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MoK commando sometimes shoots a building instead of blowing it up after destroying several other buildings. moving up close makes them remember about their explosive weapon.
MoK's Mantis lists Disruption Pod upgrade, but the upgrade can't be found anywhere
repairable cyborgs makes perfect sense thematically. i love it. on the other hand, i will miss default repair drones on buggies a little bit.
it doesn't really need to be wide IMO. widest version looks like it should get a turret and become a tank.
more responsive units? uh oh. i hope this isn't turning into Starcraft with instant turn rate and acceleration. but i'll try the update anyway.
oooh, nicenicenice! so many abilities and powers enabled for AI - this should make playing vs AI much more exciting :D
Infector's cybernetic augmentations when???
mmm, fleshy. anyone else thinks they look kinda weird? i mean the colors. it's like a dailyght image was poorly darkened to suit the night time scenery.
why am getting german ads after seeing your mod update >:(
and a poorly photoshopped picture of batman.
how buggy can this playtest be? i want to try this mod, but i'm afraid it will be as buggy as current OpenRA pre-playtest.
it looks like the whole description is a machine translation and it's hard to read. are descriptions in game translated? if yes - are they translated the same way?
bugbears are absolutely terrifying on Normal, beyond anything encountered in A2, probably even worse than the boss. no idea how my Barbarian managed to deal with them, but my Amazon is getting shredded by them, and both has some good rares/uniques/sets on them. they run fast, they attack fast, they hit hard, they stun, they never miss, they're hard to hit, they have a lot of HP. it was mostly manageable until i entered a new area on my way to the cube - then, when most of the bugbears darted past the decoy and cornered me, i had to ALT+F4 to not lose my merc and my own life.
rare amulets sometimes rolls with minor amount of elemental damage (noticing that a lot on amulets around level 30), like 2-5 fire. seems completely pointless, unlike any other stat. at that point there are small charms that add almost twice that amount and weapons with enchantments over ten times as strong.
oh. i see now. not only this is a resized and compressed screenshot, but it also has a crappy filter on it. whoever applied that filter to these images should avoid doing so in the future.
Druid - i had a skill point in Raven and it was saying 2 ravens max, i put on an item that increases Raven skill level and it was saying 3 max after that, but i still could only summon 2 at a time
Maggot Lair - i sometimes get stuck in the corridors with no way to get past. one time i may past normally, another time i may not be able to pass through the same spot again. at least Barbarian's Leap and Leap Attack can go over impassable spots.
respawning map is usually fun, but this mod is hard enough to be entertaining on it's own, so it isn't really necessary.
i've installed PlugY both into main game directory and into mod's own directory. dunno where it should be, but now i have non-respawning map. there's a line in plugy.ini repsonsible for toggling respawning map, but, again, i don't know where this file needs to be to actually work. so you could adjust and copy that file in both places and see if it works.
hello again! could light radius upper limit be increased? the difference between regular and maximum light radius is kinda small, plus it would be useful with extra lethal monsters this mod has.
images seems to be compressed. probably not the mod's problem.
woah. WOAH. now this is massive.
and what are those empty squares at the bottom? aura slots?
"accidentally" got to Andariel while toying with Paladin's abilities. up to that point, the game was super easy, but the boss is unexpectedly hard. i managed to get like 20% poison res and my 500HP melted in moment from the breath attack. i guess the idea is to have half of inventory loaded with antidots? ugh. back to the bad ol' pot spamming tactic, i guess. and stopping attacking to dodge seems to be pointless because of massive regeneration. didn't beat her yet. probably won't do that in a while. too aggravated by the difficulty spike.
oh, also, found one nasty instagib surprise on my way to Andariel: some flying fireball throwing liches. their boss was removing like 1/3 of my HP with his attacks, minions were removing maybe 1/5 while i had maxed fire res. when i just had like 30%, i think i got instagibbed by the boss. wasn't that nice.
is that a problem with enemy spell scaling through difficulties? another mod mention it. it wasn't exactly resolved there - the mod just disabled most powerful damage spells in normal difficulty. was still very possible to get two-shot by a named monster with turbo speed and charged bolts
another broken room piece: I.imgur.com , I.imgur.com
apparently, Holy Bolt works against everything now? but doesn't heal mercs? it's description doesn't reflect that.
Champion Greymatter Zombie has first word written in blue and the other two in green. feels weird.
found a random named nest called Puke Wolf :D i don't think spawners are supposed to ever be named.
Brute doesn't show any of the extra powers they have under their name - like chilling attacks and regeneration
it can work with it already. older downloads may come with a file that is required for D2SE to see the mod. you could also take the file from some other mod and change it to show this mod's name.
also, this version will be re-released with thorough installation istrictuins, so if you don't feel like doing things i've mentioned - wait a bit until the author uploads updated archive.
Prayer says it consumes 1 mana, but it devours like 5 mana per second. it also has some weird kind of passive healing? it's phrased differently.
your Discord invites doesn't work btw
also, can't find any info on mercs in your documentation.