Neue Hellgate London Single Player Mods steigern die Spieldichte abermals

AchtBit

Software-Overclocker(in)
joa und das nicht zu gering. Der Revival Mod 1.5 beta1 erweitert die RPG Elemente extrem und erhöht gleichzeitig die Monstedichte um 15%. War schon beim ersten Revival Mod teilweise ein Massaker, dass der Schutzmechanismus meines SchlapptopDuos einsetzte und Sekunden pro Bild für den Pixeloverkill benötigte. Dagegen wirkt Duke Nuke Em wie ein mittleres Geplänkel. Für die Mod sollte man die eng. Version installieren.

Revival SP modification 1.5 b1

Code:
1.5b Patch Notes
-----------------
Difficulty

Normal mode has the same Champion spawn rate and monster density as Elite mode.


Players

- Players are no longer assigned a default skill. (1.5a dropped)
+ Evoker, Summoner, Marksman and Engineer have had there starting skills changed.

Evoker: Firestorm
   
Summoner: Summon Carngore
   
Marksman: Fire Grenade
   
Engineer: Construct Drone
- The initial skill is placed on the starter weapons. (1.5a dropped)
Level cap increased to 55.
Power regeneration decreased from 3 to 2 per willpower point.
+ Base power regeneration increased to 520.
Melee damage increased from 1% to 3% per strength point.

Engineer

+ Improved Engineer drone AI.
Can spawn Drone in stations.

Summoner

Can spawn minions in stations.

Inventory

Increased stash (x10) and inventory (2x).
+ Inventory slot added for googles.
+ Inventory slots added for rings.
Scrap stack size increased to 10,000.
Consumables stack size increased to 100.

Recipies

The cube recipes are hidden until discovered.
Recipe to create pets - requires and egg drop from bosses.
+ Recipies to 'reroll' ehanced, rare and legendary items.
+ Recipies to create various random items.
+ Recipies to create rings.
+ Recipies to create demon, beast, necro and spectral mods.

Item Quality

Enhanced and Rare items are identified by default.
+ Mythic quality items added. These items have affixes approximatley 1.5x stronger than legendary affixes.
+ Double Edged quality items added. These items have 1x Mythic affix and 1x negative affix.

Augmentrix

Rare and Legendary augmentation cost reduced by 50%.
+ Skills are not augmented onto weapons.

Items

Templar items added:

Sunblade
   
Sunshield
   
Moonblade
   
Dissector
   
Dissector Shield
   
Gleamcarver
   
+ Starburst
+ Marksmans items added:

+ Core Magnum
   
+ Stringray
   
+ Discombobulator
   
+ Thumper
   
+ Thunderclash
+ Cabalist items added: 

+ Fire Seeds
   
+ Vampire PistolMK3
   
+ Negatron
   
+ Singularity Node
   
+ Purification Ray
   
+ Mutentacle
+ All new items can not be purchased from a vendor and drop at only legendary or better qualities.
-  6x new unique items inspired by hellgateaus. (1.5a dropped) - These  items require more though and planning sorry! Will be back in a future  update.
Shield overload on Swords halved and capped at 100%.
Boss/Mutant items are now of unique quality.
Only unique retrainers can be bought and sold.
Common retrainers are gained from Sydonai the first time you complete the game.

Interface

Most of the updated interface elements have been imported from the Abyss expansion.

Levels

Environment updates from the Abyss added.
Moloch spawns in Anchient Blood - 4/5 chance to spawn.
Passageways and Hellriffs are a lot rarer 1/10.
Elite passageways champion spawn chance increased by 100%.
Treasure passageways contain 100% more treasure.
Monster density increased by 15%.

Skills

- The sprint skill caps at 4 points and no cooldown. (1.5a dropped)

Monsters

Moloch has been added into the game.
New champion spawn: Zomper. - Skin by Tirex
Champion monster are slightly bigger 50%.
Champion mob health and experience increased 100%-300%.
Shield overload reduced and capped at 100%.
Killing monsters 3 levels above you grants you more experience up to 95%.
Bosses have a 1/100 chance to drop an egg.
+ Champion mobs drop essense according to their class type 1/5.

