Some changes will annoy some people, care~~
There is a little more info on the website about the changes: http://planetdiablo.com/seasons/index.html
In addition to the mod there is the increased stash plugin that is separate from SA but works fine as far as I can tell - just run the megainvxp.bat file and you're set.
Changes in v3.23d
Fixed a bug where your experience would wrap around and bugger things up, basically.
Characters
Mana regeneration rates have been changed from the default 120: Amazon [30], Sorceress [120], Necromancer [120], Paladin [30], Barbarian [0], Druid [60], Assassin [30],
Running and Walking
Characters no longer gain stamina with each new level or from placing points into vitality.
Running now uses stamina much faster than before. However you now run at a greater speed: Sprinting
You can sprint a nice short distance at the moment to outrun monsters or retreat as needed.
To sprint further you should obviously look for items with +stamina or +stamina regeneration ;P
Skills
Werewolf life bonus is reduced to 15% from 25%.
Werebear defence bonus increased so that he receives 610% increased defence at slvl40. However his life bonus is reduced to 30%.
Frozen Orb's delay is now 2 seconds. The other cold spells work very well so this is not really a big deal
Zeal gains a slight damage bonus but also more targets with each level.
Holy Freeze has a fixed radius but can slow monsters more than before.
Weapons
All Elite weapons now deal the same amount of damage as Exceptional weapons.
However, Elite weapons gain much more extra damage factored in from your characters strength and dexterity.
Items
Added Renew Oil, Ven Potion, Life Water, Liquid Mana, Antifrost, Restoration Oil which can be socketed into items.
Traveller items gain +per level modifiers.
Improved the spawning of prefixes and suffixes on all items.
Elite Belts can now be gambled.
Removed level requirements from potions as they didn't prevent their use anyway
Increased the range of Normal and Exceptional two handed axes.
Paladin Only shields no longer gain automagic resist all. They now gain a bonus to attack rating and either Damage to Demons or Undead.
Staves now gain automagic Faster Hit Recovery.
The Paladin starts with a new item: Arched Long Bow as does the Assassin: Bamboo Shoot (Bow) - both start with no arrows, sorry there is no room to add them without removing another item
Increased the damage of the Druid's Rata Throwing Clubs.
Fixed the bug that prevented you from imbuing Normal Class Specific Bows.
Charms can no longer gain cold damage.
Greatly increased the cost of Town Portal and Identify Scrolls and Books.
Most 2 Hand weapons grant Faster Hit Recovery.
Runes have grey names.
Prevented Life and Mana Steal from spawning on any item apart from weapons.
Boots grant increased stamina.
Increased the damage of Throwing Clubs.
Uniques
Hell Forge Hammer is now a useful item, use it or get the gems?
NPC's
Gheed now sells Necromancer Shrunken Heads. He doesn't like you Necromancers but that never stopped him selling to you before
Monsters
Removed the global 50% physical resistance from monsters in Hell.
Increased the Fowl Crow monster types damage.
Increased Goatmen damage.
Most Zombies have a 50% chance to inflict poison damage.
Pitspawn Fouldog changed from a Damned to a Disfigured - damn he was hard LOL!
Treehead Woodfist has less defence so melee characters should be able to hit him a bit easier.
Succubi deal Magic damage rather than Fire damage on their missiles.
SA v3.23 for you :)
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- enq
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SA v3.23 for you :)
Last edited by enq on Sat Mar 08, 2003 10:01 am, edited 1 time in total.
- noELrunes
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Re: SA v3.23 for you :)
I noticed as well that 3.24 is out. I'm getting it right now.
while playing 3.2 though, I was playing an assasin and found regular katar's that had a level req. of 24 because of the fire bomb skill.
Shouldn't it be changed? Because it had some pretty decent magic mods on there as well for me being a level 5 assassin.
I'm level 15 now.
while playing 3.2 though, I was playing an assasin and found regular katar's that had a level req. of 24 because of the fire bomb skill.
Shouldn't it be changed? Because it had some pretty decent magic mods on there as well for me being a level 5 assassin.
I'm level 15 now.
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- enq
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Re: SA v3.23 for you :)
Sadly Katars are like this for the moment - they gain +skills randomly.
To remove the problem of them spawning with skills that are too high level I think would take some code editing or many many lines of automagic properties
To remove the problem of them spawning with skills that are too high level I think would take some code editing or many many lines of automagic properties
- Useless_Ally
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Re: SA v3.23 for you :)
do my eyes deceive me or do the barbarians have Zero mana regeneration?
+ Useless_Ally +
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- enq
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Re: SA v3.23 for you :)
That is correct - I would have set it to zero for all character types but then Necromancers and the like (heavy mana users) would be really screwed from the start - unless I changed their mana usage (which may yet happen )
In this version I was looking at the worthless prefixes and suffixes and tried to make them worth something.
It worked well with walking/running as +stamina became quite a useful commodity
My aim is to get +% mana regeneration to the point were it too is worth something hehe
In this version I was looking at the worthless prefixes and suffixes and tried to make them worth something.
It worked well with walking/running as +stamina became quite a useful commodity
My aim is to get +% mana regeneration to the point were it too is worth something hehe