Update beta v1.033

Diablo 1 HD, codename Belzebub - General forum.
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Noktis
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Update beta v1.033

Post by Noktis »

version beta 1.033
- Added option to enable extended monster information
- Increased effectiveness of hit recovery stat
- Increased Warrior's and Barbarian's hit recovery resistance
- Hit recovery now also reduces chance to be knockedback
- Fixed infravision spell not reseting between games
- Characters should properly unqueue next offensive action when put into hit recovery stance
- Stackable positive and negative effects (frenzy, fanaticism) will display number of stacks
- Reduced price of recipes
- Bows can roll all damage and hit chance prefixes
- Increased Rogue ranged damage gained from dexterity
- Increased Assassin melee damage gained from dexterity and strength
- Golem will now follow player throught stairs and portals
- Golem has been rebalanced and scale with difficulty level
- Golem stays closer to it's master and teleports together
- Added remove minion skill to every character
- Possibly fixed Eldtritch Shrine crash
- Fixed glitch related to crafted item durability
- Increased Bloodlord the Destroyer boss teleport cooldown from 9 to 15 seconds
- Removed Bloodlord the Destroyer initial teleport damage spike
- Increased Fallen Hero's healing cooldown and reduced healing effectiveness.
- Doomlock doesn't have guaranteed affixes anymore
- Apocalypse doesn't damage neutral monsters anymore
- Stone curse now works against unique monsters with exception of super uniques bosses.
- Reduced Stone curse mana cost
- Increased Fire and Lightning wall mana costs
- Increased Charged Bolt mana cost
- Reduced Flamewave mana cost
- Reduced Frozen orb mana cost
- Reduced Apocalypse mana cost
- Reduced Sentiel spell cooldown
- Reduced Dark pact cooldown
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Jofuss
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Post by Jofuss »

Do want!
DREWPICKLES
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Post by DREWPICKLES »

This update looks sweeeeeeeet! Thank you so much.
sergio_cannabis
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Post by sergio_cannabis »

about the apocalypse nerf in case of neutral monsters: how am i supposed to kill enemies on torment now? many are immune to all and i have -res to enemy resistance on all staves and to all elements.
this isn't enough. i have to remain on lower res skill only now and that really sucks as the cooldown is so damn long...
riesa
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Post by riesa »

sergio_cannabis wrote:about the apocalypse nerf in case of neutral monsters: how am i supposed to kill enemies on torment now? many are immune to all and i have -res to enemy resistance on all staves and to all elements.
this isn't enough. i have to remain on lower res skill only now and that really sucks as the cooldown is so damn long...
It means that you can't take down HP of Gharbad, Lachdanan, Zhar the Mad to 1 HP before activate those guys.
sergio_cannabis
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Post by sergio_cannabis »

then it's a bug. i can't hit all immunes with apocalypse anymore. i can't hit steel lords on torment e.g..
riesa
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Post by riesa »

After this patch you still can do dmg to immunes. As i said, apocalypse wouldn't affect NEUTRAL monsters anymore - neutral monsters are: Gharbad the Weak, Zhar the Mad, Snotspil (or sth like this... this small guy at the entrance to dlvl5), all before activate their hostile mode, and Lachdanan in any case. Only those.
sergio_cannabis
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Post by sergio_cannabis »

like i said: then it's a bug. I can't hurt steellords anymore and all other monsters that are immune to all elements....
riesa
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Post by riesa »

Like i said - you can still hurt them. There's a difference between Neutral and Hostile... I hope that someone maybe can explain this more clearly...
sergio_cannabis
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Post by sergio_cannabis »

i know the difference between hostile and neutral. diablo is hostile and gharbad is neutral as long as you don't "fulfill" his quest.

but like i said - apocalypse doesn't effect immune to all enemies anymore. you don't hit them with apocalypse.
riesa
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Joined: 21 Feb, 2014 13:15

Post by riesa »

Damn... Ok, now I understand what you said ;p My bad ;p And a nice clue to not install this patch yet...
BrightLord

Post by BrightLord »

Not a giant bug.
Game doesn't show monster immunities if you didnt kill more then 15 monsters of that kind. There is also small sidekick of last changes. Now if monster is immune to fire then apocalypse won't explode on it. This will be fixed in 1.034 :P
sergio_cannabis
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Post by sergio_cannabis »

glad to hear that bright lord :)

another bug: the change log states that monsters but super uniques are stonecurseable. this isn't the case. at least with steelskull the hunter on dlvl 14 torment. hes can be stone cursed. but for a shorter period of time.
BrightLord

Post by BrightLord »

He is not super unique.

Superunique is monster that can drop more then 1 magic item.
sergio_cannabis
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Joined: 19 Jan, 2014 14:35

Post by sergio_cannabis »

ah ok. in diablo 2 all those monsters that had unique names were super uniques.
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