Changes log for Diablo: The Hell 2 mod ..updated downwards (newest changes down below).. This log is best viewed in fullscreen, with resolutions of 1600x900 or higher (I use 1920x1080 when writing this) Latest version of the mod available only on the main website: www.patreon.com/thmod Youtube: https://www.youtube.com/user/MordorTheModmaker Twitch: https://www.twitch.tv/mordor_th Mod development started 2017-12-22 Contact email: diablothehell@gmail.com ================================================================================================= At this point TH1 split and TH2 development started separately... Some changes were lost in the process. And there were many. Previous changes: + Support for higher resolutions, widescreens, window mode and framerates; + Support for modern operating systems; + Auto-pickup of gold; + Adjustable options in config.ini (in game directory). More info in ReadMe; + More base items and modified old items (right now it's based on TH1 but that will evolve); + Various technical improvements and bugfixes (many bugs still do exist though including those unrevealed); + ..more features will be listed later... v0.1967 (19:07 23.01.2018) + Updated credits info, support info, some other small things; + Renamed Galahad to Blackjack (dig the message?); v0.1973 (1:35 27.01.2018) + All base weapons received randomized damage and durability; v0.1975 (21:51 27.01.2018) + Randomized durability generation on all armor type items; + Added randomize of damage on bucklers; v0.1991 (18:56 02.02.2018) + Randomizing glove durability and requirements complete; + Randomizing bow durability and requirements complete; + Randomizing boots durability and requirements complete; + Refixed duping bug hopefully; + Shrine names obscured; + Fixed wrong player animation display in coop; + Expanded elemental list to cold and poison; + Game crash must create a log in fame folder now: Th2CrashDump.dmp, (if game crashes, zip it to rar archive and send it to my email); v0.2029 (3:28 14.02.2018) + Base character damage adjusted to compliment twohanded weapons, now these weapons increase damage a lot, new conditionas are as follows: if a character has 2h weapon equipped and the type of the weapon is sharp or blunt,then base damage formula is: Gladiator: (clvl * (cSTR+cVIT) / 55) + 2, Monk: (CLVL * (cSTR + cVIT) / 60) + 4 (same damage with axes), Paladin: (clvl * (cSTR+cVIT) / 45 ) + 5; + Monk attacks adjacent targets when using poleaxe weapons; + Experimental feature: when jog is on, running is allowed when in dungeon and not in battle, Note: this works even in quest areas, Note: this can be turned off/on in config.ini (set runindungeon on/off); v0.2054 (1:46 26.02.2018) + Shield was losing durability according to old Diablo 1 rules: fixed; + Potion shift-clicking fixed: character no longer begins attacking during this; + Pressing ALT highlights items on the ground; + Some known bugs fixed; + Added a lot of new base items (subclass-specific items don't work properly, they are being merely prepared); v0.2089 (7:31 11.03.2018) + Finished adding sharp type items. All the old sharp weapon data is updated as well; + Finished adding randomization on base items (dur, danage, requirements). Only some shields remain; + Some bugfixes; + Some new affixes are added (they are certain to be bugged for now, feedback is welcome); v0.2124 (7:57 25.03.2018) + Adding more base items, expanding on the exisiting ones; + Improving affixes: adding new, removing obsolete, etc.; + Minimap added. Tab one more time and the map will be made smaller. Hit + or - to toggle between big/small modes; + Various items are highlighted with different colors on map; + Pressing ALT now shows item names that are on the floor, Note: clicking on the name of an item will make the hero approach it and pick it up; + Quest uniques now can have randomized values (stats to be modified later); + Pressing SHIFT+TAB while minimap is on, will auto-adjust its position to northwest corner of the screen; + Default monster blue item drop chance set to 5% (unique: 1%), boss unique item chance set to 10%; + Added magic find affixes, Note: MF percentage increases monster magic item find chance in direct percentage, Note: if total MF is +100% then chance to find blue item from monster is 10% multipled by 2 (resulting in 20%), Note: unique item find chance for monsters and bosses is quartered (25% in strength), Note: for ex., if total MF on a character is +200% then chance to find unique from a boss is 10% multipled by 1,5 (resulting in 15%); + Map blend in/out implemented. Adjust with Shift+/Shift-, Note: it's on by default. In case of display bugs, set 'set mapblend on' line in config to off; v0.2153 (21:53 10.04.2018) + Rare items are introduced as a possible drop from bosses, Note: this item type is fucntional but not really ready - yes, there will be morphing next time; + Items show info in floating pop-up windows now. To turn off set in config 'set infotip' to off; + TONS of base items are updated. But finally, they are brought to what I might name finalized state; + Adjusted some affixes; + Various other things done about development, just a usual chore, nothing in particular; v0.2185 (21:30 24.04.2018) + Some fixes to rare item display and functioning; + Base monster rare item drop chance reduced: 1% -> 0.1% ; + Stat limits raised: stat 750 -> 1000, and HP & mana 2000 -> 5000 ; + Rare items now generate only non-flag affixes; + Rare items generate now 1 negative affix (to remain within item power 2 range, for balance' sake); + Critical damage affixes updated; + Other fixes or reported bugs and general work with base items; v0.2234 (15:03 10.05.2018) + Relocated character rebound damage to a table, warriors and fighters have Reflect that does criticals now; + Rare items no longer generated with negative affixes; + Rare items now use a different affix table which allows to have 4 positive affixes without breaking balance; + ARD removed from magic item affix table and no longer needed, ARD defense works by default; + Sorted out affixes for magic and rare items, adjusted balancing, prices, levels and values for them all; + Affix of '+XP gain' works now after affix of '+% XP gain'; + Rare items now use pink color; + Griswold gives item restock of premiums at 0 + CLVL*6 price; + Characters show floating XP and damage (received) numbers. Can be turned off in config (showfloatingtext); + Floating number trajectories changed and randomized; + Added HP regenerated/healed as floating numbers (displayed in blue); + Double manacost for spells fixed (hopefully); + Fixed critical damage affix randomize bug (randomization of values wasn't working); + Added options to control regeneration floating number thresholds, Note: adjust numbers for these lines in config: set floatingHPRegenThreshold #, set floatingManaRegenThreshold #, Note: this will adjust how strong regeneration must be for you to see it happening, Note: works by hiding the regeneration of given strength an below. For ex., 2 for mana will only show regen of +3 and higher; v0.2381 (22:37 24.05.2018), "Strangers in the Night" + Builds now will have code names, just like rock band albums. For better distinction and for fun. This one is after Sinatra's song; + Affixes of flat +XP values are randomized now (will show +X-Y to XP instead of +X to XP); + Crossbows show 'slow damage' in Griswold's and Wirt's shop menu; + When items reach 1 current durability, they will give floating warnings each time max durability goes down, it's optional and adjusted in config; + Message log added in MP mode. Hit '0' to bring it up. Close by left clicking outside the window or pressing 'back'; + Character base resistances changed. Used to be all bVIT/16, now fire is bSTR/10, lightning bDEX/10, magic bMAG/10 (acid and cold unsupported yet); + XP floats are originated at the source of the XP (i.e. monster coordinates); + Life and mana orbs have text values on them if left clicked, adjustable in config; + Damage done to monsters now shown in new bloodgold color (set showFloatingDamage on/off); + Some visual UI improvements; + Inventory size is now 7x10 (was 4x10); + Updated and rearranged config file, added descriptions to options; + Inroducing Nightmare mode. Non-stop action until you die. Features: basically, it's caved in Ironman in one go. Can't use stash, go up in levels, only have one go, game can't be saved and characterfile is instantly deleted when you leave game. This is purely automatic, when you die, you can only choose ABANDON GAME option, which deletes your character, activate by naming your character NM_#your name# (for ex., NM_myrogue), TP relicts/books/shrines - don't work (TP shrine gives two random elixirs instead! No, it won't drop spectral ;D ), but to sweeten the deal, magic find is set to +100% at the start, bosses always frop 2 ID relix, bosses drop repair oil, which gets better as you go deeper (tier 1 til dlvl-5, tier 2 til dlvl-9, 3 til 17, and 4 after), also, firearrow trap damage is reduced by 75%; + Meta menu post image freezes fixed where possible; + Added feature to highlight Golem always, made optional, see config visual features; + Introducing Ironman mode. Mode is played according to these rules: http://freshmeat85.bplaced.net/Files/IronMan.htm , Note: activate by naming your character IM_#your name#; + In Ironman mode players see how many monsters and objects are left on current dlvl; + Ironman level clear gives horn sign to notify that proceeding down is allowed; + In Ironman mode dying leaves only MURDER HERO option available, which deletes your character. If you die, you die for good; + Changed colors of spinning pentagrams (orng -> red), menu skulls (red -> beige) and level-up buttons (orng -> red); + Revised Magic Rock quest rewards; + Added config option to control floating indicators of damage recieved by monsters (MonsterReceivedDamageThreshold); + Ironman mode save/load limitations updated, Note: player can SAVE & QUIT if last dungeon area level is cleared (dlvls 4/8/12/16/20/24), Note: in SP save game and load game are disabled, in MP new game and quit options are disabled until save point is reached; + Buying at vendors will save selected slot number after buying, instead of going back to position one; + Fighters start with axe now (instead of two clubs); + Multiplayer chatlog spruced up; + MP: buying full healing potions from Pepin will no longer result in them morphing into healing potions or relicts; + Introducing Hardcore mode: death is permanent and the only option if you died is to murder hero, Note: fire arrow trap damage has been reduced by 75% for this game mode to avoid suddent deaths, Note: to create a hardcore character, name them HC_#your name# ; + Joining MP games will now show info on the game mode, difficulty, character name, clvl and class; + Inability to join a game in MP will bring up a window with explanation (like, can't join a Nightmare game with Normal character); + Wrote code support for fast casting and activated affix series of faster cast speeds, this will cause magic item morphing; + Monster HP bars show monsters in color according to their rank (white/blue/gold); + Added new prefixes that increase character resistance to melee attack damage from monsters; + Character melee damage resistance formula revised (shown in percentage): minimum resistance: CLVL / 8 + bVIT / 16 + 1, maximum resistance: CLVL / 3 + bVIT / 8 + 5, Note: Monks have +2 to min and +3 to max, Rogues have +3 to min and +5 to max on top of that; + Added support (and affixes) for summoned minions: +HPs, +% HPs, +ToHit, +AC, +%AC (deactived tho), +%damage, +damage, Note: right now these improve Golem simply because there are no other summoned minions; + Under HP bars, monsters will show squares colored in the style of their immunities: fire - orange, lightning - beige, magic - crimson, curse - white, acid - yellow, cold is.. not supported yet; + Another fix to gold generating as rare item; + FFS so much is being done that I can't really remember what was added to report it here, anyway, monster HP bar is updated; + Added a lot of new affix types, added many of these to magic and rare item tables. There will be morphing, yay! ; + Upgraded character sheet window to show more of that useful stuff; + Character sheet window made bigger (just like inventory) and now has additional info slots: critical hit chance, critical hit damage, life regeneration speed, mana regeneration speed, magic item find chances, etc.; + Added affixes of holy arrows (gave it its own sound effect and holy-looking arrow look, and explode effect animation); + Added affixes of bonus accuracy, +damage, +%damage against various monster types (undead, demon, beast); + Removed some old affixes that are obsolete now (well, actually it's possible they will be used on unique items, not often), Note: and a little reminder here. Affix is a general name. Stuff before item is prefix, after - suffix; + Updated monster HP bar with imunities to the left under the bar, and vulnerabilities to the right (could be improved later); + Added new type of arrows: arcane; + Added new type of arrows: acid (they do over time damage to monsters and their HP bar goes white when it happens); + Sweep damage formula is changed to ( 25 + CLVL/2 )%; + Fighters now deal sweep damage when dual wielding and using melee 2handed weapons, Monks sweep with axes and staves; + Updated Main menu and Support looks; + Fighters can block in melee with all melee 2H weapons now, Note: max block chance is still 35% though, might need a raise in future to about 45-65% since it's only 2 frames; + Recolored Bile Demons and their bosses. Changes are not drastic but I had to recolor them from scratch to make them look better; + Revised resistances and immunities on all base and unique monsters; + Adjusted immunity and vulnerability markers under monster HP bar; + Monsters hit with acid will have their HP bar turn beige, also their outline will change color; + Updated Credits text; + Finished filling up all of new character sheet slots; + Character KB resistance formula changed to: ( bSTR/5 + 45 )%, and is displayed in character info window now; + Special game mode added: Overtime. Gives a player something like 60 seconds to score a kill, otherwise player is killed, Note: to create an overtime character, name them OT_#your name# ; v0.2383 (16:23 25.05.2018), hotfix + Emergency fix: throwing potions made unequippable because they caused game crashes and all sorts of trouble; v0.3000 (8:25 11.06.2018), "Ring of Fire" (Johny Cash) + In IM and NM modes oils now drop from bosses according to these new rules: dlvl 1: tier 1, dlvls 2-3: tier 2, dlvls 4-5: tier 3, dlvls 6-8: tier 4, dlvls 9-12: tier 5, dlvls 13+: tier 6; + Fixed Fighter blocking: now they actually do block with twohanders and don't with bare hands; + ALT highlight works correctly with Griswold shop open; + Nightmare fixes: elixir giver shrine no longer drops gold, spiritual shrine replace with elixir giver effect; + XP floats show correct info, now they process MP XP limitations as well; + Monster HP bar displays champion monster info now; + Spell cooldown info is shown on the right; + Upgraded some affixes of critical series, added some more; + MP XP gain cap removed; + Upgraded a lot of affix data; + Added Walock grimoire list; + Changed looks of some jewelry; + Added system of Perks. They will be assigned to characters retroactively; Note: formula is CLVL-1 perks for character (e.g., if you are level 17, you get 16 perk points), Note: yes, they do make the mod easier. No, I will not increase difficulty to compensate for that. Yes, I think that's ok; + Perk window is opened by [P] hotkey now. Added a button near mana orb, which is used to open perk window, Note: it replaces Friendly Fire switch in MP mode, but since it wasn't used really, I decided it's alright for now, Note: if need be, FF switch will be restored; + Rebalanced all perks again. Now they make more sense and provide excellent balance; + Automap is no longer drawn over perk window; + Item damage indicators no longer drawn over perk cross; + Revisions made to all quest uniques (fixing, adjusting); + Renamed some unique monsters; + Added 2 lines of unique items: rings and amulets; + Fighter class is now renamed to Savage (finally); + Fixed all perk related code; + Fixed character save/load code; + Fixed Warlord of Blood speech interruptibility; + Fixed Tremain's absence in town; + Fixed City of the Damned level loading palette; + Items show info in tooltips always, old way is turned off completely. Config option removed as well; + Fixed Slain Hero gamecrash (at least, it's supposed to be fixed); + Armor type items now can add DFE and damage resistance as base parameters; + All items of armor type were assigned individual DFE/AC/DR attributes; + Adjusted magic affixes and rare affixes to compensate; v0.3001 (5:33 12.06.2018), hotfix + Fixed unidentified items not updating DFE/DR on character; + Fixed white items showing red text; v0.4000 (19:26 24.06.2018), "It's so easy" (Willy DeVille) + Affix segregation introduced: afixes are now of battle/magic/combo type. Same with base items. This will create a better affix distribution. This applies to rare items as well; + Regeneration of life and mana rules were modified. Now it's +1 per each 20 current points of MAG/VIT, and randomizers are turned off, Note: this means there will be no more jumping values in character sheet; + Some minor GUI improvements; + Fixed PvP ranged battle. Wasn't functional; + Fixed stash item corruption bug which was discovered after v0.3000 public release, Note: sorry about that, if your stash file was corrupted, you will have to delete it, it won't be a subject to repair, Note: on the bright side, it's fortunate it didn't happen after v1.00 release. That's why we have testing builds; + Added subclass and specialization selection in meta menu (when creating new character), Note: there used to be 6 classes, now there are 29, Note: of course, they don't really feel different right now, it will take time; + Changed intro main menu music theme (you'll have to upgrade to music packs v8 if it's mute); + Items now have full support for class/subclass/specialization requirements; + Character level requirement support added for base items; + In SP items that cannot be worn by class restrictions do not drop, and do not sell, Note: this will dramatically reduce the type of items you get thus increasing percentage of useful ones as well, Note: in MP you will still get a lot of items, as before, and this could get changed in next builds, we'll see; + Game mode is no longer selected by giving character a certain name, it is now chosen during character creation; + Champions now give +50% experience points; + Magic find is now +100% for Ironman mode; + Overtime mode removed and not supported anymore; + Setup is available in multiplayer modes of Ironman and Nightmare; + Generation of Town Portal relicts/books/staves is now forbidden in Ironman and Nightmare modes; + In IM/NM modes, if it's SP mode and current player is of Mage type, bosses drop magic books with 33% chance, instead of a magic item; + Item class requirement displayed in red if class doesn't match; + In SP Ironman or Nightmare mode portal to Lazarus level is now opened by right-clicking Lazarus staff; + In multiplayer extra game modes are not checked for connectivity, this will be taken care of somewhat later; v0.4005 (15:10 25.06.2018) + Expanded affix segregation: now there will be no weapons of sharp type that add damage against undead, and no blunts with damage against beasts; + Added a more powerful affix of '+all stats' type: of 'the elders' (generated only on amulets); + Adjusted all other affixes completely, all over again. Excluded undesirable generations and combinations, revised numbers, rearranged among item types; v0.4100 (10:23 11.07.2018) + Segregation of affixes expanded to "understand" difference between 1H/2H sharps/blunts; + Armor racks no longer allow for incompatible class drops; + PvM Ranged combat code is improved. Preparations made for improvements. Frozen for now; + Created a line of 6 new unique items (based on Sash); + Improved quality of some base item pictures; + Lots of affix optimization works; + Fleshdoom quest level 3 was modified to get rid of entry point cheese (as in TH1); v0.5000 (21:37 24.07.2018), "Switch Twitch" (Fluke) + Loot segregation taken one step further: players will now find less item types they cannot use (or can't use effectively); + Greatly revised item availability by subclass in SP mode: DEX axes only for Shugoki, two-handed battle staves only for Monk, crossbows only for Warriors and Savages, etc.; + Minor tweaks in Perk balance (some fine-tunings in 'Here and Now!' requirements); + Iron Maiden items (helms/armors/bucklers) now give basic thorns damage; + Added Thorns series affixes. They are generated exclusively on Iron Maiden-specific items; + Bloodbane is now not triple immune; + Knight class renamed to Templar; + Revised affixes again. Finally some good news! We are approaching affix stability stage. Should be there in 1-2 build release time. I really hope so; + Added a line of unique boots; + Added a line of fast crossbows for Iron Maiden (now she's ready to be played, more or less); + Flasks can be thrown now (for now, as arrows), allowed to be equipped; + Flasks no longer are allowed to be dual equipped. Now Bombardier fights in flask + shield style (single flask is still shown as animation with shield); v0.5001 (23:37 25.07.2018), hotfix + Game freezes in window mode fixed (used to do that on ALT pressing); + Fixed lightning arrows damage text; v0.5002 (17:58 27.07.2018), hotfix + Added Murky Pool and Fountain of Tears to Ironman mode exception objects; v0.5003 (12:46 28.07.2018), hotfix + Added Mythical Book to object exceptions for Ironman mode (dlvl-6 quest book); v0.5004 (13:07 28.07.2018), hotfix + Added all the rest of potential problem causer objects to Ironman mode exceptions. This time it's final, I certainly hope so; v0.5005 (23:18 29.07.2018), hotfix + Added more base items; + Fixed uIDs #3 and #4; v0.5011 (12:49 03.08.2018) + Working with base items; v0.5014 (23:58 15.08.2018) + Executioner masks lose all armor but get advanced damage absorption; + Added and modified some base items; v0.5015 (14:58 17.08.2018) + Added some more items to the pool; v0.5016 (19:38 03.09.2018) + Added a line of Gladiator swords (Gladii); + Added some more base items; + Removed grave epitaphs for deleted backers; v0.5017 (12:54 06.09.2018), hotfix + Added some dungeon objects (special books) to exception to fix getting stuck in Ironman mode (hopefully that will fix getting stuck in dlvl-12); v0.5020 (17:31 21.09.2018) + Added more base items; + Redesigned some old base items; v0.5025 (1:36 07.10.2018) + MSL rules altered (these are character total stat sum limits, see TH1 changelog if you want to know more): clvl < 16: 7 * clvl + 65, clvl < 21: 7 * clvl + 75, clvl < 26: 8 * clvl + 85, clvl < 31: 8 * clvl + 90, clvl < 36: 9 * clvl + 100, clvl < 41: 9 * clvl + 110, clvl < 46: 10 * clvl + 120, clvl > 45: unlimited; + Began subclass max stat segregation, unfinished though; + Affixes (magic and rare) of flat +life/mana regeneration are doubled in power; + Added 10 new unique items based on Cloth Gloves; v0.5026 (2:50 08.10.2018) + Supplied new unique gloves with unique pictures; + Fixed item flip animations (used to show some imagery as chainmail if image wasn't assigned to a base item and was over 1472 in number); v0.5027 (17:38 09.10.2018) + Added 7 unique items based on Cape (uID#182), 45 uniques total now (not including quest rewards); + Added 11 uniques based on Short Knife (uID#186), 56 uniques total now; + Added 4 uniques based on Wooden Club (uID#92), 60 uniques total now; v0.5028 (22:17 12.10.2018) + Added 6 uniques on uID#83 (Small Bow); + Added 10 uniques on uID#57 (Hatchet); + Added 14 uniques on uID#19 (Light Staff); + Added 7 uniques on uID#191 (Scare Mask, tier 1); v0.5030 (18:51 13.10.2018) + Added 4 new uniques on uID#192 (Scalped Wraps). Total of 101 uniques now; + Upgrades to some quest uniques; + Added 3 uniques on uID#193 (Arena Tunic); + Added 3 uniques on uID#194 (iron hat, wood mask, galeas tier 1, sage hood, steel cap, circlet); + Changed uID#83 items to: Horn bow, Light crossbow, hortened crossbow and Long bow; + Removed unique pics from uniques based on uID#83; + Added 6 uniques on uID#49 (Targe). Total of 113 uniques now; v0.5100 (21:27 14.10.2018) + Added 6 uniques on uID#25 (great club); + Added 3 uniques on uID#59 (long sword); + Added 3 uniques on uID#64 (short sword); + Added 4 uniques on uID#65 (gladius tier 3); + Added 4 uniques on uID#63 (slim blade); + Added 3 uniques on uID#35 (flanged mace); + Added 4 uniques on uID#66 (steel hammer); + Added 4 uniques on uID#175 (bardiche). Total of 144 uniques now; + Improved rare item name generator; v0.5101 (18:19 15.10.2018) + Added a line of Kensei two-handed blades; + Prepared to add a line of one-handed blades for Shinobi (Tanto is usable both by Kensei and Shinobi); + Rogue line Katana blade replace with Khopesh; v0.5109 (22:21 16.10.2018) + Shinobi sword line created (10 one-handed swords, one of them being Tanto, shared with Kensei); + Bonewing, Firewing, Stormwing: more XP (approx. +50%); + Replacings and improvements of item imagery; + Redesigned some base items; + Fixed attributes and affix syntax in some