1.45C info & bug reports
1.45C info & bug reports
Download 1.45C here:
http://www.fileplanet.com/dl.aspx?/plan ... 5c_mpq.rar
still the same 1.45 dlls:
http://www.fileplanet.com/dl.aspx?/plan ... 5_dlls.rar
readme here:
viewtopic.php?t=22575
post bugs and such in this thread.
http://www.fileplanet.com/dl.aspx?/plan ... 5c_mpq.rar
still the same 1.45 dlls:
http://www.fileplanet.com/dl.aspx?/plan ... 5_dlls.rar
readme here:
viewtopic.php?t=22575
post bugs and such in this thread.
Last edited by mouse on Fri May 07, 2004 12:01 am, edited 5 times in total.
Re: 1.45B info & download links
The summoner's Frozen Serpent skill is accessable at level 8, when it should be at level 16.
And summon aerial servant displays as summon saber cat in the Character stats page when active.
These are v1.45 bugs since I don't have the new version yet.
And summon aerial servant displays as summon saber cat in the Character stats page when active.
These are v1.45 bugs since I don't have the new version yet.
A few item bugs I found in 1.45- haven't confirmed them in 1.45c as yet, but there weren't any notes in the readme about changes to these items.
Unique spirit mask "volcanic mask" gives +4 to volcano, which no longer exists, so it shows as "an evil force."
Unique battle scythe "swordwrath" gives +2 to another skill that is no longer available.
Unique chain mail "enchanted mail" said +2 to magic skills, but equipping on my witch gave only +1.
Not bugs exactly, but still odd:
Unique bone rod "menagerie" has 2 of the summoner vines as oskills at +6 and +9, but only a summoner can equip it and he only gets +3.
"Conjurer's Tricks" set wand (conjurer's wand) spawned with +4 to 3 different summoner skills as oskills again- he can only get +3 from it.
Unique spirit mask "volcanic mask" gives +4 to volcano, which no longer exists, so it shows as "an evil force."
Unique battle scythe "swordwrath" gives +2 to another skill that is no longer available.
Unique chain mail "enchanted mail" said +2 to magic skills, but equipping on my witch gave only +1.
Not bugs exactly, but still odd:
Unique bone rod "menagerie" has 2 of the summoner vines as oskills at +6 and +9, but only a summoner can equip it and he only gets +3.
"Conjurer's Tricks" set wand (conjurer's wand) spawned with +4 to 3 different summoner skills as oskills again- he can only get +3 from it.
- Xcolibri
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Re: 1.45C info & bug reports
Loa Flame gives %magic damage.
- StephenIsHot
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Re: 1.45C info & bug reports
OK I mainly have one bug on the Magi, which you most likely are aware of by now but I haven't seen anyone else post it on the forum. Stalagmite is not usable, you can never add skill points to it.
Re: 1.45C info & bug reports
i wish someone had posted that before, i'll take a loot at it tomorrowStephenIsHot";p="173674" wrote:OK I mainly have one bug on the Magi, which you most likely are aware of by now but I haven't seen anyone else post it on the forum. Stalagmite is not usable, you can never add skill points to it.
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Re: 1.45C info & bug reports
i think thats caused by the merc-inv-plugin, but ill post it here anyway:
act 3 merc can use shields OR swords, not both as it should be
greetings
act 3 merc can use shields OR swords, not both as it should be
greetings
life´s too short. . .
Re: 1.45C info & bug reports
it is a side effect of the plugin.gandalf{xan}";p="173789" wrote:i think thats caused by the merc-inv-plugin, but ill post it here anyway:
act 3 merc can use shields OR swords, not both as it should be
greetings
- Xcolibri
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Re: 1.45C info & bug reports
Nightmare act 1 crash, fighting shadows in cold grounds:
Assertion Failure
Location : D2Client\Engine\GfxUtil.cpp, line #1437
Expression : eComponent < NUM_COMPONENTS
EDIT: I think I know what might have caused it, my merc was using a bow with 'cast evil force when stuck'
Also some mercs' hp are a joke, an act 1 rogue at lvl 35 has about 50 hp! It's hard to keep her alive for more than ten seconds...
