The Super-Unique Lord de Seis originally had a unique effect modifier known as Thieving. Notably, very few monsters spawn in the Monastery Gate, Inner Cloister and Kurast Causeway. While there are a number of cut monsters, there are several monsters who very rarely make an appearance because the areas they spawn in only very rarely spawn enemies. As a result, Act 5 on Hell mode is nightmarishly difficult with monsters that shoot bugged instant-killing projectiles, but the actual end boss is a walk in the park comparatively because he does not use elemental effects. There are a number of glitches in the game which result from the developers not accounting for this properly, but the most notable is that Mana Burn enemies will do 256x as much mana drain as they're actually supposed to do, and on Hell difficulty, the Mana Burn also erroneously multiplies the amount of elemental damage a monster does. The game's life and mana are stored in 256th fractional units, so when the game displays 2 life, it is actually stored internally as being anywhere from 256-512 life, rounded up for the display. Diablo's Bone Prison "monster" that blocks town portals shows up as "an evil force" by referencing the default string directly. However, if it's anything aside from a level (a monster, an item, etc) it will display (by default) as "an evil force". If an area has a reference to a string (.tbl file) that doesn't exist as its name, the displayed name will be the string reference appended with "-not xlated call ken". There are three in all: two tomb levels (which have preset files DM2.ds1 and DM3.ds1) and one called Arena Travincal which references a missing file (Trav1.ds1). Like with Guilds, there are a few cut Arena levels as well. Not all of them can be loaded correctly with modmaker tools. While there's five different "guild levels", there are actually nine presets in the files: Guild/cottages/guild1.ds1, Guild/house1/guild1.ds1, Guild/house1/guild2.ds1, Guild/house1/guild3.ds1, Guild/house1/guild4.ds1, Guild/house1/guild4b.ds1, Guild/house1/guild5.ds1, Guild/house1/guild5b.ds1, Guild/house2/guild2.ds1, and Guild/house2/guild3.ds1. They are not accessible as the player cannot go past the fourth Act. While they use the same palette as the expansion, they are technically located on Act 4 (if counting from zero), the fifth Act. They are all identical in terms of size, and curiously have the "Beta" flag ticked, indicating that they would be accessible from the open beta. The closest palette is the Act 1 palette. They all use the same palette as the Expansion, and the tiles and map information are actually available and viewable in mod-creating tools, but the palette is missing and colors are distorted. There are a total of five "guild levels" which are mentioned in Levels.txt. The entry image labels again skip from A5L6 all the way to A5L11.
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