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Magitek
04-23-2010, 05:30 AM
For version 1.027 of Din's Curse (expansion is fully compatible) and now also modifies expansion skill trees!
------------

Now includes
93 skill modifications, fixes and replacements over all class skill trees.
25 new skill additions.

View Demon war changelog on page 4 of the thread.

New summons for the ice mage and magician(1.012)
-------------------------------------------
Ice elemental
Uses the cone spell: Arctic shards
Cold resistance reduction aura
As tough as the fire elemental, but has no thorns aura and does not gain power as it fights.

Mana elemental
Artillery summon, fires repeated arcane blasts quickly.
Power aura, providing additional damage for elemental and pure magic abilities.
Mana regeneration aura, small boost to any players in vicinity.
Poor at melee ranges.

Mod Overview
I haven't been playing Din's for as long as I would've liked to, but I found several class combinations and skills rather under par, my aim is to make a mod to rectify the issue.
This is the collective effort of about a weeks dabbling with Din's Curse.
I hope you enjoy my attempt at making Din's a little more fun and diverse.

You can get the mod either from mediafire or from fileserve links on the final pages of the thread.

Where to get it
Grab the version that matches your Din's Curse installation:

(1.027 patch version)
http://www.mediafire.com/?dkpi1d6tclq9aa1
(Demon War expansion 1.027 patch version, requires 1.027 Din's Additionals installed)
http://www.mediafire.com/download.php?qruw5ha56kly5dh

(1.025 patch version)
http://www.mediafire.com/?kc82o59kem6xhc1
(Demon War expansion 1.025 patch version, requires 1.025 Din's Additionals installed)
http://www.mediafire.com/download.php?qruw5ha56kly5dh

(1.024 patch version)
http://www.mediafire.com/download.php?ev4q9i8tj2g9uqc
(Demon War expansion 1.024 patch version, requires 1.024 Din's Additionals installed)
http://www.mediafire.com/download.php?qruw5ha56kly5dh

(1.023 patch version)
http://www.mediafire.com/download.php?6kvx479354xhwx4
(Demon War expansion 1.023 patch version, requires 1.023 Din's Additionals installed)
http://www.mediafire.com/download.php?ejj34gcn1ahvphj

(1.022 patch version)
http://www.mediafire.com/download.php?orgzmhcxtgndc8c
(Demon War expansion 1.022 patch version, requires 1.022 Din's Additionals installed)
http://www.mediafire.com/download.php?778d2cbqtouf578

(1.021 patch version)
http://www.mediafire.com/download.php?jlu4oex8lwp1ogn
(Demon War expansion 1.021 patch version, requires 1.021 Din's Additionals installed)
http://www.mediafire.com/download.php?46r99w2jyr3yz5v

(1.020 patch version)
http://www.mediafire.com/download.php?fo3uk5mcws1as1q
(Demon War expansion 1.020 patch version, requires 1.020 Din's Additionals installed)
http://www.mediafire.com/download.php?s2fl6asky5c8n44

(1.019 patch version)
http://www.mediafire.com/download.php?dbqc462ktily7e9
(Demon War expansion 1.019 patch version, requires 1.019 Din's Additionals installed)
http://www.mediafire.com/download.php?1j3yi2rw1rdw5xo

(1.017 patch version)
http://www.mediafire.com/download.php?ycasua5iqagegfg
(Demon War expansion 1.017 patch version, requires 1.017 Din's Additionals installed)
http://www.mediafire.com/download.php?8rejqrrj4v0ed60

(1.015 patch version)
http://www.mediafire.com/download.php?gov5bd6ihso5046
(Demon War expansion 1.015 patch version, requires 1.015 Din's Additionals installed)
http://www.mediafire.com/download.php?r0mf43wrcknl31j

(1.014 patch version)
http://www.mediafire.com/download.php?1px4bs11h7piit7
(Demon War expansion 1.014 patch version, requires 1.014 Din's Additionals installed)
http://www.mediafire.com/download.php?bm45nr1qk96be27

(1.013 patch version)
http://www.mediafire.com/?5n0huep4tta3ti3
(Demon War expansion 1.013 patch version, requires 1.013 Din's Additionals installed)
http://www.mediafire.com/?khxj5khag88u8t5

(1.012 patch version)
http://www.mediafire.com/download.php?2662tkhm81fie4a

(1.011 patch version)
http://www.mediafire.com/download.php?234hxbq3m22bz89

(1.010 patch version)
http://www.mediafire.com/download.php?n9x3508ba8uipte

(1.009 patch version)
http://www.mediafire.com/download.php?3ifl3qpfol7g2sm

(1.008 patch version)
http://www.mediafire.com/?2hlw617vqt4tkpw

(1.007 patch version)
http://www.mediafire.com/download.php?9hq7zrn55eh330j
http://www.megaupload.com/?d=BMTADKWK

