[Patch 5.2D] Eastern Sun Rises

Information and updates for the Eastern Sun Rises mod. If you have any questions or suggestions for the mod, please post them here.

Moderators: AlphA - The Real One, tsuru, Perfect Cell, Metropolis Man

Post Reply
User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

[Patch 5.2D] Eastern Sun Rises

Post by AlphA - The Real One » Mon May 15, 2017 4:39 am

We just released Eastern Sun Rises 5.2D. Join our Discord to find out more and play with other people. Thanks to @Aught and @Firesnake who helped a lot creating this patch.

Discord: https://discord.com/invite/awhDYvm
Patch ESR 5.2D: https://www.mediafire.com/file/zfxdew67 ... D.zip/file

ESR 5.2D

[BEWARE 5.2D may break Savefiles!!!]

[SINGLE PLAYER BEFORE PATCHING TO 5.2D!]


- Respec all Skillpoints on Paladin and Necromancer
- Remove all Coupons, Wild Cards, Ancient Scrolls, Decals,
Decal Stocker, Ancient Tomes, from your Character and or
Multi Stocker

- Remove all Tokenizer, Token, Items with Quantity (including
Keys, TP/ID Tomes etc. before patching to 5.2D from any
Version PRIOR to ESR 5.0!

[CURRENT ISSUES]

- Corruption Orb currently causes ESRutils to display
::add to storage message, this can be ignored

- Do not equip Act5 Mercenary with a second Sword, it will be
lost!
- +X to Summon Skills (Damage Augmenter) Damage increase is
not displayed but works correctly
- X%Fire Damage and -%Fire Resistance do not work for Fire
Golem
- X%Magic Skill Damage does not work for converted Damage
(Berserk, Concentrate and Frenzy)
- Raven and Fire Hawk Damage is not displayed correctly
- Poison Creeper Physical Damage is not displayed correctly
- Rude Offense Skill Animation is displayed wrongly (Realm
Only)
- Fury of the Heaven Missiles are only visible to its Caster
- You can only save one Metal Golem per Char during Game
Transition

[CUBE RECIPES]

- For changes on Cube Recipes and new Cube Recipes check our
Discord

[CHANGELOG]

[MISC]


- Added Plugy 14.02 Support (In case you run into issues with
Plugy revert back to an older Version)
- Added ESRutils (check http://miyoshino.la.coocan.jp/eswiki/?
ESRutils for more Informations) (Thanks to Firesnake)
- Fixed a critical Bug in Magic/Rare Item Generation (Thanks
to Nizari)

[SKILLS]

- Changed Immolation Sound
- Lava Sentry now correctly scales with Fire Skill Damage and
Enemy Fire Resistance
- Fixed a Typo in Sway Description
- Fixed Thunderstorm and Meteorshower Bufficons
- Fixed all Creepers and Raise Skeleton Description
- Fixed several Synergy Bugs for all Trap Skills
- Fixed several Synergy Bugs for Ice Fang and Cold Blast
- Fixed Immolation Arrow Synergy
- Fixed Double Throw Skill Description

- Reworked Fire Golem Synergy
- Reduced Next Hit Delay for Fissure and Earth Spike (5 to 1
Frame)
- Further decreased the Delay between Attacks for all Creepers
in NM and Hell
- Raven no longer inflicts Open Wounds
- Raven now benefits from Lightning Skill Damage
- Fire Hawk now benefits from Fire Skill Damage
- Raise Skeleton now requires Level 1
- Greatly increased Raise Skeleton Damage and limited its
total Count to 10
- Reworked Raise Vampire Damage, Synergies and limited its
total Count to 10 (Damage output is intentionally missing)
- Revive now requires Level 30
- Reworked several Barbarian Synergies
- Berserk Defense Value can go positive and increase Defense
- Nerfed Protection from the Evil Base Damage and Synergies
- Nerfed Holy Fire, Shock and Freeze Flat Attack Damage
(Does not affect Holy Aura when equipped)
- Nerfed Multishot to deal only 1/2 Weapon Damage
- Nerfed Strafe to deal only 1/2 Weapon Damage
- Nerfed Guided Arrow % Damage per Level and Synergies

- Removed all Set Morphing Skills

[New Skilltree Skills]

