[Difficulty] I Am Death Incarnate by AdAstra

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[Difficulty] I Am Death Incarnate by AdAstra

Postby AdAstra » Thu Nov 12, 2009 1:06 pm

I Am Death Incarnate v1.4 by AdAstra
19.12.2009

Difficulty mod, which changes `Easy` and `Normal`difficulties to `Nightmare` and `Insane`
UI Window for difficulty selection is rearranged to:
- Hard
- Very Hard
- Nightmare
- Insane

====
The Bad:
- Nightmare is as harder than Very Hard, as Very Hard is harder than Hard difficulty - koeficient wise.
- Insane is about twice as hard as Nightmare - koeficient wise.
- Less Fame and Experience from monsters.
- Bigger monster attention bonus.
- One hit KO's are common on Insane difficulty if you are not prepared. You are warned!!!

====
The Good:
- Improved drops
- No chance of wiping the item on enchant, price of enchanting - halved
- Base char mana regeneration 2.2 -> 4.4
- Base pet health regeneration 0.4 -> 2.4

Installation:
Extract `IAmDeathIncarnate` directory in
%appdata%\runic games\torchlight\mods

Changes in v1.1
- fixed bug, which caused some skills to do excessive damage.

Changes in v1.2
- this time really fixed the bug

Changes in v1.3
- modified armor graphs so the mod is more `untwinked` friendly.

Changes in v1.4
- renamed some graphs(upper to lower case) to fix a bug - Nightmare difficulty was not working as intended

Download Pages:
http://www.torchlightinsider.com/forums ... .php?t=368
http://www.runicgamesfansite.com/torchl ... s/node/160
Last edited by AdAstra on Sat Dec 19, 2009 10:37 am, edited 4 times in total.
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby siopao1989 » Thu Nov 12, 2009 1:35 pm

which one has the improved drops, nightmare to insane, or starting from hard to insane?

nice mod btw. I haven't tried it yet, but it's appealing.
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby Xeneonic » Thu Nov 12, 2009 2:51 pm

AdAstra wrote:- Base char mana regeneration x2
- Base pet health regeneration +2hp/sec

If you changed these values in the globals.dat, I am pretty sure that these are percentages. So for the pet health regeneration, it's not +2hp/sec, but +2% HP/sec (So it scales with pet level/hp bonusses)

I am not entirely sure about this though, but these values seem to regenerate much more than +2hp/sec when testing on a unit with let's say 1000 hp.
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby jackx » Thu Nov 12, 2009 4:38 pm

Nice try, though basically, you now have "kite everything" and "kite everything even more" difficulty levels, going to be lots of fun with the Destroyer... I'll give it a try, but I fully expect it to move from faithful recreation of Diablo to just screwing the melee class over on principle.

Then again, I guess one could go Diablo II-style, and add the skill-leech mod to this, see how that goes...
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby SiN » Thu Nov 12, 2009 6:50 pm

any experience bonuses in nightmare and insane?
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby Clarissaint » Thu Nov 12, 2009 7:21 pm

very good. when i done with Van, i start a FemDestroyer with Insane difficulty.
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby AdAstra » Thu Nov 12, 2009 9:28 pm

siopao1989 wrote:which one has the improved drops, nightmare to insane, or starting from hard to insane?
nice mod btw. I haven't tried it yet, but it's appealing.


Ive changed the drop rates in globals.dat , so thats for both.

Xeneonic wrote:
If you changed these values in the globals.dat, I am pretty sure that these are percentages. So for the pet health regeneration, it's not +2hp/sec, but +2% HP/sec (So it scales with pet level/hp bonusses)

I am not entirely sure about this though, but these values seem to regenerate much more than +2hp/sec when testing on a unit with let's say 1000 hp.