(1.006 patch version)
http://www.mediafire.com/download.php?as4p3hbd66ljg7h
http://www.megaupload.com/?d=V78J62Z0

(1.005 beta patch version)
http://www.mediafire.com/download.php?evi13nwzp5ggo8d
http://www.megaupload.com/?d=3P17LJ2M

(1.004 patch version)
http://www.mediafire.com/download.php?4stdq7xgpm1z8kg
http://www.megaupload.com/?d=SY4FRKCE

(1.002 patch version)
http://www.mediafire.com/download.php?gmygolmgomt
http://www.megaupload.com/?d=GTZJR7R3

What's new
This mod is mainly about skill changes and making certain classes more fun to play; there are no new items or changes to drop rates/exp/difficulty.
I have touched on every skill tree, and there are several new skills but I made no attempt to go overboard, I hope most of these changes fit Din's Curse and don't overpower characters.
There are now many powerful hybrids, each class can more or less stand on its own without sacrificing fun.

The readme with changelog is enclosed in the zip file if you're interested, it is also attached to my post.

Installation
Download assetsadd.zip and place it in your din's curse/assets/ directory alongside the other asset zip files. Play!
Although the mod will work with old characters, skills will be misplaced; I recommend you start new characters.
This mod will not work with the demo of Din's Curse.

Mac:
It has come to my attention that the mac version of Din's Curse operates a bit differently; in the event the ordinary installation method fails, try extracting the assetsadd.zip file into the din's curse/assets/ directory rather than just placing it there. The resulting folders should be something like Din's Curse/assets/database and the readme in Din's Curse/assets/ if performed correctly. To uninstall the mod when you have used this method, delete all subfolders of Din's Curse/assets while leaving the three asset00*.zip files intact.

Demon War installation
Download assetsaddexp.zip and place it in your din curse/expansions/demonwar/assets directory alongside the other asset zip files. Play!
The mod should work fully with existing Demon Hunter characters and their respective skill trees.
Also requires Din's Additionals 1.013 to be installed.

Uninstallation
Remove assetsadd.zip from the assets directory.
Characters that you have made or applied skill changes on while the mod has been installed will have their skill points distributed where ever din feels like placing them, it's possible you may lose skill points on certain skills that were vaporized. Characters that you may have logged on by accident should not be affected.

Final Notes
Some of the changes some of you may not agree with, or some may be critically overpowered, some useless; I'm open to suggestions for the future.
Enjoy the finest cooperative hack and slash game since diablo 2 courtesy of Soldak Entertainment.

TheRani
04-23-2010, 07:25 PM
I don't think skills should be added that are useless for non-hybrids, such as bow skills for the thief and conjurer. If you want to add new bow skills that's great, but please stick to giving them to classes who are actually proficient with bows.
It just doesn't seem fair to the non-hybrid classes to give them skills they can't even use.

sammage
04-23-2010, 10:26 PM
I don't think it's a good idea to increase stunning blow. It might sound like a bad skill from the skill description (2% increase? that's nothing! I'd need 50 of them to get up to 4%!) but it's actually +2% base increase, so if you get it to level 20 you have like 41% base chance to stunning blow, and any of the weapons that give +255% chance to stunning blow will knock you over 100% chance to stun. With the skill cranked up like that it's extremely overpowered.

Cool changes though, love the new druid races. I'll give it more of a play and post any other stuff.

Magitek
04-24-2010, 12:42 AM
I don't really see any problem with giving classes skills they can't use. The reason I did this was because masteries weren't working with archer skills to begin with, so I decided on a compromise..
Shock bolt is already extremely powerful.. I'm already beginning to wonder if empowered shock bolt was a mistake to begin with. I'm sure someone will let me know if they get to around level 50 or so.
Plague arrow never quite worked how I wanted it to, but I could not keep it in the archer tree, it had to go somewhere.. There was already a powerful synergy with assassin.

As for stunning blow, yeah it's probably not the best idea i've had; I don't have much clue about items, nor their effects later on. I did it so you could use the mini shield bash reliably, I may end up redoing with the freeze effect instead.. just wanted to use stunning blow for something.

I don't think there's a real lot of problem with perma stunning in melee ultimately, the sorceror has no problem perma stunning several targets with thunderbolt... surely a melee class should be allowed this priviledge, considering he has to do it in melee range (unless paladin/trickster/archer maybe?)

Thanks for your input guys.

Magitek
07-11-2010, 04:12 AM
Din's Additionals was updated to the 1.02 patch.

http://www.mediafire.com/download.php?gmygolmgomt
http://www.megaupload.com/?d=GTZJR7R3

Satanzdiscotech
08-04-2010, 12:35 AM
Nice work Magitek,

I didn't really care that much for Din's until I played your Mod. Keep up the great work.