- Replaced Bone Wave with Bone Circle (Necromancer Skill)
- Replaced Poison Dagger with Stars of Death (Necromancer
Skill)
- Replaced Anointed Bear with Rude Offense (Paladin Skill)
- Replaced Holy Ward with Shield Throw (Paladin Skill)

[New Item Only Skills]

- Added Earthquake
- Added Cold Embrace (Amazon Passive and Magic Skills)
Synergy: Cold Arrow and Freezing Arrow
- Added Sharp Array (Amazon Bow and Crossbow Skills)
Synergy: Same as Magic Arrow
- Added Toxic Spike (Amazon Javelin and Spear Skills)
Synergy: Same as Plague Javelin + Plague Javelin
- Added Grim Triangle (Necromancer Poison and Bone Spells)
Synergy: Same Synergy as Bone Circle
- Added Devil's Hand (Necromancer Curses)
Synergy: Decrepify, Lower Resist and Frozen Spear
- Added Minion Explosion (Necromancer Summoning Spells)
Synergy: Frozen Spear, Riase Skeleton and Raise Vampire
- Added Essence Shift (Necromancer Summoning Spells)
- Added Branching Blaze (Sorceress Fire SpellS)
Synergy: Same as Fireball, benefits from Basepoints in
Fireball
- Added Burning Seekers (Sorceress Fire SpellS)
Synergy: Same as Firebolt, benefits from Basepoints in
Firebolt
- Added Sacred Storm (Paladin Combat SkillS)
Synergy: Same as Holy Bolt
- Added Gale Bearer (Paladin Combat SkillS)
Synergy: Holy Shock, Vengeance, Protection from Lightning
- Added Icy Pest (Paladin Combat SkillS)
Synergy: Holy Freeze, Vengeance, Protection from Cold
- Added Shards of Hellfire (Paladin Combat SkillS)
Synergy: Holy Fire, Vengeance, Protection from Fire
- Added Sculptor of Suns (Paladin Combat SkillS)
Synergy: Holy Shock, Vengeance, Protection from Lightning
- Added Blade Fission (Assassin Martial Arts)
- Added Temple of Fury (Assassin Traps)
Synergy: Lightning Sentry, Steam Sentry and Death Sentry
Note: Castdelay Reduction based on Mana (-1 Frame per 100
Mana)
- Added Behemoth Skin (Assassin Shadow Discipline)
Synergy:
Note: Cannot be used at the same time as Burst of Speed or
Fade
- Added Field of Battle (Assassin Traps)
Synergy: Mind Blast, Psychic Slash and Cloak of Shadows

[MONSTER - TREASURECLASS]

- Fixed Nilathak Hell Treasureclass
- All Organs will now drop as Hearts
- Increased the amount of Crystals per Ore

[ITEMS]

- Fixed several Bugs with Cube Recipes

- Increased the Melee Range of all Weapons (beside Orb and
Wands)
- Organs can now be transmuted (same as Dragon Stones)
- Charms can now have Tinkerpoints
- Removed Noobs Charm
- Removed Odd and Square Charms
- Reworked close to 40 Uniques Items
- Reworked and added Hidden Treasure Unique Charms
- Nerfed Rumour of Pain Unique Belt

[UNIQUES]

- The following Unique Items have been reworked completely:

Heaven's Gate, Faith, Winged Embrace, Splitskull Shield,
Aire Libre, The Ancients' Blessing, Larzuk's Innovation,
Band of Constriction, Blazeband, Spirits of the Dead,
Hermes' Gift, The Heel of Blood, Boots of the Serpent,
Greiz's Legion, Gloves of the Dark Mage, Death's Cowl,
Heart of the Succubi, Bone Reaver, Spirit of the Forest,
Viz-Jaq'taar's Invention, Raja's Majesty, Essence of Trang-
Oul, Secret of the Ooze, Arm of the Skeleton, The Assassin's
Stiletto, The Fires of Sunlight, Diamondedge, Dragon Staff,
Scepter of the Sorcerer-Kings, Agent of the Light, Thor's
Hammer, Johan's Picket, Famine, Moonbeam, Wings of the
Fallen Phoenix, Iceshard, Alea Jacta Est and Alea Jacta Est

[ITEMAFFIXES]

- Nerfed all instances of +X-X% To Max All Resistances
- Removed the 2 highest Affix Tiers for Stats based on
Character Level on Juwels
- Removed a few unwanted Affixes
- Removed several unused Oskills
- Reworked several Affixes
- Added new Affixes