uniques; + Added 10 new items: a line of blunts for Kensei (Kanobo clubs); + Other small corrections in data of monsters and items; v0.5116 (0:27 18.10.2018) + Added 4 uniques on uID#86 (Kanabo tier 2). Total uniques 148 now; + Monk subclasses are differentiated in colour now: Monk: orange, Kensei: blue (improved native), Shugoki: red, Shinobi: black; + All Mage subclasses received color distinctions: Mage: red (default, but I improved colors of original animation), Warlock: crimson, Elementalist: blue, Beastmaster: beige/golden/brass, Demonologist: dark orange, Necromancer: grey/white/silver; + Added color schemes ro Archer subclasses: Archer: default, Trapper: blue, Sharpshooter: black, Scout: red; v0.5117 (10:23 18.10.2018) + Fixed TRN coloring code for Monk subclasses; + Fixed wrong pointer for Mage in chain armor - caused freeze; + Cancelled Archer subclass coloring; v0.5120 (15:28 23.10.2018) + Warrior subclasses received distinctive coloring: Warrior: blue, Inquisitor: beige, Guardian: orange, Templar: crimson (as before); + Savage class colors: Savage: red+black, Executioner: black+red (sounds similar, but it does look different), Berserker: dark, Thraex: red (as Gladiator in TH1), Murmillo: deeper blue, Dimachaerus: yellow/beige, Secutor: default; + Fixed unique Light Staff attribute display (report if unique items display stats not right); + Rogue subclasses remain with the same color due to some technical issues; v0.5129 (19:08 24.10.2018) + Added 3 new unique items based on uID#80 (Light rod, Hatred doll, Smoked sphere, Bone wand); + [Dragon] Fixed Rogue subclasses crashing game after having received a custom TRN recolor; + Bombardier and Iron Maiden TRN recolors reactivated again; + Assassin is given new color; + Bombardier flask handling changed (she'll be bugged until it's finished, have patience, it's a work in progress); + Fixed Curved Dagger damage (was overpowered) and Balanced Sword (same); + Fixed more unique items display; + Added 5 uniques based on uID#189 (Booklet of Black Magic); + Added 3 uniques based on uID#50 (Adventurer Coat). Total uniques 159 now; v0.5131 (19:26 25.10.2018) + Added 4 uniques based on uID#52 (Tight bow); + Added 5 uniques based on uID#29 (Precision bow). Total uniques 168 now; v0.5140 (13:17 28.10.2018) + Item auto-equip disabled, it also fixes secondary flask equip bug; + Starting character weapon damages randomized; + Limit of base items raised to 20000; + Limit of unique items raised to 20000; + uID number raised from 255 to 4 billion (int value); + More works with Bombardier mechanics; + Maiden crossbows got new pics now; + Added 5 uniques based on uID#2000 (Recurve crossbow). Total uniques 173 now; + Affixes of '+critical damage%, +critical chance' improved in damage; v0.5200 (2:58 01.11.2018), "Life's a Bitch" (Motorhead) + All Monk subclass are recolored; + Added blunt weapons for Shinobi (some still need uniqe pics, it will get done in future); + Dex line sharps and blunts are no longer usable by Monk subclasses (Kensei/Shinobi have their own lines, Shugoki/Monk use different tools); + Applied a lot of class restriction to base items, to get rid of useless (or inappropriate) loot; + Added some base items; + Some unique item data fixes; + Various fixes here and there (too many to report); + All subclasses have different initial and max stats now. These can change slightly in future, but it's working already; + Various classes start with different sorts of weapons, depending on what they are supposed to use; v0.6000 (23:37 11.11.2018), "Blackjack" (Airbourne) + Fixed Skull Breaker image; + Fixed lifesteal and manasteal functioning; + Fixed a bug when Mana Shield would allow for some damage to hit points if hit by elemental arrows from monsters; + Fixed perks being applied to every character in coop games; + Continued work on Bombardier mechanics; + Deleted Glowing shrine (+5 MAG, -5% XP one); + Some affixes now have shorter descriptions; + Fixed some numbers on Kensei weapons; + Added 5 uniques based on uID#2001 (War crossbow); + Post-effects added to flask explosions; + More base items added; + Adjusted max stats on all Mage subclasses; + Added 5 uniques based on uID#2002 (Jagged Sword). Total uniques 183 now; + Flask durability can now be restored with oils/shrines; + Fixed a bug that allowed 2H sword affixes be generated on 1H swords (can cause affix morphing on swords, sorry); + Fixed Shinobi blades (were 2-handed O_O ); + Affixes are now allowed to generate on flasks. Means, they will now be magical and rare as well (and soon uniques to arrive - in next updates); + Bombardier mechanics are finished, more or less, Note: now there are 2 types of flasks: exploding and with delayed damage (explosive and burning), Note: there are 3 types of flasks: fire, lightning and acid, Note: explosives give insant damage and knockback targets (acid explosive still gives damage over time); + Warning! There is a bug I caught a couple of times. When flask durability reaches zero, it can hang the game, We couldn't fix it (it's hard to reproduce), if you come across this bug, send me the savefile, it could help, To avoid this from happening, simply dont let your active flask go red on you. Apart from that, it's all good. Have fun and report bugs; v0.6001 (3:26 15.11.2018) + All flasks now have reorganized names (and magic names), pics and flip animations, Note: now you can tell what kind of flasks you will buy at Griswold just by reading the names, Note: also, just by looking at flasks, you will know what tier it belongs to, as they now differ visually, Note: same applies to flasks flying or being dropped - you can tell its type by the looks of it; + No base- or unique monster can now be immune both to fire, lightning and acid (to prevent impossible situations for Bombardier), Note: sorry about Grossrot, Jim. We talked and he's really sorry, and promised to never do that again; + Added 7 new base items: Hearts. Worn only by Beastmaster as offhand (instead of shield); + Fixed magic item display info (some jewelry lines displayed wrong color); + Flasks no longer show 'equip to throw' line (should be obvious what to do with it); + Mana Shield works like before, previous fix cancelled until it can be re-written properly; + Flasks no longer crash game when durability depletes; + Flasks durability loss obeys common item break rules now: if currentDUR reaches 1, and maxDUR is depleted then until it reaches zero (then the item is destroyed); + Flasks no longer can fly over walls and obstacles (a bug is a bug); + Stat rerolling shrine doesnt give free 5 stats now if stat limit was reached; + Added random name generator for rare flasks; v0.6200 (10:53 23.11.2018) + Changed some flip animations; + Character base damage formulae were expanded to support all 29 classes. Now base damage will be sufficient only if you use class specific weapons: Mage classes: all damage is the same, low, Warrior/Inquisitor/Templar: 1h-sword or 1h mace + shield = high damage, xbow = high, else = low, Guardian: Axe / 2h-sharp/ 2h-blunt = high, xbow = high, else = low, Archer/Scout/Sharpshooter: bow = high, else = low, Trapper: low, Monk: staves = high, bows - moderate, else = low, Kensei: 2h-sharp / 2h-blunt / bow = high, else = low, Shugoki: axe / bow = high, else = low, Shinobi: 1h-sharp / 1h-blunt / bow = high, else = low, Rogue: unchanged, Assassin: moderate with evrything ([clvl * cSTR] / 100 ), Iron Maiden: low (supposed to damage through thorned items), Bombardier: low, Savage: high (but bad with dual wielding), Berserker: high, Executioner: very high (bad with dual wielding), Thraex/Murmillo/Secutor: bad with dual wielding and axe, all else = high, Dimachaerus: decent with bow, excellent when dual wielding (especially if weapons are of the same type), all else = low; + Added 1 more unique ring; + Added 6 uniques on uID#2003 (Great pickaxe). Total uniques 190 now; + Fixed a bug where looting Slain Hero corpse would freeze the game for Shugoki class (tried to drop staff and there is none for Shugoki); v0.6201 (7:58 25.11.2018) + Iron Maiden base damage formula updated: Crossbow: (clvl * cSTR ) / 80, Sword + Buckler: (clvl * cSTR ) / 100, Flail + Buckler: (clvl * cSTR ) / 100, all else: (clvl * cSTR ) / 500; + Rewritten Gladiator base damage rules, should be as intended now; + Build 0.6200 got released with Remotery tool not deactivated, it's a debugger and it started causing crashes with line 1580 error report. Now it's fixed, Note: deactivated in release builds, please report all oddities in discord if this behavior persists after updating; v0.6300 (22:49 27.11.2018) + Insta damage flasks damage boosted ( by approx. 14% ); + Gothic shield and stronger: restricted to warriors; + Non-gladius (and sica) 1h-swords are no longer usable by executioner and gladiators (savages and berserkers are allowed to use them), Note: Executioner is not supposed to wield little weapons and Gladiators have their own line(s) of sharps; + IM base damage set to clvl*str / 70 with xbows; + Fixed IM base damage with all weapon+shield combos; + Fixed elemental arrow (monster to player) overdose damage and their Manashield penetration (hopefully, some feed would be nice!); + Fixed weapon rack drops so it no longer produces nonsense drop. In multiplayer it will drop randomly sword/axe/mace/shield/staff/flask/bow, Note: for SP (thanks to segregation) there are per-class rules now that give actually droppable item types and are useful; + Updated ReadMe file (screen mode info); + In window modes, smoothing is auto-applied to reduce pixelization and improve the picture (update config.ini for that); + Removed unused lines from config.ini; + Some perks were rebalanced; v0.7000 (4:54 11.12.2018) + Added 6 uniques on uID#2004 (Hauberk). Total uniques 196 now; + Bombardier is given less aggressive TRN in light armor; + Fixed some crashes if moving near map edges. A try to fix "unable to write save" error; + Sica swords are allowed for Dimachaerus now; + Fixed the freeze bug on weapon switch during attacking. This also fixed the flasks durability loss freeze (because it resulted in attack animation switch); + Fixed a bug with flashing mouse cursor in windowed and borderless mode; + Remotery is forcefully excluded from default build (just to make sure); + Fixed a crash with monsters out of sync in coop games; + (X)bow accuracy by class is adjusted: Sharpshooter: +60 (now she's a champion of accuracy with bows), Scout/Archer: +20 (as before), Guardian: +30, Warrior / Templar / Inquisitor: +10, the rest: +0, Note: Warriors are less accurate now, and Savages too, but perks and affixes are there to compensate it if there's a need; + Maximum blocking chance is default 75% for all classes vs arrows (from monsters), Savage / Berserker / Executioner / Dimachaerus: max 20% chance now; + Black Marquis: +1 to drop. Lich King now drops 10 items (as in TH1); + Executioner mode is back. Players in MP Horror with clvl over 36 will get 4x damage, Players on Purgatory MP with clvl over 49 will get 4x damage; + Changed weapon swing speeds for certain classes: Guardian attacks on frame 9 with axe (+1 to speed); Sharpshooter and Trapper loose arrows at frame 8 (-1 speed); Iron Maiden and Bombardier swing swords/maces and attack at frame 9 (-1 speed); Gladiators attack with axe on frame 10 (-2 speed), Executioner and Savage - on frame 9 (-1 speed), Note: Berserker is the fastest with axe now: attacks with axe on frame 8, as before; + Templar now does +20% damage to undead in melee (not all Warrior classes, like before); + Monk does +20% damage to demons in melee; + Assassin does +20% damage to beasts in melee; + Stingers get less melee damage in MP : 200% -> 150% ; + Executioner is given +[5-10]% bonus to melee damage resistance as an innate bonus; + Maximum melee blocking chances adjusted per class: Guardian/Bombardier/Shugoki: 40%, Rogue/Assassin/Dimachaerus: 25%, Savage/Berserker: 45%, Executioner: 10%, Others: 75%; + Changed life regeneration calculation order (DLVL-related modifiers now come after other modifiers); + Modified life regeneration speed bonuses for classes: Gladiators: 0 (now basic, without +1 bonus), Savage/Berserker: as before (+1), Executioner: multiplied by 3, +5 (basically, that's triple life regen speed plus 5 points on top of that), Guardian: +1, Monk/Kensei/Shinobi: +2 (as before), Shugoki: +3, Others: unchanged; + Grand revision of stun threshold formula, by class: WARRIOR/INQUISITOR: Rnd[(clvl/2)+7] + clvl/3 + bVIT/8 - 2, GUARDIAN: Rnd[(clvl/2)+9] + clvl/3 + bVIT/8 - 1, TEMPLAR/ARCHER/SCOUT/SHARPSHOOTER/TRAPPER: Rnd[(clvl/2)+6] + clvl/3 + bVIT/8 - 1, MAGE/ELEMENTALIST/WARLOCK/DEMONOLOGIST/NECROMANCER/BEASTMASTER: Rnd[(clvl/2)+5] + clvl/3 + bVIT/8 - 1, MONK/KENSEI: Rnd[(clvl/2)+7] + clvl/3 + bVIT/8 - 1, SHUGOKI: Rnd[(clvl/2)+7] + clvl/3 + bVIT/7 - 2, SHINOBI/ROGUE/ASSASSIN/IRON_MAIDEN/BOMBARDIER: Rnd[(clvl/2)+7] + clvl/3 + bVIT/8 - 2, SAVAGE: Rnd[(clvl/2)+7] + clvl/3 + bVIT/8 - 2, BERSERKER: Rnd[(clvl/2)+7] + clvl/3 + bVIT/7 - 1, EXECUTIONER: Rnd[(clvl/2)+7] + clvl/5 + bVIT/5 - 1, THRAEX/MURMILLO/DIMACHAERUS/SECUTOR: Rnd[(clvl/2)+7] + clvl/3 + bVIT/8 - 2; + Bonus +1 to armor piercing to all Savage subclasses is removed. Thraex has +2 AP now though; + Base life/mana formula has been modified for all classes: WARRIOR/INQUISITOR/TEMPLAR/THRAEX/DIMACHAERUS/SECUTOR: life: 3*bVit +2*clvl + 18, mana: bMAG + clv - 1, GUARDIAN: life: 3,5*bVit + 3*clvl + 5, mana: bMAG + clvl + 4, SHUGOKI: life: 3,5*bVit + 3*clvl + 12, mana: bMAG + clvl + 4, ARCHER/SCOUT/SHARPSHOOTER: life: 2*bVIT + 2*clvl + 8, mana: bMAG + 2 * clvl + 3, BOMBARDIER: life: 1,5 * bVIT + clvl + 22, mana: bMAG * 1,5 + clvl - 3, TRAPPER: life: 1,5 * bVIT + clvl + 24, mana: bMAG * 1,5 + clvl + 4, MAGE/ELEMENTALIST/WARLOCK: life: bVIT + clv + 9, mana: 2 * bMAG + 2*clvl + 3, DEMONOLOGIST/NECROMANCER: life: bVIT + 2*clv + 8, mana: 1,5 * bMAG + 2*clvl + 13, BEASTMASTER: life: 2*bVIT + clvl/2 - 5, mana: 1,5 * bMAG + 2*clvl + 13, MONK/KENSEI/SHINOBI: life: 2,5*bVIT + 2*clv + 13, mana: 1,5 * bMAG + clvl + 2, ROGUE/ASSASSIN: life: 2*bVIT + 2*clv + 18, mana: 1,5 * bMAG + 2*clvl + 3, IRON_MAIDEN: life: 3* bVIT + clvl/5 + 25, mana: 1,5 * bMAG + 2*clvl + 3, SAVAGE/BERSERKER/MURMILLO: life: 4*bVIT + 2*clv + 13, mana: 1,5 * bMAG + 2*clvl + 11, EXECUTIONER: life: 5*bVIT + 3*clv - 8, mana: bMAG + clvl/2 ; + Stairs to town are not generated anymore in Nightmare mode on dungeon levels 5/9/13/17/21; + Killing Uber Diablo in Ironman or Nightmare mode enables SAVE & QUIT option in game menu, which now allows you to continue past Horror; + Kiling Uber Diablo in SP Horror NM/IM modes doesn't end the game, cinematics are not triggered (again, to allow you to continue past Horror); + Iron Maiden can crit with thorns or Reflect: 10% chance for +300% damage; + Dimachaerus now has bonus +1 to armor piercing; + Changed starting stats for some classes; + Critical hit formula tables for melee/arrows/magic/reflect expanded to support full classes; + Rebalanced critical hit base chance, damage multiplier and chance multiplier for all classes, for all combat types (116 formulas!); + Mage class now can actually score criticals with spells. Formula for crit: +100% damage at 5 + (clvl / 10)% chance; + Elementalist does +200% critical damage with spells. Chance is 5 + (clvl / 5)%; + Slow crossbows had their average damage reduced by 50%. They are still +50% in average DPS; + Fixed errors in some unique item data; + Added more names to flask name generator; + Fury effects are now different for all classes: WARRIOR: toHitPercent += charLevel / 3 + 5; ACFromItems += charLevel / 4 + 2; addsDamage += 2 * charLevel; spellsIncreasedLevels -= 2; damageFromEnemies += charLevel / 5 + 1; INQUISITOR: toHitPercent += charLevel / 2 - 3; ACFromItems += charLevel / 3 - 1; addsDamage += 2 * charLevel - 1; spellsIncreasedLevels -= 2; damageFromEnemies += charLevel / 4 ; GUARDIAN: toHitPercent += charLevel >> 1; ACFromItems += charLevel / 2 - 5; addsDamage += 2 * charLevel + 2; spellsIncreasedLevels -= 2; damageFromEnemies += charLevel / 4 - 1; TEMPLAR: toHitPercent += charLevel / 5 + 10; ACFromItems += charLevel / 9 + 15; addsDamage += 2 * charLevel + 1; spellsIncreasedLevels -= charLevel / 10 - 1; damageFromEnemies += charLevel / 5 + 5; ARCHER: addsDamage += charLevel + 5; toHitPercent -= charLevel / 2 - 5; ACFromItems -= charLevel / 3 - 3; damageFromEnemies += 2 * charLevel / 7 + 1; SCOUT: addsDamage += 3 * charLevel / 2 + 3; toHitPercent -= 1 * charLevel >> 1; ACFromItems -= charLevel / 3 - 2; damageFromEnemies += 2 * charLevel / 9 + 3; SHARPSHOOTER: addsDamage += 2 * charLevel - 2; toHitPercent += charLevel / 3 + 7; ACFromItems -= 2 * charLevel / 3; damageFromEnemies += 3 * charLevel / 13 + 3; TRAPPER: addsDamage += 2 * charLevel / 11; toHitPercent -= 2 * charLevel / 7; ACFromItems += 2 * charLevel / 3; damageFromEnemies -= 2 * charLevel / 9; MAGE: spellsIncreasedLevels += 2; addsManaBy64 += charLevel << 7; ACFromItems -= charLevel / 2; damageFromEnemies += charLevel / 4; ELEMENTALIST: spellsIncreasedLevels += charLevel / 12 + 1; addsManaBy64 += 128 * charLevel; ACFromItems -= charLevel / 2; damageFromEnemies += charLevel / 3; DEMONOLOGIST/NECROMANCER/BEASTMASTER: spellsIncreasedLevels += 2; addsManaBy64 += charLevel << 7; ACFromItems -= charLevel << 7 >> 8; damageFromEnemies += charLevel >> 2; WARLOCK: spellsIncreasedLevels += 2; addsManaBy64 += 256 * charLevel; ACFromItems -= 3 * charLevel / 4; damageFromEnemies += charLevel / 5 + 3; MONK: addsDamage += 2 * charLevel; damageFromEnemies -= charLevel >> 2; magicResistPercent += charLevel >> 2; fireResistPercent += charLevel >> 2; lightningResistPercent += charLevel >> 2; ACFromItems -= charLevel >> 1; --spellsIncreasedLevels; KENSEI: addsDamage += 3 * charLevel / 2; damageFromEnemies -= charLevel / 5; magicResistPercent += charLevel >> 2; fireResistPercent += charLevel >> 2; lightningResistPercent += charLevel >> 2; ACFromItems -= charLevel / 3; --spellsIncreasedLevels; SHUGOKI: addsDamage += 5 * charLevel / 2; damageFromEnemies -= charLevel / 5; magicResistPercent += charLevel >> 2; fireResistPercent += charLevel >> 2; lightningResistPercent += charLevel >> 2; ACFromItems -= charLevel / 3; --spellsIncreasedLevels; SHINOBI: addsDamage += 5 * charLevel / 4; damageFromEnemies -= charLevel >> 2; magicResistPercent += charLevel >> 2; fireResistPercent += charLevel >> 2; lightningResistPercent += charLevel >> 2; ACFromItems -= charLevel >> 1; --spellsIncreasedLevels; ROGUE: ACFromItems += 3 * charLevel / 8; addsDamage += 3 * (charLevel / 2); damageFromEnemies += charLevel / 4; magicResistPercent += charLevel >> 2; fireResistPercent += charLevel >> 2; lightningResistPercent += charLevel >> 2; ASSASSIN: ACFromItems += 5 * charLevel / 8; addsDamage += 7 * (charLevel / 2); damageFromEnemies += 3 * charLevel / 2; magicResistPercent += charLevel >> 2; fireResistPercent += charLevel >> 2; lightningResistPercent += charLevel >> 2; IRON_MAIDEN: ACFromItems += charLevel / 2 + 1; addsDamage += 3 * (charLevel / 5); damageFromEnemies -= charLevel / 4 ; magicResistPercent += charLevel >> 2; fireResistPercent += charLevel >> 2; lightningResistPercent += charLevel >> 2; BOMBARDIER: ACFromItems += charLevel / 2; //addsDamage += charLevel >> 1); damageFromEnemies += charLevel / 11 + 1; magicResistPercent += charLevel / 3; fireResistPercent += charLevel / 3; lightningResistPercent += charLevel / 3; SAVAGE: spellsIncreasedLevels -= charLevel; addsDamage += 4 * charLevel; damageFromEnemies -= charLevel / 3; toHitPercent += charLevel / 3; ACFromItems -= charLevel / 3; BERSERKER: spellsIncreasedLevels -= charLevel / 2; addsDamage += 3 * charLevel; damageFromEnemies -= 2 * charLevel / 5; toHitPercent += 2 * charLevel / 3; ACFromItems -= 2 * charLevel / 3; EXECUTIONER: spellsIncreasedLevels -= charLevel; addsDamage += 9 * charLevel / 2; damageFromEnemies -= 3 * charLevel / 7 - 4; toHitPercent += charLevel / 2; ACFromItems -= charLevel; THRAEX: spellsIncreasedLevels -= 2; addsDamage += 2 * charLevel; damageFromEnemies -= 2 * charLevel / 9; toHitPercent += 5 * charLevel / 4; ACFromItems -= charLevel / 3; MURMILLO: spellsIncreasedLevels -= 4; addsDamage += 7 * charLevel / 4; damageFromEnemies -= 2 * charLevel / 5; toHitPercent -= charLevel / 4 - 2; ACFromItems += 3 * charLevel / 4; DIMACHAERUS: spellsIncreasedLevels -= 3; addsDamage += 5 * charLevel / 3; damageFromEnemies -= 2 * charLevel / 7; toHitPercent += charLevel; ACFromItems -= charLevel / 2; SECUTOR: spellsIncreasedLevels += charLevel / 10; addsDamage += 2 * charLevel; damageFromEnemies -= 3 * charLevel / 10 + 2; toHitPercent -= charLevel / 2; ACFromItems += charLevel / 10; + Tripleshot is activated by Fury now only for Archer and Scout classes; + Spiritual shrine gives less gold now (approx. - 50% gold); + Added 1 more dungeon variation to Cursed Blade quest level 3; + Added 1 more dungeon variation to Skeleton King quest on horror difficulty; + Added 1 more dungeon variation to Water Supply quest on horror difficulty; + Added 11 uniques on uID#2005 (Sica Dagger); + Added 6 uniques on uID#2006 (Chokuto, Kodachi). Total uniques 213 now; + Increased Holy Bolt damage is now applied only to Templar class; + Gladiators can now use only their class specific shields. Executioner cannot wield shields at all; + Thraex class now gets no penalty for using swords against Undead (because their Sica swords are like this, and they know how to use them properly), Note: swords won't give you the +50% dmg against Undead in this case as a blunt weapon would do, just you don't have the -50% total damage for a malus; + Old Ironman bug is checked: there is no bug. No objects remain unchecked. Ironman dungeon object clear counter works without bugs; + Executioner is given personal GET_HIT and DYING sounds; + Monk class: sweep damage is (37-75)% instead of standard (25-50)% ; + Fixed a bug with Ghouls getting +health from arrows on MP Doom (presumably on MP Purgatory level 7 as well), Note: I'm not 100% sure it's fixed, I had to re-write that code from scratch using my TH1 asm code as reference, but I hope I did well; + Updated some class pics in meta menu; + Turned off automatic flip animation adjustment for staff type items; + Effigies now have flip animation of teddy bear; + Grave Digger type of monsters now can growl or moan when they see you; + Greeting sound also added for boars, quasits, liches, cacodemons; + Added 2 more trigger sounds for regular goats and reduced chances for them; + Fixed (again) weapon rack crash. It will drop gold if no suitable item is found, Note: it was staff or flask type of would-be drop that seemed to cause the trouble, Note: staff type drops still are not limited by MAG requirement, and too powerful items are dropped, but it's better than a crash, we'll try to fix it better later, Note: word is this fix can influence some other item desynch issues in a good way, including multiplayer coop item desynch; + Reflect now has ability to score critical hits. Only Iron Maiden provides substantial damage with it though; + Adria can recharge staves (or rather items) in right hand and in secondary item slot; v0.7036 (2:15 21.12.2018) + Assassin Fury DFE damage is reduced to 4 * clvl / 7 (was 3 * clvl / 2); + Sharpshooter citical damage with bow set to +500%, +[20-30]; + Sharpshooter bow crit formula set to: 6 + (clvl / 4) % ; + Ironman mode: having 0 to 5 uncleared dungeon objects will suffice to move on now, Note: no more pixelhunting in caves/abyss; + Modified boss oil drops in NM/IM modes: Horror dlvls 1-2: repair oil I, Horror dlvls 3-15: repair oil II, deeper down and on Purgatory & Doom: repair oil III ; + Character blocking sound randomized: 3 new sounds added; + Ghoul arrow damage resistance fixed on MP Purgatory dlvl 7 ; + PvM Melee MP Purgatory: Uber Diablo damage resistance upped from 1/4 to 1/6; + PvM Magic MP Purgatory: Uber Diablo damage resistance upped from 1/4 to 1/6; + PvM Missile: Savage classes used to get only half of base damage with crossbows. Now it's fixed and they get it at full, Note: future balancing should address balance issues, but "Strong Arm" perk will definetely be working properly with xbows now; + PvM arrow damage was x2 in v0.7000 because of an error, now fixed; + Sharpshooter new base damage formula with bow is: ( (cSTR + cDEX) * clvl) / 90 ; + Fix to magic arrows: now multi magic arrows are allowed on any items, and damage is summed from them all; + Added support for new affixes: +X% damage to spells (e.g., +8% Arcane Star damage), accounted for in spellbook, +X% damage to elements (spell group by type of damage) (e.g., +X% to lightning damage), affects magic damage from weapons as well, +X to Y spell damage (e.g., +13-19 Fire Bolt damage), accounted for in spellbook, +X to Y element (spell group by type of damage) damage (e.g., +4-6 to arcane damage), affects magic damage from weapons as well, Note: these are being prepared mostly for uniques, and maybe as a substitute on some of the currently less attractive affixes; + Added 6 uniques on uID#2007 (Wizard Mask). Total uniques 219 now; + Added 32 uniques on uID#2008 (Ring); + Corrections in old unique item data; + New armor added: Ebony Plate Mail. Best arrow damage dissipation among armors. Inquisitor only; + New Fury cast sound for Executioner class added; + Fixed a bug with wrong Nightmare/Ironman mode exit; + Iron Maiden speed changes (affects Bombardier as well): 2 swords / 2 blunts: frame 10, sword+shield / blunt+shield: frame 9, xbow: frame 