Thx for clarification.
Character base was 2.2 -> changed to 4.4 - i assumed its the same bonus as Advanced spellcasting
Pet base was 0.4 -> changed to 2.4 - tried it with 5.5 and pet is almost immortal. 2.4 should help without making it overpowered.

jackx wrote:Nice try, though basically, you now have "kite everything" and "kite everything even more" difficulty levels, going to be lots of fun with the Destroyer... I'll give it a try, but I fully expect it to move from faithful recreation of Diablo to just screwing the melee class over on principle.

Then again, I guess one could go Diablo II-style, and add the skill-leech mod to this, see how that goes...


I should have mention this , dont know why i assumed its obvious, but the mod is targeted at high powered,
heavily twinked , decked with enchanted items characters, to give them challenge.
I thought about adding skill-leach too, but decided to give it a go without it, and see how it goes. :)
And besides, adding skill-leach will require all of the skill files to be modiffed (i assume),
but I want the mod to be compatible with as many other mods as possible.

SiN wrote:any experience bonuses in nightmare and insane?


Actually you get experience and fame penalties,
which you can remove, if you delete/move the respected files(experience_ , fame_ ) from the mod directory.
Dont know if Ive got too far , did not tested it extensively yet.

Clarissaint wrote:very good. when i done with Van, i start a FemDestroyer with Insane difficulty.


I hope you have stash full of epics and good enchanted items, or it could be very frustrating. :)

Thanks for all the feedback guys! :)
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby Clarissaint » Thu Nov 12, 2009 11:49 pm

Hahaha! I'm collecting the items. :3
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby habbey » Fri Nov 13, 2009 12:12 am

i'm playing on insane and just to let u know as i didn't see any mention of this in OP, you've (unintentionally?) buffed skills that do raw damage such as needle arc and stab by quite a lot. To the point where needle arc on lvl 1 was doing like 200 dmg and one hitting the monsters. However DPS based skills such as exploding arrow still do the same amount of damage as before.

if this was intended and mentioned i apologize for missing it
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby nasarius » Fri Nov 13, 2009 12:32 am

AdAstra wrote:I Am Death Incarnate


But does it add tasty roast chickens lying on the floor? </WOLF3D>
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby Lenor » Fri Nov 13, 2009 1:04 am

nice :D
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby Shambleau » Fri Nov 13, 2009 8:41 am

habbey wrote:i'm playing on insane and just to let u know as i didn't see any mention of this in OP, you've (unintentionally?) buffed skills that do raw damage such as needle arc and stab by quite a lot. To the point where needle arc on lvl 1 was doing like 200 dmg and one hitting the monsters. However DPS based skills such as exploding arrow still do the same amount of damage as before.

if this was intended and mentioned i apologize for missing it


Got the same problem, is it a bug?

Apart from that, that's the mod i was expecting the most!
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby jackx » Fri Nov 13, 2009 9:04 am

I should have mention this , dont know why i assumed its obvious, but the mod is targeted at high powered,
heavily twinked , decked with enchanted items characters, to give them challenge.


I'm aware of that, and it is actually fairly obvious - but the tougher the monsters, the more effective/necessary kiting, and with 2 ranged and 1 melee class, there's a clear hierarchy when it comes to that, not to mention that while you can kite decently with the Destroyer (or rather, dodge/reposition to minimize incoming dmg), it's fairly boring in the long run...
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby Phoenix » Fri Nov 13, 2009 11:56 am

Is the health of mobs increased or it's just the damage they do ?
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby AdAstra » Fri Nov 13, 2009 2:23 pm

Shambleau wrote:
habbey wrote:i'm playing on insane and just to let u know as i didn't see any mention of this in OP, you've (unintentionally?) buffed skills that do raw damage such as needle arc and stab by quite a lot. To the point where needle arc on lvl 1 was doing like 200 dmg and one hitting the monsters. However DPS based skills such as exploding arrow still do the same amount of damage as before.

if this was intended and mentioned i apologize for missing it


Got the same problem, is it a bug?

