Netherworld Rises Alpha (UPD 26 Nov 2011)

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PureRage
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Re: Netherworld Rises Alpha (UPD 26 Nov 2011)

Post by PureRage » Sat Nov 26, 2011 9:01 pm

Ok, I finally got around to uploading the latest update.
(Well i started uploading it, but it might take a while ;))
Give it a couple of hours

The original post links are updated.
The plugin is a new base.
Old characters are not compatible

All info is now together on one web page HERE
including runewords, cube recipes, uniques, and begginners guides (DEU and ENG).
I'd advise you to read the journey books too as they contain some key information

Changelogs since last update:

Code: Select all

Changelog 0.4.0p
-------------------

Fixed Hydra Fusion damage on missiles
Rain of death switched to 1 axe per hard point and 1 per 4 soft levels
super fusion synergy fixed
added new summoning essence
added new summoning blessings
modified a few magic affixes
increased eagle scout aura defence and damage synergy
added tempering. Ingredients sold by charsi (it's self explanitory, max temper level is 5)


Changelog 0.4.0m
-------------------

greatly improved exploding javelin + renamed "Flare Javelin"
replaced zon's lightning spray with a new dps type skill
replaced barbs landslide skill with a new skill "Eagle Scout"
changed some of magda serus and wizzard baraccus' skills
fixed damage display on a few skills
the gifted door has been removed
duriels portal now takes you to a new map containing jerhyn/meshif + tyrael
jerhyn/meshif removed from act 2 town
andariels quest portal removed
tyraels quest portal removed
the gifted must be killed in order to take duriel > tyrael portal
andariel map rearanged, conflicting doors removed
2 of the 3 doors to the shadow palace removed (only 1 grindel door remains)
cain key removed from the cube recipe.
general's door removed
Scales of the frost dragon MDR/PDR is sygnificantly reduced if you dont have at least 1 hard point in the skill
Chars start with 10 dex now and starting stats have been reduced to 75 (people not adding 5 to dex so they can land a hit with a key)
Sorted the minion resist stat
act 3 expanded and renamed
mephisto shouldnt move over blood pools anymore
tyrf is not able to kill doors anymore
added "ignore target defense" to keys
added journey books to certain maps that give the player information
adjusted anderith slightly
Immo jav fire patch radius increased from 2 to 3 and flame patch duration goes up by 4 frames per level
replaced zons blinding lights with a new self buff
the nightstone in act 4 is now created from the 2 dragons souls (scarlet in demonic tunnels and a new dragon in the hidden tundra)
extra ingredient required for the staff in act 2 and the flail in act 3 (read the Journey Books, as the recipes also give you bonuses!!!)
buffed act 5 nihla sygnificantly
increased bone spears energy synergy bonus
flamelord now disables bone skills and ranged poison skills + summoning skills.
Paladin's Naked Empire aura passive, party efficiency replaced with curse resistance
most spell/melee affixes are now on the right items
modified/added a few magic affixes
moved flat elemental damage from weapons to gloves
fixed reanimate as "an evil force", changed to reanimate as zealot
changed "superior" bonus on staves/wands to enhanced defense
Na'Krul's AI changed
Mehpisto's AI changed


Changelog 0.4.0k
-------------------

na'krul flamewave buffed and light hose dropped a little
all monster AR trippled
All monster def increased by 30%
barbs mountain warrior hp buff changed from deminishing to 150% to deminishing to 75%
Way of the ancients regular hp buff changed to 20% +4% per level (from +5% per level)
caska trash spells buffed
caska boss buffed slightly
shadow master faulty HP in NM and hell nerfed
runes ilvl increased greatly, chanced of higher runes dropping vastly reduced
pyroblast damage tiers reduced slightly
mystic mirror min damage changed to 1 with no further growth (max damage remains the same)
dropped damage on necro priests flare fall
dropped damage on necro skele archers arrows
rune downgrade recipe added (requires jeweler level 1)
bosses in hell life dropped to prevent rollover
all enemy skill levels increased by 2
goblin archers skill levels reduced by 2
chimes charms sockets dropped to 0-1 in norm and 1 in nm/hell
caska entrance should always show up
chimes moved to below the keys of destruction via a warp
fixed ctc amp and oskill amp
caksa map adjusted
cerberus buffed
blessed torrent nerfed in early levels
burning claws buffed in early levels and nerfed in higher levels slightly
touch of the gods nerfed slightly
bless undead nerfed slightly
debug cleaned up
slightly modified caska map
durance of hate lvl2 wp removed
goldmine wp removed
slightly modified the veil map
increased duration on BO, Shout, BC Enhance and Ominari
Fixed faulty hp penalty on berzerk (said reduces to 2% when it only reduces to 3%)
battle cry improved alot
barbs WW skill cooldown removed
tanking barb skills damage modifier dropped
barb rage skills damage modifier dropped very slightly
mountain warrior hp bonus increased from 75% top end hp to 100%
runedrops fixed