[NEW ITEMSTATS]

- +X Max Damage per Kill
- +X% Enhanced Max Dmaage per Kill
- +X-X Lightning Damage per Kill
- +X-X Cold Damage per Kill
- +X-X Fire Damage per Kill
- +X Max Poison Damage per Kill
- +X Max Magic Damage per Kill
- +X-X Lightning Damage (Based on Lightning Resistance)
- +X-X Cold Damage (Based on Cold Resistance)
- +X-X Fire Damage (Based on Fire Resistance)
- +X% to Poison Skill Damage (Based on Dexterity)
- +X% to Magic Skill Damage (Based on Strength)
- +X% to Cold Skill Damage (Based on Cold Resistance)
- +X% to Fire Skill Damage (Based on Dexterity)
- +X to Life (Based on Energy)
- +X to Life (Based on Strength)
- +X to Life (Based on Dexterity)
- +X Fire Golem Holy Fire Aura Damage
- +X extra Missiles fired by your Vampire
- +X% increased Warcry Effect
(Buffs all Warcries beside Howl)
- +X% Frenzy Damage converted to Magic Damage
- +X Frenzy Duration
(calculated in Frames, 25Frames = 1 Second)
- +X Increased Thunderstorm Repeat Time
- +X% to Barbarian Lightning Skill Damage
(works for Thunderwave, Nova, Plasma Rain and Thunderstorm)
- +X Increased Earth Spikes Frequency and Radius
- +X% Increased Wolf Damage (x4)
- +X additional Wolves
- +X released Bolts by Charged Claws
- Additional Shockwave Missiles (Based on Mana)
(1 Missile per 500 Mana)
- Twister Damage also benefits from 1/2 of % Cold Skill Damage
- +X to Meteor Shower Repeat Time (Based on Dexterity)
- +X% Lightning Skill Damage (Based on Extra Gold From
Monsters)
- Additional Holy Bolt Missiles (Based on Mana)
(1 Missile per 500 Mana)
- Rude Offense Castdelay Reduction (Based on Mana)
(-1 Frame per 250 Mana)
- +X additional Fire Golem, Valkyrie and Shadow Master
- 1 Fire and Ice Bolt Missile per 5 Basepoints instead of 15


[RUNEWORDS]

- Reworked all Kanji Runewords
- Runewords are no longer possible in Charms
- Removed Diablo Runeword
- Slightly changed Gemwords with Charges

Credits in no particular order:

Phrozenkeep

madbrahmin, Lastcorpse, Lurix, SpiKe, thanosdk,
PureRage, MnW95, Ogodei, ocarinas, Dav92, Firehawk,
Fog, Sky, Thaison, mmpx222, Firesnake,
sweetcarolinahoney, reiyo_oki, Revan,
jessedazebra, Nizari, psychotwo,
Silvermàne, Kong, Eezstreet, Cla$$ics,
Maks, erevos, Barby, Zebra, Fawahar, Max


Cheers
AlphA
Last edited by AlphA - The Real One on Sun Dec 03, 2017 5:16 pm, edited 43 times in total.

blackduck
Posts: 86
Joined: Sat Feb 05, 2011 2:24 am

Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Mon May 15, 2017 10:53 am

Some thoughts and questions:
-disabled wisdom and identify scrolls, keys, stamina, antidote and thawing pots to drop after Normal difficulty
-disabled all throwing pots to drop after Normal difficulty
-reduced droprate for health/mana pots in Nightmare (~50%) and Hell difficulty (~70%)
-disabled normal gems to drop after Nightmare difficulty
-lowered the chance to drop arrows and bolts, but increased the chance to drop rare and unique versions (in Nightmare and Hell)
-slightly increased the chance to drop higher tier weapons/armors
-limited another tier of low level affixes for armors and wepaons to a certain lvl range, will slightly improve magic/rare drops in Nightmare and Hell
Doesn't reducing unwanted stuff from dropping increase the amount of other stuff dropping? Not necessarily an issue but something that might be an issue if more interesting stuff becomes too common.
-Kanji runes needing only 1 crystal instead of 2 (except God and Heaven runes)
The reduction of crystals required for Kanji runes is a great change. 200 points worth crystals for a single Kanji rune was definitely too much. (I have over 1.5M kills on my barbarian and Bitter Peridots are the only crystal that I have over 200 points for as I like to farm the Andariel's Dressing room with the ghost cow level.) My gear has been at the point where I don't need kanji runes for like the last 1M kills. This gives some idea how useful those kanji runes actually were with that 200 points requirement...
-added fixes for various Vanilla bugs (thanks to LastCorpse)
Can you go into details?
-added Statfix.dll to fix caps on life, mana and stamina
-removed Barbarian Passive
What caps? What barbarian passive?

