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Vi Tinh 57
57 Tran Quang Khai Q.1 TP.HCM
The Changes (starting with the first version of the D2 ME mod):
We altered so many things that we can't even remember them all :) But we'll tell
you now of the major
ones that you should know of in order to build your character and know what to e
xpect.
General changes:
Monster attackrate was lowered in order to make melee fighting without a shield
a survivable option.
Furthermore blocking of shields was drastically lowered, too. You should now be
able to defend yourself
while relying on high defense rating only. In order to balance this, all defense
rate boosting skills were
greatly reduced. Shields are still useful since they add more DR than in classic
D2 and a blocking rate of
25% still means you get hit 25% less.
Monsters generally have more hit points but don't deal much more damage.
Greater healing/mana potions grant double the amount of health/mana than stated
on screen
Grand healing/mana potions grant four times as much health/mana than stated on s
creen.
This also means your health ball will fill much faster, allowing you to stay in
combat a tick longer.
Stash, Cube and Inventory size was maximized by using Fusman's enhanced stashkit
. Thanks to this you
can now stay in the field much longer and collect all the sets you ever wanted
Town gossip and quest talk was changed to fit a somewhat strange Middle Earth st
ory... (read for yourself
:) Spoken text was removed, because we did not happen to have Sean Connery aroun
d to speak our text.
No XP penalty for death on nightmare or hell difficulty. If you want to be punis
hed more severely for
having your character killed, go get whipped with an angry cat.
Characters:
All characters have the same AR modifier (in the original game, there were diffe
rent modifiers for the
various classes, giving some classes an inherent bonus or malus).
Dunadan (Paladin)
-Zeal is limited to a certain amount of swings to make it a viable level 20 skil
l
-Blessed Hammer does now part magical, part physical damage in order to balance
the hammerdin.
-The single resist auras provide much greater resistance than salvation.
-Might is now the aura that provides more damage output at the cost of lower ran
ge and no extra feature
like concentration has.
-Fist of the heavens improved
-Holy Fire, Holy Shock and Sanctuary improved
-Holy Bolt improved
-Defiance maxes out at +100 DR (because of lower monster attackrate)
starts with: STR25, DEX20, ENR15, VIT25
gains 2 life per level and 2 mana
life per vit 3
mana per enr 1.5
Rohirrim (Amazon)
-Multishot maxes at 6 arrows and gets cheaper with rising level
-Critical strike reduced
-Exploding arrow improved
-Spear class weapons now deal less damage than normal two-handed weapons but are
faster (this was
needed to counter jab being overpowered)
-Impale now improves damage up to 500% and is uninterruptable
-Fend slightly faster
-Pierce reduced
starts with STR20, DEX30, ENR15, VIT20
gains 2 life per level and 2 mana
life per vit 3
mana per enr 1.5
Sorceress
-all lightning damage skills were drastically improved
-all fire damage skills were improved
-all cold damage skills were slightly improved
-Static Field reduced to 20%
starts with STR10, DEX25, ENR40, VIT10
gains 1 life per level and 3 mana
life per vit 1.5
mana per enr 3
Summoner (Necromancer)
-Masteries slightly improved
-Poison skills greatly improved
-Iron Maiden toned down a bit (damage returned)
starts with STR15, DEX25, ENR30, VIT15
gains 1.5 life per level and 2.5 mana
life per vit 2
mana per enr 2.5
Northman (Barbarian)
-Whirlwind is only usable with one-handed weapons (there was no other way - even
with -200% damage
(!!!) this skill was tested as being vastly overpowered. If you don't see this y
ou probably never played a
Spearazon or a Paladin). Mana cost is reduced, though.
-Masteries don't grant critical hit
-Ironskin reduced to 60%
-natural resist reduced to 30%
-warcry improved
starts with STR30, DEX20, ENR10, VIT25
gains 3 life per level and 1 mana
life per vit 3.5
mana per enr 1
Items:
All unique items were changed. Those of you who played our Middle Earth mod for
Diablo 1 will recognize
quite some of them.
All set items were changed.