NPCs

Original voices have been restored for about 15 npcs, including 'sexy holloway'.
Techsmith 314 has been reskinned into his 3rd stage state.
+ A gambling merchant added in Holborn station.

Treasure

Champion mobs have a fixed chance of dropping legendary or better loot!

Rare mobs 1/100
   
Epic/Legendary mobs 1/50
   
Named/Unique mobs 1/25
Sydonai drops a skill and attribute retrainer when you finish the game.
Moloch drops the Stonehenge dye kits. 1/10 chance to drop.
Sydonai and Moloch have a chance to drop unique retrainers. 1/25 chance to drop.
Zomper drops new items.

1/2 chance to drop a special item (not telling what it is )
   
1/10 chance to drop hellgateaus unique items.
Vendor modification and consumable quantities balanced.
Chests and crates are generally more exciting.

Crates will only drop palladium and consumables.
   
Common chests will drop up to 3 consumables and palladium.
   
There is a 1/1000 chance a common chest will drop a legendary of better item.
   
Elite chests drop a lot more palladium and drop 2 rare or better items.

Achievements

Speed leveling achievments repaired.
   
Misc

Particle updates from Abyss expansion added.

Die 2. Mod ist made in Korea und erweitert, ähnlich wie Revival, das RPG System , UInterface und die Objektdichte. Nachdem die Mod noch drauf ist, sollte das Game kaum noch was mit dem Original zu tun haben, dass zwar Potenzial und Umfang hatte aber so schlecht blanaciert war, das der Char zum Spielende grad mal mittel entwickelt war. Eine Waffenausbaustufe von max. 30% hatte. und von den Gegenständen höchstens 20% sah. Zuguterletzt war die UI sowas von benutzerfeindlich, dass man freiwillig von einem 2. mal Durchzocken ablies.

Nagahaku MOD 3.0a Updated

Code:
[COLOR=yellow]New 3.0a Features:------------------
Game World
* Some dye kits now looting from unique or boss monsters, others could get from big chests.
* Looting bugs somehow fixed, still not so good but better.
* You can now purchase all kinds of potions at vendors unlimitedly just like health and power kits.
* Items and Monsters level cap more than 100 to be capable of their qualities(Needing your Testings).
* Tried to fix reaper's stop spawning after Lv. 73, Still need your testings, since i donot have a character above 73 right now [IMG]http://www.hellgateaus.net/forum/Smileys/aaron/smiley.gif[/IMG]

Skills
*  Shield boosting skills are now bonusing about only 1/3 amount of 3.0's,  in order to avoid 40k+ then degenerating bug, this is not good, but  really sorry, i cannot fix it [IMG]http://www.hellgateaus.net/forum/Smileys/aaron/sad.gif[/IMG]
*  Surge skills bug are almost fixed, sometimes re-equip weapons may still  cause a bug that they cannot activate effects, but very little chance  to happen, if it does happens, switch weapons with F1/2/3 would fix this  mostly, no longer need to restart game.

Items
* Claws MK1 versions would be universal as well.
* Mods' item level requirement removed.(New items only)
* Three new mutant items now looting randomly all over the world as well, not only XM55B: a Sword, a Firefox Cannon and a Focus.
* Mutant mods from their named monsters now have more random affixes just like other mutant items.
*  Since they never functional, XX proc skill on Attack affixes are  removed from game, for unique or named items having them, they would be  change into Releasing On Hit ones.(New items only)
* The "Sympathy" dart pistol would have a faster firing rate.
* Unique Hunter ubber helmet's name string recorrected into "Somberg's Guise" according to TCv4.
* Mutant items can be revealed with hex & aug method now [IMG]http://www.hellgateaus.net/forum/Smileys/aaron/smiley.gif[/IMG]
 
Monsters
* Grim Spectre now DO looting Moloch helmets.
* Imp Shamans can cast their shield boosting skill now, it was bugged in 3.0, so game is becoming even harder now.
* Bots now having much heavier armor.
* Chocolate Fog now immune to effects (affix: Mana Resist)

Quests
* Collecting Quests are much easier, target monsters drop quest items 100%.
*  Quests that rewarding items do not have a level limit now, so their  bonus items would be just at your level, but would not bonus any money  or experience, and for those only bonusing money and experience, their  bonus amount now 10 times higher.