User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Mon May 15, 2017 11:55 am

Doesn't reducing unwanted stuff from dropping increase the amount of other stuff dropping? Not necessarily an issue but something that might be an issue if more interesting stuff becomes too common.
Nope. Different Treassureclass. Still I would appreciate any testing. Unique quiver and bolts may drop too often now.
Can you go into details?
German changelog can be found here. Nothing really gamebreaking. Just improving/changing certain monsters behaviour.
The reduction of crystals required for Kanji runes is a great change. 200 points worth crystals for a single Kanji rune was definitely too much. (I have over 1.5M kills on my barbarian and Bitter Peridots are the only crystal that I have over 200 points for as I like to farm the Andariel's Dressing room with the ghost cow level.) My gear has been at the point where I don't need kanji runes for like the last 1M kills. This gives some idea how useful those kanji runes actually were with that 200 points requirement...
That seemed to be the easier way than adjusting their droprates.
What caps? What barbarian passive?
Those mentioned;). Basically it enables Iron Skin working as an Oskill for Mercs again. While changing those I got ride of the other two too. Resulting in removing the Barbarian passive state. Now he use the same Damage Augmenter als every other class. (This does make the 27 state bug more possible in MP).

Cheers
AlphA

blackduck
Posts: 86
Joined: Sat Feb 05, 2011 2:24 am

Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Wed May 17, 2017 5:21 pm

I haven't had too much time to play ES but the few short attempts to play it weren't too promising. I uninstalled the game entirely in the beginning, made a fresh install, installed ES and applied the community patches. The game started ok and seemed to be fine but within 5 minutes of playing the game crashed. Another try allowed me to finish one Ghost Cow level with the Andariel's Dressing Room (or whatever it is called) but then it quickly crashed when I was doing casual clear of The End. That makes 2 crashes in the time that was maybe worth 20 minutes of gameplay at most. Due to this the game is not really playable for me with this patch.

My guess is that one of those new DLLs is causing some problems. Using Win 10 64bit with XP SP 2 compatibility mode and admin privileges if those matter. Game seemed to work fine with these settings before applying 4.2A.

---

Crash problems aside here is some other notes I made:

- Gold autopickup is awesome. <3 I don't really like/need the counter on bottom right but I can live with it.

- While the changes helped with the item clutter on \p8 ghost cow level it still is very tedious to go through the loot in order to find the interesting stuff. Some sort of modifiable item filtering would be very welcome addition. Basically it would just hide all the dropped items that met some defined parameters. For example I would like to hide all white items. Show all ethereal items. Hide all Flawless (and below) gems. Hide all runes below Sa. Hide all non-unique charms (I only need very few Small Charms as material for Squares.) Hide all potions besides Full Rejus. Hide Ancient Decipherers and so on...

---

This is something that has been bugging me a long time about the ES. Currently the most efficient way to make Maple Leaves is to farm hundreds of millions of gold, gamble rings on a low level character, reroll those rings to class specific uniques and then making Devil's Food out of those. It is very tedious, very much the opposite of fun and kills your mousehand due to all the repeatitive clicks and movements. However it is the most efficient way so when the whole endgame is about grinding Maples it is kinda the go-to-method.

I have done some math and it takes around 300 Gamblings on a level 1 character and it goes down to around 174 gamblings once the gambler is a level 80+. Unfortunately the gold cost of rings also goes up so the gold cost of each maple increases almost linearly as the character level increases. Because of this the lower level character you use the more efficient you will be goldwise. (Running between gambling vendor and chest probably makes some level 10+ character better than a level 1 if you have a character with tons of Gold Find.)

When using a level 1 character each Maple Leaf costs around 2.51M on average. At level 9 the cost is 2.89M and it increases to 13.46M/Maple Leaf @ level 100. Players can decide to not do this or they can make shortcuts while feeling that they are cheating. Because of this I would suggest that some form of solution should be done about this. I'll throw few ideas how to solve this.

