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  #301  
Old June 25th, 2010, 12:06 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Think Perseus.
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  #302  
Old June 25th, 2010, 02:11 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

that's not a kraken!

I think the more appropriate mental image is 'think hentai'.

That said, the 'new' kraken is strictly worse than the old one (D2 or S2 Krakens could be awesome).
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  #303  
Old June 25th, 2010, 02:43 AM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

I had this in mind when I made the innuendo:

http://en.wikipedia.org/wiki/The_Dre...erman%27s_Wife

It's the only thing I can think of that connects a kraken with virgins, thematic indeed!
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  #304  
Old June 26th, 2010, 06:17 PM
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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

Quote:
Originally Posted by llamabeast View Post
Okay, I have just uploaded v1.1. There are just a few changes - see the first post for details.

I anticipate this being a long-term version of the mod. Further changes will only be made in response to considerable feedback from MP, and quite conservatively. This is to make it possible for people to form strategies with the summons without having to worry about them constantly altering. Having said that I still *really* appreciate feedback. Apart from anything else, as you may imagine probably the most fun part of making a mod is seeing people discuss your creations!

There is of course the chance that I may have to make another version sooner to fix bugs, typos or glaring errors - I am just hoping that most of those will have been caught already.
I think there maybe a small glitch in your mod - it still says "version 1.04" instead of 1.1.

Is it ok if I correct it manualy in .dm file on my computer? (I know nothing about Dom3 modding, so sorry for a silly question)
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  #305  
Old June 27th, 2010, 10:03 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Quote:
Originally Posted by Squirrelloid View Post
I think the more appropriate mental image is 'think hentai'.
So that's where it gets thematic? Now what does that tell us about our dear llamabeast?

Anyway, does it work to give the kraken slaves and end your script with rejuvenation under water? In that case the blood ain't that bad. Or as a means to join a reverse communion. How about a few krakens reverse buffed by a starspawn or king of the deep?
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  #306  
Old June 27th, 2010, 10:15 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

The more appropriate response would be "think AD&D". There, based on some mentions of "Kraken cults" in Cthulhu mythos, krakens were encouraging worship of themselves and accepting blood sacrifices to themselves. As they were supposed to be clever beings, they must have had some real use for all those sacrifices...
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  #307  
Old June 27th, 2010, 01:27 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Quote:
Originally Posted by Fantomen View Post
Anyway, does it work to give the kraken slaves and end your script with rejuvenation under water? In that case the blood ain't that bad. Or as a means to join a reverse communion. How about a few krakens reverse buffed by a starspawn or king of the deep?
Wouldn't you need some kind of water breathing to keep the blood slaves from drowning?
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  #308  
Old June 27th, 2010, 07:29 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

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Originally Posted by Stavis_L View Post
Wouldn't you need some kind of water breathing to keep the blood slaves from drowning?
Doesn't work anyway it seems, all the blood buffs are impossible to cast underwater. So the blood is basically useless exept if you bring them on land using fish ammy. I suppose it could be a way to break into blood but meh. I'm in favor of exchanging it for something else. Death maybe.
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  #309  
Old June 27th, 2010, 11:35 PM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

The sea monster Perseus kill called Cetus,and kraken is from Norse mythology—— don't be fooled by Hollywood films

Reverse communion is an awesome idea in the first glance, since in cbm no blood slave is needed for cast sabbath slave. But it is actually unrealistic at all: Kraken have only blood 1, so a sabbath slave will be 99 fatigue, not to mention this spell cannot be cast underwater....perhaps give it a slave matrix will make this idea into practice.

I have made some test on kraken, and seems a fully buffed kraken can defeat dozens of knight of the deeps without risk of been killed. The only problem is you need quite some meat shield to feed on those KotDs so that they will not shred kraken into pieces before it finish buffing. But it appears to be quite weak against SCs, a sea troll king with frost brand and 24 defence(27 after quicken) and less than 20 protection have roughly 50% chance to kill it, and 50% chance to be rooted rather than killed. If the sea king cast water shield and became 32 defence, then the kraken can not even touch it.
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  #310  
Old June 29th, 2010, 01:11 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

The Kraken is not a big deal to me, since I am not following that path in EDM. but yes, it does seem a bit messed up.

Probably the most messed up unit in the EDM. It could be easily fixed by taking off the blood and adding something actually useful.
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