Optional Pack
* WOW Item Inventory Size: Most items only take 1 inventory grid, new spawn items only.

Nagahaku 3.0 Features (Edited on 25th April 2012):
------------------
Game World
* Except a few quest locations, most maps would spawn monsters of your own level.
* x2 Enemy amounts in early maps(before Covent Garden), x3 in others, x5 in Hell and Acient Blood.
*  Shield is now much more important in Nagahaku MOD, I have greatly  increased the amount of shieldpoints everywhere in game, items, skills,  affixes, everywhere. 
* Neither items nor monsters is having any default shield overload bonus now, only with affixes they can have it.
* More chance of Hellrifts and Passageways.

Players
* Starting skill removed, instead of a free skillpoint.
* 10 statpoints bonus per level
* Init statpoints increased from 75 to 100, arranged differently according to your class and gender.
* 10 free statpoints bonus at character create.
*  There are some slight detail differences among classes and genders, for  example, summoners move slower than other classes but with highest init  powerpoint; male characters are faster when moving forward while  females are faster when moving back or aside.
* Starting with 1 skill retrainer and 1 stat retrainer.
* Level cap at 100.
*  Emmera's face and hairstyle available by replacing an "ugly" one, but  the face is not exact Emmera, I erased the blue spot on her lip with  Photoshop.
* Holy radius available for every faction, meaning those  not Templars can activate auras, cast prayers or challenging if you have  a related skill bonused by an item.

Skills
* Most TCv4 skills are imported or remade in Nagahaku MOD.
* Some "useless" skills are made global, helping you build new "factions"
* Some important undeveloped skills are revived in Nagahaku MOD.
* Some really "useless" or "unnecessary" skills are removed or mixed into others.
*  You can now access every class' skilltrees, but can only learn your  own, however if you get an item granted you a skill of another class,  you can use it.
* Some attractive but fawled skills are remade into very effective ones.
* I also created a few new skills of my own.
*  Proc skills, such like charged bolts, if they are arranged to be  released on hitting or killing target, they would explode on the target,  not yourself, just like proc novas.
* Most important skill changes for each class:
  Blademaster: 
   1. Sword throwing skills are greatly enhanced.
   2. Surge skills have direct hit bonuses.
   3. Hamper can be used in left or right mouse button to replace common melee since its mobility is greatly enhanced.
   4. Thorns can grant you chance of evading enemy attacks as well, and the thorns damage amount is greatly increased.
   5. 3 offensive prayer skills imported to BM skilltree.
  Guardian:
    1. A new branch of skills added, Guardian can train a squire minion  simmilar as  drones, but does not need statpoints to equip items, you  need to level up the skill to unlock more item slot for him. Also, there  would be some other skills to enhance or command him.
   2. More  prayer skills to enhance you and your team members, like cleaning  elemental effects or bonus critical attack abilities, Great Defender  skill now would grant great amount of damage as well.
  Marksman:
    1. Much fewer limits of state skills, such as rapid fire, multishot  mode or tactical stance is now allowed to be activated together.
   2. Homing bullets back, you can shoot missiled weapons blindly and let the missiles find enemies for you.
   3. Flashbang, EMP, and Decoy would greatly help you.
  Engineer:
    1. Now Engineers are real engineers, they can build a fully functional  defence line to hold fast in battle with sentry turrets, cannons and  prox mines.
   2. Bots now can be killed, so there would be no time  limit for any of them, like nanobots, also, you can have all bots you  learned at the same time.
   3. Drone does not get free statpoints  any more, it would have a new leveling system, automatically getting 1  str, 1 acc, 2 stam, 1 will per level, but it requires a dissmiss and  rebuild to get it if it still alive during the leveling up of your  character.
  Evoker:
   1. Bone branch skills are enhanced, also  added something new: afterlife now can activate blood armor to grant you  much defensive effects, and you can explode corpses to kill more  enemies with new unlocked skill from the grave,
   2. New ember is  now an evokation skill, its damage based on the focii you wearing, also,  it has a totally different way to attack enemy.
   3. Pit baron pet using Moloch skills can be bounded with you in a limited time just like summoner's reaper.
   4. Draining skills enhanced in damage and also have every type of damage, but they donot have any elemental attack strength.
  Summoner:
   1. Elemental skills' leveling up would have extra bonuses, not only increase their numbers.
   2. Toxic evokation and cursing skills and are moved into summoner's skill tree.
   3. A completely new branch of summoner melee skills.
   4. Reaper can be summoned along with other minions.