Assertion Failure
Location : D2Client\Engine\GfxUtil.cpp, line #1437
Expression : eComponent < NUM_COMPONENTS
EDIT: I think I know what might have caused it, my merc was using a bow with 'cast evil force when stuck'
Also some mercs' hp are a joke, an act 1 rogue at lvl 35 has about 50 hp! It's hard to keep her alive for more than ten seconds...
Last edited by Xcolibri on Tue May 18, 2004 2:24 pm, edited 1 time in total.
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Re: 1.45C info & bug reports
any chance this gets fixed? just curiousmouse";p="173918" wrote:it is a side effect of the plugin.gandalf{xan}";p="173789" wrote:i think thats caused by the merc-inv-plugin, but ill post it here anyway:
act 3 merc can use shields OR swords, not both as it should be
greetings
life´s too short. . .
- BrotherDog
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Re: 1.45C info & bug reports
I've found an odd bug or glitch this evening. I was playing a lvl62 Summoner Act4NM. I ran into burning souls, and died immediately (even though, my resistances are back up to maximum). When I retrieved my body, I suddenly have an extra "Mephisto Soul Stone". Has anyone else had this strange problem? I haven't gotten to the river to destroy them yet, so I don't yet if will cause any problems.
Oh, I don't know if this means anything, but I was also using PlugY 2.01. I hope this doesn't have anything to do with it.
EDIT: Well, I destroyed the original Soul Stone, and nothing bad happened. However, I'm not sure what to do with the extra one. Any suggestions, appreciated.
Oh, I don't know if this means anything, but I was also using PlugY 2.01. I hope this doesn't have anything to do with it.
EDIT: Well, I destroyed the original Soul Stone, and nothing bad happened. However, I'm not sure what to do with the extra one. Any suggestions, appreciated.
Last edited by BrotherDog on Thu May 27, 2004 2:19 am, edited 2 times in total.
Re: 1.45C info & bug reports
ok the following items have been fixed for someday whenever a new patch comes out:
:embossed shield: +magic damage % -> +1 magic skills
:volcanic mask: + volcano -> + volcano non-class skill
:swordwrath: evil force -> bitter bones non-class skill
:menagerie: vine non-class skills -> class skills
:conjurer's tricks: non-class skills-> class skills
:welin's bauble: familar +skill -> oskill
:loa flame: magic damage -> magic skills
also fixed stalagmites, now you can put points into it (it was requiring bone spear and bone wall....GRR how did that get past me?? *sigh*)
please post any more specifically bugged items here
:embossed shield: +magic damage % -> +1 magic skills
:volcanic mask: + volcano -> + volcano non-class skill
:swordwrath: evil force -> bitter bones non-class skill
:menagerie: vine non-class skills -> class skills
:conjurer's tricks: non-class skills-> class skills
:welin's bauble: familar +skill -> oskill
:loa flame: magic damage -> magic skills
also fixed stalagmites, now you can put points into it (it was requiring bone spear and bone wall....GRR how did that get past me?? *sigh*)
please post any more specifically bugged items here
Last edited by mouse on Thu May 27, 2004 3:37 pm, edited 2 times in total.
Re: 1.45C info & bug reports
Adamantine gloves, they never give the correct amount of lightning skills, i have a +4 pair with 1 ort in them that give just +3 to lightning skills.
a friend has another pair with 3 +2 orts that give 4 to lightning skills.
how do 2 pairs of gloves both witt +5 light skills give different results, because of the base + skills....that seems strange that a higher skill one should give lower.
Black souls (and all other types of these monsters).
could u pls lower their dmg or sort out the bug if possible, i beleive they add physical dmg to their lightning attack (such as flamestrike used to) thus they still do high dmg with my 85% res and 35% absorb.
thundergods vigor:
doesnt give skills, lightning strike or lightning fury.