10, Note: that should fix odd speeds with her and even out swinging speeds for all weapon coombos, plus makes her a little faster with xbows, Note: dualwielding will be slower for her, favoured style now is 1h weapon + shield, or xbow (against retreating ranged attackers); + Following quest levels now give 50% more experience, to make them more attractive: KING_LEORICS_TOMB, BONE_CHAMBER, THE_INFESTED_CELLAR, POISONED_WATER_SUPPLY, ARCHBISHOP_LAZARUS_LAIR, HALLS_OF_ANGUISH, ANDARIELS_THRONE, HORAZONS_HAVEN, SUMMONING_ROOMS, THE_PIT, PASSAGE_OF_FIRE, VALLEY_OF_DESPAIR, DISUSED_RELIQUARY, GLACIAL_CAVERNS, FROZEN_LOCH; + A little less gold from super bosses; + Bosses would never drop Executioner headwear on Doom because this item type was checked for minimum armor of 10. Now it checks for qlvl; + Added flask qlvl check for minimum of 24 on Doom when deciding base item drop level from bosses; + Added a bunch of basic Executuiner armors (he was poorly equipped with body armors); + Fixed some bugs concerning inventory item morphing; + Fixed bugs with items in multiplayer being impossible to pick up (hopefully, it is fixed); + Fixed a bug with actual bow damage not working with elemental arrows (only base damage and affix addons were used for physical), now it's full-throttle; + Fixed a bug with Holy arrow bows not hitting non-Undead at all with missiles; + Base/unique item array size is auto-adjusted, makes executable smaller in size (21mb -> 5mb); + Stronger life regeneration penalty for Executioner in Ice levels and Andariel's levels (-cVIT/2, standard is -cVIT/4); + Mana regeneration class bonus taken away from Shugoki, Kensei and Shinobi; + Mana regeneration class bonus is +1 for Elementalist, Demonologist, Necromancer and Beastmaster, +2 for Monk and Mage, +4 for Warlock; + Base life and mana regeneration double affix flag now includes class bonuses; + Executioner basic life regen formula is changed: (cVIT / 20) * 3 + 5 -> (cVIT / 20) * 2 + 5; + Kensei class now has sweeping attacks with two-handed sword/mace weapon types; + Fixed a bug with newly created characters appearing with gold taking 2x4 slots in inventory; + Added 7 uniques on uID#2009 (Thick Plate Mail); + Added 8 uniques on uID#2010 (Heater Shield). Total uniques 266 now; + Spell name is added to charges info if an item has some spell charges on it; v0.7100 (15:16 12.01.2019) + Executioner life regen increased: (cVIT / 20) * 2 + 5 -> (cVIT / 20) * 2,5 + 5; + Updated max stats for classes; + Added 8 uniques on uID#2011 (Pavise Shield); + Added 1 more unique on uID#4 (Boots). Total uniques 275 now; + Bombardier base life formula set to: 2,5 * bVIT + 23 (was: 1,5 * bVIT + CLVL + 22); + Berserker/Executioner/Savage: +25 to accuracy with crossbows. Murmillo: +20. Dimachaerus/Secutor/Thraex: +15. Iron Maiden: +30; + [Jared] Fixed a bug with starting new game characters, wearing medium or heavy armor, first shown as wearing light armor for one frame; + Shock Pincers: new picture; + Armor racks now show "Armor rack" instead of just "Armor"; + Revised prices for DFE affixes; + Fixed a bug with holy arrows not working, and made them hit only undead (it's not ideal but better than broken); + Fixed camera flying off the borders of the level when Uber Diablo is killed; + Fixed a bug with character not being deleted when dying in Nightmare mode after transcension to Purgatory; + Fine-tuning oil drop balance from bosses on Nightmare and Ironman: Horror: dlvl 2 and below: oil tier 1, Horror: dlvl 13 and below: oil tier 2, Horror: dlvl 24 and below: oil tier 3, Purgatory: oil tier 4, Doom: oil tier 5; + Fixed stash support for expanded inventory. Used to see only 40 slots, now it sees 70; + Arcane flasks got new pictures; + By default config.ini sets game fps to 60 now; + Provided better support for arcane flasks, but they still don't work (don't use them until i notify here they do); + Fixed a bug with +spell damage affixes not showing values correctly; v0.7101 (16:40 12.01.2019) + Arcane flasks are now functional; + Updated sound effect for arcane flasks explosion; v0.7104 (17:15 13.01.2019) + Added 3 types of thorned boots for Iron Maiden; + Added 2 types of thorned gauntlets for Iron Maiden; + Nightmare Save&Exit feature got broken in v0.7100, fixed now (should be fixed, at least); v0.7200 (12:07 24.01.2019) + Added new sound for Ironman mode 'level cleared' status; + Added 6 uniques on uID#2012 (Large Mace); + Added 5 uniques on uID#2013 (Brute Sword); + Pressing ALT key now can keep items highlighted at all time, until it's turned off by pressing it again, Note: to activate this option, set 'AltHold' to OFF in config; + Added 5 uniques on uID#2014 (Falchion); + Fixed Hydra not detecting nearby targets bug; + Added 5 uniques on uID#2015 (Claymore); + Added 4 uniques on uID#2016 (Ballistic Crossbow); + Modified Skeleton King tomb for Purgatory and Doom, so that it no longer spawns weak monsters; + Fixed glitch with DOT flasks not working on tiles with broken barrels and in doorways; + Added restock feature to Adria (costs CLVL * 6 gold); + Spellcaster specific wand/staff items are no longer sellable to Griswold, Adria buys them instead; + Added 6 uniques on uID#2017 (Gladius V); + Battle texts in the upper right corner and gamemode info in the upper left corner no longer shown when inventory/spellbook/quest/char sheets are open; + Added 6 uniques on uID#2018 (Shadow Bow); + Added 6 uniques on uID#2019 (Blade Bow); + Stonecursed monsters are now immediately cleared of all toxic damage; + Added Shift Click messages to potions/relicts; + Sharpshooter critical damage with bow set to +400%, +[20-30]; + Config structure definition updated; + Added new affix that modifies character stun threshold; + Some old goldfind suffixes replaced to give place for new stun threshold modifier suffixes, Note: if you have a magic/rare item with a +[X to Y] type goldfind affix, this affix can change into +X to stun threshold type now; + Modified a lot of quest uniques; + Added new perk: "Haggler". It improves town prices by 10% per level. Affects buy, sell and identify prices; + Modified some perk requirements and description text displays; + Added first step of Trapper functionality: throwing traps. Right now it's work in progress. Do not play Trapper until I say she's ready; + Added 4 uniques on uID#2020 (Rapid Crossbow). Total uniques 322 now; + New perk created which gives a chance to get a random elixir from bosses; + Added base item restock feature to Griswold (costs CLVL * 2 gold); Thanks for support: Torsten Caninenberg, Gracelessdragon, Lucy, TexzTech v0.7212 (17:17 30.01.2019) + Golem doesn't attack stonecursed monsters now; + Strong Arm perk now improves only melee damage. For improving ranged damage (with bows and crossbows) we added new perk "Overdraw" ; + Battle text overlay leftover bug in quest zones was fixed (used to show nonsense info in the upperright corner with inventory open); + Added new perk ("Blacksmith") that slows down item durability loss by a certain percentage; + Added warning about classes that are not ready (in character creation menus); + MvP Melee autohit chances updated: Bombardier: 15%, Iron Maiden: 17%, Executioner: 25%, Dimachaerus: 19%; + Secutor class got new benefit under Fury spell: on character levels 1-29 he gets faster hit recovery for the duration of Fury, after getting character level 30, he gets fastest hit recovery for the duration of Fury; + Added 5 uniques on uID#2021 (Gladius VIII). Total uniques 327 now; + Fixed fullscreen behavior (was broken in 0.7200); + Fixed "Resistance" perk functioning (-resistance gear wouldn't allow to go below what that perk added); + "Sixth sense" perk support added: now it actually works; + Config option added for skipping end cinematics (off by default); Thanks for support: Nickamus v0.8000 (22:04 10.02.2019) + Revised requirements for perks Expert Killer and Slayer (so that archers can develop them without investing in Strong Arm); + Assassin received full line of Claw weapons that she'll be now using as a main melee weapon; + Sharps and blunts previously used by all Rogue subclasses are now restricted to Rogue and Iron Maiden; + "Blacksmith" perk renamed to "Conservator"; + Added support for melee elemental hits with acid / arcane / holy; + Acid immunity given to certain unique monsters; + More gold from flat +GF affixes; + More variations added to rare light armor name generator; + Added 6 uniques on uID#2022 (Khopesh); + Fixed +elemental spells damage affix display info (used to show +0% always); + Added support for affix that sets X to Y CLVL requirements for unique item separately; + Added 7 uniques on uID#2023 (Zweihander). Total uniques 340 now; + Dual wielding is limited to the following classes now: Rogue, Savage, Berserker, Dimachaerus; + Added basic support for Trapper's ...traps. She is now ready to be played; + Added support for Assassin claws. She doesn't use any ther weapons now. Goes with Claw+Shield style; + Added support for generating rare traps and claws; + Added support for spawning claws and traps on weapon racks; + Added support for generating magic and rare affixes for claws and traps, Note: this could potentially lead to affix morphing on magics and rares - be careful; + Assassin attack speeds changed so that she is fast only when using Claw + Shield; + Fixed all broken attack animations for all classes. Adjusted attack speeds for some classes, Note: some Rogue/Archer non-axe/bow animations resulted in her disappearing at the end of attack due to the lack of actual animation frames; + Added new coders from TH team to credits; + Updated some character pics; + The following panel buttons now produce sounds when pressed: INV, SPELLS, QUESTS, MAP, CHAR and PERKS button, Note: applied to spellbook pages and levelup buttons as well; + Kensei now starts with Light Kanabo. Shinobi starts with Light Kanabo and Shield in offhand; + All gladiators use two-handed swords slowly now, same with axes. One-handed weapons without shields will still be used slowly, Note: shield (or offhand weapon in case of Dimachaerus) is required for balancing attack speed now; + Murmillo gets to attack 1 frame slower now to compensate for his immense tankiness: attack frame 9 -> 10; + All gladiator specialists now start with proper equipment (weapons); + Adjusted attack speeds on Guardian: slower with no weapons and one-handed weapon + shield, faster with all else, including staves, Note: all else means two-handed weapons (staves, axes, sharps, blunts); + 50 patron goal was reached by February and because of that Andariel now drops 10 items; + Assassin class melee crit formula changed to (10 + (clvl/5))% chance for +350% + [20-30] damage. Assassin is now (more or less) ready to be played; + Added minimum drop requirements for claw/flask/trap items from monsters/bosses on doom; + Reworked damage calculation for traps and flasks; + PvM NonMelee: removed unwanted damage modifiers in trap formulae; + Damage shown in character panel for flasks and traps is now correct; + Affixes of '+damage' no longer affect damage of character traps (+%damage, ruin, dread - do work); + Updated pics for some starter items; + DFE starts appearing a little earlier on body armors (somewhere by the time they reach 50s in their main requirements); + Added support for CLVL checks on affixes for magic and rare items; + Added CLVL requirements to all existing magic and rare affixes; + Fury now shows timer countdown when active; + Some indestructible item behavior fix; + Etherealize now protects from magical attacks (used to protect against physical melee and arrows). The fix included in PvP as well, just in case; Thanks for support: Dangluh, Ivan, Dan Illingworth, Gavran! v0.8016 (14:04 13.02.2019), "Forty Six & 2" (Tool) + Trapper: adjusted starting mana; + Less (base) damage with bows for Trapper; + Added CLVL requirements to some quest uniques; + Urdukk and Breakspine now drop 2 items; + Fixed broken Guardian bow animation; + Guardian now starts with Hatchet; + KB affix now cannot influence trap missiles; + Removed Shift+click line from elixir info; + Telekinesis now allows to pick up highlighted items not only by pointing at the item itself, but also by pointing at its description text; + Now it's possible to use hotkeys to drink potions with a spell cursor active (telekinesis, town portal, identify, etc.); + Objects 59, 60, 62 & 63 allow 'walking' flag. This fixes old original Diablo 1 bug with being unable to cast certain spells from these tiles, Note: that would be bookcase, bookshelf, right/left facing shrine (in Church and Crypt); + Provided Claw weapon durability icon support; + Added 3 more base items of "Claw" type. Now there are 13 tiers; + Distortions in item durability icon display are corrected; + Monk battle staves are no longer allowed to generate spell charges (both magic and rare), Note: already existing battle staves will likely morph, it's inevitable; + Assassin: damage with claw set to (CLVL*cSTR)/65, otherwise (CLVL*cSTR)/200; Thanks for support: Latinske Preklady v0.8200 (19:29 24.02.2019), "Fortunate Son" (Creedence Clearwater Revival) + Spiritual Treasure uniques are given clvl requirements; + Suffixes of knockback can no longer be generated on traps - this can morph suffixes on traps, sorry; + Fixed Guardian wrong base damage calculation with club in left hand, empty right hand and a two-handed sword in secondary weapon slot; + Grand revision of base damage on all classes - bringing balance to where it should be (at least, closer to it); + Added 5 uniques on uID#2024 (Bolt Trap II); + Trapper: base crit chance set to [1 + (clvl/3)]%, and damage set to +175%; + Positive crit chances in character sheet are shown in blue color, zero - white, negatives - red; + Added 6 uniques on uID#2025 (Round Shield); + Right clicks are disabled when perk window is open; + Triple shot is now handicapped for side arrows/bolts: Sharpshooter: -75% damage, others: -25%; + Executioner stun threshold formula set to: Rnd[(clvl/2)+7] + clvl/5 + bVIT/5 + 1; + Added 3 uniques on uID#2026 (Falx). Total uniques 354 now; + Refactored elemental damage of weapons. Changed formula to: (elemDamage x (baseDamage * 0.05) + (CLVL/2)) x ClassMultipler , Note: baseDamage is picked according to current weapon equipped, Note: Executioner 0,75, Inquisitor 2.0, Sharpshooter 1.25, Templar 2.0 for Holy (otherwise 1.0); + Acid and Holy damage in melee and from bows/crossbows now deals 75% less damage which no longer makes it overpowered. This is a fix; + Dread and Ruin affixes no longer can affect weapon elemental damage; + Redesigned weapon availability on some classes: Guardian and Savage: cannot use axes anymore, specializes in two-handed sharps and blunts, Berserker and Executioner: cannot use two-handed sharps and blunts anymore, specializes in axes; + One-handed sharps used previously by all Warriors and Savages are now only used by Warriors; + One-handed blunts used previously by all Warriors and Savages are now only used by Warriors and Gladiators; + Updated character descriptions and some class pics; + Inquisitor now can crit with weapon elemental damage: 10 + (CLVL/5)% chance for +100% damage; + Holy arrows are now fixed: undead receive both the arrow/bolt damage and holy damage, and non-undead receive only arrow/bolt damage; + Damage decrease from affixes of +/-damage and +%/-% damage can no longer result in less than 1; + Character maxDmg can no longer get below character minDmg. Character sheet info is corrected; + Firewall, Lightningwall, Fire Ring, Lightning Ring now show cooldown timer on the right upper corner of the screen (just like Fury); + Limited character output damage to minimum 1 when interacting with barrels, etc.; + Added 1 more weapon slot. Now it's 3 of them; + Switching between weapon slots now produces sound of the weapon that is equipped in your left (main) hand, Note: if left hand is empty and right hand slot has an item in it, that item's sound will be used instead, Note: sometimes weapons get shuffled, they don't disappear, nothing of that, but it can happen. I hope to have it fixed ASAP; + Empty weapon slots are skipped when switching, Note: when switching weapon slots with 'V' hotkey while inventory is open, empty slots are not skipped; + Multiplayer game start/join CLVL restrictions are restored; + Fixed the bug with shrine text display time depending on config fps setting; + Gladii are restricted to Murmillo/Secutor now (Dimachaerus and Thraex use only Sica swords); + Base life & mana formulae changed for: Murmillo: life: 3,5*bVit + 3*clvl + 2 (less), mana: (bMAG / 2) + clvl -1 (less), Trapper: life: (1,75 * bVIT) + (1,5 * clvl) + 24 (more), mana: (bMAG * 1,75) + (1,5 * clvl) + 4 (more), Guardian: life: 4*bVIT + 2*clv + 13 (more), mana: 1,5 * bMAG + 2*clvl + 11 (more); + Updated starting items on mage classes; + By now The Hell 2 has almost all of the important bugs from the DSF buglist fixed, if you know of any more original Diablo bugs - tell us, Note: the list is here: http://www.lurkerlounge.com/forums/thread-12422.html ; + Added new variations of starting weapons to equip Mage subclasses with proper tools at the start; + The problem with jewelry sometimes being repairable at Griswold's is fixed now (hopefully); + Updated spell icon design. Now the icons look more 3D and in Diablo 2 style. I also expanded spell icon database to 203 icons (was 50), Note: it may seem odd at first but you get used to it quickly, as with the expanded inventory, and extra icons will be needed for new spells anyway; Thanks for support: Artem Bashev v0.8207 (6:31 25.02.2019), hotfix + Fixed Savage and Guardian classes starting with wrong weapons; + Fixed a crash with starting Savage class, added block animations to G?S and G?M animation series - just in case; + Added clvl requirements to Sica swords. Changed STR requirements on Spatha and Great Sica; + Affix of 'Resist all' was reducing non-magic damage as well, now fixed; + Added 5 uniques on uID#2027 (Spatha Supina). Total uniques 359 now; + By accident recently added starter-only Mage weapons were findable. Made them unfindable again. These weapons can morph into something else; Thanks for support: Nocturne Prividyenie v0.8318 (20:36 28.02.2019), "Goin' Out West" (Tom Waits) + Fixed Savage and Rogue class-specific animation flaw where onehander + inactive shield would show dualwield animation; + Added 4 uniques on uID#2028 (Tachi); + Rare item price formula changed from qlvl*50 to qlvl*750; + Adjusted some unique items; + Melchior the Fat receives +1 item to drops; + An attempt made to prevent Adria items from morphing; + Added 6 uniques on uID#2029 (Odachi); + Assassin: elemental damage of acid on weapons has damage multiplier of 2.5 now (+100% acid damage from weapons); + Fixed the bug with unique items being picked randomly from the line, which produced low level trash uniques too often, Note: this may result in some of the existing uniques morphing into higher level variations for the given uID, beware, Note: otherwise, expect more quality uniques to start dropping; + Multi-frame spells from monsters (Inferno, Lightningm Flash) are getting nerfed. They were broken (minimum damage limits too high), New limits now: Inferno: dlvl / 4 + diff (diff = horror 0, purg 5, doom 10), Lite/Flash: dlvl / 6 + diff (diff = horror 0, purg 4, doom 8), Other spells: dlvl / 4 + diff (diff = horror 0, purg 6, doom 12), Note: this means that lightning demons and mages will no longer increase difficulty spike, their damage now will be adequate; + Added 5 uniques on uID#2030 (Ninja-To). Total uniques 374 now; v0.8329 (1:37 07.03.2019), "Pachka Sigaret" (Viktor Tsoi) + Fixed clvl requirements on Sica swords; + Gave clvl requirements to some uniques; + Mouse scrolling now goes through pre-set spells for F5 - F8 keys (it also doesn't function with perk- and shop windows open), Note: the feature is optional but turned on by default in config.ini (see "gameplay options -> SwapSpellsOnScroll" line); + Changed inactive spell icon colors to: red background and greyed icon. We'll see if it's accepted well; + 'Swift Learner' perk now starts with lesser numbers bug goes up to same values as before, just changed progression; + Some classes are allowed to block in melee combat with certain weapons: Shugoki: axe, Kensei: two-handed sword / two-handed blunt, Guardian: two-handed sword / two-handed blunt; + Rondache shields are now limited to Inquisitors; + Added 5 uniques on uID#2031 (Dao). Total uniques 379 now; + Added a universal check for PvM and MvM for monsters with certain immunities (SC, quest_state, etc.); + MvP Ranged: damage calculation is simplified to reduce ARD first, DFE - second; + Introduction of quest entrances in town would overwrite the global variable used for determining where to return from a quest level: fixed; v0.8334 (4:02 09.03.2019), "Feral Spirit" (Paleowolf) + Grimoires now use book flip animation; + Yet another revision to spell icon design: inactive icons are greyed out instead of going red (I am sure now that red was a wrong color); + Active/inactive spell icon color now depends on config option for mana orb color. Blues orb gives blue icons, black orb - black spells; + Added 8 uniques on uID#2032 (Light Maul). Total uniques 387 now; + Improved pictures for Shinobi blunts; + Modified 'Steel Skin' perk description; + Toughness perk progression slows down to +1% after level 5; Thanks for support: kornoux v0.8406 (15:19 19.03.2019), "The Queen" (James Horner) + Gharbad the Weak now has regular item drops (not 'mace' as before); + Ironman mode: +25% to XP gains, Nightmare mode: +50% XP gains (it's not a multiplier of total XP, it's an adder); + Inactive spell icons now can be made look red: added new config option 'RedInactiveSpellIcons' which allows for it; + Sharp combo line eradicated, some items are assigned to warriors, some to Maiden/Rogue; + Short Knife and Wooden Club will no longer be a common drop (Knife is allowed to Warriors, Club - to Warriors/Gladiators); + Added some more base items for classes that lacked in them: Kensei, Rogue, Iron Maiden; + Rods are now used by Warlocks, Orbs - by Mage/Elementalist only, and Beastmaster finally got his own line of weapons: ritual daggers; + Base damage formulae adjusted for some classes: Guardian with 2-handers: clvl * curSTR / 80, Kensei with 2-handers: clvl * curSTR / 75, Shugoki with axe: clvl * curSTR / 70, Savage with 2-handers: clvl * curSTR / 40 (damage boosted to compensate for no basic crit chance and no basic crit damage), Savage with crossbows: clvl * curSTR / 70, Murmillo with sharp/blunt+shield: clvl * curSTR / 70, Dimachaerus with two one-handers: clvl * curSTR / 85; + Diablo, Defiler and Uber Diablo: acid immunity revoked; + Added more various base items; + Necromancer shields are redesigned; + Added a new line of Shields for Shinobi; + Added 5 uniques on uID#2033 (Battle Flail); + Lowered VIT requirements on gladiator armors; + Added 8 uniques on uID#177 (Great Flail); + Added 5 uniques on uID#2034 (Polehammer). Total uniques 405 now; v0.8421 (10:14 25.03.2019), "Cordon" (Stalker OST) + Rare items now displayed in pink on automap; + Adjusted weapon rack item types according to class and new weapon restrictions; + Hephasto will now drop 10 items; + Added 5 uniques on uID#2035 (Heavy Maul); + Added 6 uniques on uID#2036 (Battle Axe); + Chamber of Bone spell reward changed to Fury for all classes but Mages, Bombardier and Trapper; + Added 6 uniques on uID#22 (Huge Axe); + Added 6 uniques on uID#2037 (Great Pollaxe). Adding unique axe weapons is complete now; + Added 6 uniques on uID#2038 (Spiked Knuckles); + Added 5 uniques on uID#2039 (Razor Nails); + Added 6 uniques on uID#2040 (Scissor Claw); + Diablo drops 2 more items now; + Added 5 uniques on uID#58 (War Staff); + Added 10 uniques on uID#2041 (Double-Bladed Staff). Total uniques 460 now; + [Duke] Fixed character attacks when shift-clicking potions to belt; Thanks for support: Markus King, Jason Pharr, Devon Cimini v0.8422 (13:07 26.03.2019), hotfix + Fixed broken monster stun formula; v0.8439 (15:18 29.03.2019) + Common shields are assigned to Warrior and Inquisitor and will not be accessible by all classes anymore; + Added a new line of shields for Shinobi + Assassin; + Added a new line of shields for Trapper + Bombardier; + Affix of unusual base damage now shows numbers; + Bosses have 50% damage resistance to acid flasks now; + Added a line of Mage + Elementalist specific offhand items: Orbs; v0.9000 (14:53 29.04.2019), "Reaching the Innermost" (Shape of Despair) Warning! Read this carefully before upgrading. This update reformats perks and items completely. Summoner classes are ready. But not for cooperative play. We still need work to do in that area. Loading game from previous releases will most likely result in gamecrash. Starting a new game session might work but it's possible you will crash while browsing through perks. If not, you will still experience a lot of magic / rare item morphing. The best way is to just start a new character. If you don't want to upgrade because of that and want to upgrade when version 1.0000 gets released, then don't update and stay on v0.8439. Also, subsequent patches will likely cause affix morphing. + Added new prefixes with acid / holy / arcane hit damage for melee weapons; + Expanded some affixes to allow for generation of low level affixes on some items (jewelry and staves in particular); + Added some low