RobbyD's Time Traveler's Guide to 1.09 v1.1

Are you interested in playing the 1.09 patch (and why?)


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Re: RobbyD's Time Traveler's Guide to 1.09 v1.1

That's crazy! But, having just checked, her chances to drop stuff are a lot lower than Hell Countess. So it's just pure luck that you get anything from her. She can apparently drop Vex at 1:829388 - so she should be worth running then ... haha
 
Re: RobbyD's Time Traveler's Guide to 1.09 v1.1

I can say from experience that you can static Shenk down to a sliver with p7 in 1.09b. It is a noteworthy thing because bloody foothills are "the" place, after cows, to run for XP.

However, I have some problems with 1.09 and flavie. I have ATMA 5.05 and Flavie 1.4 (beta12) and it just says ATMA won't generate the needed files when I hit "generate atma files" in flavie. It might be that I'm missing something, since this is my first time using atma/flavie. Or I might be using wrong versions for 1.09. I downloaded the 1.09 flavie report data file, though, and set it up in Flavie. Any ideas how to get it working?
 
Re: RobbyD's Time Traveler's Guide to 1.09 v1.1

Guide update: Well, I've noticed quite a few things playing 1.13 that I did not know to touch on until now, but since editing is disabled right now, I'd like to outline them here:

Baal's Mana Burn - Hurtier in 1.09 than 1.13 (and very different graphic) and his teleport has a "stickier" graphic in 1.09

Council Hydras - Much less often cast and slower projectiles in 1.09 vs 1.13

Monster auras - They stick on you for several seconds in 1.09, but go away quick in 1.13

Lightning Absorb - Appears to work differently in 1.09 than 1.13 - in 1.09, you can make it straight up life leech - I haven't seen it work like that in 1.13.

Boss Packs - 1.09 has boss Shaman and Unraveler packs in Acts 2 and 3 (minion Shaman and Unravelers) - they are some of the toughest parts of the game (the shaman fire breaths get very hurty when you have 5-6 on you at once). Getting the Khalim piece at the bottom of the Flayer Dungeon is pretty tricky in 1.09 due to the Shaman SU pack.


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@mouseman

I had a similar issue when I first tried the Flavie - you have to fiddle with it a little bit, if I recall - there's several settings to address - the number of file locations (I use two because my characters and stashes are in different locations) and you have to make sure you set the right ATMA path in ATMA Settings. I have two path identifiers at the top of the File choice page.

I hope you did notice the revised 1.09 item recognition file that ioupainmax put together - it's linked on the guide (and in the visitor messages in my profile). Use that updated .css file in your "Styles file" selection and it will list only those items available in 1.09.

If you like the Bloody Foothills for XP, try some WSK/Baal runs.
 
Re: RobbyD's Time Traveler's Guide to 1.09 v1.1

Thanks, RobbyD, I got it working. I previously set the ATMA path to the atma stashes instead of the program dir. It still gives me some error, but it creates a complete report nevertheless. I'm 44.23% done with S/U grail (I used the 1.09 file) :) I don't think I won't ever finish even the grail minus TC90, but it's nice to know where I'm at.

Yeah Baal runs are probably better for SP. But the reason why people ran Bloody Foothills was because it was so fast. People would scatter and simultaneously kill all the monsters in less than minute (no two screen XP limit). It was crazy fast XP.
 
Re: RobbyD's Time Traveler's Guide to 1.09 v1.1

I updated the guide with my additional observations and mouseman's finding of level 17 static working with the moat trick.
 
Re: RobbyD's Time Traveler's Guide to 1.09 v1.1

Updated with note on installing/running on Windows7 and a newly observed Druid Fury bug.
 
Re: RobbyD's Time Traveler's Guide to 1.09 v1.1

I voted again! Hurray for Checkboxes! miuAHAH!

I may have to play a bit of .09 again. p64 zon runs ftw.
 
Re: RobbyD's Time Traveler's Guide to 1.09 v1.1

I've made some edits for the effect of non-weapon based poison damage on the bugged ranged poison stacking, and added my last 2 1.09 characters. I would consider this my final version of the guide.
 
Re: RobbyD's Time Traveler's Guide to 1.09 v1.1

Thanks RobbyD for the awesome guide. This is definitely one of the motivating reasons for me to play 1.09 :)
 
I did some updating with a new observation from Feared Bliss and some clearer discussion of endgame selections and suggested builds.
 
OK - I so loved the 1.09 +3 skills graphics on the act1 merc I'm going to have to fire this up - unless I can google video of them.

:D

Never mind - nice guide though.
 
I've noticed something with my revisit to the patch that does not appear to be reflected in the guide - it seems that the aura that bosses have (pack Uniques, not Act Bosses) will switch if you leave their radius of awareness and come back. I've noticed this a couple times when I've run my characters away from a Fanatic pack (because it's a ridiculous increase in difficulty in Hell, as IS discussed in the guide), and come back to find the boss with a Might or Conviction aura. Is this something that anybody else has noticed? Is it still the case for 1.10+? It's been too long since my previous foray into the game for me to remember.
 
I've tested this a little, and think that it might not be the case with regular pack bosses, but only with SuperUniques. I know I've seen Lister and Countess do this.
 
BTW, it seems it hasn't been mentioned that you cannot buy mana potions in 1.09. That appears unimportant at first, but casters can run out of mana more easily in 1.09 because there's no Insight runeword.
 
I've noticed something with my revisit to the patch that does not appear to be reflected in the guide - it seems that the aura that bosses have (pack Uniques, not Act Bosses) will switch if you leave their radius of awareness and come back. I've noticed this a couple times when I've run my characters away from a Fanatic pack (because it's a ridiculous increase in difficulty in Hell, as IS discussed in the guide), and come back to find the boss with a Might or Conviction aura. Is this something that anybody else has noticed? Is it still the case for 1.10+? It's been too long since my previous foray into the game for me to remember.

I think I've only seen this happen with Fanaticism specifically. I can only recall seeing this happen with SUs, so you might be right about that. But I haven't tested extensively.
Though, I don't think that it necessarily has anything to do with awareness range:
FYI it even happens for me when teleporting straight towards an enemy, so leaving/returning is apparently not how it necessarily happens.

I remember one instance specifically when teleporting straight towards Rakanishu, and he had two auras active for a few seconds, before dropping off Fanaticism. I had already explored the map, so I really was going straight for him without ever leaving his awareness range.
I think the bug may be more like, the moment they spawn, they spawn with Fanaticism as some kind of default, before it is actually determined which aura they will/should get. If that makes sense.
helvete mentioned that this bug exists in all patches, but I can't recall ever seeing it past 1.09 myself. Perhaps it's a LOD-only thing (I played Classic mostly from 1.10 to 1.14).

BTW, it seems it hasn't been mentioned that you cannot buy mana potions in 1.09. That appears unimportant at first, but casters can run out of mana more easily in 1.09 because there's no Insight runeword.

Should've been mentioned, I agree :D
in 1.06 and 1.09 I've done plenty of mana potion runs.
 
on the aura thing... because I've been running 1.07 council lately that involves walking around hitting wells and stuff, I've noticed that 2 or maybe 4 auras will disappear if I walk far enough away.. so it has something to do with proximity. The auras are fanat, conviction and MAYBE might.
 
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