Items
* All TCv4 weapons and armors are succesfully imported, including their unique versions, but trinklets currently not imported.
* Most weapons have been arranged certain percentage of physical damage, except beam guns and lightning swords.
*  Weapons and armors' levels are also cap at 100, even for MK1 versions,  lower MK version weapons are not as powerful as higher ones in their  base data.
* All MK1 version weapons and most early time swords without higher MK are universal for all classes to use.
* For shield, only small sized shields are universal, not determined by thier MK versions.
*  TCv4 claw shaped focii are imported but as melee weapons, simmilar as  swords and no longer focii, their skills are realocated into original  focii like this:
  Locus, Lens: Focus Item Scortch(a skill for focii but never used).
  Axis, Prism: Original Focus Bolt.
  Radiant: TCv4 Glyph Bolt.
  Core, Darkclaw: TCv4 Ripshard Bolt.
  Tentacle: TCv4 Bloodshard Bolt.
* Most weapons are rebalaced in many methods, I tried my best to make everything useful.
*  Most named items now become Mutant quality and enhanced with random  affixes on them, mutant items also included some original unique ones:  Korean origined items with very different appearances, such as Yongkwang  sword, because they are really "Mutanted".
* Story boss named items become unique ones, just like Revival 1.5b1.
*  Shield penetration would not appear on any item with its quality lower  than mutant(named), unique and mythic, for default properties, i shifted  them into shield overload.
* Fawkes grenade can be unlimitedly purchased from merchants, and its skill became original Stun Grenade.
*  For armors, not all kinds of them's levels are cap at 100, only fully  heavy or light shaped ones are, this would meaning if you like the light  version of armors better, you can still find them when you leveled up.
*  Every armor colorset affix are now cap at 100, which means you can get  every colorset even in high level. some earlier colorsets are more  beautiful than later ones, but in original game, their level are  limited  and you can not have them when leveled up, so i fixed this.
* Weapon enegy consuming got slower, also removed the consuming fuction of Buzzsaw and Lightening Sword.

Monsters
* They now attacking and casting skills much more often.
* New champion monster system built accroding to Diablo II:
  Champion(Blue): Original Rare monsters, nothing different.
  Berserker(Red): Faster movement, melee, firing and casting speed.
  Zealot(Green): Shield penetrating.
  Ghostly(Light Blue): Immune to physical, add 50% spectral damage, but very, very slow.
  Possessed(Purple): Immune to ALL debuff effects, stronger elemental attack strength and high HP.
  Lengendary(Orange): High HP and damage bonus, also have random names (just like HGG's Mutant Monsters).
  Unique(Yellow) and Named(Dark Yellow): Greatly stronger in HP and damage, they are all kinds of higher or lower bosses.
* Lyra's Reaper quest boss has been fixed, it was a god damned shock minion in original game!!!
* New Monsters: 3 kinds of reapers, 2 kinds of fiend masters, and pitbarons would spawn in Hell and Acient Blood.
*  A new reaper boss: Grim Spectre is ruling Acient Blood, he is flying in  the sky and dropping bombs at you, you have to firstly shot him down,  then he will chase you on ground, after you kill him on land, he will  loot Moloch's Treasures. After when Moloch finnally imported in later  updates, i will change his loot into other things.
* Most monsters  would have at least one immune affix, might be a certain type of damage  or effect, this would be  meaning that you cannot use one weapon ruling  the game every time.
* First kill limit removed on bosses and named monsters, easier for farming.
* Named boss monsters for certain maps have 100% chance to spawn.
*  Quest Bosses never respawn would be arranged to spawn elsewhere, Gulkar  in Little Britain, The Brain in Patternoster Row, 314 in Exospecter,  Wurm in Big Gun Down and Blood Blade in Mark Lane Station.
* For more details about monsters, just install and try them out [IMG]http://www.hellgateaus.net/forum/Smileys/aaron/smiley.gif[/IMG]

Quests
* For those bonusing statpoit, you can now get 5 from them instead of one.
* "The Fist" quest at Embankment Redoubt can be finished on your own with blink tokens. 