Both uniques and set items are often high level (mostly exceptional) items so do
n't be surprised if you
don't find many early on. Most of the high level uniques have multiple versions
of one base item type (for
example there are six unique rings) so you have to find one after the other and
keep the old ones in order
to find the next.
Many base items are high level (60+) and thus only findable (and usable) by high
level chars. The same
goes for prefixes and suffixes. It is really worth it to play hell difficulty an
d battle monsters beyond level 60
now.
Due to unavoidable hardcoded stuff you might encounter bosses who drop only a po
tion or other non-
magical crap. For the same reasons chests and the like cannot drop magical items
as well. This is also
true for special chests :(
Gems are slightly improved
mana potions are buyable (somewhat restricted)
Weapons are now more balanced:
-Spear class weapons are fast but don't deal as much damage
-Polearms are very slow but deal the most damage
-Crossbows are very slow but deal high damage
-Lowend Bows deal slightly more damage
-Swords, Axes and blunt weapons deal about the same damage at about the same spe
ed.
-Throwing weapons come in greater stacks, deal more damage and use dexterity AND
strength to
calculate damage
Shields grant more DR than helms
Due to unavoidable hardcoded stuff high level base items with sockets are still
unfindable :( we tried it out,
and the effect of changing the treasure classes to allow socketed exceptionals w
as having cracked items
dropped all over the place even in higher difficulty settings. Not nice.
Drops in general are much more random and mostly depend on the level of the mons
ter.
Monsters:
Nearly all monsters have been changed. In classic D2 the combat values of monste
rs were sometimes
really really strange so that sometimes two monster types of exactly the same le
vel were very different in
respects of the threat they posed to the player.
We equalized this so that a monster of a given level is about as dangerous as al
l other monsters of that
level, be it a huge Walking Tree or a little Orc.
In classic D2 each monster has a 20% chance to drop anything per player, with a
cap at 95%. That meant
that if 5 or more players were in the game nearly every monster would drop somet
hing.
In the mod monsters have a 25% chance to drop something for the first player and
+5% per additional
player with a cap at 40%.
Gambling
Unlike in the original game, it is now no longer certain that you always get one
unique or set item when
gambling for all available items. It can be the case that you get only standard
magical items. Well, since
nobody EVER does gamble for all items (or do you ?), this in the overall view (h
undreds of games) simply
means that you have slightly lower chances of gambling a unique item. You cannot
gamble for exceptional
items, because otherwise it would have been possible to gamble the best items in
the game. We want you
to find them from monsters, while actually playing the game.
Skills
Static Field mana cost rises with level (this is to limit the range (if you do n
ot learn to a high level) or to
limit the amount you can cast (if you learn to a high level). In other words, a
nerf. But you can decided for
yourself in which way you want to be nerfed, range or mana cost :)
Sorceress cold spells damage reduced to classic D2's values (25% reduction to th
e last ME mod version).
Cold skills were good the way they originally were, as we found out.
Lightning skills that deal "1-x" damage have their max damage greatly increased
(Lightning maxes at ~750
and Chain lightning at ~500). Since we cannot change the "1-x" to "y-x", we can
at least raise the average
damage the skill deals.
Lightning and chain lightning are uninterruptable
Lightning mastery slightly increased (sorry that was all that was possible :) )
Whirlwind now grants +60% damage at level 20 instead of 0%. Should satisfy the N
orthman players.
Warcry stunlength reduced again somewhat.
Monsters
Saruman and some other set bosses now do no longer have abilities that made them
a major nuisance
The Witchking now has the correct eight minions he should have
Balrogs are immune to revive and conversion
Project "no more walk in the park":
Normal difficulty monsters have their attackrate increased by 50%, their defense
rate by 25% and their
damage by 25%
Nightmare difficulty monsters have their attackrate increased by 25%
Hell difficulty monsters have their damage increased by 25% and their XPs increa
sed by 20%
Monster density at end of acts slightly increased to prevent characters from ent
ering areas with high level
monsters too early (e.g. level 30 chars fighting in NM/4)
Spike fiends firing range reduced
Several AIs of monsters improved (from the monsters point of view :) )
Guldur Demon types fixed (they use two attacks but had all values for the second
one (double arm attack)
set to 0 )
Increased attackrate of all archers (monsters), in addition to the AR improvemen
t above.