- Gambled jewelry could have a fixed cost like in LoD. This does not really fix the problem that gambling is the easiest way to make Maples but at least one would be able to use a high level character and gambling high level rings is more interesting than gambling low level ones which have no chance of being good. (Gambling low level uniques or sets as low level character might become problematic though if this solution is applied.)

- Add Maple Leaves to NPC vendors for a certain cost. The most direct way to fix the "issue" as this would eliminate the whole gambling part entirely. Players who make Maples with gambling could then focus entirely at the "farming gold" -part.

- Remove the "7 rare amulets/rings -> 1 unique" -recipe. It is not particularly good recipe outside of this kind of use. Gold into Maple Leaf conversion kinda makes Maples much less valuable so removing the method entirely might even be better for the game. (I would claim the Maples would then be too rare but who am I to say that.)

- Add an item to the vendors that is like the 6-packs of gems but adds a lot of amulet or ringpoints. This would allow players to reroll the amulets/rings while skipping the stupid gambling part.

(Personally I made Charsi sell me Maples for 4.25M each which is the cost of a Maple leaf when gambling with a level 15 character and saving the Fallen Stars for making unique jewels. I know that I'm a filthy cheater but I want to have fun when playing and gambling even just 100M worth of gold is a huge pain when using a low level character.)

User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Thu May 18, 2017 12:38 am

Try replacing the Pickup.dll with this one: Pickup. It's a newer version made by the author. Beware that it's not working with Windows XP. Also you might need to update Visual C++ Redistributable für Visual Studio 2015

If it still crashes after this please remove the statfix.dll and let me know if that fixed it.

Regarding filter I sent you a PM.

Removing the rare-> unqiue recipe in general would be best in my eyes too. For this first version however I tried to not change anything on the basegame. I found that the secret scroll recipes could actually cut short to 25. Removing a couple useless ones and those really bad item conversions ones.

Cheers
AlphA

blackduck
Posts: 86
Joined: Sat Feb 05, 2011 2:24 am

Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Thu May 18, 2017 6:29 am

I'll try some other settings when I have time. What does the statfix.dll do?

Initially I was more a fan of the last option but after thinking the Dragon Stoning removes a lot of viability from a big portion of the items. Since the list of stats that cannot be d.stoned or gem melded is really short some Jeweler's items are almost always the best items because jewels are insanely good and almost all stats can be added with d.stoning/gem melding. Problem is that this is still true even without easy Maples since with enough playing someone might actually make enough maples to add all the interesting stats into his jeweler's items. Takes just some legendary effort to do that.

I'm not sure if I like the idea of reducing the Ancient Scroll -recipes as I find them being pretty cool. Perhaps the worst ones could be altered to be better?

User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Thu May 18, 2017 7:37 am

It should prevent a lifecap overflow. Not really necessary though.

Well that's the main problem ES has. The question is how to encounter it. Possible ways are:
-Removes maples and the possiblity to lower the lvlcap.
-Make uniques more "unique" aka more special stats (check Resurgence Mod to get an idea). This however would require to make place in Itemstatcost.txt.
-Reduce the possibilities to dstone or lower the dstone caps.
-Limit the item/stat combination that can be dstoned. (For example resistence only on armor and helmets).

Another problem is how tinkering currently work. As you can endlessly tinker any rw.

Regarding scret recipes. Those are the ones I would keep.

Code: Select all

1   ->  1
12 ->  2
13 ->  3
14 ->  4
15 ->  5
16 ->  6
17 ->  7
23 ->  8
26 ->  9
27 ->  10
28 ->  11
30 ->  12
37 ->  13
39 ->  14
40 ->  15
41 ->  16
42 ->  17
43 ->  18
44 ->  19
45 ->  20
46 ->  21
47 ->  22
48 ->  23
49 ->  24
50 ->  25
Cheers
AlphA

User avatar
gogodanny
Forum Legend
Arch-Angel
Posts: 1243
Joined: Mon Nov 06, 2006 2:14 am
Location: Graz, Austria

Re: [RELEASE] 4.2A Community Patch

Post by gogodanny » Thu May 18, 2017 9:08 am

Hi there - sorry for the perhaps stupid question but I pretty much forgot all about installing mods as I didn't paly D2 in a couple years.

So recently I installed the official ES Version that can be found in the Database.