level suffixes that boost SLVL for certain spells; + Expanded summoner-specific suffixes making them available on all level ranges; + Corrected immunity for Warped One (on Horror / Purgatory). They will no longer stop Bombardier progress in Horazon's level; + Inactive spell icon colors updated; + Various works about the mod, lots of data adjustments in base items, unique items, base- and unique monsters; + Added affixes of 'summoning' series, to differentiate these from caster affixes and not have fighters and spellcasters suffer from having items with these anymore; + Improved affix segregation between caster and summoner gear (still need to segregate boots/gloves/belts properly); + Added 5 uniques on uID#2042 (Tetsubo tier 1); + Added 8 uniques on uID#2043 (Tetsubo tier 4); + Added 5 uniques on uID#2044 (Ararebo tier 5); + Added 5 uniques on uID#2045 (Ararebo tier 8); + Added 5 uniques on uID#2047 (Quilted Armor); + Added 7 uniques on uID#2048 (Lamellar Armor); + Added 19 uniques on uID#2049 (Amulet). Total uniques 519 now; + Added some more spell affixes; + Added 6 uniques on uID#2046 (Battle Helmet); + New Fury sound effect for Savages (Executioner uses his old sound), Monks; + Expanded on affixes of +% summon HP/accuracy/damage series; + Changed MvM Melee tohit formula to: monster.tohit + 35 - (defender.AC / 2). Minimum chance to hit in MvM is 20% now, maximum chance is 80%; + Summon (Golem) accuracy formula changed to: slvl + 2 *clvl; + Summon (Golem) armor formula changed to 4 * ( slvl + 10 ) - 39. Minimum 1, maximum 255; + Oil of Fortitude now will not upgrade item durability over 200 points; + Smart drop routine for bosses in SP is updated with fresh limitations to item drops from below. Items with the following types and qlvls are not allowed to drop now: Purgatory: LIGHT_ARMOR: QualityLevel < 8, HELM: QualityLevel < 8, SHIELD: QualityLevel < 6, AXE: QualityLevel < 7, BOW: QualityLevel < 11, MACE: QualityLevel < 12, STAFF: QualityLevel < 7, CLAW: QualityLevel < 11, TRAP: QualityLevel < 12, FLASK: QualityLevel < 12, BELT: QualityLevel < 7, BOOTS: QualityLevel < 9, GLOVE: QualityLevel < 9, SWORD: QualityLevel < 7, Doom: LIGHT_ARMOR: (not dropped at all), HELM: QualityLevel < 12, SHIELD: QualityLevel < 12, AXE: QualityLevel < 25, BOW: QualityLevel < 20, MACE: QualityLevel < 30, STAFF: QualityLevel < 19, CLAW: QualityLevel < 25, TRAP: QualityLevel < 24, FLASK: QualityLevel < 24, BELT: QualityLevel < 26, BOOTS: QualityLevel < 23, GLOVE: QualityLevel < 28, SWORD: QualityLevel < 30; + Changed some base item qlvl numbers to better match the new smart drop rules; + Lower mana restore from potions is now limited to Shugoki, Executioner and Savage); + [summons_work] Bosses get 50% less damage from summons; + [summons_work] Fixed a bug with all monsters in MvM Ranged getting only 25% damage, Golem now gets 75% less damage (as before), summons get 50% less and regular monsters get full damage; + Added 9 more character shield block sound variations; + [summons_work] Left-clicking summons does't make master attack them; + [summons_work] Master can no longer damage his summons with melee & ranged blows; + All 7 Savages classes received different randomized Fury sounds; + Rogues received new Fury sound effects; + Added 4 uniques on uID#17 (Full Helm); + Added 5 uniques on uID#2050 (Hounskull Bascinet); + [summons_work] Added some more affixes; + [summons_work] Set up formulas for all 8 types of summons; + Added 9 uniques on uID#2051 (Plate Corselet); + Added 5 uniques on uID#2052 (Winged Helmet); + Bombardier chances for critical strike are increased to 5+(clvl/5)% chance for +85% damage; + Added 8 uniques on uID#2053 (Wizard Plate); + Bosses in SP will no longer drop 1-handed sharps or blunts to Guardian class; + [summons_work] Mage / Warlock / Elementalist / Necromancer don't appear with a two-handed staff when using just a one-handed weapon now; + [Duke] Spell charges support added for all items now (recently added unique items that give some spell charges will now work better)// it's bugged< 75% ; + Demonologist / Necromancer / Beastmaster base mana formula changed to: (1,25 * bMAG) + clvl + 22; + Summoners lose their bonus +1 to mana regeneration; + Added a new line of Mage-only boots that spawn magic and summoning affixes; + All other boots will now have only battle affixes; + Mages can have now only their specific boot drops from bosses (basic Boots are an exception though); + Added 2 types of Necromancer-specific boots (light and chain tier); + Fixed 'item of mana' item names. Now these use 2nd magic name properly; + Fixed crash when trying to recharge items at Adria; + Monks were missing some endgame stage boots. Added 3 new types of base boots for them to compensate for that; + Perks now recieve support for full class, improved some old bad code right there; + Summoner perks are no longer accessible by all Mage classes and are limited only to Summoners; + Serenity perk now limited to Mage class; + Steel Skin perk limited to Murmillo and Executioner now; + All 15 levels of Toughness perk now give +2% to melee damage resistance each, Note: levels 6 to 10 are available to Savage, Berserker, Executioner and Murmillo only, Note: levels 11 to 15 are accessible by Executioner solely; + Summoner classes receive cooldowns (5 sec ) on attacking spells: Fire Bolt, Fire Blast, Lightning, Inferno, Elemental, Arcane Star, Flash, Charged Bolt, Ball Lightning, Holy Bolt; + Slayer and Expert Killer perks now available to all but Mage classes. Slayer gives more critical damage increase now ( +20% per level ); + Unstoppable perk gives twice as much points now ( +2 ); + Dodger now has 10 levels and goes up to +40 AC; + Master Caster perk now has 5 levels and goes up to +50% spell accuracy. It's available only to Mage classes, Rogue, Assassin and Bombardier now; + Ironclad perk gets 5 more levels that are available only to super massive Executioners. New levels improves DFE by 2 points each; + Overdraw perk is not available to all Mages, Assassin, Rogue and Bombardier now. They have zero reason to use it anyway; + Tuck Tails perk is now available to Murmillo too; + Strong Arm perk now not available to Archers, Mages, Iron Maiden (use your thorns!) and Bombardier; + Eagle Eye perk now unavailable to Mages and Bombardier; + Resist to acid, resist and immunity to cold added in PvM; + Increase or decrease to all resistance under Fury now affects all elements; + Resist all effect would increase damage resistance to physical spells and arrows. Now fixed, physical spell resistance removed, and arrow damage resistance wasn't even working (how ironic!); + Now resistance to arrow damage is supported and it actually works (ta da!): maximum resistance to arrow damage is [70-100]%, Note: it's calculated after processing DFE; + Added summoner perk that increases minion accuracy; + Innate melee damage resistance base formula changed heavily. Now it's BaseVIT/50 for minimum and baseVIT/25 for maximum; + Melee damage resistance cap set to [70-100]; + Removed all chracter class related improvements to innate melee damage resistance. Only Executioner gets +[5-10] resistance as base; + Arrow damage resistance innate bonus set to +[0-5]% for Shinobi, Rogue, Assassin and Guardian; + Added 3 tiers of boots for each summoner class - all have their lines of specific summoner boots now; + Mage boots no longer generate summoner affixes; + Perk 'Resistance' would get around the affix of 'lose all resistance' and not have its increment of resistance reduced by that affix, now it's fixed. This wasn't tested yet; + Fixed summon +%damage affix. Wasn't working; + Spell books now have unique image, each of them; Thanks for support: Monty Mooshabad, Alex Haynes, Robert Ruppert v0.9200 (23:12 01.05.2019), "Trust Me" (Terminator 2 OST) + Cold damage on hit and cold arrows added; + Telekinesis should no longer work on summoned minions; + Fixed display of visual immunity boxes; + Added support for cold on melee / ranged weapons; + Colored cold attacks (bright white scheme); + Fixed Summoner class cooldown exploit; + Elemental and Bone Spirit spells will not target undead monsters, stone cursed monsters, summoned minions, immune monsters (quest monsters that are not activated); + Secondary attack in AI#27 (Bonewing) now uses cold damage instead of physical (although it looks the same). Player resistance to cold damage (from monsters) works now; + AI#39 now uses missile that damages everything (physical), used only by Necromancer's tank and Freezelock boss; + New AI#40 (a.k.a. "Habibi") now uses new animation for cold spell, used by Skullwing types now who represent cold affinity monsters; + Fixed Zhar the Mad activation; + Tormentor monsters now use new AI#42: circle around target, shoot Firebolts, engage in melee; + Hopefully, fixed 'wrong dungeon object' crash scenario; v0.9300 (0:32 07.05.2019), "Promised Land" (Gustaf Grefberg) + Fixed 'wrong dungeon object' crash, again; + Perk points lost due to perk system rehaul for v0.9000 are now regained retroactively as a free spendable perk points; + Minor revision of Demonoogist minion stats; + Snow Liches now use different snow bolts that look much better; + Demon Scale now renamed to Great Scale Armor and is usable only by Beastmaster; + Dark Seraph now uses Snow attack; + Added 3 uniques on uID#2059 (Death Effigy). Total uniques 583 now; + Added some summoner body armors; + Removed summoning affix generation from common (caster) mage body armors because all summoners now have body armors for each tier; + Hitting spacebar now closes Perk window; + Added new stash format: visual, accessed through Gillian, works as integrated into save file, not shared, has 130 slots per tab, 100 tabs total; + For now, new Stash works without messing with the old, but old one will be removed in about two weeks after the public release of this version. Move what you need into the new one; + Stash is not accessible in Ironman / Nightmare modes; + Added 1 more unique on Gladius VIII. Total uniques 584 now; + Executioner is given a better color scheme when in plate armor; + Templar is using a different color scheme in mail armor (white); + Updated look for mail and plate tier Dimachaerus; + Level up progress no longer shown in character info panel. Instead, arrow damage resistance is displayed; + Gold, quest items, elixirs and precious stones cannot be put into the new Stash; + Apoc (from monsters) hits summoned minions and Golem now (they used to be immune); Thanks for support: Christian von Mellenthin, Jeffb v0.9311 (23:55 08.05.2019) + Added new belts for Necromancer, Beastmaster and Demonologist. These can generate magic and summoning affixes; + All other belts cannot spawn summoning affixes anymore; + Restoring Telekinesis as default skill to Monk classes (no idea how it got changed, which is the weirdest of things); + Last 5 tiers of STR line 1Handed blunt weapons are limited to Warrior & Templar now. Duplicates of these items are using different stats and are limited to Gladiators; + Fixed Adria morphing bug; + "Toughness" perk levels 6-10 are now available to Guardian class; + "Ironclad" perk levels 11-15 are now available to Guardian class; + "Ironclad" perk scales better after level 10 now; + Fixed the gamecrashing bug with blocking arrows (or spells, if with 0% resistance to them) in North-NorthWest direction; + Fixed a bug with clicking on stash window that resulted in character going off wandering (with stash open); Thanks for support: Pshemsky, Jeff Halfhide v0.9319 (22:45 09.05.2019) + Removed affixes that added spell levels to Mana Shield, Hydra, Fury and some others. They weren't popular and people were complaining they are just place holders; + Changed affixes that added SLVL to some damaging spells into affixes that add [x - y] to damage of the spells; + Executioner is allowed to go higher in Steel Skin perk: added +5 perk levels for him; + Lots of body armors give resistance to damage from arrows now. Mostly mails and plates; + Fury effects for Iron Maiden changed: -clvl to AC, +clvl/3 to minimum melee damage resistance, +clvl/2 to maximum melee damage resistance; + Assassin Fury effects changed: +3,5 * clvl to damage is removed, added increased chance to crit ( +(clvl/10)+5 ); v0.9324 (23:28 11.05.2019) + Upgraded Fury effects for many classes: case PFC_GUARDIAN: accueacy + charLevel / 2; AC + 4 * charLevel / 5 + 5; Damage - ( charLevel / 5 ) * ( charLevel / 5 ); slvl - 3; damageFromEnemies -= charLevel / 10; rangedAbsorbPercentMin + charLevel / 5; rangedAbsorbPercentMax + charLevel / 3 + 4; case PFC_ASSASSIN: critChance + charLevel / 10 + 10; critDamageMin + 20 * charLevel - 10; critDamageMax + 25 * charLevel; AC + 5 * charLevel / 8; resistAll + charLevel / 4; rangedAbsorbPercentMin - charLevel / 2; rangedAbsorbPercentMax - charLevel / 2; sllv - charLevel / 10 - 2; case PFC_IRON_MAIDEN: meleeAbsorbPercentMin + charLevel / 3; meleeAbsorbPercentMax + charLevel / 2; damageFromEnemies - charLevel / 4 ; resistAll - charLevel / 4; case PFC_SAVAGE: spellsIncreasedLevels - charLevel; addsDamage + 3 * charLevel; damageFromEnemies - charLevel / 3; accuracy + charLevel / 3; AC - charLevel / 3; case PFC_BERSERKER: spellsIncreasedLevels - charLevel / 5; addsDamage + 4 * charLevel; damageFromEnemies - 2 * charLevel / 5; // 40 % meleeAbsorbPercentMin + charLevel / 2 + 10; meleeAbsorbPercentMax + charLevel / 2 + 10; rangedAbsorbPercentMin - charLevel / 2 + 5; rangedAbsorbPercentMax - charLevel / 2 + 5; accuracy + 2 * charLevel / 3; AC - charLevel; case PFC_EXECUTIONER: spellsIncreasedLevels - charLevel; addsDamage + 9 * charLevel / 2; damageFromEnemies - 3 * charLevel / 7 - 4; accuracy + charLevel / 2; AC - 2 * charLevel / 3; lifeRegen + 2 * charLevel; + Added 5 uniques on uID#2060 (Hooded Helm). Total uniques 589 now; + Added 9 uniques on uID#2061 (Gloom Helmet). Total uniques 598 now; + Adjusted damage on early two-handed sharps and blunts. Added some new ones; + Added DFE to late Necromancer shields; v0.9331 (18:45 15.05.2019) + Executioner stun threshold formula changed to: Rnd( 2 * (clvl / 2) + 7) + (clvl / 5) + (bVIT / 4) + 1. Should become more resilient now; + Heavy revision of perks. Mostly, expanded them with new levels for specific classes; + Added 2 new uniques suggested by patron. One on War Sica, another on Light Maul. Total uniques 600 now; + Effect of Ruin (10% chance for +200% damage) changed to 20% chance for doing +100% damage; + Effects of +50% total damage to Undead/Demons changed to +40% damage..; + Effect of Dread changed from 1-260% to 80-160%; + Added 2 uniques on uID#2062 (Ironplate Belt). Total uniques 602 now; + Stash duping bug fixed; Thanks for support: charly v0.9335 (11:15 17.05.2019) + Added 1 unique on uID#2063 (Full Plate Shinguards). Total uniques 603 now; + Added some patron suggested uniques: 1 unique on uID#2064 (Pitfiend Skull) and 1 unique on uID#2065 (Great Axe). Total uniques 604 now, Note: if you don't know yet, for $50 you can design and add a unique item to the mod, and it will stay there forever, PM me and we will create it; + Fixed one of the reported gamecrashes (related to drawing a monster corpse); + Debug messages about bugged monsters when playing summoners are turned off; v0.9347 (23:04 22.05.2019) + Level transaction character freeze bug fixed (hopefully); + Revised steel skin perk again; + Minor debuff of Assassin Fury effects; + Completed design of Shinobi+Assassin shield line; + Added 2 sharp weapons for Executioner class; + Fixed Guardian base damage checks for two-handed sword/mace. Base damage divider was 300 instead of 80 because of a faulty check; + Increased Guardian base damage with 2handed melee weapons by adding (CLVL-1) to it; + Assassin acid damage modifier reduced: 2.5 -> 2.0 ; + Global cold damage modifier from weapons is reduced: 0.25 -> 0.2 ; + Cold immunity issued to some critters; + Added 4 uniques on uID#2064 (Pifiend Skull). Total uniques 608 now; + Added 8 more uniques on uID#2065 (Great Axe). Total uniques 616 now; v0.9500 (19:07 24.05.2019), "Badimo" (Juno Reactor) + In Ironman quest levels 'X monsters left' line is no longer shown twice; + Added 5 uniques on uID#2066 (Leather Jacket). Total uniques 621 now; + Added 4 uniques on uID#2067 (Field Mail). Total uniques 625 now; + Added 7 uniques on uID#153 (Banded Plate). Total uniques 632 now; + Iron Maiden will no longer get non thorn-themed body armors and helms (except for the first one in Rogue class line) from bosses; + All drop limitation checks used for bosses are now used for monsters as well, Note: this should drastically increase loot quality; v0.9510 (13:00 26.05.2019) + Added restrictions to monster drops in SP Purgatory (missed that in the previous update); + Added 4 uniques on uID#2068 (Leather Harness). Total uniques 636 now; + Fixed Imperial Shield picture; + Rebalanced Assassin Fury effects; + New picture for Nether shield; + Inquisitor acid damage quotient lowered to 1.0; + Global acid damage quotient (from weapons) lowered: 2.5 -> 2.0; + More damage with holy weapons for Templar: 2.0 -> 2.25; + Added 4 uniques on uID#114 (Mug Helmet). Total uniques 640 now; + Added 4 uniques on uID#6 (Scare Mask IX). Total uniques 644 now; v0.9518 (21:24 26.05.2019) + Added support for acid / cold / arcane arrows on monsters; + Apocalypse Clan archers now deal less damage (was op) and use cold arrows instead of fire arrows; + Venom Clan archers now use acid arrows, and deal less damage to compensate; + Gloom Clan archers now use arcane arrows and do less damage (but not much, beware); + Grossblow renamed to Mancubus; + Ice Stalker now uses cold arrows instead of ice bolts; + Frozen Horrors now use cold arrows instead of lightning arrows; + Removed some stupid names from rare item name generator ("Devine", "Prick", etc.); v0.9524 (0:11 29.05.2019) + Alexandrite renamed to Amethyst; + Added 1 more unique on War Sica. Total uniques 645 now; + Lustsoul casts blue star now; + Some bosses use different AIs now; + Acidbat/Firebat bosses on floors 19/20 will now use blue star attack; + Expanded Blood Witches to floors 17 and 18. Added 2 new bosses for them; v0.9525 (15:26 29.05.2019) + Fixed a bug that prevented uniques based on uIDs #256+ from dropping. This should allow all unique items to drop now, Note: that means some 500+ more uniques will suddenly get available now; v0.9532 (14:42 31.05.2019) + Added 3 uniques on uID#118 (Sage Mask). Total uniques 648 now; + Added 1 unique on uID#2069 (Large Axe). Total uniques 649 now; + Added 3 uniques on uID#2070 (Lorica Segmentata). Total uniques 652 now; + Added 6 uniques on uID#2071 (Dimachaerus Galea VII). Total uniques 658 now; + Revised some uniques; + Fixed Gloom Clan not attacking with arcane arrows; + Eldritch globe is one-handed now; v0.9537 (0:41 03.06.2019) + Added 4 uniques on uID#161 (Full Cuirass). Total uniques 662 now; + Added 1 more unique on uID#2008 (Ring). Total uniques 663 now; + Added 3 uniques on uID#2072 (Centurion Vambrace). Total uniques 666 now; + Changed flip animation for 2nd tier Arkaine's Valor; v0.9600 (2019-06-10) + Sharps and blunts now show expanded info that gives clue on how to use them effectively; + Visual trade implemented. Old ways are still there for debug purpose. Will be removed later; + Certain requirements that are not meant on a given character will be shown in red when viewing item info; + Old stash deactivated in singleplayer mode; v0.9601 (2019-06-11) + Both stash types got cut in SP in previous build, fixing; v0.9606 (2019-06-12) + Thraex class will now see sharp weapon descriptions without the -50% to undead part; + Fixed faulty code in Executioner's life regeneration while attacking; + In Ironman / Nightmare modes, picking up Fungal Tome and reading it transmutes it into spectral elixir; + Automap is not shown if any window/dialogue is open, done to avoid unpleasant overlay; + Iron Maiden is given new class skill now: Item Repair; + Fixed a bug with exploiting new visual windows; v0.9615 (2019-06-13) + New feature added: "No striptease": it is now impossible to change equipped items in battle mode (except for weapon slot items); + Haggler perk now affects repair, recharge, identify and restock prices; + Pressing middle mouse button now scrolls weapon slots forward; + Fixed in-game menu animations, they would stop after machine spent 49+ days without rebooting (a rare original D1 bug, but we fix them all anyways); + Added sounds when shift-clicking items in stash; + Pressing ESC in visual trade window(s) no longer opens main menu, just closes the trade; + Gems were allowed to be stashed unintendedly, fixed; + Adjusted some tooltip texts when in stash window; + Added 'exit' button in trade windows; v0.9623 (2019-06-14) + Oils will now be used after being actually applied, not on right-clicking them as before, Note: if you right-clicked accidentally or reconsidered, you can right-click again to cancel the action without losing the oil; + Healing potions cannot be used if player is at full health. Same with mana potions. Holy waters and even elixirs are accounted for, Note: spectral elixir can be used if it can up at least one stat; + Casting runes on monsters now doesn't activate melee fight on a character, which means casting runes on monsters is fixed; + Developermod option is considered a cheat now. With it, some debug features are disabled. Getting closer to release, cleaning up, all that; + Amount of characters that can be created and stored in meta menu is now 100 (10x more than before); + Added 5 uniques on uID#2073 (Terror Plate). Total uniques 671 now; v0.9626 (2019-06-15) + Removed old trade dialogues; + Bosses changing trn color after death: fixed; + Added layer of blood on dead monsters (who showed blood); + Fixed recent changes in undrinkable potions (spectral elixir and holy waters in particular); v0.9700 (2019-06-17) + Fixed transferring full class data over net. This will fix a lot of subclass related bugs in coop; + Added 7 uniques on uID#2074 (Lorica Hamata). Total uniques 678 now; v0.9707 (2019-06-17), hotfix pack Warning: start new game with your character(s) after this update, game session needs to refresh to upgrade the changes (not new character, ok? just new game) + Fixed Haggler perk logic in visual trade; + Critical bugfix: DeathMonstersMap is extended to store more than 30 different corpse types per level, fixes crash on some dlvls; + Restock tooltip minimized to prevent obscuring of bottom line of the window where jewelry resides; + "No striptease" turned off in multiplayer mode; + Fixed game mode displayed over trade windows; + Hitting ESC with Perk window open now closes it instead of bringing up main menu over it; + Selling items to Deckard is deactivated now; v0.9712 (2019-06-17) + Izual now drops 10 items; + Fixed some flaws in certain unique items; + Added 7 uniques on uID#2075 (Yoroi Mail). Total uniques 685 now; + Added 6 uniques on uID#2076 (Plate Harness). Total uniques 691 now; + Added 6 uniques on uID#2077 (Spiked Plate). Total uniques 697 now; v0.9716 (2019-06-17) + 'Covetous' prefix qlvl reduced: 25 -> 24; + Added 5 uniques on uID#2078 (Thorned Mail). Total uniques 702 now; + 'Profit' suffix is assigned to 'IS_MAGIC' type and 'Blocking' suffix assigned to 'IS_BATTLE'; + Trapper class doesn't get bow drops from monsters (and bosses) anymore; Thanks for support: maxjoin, RC, Nevu v0.9719 (2019-06-20) + Added 3 uniques on uID#2079 (Thorned Aketon). Total uniques 705 now; + Fixed a critical flaw with the new item picture that could have led to gamecrash/freeze; + A surprise feature that I will not reveal yet, heh ; + Modified Skeleton King level layout for Purgatory and Doom, mainly removing stairgank at the start; v0.9722 (2019-06-22) + Added 15 uniques on uID#2080 (Chainmail Boots). Total uniques 720 now; + Added 15 uniques on uID#2081 (Scalemail Greaves). Total uniques 735 now; + Added 15 uniques on uID#2082 (Mesh Boots). Total uniques 750 now; v0.9725 (2019-06-23) + Added 19 uniques on uID#2083 (Scale Belt). Total uniques 769 now; + Added 18 uniques on uID#2084 (Chained Belt). Total uniques 787 now; + Added 13 more uniques on uID#194. Total uniques 800 now; v0.9730 (2019-06-25) + Executioner base damage will drop to 1 if equipping a shield; + Fixed wrong damage display on non-weapon items. Plus, adjusted some values; + Modified random number generator function #2 to fix potions dropped detected as dupes, same with gold dropped by player; + Fixed resist all + resist [elemental] generated on the same item not displayed properly (was a cosmetic bug); + Cleanups in character base damage formula code; v0.9733 (2019-06-25) + Edited Nightmare mode description; + Lighting bug fixed, hopefully (the one that would randomly lighten up area around character); + Randomization of base item linked to MF value. For monsters drop only; v0.9740 (2019-06-27) + Revised descriptions on a ffixes of melee elemental hits on weapons, for spell damage\percent affixes and for element damage\percent affixes, Note: the descriptions should be more or less accurate, Note: element damage increasers affect both flask, spell and weapon elemental damage types, they affect everything; + Added 5 uniques on uID#2085 (Scare Mask); + Added 19 uniques on uID#2086 (Steel Mittens); + Added 19 uniques on uID#2087 (Articulated Gauntlets). Total uniques 843 now; v1.0000 (2019-07-26), "Hell Awaits" (Slayer) Attention! This is the first released version. This is new to us and it might take some time before