Changelog 0.4.0i
-------------------

removed CE trap from shadow warrior
paladin aura overlays changed
touch of the gods enemy damage reduction calcfixed
removed the splash effects from the fireball torrent and gave it next hit delay of 5 frames
weapon block description fixed
goblin archers damage reduced and group size cut slightly too
minions of destruction exp reduced
black onyx string fixed
monster CE nerfed again
sorted duriels drops
added sound and overlay to recovery skils
druid fury now uses regular attack if you have no mana
numerous other string edits
lowered the damage on death vine, the number of vines and the range, increased poison duration to 6 seconds
sszak and other bosses should be stopped from dissapearing
buffed meph abit
fixed the swampy pit lvl 3 map
valk multi summon fixed
blades in a3 temples should be fixed
multiple valk/bear etc fixed



Changelog 0.4.0g
-------------------

Nerfed diablos lightning hose and fireball torrent
lowered divinity spell timer by 50%
new resist potion gfx and other UI changes (ty Ki4m)
Rakinishu is no longer cursed
glyph boss in anderith now has unique mods
raven flock no longer castable in shapeshift form
air compression range increased a lot
fixed faulty formula for +max minions
adjusted formula for skele archers minion count
removed the + max minions string from giver of power
arctic vortex damage doubled
oak sage poison mastery increased from 5+1 per lvl to 10+3 per level
fixed grizzly hp gain
pally blessed torrent skill mechanics changed
Boss overdrive counter had its defence and AR bonus removed and replaced with avoid



Changelog 0.4.0f
-------------------

new stat screen added (ty ki4m)
barb iron skin now gets additional base defence and the damage resist bonus is added to the description
pyro blast impact radius increases with levels now and fire duration has been increased + damage based on skill level (energy as a synergy in missiles.txt is broken)
water burst water patch damage is now synergised by the skill itself (energy as a synergy in missiles.txt is broken)
the bubble aura enemys can spawn with got its damage bonus reduced
the poison counter bolts in act 1 should no longer carry fire enchanted damage
elemental pierce sorc skill buffed
sorc elemental mastery buffed
bottle orders, shout, enhance, battlecommand, ominari, allowed in town
binding recipes changed to coresponding resist potion from akara



Changelog 0.4.0b
-------------------
stop the pyro blast skill from multishotting from multishot uniques
skulls now = black onyx
trash hp reduced a little in act 1
monster regen nerfed
forgotten set amulet switched to amazon amulet
lightning spray zon skill damage tier adjusted and mana cost lowered
immo jav mana cost adjusted
pois nova got a slight damage buff on tier 2
all monster skill levels in normal dropped by 2
cursed ancients in the defiled tomb had their volcano removed
fixed a few typos in cubemain
Fixed a few bad animations
removed the extra warp from travincal
gave barb spirits axes next hit delay of 3 frames
Nerfed monster corpse explosion
buffed a couple sorc spells
nerfed the first 2 tiers on burning claws

changelog 0.3.3f

bad caska entrance removed
nm caska drops fixed
nerfed act 5 keeper wave 3
lowered hell duriel and caskan boss hp
ormus jewel needs socket restrictions.
sin xbows level reqs fixed
stop seraphs summoning seraphs
nerf poison counters alittle
nerf ce a bit more in hell
more class charm bonuses
buffed range on poison nova and it now pierces
all 5 act boss tokens -
norm = 5% spell damage - 5% hp - adds 25-50 damage
NM = 5% damage resist - 5% all absorb - 5% all max resist
Hell = 2 to all skills - 20 all stats - 10% exp
bosses telewalking stopped
all trash hp increased by a factor of 3
monster density cut by 30-50% (depending on the area)
added 230 new unique jewels (one for each character skill in the game)
jeweler and blacksmith bosses add in in act 3. (maps need altered later)
added stat increasing potions
increased special potions droprate
Added sidequest (Temple of the winds/The Veil)
characters now start with a blank essence with 120 available upgrades to freely customise
added new unique ring obtained by cubing all 4 cain keys (difficulty dependant)
added 2 new gem tiers
added jewel crafting
fixed broken runewords
cube recipes adjusted to be dependant on jeweler/blacksmith level
adjusted boss treasure classes (dedicated set item droppers)
added many new sets and adjusted some existing ones (many have been removed)
added enhanced crafting recipes (dependant on blacksmith level)
added class specific jewelery
many skills adjusted and some replaced with new skills
normal difficulty made a bit easier
item oskills levels increased
increased crushing blow cap on items
amazon blinding lighs effect chnged to "slows attacker" and fixed
slowing leaves changed to deal damage, fire sub missiles and stun enemies
all druid poison skills rearanged
poison creeper replaced with a new skill
new unique scriptures added
added unique items back in. (A number of new ones, + adjusted most of the old ones.)
5 new superuniques added, each holding 1 unique blessing stone. You need all 5 + a unique item to remove the penalty from the uniques.
bosses have the highest chance to drop uniques.