If I install your patch now (which I REALLY want) how would I do that so I don't have to forfeit my chars? I'M using win7 64bit.

Also: I really wanna do that 4,5Mio gold = 1 Maple at vendor thing. How can I do that?

THanks a lot in advance

Oh and 1 More thing: Somebody has got a spare AS#50 flying around? highly appreciated :)
only 2 things are infinite - the universe and human stupidity ... although i'm not sure yet about the universe (c) Albert Einstein
http://miyoshino.la.coocan.jp/eswiki/?p ... hot051.jpg (WOW)

blackduck
Posts: 86
Joined: Sat Feb 05, 2011 2:24 am

Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Thu May 18, 2017 9:46 am

How does tinkering runeworded items endlessly work? Is it just so that one can tinker the item, make the runeword, remove the runes and the item's tinkering point pool is refreshed?

Regarding the Ancient Recipe removal... No more Belt-Gloves-Boots conversion? 8-O I'm not saying that would be bad for the game but... I'd really have to rethink my build since I couldn't just use Goldarks in all of those slots on all characters. :D

Ancient Scrolls 2 and 3 are there just for convenience. I have used them few times just to make some socketable items for runewords when I have been lazy. (Gamble blue item, use scroll 2 or 3, use socket donut => profit!) I wouldn't be too sad if they were removed but at the same time I don't see any reason to remove them either.

I'd also keep scrolls 4 and 5 as I don't see it being a problem if someone fills out a low level set or gets a low level unique easily with these recipes. The cost is rather high with the 2 perfect gems, 2 dragon stones and a crafted item so I don't see them problematic. Someone who is finishing normal for the first time might want some specific set or unique item and these recipes would allow him to spend a significant amount of resources in order to get it. A richer player would just gamble the item with chits or via regular gambling and probably end up getting the item cheaper.

Ancient Scroll 6 probably has to be removed as it kinda allows loopholing Maples. It is more expensive to make them with that recipe when comparing to gambling but if the gambling method gets plugged then it probably is worth it to plug this one too. It is probably cheaper to just gamble the level 75 unique jewelry too so there is no real reason for this recipe to exist beside the fact that it allows sub-level 80 characters to make level 75 unique amus/rings. (I'd honestly just level my character to level 80 and if it is first character they can't afford gambling/abusing this recipe anyway since it is so expensive to use.)

Scroll 10 looks interesting to me because +xp modifier is such a rare stat in items. Perhaps it could remain but the materials could be streamlined. I can't imagine myself going through all the effort of trying to roll a decent rare amulet with 5% bonus XP because each roll requires so many bodyparts. Basically each ear is 5 parts so in total each roll costs 18 bodyparts in total. (Ok in softcore one could kill some other character and get ears easily but in HC the ears are really annoying to get.)

Scrolls 18-21 are pretty weird. They only work on blue items. Right? If yes then they allow some interesting minmaxing with some oskill gloves at least as one could get 120% FCR for 12 Cookbooks without adding level penalty. Same goes for the other stats but I think the FCR is the most interesting stat while not losing all that much when settling with just blue gloves instead of rare/unique ones. Perhaps some tweaking is required to make them more useful while not making them op (in the world where Maples are actually rare) but I'm not sure if I would straight up remove them.

User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Thu May 18, 2017 11:27 am

You don't. The patch is 100% compatible. All you might need is download the newer goldpickup.dll I linked. You need to unpack the mpq, get the misc.txt open it with either d2excel or AFJ Sheet and do a small edit there. Then you add it to the data folder along the other txts you find in there. In case you started the game before you need to remove the misc.bin from the datafolder.

Well without getting into details how tinkering works. As long as you not remove the runes it can be tinkered endlessly. Once you remove the runes everything you tinkered is lost.

As you said before, it really limits the choice even further. In order to "force" players to use more different items it has to go.

Let me put it this way, how is an item unique if you can simply create it via a cube recipe?

For the rest, the intention behind scrolls was it to lock more powerful recipes behind them so players wouldn't use them right away. Removing the scroll doesn't necessarily mean removing the recipe as a whole.

In another post I mentioned the possibility to add new itemstats. This is currently not possible as ES is already using the maximum available, every scroll and every line in each stocker use a line. By removing half the scrolls, decals and lod coupons we could free up a few lines. To give you an quick example, Wrath of Asmodeus could be changed to allow players to shoot two extra Fireballs while having it equiped.