Magitek
08-04-2010, 05:05 AM
Din's Additionals was updated to the 1.04 beta patch.

http://www.mediafire.com/download.php?4stdq7xgpm1z8kg

I should mention that the mod is not compatible in multiplayer with players whom do not have Din's Additionals installed. These players will recieve error messages at some point due to the new effects from Din's Additionals. Please inform anyone joining your servers.

Thanks for your support.

Magitek
08-13-2010, 06:19 AM
Din's Additionals was updated for the 1.06 patch.

http://www.mediafire.com/download.php?as4p3hbd66ljg7h

Hagaar
08-27-2010, 12:50 PM
Thanks! The earlier version of this work was screwing with Patch 1.006. Thanks again for your work and sharing!!:)

Magitek
09-04-2010, 08:32 AM
Thanks! The earlier version of this work was screwing with Patch 1.006. Thanks again for your work and sharing!!:)

No problem, I'll continue updating it so long as someone is interested in using it.

Now updated for the 1.007 beta patch:

http://www.mediafire.com/download.php?9hq7zrn55eh330j
or
http://www.megaupload.com/?d=BMTADKWK

Ghost Matter
09-25-2010, 08:58 PM
Interesting! Does this work with version 1.007final?

Hagaar
09-26-2010, 11:12 AM
[QUOTE=Magitek;16603]No problem, I'll continue updating it so long as someone is interested in using it.

@Magitek, Thanks again for your efforts!

@Ghost Matter, *My* understanding is that the betas will work just as well as the finals. So by all means download and install!!

Magitek
09-27-2010, 05:51 AM
Interesting! Does this work with version 1.007final?

Hagaar is correct, there is no problem with using the beta version with the final as they're one in the same thing.

Magitek
10-08-2010, 08:07 AM
Din's Additionals updated to 1.009.
A few adjustments were also made due to immobile casting.

http://www.mediafire.com/download.php?3ifl3qpfol7g2sm
or
megaupload refuses to work.

rainbow
11-09-2010, 01:30 AM
Does this work with Patch 1.10? This patch makes the warlock funner for me.

Thank you.

Magitek
11-09-2010, 03:41 AM
Does this work with Patch 1.10? This patch makes the warlock funner for me.

Thank you.

It does now.

Works with either 1.10 or 1.10 beta.
http://www.mediafire.com/download.php?n9x3508ba8uipte

TaggArt
11-17-2010, 06:18 AM
I love this mod, Nice work on the skill tree's too

I feel it gives the game a little more balance(character wise)

rainbow
12-30-2010, 07:36 PM
Thank you for the great mod.

Would you please update this for the beta patch - 1.11?

Thank you.

Magitek
12-30-2010, 09:00 PM
Sure, here it is.

Serrated arrow and gaseous form were fixed also.

Version 1.011
http://www.mediafire.com/download.php?234hxbq3m22bz89

alstein
12-31-2010, 07:37 AM
This does work with expansion, though I think some things might be bugged- or I was unlucky. Unsure.

Petterbear
12-31-2010, 08:23 AM
Sure, here it is.

Serrated arrow and gaseous form were fixed also.

Version 1.011
http://www.mediafire.com/download.php?234hxbq3m22bz89

is this work with demon war beta?

Magitek
12-31-2010, 09:26 AM
is this work with demon war beta?

This does work with expansion, though I think some things might be bugged- or I was unlucky. Unsure.

I don't have the expansion so this is the best response you'll get at the moment.
If the expansion was written via the mod interface, it may work fine. Otherwise it will probably either be the expansion or the mod.

jeremyosborne
01-01-2011, 04:05 PM
I don't have the expansion so this is the best response you'll get at the moment.
If the expansion was written via the mod interface, it may work fine. Otherwise it will probably either be the expansion or the mod.

Magitek,

According to a response I got from Shadow, your mod might simply work by placing it in the following folder:

Din's Curse/Expansions/DemonWar/Assets

I've been a pretty vanilla player so far, but I think if someone who regularly uses your mod who also wants to try out the beta, they could try putting the mod in this location.

By the way, Shadow can speak to the internal changes, but what I noticed was that there was a new .exe, so there is definitely internal code change, but a large chunk of the expansion is new data assets via what I like how you called the "mod interface". My UI mod has zero problem with the expansion, and after I looked through the data files, while there are lots of new data pieces, a lot of the older chunks are still in place. The expansion seems to be truly that, an expansion.

Magitek
01-01-2011, 08:22 PM
Thanks for some information on the issue, jeremyosborne.

Version 1.012
http://www.mediafire.com/download.php?869cmx6eo1e37u4

I'm not sure it's worth continuing to chew out updates for the duration of the beta, because I'm sure Shadow will be releasing update upon update for the expansion.

jeremyosborne
01-02-2011, 11:46 AM
I'm not sure it's worth continuing to chew out updates for the duration of the beta

The last patch release had 3 betas in quick succession, from 1.007 to 1.010. If I was maintaining this mod, for my own sanity I'd agree with you and wait until things slowed down a bit, but that's just me :)

Shadow
01-02-2011, 12:12 PM
There will probably be a bunch of beta patches until the expansion is out of beta. There might be ways of changing your mod so you don't need to change it for every version though (like using the overrides or addsto stuff).

rainbow
01-05-2011, 07:14 PM
Solely for my own enjoyment.