Snowclash:
doesnt give skills,icestorm or icy blast.
Bear blade:
doesnt give skills, werebear.
All inferno type skills:
All of the inferno type skills are bugged from 1.10 and only do 28% of listed dmg, this i have no idea if u could fix or not but if u cant could u possibly consider 2-3 throwing skills instead for the viking?
a friend has another pair with 3 +2 orts that give 4 to lightning skills.
how do 2 pairs of gloves both witt +5 light skills give different results, because of the base + skills....that seems strange that a higher skill one should give lower.
Black souls (and all other types of these monsters).
could u pls lower their dmg or sort out the bug if possible, i beleive they add physical dmg to their lightning attack (such as flamestrike used to) thus they still do high dmg with my 85% res and 35% absorb.
thundergods vigor:
doesnt give skills, lightning strike or lightning fury.
Snowclash:
doesnt give skills,icestorm or icy blast.
Bear blade:
doesnt give skills, werebear.
All inferno type skills:
All of the inferno type skills are bugged from 1.10 and only do 28% of listed dmg, this i have no idea if u could fix or not but if u cant could u possibly consider 2-3 throwing skills instead for the viking?
- Xcolibri
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Re: 1.45C info & bug reports
Actually, this breathing variant I tried was fun, but you are right, the damage is way lower than it should be. I cant even do baal in normal with them.
Re: 1.45C info & bug reports
yeah the inferno skills are fun, i tried one for a bit
but unless its fixed its not worth it.
hmm, actually if u cant fix the actual bug maybe u could just increase the dmg by alot and then change the listed dmg?
but unless its fixed its not worth it.
hmm, actually if u cant fix the actual bug maybe u could just increase the dmg by alot and then change the listed dmg?
Re: 1.45C info & bug reports
Im having a problem with the extra equipment slots for the mercs (belts, rings, etc). I've reinstalled the dll's for efta and that didnt fix it. I also have the same problem for KOT. Anyone have any ideas?
- StephenIsHot
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Re: 1.45C info & bug reports
Well it works fine for me, so it must be something wrong with some file or other on your computer though I have no idea which one would cause this as I'm not really a moder myself.
Re: 1.45C info & bug reports
Weathered Ward Aegis: It says it gives 2-5 cold, fire, magic, poison and light skills. In reality it only gives two to each and not the five, it never goes over two.
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Sugestion
I have a sugestion to make:
we all play non-ladder, so i think it would be great to enable all the uniqs & cube-stuff (e.g. upgrade excep -> elite) that blizzard intended for ladder-only
greetings
we all play non-ladder, so i think it would be great to enable all the uniqs & cube-stuff (e.g. upgrade excep -> elite) that blizzard intended for ladder-only
greetings
life´s too short. . .
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Re: 1.45C info & bug reports
agreed!
Re: Sugestion
done. will be out whenever there is another version.gandalf{xan}";p="176457" wrote:I have a sugestion to make:
we all play non-ladder, so i think it would be great to enable all the uniqs & cube-stuff (e.g. upgrade excep -> elite) that blizzard intended for ladder-only
greetings
can't believe i forgot to do this - probably i didn't forget, but rather i assumed that no one would play ladder because the 'public diablo' ladders don't usually work right, and the difficulty of ladder is exactly the same as non-ladder (in vanilla they are different) in EftA.
none of my new items are ladder only.
Last edited by mouse on Fri Jun 04, 2004 2:07 am, edited 1 time in total.
- Xcolibri
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Re: 1.45C info & bug reports
Great mouse, thanks
I also thought about enabling all the runewords blizzard left out.
But I'm not completely sure if this is a good idea, since some wouldn't make sense in Efta (claws rw, or +skills). More runewords in general would be a cool thing, not really necessary, though.
By the way, is it possible to force vendor to sell socketed items? It happens quite often that I search for socketed items and can't find any. Perhaps it's even good that way, balancing the game more. Anyone else with opinions?