Cheers
AlphA

blackduck
Posts: 86
Joined: Sat Feb 05, 2011 2:24 am

Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Thu May 18, 2017 11:59 am

I thought that you'd remove those recipes entirely. Good to hear that some of the recipes would remain but just not require the Ancient Scrolls. That actually makes a lot of sense considering that the usefulness of some of them is rather limited.

At least for me uniques are just another class of gear. I've never had issues with the fact that I can "craft" them with certain recipes. I'm mostly just interesting what those recipes actually allow me to do and how expensive the materials are. After all anyone can just gamble a certain unique so using the recipes to make the item is just an alternative way of obtaining it.

New itemstats actually sounds really cool. Especially if something like that would be possible to do.

I'm not really sure how I feel about getting rid some of the rune decals as I definitely would like to keep "the whole collection" of them in the game. At the very least all the good runewords should be kept in. (Or just rework runewords so there is equivalent runewords among the runewords that use ES runes and then get rid of all the LoD rune decals entirely.)

Same goes for LoD coupons. Most of them are totally useless. There is few ones that are really cool though like Stone of Jordan, Bul-Kathos' Wedding Band, Mara's Kaleidoscope and Dracul's Grasp. I'm also that sort of pervert that I enjoy collecting the LoD uniques that are really rare in LoD. Finally I can own a self-found Tyrael's Might! Perhaps there could be a LoD unique stones that would transform white items into LoD uniques?

User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Thu May 18, 2017 12:43 pm

Well we could either merge the lod runewords into ES runes or make the better ones Kanji runewords. Well the point behind removing lod uniques and runewords is for one that most of them are never used. And second to free up space in the itemstatcost.txt and reduce the overall content. In my opinion we should figure out what can be improved or removed before adding anything new to ES.

Combining all those possible changes we talked about would already result in a rather big gamechange and as such would really fit the description of a community patch / plugin anymore. Beside those changes would be rather time consuming and I'm not sure I would have the motivation to do it alone.

Cheers
AlphA

User avatar
Doub
Dark Alliance Beta Test
Champion of the Light
Posts: 257
Joined: Fri Jul 19, 2013 11:13 pm

Re: [RELEASE] 4.2A Community Patch

Post by Doub » Thu May 18, 2017 3:19 pm

@Alpha
If you ever do changes on the vanilla type skill pre-reqs, make sure u add that info on the changelog plz. :)

Cheers!
Last edited by Doub on Thu May 18, 2017 9:46 pm, edited 1 time in total.

User avatar
gogodanny
Forum Legend
Arch-Angel
Posts: 1243
Joined: Mon Nov 06, 2006 2:14 am
Location: Graz, Austria

Re: [RELEASE] 4.2A Community Patch

Post by gogodanny » Thu May 18, 2017 3:58 pm

God Alpha I love you for this patch. I couldnt manage to find decent stuff lately, now in my first run almost no crap, plenty rares, a couple runes ... awesome - great work

Just 1 more question - how would I go about adding maple leaf to vendors? - can somebody perhaps PM me that? thanks and hope I dont violate anything (else plz delete)
only 2 things are infinite - the universe and human stupidity ... although i'm not sure yet about the universe (c) Albert Einstein
http://miyoshino.la.coocan.jp/eswiki/?p ... hot051.jpg (WOW)

User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Fri May 19, 2017 7:29 am

You need to unpack the mpq, get the misc.txt open it with either d2excel or AFJ Sheet and do a small edit there. Then you add it to the data folder along the other txts you find in there. In case you started the game before you need to remove the misc.bin from the datafolder.

In case you can't figure it out yourself report back. Don't forget to check the fileguide for misc.txt in the knowlegde base.

Cheers
AlphA

User avatar
gogodanny
Forum Legend
Arch-Angel
Posts: 1243
Joined: Mon Nov 06, 2006 2:14 am
Location: Graz, Austria

Re: [RELEASE] 4.2A Community Patch

Post by gogodanny » Fri May 19, 2017 8:55 am

Hey Alpha - thanks a bunch but this largely outweighs my knowledge and skill ... guess i'll be doing it the old way :-D

COuld someone send me the prearranged file? so all i gotta do is copy-paste-play? :-)
Last edited by gogodanny on Fri May 19, 2017 11:02 am, edited 1 time in total.
only 2 things are infinite - the universe and human stupidity ... although i'm not sure yet about the universe (c) Albert Einstein
http://miyoshino.la.coocan.jp/eswiki/?p ... hot051.jpg (WOW)

User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Fri May 19, 2017 9:32 am

Maybe blackduck can upload his file for you.