Could you make a summons for an ice mage and a summons for a magician? I can't draw worth a hoot.

Thank you for the great mod.

Magitek
01-06-2011, 09:07 AM
Solely for my own enjoyment.

Could you make a summons for an ice mage and a summons for a magician? I can't draw worth a hoot.

Thank you for the great mod.
Rest assured, I couldn't draw or model if you paid me to; If I could, I would've created my own Din's Curse instead of modding this one!

As for your request:

Ice elemental
Uses the cone spell: Arctic shards
Cold resistance reduction aura
As tough as the fire elemental, but has no thorns aura and does not gain power as it fights.


Mana elemental
Artillery summon, fires repeated arcane blasts quickly.
Power aura, providing additional damage for elemental and pure magic abilities. (demon war abilities currently excluded in this version)
Mana regeneration aura, small boost to any players in vicinity.
Poor at melee ranges.

It took a bit longer than it should have, but I wanted to fit them into the mod properly. And yes, you can command all three elementals at once if you wish.
This version is compatible with the Demon war expansion; let me know if there are any issues.

http://www.mediafire.com/download.php?2662tkhm81fie4a

edit:
whomever grabbed Din's Additionals 1.012 ice elemental+mana version just as I had released it, please re-download as I have re-ordered some skill locations.

rainbow
01-06-2011, 01:29 PM
Thanks a bunch.

alstein
01-06-2011, 10:15 PM
Question so far: on the Demon Hunter- do you think any of their skills needs to be buffed up?

I'd say a lot of the cooldown-requiring skills/spells compared to this mod have too much recharge time, or not enough oomph.

Also the shield skills of the warden may need a buff also.

FloodSpectre
01-06-2011, 11:11 PM
Question so far: on the Demon Hunter- do you think any of their skills needs to be buffed up?

I'd say a lot of the cooldown-requiring skills/spells compared to this mod have too much recharge time, or not enough oomph.

Also the shield skills of the warden may need a buff also.

I'd hope at this stage in the beta the Demon Hunter's (unintentional) weaknesses still have a shot at getting fixed officially :)

alstein
01-06-2011, 11:28 PM
I'd hope at this stage in the beta the Demon Hunter's (unintentional) weaknesses still have a shot at getting fixed officially :)

I don't think it's weak compared to base classes, but it is compared to mod classes.

FloodSpectre
01-06-2011, 11:36 PM
I don't think it's weak compared to base classes, but it is compared to mod classes.

Ok, valid point. I hadn't even thought of that as an issue, but I can definitely see how it would be.

Magitek
01-06-2011, 11:44 PM
I'd hope at this stage in the beta the Demon Hunter's (unintentional) weaknesses still have a shot at getting fixed officially :)

I don't think Shadow is quite finished with the skills here yet either, however I will still be looking into it.


Question so far: on the Demon Hunter- do you think any of their skills needs to be buffed up?


I will be modifying atleast 11 skills across the 3 skill trees, and I'll probably create a few more to fatten things up. Any lengthy cooldowns will definitely be looked at, because I prefer active gameplay.
Duplicate abilities will probably change to something slightly different while remaining in theme with the character description.

Reaver:
Looks a bit generic skillwise, but is a pretty solid complement to most classes because of it. I may consider removing 1h weapons completely from reaver and giving additional free 2h speed bonuses.

Warden:
In particular I'm not happy with wardens offensive offerings.
I will probably pair all ward skills with an offensive version (shared skill points), as for the shield skills, I'd rather just axe 'em because they conflict directly with the defender and paladin.
If I do leave shield skills in, I will be trying to avoid using stuns and making something different.. unfortunately functionality wise it may be difficult to make anything exciting.

Demonologist:
A pretty solid skilltree all up, although several skills need adjustment; I don't think the functionality exists to fix them properly.

Specifically:
Bloodrage - I want to make this automatic, mashing the button to refresh it is tedium.
Possession - I'd like to add random demon enchantments to make this a bit more unique.
Blood sacrifice - This would be nice as a toggle, with percent life drain.

That should give you an idea of my current thoughts anyway.

rainbow
01-07-2011, 01:09 PM
Thank you for adding these two new summons. I am enjoying them mucho.

For future releases, would it be possible to increase the summons length each time the summon spell skill level is increased?

Thank you.

Magitek
01-07-2011, 08:58 PM
Thank you for adding these two new summons. I am enjoying them mucho.

For future releases, would it be possible to increase the summons length each time the summon spell skill level is increased?

Thank you.