I also thought about enabling all the runewords blizzard left out.
But I'm not completely sure if this is a good idea, since some wouldn't make sense in Efta (claws rw, or +skills). More runewords in general would be a cool thing, not really necessary, though.
By the way, is it possible to force vendor to sell socketed items? It happens quite often that I search for socketed items and can't find any. Perhaps it's even good that way, balancing the game more. Anyone else with opinions?
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Re: 1.45C info & bug reports
thx mouse how about enabling upgrades for set-items? maybe some of them are worth the runes
i second Xc´s proposal
sometimes i seek dozens of runs for one special socketed item
if its possible, plz enable 6sockelts on grand matron bows
about runewords: i thought about opening a thread about that, because i too think there should be more of them & i have some ideas
greetings
ps: Xc, i have collected some socketet items, send me a pm what exactly u seek & i look through my mules
i second Xc´s proposal
sometimes i seek dozens of runs for one special socketed item
if its possible, plz enable 6sockelts on grand matron bows
about runewords: i thought about opening a thread about that, because i too think there should be more of them & i have some ideas
greetings
ps: Xc, i have collected some socketet items, send me a pm what exactly u seek & i look through my mules
life´s too short. . .
Re: 1.45C info & bug reports
I just started playing this mod, and so far I am having fun. One thing I noticed is the NPC dialogs have old class names, and perhaps other legacy information. I see you didn't change anything in the first few quests, so people familiar with the dialogs would probably not look at them.
An easy cosmetic change is to change EXPANSION to the mod name and version (several string edits), which will then appear in the main and character selection menus and the upper right of the game window.
An alternative installation method is to create a mod directory under the Diablo II directory, install the EftA files there, and use either a shortcut or the launching scripts to start the game. This avoids swapping files in the main game directory. I haven't had any trouble with this so far. I don't know how this would work for realm play, but I can't think why it wouldn't.
An easy cosmetic change is to change EXPANSION to the mod name and version (several string edits), which will then appear in the main and character selection menus and the upper right of the game window.
An alternative installation method is to create a mod directory under the Diablo II directory, install the EftA files there, and use either a shortcut or the launching scripts to start the game. This avoids swapping files in the main game directory. I haven't had any trouble with this so far. I don't know how this would work for realm play, but I can't think why it wouldn't.
Last edited by Myhrginoc on Sat Jun 05, 2004 8:12 pm, edited 1 time in total.
Do the right thing. It will gratify some people and astonish the rest.
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Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening
Re: 1.45C info & bug reports
yeah i havent touched the strings or the dialogue yet, there is a modified storyline in the works, but with the limited amount of modding time i have lately (none ), and the fact that this is on the bottom of my list, it won't be for a while.Myhrginoc";p="176785" wrote:I just started playing this mod, and so far I am having fun. One thing I noticed is the NPC dialogs have old class names, and perhaps other legacy information. I see you didn't change anything in the first few quests, so people familiar with the dialogs would probably not look at them.
also note that i haven't changed any quests yet, i'm not as skilled as some of our uber modders that write their own quest systems. plus, class balancing is more important to me right now. i'd like to get the 'core' stable and then fill in the frills as i go along. although we all know how hard real 'balance' is to achieve.
i'll put this on my list of things to throw in the next patch.An easy cosmetic change is to change EXPANSION to the mod name and version (several string edits), which will then appear in the main and character selection menus and the upper right of the game window.
people can do this if they like, i'm not going to tell them how to start up my mod. i did look at the lanching scripts a while back, i don't think they ran correctly on my machine for some reason or another - there are some bugs in my OS that i'm waiting till i have time to reformat to fix, maybe they will work then.An alternative installation method is to create a mod directory under the Diablo II directory, install the EftA files there, and use either a shortcut or the launching scripts to start the game. This avoids swapping files in the main game directory. I haven't had any trouble with this so far. I don't know how this would work for realm play, but I can't think why it wouldn't.