Apart from that, that's the mod i was expecting the most!


Found the culprit!
It seems this three lines in globals.dat:

<INTEGER>NORMAL_ITEM_WEIGHT:5000
<INTEGER>MAGIC_ITEM_WEIGHT:120
<INTEGER>UNIQUE_ITEM_WEIGHT:18

affect the damage of skills that do raw dmg.
Initially i thought these lines control only the item drops.
When i change NORMAL_ITEM_WEIGHT to 500 ,
the bonus damage of these skills increase tenfold.

To fix it, you may change them like that:

<INTEGER>NORMAL_ITEM_WEIGHT:200
<INTEGER>MAGIC_ITEM_WEIGHT:5000
<INTEGER>UNIQUE_ITEM_WEIGHT:300
and recompile the globals.dat, or download the fix
from the download page.

Thanks again for the feedback! :)

Phoenix wrote:Is the health of mobs increased or it's just the damage they do ?


health, armor, damage, experience and fame graphs are changed

jackx wrote:
I should have mention this , dont know why i assumed its obvious, but the mod is targeted at high powered,
heavily twinked , decked with enchanted items characters, to give them challenge.


I'm aware of that, and it is actually fairly obvious - but the tougher the monsters, the more effective/necessary kiting, and with 2 ranged and 1 melee class, there's a clear hierarchy when it comes to that, not to mention that while you can kite decently with the Destroyer (or rather, dodge/reposition to minimize incoming dmg), it's fairly boring in the long run...


Well, it does not have to be.
If the hero is strong enough, it could be as hard as Hard difficulty is for untwinked hero or so i hope :)
If its not fun , it will be toned down.
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby AdAstra » Sat Nov 14, 2009 4:39 am

AdAstra wrote:Found the culprit!


This time I really found it.
Its the file /media/effectslist.dat

[EFFECT]
<STRING>EFFECT:KEFFECT_TYPE_DAMAGE
<STRING>NAME:DAMAGE
<TRANSLATE>GOODDES:+[VALUE] [DMGTYPE] Damage
<TRANSLATE>GOODDESOT:+[VALUE] [DMGTYPE] Damage for [DURATION] seconds
<TRANSLATE>BADDES:-[VALUE] [DMGTYPE] Damage
<TRANSLATE>BADDESOT:-[VALUE] [DMGTYPE] Damage for [DURATION] seconds
<INTEGER>MINVAL:-10000
<INTEGER>MAXVAL:10000
<STRING>VALUE1:MIN
<STRING>VALUE2:MAX
<STRING>VALUE3:MINFORCE
<STRING>VALUE4:MAXFORCE
<STRING>VALUE5:NA
<STRING>GRAPH1:DAMAGE_MONSTER
<STRING>GRAPH2:DAMAGE_MONSTER

<STRING>TYPE:Value
[/EFFECT]
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby njoobee » Sat Nov 14, 2009 6:36 am

nice, will try that as soon as i get through VHHC
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby Shambleau » Sun Nov 15, 2009 8:04 am

Tested it last night, i love it!
Took me back to my memories of the first Diablo, fleeing from the butcher "aaah fresh meat!"
In short, thanks!
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby SiN » Sun Nov 15, 2009 8:18 pm

Code: Select all
<FLOAT>EASY_MONSTER_ATTENTION_BONUS:4.000000
<FLOAT>NORMAL_MONSTER_ATTENTION_BONUS:5.000000
<FLOAT>HARD_MONSTER_ATTENTION_BONUS:1.500000
<FLOAT>VERYHARD_MONSTER_ATTENTION_BONUS:3.000000


why the HARD and VERY HARD has lower value than easy and normal? :?:
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Re: [Difficulty] I Am Death Incarnate by AdAstra

Postby AdAstra » Sun Nov 15, 2009 10:07 pm

... changes `Easy` and `Normal`difficulties to `Nightmare` and `Insane`... :P
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