I can do this, however I will have to balance it somehow.
The elementals are very powerful here, one of the main balance factors for them is their high mana cost and need to be recast.

Raising the mana cost directly will hurt hybrid characters who want to use elemental summons, so I want to avoid that. I don't want to make them weaker either, they're expensive in skill points so should easily be as powerful as a direct cast spell.

Originally, I wanted the elementals to create an AOE when summoned and when destroyed, but couldn't do it at the time. I thought this would mitigate the tedium of re-summoning by making it more fun to use.

Why do you think elementals should get longer life expectancies? Do you find it irritating to re-summon them all the time? Or dislike their unreliability?

rainbow
01-07-2011, 10:35 PM
Nope. They are fine as is. The summon time is also fine. It just seemed to make sense to me, is all.

Thank you for your hard work.

Magitek
01-08-2011, 12:57 AM
Din's Additionals for the Demon War expansion
--------------------------------------------

This addon should be used in conjunction with Din's Additionals for Din's Curse.

Grab the additionals expansion here:
http://www.mediafire.com/?khxj5khag88u8t5
It will not work correctly if placed inside Din's Curse/assets rather than its expansion asset folder.

Installation
----------
Download assetsaddexp.zip and place it in your din curse/expansions/demonwar/assets directory alongside the other asset zip files. Play!
The mod should work fully with existing Demon Hunter characters and their respective skill trees.

This mod will not work with the demo of Din's Curse, or without the expansion.

changelog (v1.013)
-----------------

unholy strike, impale, spirit strike now swing at your attack speed.

unholy strike now slows for roughly an additional 1% movement per rank.
reaver now has a 20% faster swing speed with 2h axes and swords.
reaver no longer granted 1h weapons.
charge no longer has an animation in order to improve its response.
inferno is now burns targets twice as fast, effectively doubling its damage.
inferno has a slightly larger radius.
altered fire strike visual effect slightly.

spiritstrike now also reduces elemental and poison resistances.
spiritstrike requires an additional 0.75 mana per rank.
lightning ward now provides a 100% damage reflect bonus with +10% per rank.
wards: halved particle count while increasing opacity for speed reasons.

blood sacrifice initially grants 20% physical bonus, updated its description.
each application of blood sacrifice drains 1% life, direct damage halved.
demoncontrol now gets a 1% min and 2% max damage bonus, it also gets 1% speed per rank.

bugfix: lightning ward model and name fixed, modified graphic.
bugfix: changed ticktimes to prevent ward and circle effects dropping off players.

This is just an intermediate release, there are more changes to come in the future.

Magitek
01-14-2011, 04:06 AM
v1.014
http://www.mediafire.com/download.php?1px4bs11h7piit7

v1.014 Demonwar expansion
http://www.mediafire.com/download.php?bm45nr1qk96be27

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

changelog (v1.014)
-----------------

wampirblood damage increased from 1.0 to 1.5 per rank.
fire strike damage doubled, putting it on a similar level with ravage.
rampages duration lowered to 12 base seconds from 15, re-use timer reduced from 2 minutes to 1
possession re-use reduced from 2 minutes to 1
possession now granted 2% life regeneration
demonic control now lasts for 38 seconds for the initial rank, up from 28 seconds.

Axegrinder
01-15-2011, 06:50 PM
The mod is taking the better part of a day to download from mediafire. Locks up, Times out all the time. It's a small file so maybe Steven can host it here. Thanks for the mod.

Magitek
01-15-2011, 09:04 PM
The mod is taking the better part of a day to download from mediafire. Locks up, Times out all the time. It's a small file so maybe Steven can host it here. Thanks for the mod.

The links from mediafire still seem to work properly here, but the internet is always this way. I've put the mod on fileserve if it helps:

1.014
http://www.fileserve.com/file/mecCp9w

1.014 demonwar
http://www.fileserve.com/file/Yz9XSVr

Ghost Matter
01-15-2011, 10:31 PM
Might Dropbox work?

Magitek
01-19-2011, 09:00 PM
1.015
http://www.mediafire.com/download.php?gov5bd6ihso5046

1.015 demonwar
http://www.mediafire.com/download.php?r0mf43wrcknl31j

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

change:
removed the lightning ward damage reflect in favor of the critical hit bonus of the new patch.

Alternative links:
1.015
http://www.fileserve.com/file/7SmcX52

1.015 demonwar
http://www.fileserve.com/file/7Ys2DCt

Axegrinder
01-20-2011, 03:09 PM
Thanks for the updated mod with new links.

rainbow
01-27-2011, 07:03 PM
Thanks for adding the elemental summons. They've been a blast.

Would you please update this for 1.017?

Thank you.

Magitek
01-28-2011, 09:31 AM
Thanks for adding the elemental summons. They've been a blast.

Would you please update this for 1.017?

Thank you.
Internet died for a week, so I'm a bit slow to catch up!