we stabilize the mod. If you want absolutely stable mod, wait another month before you play. The released version wipes characters, items and shared stash. Old early access / beta characters and items cannot be salvaged. Also, swapping characters between SP and MP modes is no longer possible. Your active testing and feedback will aid greatly in our fixing and optimizing what remains flawed in multiplayer. + Dialogues centered on the screen (used to be alighned by left upper corner for 640x480 resolution); + New game window alignment system introduced: centered on the screen: left and right windows together (almost); + New game window alighnment system added: album: game screen is split in two halves like a book and info windows is centered on each page of the book, + Note: modify in config: "set centeredpanels" off/on ; + NPCs no longer selectable under game dialogue windows; + Perk window is centered on the screen by the middle; + Treasure map display is centered by the middle of the screen; + Fixed centering of player message window; + Various visual enhancements of GUI; + Adjustments to affix descriptions; + Added 8 uniques on uID#2088 (Leper Ironmask). Total uniques 851 now; + Sharpshooter elemental arrow damage factor set to 1.0 (was 1.25); + Scout elemental arrow damage factor set to 2.0 (was 1.0), Note: there we go, she has her thing going now; + Scout base damage with bows set to: (cStr + cDex) * Clvl / 250; + Updated class descriptions for many classes (on character creation screen); + "No striptease" turned off in SP Hardcore, Ironman and Nightmare modes as they are not forgiving mistakes. Basically, it's activated only in SP Normal mode now; + Fixed weapon slot shuffling bug; + Fixed tooltip clearups in main menu; + Spectral elixir didn't have 'right-click to use' line in tooltip: added back; + Fixed some uniques; + Added 9 uniques on uID#2089 (Plate Mask). Total uniques 860 now; + Added 1 more map layout to Island of the Sunless Sea quest; + Fixed Fury effect formulae on some classes; + Added 2 new amulets (base item) to close the gap in qlvls of amulets where they would appear too rare. One is common level 10, another is battle affix only level 21; + Replaced image on old qlvl 2 amulet; + Replaced Initiated Robe image with a new one; + Cloak item gets new image; + Witchfire the Unholy renamed to Blood Widow; + Robe gets new image; + Preparations began for expanding set item system; + Added 7 uniques on uID#2090 (Ritual Helmet). Total uniques 867 now; + Pit Fiends are beasts now; + Added 5 uniques on uID#2091 (Dark Lord Helmet). Total uniques 872 now; + Fountain of Tears effect changed from casting Reflect spell on a player to giving +10% resist all until dungeon level is changed; + Trapper class doesn't get bow drops anymore form dungeon objects; + Fixed some errors in unique item data; + Monster gold drop chances reduced by difficulty: 64 - 47 - 32 ->> 43 - 28 - 13 ; + Added 1 more unique on uID#1 (Ring). Total uniques 873 now; + Summoners would resummon minions with least hit points. Now they resummon according to order of summoning, as in D2 (hello to Guza); + Changing items in battle mode for singleplayer normal mode is now put under option. Manipulate "AllowBattleStriptease" option in config: on / off (off by default); + Added 10 uniques on uID#2092 (Full Plate Greaves). Total uniques 883 now; + Added 1 more variation of Disused Reliquary quest map; + Added 1 more variation of Fleshdoom quest map level 3; + Added 10 uniques on uID#2093 (Lesser Orb). Total uniques 893 now; + Some more affix description upddates; + Changed some ring item base imagery; + Changed some more base item pics, giving it all a fresh look; + In Ironman mode, quest levels that are treated like dungeon level 4/8/12/16/20/24 could give "you can save & exit" message when cleared. Fixed by excluding these areas from the check; + Shared Stash is removed completely now; + Guardian class is no longer sold one-handed weapons. Trapper is not offered bows in shops anymore; + Changed singleplayer and multiplayer formats and made them incompatible with old beta character savefiles. Here comes the wipe; + It's no longer possible to interchange character files between SP and MP; + Added Vsync option to config file; v1.0001 (2019-07-27), hotfix + Fixed 'Detsa' ring unique: flawed data caused gamecrash; + Deactivated "Overdraw" perks for Trapper class, as she will no longer use bows; v1.0002 (2017-07-28) + Added some melee damage resistance to some low level body armors; + Revised some base damage coding. Didn't change balance, just code cleanups; + Auto-map now displays mana pots as grey when potion color option in config is black. If potion color is blue, then auto-map shows them in blue as well; + Fixed reported Clergy Ring bug (used to increase only minimal gold find value); + Non-summoner class characters no longer get summoner books in dungeons and in Adria shop; + Characters now can't have their life reduced below 1 hitpoint when in town. This should fix the problem when you can die swapping gear or from negative life regen; + When Trapper dies, her traps are cleared instantly to avoid exploiting 'kill in afterlife' bug; v1.0003 (2017-07-28) + Fixed Eye of Scion unique; + Conservator perk rebalanced: arrives at 60% decrease on level 9. Further levels are accessible only by Executioner (10) and Iron Maiden (12), Note: progression now goes like this: 10, 19, 27, 34, 40, 45, 50, 55, 60, 65, 70, 75; + Trapper no longer has access to Eagle Eye perk (traps have auto-hit anyway, it would be wasted). If your Trapper had it, the points would be given back retroactively as unspent; + Guardian class will not get one-handed weapons from chests anymore, same about Trapper and bows; + Trapper weapons now display delay time to give players more information and avoid confusion when evaluating DPS on these things; v1.0004 (2019-07-29) + Swift Learner perk gets 5 new levels; + Slayer perk (and Expert Killer) is not accessible by Bombardier class anymore; + Guardian class doesn't get Tuck Tails perks now; + Fixed Beasthunter perk for Dimachaerus - was broken; + Fixed speedbook display. It gets cut on the left without going into 4th dimension there somewhere; + Robe (generic) redesigned into Lightened Gambeson. Different looks and stats now. Requirements are the same as before; v1.0005 (2019-07-29) + Fixed "Runeguard Treads": that unique used to lead to game crash when trying to see its stats; + Butcher drops +1 item now; + Disabled running in MP mode. Running breaks synchronization; + More gold drops and more items drops in MP according to number of people playing (or number of people who hit the boss) is deactivated; + Loot in MP is now instanced. Players will see their own items dropped by monsters and dungeon objects. It's now impossible to see what other characters drop on the floor, Note: what you find is what you get now, that's the rule. This also applies to magic find mechanism, Heavy Drinker perk, and gold find (including Gold Fever perk), Note 2: many MP bugs should be fixed by now, but NOT summoner gameplay. Summoners will cause bugs, guaranteed. Better don't play them and report bugs not connected to summoners; + If someone else gets drops in MP and you are not on the same DLVL with them, you don't get that loot; v1.0006 (2019-07-30) + Infravision doesn't make you see trapped objects now, you need to use Awareness perk for that; + Added 6 uniques on uID#76 (Eldritch Globe). Total uniques 899 now; + Removed [11-15] armor from Eldritch Globe; + Fixed 3rd variation of Cursed Blade quest level 3 (overdid sprites and ran out of them); v1.0011 (2019-08-03) + Added 3 more uniques on uID#182 (Cape). That should boost variety in early unique cape drops. People were getting too many Neophytes. Total uniques 902 now; + Running in multiplayer is made possible again, thanks to Jedi level skills of TH team programmers; + Some data fixes in base item table, nothing critical though; + Updated ReadMe again, added more info; + Fixed 3rd variation of Cursed Blade quest level 3 again; + Fixed recent bug with MP game crashing when you enter a dungeon where there's another player fighting monsters; + Added new perk for Iron Maiden; + Fixed some recent warnings in summoned minion data values; + Slain Hero now drops items according to full class, and item types are adjusted for each class; + Butcher made significantly easier when playing on Purgatory / Doom difficulty of Ironman / Nightmare mode; + Trapper, Assassin and Bombardier classes receive new unique item rewards for completing Anvil of Fury quest now; + Fixed Belphegor's Hell Forged cold resistance attribute; + Fixed mana potion display on minimap (black version). Holy waters are displayed in very bright blue (almost white) color on minimap; + Fixed a bug with not killing summoned minions of a non-host player when switching dungeon levels; + Changed some multiplayer message texts; + Summoned minions deal less damage to monsters according to number of players in game: 1: -0%, 2: -25%, 3: -37%, 4: -50%; + Reworked all Anvil of Fury rewards - all 29 classes now get items that can be used, including new unique items; + All multiplayer crashes and disconnection (timeout) bugs are fixed now (at least, they should be, unless some are still lurking). It should be now safe to play multiplayer; + Nerfed Griswold's Edge 1-handed uniques a little. New two-handed variations are buffed; v1.0012 (2019-08-04) + Fixed Wine from Tears perk name; + Kensei melee block chance now can be no more than 50%; + Executioner melee max block chance is raised: 10% ->> 15%; + Greatly revised accuracy with magical damage for certain classes: INQUISITOR: +80, SCOUT: +50, MAGE / ELEMENTALIST / WARLOCK: +25, DEMONOLOGIST / NECROMANCER / BEASTMASTER: -10, ROGUE / ASSASSIN / BOMBARDIER: +60, Note: other classes have it unchanged (+0%). This will increase chances to hit with elemental damage for classes that use it a lot: Rogue, Assassin, Bombardier, etc. v1.0013 (2019-08-06) Warning! Start new game session after this upgrade. Loaded game will lock up or crash - likely. + Book requirements are now calculated correctly when they are in stash/trade windows; + Sprite limit was raised from 125 to 3000; + Fixed new quest uniques (they would morph into random uniques from higher slots in the table); + Fixed gamecrash by Warrior classes when having nothing in hands and block is required; + Wine from Tears perk reduced in power (-50%); v1.0014 (2019-08-07) + Fixed a couple more uniques; + Grimspike and Fleshdoom now drop 10 items; + Adding new feature: "You are sooo in my way" (Best pickup line ever too^^): Summoned minions now don't block way for players. Summons can walk through players too; + Mage classes now get a chance to have books dropped by bosses in IM/NM modes of MP (around 33% for book instead of magic item); v1.0015 (2019-08-07) + Added 2 more uniques on uID#3 (Sash). Total uniques 904 now; + Optimized walking through summoned minions; + Fixed summons cleanup on game/dungeon exit; + Glitched monsters (ghosts) are cleared with a new function that seeks and destroys them. Not a proper fix but an effective workaround nevertheless; + Summoned minions no longer block player cursor. Summons no longer show info when hovered. Pressing Alt key with mouse over them shows their stats as before; v1.0016 (2019-08-08) + Added 17 uniques on uID#2100 (Plated Belt). Total uniques 921 now; + Added 1 more base Bardiche for Shugoki; + Fixed monster charge (animation). Was bugged because of incomplete sprite expansion; + DEMONOLOGIST / NECROMANCER / BEASTMASTER: +10 to spell accuracy instead of old -10; + Some meta menu code cleanups; v1.0017 (2019-08-10) + Added 7 uniques on uID#2101 (Traveller's Robe). Total uniques 928 now; + Starting weapon damage on Rogue and Maiden has been buffed; + Added 11 uniques on uID#2102 (Summoner Amulet). Total uniques 939 now; v1.0018 (2019-08-12) + Speaking to Lachdanan now spawns Golden Elixir on level 14 now, this way you can give it to him and receive quest reward in IM/NM modes; + Now it's possible to right-click Ted to transmute him into quest reward (works this way only in IM/NM modes); + In IM/NM modes, right-clicking Anvil of Fury now transforms it into your class/difficulty defined quest reward; + Savage class now goes 5 perk points deeper into "Strong Arm" becoming undisputed champion of raw base damage; + Savage class loses access to the following perks: "Slayer", "Expert Killer"; v1.0019 (2019-08-13) + Fixed a critical bug that froze the game and crashed to desktop upon attempting to load saved game, was caused by incomplete sprite limit update; + Fixed negative goldfind/xpfind affix overflow values; + Skyrock now can be transmuted with righ click into quest reward in IM/NM modes; v1.0020 (2019-08-14) + Updated some base item looks; + Leoric for SP IM/NM mode is nerfed (used to be a gamebreaker); + Using Horror dungeon layouts of Skeleton King Tomb to avoid them getting populated with OP monsters; + Tavern Sign now can be right-clicked in IM/NM mode to transmute it into quest reward; + Added new shaders that activate vignette/fog(blur) in game. Off by default, it can be activated in config, by setting "set fogvenfx" line to ON; v1.0021 (2019-08-14) + Updated more base item pics; + Bringing up game menu in SP IM/NM mode doesn't pause the game now; + Pressing MURDER HERO / ABANDON GAME in IM/NM mode now doesn't kill hero instantly, now it requires confirmation, Note: pressing F12 when that confirmation menu is up will kill current hero; v1.0022 (2019-08-15) + Game cannot be paused in IM/NM modes of SP if player is in battle mode. This will keep the battle tension up now; + It's now possible to activate new shaders in config separately. Update it and read the descriptions next to FullscreenFX; + Added support for new shader effect: Bloom. See config video options for details; + New picture for Visage Mask; v1.0023 (2019-08-17) + New pic for Reflex bow and Illusionist mask; + Active weapons slot now is show in the upper right corner of the screen. The type of damage is also shown by adjusting the text color; + Full revision of Warrior/Gladiator line of blunt weapon pics; + Scout loses physical arrow crits, totally. Gains elemental damage crits with the following formula: 1 +(CLVL / 10 )% for +50% damage; + Scout loses access to "Expert Killer" and "Slayer" perks; + Slightly decreased Demonologist's Impling damage progression with time (around 10% less damage on late levels); + Executioner class now can go no deeper than 5 levels into "Swift Learner" perk, and 3 levels into "Educated"; v1.0024 (2019-08-17), "Leto" (Kino) + Leoric in SP Hardcore mode is weakened too, same with Butcher; + Some updates in the readme; v1.0025 (2019-08-20), hotfix + MvP Melee: max block chances changed: Savage, Berserker: 45% -> 35%, Assassin: 25% -> 65%; + Reverted previous upgrade of Lachdanan's Golden elixir generation on level 14, now it works as before, just generated on level 14; + Insignificant changes to some quest unique stats; + Added 10 uniques on uID#2103 (Steel Jackboots). Total uniques 949 now; + Fixed multiplayer bugs that were introduced in v1.0024; + Fixed a bug with broken 15 level (and near levels) in multiplayer mode. (Sprites extension bug); + Fixed a bug with obsolete unique item code that, in case of presence of some unique items in save directory, caused different bugs (save loading failure, broken level architecture etc), Note: Hopefully, these problems will be gone now, but testing is required. Report anything suspicious, any thing ; v1.0026 (2019-08-20), hotfix + Affixes of critical percent and critical damage don't work with spells anymore; + Fixed Shugoki attack animation with inactive axe (this bug would completely break the game by the way and make Ironman mode progress impossible); v1.0027 (2019-08-21) + Added new picture to Girdle of the Phoenix; + Minimum life doesn't drop below 1 HP new after item modifiers (fixes negative life issue); + Island quest level doesn't apply DFE fines on players anymore when played in Ironman/Nightmare modes; v1.0028 (2019-08-22) + Acid arrows hit less times on hit: 15 -> 10. This makes them less dangerous and on par with other arrow types; + Elemental arrows from monsters deal less multi-hit damage outside of normal game mode now: Normal: arrow damage / 2, Hardcore: arrow damage / 3, Ironman: arrow damage / 3, Nightmare: arrow damage / 3; + Added 14 uniques on uID#2104 (Lightscale boots). Total uniques 963 now; + Iproved quality of some base item pictures; + Updated Readme; v1.0030 (2019-08-23) + Restoring Duke's patch to Lachdanan's quest: reversing it made it bugged (no elixir); + Adjusted some quest unique stats; + Revised goldfind affix values in affix tables; + Added 9 uniques on uID#2105 (Full plate boots). Total uniques 972 now; v1.0031 (2019-08-25) + Jousting plate now can be dropped for Guardian. Had to adjust its requirements for that; + Wine from Tears perk now adds flat values instead of life percent based ones. It also no longer gives mana. Now Iron Maiden is no longer broken; + Base damage with bows for non Archer classes would be displayed halved in character info window. Corrected now to display actual values; + Rising Sun nerfed; + Added 1 more unique on uID#2. Total uniques 973 now; v1.0032 (2019-08-26) + Azramon got cold arrow AI (along with minions); + Added 14 uniques on uID#2106. Total uniques 987 now; + Supplied some unique claws with new pics; + Fixed Wine From Tears again (used to increase life for each equipped item hit before) and rebalanced it; v1.0033 (2019-08-28) + Restored Educated perk for Executioner class; + Executioner can go 10 levels deep max into Swift Learner; + Full redesign of some (obsolete) base items; + Some code cleanups; + Updated ReadMe; v1.0034 (2019-08-29) + Iron Maiden stun threshold formula set to: RNG(CLVL + 8) + (CLVL / 3) + (bVIT / 8); + Wine from Tears perk rebalanced: added vitality requirements and revised CLVL requirements; + Replaced Kensei quest reward for Anvil: was using Guardian version before, now it's straight up dex blade; + Parmula shields now get +damage as a default feature; v1.0035 (2019-08-30) + Iron Maiden can go 10 levels deep into Toughness perk now (used to be 5); + Added 8 uniques on uID#2110. Total uniques 995 now; + Updated some affix descriptions; v1.0036 (2019-08-31) + Revised Uber Diablo damage resistance in PvM Ranged combat (includes arrow and magic damage): for Ironman / Nightmare modes: 78% in SP, 83% / 90% / 92% in MP Horror / Purg / Doom, for Normal / Hardcore modes: 84% in SP, 88% / 91% / 93% in MP Horror / Purg / Doom, Note: for arrows, damage resistance was 87% and 93% on multiDoom, for magic, damage resistance was: 87% in SP and 87% / 92% / 94% on MP Horror / Purg / Doom; v1.0037 (2019-09-01) + Fixed some rare affix data; + Summoners will now get summon tier 2 book from Slain Hero on Horror, and summon tier 3 book on Purgatory; v1.0038 (2019-09-03) + Summoner minion formulae changed so that perk boosts are taken into account: reduced max armor / accuracy and damage by 20-30 points, Note: boosting current Magic will have less effect on minions because of this, Note: Summoners should be now balanced as they were intended before adding Perks for them (that threw them out of comfort zone a bit); + Monster #39 no longer warps to player when attacked by summons, Note: it was the only monster (out of 200+) that warped if hit by minions, other warper types did not; + Slain Hero drop function updated to allow all types of items, it also removed drop sorting by item picture and drops items like a magic chest (concerning quality); v1.0039 (2019-09-04) + Corrected Thraex description; + Adjusted mlvl on following bosses (used to be 4 levels higher than intended): Horror Butcher, SP Horror Leoric, Mordessa, Wielder of Shadowfang, Hephasto, Lich King; + Flash (spell) formula changed from [3·Rec(slvl, Itt(clvl, Rnd[40] + 1))/2]/64 to: min: CurMagic + (CLVL * 10) * SLVL, max: (CurMagic + (CLVL * 10) * SLVL) * 1,5; + Inferno (spell) formula changed to: Rnd [ clvl * clvl ] + ((clvl * cMAG) / 1), Note: spellbook damage display gives a pretty accurate description of damage rating now too; v1.0040 (2019-09-05) + MvP Melee: Executioner minimal chance to be hit set to 33; + MvP Ranged: Executioner minimal chance to be hit set to 22; + Max chance to be hit in MvP Ranged set to: 95 - (bDEX/5); + Horn Clans have a little more HPs: 100-300 ->> 350-400; + Removed grates in original Leoric Tomb layout (to prevent safe Leo kill exploit); + MP games of Horror difficulty are now open to characters of any level. Purgatory difficulty is open to players of level 25 and above, Doom is open to all who are level 40 and above; + Revised SP location stairs access on all difficulties (mainly, reduced thresholds); + Executioner mode (damage penalty for being too experienced for a given difficulty in MP) turned off now that CLVL limitations are gone; + MP death gold penalty formula reworked to: CLVL * DLVL + Difficulty_modifier (horror: 0, purgatory: 1200, doom: 3800); v1.0041 (2019-09-05) + Fire Blast / Ball Lightning damage formula set to: CLVL + Rnd[ (cMAG / 2 ) ] + ( SLVL * 10 ); + Elemental (spell) damage formula set to: CLVL/2 + Rnd[ (cMAG / 4 ) ] + ( SLVL * 5 ); + Arcane Star damage formula set to: CLVL + Rnd[ (cMAG / 3 ) ] + ( SLVL * 8 ); + Firebolt (spell) formula set to: Rnd[16] + cMAG/2 + SLVL; + Hydra (spell) damage formula is fixed: was using some messed up recursive damage formula. Now its damage is equal to that of Firebolt; + Adjusted missile speed of player's Fire Blast / Ball Lightning to: SLVL/2 + 20, max = 40; + Holy Bolt/Nova (spell) damage set to: 5 + Rnd [cMAG/2] + Rnd [6] + SLVL*7 + CLVL*2 v1.0042 (2019-09-06) + Minor summoned minion formula updates; + Thraex base damage set to cSTR * CLVL / 65 when using melee weapons, with or without shield; + Warrior class can now go 5 levels deep into Tuck Tails perk; + Revised Gold Fever perk progression; + Shinobi can go 15 levels deep into Dodger perk; + Improved visual quality of some inventory items; v1.0043 (2019-09-09) + Templar, Assassin and Monk now show correct weapon damage modifier (against monster types); + Removed assert line to stop crashing with a wand of charges in one hand and nothing else in other swaps (crashed while pressing 'V' with spellbook open). A rare bug but still a gamecrashing bug; + Max possible block chance in MpV Ranged set to 75% for Warrior class and to 70% for everyone else; + Modified minimum chances to get hit in MvP Melee: Iron Maiden: 17 -> 19, Savage / Berserker: 20 -> 21, Guardian: 20 -> 19, Kensei / Shugoki: 18 -> 19, Bombardier: 15 -> 16, Assassin: 14 -> 15; + Max possible block chance in MvP Melee for Warrior increased: 75% -> 80%; v1.0044 (2019-09-11) + Added 6 uniques on uID#2111. Total uniques 1001 now; + Warlord of Blood drops 10 items; + Goat Shrine- and Skeletal Bonfire room generation was deactivated unintentionally, now restored; v1.0045 (2019-09-11), hotfix + Jousting Plate requirements modified again: STR[200-255], DEX[170-175], VIT[removed]; + Fixed melee damage modifier against undead. Now Templat deals +70% to undead with blunts, Assassin claws do -20% damage to undead; + Wrote support for Claw and Staff item codes for determining damage modifier on monster types, used to be missing and staff and claw modifiers didn't really work; v1.0046 (2019-09-14) + Revision to some Monk line body armor requirements; + Mildly optimized item drop limitations code; + Reworked 'Heavy Drinker' perk, now it goes 10 levels deep with increasing numbers; v1.0047 (2019-09-14) + Reworked Swift Learner, Obsession, and Gold Fever perks so that it's all balanced with afiixes ('5 perk points = 1 affix in power' rule); v1.0048 (2019-09-14) + Fixed Copper Coronet: was using wrong affix; + New Heavy Drinker level progression was broken, fixed; v1.0049 (2019-09-16) + Made an attempt to fix broken arrow damage resistance calculation. Seems like bug was introduced after removing Executioner mode; + Added 22 uniques on uID#2112. Total uniques 1023 now; v1.0050 (2019-09-16) + Added 5 more uniques on various bases. Total uniques 1028 now; v1.0051 (2019-09-18) + Fixed many unique item data bugs; + Added 3rd variation of Sunless Sea map; + Added 10 uniques on uID#2114. Total uniques 1038 now; + Added 7 uniques on uID#2115. Total uniques 1045 now; v1.0052 (2019-09-19) + Monsters could sometimes pierce characters under Mana Shield protection, would damage life instead of mana. Fixed now, Note: we believe it was caused by faulty character parameter recalculation when under Fury and it was ending, happened in a window of 0.05 of a second, a rare bug; + MSL caps raised (character total base stat sum): for CLVL (1-15): (CLVL*7)+70, for CLVL (16-20): (CLVL*7)+80, for CLVL (21-25): (CLVL*8)+90, for CLVL (26-30): (CLVL*8)+100, for CLVL (31-35): (CLVL*9)+110, for CLVL (36-40): (CLVL*9)+120, for CLVL (41-45): (CLVL*10)+130, for CLVL 46+: unlimited; v1.0053 (2019-09-19) + Fixed changes in MSL made last time; v1.0054 (2019-09-19) + Fixed changes in MSL formula (yes, again!); v1.0055 (2019-09-19) + Lord Obese' pack now uses new AI (melee, circling and magic missiles from distance); + Arcane Star affixes now increase Aracne Star damage instead of adding SLVL to it; + Vobul's pack now uses new AI (melee, circling and physical spell from distance); v1.0056 (2019-09-20) + Added 2 new AI's, assigned them to some monsters and bosspacks; + Monster