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Tchernobog mod continues
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BrightLord



Joined: 20 Jan 2014
Posts: 395

PostPosted: 19 Nov, 2016 11:27    Post subject: 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. Twisted Evil

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...
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DacianDraco



Joined: 30 Aug 2015
Posts: 461
Location: Cybertron

PostPosted: 19 Nov, 2016 12:20    Post subject:

I'm overjoyed to hear this, like everyone else reading it, and excited for new patches coming in the future. Very Happy I played mostly the Belzebub build, cause i'm story driven, but now i will surely switch to Tchernobog build to test out things as they progress.
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jangnanggureogi



Joined: 07 May 2016
Posts: 10
Location: Republic of Korea

PostPosted: 19 Nov, 2016 12:44    Post subject:


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ICQ number:691511013
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Noktis
Site Admin


Joined: 29 Jan 2008
Posts: 1228
Location: Polska

PostPosted: 19 Nov, 2016 18:57    Post subject:


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Diablo 1 Mod | Diablo 1 Hellfire | Path of Exile | I don't speak English
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Ugily



Joined: 08 Sep 2014
Posts: 237

PostPosted: 19 Nov, 2016 23:02    Post subject:

I would really love a Belzebub to Tchernobog character migration utility. That would be icing on the cake.
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andronnik



Joined: 10 Mar 2014
Posts: 241
Location: Germany

PostPosted: 20 Nov, 2016 19:22    Post subject:

Holy bullocks! Welcome back BrightLord! Smile That's great news, gonna try out Tchernobog then.

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uRa!
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Kazvall



Joined: 12 Sep 2016
Posts: 33

PostPosted: 21 Nov, 2016 1:52    Post subject:

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.
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Ugily



Joined: 08 Sep 2014
Posts: 237

PostPosted: 21 Nov, 2016 4:23    Post subject:

I would like to nominate Brightlord for a Nobel Prize.
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danielson



Joined: 18 May 2015
Posts: 51
Location: Hungary

PostPosted: 21 Nov, 2016 20:26    Post subject:

Progress doesn't matter, the main point is that you didn't leave your own masterpiece :3. Well, I respect you either way and won't blame you at all if you quit it again at some time since you made these all for free too.
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BrightLord



Joined: 20 Jan 2014
Posts: 395

PostPosted: 21 Nov, 2016 22:56    Post subject:

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.
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danielson



Joined: 18 May 2015
Posts: 51
Location: Hungary

PostPosted: 22 Nov, 2016 8:34    Post subject:

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 . Confused
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pride



Joined: 19 Nov 2016
Posts: 10

PostPosted: 22 Nov, 2016 17:45    Post subject:

Yes, please, the game need the quests for more fun
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SlapZ



Joined: 05 Mar 2014
Posts: 85
Location: Poland

PostPosted: 23 Nov, 2016 12:52    Post subject:

Awesome.

Though BrightLord, I IMPLORE You to take breaks when You'll start feeling burned out. It's better to take a 2-week breaks then to freeze it for two years. I will also help with testing and brainstorming if You'll need it.
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BrightLord



Joined: 20 Jan 2014
Posts: 395

PostPosted: 23 Nov, 2016 18:34    Post subject:

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.
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Darkaleb



Joined: 20 Sep 2016
Posts: 31

PostPosted: 23 Nov, 2016 21:49    Post subject:

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
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