1.017
http://www.mediafire.com/download.php?ycasua5iqagegfg

1.017 demonwar
http://www.mediafire.com/download.php?8rejqrrj4v0ed60

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

Alternative links:
1.017
http://www.fileserve.com/file/wxtMzqf

1.017 demonwar
http://www.fileserve.com/file/bmjXPNF

Crisses
02-01-2011, 05:40 PM
Just wondering why the necromancer's Bolt of Gloom was changed from Fire (in plain old Din's Curse) to Physical (in Din's Additionals)? Was that on purpose or a bug?

Magitek
02-01-2011, 11:03 PM
Just wondering why the necromancer's Bolt of Gloom was changed from Fire (in plain old Din's Curse) to Physical (in Din's Additionals)? Was that on purpose or a bug?

I had purposefully changed this to physical damage in order to make it different from the other tier 1 spells, at the same time I had sloppily not updated its description, thanks for bringing this to my attention.

Do you think Bolt of Gloom would be better using its natural fire damage instead of physical?

Crisses
02-02-2011, 11:36 AM
Do you think Bolt of Gloom would be better using its natural fire damage instead of physical?

Well, I switched it back in my own private mod -- the difference is how the targets can defend against it. Changing it to physical changes which creatures it works well against, and how easily they can defend against it. Necromancers have a physical effect in the one that breaks bones -- physical makes sense there. But "Bolt of Gloom" sounds like Magic -- but the original game has Fire, and either probably work better than physical.

I guess Fires are bright and cheery when you have smores but not so much when your hair is on fire. I have a hard time picturing "gloom" and "fire" but at least the visual effect is gloomy.

Crisses
02-02-2011, 11:41 AM
This was reported to me by my son:

When using the Scavenger skill on a corpse, a treasure chest appears.

Sometimes this chest is locked or trapped.

I'm really having a hard time picturing a pixie swallowing a treasure chest -- but I can live with it. But would you swallow a treasure chest that might set you on fire? :)

Is the treasure chest a programming convenience or are you really saying we've immersed ourselves up to the elbows in ichor and guts to come up with a real treasure chest that may be locked, stuck or go Boom?

Some thoughts on the in-gameness of it:

We all suspend disbelief that a 2 handed weapon might be in the corpse.... :) So "simply suspend disbelief" is a fair response.

Perhaps all creatures have enchanted guts with automatic Shrink ability?

Critters heard that a diet high in iron and fiber was good for them, but they took it a little too far.

To date myself, "treasure" in (A?)D&D was described to be the loot one got from raiding the critter's nest, not necessarily directly on their person.

Later, Diablo and other games make item drops and "squeezing corpses" a visual (and sometimes bloody) experience. Even the description of the skills imply that one is making potions out of say troll's blood, and in Din's Curse I guess we've decided that Orc liver is good eating -- after all everything tastes like chicken, right? :) Maybe Orc ladies stuff their bras with roast quail.... :)

So does the chest that appears represent hidden treasure in the critter's "nest", or are we doing an autopsy and coming up with something bigger than a breadbox (that might go Boom)?

Magitek
02-02-2011, 09:57 PM
Well, I switched it back in my own private mod -- the difference is how the targets can defend against it. Changing it to physical changes which creatures it works well against, and how easily they can defend against it. Necromancers have a physical effect in the one that breaks bones -- physical makes sense there. But "Bolt of Gloom" sounds like Magic -- but the original game has Fire, and either probably work better than physical.

I guess Fires are bright and cheery when you have smores but not so much when your hair is on fire. I have a hard time picturing "gloom" and "fire" but at least the visual effect is gloomy.

For the moment I'll stand by physical damage because I do not think fire fits with the necromancer's theme or the effects of the spell. The description has been updated with 'This physically withering spell makes the enemy easier to hit for a short period.'

This was reported to me by my son:
When using the Scavenger skill on a corpse, a treasure chest appears.

Sometimes this chest is locked or trapped.

Is the treasure chest a programming convenience or are you really saying we've immersed ourselves up to the elbows in ichor and guts to come up with a real treasure chest that may be locked, stuck or go Boom?


Quite the vivid imagination you have there.
Scavenger is just searching corpses, a container on a belt, or worn item that wouldn't usually drop to the ground. Din's Curse isn't exactly a realistic game so I don't think it really matters.

The chest is ultimately just a convenience; I cannot simply spawn items via modding as far as I am aware. But having locked and trapped chests means a thief might invest in his lockpick and disarm trap skills, so I consider it a plus. Not much fun being a thief if you can't break into and steal stuff!

Crisses
02-03-2011, 01:06 AM
Quite the vivid imagination you have there.

Healthy dose of Monty Python.

The chest is ultimately just a convenience; I cannot simply spawn items via modding as far as I am aware. But having locked and trapped chests means a thief might invest in his lockpick and disarm trap skills, so I consider it a plus. Not much fun being a thief if you can't break into and steal stuff!