Fireblast damage set to: Horror: DungeonLevel * 2 + 5 + Rnd[ DungeonLevel + 1], Purgatory: DungeonLevel * 3 + 67 + Rnd[ DungeonLevel * 2], Doom: DungeonLevel * 3 + 161 + Rnd[ DungeonLevel * 2]; + Monster Fireblast speed set to: Horror: 10 + (DungeonLevel / 3) + Rnd[ DungeonLevel / 2 + 1], Purgatory: 16 + (DungeonLevel / 3) + Rnd[ 2 + DungeonLevel / 2 + 1], Doom: 22 + (DungeonLevel / 3) + Rnd[ 4 + DungeonLevel / 2 + 1], Note: maximum speed is limited at 40; v1.0057 (2019-09-21) + Inquisitor class now doesn't modify damage with swords and maces against undead/beasts. Tooltips take that into account; + Base crit strength and chances revised on all classes in melee; + Removed Swift Learner perk levels 21-25, it is limited at 20 levels now. Levels 21+ were not really needed. I believe, this was the final revision of this perk; + Base crit strength and chances revised on all classes in ranged and magic combat. Rogue and Assassin get a particularly large dps boost in magical combat; v1.0058 (2019-09-22) + Monk staff damage got "-33% to beasts" modifier now; + Shinobi pants color changed to black; + Fixed faulty condition in PvM Melee damage modifier vs different species; + Bosspack generation rules changed. Boss minions are forcefully generated in the same room with their boss. Minion spawn radius also increased (4 -< 6), Note: in theory, this could lead to game freezes if there is not enough room for another minion, report to me if something like this happens; v1.0059 (2019-09-22) + Fixed double minion HP bug from previous build; v1.0060 (2019-09-24) + Skeleton King AI now summons minions only in Singleplayer's Normal and Hardcore modes; + Added 14 uniques on uID#2116. Total uniques 1059 now; v1.0061 (2019-09-24) + Rogue and Dimachaerus now get +15% damage vs beasts when wielding one or two sharps, and +15% damage vs undead when wielding one or two blunts, Note: when using mixed sharp + blunt, damage is still neutral vs all monter species; + Dimachaerus base damage with 2 sharps / 2 blunts set to CLVL * cSTR / 190, with sharp+blunt it's CLVL * cSTR / 380; + Rogue base damage with 2 sharps / 2 blunts set to CLVL * cSTR / 130, with sharp+blunt it's CLVL * cSTR / 260; + Inquisitor base damage with melee weapons set to cSTR * CLVL / 70; + Monk base damage with staves set to cSTR * CLVL / 135; + Shugoki base damage with pollaxe weapons set to cSTR * CLVL / 90; + Iron Maiden base damage in melee set to cSTR * CLVL / 80; + Savage base damage with two-handed melee weapons set to cSTR * CLVL / 50; + Executioner base damage with choppers / bones set to cSTR * CLVL / 35, with bare hands it's cSTR * CLVL / 25, with axe cSTR * CLVL / 77; + Secutor autohit chance in MvP Melee set to 18%; v1.0062 (2019-09-25) + Revised Fury effects on all characters; + Added 12 unique on uID#2117. Total uniques 1071 now; v1.0063 (2019-09-25) + Bosspack minion generation range set to 6 (was 4 and it sometimes resulted in level load freeze); + Initial arrow damage from monsters is reduced by 25% now, this will make arrow damage resistance more useful; + Revised CLVL requirements on Ironclad perk; v1.0064 (2019-09-26) + Minor debuffs to executioner life regen; + Flat crit damage affixes don't work with Trapper now; + Traps no longer roll flat crit affixes; + Modified Trapper melee crits to be in synch with arrow (trap) crits. Wrote support for char.panel to display crit damage as it is (doesn't display flat crit damage); + Trapper melee base damage set to CLVL * (cSTR + cDEX) / 3900; v1.0065 (2019-09-26), hotfix + Monk base damage set to CLVL * cSTR / 70; + Fixed bosspack generation, caused freeze on level loading; v1.0066 (2019-09-26), hotfix#2 + Previous hotfix didn't work, this one will; v1.0067 (2019-09-27) + Butcher AC is lower on Horror; + Butcher and Leoric made a little harder on Purgatory / Doom; + Shinobi base damage in melee set to CLVL * cSTR / 30; + Murmillo base damage in melee set to CLVL * cSTR / 76 + CLVL; + Warrior base damage in melee set to CLVL * cSTR / 60 + CLVL; + Inquisitor base damage in melee set to CLVL * cSTR / 98 + CLVL; + Guardian base damage in melee set to CLVL * cSTR / 125 + CLVL; + Templar base damage in melee set to CLVL * cSTR / 55 + CLVL; v1.0068 (2019-09-27) + Steel Skin perk redesigned. Toughness requirements replaced with (modest) Vitality requirements; v1.0069 (2019-09-29) + Sweep attack damage was wrong in melee: there was a redundant divider; + Sweep damage calculation rewritten. New formula for it is: Rnd[CLVL+1]% damage, Monk gets 50% higher than that. Means [1-50]% basic, and [1-75]% for Monk; + A lot of base helmets got arrow damage resistance now. Either increased or just added. Not all, but many; + MvP Magic damage initial reduction changed for all classes. Reduced to this percentage: Archers: 40%, Monks, Guardian: 46%, Rogues: 44%, Dimachaerus: 48%, Secutor: 42%, the rest: 50% (default); + MvP Arrow damage initial reduction changed for all classes. Reduced to this percentage: Archers: 60%, Monks, Guardian: 69%, Rogues: 66%, Dimachaerus: 72%, Secutor: 63%, the rest: 75% (default); + Iron Maiden stun formula set to: Rnd[ 2 * (CLVL / 2) + 8] + (3 * CLVL / 8) + (bVIT / 8); + Fixed and corrected many other minor things; v1.0070 (2019-09-30) + Added 7 uniques on uID#2118 (Mask Helmet). Total uniques 1078 now; + In Ironman / Nightmare modes right clicking precious gems will transmute them to gold (Defiler's gems are not included); + Included changelog from TH1 above, because TH2 is based on it; + Steel Skin perk levels 6-10 are available to all now, levels 11-15 are available to Savage, Berserker, Guardian, Murmillo, Executioner; + Added native arrow damage resistance to more base items; + Added 15 uniques on uID#2119 (Iron Mask). Total uniques 1093 now; v1.0071 (2019-10-02) + Upgraded some Executioner body armor requirements (mainly nerfed); + Upgraded some base item pics, added some pics for unique items (nearly 3000 images in item gallery atm); + Small fix to recent precious gem transmute patch; v1.0072 (2019-10-03) + Perk order revised; + Adjusted perk availability for certain classes so that they don't have access to them if they can't afford them; + Some base item stat adjustments and code cleanups; v1.0073 (2019-10-03) + Reverting perk order back to previous. This caused problems; v1.0074 (2019-10-04), "In the Distance Fading" (God is an Austronaut) + Added 18 uniques on uID#2120 (Sorcery Gauntlets). Total uniques 1111 now; v1.0075 (2019-10-08) + Revised Summoned minion stat formulas, reduced scaling of armor and accuracy; + Added 33 uniques on uID#2121. Total uniques 1144 now; v1.0076 (2019-10-08) + Fixed some typos and unique item data; + Added a memorial to heroes of Ironman tournaments on dlvl 2 in SP IM mode; v1.0077 (2019-10-08) + Reverting back Hall of Heroes: doesn't work properly; v1.0078 (2019-10-09) + Sparkling shrine XP gain formula changed: Horror: 1000 * dlvl + Rnd[500 * dlvl + 1], Purgat: 1000 * dlvl + 20000 + Rnd[10001], Doom: 2000 * dlvl + 40000 + Rnd[20001]; + Re-applied Hall of Heroes. Should be ok now; + Maximum one-time experience limited at CLVL * 5000; + In Multiplayer, one-time experience cannot be above of 1/40 of your xp difference between your old level and the next (regarding XP table); + Fleshdoom XP gains reduced to +75%, +100%, +125% for the three levels accordingly (was: +100, +150, +200); v1.0079 (2019-10-10) + Ranged damage absorption is now receiving passive increase from vitality (like MDR): +bVIT/50 to minimum and +bVIT/25 to maximum; + Berserker tier 1 helm redesigned; + Fixed a bug with Executioner mode that made characters who failed their block chance in melee take +300% damage, if they were above CLVL 36 on Horror or above CLVL 49 on Purgatory; v1.0080 (2019-10-11) + Heavy Drinker elixir chance per level reduced: 5% -> 4%; + Max block chances in MvP Melee revised: Guardian / Bombardier / Shugoki: 30%, Assassin: 60%, Savage / Berserker: 20%, Kensei: 40%, Executioner: 10%; v1.0081 (2019-10-13) + Character level up table (XP table) was using wrong numbers, fixed, Note: it will increase XP needed to gain levels starting from level 30 and forth, but now it's how it was supposed to be, Note: don't freak out when you see XP neede to reach next level on your exisiting level 35+ character; + Revised Swift Learner again ,since XP chart is using correct numbers now; + Maximum one-time experience limitchanged to CLVL * 5000; + Sparkling shrine XP gain formula changed again: Horror: 1000 * dlvl + Rnd[500 * dlvl + 1], Purgat: 3000 * dlvl + 27000 + Rnd[20001], Doom: 10000 * dlvl + 40000 + Rnd[50001]; v1.0082 (2019-10-13) + Fixed data mismatch in the last build; v1.0083 (2019-10-14) + MP games of Horror difficulty are now open to characters of any level. Purgatory difficulty is open to players of level 20 and above, Doom is open to all who are level 35 and above; + Elixirs are now allowed to be stashed; + MSL caps raised (character total base stat sum): for CLVL (1-15): (CLVL*7)+70, for CLVL (16-20): (CLVL*8)+80, for CLVL (21-25): (CLVL*9)+90, for CLVL (26-30): (CLVL*10)+100, for CLVL (31-35): (CLVL*11)+110, for CLVL (36-40): (CLVL*12)+120, for CLVL 41+: unlimited; v1.0084 (2019-10-14) + Maximum one-time experience limit at CLVL * 5000 removed now (deactivated), both is SP & MP, it's not needed anymore; + In Multiplayer, one-time experience cannot be above of 1/20 of your xp difference between your old level and the next (regarding XP table): +100% more XP allowed now; + Added more block sounds and adjusted them according to character class; + Phalanx of Immortals: new image; v1.0085 (2019-10-16) + Rogue and Assassin receive +2 to native mana regeneration rate (same as Monk and Mage); + Monsters that had 100% lifesteal, now have 200% lifesteal in MP mode. Monsters that had 800% lifesteal, now have only 400% lifesteal in IM/NM modes (in Normal/HC - still 800%); + Ghoul and Zombie get 500% lifesteal in MP, and 250% lifesteal in SP; + Corrected sound volume on thrown acid flasks and snowball spell; + Removed +DFE ( was: +(CLVL / 5) + 5 ) from Templar's Fury effect; + Warlock doesn't get more mana under Fury, instead he gains ( + CLVL / 2 + 1 ) to mana regeneration; + Savage had -5 * CLVL + 5 to SLVL under Fury, this effect is replaced with (3 * CLVL / 2 )% to XP gain percent (e.g., -36% XP modifier at CLVL 24); + Removed +CLVL * 2 to mana under Fury from Summoners, replaced with following effects: Demonologist: +CLVL/5 to minion AC, Necromancer: +(CLVL/10 + 5 )% to minion HP, Beastmaster: +CLVL/5 to minion damage; + Warrior: block chance under Fury increased by (CLVL/10 +5 )%; + Characters now start with randomly (150 - 250) gold pieces; + Berserker SLVL decrease under Fury lowered: -CLVL/10; + PvM Melee: in IM/NM modes, maximum chance to hit CorruptPaladins (and Lord of the Order) is set to 55%; + PvM Ranged: in IM/NM modes, maximum chance to hit CorruptPaladins (and Lord of the Order) is set to 47%; + Dragon Kins are harder to hit with arrows in PvM Ranged, modified max chance to hit to: SP: Horror 76%, Purg 67%, Doom 59%, MP: Horror 57%, Purg 49%, Doom 43%; + Biclops and Grunt Beast monsters get damage resistance in PvM Ranged: Horror: -6 DFE and -33,33% DR (for instance, 100 damage becomes 100 - 6 = 94, then 96 * 2/3 = 64), Purg: -24 DFE and -33,33% DR, Doom: -41 DFE and -33,33% DR; + Apocalypse damage formula changed to: CLVL * (Rnd[CLVL] + 1) (approximately, minDmg = CLVL, maxDmg = CLVL * CLVL); + Assassin / Rogue base mana formula set to: (2 * bMAG) + (2 * clvl) + 18; + Some work with SFX; v1.0086 (2019-10-18) + Monsters with life steal had their steal rating reduced by 50% (400%/800% life steals are not affected by this patch); + Equipoise and Scales of Affluence: new pics; + Sparkling shrine experience giveouts adjusted better: Horr: 250 * (DungeonLevel * DungeonLevel) + 250 + Rnd[ 250 * (DungeonLevel * DungeonLevel) + 1) ], from 500 - 750 on DLVL-1 to 100k - 200k on DLVL-20, Purg: 250 * ((DungeonLevel + 20) * (DungeonLevel + 20)) + Rnd[ 250 * ((20 + DungeonLevel) * (20 + DungeonLevel))) + 1)], from 110k - 220k on DLVL-1 to 400k - 800k on DLVL-20, Doom: 250 * ((DungeonLevel + 40) * (DungeonLevel + 40)) + Rnd[ 250 * ((40 + DungeonLevel) * (40 + DungeonLevel))) + 1)], from 420k - 840k on DLVL-1 to 900k - 1800K on DLVL-20; v1.0087 (2019-10-19) + Savage stun formula is using same as Berserker's now: Rnd[ player.CharLevel + 7 ] + (player.CharLevel / 3) + (player.BaseVitality / 7) - 1; + Some code cleanups; v1.0088 (2019-10-19) + Added 17 uniques on uID#2122. Total uniques 1161 now; + Added arrow damage resistance factor on some base items. A couple of items got melee damage resistance reduced and arrow damage resistance buffed. Kind of specialization; v1.0089 (2019-10-22) + Item works; + Reactivated previously inactive shrines that were turned off: Ornate, Secluded, Enchanted, Fascinating, Sacred, Tainted, Glowing, Note: the new effects are mostly boosts that work while you remain on current level: +1 SLVLs, +2 Light Radius (yes, it's a negative effect), +5% crit chance, + (2 + (CLVL / 10)) to regeneration rate of life and mana, +30% magic find, +50% gold find, +25% to experience; + Tainted Shrine effect changed. SP gives +10% light radius on current level. In MP gives nothing to the player who activated the shrine but gives Rnd[11] roll for each stat on all other players, Note: if roll is below 5, stat is decreased, if roll is above 4 then stat is increased. There is 5/11 chance for decrease and 6/11 chance for increase. So on average it's beneficial; + Glowing Shrine works this way now: drops tier 1 Oils of Repair in SP, in MP it drops two Full Holy Waters if DLVL is 1-12 and mode is Horror, after that it drops 2 random single stat elixirs; v1.0090 (2019-10-23) + Item works; + Added 11 new crypt palettes: 256 total now; + Added 3 uniques on uID#2123 (Beaked Helm). Total uniques 1164 now; v1.0091 (2019-10-27) + Updated some shrine texts; + Added 4 new unique items on demand. uIDs: 2124-2127. Total uniques 1168 now; v1.0092 (2019-11-12) + Added 28 new crypt palettes: 284 total now; + Updated stats on newly added uniques; + [Duke] Fixed a bug that could teleport player to Lazarus level upon entering certain tile on the level; v1.0093 (2019-11-15) + Fixed "Enigma" and "Reaper of Souls" items; + Summoned Hellboar death animation speed delay changed: 2 -> 1; + Summoned Hellboar AI changed to 24 (Viper); + Lazarus drops 3 items now; v1.0094 (2019-11-20) + Added 2 more uniques on uID#5. Total uniques 1170 now; + Fixed stats on some uniques; + Added new perk: Advanced User. Lowers stats required for equipping items; v1.0095 (2019-11-26), "The Gereg" (The HU) + Dimachaerus base damage with mixed weapons is now: cSTR * CLVL / 380 + CLVL, with two identical types of weapons: cSTR * CLVL / 190 + CLVL; + Redear added to Ironman Hall of Heroes as the winner of Q4 ' 2019 tournament; + Transmuting quest uniques now uses a different function and it should no longer result in item disappear if there is not enough space in inventory for the transmuted item, Note: it will drop transmuted item on the ground though; v1.0096 (2019-12-02) + Changed Templar image back to old; + Preparing the mod for monitors with framerate over 60 Hz: adding support for framerate up to 1000 Hz (even though modern displays stop at 300 Hz and most people still use max 60 Hz displays); + Improved interpolation: when running, framerate speed is significantly increased (looks smoother); + When setting up config framerate, don't set it over what your display supports IF you are setting VSync to ON; + Fixed floating number speeds (used to slowdown with higher framerates); + New high performance timer added for framerates over 60 Hz, but it's taxing on CPU (fps will drop on older CPUs, be aware); + Set framerate to 1000 to benchmark what your CPU can do in TH2 (dont forget to check showFPS to see how much it is); + When running in non-fullscreen, it is advised to set framerate to 200 for better smoothness; + Also, a check is required in multiplayer, to figure out how 2 people play together if their framerates are set to 60 on one computer and to above 60 on another; v1.0097 (2019-12-02) + Fixed duplicate creation on IM/NM quest item transmutation (let me know how it goes); + Corrections to some unique item data; v1.0098 (2019-12-06) + Eerie, Abandoned, Quiet and Creepy shrines now give more stats. Still +1 in Normal and Hardcore, randomly +[1-2] in Ironman and +2 in Nightmare mode; v1.0099 (2019-12-12) + Dimachaerus innate ranged damage reduction increased a bit: 28% -> 31%; + Added 2 new patron supported uniques, total uniques 1172 now; + Player Arcane Star/Nova damage formula set to: CLVL + Rnd[cMAG /2] + SLVL * 10; v1.0100 (2019-12-18) + Adding new option in config: quest randomizer ("RandomizeSPQuests" line under Gameplay options). Many wanted to have this option, now it's there (see description in config.ini), Note: be aware you should not load game after changing it, if you change the setting, pick new game with your existing character(s), Note: initially, it was an option for Ironman / Nightmarem but it quickly became evident it should be expanded to all modes of single player; v1.0101 (2020-01-07) + [DD] Fixed dead monster array overflow, this should fix some "floating" bugs and crashes, and also this should fix crashes in coop games with summoners recasting minions; v1.0102 (2020-01-08) + Revised critical hit chance and damage multiplier for all classes in ranged (non-magic) combat; + Shinobi melee crit formula changed to CLVL / 4 + 4 % chance for +200% damage; + Secutor melee crit formula changed to CLVL / 7 + 3 % chance for +125% damage; + Guardian melee crit formula changed to CLVL / 4 + 5 % chance for +225% damage and +[20-25] damage; + Dimachaerus melee crit formula changed to CLVL / 15 + 4 % chance for +50% damage; + Increased arrow damage resistance on some body armors; + Fixed Stone Ward unique; v1.0103 (2020-01-09) + Melee damage resistance limits lowered for classes that can block in battle. Minimum is 50%, maximum is 80%, Note: classes affected: Monk, Shinobi, Assassin, Maiden, Warrior, Inquisitor, Templar, Murmillo, Thraex, Secutor, Bombardier, Trapper; + Added one more variation of crypt music in sp doom. You need to upgrade to music pack v8.3 to hear it; v1.0104 (2020-01-10) + SP Doom Catacombs used to have no music randomize. It now can play randomly (50% chance) new track written for The Hell 2: Tomb (also needs music pack v8.3); v1.0105 (2020-01-10) + Melee damage resistance limits lowered for classes that can block in battle. Minimum is 60%, maximum is 80%, for others it's now 70/95 ; + Secutor melee crit formula changed to CLVL / 5 + 3 % chance for +125% damage; + MvP Melee: Dimachaerus autohit set to 17 (was 19), Shinobi: 19 (was 18); + Added 3 new Demonologist uniques; v1.0106 (2020-01-11) + Added 2 more Demonologist uniques (total 1177 now); + Gold bless shrine message updated; + [Duke] Dungeon objects should be able to drop summoner books in multiplayer coop sessions if at least one of the players is a summoner, Note: summoner books still shouldn't be available to non-summoner players (if something goes wrong, report to me); v1.0107 (2020-01-11) + Reverting changes from Summoner book drops in MP, caused crashes; v1.0108 (2020-01-13) + Deleted Chastity Belts; + Added 21 uniques on uID#2135 (Silk Gloves). Total uniques 1196 now; + Shinobi base damage formula set to cSTR * CLVL / 50; v1.0109 (2020-01-14) + Added 6 uniques on uID#2136 (Great Platemail). Total uniques 1202 now; v1.0110 (2020-01-15) + Added 1 unique on uID#2137 (Reinforced Greaves). Total uniques 1203 now; + Less chests spawned in Island quest; + Added 7 uniques on uID#2138 (Thorned Cap). Total uniques 1210 now; v1.0111 (2020-01-16) + Fullscreen switch fix implemented; + Some conflict resolve attempts; + Working with menu config; + Working with options; + Changing screen resolution on the fly works now. Fixed RenderCursor potential critical bug (feature deactivated for now, needs testing); + Turned on optimized code generation; + Working with optimization/profiling. Removing unnecessary and STL includes. Down with sluggish bullshit in game engine; + Cleaned some unused headers and modules. Simplified header structure, Note: performance should be increased by about 50% now, Note: also, if game crashes, it will create 'TH2CrashDump.tmp' file in the mod folder, send it to me - it will help in resolving the issue; v1.0112 (2020-01-17) + Updated config.ini (info regarding blue mana/potions). You need to update it and check these; + Added 15 uniques on uID#2139 (Sorcery Greaves). Total uniques 1225 now; v1.0113 (2020-01-20) IF YOU ARE HAVING FRAMERATE ISSUES, UPGRADE YOUR CONFIG.INI AND SET FPS TO 1000 AND VSYNC TO OFF (AND WAIT FOR US TO FIX THE ISSUE IF IT DOESN'T SOLVE THE PROBLEM) + Fixed a crash that occured in coop games with summoners recasting their minions (let me know if there are problems); v1.0114 (2020-01-21) + Boots of Equilibrium: fixed wrong data; + Added 1 unique on uID#2140 (Dawn Shield). Total uniques 1226 now; + Added 1 unique on uID#2141 (Bone Plate). Total uniques 1227 now; + Added 2 uniques on uID#2142 (Spiked Sabatons). Total uniques 1229 now; + Sphere of Holy Might is given a unique look; + Added 1 unique on uID#2143 (Anaconda Skin Belt). Total uniques 1230 now; + Added 1 unique on uID#2144 (Newborn Skull Belt). Total uniques 1231 now; + Added 3 uniques on uID#2145 (Armored Pelt). Total uniques 1234 now; + Added 1 unique on uID#2146 (Horned Barbute). Total uniques 1235 now; v1.0115 (2020-01-22) + Added 1 unique on uID#2147 (Spiked Helm). Total uniques 1236 now; + Many revisions to item images: cleaning up duplicates, adjusting and fixing looks; v1.0116 (2020-01-23) + Many items got new looks; v1.0117 (2020-01-25) + Added 1 unique on uID#2148 (War Scepter). Total uniques 1237 now; + Bolt Trap IV now shoots 3 times as slow and damage is tripled; + Inquisitor now does 200% with elemental attacks of fire, cold, electricity and arcane. Holy and acid are 100% now; + Added 9 uniques on uID#2149 (all tier 2 flasks). Total uniques 1246 now; + Removed penalties to life regeneration on DLVLs 22 - 24; v1.0118 (2020-01-26) + Fortitude and Focus progression is made more attractive in the beginning: gains are +2 after perk level 2; + Fortitude perk is now 25 levels deep for Executioner. Focus is 25 levels deep for Warlock; + Code cleanups (removing old TH1 references and validation checks); + Various performance optimizations (including undoing damage done by advanced user perk); v1.0119 (2020-01-28) + Guardian class will no longer get one-handed weapons from racks (let me know if there are problems); + Added new base item: Iron Hammer; + Added 7 uniques on uID#2150 (Mesh Gloves). Total uniques 1253 now; v1.0120 (2020-01-30) + Stat adjustments on some base items; + Updated looks for some relicts; + Various other minor adjustments; + Preps made to fix the mp saveslot bug; v1.0121 (2020-01-31) + Added 13 uniques on uID#2151 (Light Wood Shield). Total uniques 1266 now; + Changed duplicate Cloth Gloves uID to prevent unwanted obsolete uniques from dropping; v1.0122 (2020-02-01) + Smaller attribute penalty on the Cry of Seven Fathers uniques; + More variety in relict imagery; + Iron Maiden melee damage resistance caps increased to (75-85)% as she is supposed to get hit and withstand it; v1.0123 (2020-02-01) + Added new Monk class body armor (base); + Added error message for outdated item data file "Please update TH2data.mor file, item %i not found", instead of crashing randomly on game loading; + Fixed out of array crash on extended save number in mpq crypt functions - this should fix remaining crashes in multiplayer when playing characters saved in slots over 9; v1.0124 (2020-02-03), "What is Fight Club?" (The Dust Brothers) + Fixed potential character animation freezes that could occur while changing items and not standing/walking, Note: start new gaming session to avoid bugs, don't load your old SP games; v1.0125 (2020-02-05) + Added 1 more unique on uID#2147. Total uniques 1267 now; + Added 1 unique on uID#2152. Total uniques 1268 now; + Better looks given to some base items; + Added Ravenholm .DUN and .PAL files to data; + Fixed a bug with relict/spell casts in town that was introduced after the animation bugfix; v1.0126 (2020-02-06) + Magic Find value shown in charaacter sheet is 100% less now. Don't worry, it's the same, just a visual update; + Magic Find minimum limit is -100% now, everything below -100% is pointless (still no uniques); + Added 17 uniques on uID#2153 (Shoes). Total uniques 1285 now; + Updated Readme; v1.0127 (2020-02-07) + Relicts of Identify now disappear only after a successful identification and not just on cast; v1.0128 (2020-02-10) + Spell damage modifier is: ( base_damage * % spell_damage_modifier + spell_damage_modifier ) * % element_damage_modifier + element_damage_modifier; + Dlvl 5 ghouls in sp purg & doom had 75% resist instead of 50%, fixed; + Holy element damage modifiers used to NOT work with spell damage: fixed; + Holy element damage modifiers are accounted for in spellbook now; v1.0129 (2020-02-12) + Added 1 more unique on uID#2124. Total uniques 1286 now; + Fixed minor image flaws on some inventory items; + Some unique items are given new unique pics; + Completely revised rare item affix table; v1.0130 (2020-02-14), "Black Star" (Lustmord) + Fixed old bug with savegame that could result in some items disappearing after loading game again; + Some updates in item looks