Issues or Bugs
* Some quest related monster's leveling.
* Grammar or spelling mistakes in English.
* Unknown ones that waiting to be reported by all you guys:)
*  Since HG:L Does not have an independent animation for lefthand melee, i  have to do something to make the two high righthand priority weapons  working fine, so i forcely arranged focci to lefthand, that would make  swords never go left. But this makes you cannot equip focus and shield  at the same time, but this is what all I can do, sorry [IMG]http://www.hellgateaus.net/forum/Smileys/aaron/sad.gif[/IMG]
*  There is some terrible looking animations when you anchoring shooting a  two hand gun, or waving a sword in tactical stance, i CAN fix this, but  not now, maybe next time.
* When shield amount is higher than  about 40k, it would degenerate instead of regenerate, but just as  regenerating, it has a 4 sec delay, so when surrounded, large amount of  shield still works, but this might be need rebalancing in next update.(Fixed in 3.0a)
* Looting is not so pleasant, especally for named bosses, this could be fixed in next update.
* Surging  skills may have some bugs that the effect do not appear, i will try my  best to fix it in next update, but now, there is some temporary  solutions: restart the game, switch weapons,  or enter another area.(Mostly fixed in 3.0a)
* Horborn Geoge's first quest has some bugs when rewarding, this is a mistake in treasure table, i can fix it in next update.(Fixed in 3.0a)

Optional Packs
*  Monster Info: Almost same as what it like in 1.5b1, but the way of text  location arrangement may not look so good in English version.
* Miku Posters: Replace station posters with the comic idol Hatsune Miku.
*  Return of Shield penetration: Bring shield penetration affix back to  Nagahaku MOD, but the init properties i changed on items themselves  would not include here.
* Crazy Slayer: Much much more enemies to kill.
* Multi Aura: Allow you activate every aura you learned.
* Faction Combined: Classes of same faction would share their skilltrees.
* No Faction Requirements: Remove every weapon's faction requirement, not only MK1 or early ones.

Attention 1: Features below are new created characters only.
* Non-Templar faction's holy radius.
* Drone's new statpoin bonus system.
Attention 2: Tip for some old characters.
* 10 statpoints per level, for leveled old characters, using a stat retrainer would bring you all the extra statpoints back.
*  For items you get before installing Nagahaku MOD, affixes for proc  skills or ralated to skills may messed or disappeared, if they suddenly  became junks, i have to say sorry about that, maybe that is why even  flagship made out new proc skill for charged bolts and so on, they did  not use it, because it cannot automatically changed on old items, and is  very unfair to old players [IMG]http://www.hellgateaus.net/forum/Smileys/aaron/sad.gif[/IMG]
 
Das Feedback zu den Mods, besonders zum Revival, durchgehende Begeisterung. Trotz Beta 1 Status. Ich habs natürlich noch installiert :9

Oh man, den benötigten 1,2gig MP Patch gabs wohl nicht mal auf ner HW DVD??? Ich hab grad nur 1gig Datenvolumen pro Tag :(
 
Klingt ja genial. Fand HG London damals auch sehr cool. Ich glaub, ich werds auch mal wieder installieren :> Danke für die Infos zu dem MOD!
 
War schon beim ersten Revival Mod teilweise ein Massaker, dass der Schutzmechanismus meines SchlapptopDuos einsetzte und Sekunden pro Bild für den Pixeloverkill benötigte
Das liegt daran, dass Hellgate:London eine absolut beschissene Codebasis hat, wundert mich dass es überhaupt läuft ... bei Hellgate:Global hat man ja gesehen, wohin das führt :ugly:.
 
