It's not even a test of your skills, it's just a pointless artificial limitation. Imagine clearing the entire dungeon which may as well take a good chunk of an hour and then die on some trash mob because anything can go wrong very quickly in diablo. There's no failsafe, you can't tp out, you can't disengage in any way, no second chances, nothing will help you, unless you quit and start again, as does every hardcore player with scripts that kicks him out whenever his health is dangerously low. It's forced on you even if you play on normal mode. Quest areas are already hard as is, but if you die there, that's it, it's game over. I guess that's the remains of mod creator's juvenile hardcore phase he went through back when this mod was being made. As for equipment change, makes sense for armor pieces, but not for jewelry.Īnd don't get me started on notorious saving restriction in quest areas, the most ass-backward feature of this mod. Sure it was like that in Baldur's Gate for example, but it would reset as soon as you disengage, but here unique enemies will track you forever until they or you die, and they might be all the way in the different corner of the level (what some ranged enemies like to do). Bullshit saving restriction in battle.Stash is not shared, yet there's thousands of unique items and lots of classes, and almost each of them can be played differently, and that requires different gear.Mag requirement for basic necessities such as tp and identify is simply retarded.They even implemented that godawful perk from Fallout that levels you up when you take it, which was always dumb because the whole purpose of leveling up is to get a perk point. Lots of perks with no real substance, yet you only gain one perk point per level (and maybe some from quests?).This is probably the main reason to cheat. Sure it's generally enough to keep your stuff repaired (unless it's full set of super gear and staffs, then it's gonna cost a fortune). It just adds unnecessary tedium where you have to make dedicated "money runs" just to fund your new equipment. And not in a good sense either, like every piece of equipment sells like hot garbage and identifying them will quickly run you dry. Various scripts and pointers from other d1 tables, like this one.Edits to the magic find/gold find/exp multiplier stats.Tracking of the "in battle" switch, to make saving and equipment change available at all times, including in special quest locations.Amount of received ability points/perks per level (since there's a perk that increases amount of received points per level, I'd recon this is possible).Everything perk related, maybe they can be increased past their limit and still give bonuses, who knows.Perk points, I couldn't even find it normally, definitively some shenanigans going on. I'm not very satisfied with this table overall and I'd appreciate if following things were added from someone more knowledgeable (pm me if you want the link to the mod all-on-one, not sure if I can post it here): I may try to keep it updated for a while. This mod updates pretty frequently and this table might as well be outdated by the time you check this topic. Clear out the trash and sell it occasionally.Īdvanced Table for v1.0026 with additional pointers such as Health, Perks, making all gold piles equal 50k, etcīasically I just took the table and modified the pointer and added current weapon durability address as well (in the main hand). If your items stopped dropping, then that means you've hit the item limit per map which exists for every map in the game (even town).For example on 100%MF you might get a blue drop from the same boss (always), while 101%MF might give an elixir, and then 102% might give a unique item. Changing MF will make the game drop different kind of item.Be careful though as the game will kill itself if you try to cheat perks above their legit values that are visible in the perk menu. For example setting very last perk to AA can give about 86 perk points, as it corresponds to Wine From Tears perk that only exists for Iron Maiden. You can get a huge amount of perk points if you set a large value (like AA in hex) for a non-existent perk for the character.And ability to browse some of the raw player character data (stats, perk points, exp, level).Learn all Spells (including hidden ones and ones you cannot learn normally such as Apocalypse).Also includes ability to change MF rate on the fly to roll different kind of drop.Manipulating drop rates and increasing the odds of a unique item/elixirs significantly.This table finds the pointer values on its on so theoretically it should work with newer versions as well. A new table is now available made by Tivrusky (give him some props) who implemented and found most of the things I had in mind here.
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