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  #121  
Old January 28th, 2003, 12:28 AM
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Pablo Pablo is offline
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Default Re: Devnull Mod Gold: updates and discussion

Rollo, your thoughts on compatibility with patch3
Or it's still too early to ask?
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  #122  
Old January 28th, 2003, 12:55 AM
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Default Re: Devnull Mod Gold: updates and discussion

I see no problems with the new patch.
When working on the mod, I always use the newest beta Version. So it should be pretty up-to-date.

The AI will probably add some redundant Master Computers, but that is only for DN and bigger. I'll fix that in the next update.

Rollo
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Devnull Mod Gold:
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Dungeon Odyssey:
Hack and Slash
Version 0.53e
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  #123  
Old January 28th, 2003, 01:24 AM

Binford Binford is offline
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Default Re: Devnull Mod Gold: updates and discussion

Rollo! What are you doing posting here - go do your turn - you have resources in your gift box.

Binford
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  #124  
Old January 28th, 2003, 02:00 AM
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Default Re: Devnull Mod Gold: updates and discussion

aye, I am doing so. right now...
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  #125  
Old January 28th, 2003, 02:17 AM
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Default Re: Devnull Mod Gold: updates and discussion

done
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Devnull Mod Gold:
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  #126  
Old January 28th, 2003, 05:24 AM

Devin D.Bass Devin D.Bass is offline
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Default Re: Devnull Mod Gold: updates and discussion

I just wanted to say that I ONLY play the Devnull Version of SEIV GOLD. It is a GREAT Mod, thanks Rollo for keeping it going. From reading the new additions to the patch it looks like you have a lot of room for new weapon types and special abilities!
I can't wait to your newest update.
To those who haven't played with this Mod download it right away and enjoy! It's the Best!
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  #127  
Old January 31st, 2003, 09:30 AM

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Default Re: Devnull Mod Gold: updates and discussion

Didnt get any comments. I finished with taera image update though, you can get it here:

1043998144.zip

have fun.
rollo, hows AI going?
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  #128  
Old January 31st, 2003, 01:16 PM
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Default Re: Devnull Mod Gold: updates and discussion

Taera, thanks for the update. AI is coming along slowly. I am still working on the temporal AI and haven't started on the Taera, yet.

Rollo
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  #129  
Old January 31st, 2003, 01:22 PM
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Default Re: Devnull Mod Gold: updates and discussion

Oh, and Devin, thanks for the praise . I appreciate it.

For the next release I am planning to make Graviton Hellbores and Incinerator Beams more viable. I am thinking of using the new damage types (x2, 1/2 or 1/4 to shields).
I am still taking suggestions of what you feel would be appropriate and what would be most wanted.
Also, are there any other weapons that any of you feel that they are currently useless in the DNM?

Cheers,
Rollo
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Version 0.53e
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  #130  
Old February 1st, 2003, 04:06 PM
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Default Re: Devnull Mod Gold: updates and discussion

Okay, here is a proposal for IB and GHB. Let me know what you think.

Incinerator Beam, quarter damage to shields
50kt, ROF 2

I 100 100 100 100
II 125 125 125 125 125
III 150 150 150 150 150 150

Graviton Hellbore, double damage to shields, reserach cost raised to 10k
60kt, ROF 2

I 75 60 45 30
II 100 85 70 55 40
III 125 110 95 80 65 50
IV 150 135 120 105 90 75 60
V 175 160 145 130 115 100 85 70

Rollo
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Dungeon Odyssey:
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Version 0.53e
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