Unsinn. Ich rede vom Laptop. Am pc läufrt das wie ein Uhrwerk. Die Rivival Mod erzeugte nicht den geringsten Fehler im Game. Im Gegenteil, sie hat bewiesen , dass die Engine, problemlos und fehlerfrei 5x so viel Datenobjekte tragen und verarbeiten kann, wie im Org. Spiel. Der Scriptinghost ist weitaus performater als z.B. der in Skyrim. Ist halt nur bedingt für den normalo Modder geeignet weil das Script für eine Binär Datenbank codiert werden muss. Dafür müllt man aber auch nicht sein Savegame mit DreckScripting zu, es läuft oder es läuft nicht. Hätt ich gewusst was für ne ******** das mit Skyrim ist, hätte ich die Mods gar nicht erst getested. Etz. bin ich über 50% durch und mein Savegame zu 90% zermüllt. Bei HG hab ich mit 1em Sav, das Game 3 mal durchgespielt(Der Plot wird neugestartet und das Gameplay dem Char Level angepasst)
 
Wieso gibt es dann in Hellgate:Global die ganzen Bugs/Framedrops etc, basiert ja auf dem gleichen Spiel.
Ob Hellgate:London bei mir immer rund lief weiss ich gar nicht mehr, ist ja jetzt schon ne halbe Ewigkeit her seit Flagship zugemacht hat :heul:.
 
Also bei mir läufts astrein mit dem Revival Patch 1.5b. Hatte innerhalb von 2 Stunden spielen lediglic einen Crash, sonst nix. Aber ich kann eh nicht sagen, was der Patch groß gebracht hat.
Es kommt mir so vor, als ob es mehr Monter sind, aber beweisen kann ich das nicht, dafür ist das letzte Mal spiele zu lang eher.
 
Musst erst n bisschen Spielen. Ab 30% gespielt kommen langsam die Zonen, wo es von Monstern nur so wimmelt.
 
Schön das es noch Leute gibt die an alten (fast vergessenen) Spielen arbeiten und die treue Fangemeinde mit Updates bei Laune halten. Ich persöhnlich find das Game dennoch Rotz :- /
 
Buuuuuuuuuuuuuuuuuuuuh.
Früher im Multiplayer war das Ding einfach nur göttlich :hail:.

So sollte Diablo 3 sein, dicke "Hau mit dem Paladin auf die Fresse"-Action :ugly:.

Ich mein das Game hat nicht ohne Grund keinen wirklichen Erfolg gehabt. In der Ego Perspektive spielt es sich wie ein C-Klasse Shooter, 3rd Person ist auch nicht besser. Richties MMO feeling kam bei mir auch nicht auf.

Aber ich freu mich wenn es Leuten dennoch gefällt. Meine Leute verstehen auch nicht, dass ich mich heutzutage noch über Total Annihilation freuen kann!
 
Ich mein das Game hat nicht ohne Grund keinen wirklichen Erfolg gehabt.
Die Gründe kann ich dir ganz einfach nennen :D.
Es war am Anfang ziemlich verbuggt, weil es wegen Publisherdruck zu früh releast wurde und dann hat der Entwickler Flagship pleite gemacht und die Server gingen off und im Singleplayer ist es halt nur ... Singleplayer.
Die meisten Patches betraffen auch nur den MP, der Singleplayer war also auch nicht so verlockend und mit dem Tod der MP-Server starb das Game dann auch.
Wären die Server nicht down gewesen würde ich das jetzt noch spielen :devil:.

In der Ego Perspektive spielt es sich wie ein C-Klasse Shooter, 3rd Person ist auch nicht besser.
Ich fand die Egoperspektive schon sehr nett, mit ner dicken Wumme spielte es sich wie ein guter Shooter, im Grunde Borderlandvorgänger.
Und 3rd Person war einfach nur ideal für Nahkämpfer, mein Paladin hat mit seinem dicken Schild und seinem 4x geuppten Flammenschwert alles niedergemetzelt (okay, war manchmal echt brenzlig und bin auch gestorben).

Richties MMO feeling kam bei mir auch nicht auf.
Da dürfte der Fehler liegen, es war nie ein MMO, wurde glaube ich auch nicht so vermarktet.
Man kam zusammen in den Stationen (die waren aber auch instanziert) und lief dann von dort in die U-Bahn-Dinger, die auch instanziert waren - ich habs wie Diablo 2 als Hack 'n Slay mit teilweise Gruppenspiel gemacht, ~80% aber solo gemetzelt.
 
Also bei mir läufts astrein mit dem Revival Patch 1.5b. Hatte innerhalb von 2 Stunden spielen lediglic einen Crash, sonst nix. Aber ich kann eh nicht sagen, was der Patch groß gebracht hat.
Es kommt mir so vor, als ob es mehr Monter sind, aber beweisen kann ich das nicht, dafür ist das letzte Mal spiele zu lang eher.


