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Posted: 09 Oct, 2014 16:22
by gruia
compare this
http://gyazo.com/566a802ad59e3c4b8822431252c3b279
to
http://gyazo.com/63f1e3a28b09be48fb07925b9bebe5ba
its super ugly. Dunno why it was changed.
and the + 30 Light radius really breaks immersion
Posted: 09 Oct, 2014 16:38
by Wingard
What the hell, where did you find that sacrophagus

I agree that it doesnt fit the D1 style, but seriosuly, thats the first time i see it there. I dont think i have these in my version of the mod!

Posted: 09 Oct, 2014 17:38
by Noktis
Wingard jemu chyba chodzi o to, że sarkofag na drugim screenie pochodzi z d2 (co nie jest prawdą), bo pierwszy obrazek, który zapodał nie pochodzi z tego moda.
Posted: 09 Oct, 2014 17:46
by gruia
1st image is from awake. its dark and cool, not sure if its the original
second is from this mod. again, not sure if its the high light radius. but its ugly
Posted: 09 Oct, 2014 19:59
by Constance
Well the sarcophagus from this mod's screenshot is exactly the same as in the original Diablo game so there's not much to say about it...
Posted: 09 Oct, 2014 20:37
by gruia
ok.. its just the high light radius then . EASY FIX ! )
can you add an option for it? pleaaase
Posted: 09 Oct, 2014 22:53
by riesa
Like i thought and you said. First screen is from Awake (Noktis, did you incorporate sarc gfx from HF to your mod?) so you can't compare anything. Both are different mods. So where's you;re question now?
Posted: 09 Oct, 2014 23:00
by Noktis
Yes, it's from HF. But in my opinion d1 gfx isn't "ugly".
Posted: 10 Oct, 2014 1:13
by gruia
no, graphics aren't ugly, but they look ugly when you shine so much light onto them )
thats my issue. please talk about THE LIGHT.
Posted: 10 Oct, 2014 1:19
by radicool
The sarcophagus from this mod uses the same graphics as the orignal Diablo 1. The first sarcophagus picture you posted must be from an unofficial mod like The Awakening or The Hell. Looks like the mod your playing also uses a different Pallette. The tiles and walls appear grittier/darker.
I do agree with you about the light radius though. I love how the new light radius system is smoother, but the devs made the mistake of increasing the light radius. Everything is overlit for a game that is suppose to be dark.
Posted: 12 Oct, 2014 14:47
by gruia
WARRIOR SHEILD RECIPE
it doesn't seem to accept any type of shield
*re light radius. it seems to be ok on lower levels. But in cathedral its really offputting. same as sarcofagus
ps why do we need a "receive healing option and its not done automatically?
same with identify. it needs to be improved. you just waste 5 sec of your time each time you identify
Update: i wasn't placing the shield in the right place )
> What is the point of destroying that sword of the Hellforge? Did I get something from it?
Posted: 12 Oct, 2014 16:53
by riesa
Yes, you're getting a rare weapon fit to your class.
About heling/recharging mana. It would be nice to get it automatically with clicking an NPC (same as in D2), Adria or Pepin, depends what we are trying to recharge but... But only when it will be possibility no exit NPC manu just by clicking some place other than this menu (still same as in D2).
Posted: 14 Oct, 2014 13:35
by thecurse
i think the Behemoth attribute for unique monsters is OP.
its ok if they got 4-5 times more HP, but it feels more like 10-20 times.
(perhaps its just armor, anyway its too much)
Also lightning enchantment. I´m at nightmare with a warrior, ~200 armor, 75% resistances (all) and 300HP. Lightning enchantment costs me 2 potions per second, else i´d die.
So Behemoth+Lightning is something i can never kill as melee fighter.
(Stuff like flamewalls and fireballs lvl 6 don't scratch Behemoth monsters anyway)
Butcher is missing
Posted: 14 Oct, 2014 15:21
by Rutch
Dont know where he is, but he is not in his room
Using Patch 1.045
Thx
/ Rikard
Thx for answear, i just noticed how stupid i was that missed that

Posted: 14 Oct, 2014 16:31
by Obishedo