Project Kalavic Feedback (Alpha 0.0.01)
Posted: Fri Mar 02, 2018 6:51 pm
Please post feedback for the Kalavic mod here to keep the main topic clean for viewing and download.
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One thing is when some monster is challenging and you need to take a different approach to defeat it, and be careful while doing it, but there was some monster, need to check its name, it is frustratingly difficult, but boring monster, sorry, not sure how to describe the feeling.-Monsters are rebalanced to be challenging and in some cases frustratingly difficult.
I have same issue in my mod, thought issue was due to my code. But, might be issue with 1.10 code itself.Actually, first words for now is that I was able to stuck few times in The Crypt and in The Mausoleum, on those Undefiled Grave, not sure how but somehow, luckily town portal works fine.
Never had that issue with cLoD or with any mod before.
If it differs then it means it is sth new, and that makes mod interesting imo.
All sounds good, but not easy to say which one. For more testing we need both
Ok, but I had to ask, you know, just in case sth really didn't work as intended.k0r3l1k wrote: ↑Mon Mar 12, 2018 8:30 pmAll of these changes are intentional an i will be revisiting things like this once I start making progress with my code modifications. I intend to add a shield bash sequence, new leap function and state overlays for various skills.
Until then you'll have to do with the way things are now, it's still very early alpha and I will get around to these issues eventually.
Yeah, just as it says on them, though some will give you the full effect, those like Prevent monster heal, cannot be frozen etc.k0r3l1k wrote: ↑Mon Mar 12, 2018 8:30 pmIn regard to your prior comments about the socket items- you can cube them with items for a portion of their base stats, which should help you use some of your stockpile. I will introduce a use for excess items at a future date but for now you can just sell any that you don't have use for. I plan to introduce an alchemy system and more for the misc items, as they are intended to be the main loot of the entire mod once these features are added.
No problem at all. You mean like this:
I will correct this in the next patch.
Assassinate is not designed to be a spamable ability, although I agree with your analysis. It needs work to feel powerful without being broken. I will work on it.Talic wrote: ↑Tue Mar 13, 2018 7:15 pmAssassinate seems "hard" to use, since it is based on Cloak of shadows, I mean, active CoS, kill monster and repeat, maybe rather lower the duration of CoS to max ~15 sec (duration increase with skill level, up to max of 1 min duration or sth), that seems reasonable that way, at least imo.
The mana cost is proportionate to the heal, and this is intentional, heals are meant to be costly and rare, the idea of the mod is that damage should be 90% avoidable.
Don't attack them in melee :p
No no, thank you for taking my ideas in consideration.
Sure, anytime.