Ich habs nun auch drauf und ich muss sagen die Monster Anzahl hat sich vielleicht um 200% gesteigert und nicht wie nach Beschreibung um 20%. Bei dir muss irgend ein Installationsfehler vorliegen. Du merkst eine gewaltigen Unterschied. Ich hab ein neues Game angefangen und bin bereits auf den Weg zu 1. Station, 4 Level aufgestiegen. Dann, bis ich mich auf der erste Questebene bewegen konnte, musst ich, direkt am Leveleingang, min. 10x den Löffel abgeben. Das sind etz ja 100-schaften ein einziges 'Massaker Bum Schakalaka'.


Edit: Sorry, ich hab den Nagahaku Mod nicht den Revival Mod am laufen. Da kannst bei der Installation die Option 'Crazy Slayer' checken. Die Anzahl der Monster ist dann echt pervers. Selbst ohne die Option laufen gut und gerne 4x soviel Monster rum als in der Revival 1.5. Nagahaku ist definitiv nicht für Einsteiger geeignet

Die Gründe kann ich dir ganz einfach nennen :D.
Es war am Anfang ziemlich verbuggt, weil es wegen Publisherdruck zu früh releast wurde und dann hat der Entwickler Flagship pleite gemacht und die Server gingen off und im Singleplayer ist es halt nur ... Singleplayer.
Die meisten Patches betraffen auch nur den MP, der Singleplayer war also auch nicht so verlockend und mit dem Tod der MP-Server starb das Game dann auch.
Wären die Server nicht down gewesen würde ich das jetzt noch spielen :devil:.

Ja ein typischer 'Rush Out'. Allein in Revival1.5 beta stecken über 500 std Programmierarbeit, Da der Mod eigentlich nur das Gamplay + Balancing + Regelwerk optimiert, sind diese Merkmale im Original, höchstens als Alpha Status zu bezeichnen. Zualldem kam noch die Zensur, welche wahrscheinlich als Auflage 'bomben sicher' forderte. Damit waren Normal User vom Modden ausgeschlossen. Das brach dem Projekt wirtschaftlich das Genick. Zum glück haben ein paar Ehrenamtler das Potenzial erkannt und weiterentwickelt
 
Zuletzt bearbeitet:
Hallo!

Ich bin neulich auf das Programm SweetFX gestoßen und bin von seinen technischen Resultaten und Möglichkeiten sehr begeistert.

http://forums.guru3d.com/showthread....hlight=sweetfx

Als ich nun wieder Lust auf eine Runde Hellgate hatte, dachte ich mir, dass ich SweetFX irgendwie damit verbinden könnte.
Allerdings will das ganze nicht so richtig funktionieren..

Ich denke, entweder hat es mit der Engine des Spiels zutun, welche oftmals als schlecht programmiert dargestellt wird, oder mit der .exe-datei. Diese befindet sich im "MP_86" Ordner und muss somit die Zielinstallation von SweetFX sein. Jedoch startet das Spiel nach der Installation nicht mehr..

Hat hier jmd. schon Erfahrungen damit gesammelt? Und kann mir jmd. sagen, ob man im Nvidia Inspector mit passenden Bits eine höhere Anti Aliasing Qualität erreichen kann?

Besten Gruß!
 
Wo bekomme ich denn heelgate heutzu tage noch her ?

ich hatte es mal aber es ist durch nen umzug zu bruch gegangen :-( und joar mich würde es dennoch nochma reizen das game.
 
69.90 neu. Ich wär fast an meiner Semmel erstickt, als ich das gelesen hab. :wow:

Das Basis Game ist ein Witz. Ne Top Ego Ballerina wirds erst mit der Nagahaku Mod. Ok, die beiden Revival Mods bringen auch ein gutes Gameplay aber Nagahaku ist einfach perfekt.

Hätte ich nen fixen ICore am start würde ichs nochmal, das 5. mal, zocken aber diesmal mit der 'Crazy Slayer' Option. Ab Lv. 25-30 ists einfach nichtmehr spielbar auf meinen Kasten
 
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