again, keep polishing items; v1.0131 (2020-02-15) + Upgraded Felltwin, Illusion Weaver and Invisible One colors to two-toned (including their bosses); + Improving colors on some monsters; + New pics for some uniques; + Total revision of Trapper weapon delays and damage; v1.0132 (2020-02-16), "Dismantling Devotion" (Daylight Dies) + Added support for set items; + Uber Diablo will be able to drop items on death if killed on SP Horror NM or IM mode; + Books can be read under spell cooldown now; + Added new set (0): Midas' Finery; + Added new set (1): Bhaltavir's Battle Steel; v1.0133 (2020-02-17) + Added 1 more unique on uID#2111. Total uniques 1287 now; + Added new set (2): Civerb's Tools; + Added new lategame Inquisitor class set (3): Immortal King. Total uniques 1294 now; + Added new set (4): Tal-Rasha's Path of Torment; v1.0134 (2020-02-18) + Added new lategame Dimachaerus class set (7): Tigris of Gaul. Total uniques 1296 now; + Trapper crit chance formula set to: CLVL/7 +5 % chance for +100% damage (was 1 + CLVL/3% chance for +175% damage); + Added new midgame set for Kensei class (8): Sazabi's Grand Tribute. Total uniques 1298 now; + Fixed lightning and fire walls casting target point to ground under cursor; + Diagonal fire and lightning walls will now stop monsters from approaching: it will work like the edges on fire/lite rings where tiles are placed in zigzag; + Fixed original bug from Hellfire multiplayer when players 1, 2 and 3 did more damage than player 0, now damage of every player is equal; v1.0135 (2020-02-28) + Upgrade of picture for Advocate Plate; + Maximum inventory picture limit raised to 9000; + Added new endgame Thraex class set (6): Celestial Arsenal. Total uniques: 1301; + Added new endgame Rogue set (5): Renegade's Outfit; + Charged Bolt spell is allowed in Island of the Sunless Sea now; + Mage and Elementalist classes no longer get +mana under Fury, instead they get weaker penalty to DFE and stronger SLVL boost; + Knockback no longer pushes monsters in the direction opposite they're facing, instead, it will push them away from player; + Added new early game Savage set (9): Arctic Gear. Total uniques 1303 now; + Added new end game Necromancer set (10): Rathma's Armory. Total uniques 1309 now; + Added new mid game Guardian set (11): Sigon's Steel. Total uniques 1311 now; + Shugoki base damage formula set to (cSTR * CLVL / 180) + (CLVL / 2); + Global +damage effect strength decreased by 25% for affixes, rare affixes and uniques; + Less charges generated (and price is higher) on items with identify / mana/ magi affixes; + Added new mid game Murmillo set (12): Poseidon's GIfts. Total uniques 1313 now; + NPCs now will show exclamation mark above their head if they have something special to say; v1.0136 (2020-03-01) + Added new midgame Templar set (13): Heavenly Brethren. Total uniques 1317 now; + Base damage for side arrows is set to 40% (Sharpshooter still 25%); + Archer class gets new perk that increases side arrow damage; + Flash (spell) formula changed to: (CurMagic + (CLVL * 5) * SLVL) * 1,5; + Lightning (spell) damage formula (for one segment hit) set to: ( (CLVL / 5) + Rnd[ (CLVL / 2) + 1 ] + 1 + (curMAG / 10 ) ); + All Lightning demon types now use small lightning animation; + Cerberus' Inferno now does 200% damage; + Inferno (spell) formula changed to: Rnd [ clvl * clvl ] + ((clvl * cMAG) / 2); + Monk loses basic 2x sweep damage in melee; + Monk gets new perk that increases sweep damage; v1.0137 (2020-03-01) + Upgraded pics for many items; + Certain types of bulky armors will now reduce character damage slightly, as opposed to raising it (what they did before); + Fixed and upgraded some unique items; v1.0138 (2020-03-02) + Golem has somewhat less HP now; + Lots of updates in item looks; + New flip animation for weakest clubs and Demonologist heads; + Some new base items added; v1.0139 (2020-03-03) + Working with item images continues; v1.0140 (2020-03-04) + More item works; + Fire/Lightning Nova damage (from player) formula is set to: Rnd[CLVL * 2,5] + (SLVL * 50) + (cMAG * 5), Note: this should fix nova damage going too high on high spell levels and at the same time make their damage stronger on lower spell levels, making them overall more useful; + Player Firebolt damage formula upgraded to: (cMAG / 3) + SLVL + Rnd[10+CLVL]; + Player Arcane Star damage formula reverted to: CLVL + Rnd[ (cMAG / 3 ) ] + ( SLVL * 8 ); + Fixed Elemental (spell) damage formula by removing +1/16 damage per SLVL cycling - should be dealing exactly 50% less than Fireblast now: Note: formula is CLVL/2 + Rnd[ (cMAG / 4 ) ] + ( SLVL * 5 ); + Elemental (spell) damage formula set to: CLVL/2 + Rnd[ (cMAG / 5 ) ] + ( SLVL * 4 ); v1.0141 (2020-03-04) + Character parameters recalculated after new shrine buffs, this should also fix Light Shrine takeover to new dlvl bug; v1.0142 (2020-03-04) + Fire/Lightning Nova damage (from player) formula is set to: Rnd[CLVL * 1,5] + (SLVL * 30) + (cMAG * 3). Previous formula was overkill; + More item works. Supplied more base- and unique items with better pics; v1.0143 (2020-03-05) + More variety in spell sounds given; + Changed some core sounds; + Even more item works + picture updates; + Credits formatting updated; Thanks for support: Christo Mihalos v1.0144 (2020-03-06) + All summons and Golem are rebalanced; + More item works; v1.0145 (2020-03-09) + Fixed Cervelliere flip animation; + Flat damage increase in melee against certain monster types was not working properly, now fixed; + Great revision of damage on melee 2-handed sharp and blunt weapons; + Lots of sound effects revised for casting and applying spell effects; Thanks for support: Pavel Babiy v1.0146 (2020-03-10) + Some base item pics improved; + Elemental (spell) damage formula upgraded to: CLVL * 4 / 5 + Rnd[cMAG * 2 / 5 + 1] + SLVL * 8; + Player Fiery Blast spell damage formula set to CLVL + Rnd[cMAG / 2 + 1] + SLVL * 8, Note: it hits adjacent targets as well, so the effective damage is actually double on target; + Ball Lightning spell damage formula has been upgraded to: CLVL + Rnd[cMAG / 2 + 1] + SLVL * 13; + Player Fiery Blast / Ball Lightning missile speed set to: SLVL / 3 + 20 + Rnd[SLVL / 3 + 1]; + Player Arcane Star spell damage set to: CLVL + SLVL * 10 + Rnd[cMAG / 3 + 1]; v1.0147 (2020-03-10) + Changed some more spell cast sounds; + Fixed quest items disappearing from inventory (hopefully fixed, let me know if problems persist); + Adjusted base damage on some late 1-handed warrior swords; + Player Arcane Star spell damage set to: CLVL + SLVL * 10 + Rnd[cMAG * 45% + 1]; v1.0148 (2020-03-10) + Fixed Fiery Blast spellbook damage display: was wrong due to a bug. Real spell damage has not changed; + Player spell Lightning damage set to: 2 + CLVL / 4 + cMAG / 10 + Rnd[CLVL / 2 + 1]; + More spell SFX adjustments; + More uniques receive new images; v1.0149 (2020-03-11) + More item works; + Pressing Shift and potion hotkeys (1-8) with non-US keyboard layout wasn't working properly before when in battle, now it's fixed; v1.0150 (2020-03-12) + Improving on item imagery; + Cleaning up some sfx, adjusting volumes; v1.0151 (2020-03-13) + Applying oils on items now gives a sound effect; + Recharging items now gives a sound effect; + Fixed a bug when character light radius is recalculated only on dungeon level change: now it's modified each time you change any of the items equipped; + Fixed a bug with active hotkeys for spells and UI elements with an open chat panel (in MP); + More item works; v1.0152 (2020-03-14) + Trapper gets a new perk that gives her bolt trap more piercing power that tears through target DFE; + Trap bolt IV shoots faster now but packs less damage; Thanks for support: Garnithron v1.0153 (2020-03-15) + More item works; + Berserker gets Fury reworked; + Berserker gets 4 new perks that improve his fighting skills under Fury; v1.0154 (2020-03-15) + One more perk added for Berserker; + Changed up some class pictures in meta; + Added new perk that allows to improve character autohit. Available to few classes though; + Modified character autohit on certain classes to compensate and improve balancing on some classes that had too low or too strong autohit; v1.0155 (2020-03-16) + Inquisitor and Scout elemental damage modifier reduced to 1.0; + Inquisitor and Scout get new perks that increase elemental damage from weapons (Inquisitor doesn't get perks that improve acid and holy damage); + Monster chain activation radius changed by class: Assassin: 2, Rogue / Trapper / Scout / Archer / Sharpshooter: 3, others: 4. In MP every class has radius 4; + Bombardier and Trapper autohit (in melee) set to: 22%; + Bombardier's acid flasks will now do less damage to bosses: -20% as before and for special bosses it will do even less damage, up to -50% to Uber Diablo; v1.0156 (2020-03-17) + Added new perk that reduces Mana Shield excessive damage. Available mostly to Mage classes; + Mana Shield damage reduction formula changed from (damage + (damage/slvl)) to damage + damage * (100 - (slvl + "mind over matter" perk value) ) / 100, Note: for the purposes of calculations, slvl cannot be more than 50 in this formula, and minimum damage is limited at 0 (as before); v1.0157 (2020-03-18) + Warrior class gets new perk that won't allow monsters to steal mana from them; + Warrior class gets new perk that allows to stun monsters easier (with less damage); + Ball Lightning spell gets new (more fitting) icon; + Elementalist class can upgrade Lightning spell now turning it into Chain Lightning. More perk levels give more chains (up to maximum of 1 + perk levels); + When Lightning spell becomes Chain Lightning, it changes its icon now; + Chain Lightning spell no longer tries to target monsters that are out of reach; + Chain Lightning now will not target monsters immune to lightning; + Some fixes to perks that will result in them working properly in multiplayer; + Numpad 1-8 keys will now allow drinking potions (works with NumLock ON only); v1.0158 (2020-03-18) + Mana Shield damage modifier formula goes through 2nd revision. New formula: 200% - (clvl/2) - slvl (max=50) - value from "mind over matter" perk; + Mind Over Matter perk: altered values to compensate for new formula; + Spellbook now shows correct damage percentage recieved under Mana Shield; + Arcane Star cast sound reduced in volume by 25%; v1.0159 (2020-03-19) + Assassin class elemental damage coefficient for acid reduced to 1.0; + Assassin class gets Toxicity perk that will increase Acid damage coefficient up to 2.0 (0.5 more than before); + Changed some class avatar pics; + Removed old limitations for firewall and lightning wall segment duration formula (from slvl 2 to slvl 7); + New formula for Firewall / Fire Ring / Lightning Wall / Lightning Ring durations is 25 seconds + SLVL seconds; v1.0160 (2020-03-21) + Added new perk that increases duration of walls/rings of fire/lightning; + Characters lose bonus to melee/arrow resistance from vitality; + Bonus damage resistance to arrows and melee for Executioner is lost too; + Maximum arrow damage resistance to arrows is now 70-90; + Dimachaerus gets a new perk that increases both current and maximum arrow damage resistance; + Maximum melee damage resistance for Archer, Sharpshooter, Scout, all Mage classes is set to 60-75; v1.0161 (2020-03-21) + Firewall damage from non-player (trap or shrine) damage formula set to: 16 * ((DungeonLevel / 2 + 1 ) + ( 12 * Difficulty)), where difficulty is 0/1/2 (horror/purg/doom), Note: duration is set to 5 seconds; + Insulation perk gave 20 times less duration to walls, now fixed; + Skull Cracking perk gave crash when player was attacked by charging monsters, now fixed. Same fix rectifies problems caused by summons charging monsters; v1.0162 (2020-03-21) + DamageMonsterByPlayer checks for active perk before modifying stun threshold; + Fixed check for perks to avoid crashes because of faulty player pointers; + Firewall/Lightwall damage from non-player (trap or shrine) damage formula set to: 10 * ((DungeonLevel / 3 + 1 ) + ( 8 * Difficulty)); v1.0163 (2020-03-21) + Passive reduction of maximum chances to hit with magic in MvP is removed. Used to be 95 - (bDEX / 10). Now it's 95% and called Automiss; + Same reduction is removed for MvP for arrows - here's AC coming into play; + Autohit and automiss calculations for MvP arrow and magic battle types are separated and tuned individually now; + Acrobatics perk no longer affects spell dodging but lowers automiss too; + Basic spell automiss set to 14%, basic spell automiss set to 95%; + Spell autohit set to 12% for Rogue and Assassin, and 22% for Executioner; + Arrow autohit set to 12% for Monk, Rogue and Assassin, 13% for Dimachaerus and 22% for Executioner; + Added new perk that helps some classes to improve spell evasion; v1.0164 (2020-03-21) + Evasion perk rebalanced; v1.0165 (2020-03-22) + Iron Maiden no longer adds damage from '+damage' affix to each armor piece worn (was broken); + Iron Maiden gets a new perk that adds flat damage to thorns per each armor piece worn (that has thorns on it); + Fixed monster knockback orientation that used to result in monsters getting KB'ed unto unwalkable tiles (walls, etc.); v1.0166 (2020-03-22) + Fixed wrong character pointer for elemental walls and rings, and duration is now calculated properly; v1.0167 (2020-03-22) + Fixed monsters not hitting player in melee; v1.0168 (2020-03-23) + Added new perk for Dimachaerus class that allows blocking; v1.0169 (2020-03-24) + Griswold will no longer offer items of "helmet" and "body armor" type to Iron Maiden class if they have no thorns (e.g. Rogue line items); + Added config option that lets show\hide exclamation marks above NPCs; + Maiden thorns no longer use "+%damage" affix to enhance damage; + Iron Maiden autohit chance in MvP Melee set to 25%; + Heavily revised thorn damage on Maiden's base items to compensate for the loss of damage from weapon affixes; v1.0170 (2020-03-24) + Maiden stun formula set to: Rnd[(7 * player.CharLevel / 5) + 8] + (3 * player.CharLevel / 8) + (player.BaseVitality / 8) + 1, Note: now she is ready to be tested; + Affixes that increase MAG or VIT now give +1 per stat to all classes. Base MAG and VIT stats (white) give as much as before. This will make difference for affixes that give life and mana; v1.0171 (2020-03-25) + Fixed a bug with stash where potions would disappear if placing them into a full tab (of potions); + Added new perk for Rogue that allows to decrease monster chain activation radius (works only in singleplayer mode right now, but i hope to have the mechanics stretched to multi too); + MP chain activation radius is 4 now if there is more than one player in a game. Otherwise, class-specific chain activation radius is used; + Chain activation radius set to 5 for the following classes: all Mage types, Executioner, Savage, Berserker; + Fix attempt made to prevent item disappearance from inventory when it shares guid with another (being used): added base item check in addition to guid. Hopefully, it will fix that; v1.0172 (2020-03-26) + Secutor class gets a new perk that improves hit recovery speed; + Warrior fury increases damage by 7 * CLVL / 4, and DFE penalty reduced to +CLVL / 9; + Made a crossbred AI: melee + arcanestar for ranged. Used by Fearshredder now (solely); + Chance for magical traps to hit player set to 100% (was 90%); + Added new perk that decreases trap accuracy against player; + Added new perk that will help Murmillo's speed attack in melee; v1.0173 (2020-03-27) + King Leoric's tomb entrance used to have a walkable tile beyond the entrance tile, fixed now; + Numpad '+' and '-' keys work now; + Targetting another player in multiplayer and casting spells on them caused the casting player to face wrong direction, now fixed; + Added new perk that reduces monster spell accuracy against player; + Fixed MvP melee southwalk exploit (knockback tile fix should be done in next updates, not working properly yet); + Added new perk for Warlock that improves damage done to monsters; + Bone Spirit (spell) basic damage changed to 1/9th of target's current HP (still needs spellbook info adjustment); v1.0174 (2020-03-28) + Finished fixing southwalk bug: stunning character places them back to the escaping tile (used to land on targetting tile); + Added new perk that increases Monk's accuracy with sweep attacks; + Guardian melee crit power reduced from +225% to +175%; + Guardian melee crit chance reduced from 5 + CLVL/4% to 5 + CLVL/5%; + Added new perk for Guardian that allows to tear through unique monster armor with melee weapon; + Dimachaerus stun formula set to: Rnd[CLVL + 7] + (CLVL / 3) + (bVIT / 8) - 1; + Max limits to 1%/2% life/mana steal changed from 1/16 and 1/8 to 1/20 and 1/10; + Added new perks that increase lifesteal and manasteal; Thanks for support: Mathieu Marillon, Naz v1.0175 (2020-03-28) + Fixed flat elemental/spell damage affixes, now they work properly (the flaw was they added only 25% in power to magic/fire/lightning spells/elements), this is actually a +300% boost in damage, Note: this fix will make flat damage spell boosters more effective as well as elemental flat damage boosters on weapons (it was only one quarter in damage too); v1.0176 (2020-03-29), hotfix + Unidentified items no longer show elemental damage type (if there is one) in the upper right corner of the game screen; + Fixed Chain Lightning's potential ability to cause gamecrash; v1.0200 (2020-03-30) + Introducing new game mode: EASY (variation of Normal), player gets 20% less damage, player can leave dungeon at any time (through portal and stairs), battle lockdown is never activated, quest levels don't lock down players either, fire arrow trap damage is reduced by 75%, save game is available at all times regardless of what level players are visiting or whether they are in battle or not, certain challenging enemies are easier to deal with (like Lord of the Order, etc.), everything else is standard Normal mode; + Introducing new game mode: HARD (variation of Normal), player gets 20% more damage from monsters and traps, certain challenging enemies are harder to deal with (beware!), monster AI is more aggressive, all else is as in standard Normal mode; + Introducing new game mode: SOFT IRON (variation of Ironman), saving is allowed after clearing each dungeon level (not in town) and it's not Save & Exit - it's just Save, no permadeath (delete your character manually if you want to), load game available always, quit menu available always, pause in battle is allowed, magic find is +50%, everything about it is standard Ironman stuff; + Perk code optimized globally to fix problems with performance hindering; v1.0201 (2020-03-30) + Hard mode monster AI improvements made. Now they show more aggression indeed. I believe, this is a more elegant solution: changing not their stats but actually their behavior and tricks; v1.0202 (2020-03-30) + Perk optimization improved further; + Fixed Easy mode quest limitation removals not working; v1.0204 (2020-03-30) + Fixed some new code insertions for Hard mode. This should fix some monsters not attacking; v1.0205 (2020-03-31) + Adjusted Bone Spirit damage display according to Atrophy perk modification; + Griswold's unique weapon rewards had their damage reduced by 20%; + Some items have different looks now; v1.0206 (2020-04-01) + Assassin block chance maximum set to 45% in MvP melee (was 60%); + MvP Ranged: maximum block chance set to 45% for Assassin, 75% for Warrior, and 70% - all others (if they can block and get to raise high enough stats); + Some base- and unique items get new pics; + Secutor gets a new perk that decreases stun recovery duration by 1 frame and allows him to reach the fastest stun recovery among all classes: 2 frames, Note: all fighters with fastest hit recovery have a speed of 3, Note: for your information, this was achievable only in original Diablo if you stacked all 3 types of hit recovery affixes at once on your character, Note: but this was not tested, let me know if there are problems; v1.0207 (2020-04-01), hotfix + Fixed gold giving shrine: minimum gold is now 1 piece; v1.0208 (2020-04-04) + Cosmetical works (mostly inventory); + Muscle Cuirass is wearable only by Dimachaerus now; + Added 1 more unique on uID#2176. Total uniques 1318 now; v1.0209 (2020-04-05), "Too Late (Instrumental)" (Timecop1983) + Changed Horazon level loading screens; + Some unique items get new pictures; v1.0210 (2020-04-07) + Fixed wrong flip animation on one of the sabres; + Added more unique pictures for items; + Some player spell code optimization; + Added support for cold and acid spells for player character; + Elementalist class gets a new line of cold spells; + Warlock class gets a new line of acid spells; + Spellbook page 6 added - these spells currently reside there (might be changed soon); v1.0211 (2020-04-07) + Revised class restrictions on many base helmets for warriors/savages; + Upgraded looks for some items; v1.0212 (2020-04-08) + Added a couple more base items; + Appearance upgraded for some base helmets; v1.0213 (2020-04-09) + Fixed cooldown on new nova spells; + Character class check is fixed for new class specific spell charges on items; + Broken manacost fixed for some spells; v1.0214 (2020-04-10) + Option to deactivate cinematics on game start is added to configuration file; + Faceplate Aventail was assigned to Savage class by mistake, returned it to Warrior; + Updated some class descriptions in character create menu; + Some data adjustments in base items; + Added another base helmet for Templar class to close the big gap in early game; + Wine from Tears perk gives less life with higher levels, was still too powerful; v1.0215 (2020-04-10) + Rancid Bolt / Ice Bolt damage formula set to: SLVL + cMAG / 5 + Rnd[10 + CLVL / 2]; + Toxic Ball / Freezing Ball damage formula set to: CLVL + SLVL * 10 + Rnd[cMAG] (these spells work like Ball Lightning - no splash damage to nearby targets); + Frost Nova / Acid Nova damage formula set to: CLVL * 5 + SLVL * 10 + Rnd[cMAG * 2]; + Hard mode starting XP bonus is -25%; + Mage class gets a new perk; + Gold Fever perk is reworked, now it improves flat goldfind, not percentage. This should make it more attractive early on and less op later; + Added perks that increase current attributes; v1.0216 (2020-04-10) + Warlock's starting spell of Fire Bolt replaced with Rancid Bolt; + Elementalist starts with Ice Bolt instead of Fire Bolt; + Summoners start without offensive spells; + Adjusted resistances on some base and unique monsters to allow Elementalist and Warlock to plough through levels without getting stuck; v1.0217 (2020-04-11) + Rancid Bolt damage formula set to: SLVL + cMAG / 3 + Rnd[15 + CLVL]; + Ice Bolt damage formula set to: SLVL + cMAG / 3 + Rnd[10 + CLVL / 2]; + Added new perk for Thraex class; + Character is centered on the screen better when playing in non-16:9 resolutions; v1.0218 (2020-04-11) + Acid from player spells and flasks kills monsters faster on DLVLs 1 and 2. Monster maxHP divider for monsters set to 6 (was 8) and for bosses to 14 (was 20); + Added new perk for Executioner; + MP game modes of Easy, Ironman and Soft Iron do not limit experience to no more than 5% of level progress per kill; + Experience is always shared in multiplayer modes of Ironman, Soft Iron and Easy. Otherwise chance for shared experience is (CLVL + 10)% ; v1.0219 (2020-04-11) + Fixed a bug with "Give them nothing" perk not working; v1.0220 (2020-04-12) + Reaper type monsters now have energy shield that additionally gives them DFE-like protection against spell damage (from player). It gets stronger with difficulties and it's double on Hard mode, Note: this means that multi-hit spells with lower damage will be less likely to get through their new defense. Casters, Scouts and Bombardiers should be more careful here; + Vignette shader effect fixed and improved. Now it doesn't affect UI; + New perk added for Sharpshooter; + Sharpshooter built-in accuracy boost reduced: +60 ->> +40; + FXAA shader effect improvedL old one did not really work. New one mixes bloom, vignette and highlighting characters / items; v1.0221 (2020-04-14) + 'Gain Stat' perks now process item requirements properly; v1.0222 (2020-04-16) + Fire/Lightning Rune damage formula set to: 20 + (CLVL * CLVL / 20) + Rnd[CLVL]; + Fire/Lightning Nova spell damage (from player) formula set to: Rnd[CLVL * 5] + (SLVL * 10) + (cMAG * 3 / 2); + Arcane Nova spell damage (from player) formula set to: Rnd[CLVL * 4] + (SLVL * 7) + cMAG; + Rancid Bolt damage formula set to: 1 + SLVL + cMAG / 3 + Rnd[15 + CLVL]; + Ice Bolt damage formula set to: 1 + SLVL + cMAG / 3 + Rnd[10 + CLVL / 2]; + Acid Nova spell damage (from player) formula set to: Rnd[CLVL * 6] + (SLVL * 12) + (cMAG * 5 / 3); + Frost Nova spell damage (from player) formula set to: Rnd[CLVL * 4] + (SLVL * 9) + cMAG; + Toxic Ball spell damage formula set to: (CLVL * 2) + (SLVL * 15) + Rnd[(cMAG * 3 / 2)]; + Freezing Ball spell damage formula set to: CLVL + (SLVL * 10) + Rnd[cMAG]; v1.0300 (2020-04-21) + Added a couple of new uniques; + Introducing system of Traits: during character creation you can select up to 2 traits from the list available to your chosen class, Note: Traits have benefits and penalties, altering gameplay but not changing average balance; v1.0301 (2020-04-21) + Fixed "Adventurer" trait penalty; + Fixed "Thick Skinned" trait benefit; v1.0302 (2020-04-22) + Identify cast sound changed (was identical to Ironman level clear effect by