Features List *1.13*

Information and updates for the Kingdom of Tenai mod. If you have any questions or suggestions for the mod, please post them here. Click here to visit the official web site.

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dark_magician
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Re: Features List *1.11*

Post by dark_magician » Tue Nov 09, 2004 11:25 am

i wanna ask if the 1.11 version of kot can run the charaters in the version in 1.10c in kot and when the mod will be finished because excited to play your mod thanks for answering .....

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Vegabond_635
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Post by Vegabond_635 » Tue Nov 09, 2004 8:58 pm

Yes and no, there will be a couple items which shouldn't prove a problem on single player (antidote/thawing/samina potions). Its always nice to start fresh after such a long time anyways.
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Hans
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Post by Hans » Thu Nov 11, 2004 6:29 pm

Hi Vega
What still needs to be done on 1.11.
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JEBs
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Re: Features List *1.11*

Post by JEBs » Sun Dec 12, 2004 2:11 pm

HiHo,
a lot ppl from us asked for it, so I just wanna install KoT 1.11, but I need to know what the maxlevel is.

Do I'm right that the maxlevel is 150 ?
Last edited by JEBs on Sun Dec 12, 2004 2:13 pm, edited 1 time in total.

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geitje
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Re: Features List *1.11*

Post by geitje » Sun Dec 12, 2004 2:54 pm

150 yes

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Re: Features List *1.11*

Post by JEBs » Sun Dec 12, 2004 5:19 pm

Ahh, thanks a lot.
Just got it running.

Wsensor
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Post by Wsensor » Sun Dec 12, 2004 7:40 pm

oooh sacred... must play sacred... stupid VIDEO CARD!!!!!!!!!!!

lol I got it for 9.99 and can't play cause video card is wrong type :p lol...

oh well I love your mod :p
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orange
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Re: Features List *1.11*

Post by orange » Sat Feb 12, 2005 4:57 am

I've got a question regarding the resists....

a certain player seems to think that you've changed the hard-coded limit of effect (-100%), and that's what the new numbers represent...

I, however, never read that in your post.....
and at the arreat summit, it says the the cap on -resists% is -100%, (and this is at a time when conviction could drop you lower than that theoretically)....

so my question is:
Do the numbers -200%, -300% increase the effects of elemental damages more than -100% or are those simply numbers which you must build against in order to have a positive resistence to elements???

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Vegabond_635
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Post by Vegabond_635 » Sat Feb 12, 2005 11:27 pm

Honestly I dont know orange, I do know at -300 you need +300 to get 0%, but I dont know if at -300 you're taking the extra damage.
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orange
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Re: Features List *1.11*

Post by orange » Tue Feb 15, 2005 6:36 pm

ah...

perfect, because if you didn't touch the hardcode limits, the limit remains -100%...

eat your heart out conviction and elemental pierce :lol:

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Roccs
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Re: Features List *1.11*

Post by Roccs » Tue Apr 26, 2005 5:54 pm

Sorry to ask it is kinda a stupid question but i am new to this mod. I see that there are the childhood materies and then there are skills on the left of the screen which u cannot add to.. but how do u use them at all.. i see summon ghost but it does not show up in the right mouse button spot how do i use it?

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Grador
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Re: Features List *1.11*

Post by Grador » Wed Apr 27, 2005 7:22 am

Roccs";p="221964" wrote:I see that there are the childhood materies and then there are skills on the left of the screen which u cannot add to.. but how do u use them at all.. i see summon ghost but it does not show up in the right mouse button spot how do i use it?
They are there only for information about synergies only. You can buy summon ghost in act5 (check my Home Page). You should read some topics here before you post a question. There are LOTS of questions about this left sided skills (one is mine :)) ).
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tcr
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Post by tcr » Sun Jul 17, 2005 11:03 pm

Hey, just one little wish:

I think it would be great if the most recent additions and changes would be marked (colored for example) somehow... this way you wouldnt have to check every X,P, O every time this great mod is getting even better... keep up the good work!

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AVANGLION
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Post by AVANGLION » Wed Oct 12, 2005 9:39 pm

Bless you, man for making such a marvelous mod - everything's cool. I only have one question:
Are hero skill books and all the unique charms only found or they can be obtained with a recipe? If yes, please tell me the recipe and if they can be only found which is the most common place I can find them? :D :?:

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whitetidus
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Post by whitetidus » Sun Dec 18, 2005 12:04 pm

Help me please!I'm a newbie.I play Kot 1.13a , I have read the feature .It said that when creat a new char will have the stone skill and 3 sub class stone but when I creat my new char I only have 3 sub class stone :( So where can I find the stone skill?Please help me.And why i up passive skill in skill tree I can't feel their effects(ex:I up skill Strong my strength isn't plus :( ?Plese help me,too.
Sorry for my bad English! :)
Last edited by whitetidus on Sun Dec 18, 2005 12:06 pm, edited 1 time in total.

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AVANGLION
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Re: Features List *1.13*

Post by AVANGLION » Fri Dec 23, 2005 11:10 am

You must check your installation of KoT because you may be missing some files. About the skill stone - it must be in your inventory when you start a new hero, else there's nothing you can do. And about the passive skills - they are activated by an item called ''invention 635''. This one you must have in the inventory too. It's activated by putting it in the cube and pressing transmute. If you don't have this item too then you must install the newest version of KoT or one that has all of its files.

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juriskhan
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Re: Features List *1.13*

Post by juriskhan » Tue Nov 27, 2007 9:26 pm

a question...there are some skills ex:summon master vampire;troocopataca;summon balor;summon mummy and others that i can"t find.Where should i look for them?:(

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