Tchernobog mod continues
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- Posts: 396
- Joined: 20 Jan, 2014 10:23
Tchernobog mod continues
Hello.
I recently started to tinker around with the mod again. There is a chance for bug fixing patches in near future. I realized that even with limited amout of time it's still possible to bring the mod to playability levels of belzebub. The problem is that progres will be slow.
My plan:
1) Fix bugs that are easiely to repair from the bug tracker. That should be achieved till January 2017 and will result in a patch.
2) Change mod balance to Belzebub way of doing things. That means Torment difficulty level. I plan to somehow increase difficulty of regular monsters with slight nerf to some of the boss mechanics.
3) Fix bugs that require changes in the mod core. This should hopefully add some polish to whole thing and make it feel more stable.
4) Slowly implement quests and missing features
That should take whole 2017 year...
I recently started to tinker around with the mod again. There is a chance for bug fixing patches in near future. I realized that even with limited amout of time it's still possible to bring the mod to playability levels of belzebub. The problem is that progres will be slow.
My plan:
1) Fix bugs that are easiely to repair from the bug tracker. That should be achieved till January 2017 and will result in a patch.
2) Change mod balance to Belzebub way of doing things. That means Torment difficulty level. I plan to somehow increase difficulty of regular monsters with slight nerf to some of the boss mechanics.
3) Fix bugs that require changes in the mod core. This should hopefully add some polish to whole thing and make it feel more stable.
4) Slowly implement quests and missing features
That should take whole 2017 year...
- DacianDraco
- Posts: 461
- Joined: 30 Aug, 2015 4:04
- Location: Cybertron
- jangnanggureogi
- Posts: 12
- Joined: 07 May, 2016 15:45
- Location: Republic of Korea
Awesome!
If you try to set a skill to the same f key, twice, the game crashes.
When a golem dies in a fire or lightning wall, the game crashes. Or sometimes when he just dies at all.
If you try to summon a monster, as necro, on top of other monsters, sometimes the game will crash.
If you try to use slots 11-20 on the shared stash, game crash.
Firebolt/holybolt can go up to 128 skill, then they go negative. Fascinating shrines are permanent and add 10 or 11 levels in firebolt.
I'm sure there is more I am forgetting. But, thanks for all the fun I've had so far. A lot of us still play Tcherno all the time.
If you try to set a skill to the same f key, twice, the game crashes.
When a golem dies in a fire or lightning wall, the game crashes. Or sometimes when he just dies at all.
If you try to summon a monster, as necro, on top of other monsters, sometimes the game will crash.
If you try to use slots 11-20 on the shared stash, game crash.
Firebolt/holybolt can go up to 128 skill, then they go negative. Fascinating shrines are permanent and add 10 or 11 levels in firebolt.
I'm sure there is more I am forgetting. But, thanks for all the fun I've had so far. A lot of us still play Tcherno all the time.
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- Posts: 396
- Joined: 20 Jan, 2014 10:23
I have already fixed 25 bugs from the tracker. There are about 35 more that can be fixed without great effort or rewriting mod modules. After that I'm not sure whether I should first improve mod architecture that's needed to fix some heavy bugs like game freeze or items disapearing or implement quests first.
In my opinion if implementing the quests (and other features) does not mess up the already done bugfixes then they can wait. If it generates new bugs (other than the fixed ones) then it does not matter when you implement them. Sorry I don't know, I am not a programmer, maybe what I wrote is a bullshit .
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- Posts: 396
- Joined: 20 Jan, 2014 10:23
Dealing with bugs and implementing quests is just a matter of time. However I'm really sad about mod balance. It's somewhere between poor and non existing. I don't even see a possibility to fix it to the way it should be because it requires much testing and playing with calc sheets which would take me massive amount of time.
I don't see such balance problems, but obviously i haven't enough experience.
If firebolt / holybolt bugs will be fixed I don't even see all this overpower in sorcerers, considering these facts:
- against full immunities mobs they are totally useless;
- in the endgame life steal and high defence mechanics makes warriors / barbarians virtually invincible, while sorcerers have constantly need to teleports away of every single dumb mob in hell / torment difficulty;
- range mobs are a pain in the ass for every spellcaster.
Actually i'm level 46 sorceror with decent gear and honestly without guardian / firebolt bug i could not handle more than level 9-10, exactly like my brother (warrior lvl 42). In fact i have to skip all levels with too hard fire immunity mobs (like those f....ings infernal dogs).
Just my 2 cents
If firebolt / holybolt bugs will be fixed I don't even see all this overpower in sorcerers, considering these facts:
- against full immunities mobs they are totally useless;
- in the endgame life steal and high defence mechanics makes warriors / barbarians virtually invincible, while sorcerers have constantly need to teleports away of every single dumb mob in hell / torment difficulty;
- range mobs are a pain in the ass for every spellcaster.
Actually i'm level 46 sorceror with decent gear and honestly without guardian / firebolt bug i could not handle more than level 9-10, exactly like my brother (warrior lvl 42). In fact i have to skip all levels with too hard fire immunity mobs (like those f....ings infernal dogs).
Just my 2 cents
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