https://www.dropbox.com/s/g0iyuh43otobg ... d.zip?dl=0
I made this mod to add a few "needed" improvements to the game:
A bigger stash
No xp penalty when dieing
No skill timers
Synergies affected by skill bonuses
Hell mode act 2 mercs now use Fanaticism, Conviction, and Salvation
Act 3 Fire mercs are now fire/cold mercs
Act 3 Cold mercs are now cold/lightning mercs
Act 3 Lightning are now lightning/fire mercs
Mercs from acts 1, 3, and 5 have more skills to use
Changed when magical/rare properties can show up on items
Changed vendor items
Removed the level requirement on items and magical/rare properties
Changed or moved some map areas
More shrines now reactivates
Enabled the 1.10 and 1.11 ladder runewords
Added several cube recipies
Added super chests to all of the kurast city areas besides Travincal
Changed which random mods will show up on random boss mobs
Nameless Mod for 1.13
Nameless Mod for 1.13
Last edited by jerk-o on Sat Apr 03, 2021 3:37 am, edited 1 time in total.
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Re: Nameless Mod for 1.13
Is this the new version? What are the differences from the previous one?
got itAccidentally uploaded an older version. Fixed it now.
mods observer
Re: Nameless Mod for 1.13
The main difference is that I added object -580 (aka LK super chests) to a bunch of map tiles in act 1 - 4, and mainly to the act 3 jungle and kurast map tiles.
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Re: Nameless Mod for 1.13
Hello Jerk-o. Do u still work on the mod? would u still its in a *complete" state?
Re: Nameless Mod for 1.13
Yes, I'm still (slowly) working on it. I'm working on MagicPrefix.txt and MagicSuffic.txt right now, reworking what groups everything is in. I've also been thinking about adjusting the frequency as well, but I'm not entirely sure if I want to give the "good" properties a higher frequency so that they show up more often, or if I want to give them a lower frequency so that it takes longer to get "the good stuff"
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