Some "new" monsters (sorry no new Balrogs or Dragons :) working still on them )
Misc
Shops now sell more diverse and random items. Also removed some overpowered item
s from early acts
like tower shields in act 2.
Ranged weapons and mostly lighter armor and weapons are sold by Ted Sandyman, Ba
rliman, Stybba
and Eowyn while the other shopkeepers sell the heavy duty stuff.
Resistance penalty in nightmare is now 25% and in hell 60% (just to prepare you
for the expansion :) )
Cowlevel disabled - we are sorry but we could not prevent the cowking from dropp
ing illegal (for his level)
uberitems, however hard we tried. He seems to use some fixed drop routines. Goll
um's leg is now not
usable anymore which effectively prevents you from entering the cowlevel. No, yo
u do not want to know
what would be there now :)
Several string fixes
max volume of music raised (only a "nice to have" feature - you can still adjust
the volume via the sliders
in the menu, but now it is possible to have the music louder than before - set t
he slider to halfway to get
ca. the old volume level)
Notes
The item drop rate in some area / difficulty combinations is lower than it shoul
d be. We have tracked down
the reason for this but unfortunately a fix would be rather complicated. The rea
son is that the game seems
to use a very limited number of retries when the randomly chosen item is too hig
h level for the dropping
monster. To prevent this, we would have to create dozens of new lists (called tr
easureclasses) and
honestly, we are not very eager to do so since this problem occurs only in the f
irst act of normal difficulty.
General:
Sorry, no more .d2m version
We ported many of the new features of Blizzard's 1.08 patch, but not everything.
NOT ported were:
SF nerf. SF minimizes monster HP to 10% / 20% in Maiar and Valar diff resp. (ins
tead of 33%/50%)
50% physical damage resist for all hell diff monsters
higher monster levels in NM and hell
casting delays
walk/run speed nerf
the mod is also playable in 800x600 mode. For this, you have to provide a new re
gistry key (dword entry
"resolution" with the value "1" in HKEY_LOCAL_MACHINE, Software, Blizzard Entert
ainment, Diablo II).
Simply double click the provided registry file (in the zip) which permanently se
ts the game to 800x600
mode. Note that this is more or less a hack, so it COULD cause some problems (ha
s not yet for us), and
you need a pretty powerful machine to run that mode. To go back to 640x480, run
regedit, click through to
the key mentioned above and simply remove it.
hirelings are slightly boosted (vs CD2 1.08) and cheaper
Skills:
We did make use of some of the new skill features:
fanaticism slightly increases damage
concentrate and frenzy add damage
lightning mastery increases damage
75% damage for multishot (hardcoded)/ 6 arrows per shot again and reduced cost
many skills should now have more of an increase with higher skill levels than wi
th low ones
zeal has 2-6 swings
holy shock adds lightning damage to attack (1-350 at slvl 20)
Masteries have a chance of critical hit again
some other Northman skills (like Natural Resist and Iron Skin) have been improve
d
Items:
we use the new itemdrop system, thus item drops are now even more various. You m
ight find a studded
leather from a monster in Valar/4 and the next monster of the same type drops an
Elven Royal Mail. This
also means more frequent ring and gem drops and more rare/set/uniques of act end
bosses (theoretically
:) )
4 new sets
Vendors in Maiar and Valar now buy items for more money (Maiar 35K, Valar 50K)
baseitems all have a level requirement of 75% of their level now
set and unique items found from now on also have level requirements
arrows/bolts now are only stackable up to 500 because any number higher than 511
would crash the
game
Characters/skills:
general adjusting of Beorning and Dark Elf skills to the ME environment.
Beorning's elemental attacks improved
Summoner's poison attacks improved
Northman's whirlwind and berserk improved
Static field stops at 10% in maiar and 20% in valar diff
Beorning life per level 2, life per vit 2.5, mana per level 2, mana per energy 2
Dark Elf life per level 2, life per vit 3, mana per level 2, mana per energy 1.5