Okie dokie -- you're the boss! :)

Criss

rainbow
02-03-2011, 05:13 PM
Would you please update your awesome mod for patch 1.018?

It's just way too cool.

Thank you.

Magitek
02-03-2011, 11:55 PM
1.019
http://www.mediafire.com/download.php?dbqc462ktily7e9

1.019 Demonwar
http://www.mediafire.com/download.php?1j3yi2rw1rdw5xo

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

Alternative links:

1.019
http://www.fileserve.com/file/P6cgHDc

1.019 Demonwar
http://www.fileserve.com/file/yUR5tyN

Magitek
02-08-2011, 11:35 PM
1.020
http://www.mediafire.com/download.php?fo3uk5mcws1as1q

1.020 Demonwar
http://www.mediafire.com/download.php?s2fl6asky5c8n44

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

Alternative links:
1.020
http://www.fileserve.com/file/AMZVGnX

1.020 Demonwar
http://www.fileserve.com/file/SJZmAFS

-----------------------------------------------------------

1.021
http://www.mediafire.com/download.php?jlu4oex8lwp1ogn

1.021 Demonwar
http://www.mediafire.com/download.php?46r99w2jyr3yz5v

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

Alternative links:

1.021
http://www.fileserve.com/file/FKZk4B8

1.021 Demonwar
http://www.fileserve.com/file/sVaf75f

Magitek
02-19-2011, 11:48 PM
Several of the new balance changes have been implemented into Additionals.

1.022
http://www.mediafire.com/download.php?orgzmhcxtgndc8c

1.022 Demonwar
http://www.mediafire.com/download.php?778d2cbqtouf578

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

Alternative links:

1.022
http://www.fileserve.com/file/CvtzQM2

1.022 Demonwar
http://www.fileserve.com/file/hxx3CYr

Magitek
03-18-2011, 02:01 AM
1.023
http://www.mediafire.com/download.php?6kvx479354xhwx4

1.023 Demonwar
http://www.mediafire.com/download.php?ejj34gcn1ahvphj

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

Alternative links:

1.023
http://www.fileserve.com/file/gfP5CBu

1.023 Demonwar
http://www.fileserve.com/file/sDP9bkP

Please report any abnormalities with skills; balance changes seem frequent of late and while I attempt to mesh new changes with Additionals, they are largely untested.

rainbow
03-18-2011, 08:02 PM
I want to thank you for keeping this mod up-to-date. It makes playing a wizard mucho fun.

Thank you.

forevernomad
03-23-2011, 03:58 PM
Just started using this mod, but I noticed one thing.

the thief class has Plague Arrow but it says it needs a bow and only the archer and hunter classes can use bows, am I missing something or should this skill be in those classes instead?

Magitek
03-24-2011, 12:04 AM
Just started using this mod, but I noticed one thing.

the thief class has Plague Arrow but it says it needs a bow and only the archer and hunter classes can use bows, am I missing something or should this skill be in those classes instead?

It's a bit misleading but it was a synergy type skill to be used with archer or hunter. I can't even remember the reasoning for it now; probably should change it to a thrown vial or something.

May have been because fire and lightning archers already had strong synergies, but the poison aspect was lacking, I couldn't justify giving archers such a powerful debuff as they were already very good at the time however.

The actual thief sub-class itself is already powerful compared to stock Din's Curse and doesn't need anything else to stand on its own, but I think it wouldn't really hurt to change this into a normal ability as very few enemies seem to have any real poison resistance anyway.

I will change it for the next patch.

forevernomad
03-24-2011, 08:40 AM
ahh synergy skills, makes sense now.

Out of curiosity, would you be willing or able to add universal skills, like:

-light intensity
-lock picking
-disarm traps
-barter
-repair
-transmute
*Adept - reduced item requirements for your class masteries:-
eg. -10% level and stat requirements, swords/armour for warriors, staffs/cloaks for mages etc.

Have these as skills that every class has access to if you're willing to spend the points.

Magitek
03-25-2011, 12:22 PM
ahh synergy skills, makes sense now.

Out of curiosity, would you be willing or able to add universal skills, like:

-light intensity
-lock picking
-disarm traps
-barter
-repair
-transmute
*Adept - reduced item requirements for your class masteries:-
eg. -10% level and stat requirements, swords/armour for warriors, staffs/cloaks for mages etc.

Have these as skills that every class has access to if you're willing to spend the points.
Hard to say, there's a limitation with the number of skills any class can have at one time; so really the only option would be to stick a "general" tree beside existing subclasses.

It goes a bit outside what my mod has intended to do, so it should probably be a separate mod. I'm also not sure if all of the things listed are actually possible under the current mod system. As for actually attempting it, I don't really have the motivation to begin another project with Din's Curse at the moment.