----------------------------
changelog 0.3.3e
------------------------------
- buffed druids frost rake
- nerfed the caska level challenge boss
- nerfed the resists of a number of bosses in normal
- buffed a couple of sorc cold spells
- replaced tier 5 cold spell with a new spell

-------------------
Changelog 0.3.3c
------------------


1: Make unique version of xbow (sin only xbow)         - done
2: Make unique version of sorc blade (level 20 unique)    -  done
3: add xbow runewords in the forums (roughly)           - done
4: add sorc sword class specific rw's            - done
5: nerf the keeper and scarlets volcano     - done
6: adjusted baal's monster spawn spell (lasts longer but spawns a monster less often)    - done
7: add new class specific xbow for assassin     - done


--------------------------
changelog 0.3.2g
---------------------------------------------------------------------

- switched mercs back for now (they gain levels 4* faster though)
- some minor balancing/boss adjustments in the early game.
- adjusted inventory.txt a bit (should be all good now)

------------------------------
changelog 0.3.2f
---------------------------------------------------------------------

- Bad fire splash animation fixed and slightly adjusted (looks cleaner)
- caska density reduced by about 1/2
- caskan trash buffed sygnificantly
- chimes damage increased
- chimes hp cut in half
- chimes minions damage and hp increased
- mercs are now = player level when hired
- mercs level up faster
- a few bad skill formulas adjusted

--------------------------------
changelog 0.3.2e
---------------------------------------------------------------------

- frozen horrors arctic blast missile settings should no longer cause an event every frame (may be a hard coded check)
- bad inventory pixel fixed
- added many new potions
- cut the number of missiles making up scales of the ice dragon's retaliation bolt by 50%
- 3 new unique charms added for a "hunt". One from each difficulty, each from a different boss. Charms have a 1 in 5 chance of dropping. No other info will be given. Charms have high variability from negative stats to positive
- 1 Extra unique charm added to fire eye (240 charms created in total for it) in hell difficulty. Bonuses are +1-2 (Random Skill) (Random Class Only), + flat def and Flat hp (varies)


--------------------------------
changelog 0.3.2d
---------------------------------------------------------------------

- charms no longer drop
- minion resistance added to items (caps at 75%)
- test running portals spawned by certain bosses before i utilise it fully
- elemental armor castable in gradon queen form
- synergy description for glacial spike and enchant fixed
- buffed shadow bolt
- buffed dragon torrent
- minor damage reduction on blood boil
- buffed death fieldchangelog 0.3.2d
---------------------------------------------------------------------

- charms no longer drop
- minion resistance added to items (caps at 75%)
- test running portals spawned by certain bosses before i utilise it fully
- elemental armor castable in gradon queen form
- synergy description for glacial spike and enchant fixed
- buffed shadow bolt
- buffed dragon torrent
- minor damage reduction on blood boil
- buffed death field

----------------------
0.3.2c Changelog
----------------------------------------

- shapeshifting skills duration increased (didnt increase duration on everything yet as fixing baalwave 2 was a proprity)
- fixed baalwave 2
Edit: a small update to add a few new potions to akara and remove the WWing bugbears from act 1 :)
Small Update (Apply after getting the new base)
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Ssleuth
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Re: Netherworld Rises Alpha (UPD 26 Nov 2011)

Post by Ssleuth » Wed May 09, 2012 9:27 am

Really nice mods, big changes of skills, I really like this.

Hope to see this done soon. :D

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PureRage
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Re: Netherworld Rises Alpha (UPD 26 Nov 2011)

Post by PureRage » Wed May 09, 2012 2:52 pm

I hope to have the beta update done during the summer. The first half of the year has been insanely busy for me this year :(.
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aplihs
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Re: Netherworld Rises Alpha

Post by aplihs » Fri Aug 10, 2012 11:45 am

m00hkuh" wrote:For SP: You can run 2 instances of D2SE. Just start Netherworld as normal and then open a 2nd instance of D2SE. It will automaticly chose the Mod you have started before. Then just create an TCP/IP game.

Greetz
Hi i like your display pic very much

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