Cheers
AlphA

User avatar
gogodanny
Forum Legend
Arch-Angel
Posts: 1243
Joined: Mon Nov 06, 2006 2:14 am
Location: Graz, Austria

Re: [RELEASE] 4.2A Community Patch

Post by gogodanny » Fri May 19, 2017 11:03 am

smart thought ... i just did that :D
only 2 things are infinite - the universe and human stupidity ... although i'm not sure yet about the universe (c) Albert Einstein
http://miyoshino.la.coocan.jp/eswiki/?p ... hot051.jpg (WOW)

blackduck
Posts: 86
Joined: Sat Feb 05, 2011 2:24 am

Re: [RELEASE] 4.2A Community Patch

Post by blackduck » Fri May 19, 2017 4:57 pm

@gogodanny: Sent pm.

@Alpha: The updated pickup.dll seems to work as I was able to play few hours without any crashes.

skogstrollet
Posts: 7
Joined: Mon Jun 27, 2016 4:09 pm

Re: [RELEASE] 4.2A Community Patch

Post by skogstrollet » Sat May 20, 2017 7:44 pm

Is there a way to just apply the Gold pickup? I havn't applied any community patches as far as I know.
I tried to just put in the Pickup.dll in my "es300r" folder and then added the line "D2Pickup=D2Pickup.dll" in D2Mod.ini.

Nothing happens. Tried in loader.ini as well wich gave me an error saying I'm missing glide.3x.dll.
Installed the wrapper, removed multires since they seem to conflict. Still didn't work. Ideas?

User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Sun May 21, 2017 4:52 am

For your first issue, tried the fixed version from above and updated Visual C++ Redistributable für Visual Studio 2015?

Multires? If you playing the 1.12a version of ES, the goldpickup.dll wont work as it was made for 1.10. If you playing 1.10 could you link the multires you using?

Cheers
AlphA

skogstrollet
Posts: 7
Joined: Mon Jun 27, 2016 4:09 pm

Re: [RELEASE] 4.2A Community Patch

Post by skogstrollet » Sun May 21, 2017 8:00 am

You are right, I'm running 3.00 r6d 1.12a mod.
So I guess 1.10 is for the community updates and other plugins?
I'm so used to multires now that I can't swap that out for pickup =/

User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Sun May 21, 2017 8:28 am

Nah you can patch over all former community updates as well as mine, beside all dlls that work via the D2ModSystem, in this case the Gold Pickup.dll and Statfix.dll. Remove those alongside the D2Mod.ini / D2SE_Setup.ini from my plugin and it'll work fine for you too.

All that's left is to start with the following commands, -txt -direct.

Cheers
AlphA

User avatar
gogodanny
Forum Legend
Arch-Angel
Posts: 1243
Joined: Mon Nov 06, 2006 2:14 am
Location: Graz, Austria

Re: [RELEASE] 4.2A Community Patch

Post by gogodanny » Mon May 22, 2017 1:19 pm

Hi again - got quite an important question I guess ... all of a sudden the augmentor doesn't work anymore (lvlreq 120) and my dmg went from 2-31k to 500-13k ... help?

€dit: I placed your file (and then blackducks) into the folder and used ES launcher.

Every new char I create spawns an unusable lvl 120 augmenter too :-/
Last edited by gogodanny on Mon May 22, 2017 1:27 pm, edited 1 time in total.
only 2 things are infinite - the universe and human stupidity ... although i'm not sure yet about the universe (c) Albert Einstein
http://miyoshino.la.coocan.jp/eswiki/?p ... hot051.jpg (WOW)

User avatar
AlphA - The Real One
Hosted Forum Moderator
Champion of the Light
Posts: 300
Joined: Sat Oct 31, 2009 12:28 pm
Location: China
Germany

Hand-picked

Re: [RELEASE] 4.2A Community Patch

Post by AlphA - The Real One » Mon May 22, 2017 1:25 pm

Create a new one. I'm not quite sure what's causing this, as I only changed the barbarian augmenter. If you notice any further irregularities let me know.

Cheers
AlphA

Post Reply

Return to “Eastern Sun Rises”