I'm not adverse to the idea, but it's a reasonable amount of effort, and I've lost interest in working on Din's Curse mods for the time being.

forevernomad
03-25-2011, 12:38 PM
Yea, should have really thought about how much work that would be before unfairly posing the question as it stands, sorry about that.

I will rephrase it.

As you've had plenty of experience with modding the skills, could you say which would or would not be possible and to your knowledge what pitfalls should I be aware of, that you probably learnt the hard way, if I were to attempt it myself.

Magitek
03-27-2011, 10:40 AM
As you've had plenty of experience with modding the skills, could you say which would or would not be possible and to your knowledge what pitfalls should I be aware of, that you probably learnt the hard way, if I were to attempt it myself.

While I believe it's possible to make a general tree for each class with a bit of fluffing around, it's probably impossible to implement any crafting skills, or anything that modifies NPC reactions.

I can't really offer any brilliant advice on the modding side of things, personally I just started messing with the database files without any preparation and it worked out alright for me, I didn't really stray far off base however. Most of the modding relies on hardcoded functions unfortunately so if a certain function doesn't exist you can forget about doing what you wanted.

You could always bark at Shadow till he caves to get what you want implemented :)

Magitek
04-14-2011, 05:41 AM
1.024
http://www.mediafire.com/download.php?ev4q9i8tj2g9uqc

1.024 Demonwar
http://www.mediafire.com/download.php?qruw5ha56kly5dh

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

Alternative links:

1.024
http://www.fileserve.com/file/RFsVGmy

1.024 Demonwar
http://www.fileserve.com/file/EUkptz2

Magitek
04-02-2013, 07:21 AM
Two years have passed, 'bout time for an update!

1.025
http://www.mediafire.com/?kc82o59kem6xhc1
1.025 Demonwar
http://www.mediafire.com/download.php?qruw5ha56kly5dh

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

Satanzdiscotech
04-02-2013, 07:33 PM
Two years have passed, 'bout time for an update!

1.025
http://www.mediafire.com/?kc82o59kem6xhc1
1.025 Demonwar
http://www.mediafire.com/download.php?qruw5ha56kly5dh

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

I broke my install a few months back, I'll have to give it a go when I fix it.

Axegrinder
04-08-2013, 04:43 PM
Thanks for the update. Looking forward to playing the mod again.:cool:

tomtam
04-29-2013, 06:04 AM
Fast question:
will this mod works with Steam version (1.026) and with Bluddy's mods (UI and Balance)? There is no conflict?

Thanks.

Shadow
04-29-2013, 11:59 AM
Fast question:
will this mod works with Steam version (1.026) and with Bluddy's mods (UI and Balance)? There is no conflict?

I don't know about working with Bluddy's mod, but any mod should work with the Steam version fine.

Magitek
04-30-2013, 01:34 AM
Fast question:
will this mod works with Steam version (1.026) and with Bluddy's mods (UI and Balance)? There is no conflict?

Thanks.
Should work with his UI, but I think it's unlikely the balance mod will work with it as I'm pretty sure Bluddy touches on skills.
If you rename my mod to load alphabetically later than Bluddy's you may get a mixed result of some sort, but it will probably not work.

hatsikidee
07-09-2013, 10:23 PM
Hi, I've put the AssetsAdd.zip in folder: Din's Curse/assets and the assetsaddexp.zip in folder: DC/Expansions/DW/assets.
Both files downloaded from the 1.25 links in OP.
Using Steam version 1.26 - I get an error message about "version mismatch" and game won't start.
What am I doing wrong?

hatsikidee
07-10-2013, 09:48 AM
for this mod to work on Steam, open systems.gdb located in AssetsAdd.zip and change version number to 1.26.

Magitek
07-15-2013, 01:55 PM
for this mod to work on Steam, open systems.gdb located in AssetsAdd.zip and change version number to 1.26.
I guess that is what you'll have to do, because apparently version 1.26 isn't available for non-steam users, so I'm unable to properly update the mod. Good job finding a fix :)

Magitek
09-27-2013, 05:55 AM
Updated for the most current version, this should be steam compatible.

1.027
http://www.mediafire.com/?dkpi1d6tclq9aa1
1.027 Demonwar
http://www.mediafire.com/download.php?qruw5ha56kly5dh

Demonwar users are required to install both in their respective directories. (din's curse/assets and the dw version in din's curse/expansions/demonwar/assets)

Merkava
12-30-2019, 04:39 PM
for this mod to work on Steam, open systems.gdb located in AssetsAdd.zip and change version number to 1.26.

anyone know if this [method] still works? (for the current steam version).

excited to try this mod out when I get home.

Edit: got it working - thank you for this absolutely sick mod, Magitek!

Magitek
12-30-2019, 09:41 PM
Heh it's been awhile. It's possible the mod may revert some of the skill bug fixes or monster fixes the newer versions have bought, but hopefully there are no major issues.