_General on Thu Mar 27, 2003 3:27 am, edited 8 times in total.
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M6n6M6
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Re: Next Patch

Post by M6n6M6 » Sat Feb 01, 2003 2:24 am

Nice changes, can I offer one more suggestion, can you set it so we can have like 50 town portals, and 50 identify scrolls, instead of 20, I see we can have like tons of keys, so maybe u can do that withs scrolls to :) Thanks.

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Re: Next Patch

Post by Psycho Chickenz » Sat Feb 01, 2003 11:33 am

I know, how about a way for me to play?
No rush or anything, I still have the last rune mod to play.
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Re: Next Patch

Post by M6n6M6 » Sun Feb 02, 2003 4:29 am

I got something, can u get enhanced% damage runes? Cuz im in mid act 2, and I havnt got any. Or is that just my bad luck? If not, u should make like 1 and 2 and 3% enhanced damage runes :)
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Re: Next Patch

Post by Myhrginoc » Sun Feb 02, 2003 10:10 am

Enhanced Damage works on the base damage of the weapon, which is a very small number. So 3% of 6 would be at most 1 additional damage point. That was the problem with enhanced damage in the last version of the Rune Mod.
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Re: Next Patch

Post by M6n6M6 » Sun Feb 02, 2003 8:37 pm

Ohhh.... damn, ok that makes sense lol, well, you could make it so runes drop like 10% ed damage at a time, like 10% 15% and 20%, so, you could get like just some extra damage a little bit, atleast lol, o well, its not a big deal, but now I understand why its not in the version.
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Re: Next Patch

Post by Jedi3386 » Sun Feb 02, 2003 10:33 pm

Hmm, hey people. None of you know me, but I've been playing the Rune Mod for a while, and I love it. Sir_General is a modding king. That being said, one thing I think needs to be tinkered with are the transmuted runes, and some kind of cap on runes. I've managed to get a rune that has 177% lightening resist and a rune that gives 124% magic resist (Not sure what that's good for) They're great runes, but it was in act one with a chipped diamond and level one runes. Perhaps, you could place some kind of cap, such as not letting a level one rune get above +10% resist or something. I'm sure you know how to fix it, and this may be an old bug, if it is just ignore me :D

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Re: Next Patch

Post by Myhrginoc » Sun Feb 02, 2003 11:31 pm

Magic resist works on bone spear, bone spirit, the white will-o-wisps the Obsidian Knights fire at you, and a few other attacks.
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Re: Next Patch

Post by Sir_General » Mon Feb 03, 2003 7:07 pm

I've managed to get a rune that has 177% lightening resist and a rune that gives 124% magic resist (Not sure what that's good for) They're great runes, but it was in act one with a chipped diamond and level one runes.
That's a bug with the spawning of runes from the cube. I think I have it fixed now, but I won't know until I get the cube with one of my characters and make a few runes with it.
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Re: Next Patch

Post by M6n6M6 » Tue Feb 04, 2003 6:27 pm

Another thing, there seems to be NO Increased Walk/Run speed runes, dunno if thats on purpose, but, they can be helpful :)
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Re: Next Patch

Post by Rhonlore » Tue Feb 04, 2003 10:49 pm

Yeah I agree with M6, that would be a heck of a lot nicer considering a wear bulky Ancient Armor... Or did you fix that SG?
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Re: Next Patch

Post by newbieDeluxe » Thu Feb 06, 2003 12:51 am

i think all the armors have the same weight, so the run/walk speed would not change. unless perhaps you're not wearing any armor at all.

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Re: Next Patch

Post by Sir_General » Fri Feb 07, 2003 12:10 pm


i think all the armors have the same weight, so the run/walk speed would not change. unless perhaps you're not wearing any armor at all.
That's correct. All armor has the same run/walk speed and the same stamina drain rate. Also, all weapons have the same base attack speed.
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Re: Next Patch

Post by Rhonlore » Fri Feb 07, 2003 12:51 pm

Ok goody you did *keeps his godly Ancient Armor* hehee... :D
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Re: Next Patch

Post by Maxx Power » Fri Feb 07, 2003 5:20 pm

Out of interest S_G, is there any +% mana/life stolen per hit mods on any runes yet (most likely unique ones, if any). If not, my barb will not be a happy chappy. O yeah, can you do something about the 150% damage to undead auto-mod on clubs? I know I'm a balancing freak, but I can see a situation where people might be forced to use clubs over every other weapon due to the bonus versus undead.

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Re: Next Patch

Post by Rhonlore » Fri Feb 07, 2003 11:44 pm

Yes, there is. I've already got 2% life on my bow, and ive seen a baba with 3% mana on weapon
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Re: Next Patch

Post by zac503 » Sat Feb 08, 2003 1:30 am

er can you fix the completely random crashes? talking to the merchants, clicking a corpse opening inv right after you've done it like 4-5 tiems in a row, boom crash! theres no ryhme or reason to it
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Re: Next Patch

Post by M6n6M6 » Sat Feb 08, 2003 5:33 am

For some reason, I seem to crash a lot when switching to my fire sword, or when trying to put runes on it, everything else is usually fine, but, my sword usually makes it crash.
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Re: Next Patch

Post by Rhonlore » Sat Feb 08, 2003 3:52 pm

Your right... There is no reason to crash because I havent crashed ONCE!! Honestly!! lol, you guys must be unlucky!
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Re: Next Patch

Post by zac503 » Sun Feb 09, 2003 4:17 am

yeah all the time, uprovoked crashes all the time. theres several of us that get them i think...
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Re: Next Patch

Post by Rhonlore » Tue Feb 11, 2003 3:09 am

Oh sh*t i just got like 10 crashes today with my assassin!!!!!!!!!! Not cool. Could it be that only characters with <Weapon> Mastery skills are crashing?
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Re: Next Patch

Post by Sir_General » Tue Feb 11, 2003 4:38 am

E-mail one of your crash longs, would you. You can find them in the D2 directory. They have names like D2021003.txt or something similar.
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Re: Next Patch

Post by zac503 » Tue Feb 11, 2003 4:42 am

hmm, might anyone knwo why my game closes when my sword reaches 200 dmg? im at 197 now and anytime i try to add another min dmg rune it closes, no error, just closes. could it be the +99 extra min dmg? it seems like the only main value thats rolling over the an extra digit on my sword. could it be that i have +99 min and +23 max? i just wana know what it is, so i can keep upgrading my sword, cause right now its stuck at 197 dmg.
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Re: Next Patch

Post by 54x » Tue Feb 11, 2003 5:00 am

I'm going to guess it has to do with the max settings in itemstatcost.txt, and that damage is limited to about 197.
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Re: Next Patch

Post by zac503 » Tue Feb 11, 2003 9:42 pm

but m6's sword is at 244
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