Nehe Mod
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- Arch-Angel
- Posts: 1243
- Joined: Mon Nov 06, 2006 2:14 am
- Location: Graz, Austria
Re: Nehe Mod
hmm I don't really know what to say to those screenshots, because they don't really show too much.
actually i'm glad that enigma is gone, although it would have sufficed to just deprive it off its +1teleport skill i think (cuz the other words were by far worse than CoH's) thinking of CtA is the same, why not just take away to +x to bo or fix it to +1, should suffice, I think.
The starting screen looks somewhat "boring". Ok don't get me wrong I am completely sure that starting a mod - project for the first time must be an incredible step (i dare not try ) but all black looks somehow weird
Coming to "curse" & "bless" rune I think they are somewhat unnecessary.
Nobody is going to put a rune into the equipment which is lowering all of your stats. If you plan to make ultra-powerful RW's with this rune, why not just attach +2-5 lightradius to it and give the RW itself a -allstats malus.
+allstats runes are quite common in many mods although +15 might be a tiny bit overpowered. +5-7 should be enough. Rest should be acquired via runewords, making in harder to get a valuable bonus.
the graphics of the runes are really nice though (you obviously really made up your mind) and I hope that you will be announcing a few more changes to gameplay/skills or anything else soon.
Btw. is this mod gonna be a packed .mpq file or with .dlls to overwrite a clean D2 install?
cheers and have fun modding ;-)
actually i'm glad that enigma is gone, although it would have sufficed to just deprive it off its +1teleport skill i think (cuz the other words were by far worse than CoH's) thinking of CtA is the same, why not just take away to +x to bo or fix it to +1, should suffice, I think.
The starting screen looks somewhat "boring". Ok don't get me wrong I am completely sure that starting a mod - project for the first time must be an incredible step (i dare not try ) but all black looks somehow weird
Coming to "curse" & "bless" rune I think they are somewhat unnecessary.
Nobody is going to put a rune into the equipment which is lowering all of your stats. If you plan to make ultra-powerful RW's with this rune, why not just attach +2-5 lightradius to it and give the RW itself a -allstats malus.
+allstats runes are quite common in many mods although +15 might be a tiny bit overpowered. +5-7 should be enough. Rest should be acquired via runewords, making in harder to get a valuable bonus.
the graphics of the runes are really nice though (you obviously really made up your mind) and I hope that you will be announcing a few more changes to gameplay/skills or anything else soon.
Btw. is this mod gonna be a packed .mpq file or with .dlls to overwrite a clean D2 install?
cheers and have fun modding ;-)
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- Posts: 9
- Joined: Tue Oct 02, 2007 8:31 pm
- Location: Earth
Re: Nehe Mod
Well, the mod will be either -direct -txt or .mpq, and i think ill alter some the changes you suggested.gogodanny";p="362319" wrote:hmm I don't really know what to say to those screenshots, because they don't really show too much.
actually i'm glad that enigma is gone, although it would have sufficed to just deprive it off its +1teleport skill i think (cuz the other words were by far worse than CoH's) thinking of CtA is the same, why not just take away to +x to bo or fix it to +1, should suffice, I think.
The starting screen looks somewhat "boring". Ok don't get me wrong I am completely sure that starting a mod - project for the first time must be an incredible step (i dare not try ) but all black looks somehow weird
Coming to "curse" & "bless" rune I think they are somewhat unnecessary.
Nobody is going to put a rune into the equipment which is lowering all of your stats. If you plan to make ultra-powerful RW's with this rune, why not just attach +2-5 lightradius to it and give the RW itself a -allstats malus.
+allstats runes are quite common in many mods although +15 might be a tiny bit overpowered. +5-7 should be enough. Rest should be acquired via runewords, making in harder to get a valuable bonus.
the graphics of the runes are really nice though (you obviously really made up your mind) and I hope that you will be announcing a few more changes to gameplay/skills or anything else soon.
Btw. is this mod gonna be a packed .mpq file or with .dlls to overwrite a clean D2 install?
cheers and have fun modding ;-)
I will also post some more screenies of the new skills im working on.
Heres a few, there will be lot more:
Pala Passive
Barb skill
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- Posts: 31
- Joined: Wed Feb 06, 2008 3:39 pm
Re: Nehe Mod
Can't seem to find your mod , I assume your mod isn't released?
Last edited by Fizgig on Tue Mar 11, 2008 10:58 am, edited 1 time in total.
Re: Nehe Mod
Hmm... I don't know what to say...
Minor mod so far, but the totally black menu is bleh. Also, although this is a minor nitpick, why put your version # of the mod on the menu? Whats wrong with using PlugY to display your version #? Its going to slow you down to have to make new menus for each version.
Paladin passive skill is extremely overpowered. Thats triple damage and attack rating towards undead and demons. D + U make up 4/5 of the game anyway. You could make synergies to boost the skill.
Minor mod so far, but the totally black menu is bleh. Also, although this is a minor nitpick, why put your version # of the mod on the menu? Whats wrong with using PlugY to display your version #? Its going to slow you down to have to make new menus for each version.
Paladin passive skill is extremely overpowered. Thats triple damage and attack rating towards undead and demons. D + U make up 4/5 of the game anyway. You could make synergies to boost the skill.
Last edited by cla$$ics on Tue Mar 11, 2008 9:59 pm, edited 1 time in total.
11/1/08 - COTL; 5/10/09 - Angel; 11/11/09 - ArchangelAlthough done for our needs, mod-makers should like these changes, too.
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- Posts: 9
- Joined: Tue Oct 02, 2007 8:31 pm
- Location: Earth
Re: Nehe Mod
Thanks for comments & suggestions.
I've had a "little" break making this mod, i'll continue it as soon as i get home on ?friday? and it should be released sometime this month.
I've had a "little" break making this mod, i'll continue it as soon as i get home on ?friday? and it should be released sometime this month.