Author Topic: NagaOptionals - v4.2.beta (9 January 2016)  (Read 113396 times)

snomann72

  • Nameless
  • *
  • Posts: 97
  • Karma: 2
Did install everything with the 1.5b launcher.  There is no option to make the monsters not spawn per session, and wondering if someone can make a mod or addon to this mod for the no spawn per session.  I tried to figure out how to change the settings in Reanimator but Reanimator just don't save the settings, even if I did save and save as.
« Last Edit: Oct 27, 2015; 12:32 am by snomann72 »

Dank Rafft

  • Guest
Don't need them to respawn with current session.  Other than that, the game is good.   :)
I'll look into it. :)

Just want to rectify something:You need to install this mod with the 1.5b launcher.That is all. :)
Correct, the same as with Naga's mod.

Dank Rafft

  • Guest
UPDATE:
Quote
v1.3
----

- there are two versions now: the standard one with all the changes listed in the content section and the one with overpowered dyes (OD). The one with overpowered dyes changes all unique dye kits to have way more powerful stats. The stats on them are equal and are:
  • Skills of all classes +1
  • Crit Chance +10%
  • Crit Damage +100-200%
  • Armor Bonus +1000
  • Armor Bonus +10-15%
  • Shield Bonus +2000
  • SFX Defense +3000-6000
  • HP Bonus +1000
  • Power Bonus +1000
  • HP Regen +300-600
  • Power Regen +300-600
- added a line of text with the version number of NagaOptionals to the main/start menu of Hellgate
- added option "Reduced Fuse Timer for Strikes"
- added Option "Lower Cooldown Strikes"
Let me know what you think about the overpowered dyes? Are they too powerful, even for Nightmare?

Dank Rafft

  • Guest
Update:
Quote
v1.4
----

- made some changes to the Overpowered Dyes so they become available as an option and to make it one complete package
- you should know be able to see all stats on the overpowered dye kits
BUG: The vast amount of stats on them seem to remove the color pattern. If you have any idea how to solve that let me know.

Dank Rafft

  • Guest
Update:
Quote
v1.5
----

- I was able to fix the color set issue and all the modified dyes should now correctly display their colors again

snomann72

  • Nameless
  • *
  • Posts: 97
  • Karma: 2
I finally figured out how to disable the enableroom feature.  By looking at the levels.txt file in the Naga folder, the enableroom is at the end of each line.  Had to open reanimator to look and compare both sides.

I guess I am learning a little at a time on the Reanimator thing.

Dank Rafft

  • Guest
I finally figured out how to disable the enableroom feature.  By looking at the levels.txt file in the Naga folder, the enableroom is at the end of each line.  Had to open reanimator to look and compare both sides.

I guess I am learning a little at a time on the Reanimator thing.
Correct, you can also change the monster density in there. I'll apply changes to both of these in the next update.  ;)

Dank Rafft

  • Guest
Update:
Quote
v2.0
----

- added inherent minion damage bonus to Close Range Weapons for Hunters (Sawblades)

- added Deactivate Monster Respawn option
- added Reduced Monster Density option
- added Nagahaku's Crazy Slayer option

- added separators to make the list clearer
- rearranged most optionals

- removed some options to make the list clearer:
-- Improved Sniper Rifle Accuracy 12
-- Improved Sniper Rifle Accuracy 25
-- Improved Sniper Rifle Fire Rate 34
-- Improved Sniper Rifle Fire Rate 38
-- Increased Movement Speed 25
-- Increased Movement Speed 75

micropanther

  • Nameless
  • *
  • Posts: 11
  • Karma: 1
Thank you very much for this optional mod :)  Especially the indestructible elementals, my Summoner feels well OP :p  A couple of questions regarding the latest update, can I just install over the previous versions of this mod?  And has anyone managed to farm Balbi's Ring?  I'm not sure which level monsters to farm, does it go by item level or character level?  Thank you :)

Dank Rafft

  • Guest
Thank you very much for this optional mod :)  Especially the indestructible elementals, my Summoner feels well OP :p
You're welcome. :)

A couple of questions regarding the latest update, can I just install over the previous versions of this mod?
Yes, you can just override the older versions.

And has anyone managed to farm Balbi's Ring?  I'm not sure which level monsters to farm, does it go by item level or character level?  Thank you :)
It has no fixed level and can spawn with any level. You just have to be lucky.

micropanther

  • Nameless
  • *
  • Posts: 11
  • Karma: 1
Ok thanks for the replies Dank :)

Morphy

  • Named
  • **
  • Posts: 214
  • Karma: 3
Sweet little set of options.

Can I just ask (becasue it's a little annoying):

The skill of the fire-field or force-field thingy (whatever it's called).

You reduced the cooldown and the timer-to-activate... but now, instead of firefield costing 115 mana, it now costs some 400 mana.

One firefield and I'm almost out, toss a few grenades and that's it, all gone.

Was the cost increase intentional?

I've tried the 1.4 and the 2.0 versions - the 2.0 version seems to have a higher cost for the strikes!

also, I noticed that the "bot are immortal" doesn't work for me, I keep having my bot splatterised when i play on "slayer mobs of enemies".
« Last Edit: Nov 04, 2015; 12:44 am by Morphy »

Dank Rafft

  • Guest
Sweet little set of options.

Can I just ask (becasue it's a little annoying):

The skill of the fire-field or force-field thingy (whatever it's called).

You reduced the cooldown and the timer-to-activate... but now, instead of firefield costing 115 mana, it now costs some 400 mana.

One firefield and I'm almost out, toss a few grenades and that's it, all gone.

Was the cost increase intentional?

I've tried the 1.4 and the 2.0 versions - the 2.0 version seems to have a higher cost for the strikes!

also, I noticed that the "bot are immortal" doesn't work for me, I keep having my bot splatterised when i play on "slayer mobs of enemies".
Thanks for your feedback. No, that wasn't intentional and I found the issue with the costs of strikes. It'll be fixed in the next release. I'll be releasing it probably tomorrow.

I can't reproduce your issue with immortal bots. The option works fine for me. Have you tried to reinstall my mod with all the options you want to use?

Dank Rafft

  • Guest
Update:
Quote
v2.1
----

- added option Summoner Elementals Indestructible - Except Force
- added option No / Lower Cooldowns (Incomplete) - contains Lower Cooldown Strikes and all Blademaster skills
- added option Dual-Wield Melee For All Classes
- added option Dissectors For Templars
- added option Sword And Shield Bonuses

- removed option Lower Cooldown Strikes - now part of No / Lower Cooldowns (Incomplete)
- removed option Community Items Purchasable

- fixed an issue with the option Lower Cooldown Strikes throwing multiple strikes at once

Morphy

  • Named
  • **
  • Posts: 214
  • Karma: 3
Maaaaaaate!!!

Many, many thanks for the strike fix (so it was costing x3 or x4 becasue it threw the three or four strikes at once?  HAHAHA... that explains why some of the stronger demons went down in a strike when they normally wouldn't!)

I admit, I've used your mod-mod over itself a few times, I don't know if that went to the bots not being invulnerable.

I'll try it again, maybe something just got mixed up - it's not really an issue anyway.

Thanks, again...

Just out of interest:

If I wanted, just for the chuckles, to change sniper fire rate to 200 (!!), would I lower the cdtick value in your xml file to about 1/4 of what it was?

Or would that not work?

(NOT saying I want super faster fire sniper rifles - although a 400 or 600 fire sniper would be funny - I'm just curious about the values)
« Last Edit: Nov 04, 2015; 03:56 pm by Morphy »