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Ziomekelo

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ziomekelo

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7 comments

  1. ussrspace
    ussrspace
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    There's too much power creep to this mod, pass from me
  2. n1maa
    n1maa
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    Hey! Haven't played your mod, just checked the description.
    You mentioned you removed Nilathak's waypoint?
    That is not necessary in D2R as the portal stays open even if the waypoint is activated.
    Just thought I'd let you know. (it behaves like that online, have not tested SP tbh but can not imagine it not working there)

    Edit: Also, is hireling.txt the only file you changed for giving mercenaries different skills? I tried doing that for my mod but could not get it to work. Must admit that I gave up pretty quick and focused on other stuff first so maybe I just had a typo or something. Imma try it again and see if I can make it work.

    Edit2: Your act 5 mercenaries still have stun and not berserk as mentioned in the description

    Edit3: change merc skills is working for me, idk what I did wrong back then lol
    1. ziomekelo
      ziomekelo
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      Thank you for the info. Some of the stuff definitely works, it is weird with the barbarians if it doesn't. I tested most of the mercs and they seemed to be fine. Not so sure about the barbarian but battle command and auras did work well.
      Nilathak's waypoint is coming back in the next version, as I found out it's not necessary indeed. Halls of the Dead will be restored as I have now a completely separate map for farming with cube red portal recipe (simple map but it's working perfectly). Now, together with another modder we are figuring out how to make proper extra maps with custom bosses, but there are still several challenges to be worked out.
      However, of course your feedback is appreciated.
    2. n1maa
      n1maa
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      The mercs do work, what I meant with the barbarian is still using stun is that I looked into the files and it literally is set to "stun" instead of "berserk" :)
      Looking forward to your new maps, I am working on a bigger mod currently and will soon start experimenting with maps too.
  3. How can i merge your trades and mercenarys from your mod with better SP?  :>
    1. ziomekelo
      ziomekelo
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      not sure that it will work since both mods change a lot of the same files. For just cube recipes, look at cubemain.txt and add/replace whatever you need.
  4. Nifsara
    Nifsara
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    Necromancer's revive no longer expire with time.
    Finally! I can finally make a Revivemancer!