coincidence); + Barbarism penalty changed to -(CLVL/5) to mana regeneration; + Added new trait for Executioner; + Improved settings for FXAA shaders; + Added new trait for Rogue; v1.0303 (2020-04-22) + Iron Maiden, Bombardier and Shinobi lose built-in AC increaser because they have shields to compensate (this was originally designed to help TH1's Rogue and Monk classes who did not); + Adventurer trait penalties set to -40%s; + Fixed critical bug with Kamikaze trait, which effectively nullified player's armor class; v1.0304 (2020-04-23) + Fixed a bug with traits staying in chosen slots and being available for other characters; v1.0305 (2020-05-23) + Added 2 more new traits; v1.0306 (2020-04-23) + Fixed Barbarism trait: wasn't really setting max resistance caps to 90; + Added 2 more new traits; v1.0307 (2020-04-23) + Added another trait; v1.0308 (2020-04-24) + Added new trait for Maiden; + Added new trait for Bombardier; v1.0309 (2020-04-25) + Character knockback resist formula changed to: (bSTR/10) + 45 % , Note: now it will be possible to achieve 100% with 250 Strength and 3 levels in Stonewall perk; + Base cold resistance is now increased by 1% with each 10 poins in base Vitality; + Force Wave and Bone Spirit spells are included in spell list that has cooldown for summoner classes; + Nova type spells have increased cooldown for summoners now: 30sec in SP, 60sec in MP; + Reflect spell now has 120 second cooldown. You can't use spells that start cooldown before its timer reaches 0; + Reflect spell now has fewer protection layers. It will absorb a certain amount of hits from monsters (only melee attacks) and these attacks will hit but deal 0 damage to player, Note: new formula for number of layers is 1 + (CLVL / 12) + (SLVL / 10), Note: damage reflection to monsters is still there; + Added new trait for summoner classes; v1.0310 (2020-04-26) + Added new trait (now you can actually sell your soul in this mod); + Trait system expanded to exclude certain pairs / groups of traits (that are not really compatible); + Traits "Skilled" and "Grim Deal" are mutually exclusive now; v1.0311 (2020-04-26) + Added new trait for Templar; v1.0312 (2020-04-27) + Added new trait for Scout. Gives upgraded multishot with manual control; + Life- and mana leech affixes show that they work only in melee now; + Scout class used to have baselife and baselife max mismatch in the beginning. Added autocheck to correct this on the fly. This should also prevent cheating through hitpoints; + Fury spell now activates 90 second cooldown; v1.0313 (2020-04-27) + Ice Stalker damage reduced: [9-14] -> [8-10]; + New trait added for Sharpshooter; + Wild Sorcery improves damage better: +20% -> +30%; + Added new trait for Savage; + Added new multi-class trait; + Cooldowns are separated in different groups: nova, offensive (spell), fury, reflect. They can co-exist but casting spells from the same group is not allowed until cooldown goes off; v1.0314 (2020-04-27) + Chromatic Skin trait code check could cause game crashes when player is hit with charging monsters, it should be fixed now; v1.0315 (2020-04-28) + Traits 'Survivor' and 'Chromatic Skin' are mutually exclusive now; + Formula for number of layers of Reflect changed to: 2 + CLVL/15 + SLVL/15; + Holy Aura damage formula changed to: 1 + CLVL * cMAG / 100 per second; + Savage totally loses ability to score critical hits. Items will not with that now; + Added new trait for Inquisitor (incompatible with 'Finesse'); v1.0316 (2020-04-28) Warning!!! Before you upgrade or start playing, backup your character save folder(s), just to be sure. This is a big update and it changes things in character structure. It will be impossible to load old singleplayer games, you will have to start new gaming session (not new character, new game). + Created (restored) unpublished Diablo 1 quest that is given by Ogden. Regardless of quest randomization, it will be there always, just like Chamber of Bone quest, Note: it is available to characters who visited dlvl-6 and returned to town. Only for Singleplayer. Easy-Normal-Hard-Hardcore modes (other modes won't get it), Note: it's new, and when there is something new, it can have bugs. The quest was tested extensively but if you notice anythin strange, report that and we will fix it, Note: this is not a restored quest, they didn't create it. Only thing that was there is Ogden's speeches about it, the rest is TH team's work; v1.0317 (2020-04-28) + Fixed 'Ratel Hide' image; + Chamber of Bone will now play different music. Same with King's Tomb. And Island; + Music Pack v9.0 is released. Update or you will not hear new music in quests mentioned above; v1.0318 (2020-04-29) + Traps couldn't hit players anymore (including Fire/Lite Walls, that are treated as traps): fixed; + Reflect layer amount formula changed to: 1 + BaseVIT / 50; v1.0319 (2020-04-29) + Added new trait for Berserker (incompatible with 'Heavy Handed'); + Music Pack updated to v9.1; + Flask acid damage deplete on superbosses is slowed (-50%). Let me know how she feels against them, Note: this concerns Ironman mode primarily abd is done before the next tournament as a preparation, if you are not playing it, don't bother with this; v1.0320 (2020-04-29) + Added new trait for Dimachaerus; v1.0321 (2020-04-30) + Fixed a critical bug with current Life calculation on character; v1.0322 (2020-04-30) + Another fix, for starting characters and saved characters. Current life is restored correctly; v1.0323 (2020-04-30) + Fury ending sound is changed to local; + All negative effects from Fury are removed for all classes, only benefits are left; + Affix that increases Fury duration changed to +100% (was +150%); + Fury cooldown increased to 180 seconds; + Berserker gets a new perk that allows to manipulate Fury cooldown; v1.0324 (2020-04-30) + Added new trait for Secutor; + SMD-fix: dlvl transitions no longer clear cooldown timers; + Fixed a bug where character's life could drop to 0 in Tristram with life degeneration (got broken after adding last quest); + Reduced cauldron sound effect volume by 23%; + Added new trait for Shinobi; v1.0325 (2020-05-01) + Fixed a bug when sometimes game engine would perceive clicking inside Perk window as clicking on the ground, sending your character there with the window open; + Fixed flask acid code (there was a flaw in it): now it will deal less DOT to certain big bosses (adjusted manually per each boss). I believe, Bombardier's acid is now balanced well; + Added 2 unique items. Total uniques 1319 now; + Game application now cannot be run in more than one instance; v1.0326 (2020-05-02) + Fixed Gifted trait penalty; + Improved optimization of code: game performance will slightly rise; v1.0327 (2020-05-02) + Grim Deal trait did not reduce AC: fixed; v1.0328 (2020-05-02) + Boss drops modified: Melchior: -1, Hazeshifter: +1, Skeleton King: +1; + Added new trait for Warlock; v1.0330 (2020-05-04) + PvM Ranged: Uber Diablo general resistance to magical damage in SP set to: Nightmare, Ironman, Soft Iron: 56%, MP Normal, Easy, Harcore, Hard: 77% / 82% / 86% (for difficulty modes Horror / Purgatory / Doom), SP Easy: 63%, SP Normal: 68%, SP Hard: 73%; + New code written for acid damage mechanic from flasks: monsters under flask acid are no longer highlighted as if under infravision, damage flows freely (not once every second), chance of stun check for monsters under such damage is randomly 1 out of 120 (otherwise there will be stunlock for some monsters without high stun threshold, especially warpers), overall damage from acid flasks is reduced: -75%, but damage divider is still kept and adjusted individually for some bosses and monster (divided into Dlvl categories - early level monsters lose HP faster), Uber Diablo and Ceromorth no longer resist acid damage from flasks: compensating damage and improving odds here, damage for acid flasks is applied by hit or puddles and time over which it is spplied is determined by new parameter: over time (you can see it in base item description); v1.0331 (2020-05-04) + Burning and electrocuting flasks no longer show fire ring/lightning ring timer in upper right corner of the screen; + Acid spells no longer highlight toxified monsters with red (as if under Seeing); + Bombardier base life formula set to: CLVL + 150% x bVIT + 22; + Adjustments on some uniques; v1.0332 (2020-05-04) + Code for previous fix with wall/ring info is improved; + Expanded code for flask acid damage dividers for monster and boss. Now CLVL progress will actually help in letting kill monsters easier/faster; v1.0333 (2020-05-04) + New trait for Bombardier; v1.0334 (2020-05-05) + Changed base damage formula on some classes (for melee weapon): Shugoki: cSTR * CLVL / 380 + CLVL, Shinobi: cSTR * CLVL / 75 + CLVL, Savage: cSTR * CLVL / 62 + CLVL - 1, Berserker: cSTR * CLVL / 250 + CLVL, Executioner with 1-handed: cSTR * CLVL / 50 + (CLVL * 2), Executioner with axe: cSTR * CLVL / 111 + CLVL, Secutor: cSTR * CLVL / 90 + CLVL, Kensei: cSTR * CLVL / 340 + (CLVL / 2), Monk (staff): cSTR * CLVL / 120 + CLVL; + Fixed the most broken unique items; v1.0335 (2020-05-07) + Sharpshooter base damage (with bow) updated: cSTR * CLVL / 43 + CLVL - 1; + Scout/Archer base damage with bow set to: cSTR * CLVL / 120 + CLVL; + Added 2 more variations of PWS maps (Horror mode map pack); + Cadavers now steal mana on hit; v1.0337 (2020-05-08) + All Anvil of Fury uniques got updated; + Added new trait for Shugoki class; + Holy Aura damage formula upgraded: 1 + CLVL * cMAG / 40 per sec; v1.0338 (2020-05-08) + Fixed a nasty bug in Piercing Shot code; v1.0339 (2020-05-09) + Bouncer trait buffed: +35% damage now; + Added new Warrior specific trait; + Monsters will not drop body armors for characters that have chosen 'Old Fashioned' trait; + Monsters will not drop shield for characters who have chosen 'Fechtmeister' trait; + Trait 'Sandman' made incompatible with 'Fechtmeister'; + Warrior with 'Fechtmeister' trait now starts without shield; v1.0340 (2020-05-10), "Into Your Heart" (Trevor Something) + Added new trait for Iron Maiden; + Cadavers steal life on hit now: 100% on Easy mode, 150% on Hardcore and Normal mode, 200% on Hard mode; v1.0341 (2020-09-10) + Fixed monster lifesteal bug with current life being able to go over max life: inserted safety check that limits stolen life to not go over max life; v1.0342 (2020-05-10) + Added new trait for Iron Maiden; v1.0343 (2020-05-11) + Gold Threads renamed to MIdas' Threads and made part of Midas' set (set also expanded to maximum of 6 bonus effects); + Melee autohit increased by 5 more percent for 'Two Towers'; + Monster Apocalypse damage formula changed: EASY Horror: 90 + Rnd[21], EASY Purg: 180 +Rnd[41], EASY Doom: 240 + Rnd[41], EASY Doom DLVL-24: 270 + Rnd[41], HARD Horror: 130 + Rnd[21], HARD Purg: 220 +Rnd[41], HARD Doom: 320 + Rnd[41], HARD Doom DLVL-24: 350 + Rnd[41], OTHER Horror: 110 + Rnd[21], OTHER Purg: 200 +Rnd[41], OTHER Doom: 280 + Rnd[41], OTHER Doom DLVL-24: 310 + Rnd[41]; v1.0344 (2020-05-11) + Added new trait for Assassin; v1.0345 (2020-05-12) + Elementalist's Hydra spell is changed into Ice version; v1.0346 (2020-05-12) + Arcane Star expolsion animation was gone: fixed; + Added new trait for Murmillo class; + Added new trait for Thraex class; v1.0347 (2020-05-14) + Modified town area new Adria's shack and entrance to Caves; + Added new trait for Rogue class; v1.0348 (2020-05-14) + Reflect now shows number of hits absorbed in spellbook; + Ratel Hide bonus to DFE nerfed to CLVL / 10; + Some updates in unique item stats; + Added new trait for Guardian; + Old Habit trait DFE penalty reduced to CLVL / 8; v1.0349 (2020-05-16) + Adventurer trait penalty reduced to -35% to life/mana; + Nerfed penalty for Best Defense trait: -(25 + CLVL/5 )% HP; + Some upgrades and data fixes in unique item table; + Added new perk that improves Fury duration; v1.0350 (2020-05-17) + Holy Aura should no longer damage Necromancer's minions; v1.0351 (2020-05-17) + Big revision of base flask damage; + Destroyer trait ups damage not as much now (+20%); + White items can no longer be identified (ID relix wasted on them..); v1.0352 (2020-05-18) + Added support for spell damage masteries; + Added perks that increase spell damage by element type (except physical and holy); + Perk 'Ranger' renamed to 'Farsight'; + Adjusted spell damage formulae for nova spells to compensate for newly added spell damage booster perks (some novas needed nerf anyway, and some got boosted); v1.0353 (2020-05-18) + More spell damage fine tuning; + Added perks that improve damage from flasks, by element; v1.0354 (2020-05-19) + Greeting sound effects for monsters were fixed and for bosses - fixed and activated (only Butcher, Leoric and Uber Diablo gabe them before); v1.0355 (2020-05-25) + Fixed Leoric's greeting speech (was using Lachndanan's); + Crit sound no longer interrupts boss speeches; + Removed two bugged chests from Lazarus level (in SP mode); + Default FPS cap set to 200 (in config) to lighten the load on CPU; v1.0356 (2020-05-27) + Staff Recharge skill renamed to "Item Recharge"; + Affixes that give +85% to a resistance no longer show "85% MAX"; + Added a new Kensei trait; v1.0357 (2020-05-28) + Autohit in melee and ranged combat adjusted for Executioner (33% -> 30% and 22% -> 20% accordingly); + Added a new trait for Mage class; v1.0358 (2020-05-29) + Added 1 more unique on uID#1. It's a test. Should make 2 items on one base, both using level 6. Total uniques 1320 now, Note: previously obtained Nosferatu Brooch rings should morph into this new ring in 50% of cases; + Added new Monk trait; v1.0359 (2020-05-30) + Adjusted stats on some low tier uniques; + Music selection code rewritten; + Music selection rules changed. SP and MP music packs are united. Quest music is updated for Disused Reliquary and Andariel's Throne levels; v1.0360 (2020-05-31) + New trait added for Trapper; v1.0361 (2020-06-02) + Axe base damage values revised. Melee base damage for Executioner/ Shugoki and Berserker is adapted to it; + Some Archer class tunings; v1.0362 (2020-06-02) + Music did not play in Halls of Anguish because of a typo: fixed; + Ice Hydra gets pumped with Cold Mastery (was considered fire element for spellbook display purposes); + Fixed some typos in various data; v1.0363 (2020-06-03) + Recently reported Phasing bug fixed: now failed attempts phase caster where he stands (0 tile displacement), Note: it would make 500 attempts to phase you some 5 tiles away in one of the directions and if failed it would send you to 0, 0 coordinates, which is.. outside the map; v1.0364 (2020-06-05) + Added 4 new crypt palettes (288 now); + Added unique images to some unique items; + Fixed Ice Hydra crashing game, was a typo in code; + Added a new trait for Necromancer class; v1.0365 (2020-06-05) + Added new trait; v1.0366 (2020-06-05) + Treasure Hunter trait penalty reduced to (20+CLVL)% and XPgain penalty replaced with MagicFind penalty instead; v1.0367 (2020-06-06) + Fixed music in PWS; + More pictures for unique items added; v1.0368 (2020-06-06) + Added 1 more map variation to PWS quest (Horror); + Added 1 more map variation for Skeleton King quest; v1.0369 (2020-06-07) + Various work with items; v1.0370 (2020-06-07) + Executioner of Death now drops 2 items; + Treasure Hunter trait penalty upscaled to (CLVL + 40)%; + Optimized boss drop code and removed obsolete chunks from it (watch out for bugs, Theo drop was handled in that code too); v1.0371 (2020-06-08) + Added new pictures for some uniques; + Added 5 new uniques on uID#2. Total uniques 1325 now; + Nosferatu is now transformed into unique item set 'Nocturnal Creatures'; v1.0372 (2020-06-08) + Iron Maiden thorns pierce approximately 95% of monster melee DFE factor (knights will be less of a stopping power now); + Thorns are improved on base items for Maiden; v1.0373 (2020-06-09) + Various improvements in item visuals; + Base item price randomization fixed now, was broken since original; v1.0374 (2020-06-10) + Added some more uniques. Tigris' set expanded with 3rd item; + Guardian / Savage melee weapon damage revised. Base damage formulae updated for compensation (Guard cSTR * CLVL / 83 + CLVL - 1, Savage cSTR * CLVL / 44 + CLVL - 1); + Kensei class: damage with blades vs beasts is +30% now, damage with blunts vs undead: +30%. But base item damage and base damage formula unchanged; v1.0375 (2020-06-10) + Guardian base crit formula set to: [2 + (CLVL / 6)%] chance for [+140% and +(10-15) additionally] damage; + DFE vs magical damage reduced for Reaper monsters on game modes: SOFT IRON, NIGHTMARE, EASY and IRONMAN (twice as low than it is for normal); v1.0400 (2020-06-12) WARNING!!! After this update do not load your single player game. You will have to start new game session (not new character, new game). This is to ensure the safety of your character and equipment. + Base items now support individual effects. Some of them; + Nosferatu set expanded with 3rd itm, renamed and bonus effects are re-adjusted (actually, buffed a little); v1.0401 (2020-06-12) + Quickfix to some newly added base item effects; v1.0402 (2020-06-12) + Spheres and Orbs get different base effects; v1.0403 (2020-06-13) + Raised durability on Maidens tier 1&2 shields; + In Ironman & Nightmare modes, bosses don't drop ID relicts for Assassin, Bombardier and Rogue classes (cause they have ID skill anyway); + Bosses don't drop extra gold now if player is using Executioner with trait 'Leper'; + Bosses don't drop potions on death if player is using traits 'Wild Sorcery' or 'Rabid'; + Fixed the code of boss drops (of Full Healing potion) on Purgatory; + When using trait 'Two Towers', player will get shields from weapon racks instead of melee weapons; + Players with 'Fechtmeister' trait will get swords from weapon racks instead of shields; + Players with 'Old Fashioned' trait will get helmets from armor racks instead of body armors; v1.0404 (2020-06-13) + Improved handling of spell charges, durability, level and stat requirements on basic/magic/unique/rare/set tiems; v1.0405 (2020-06-13) + All monsters with retreat behaviour will now try to run away even when cornered in melee. On EASY mode it will still be possible to corner them; v1.0406 (2020-06-13) + Weapon racks could cause crash on rare occasions in MP: fixed this bug; + Dungeon objects (corpses, chests, barrels) don't drop restricted item types now (trait restrictions supported); v1.0415 (2020-06-14) + Items banned by traits are no longer sold in shops; + All Hidden monsters are now invulnerable in retreat state on Hard mode; + Added new trait for Demonologist; + Potion drop restrictions fixed for traits 'Wild Sorcery' and 'Rabid'; + Monster that dig corpses and heal themselves, will do it with a different speed now, depending on game mode (previous value was 1/16th): HARD: 1/10th HP restored, IRONMAN and NIGHTMARE: 1/30th HP restored, EASY: 1/60th, other modes: 1/20th; + Digging corpses would add leftovers to maximum monster life after the last dig, this is fixed now by limiting current hitpoints with maximum hitpoints; + Default mana regeneration speed is changed for Assassin and Rogue: +1 regeneration per 12 points in currentMagic; + Added new trait for Beastmaster; v1.0416 (2020-06-14) + Deactivated chat log in MP that is activated with '0'; + Changed soundset for Demonologist tier 1 summons (many were complaining they had disgusting high pitched attack sounds); v1.0419 (2020-06-16) + Q2'2020 Ironman Tournament winner's name is etched on the pedestal in the Hall of Heroes; + Shuffled some game mode icons in main menu, be careful in choosing your mode; + Added new game mode: Speedrun. It's in very early stages. I expect it will be molding for some time. Suggestions, bugreports and feedback is welcome; v1.0420 (2020-06-16) + Fixed 'cannot go up' message for Speedrun mode, was using message from Nightmare; + MF/XP boosts for Speedrun mode set to +150%; v1.0421 (2020-06-17) + Added some uniques. Arctic set is expanded with 3rd item. Jarulf's Kaleidoscope will not be that much of an eyesore now but if you have it, it can morph; + Adria will sell items with quality level that depends on player level now (instead of last dungeon level visited) on game modes SOFT, SPEED, IRONMAN and NIGHTMARE, Note: actual formula is 2 + CLVL / 2. Minimum = 6, maximum = 16; v1.0422 (2020-06-17) + Mages on HARD mode will retreat if HP is below 75%; + Some Skeleton AI code rewrites (walk delays); + Scutum shields now give arrow damage resistance instead of melee; v1.0423 (2020-06-18) + Speedrun mode now shows several timers in a row, for different areas: town, each location type; + Timer stop now implemented. Stops with Uber Diablo's death. Or with player's death; + Killing Malantor in SP mode gave Diablo death sound, fixed; v1.0424 (2020-06-18) + Etherealize duration set to 20 seconds; + Shinobi class gets a new perk; + Demonologist class didn't receive minion accuracy from effigies: fixed; + Weapons for all Mage classes (except Beastmaster) don't have damage factor anymore; v1.0425 (2020-06-18) + Some boss sounds were broken, some - misplaced: fixed; v1.0426 (2020-06-19) + Treasure Hunter penalty set to (70 + CLVL/2)%; + Speedrun MF/XP boosts raised to +200%; + Fixed some flaws in boss greet sound function; + Added new and replaced some old boss greets; Thanks for support: Pablo Ferrero, Darren Wong, Ardyan Yohan, Zhuo Min Lim, Akzodude, Andrea Alex Colombo, Pawel, Oleg Devyaterikov v1.0427 (2020-06-20) + More fixes in monster and boss sound greet functions; + Another performance optimization. This ought to fix that old problem with performance slowly degrading over time to values of about 20 fps or below; v1.0428 (2020-06-21) + Fixed the glitch caused by previous patch, could cause crash when highlighting items with Alt; v1.0429 (2020-06-21) + Crowded variation of Passage of Fire excluded from game modes IRONMAN, NIGHTAMRE and SPEEDRUN; + Teleport and Phasing spells are forbidden in Passage of Fire now; v1.0430 (2020-06-22) + Added greet sounds for Horned Beast and Magma Demon type of monsters; + Reduced overall chances for initiating greet sounds for all monster groups to about (12-15)% average; v1.0431 (2020-06-22) + Added monster greet sounds for Zombie type of monsters (more variations); + Monster greet sounds are now played locally; v1.0450 (2020-06-23) + Spellbook is re-worked. It's bigger, shows information in a different way now, spell order is revised. Spellbook window visual updated too; v1.0451 (2020-06-23) + Fixed spellbook information display; v1.0452 (2020-06-24) + Quest window upgraded; + Added 28 uniques on uID#2184; v1.0453 (2020-06-24) + Apocalypse gets a (very) long cooldown (even longer for summoners); + Apocalypse damage formula upgraded to: CLVL * cMAG / 4; + Fixed quest window positioning; + Hovering red crosses next to character attributes now shows current stat values in a tooltip; v1.0454 (2020-06-25) + Added new weapon for Executioner class; + Supplied unique imagery for newly added uniques; + Attempt made to prevent 0 gold piles from generating on the floor in dungeon rooms. Minimum goldpile set to 1 GP in these rooms; + Soft Iron mode in multiplayer was probably broken, now fixed. Shoud only have SETUP menu active now (always), and SAVE & QUIT - if levels is cleared; v1.0456 (2020-06-26) + Fixed Starsower image; + Added new unique set for Beastmaster: Trang-Oul's Powers; v1.0457 (2020-06-26) + Added new set for Archer classes: Vidala's Rig; v1.0460 (2020-06-26) + Monster ranged attacker behavior adjusted for different modes. More aggressive delays on HARD and less aggressive on EASY. Other modes were not touched; + Uber Diablo now drops 6 items (10 on Doom), except when his death starts cinematic (in that case, no drop); v1.0461 (2020-06-27) + Monsters with Viper AI can now charge from a further distance on HARD mode: distance of 2-5 tiles is considered ok for that trick; + Viper AI monsters now have +24% to chance of charging in SP HARD mode (MP HARD has the same chance as before); + Bat AI monsters (with the exception of Quasits on DLVL-3) will have now more aggressive chase and charge delays on HARD mode; + Fixed a glitch where Skeleton King did not ressurect skeletons on EASY and HARD modes; + Certain spells show damage per second in spellbook; + Firewall / lightning wall damage (from player) was reduced by 50%, Note: new damage formula is 62% CLVL per frame (one second is 20 game frames); + Fallen AI rewritten from scratch. Obsolete monsters removed from retreat on adjacent monster kills. Fixed original Diablo bug with wrong retreat direction; + Fallen AI: on HARD mode they are brave now and don't flee; v1.0462 (2020-06-27) + Boss drops function fully rewritten; + On HARD mode bosses no longer drop 2 potions; + Defiler drops +1 item (I kept my promise, see?); v1.0463 (2020-06-28) + Fixed Skeleton Archer AI on HARD mode: they never really retreated after starting attacking; + Hunger trait reduces 50% less damage against monsters in ranged combat now: +((Difficulty * 24 - DLVL) / 2) to DFE (should be easier to fight with bows now); v1.0464 (2020-06-30) + Amulets of 'battle' type no longer drop from monsters & bosses for the following classes: all Mage types, Bombardier, Trapper; + Hidden AI: delays made more aggressive for HARD mode; + Zombie AI revised: added checks for custom delays on EASY and HARD modes, Note: behavior now should be quite different depending on difficulty, monster intelligence and game mode; + Overlord AI attack chances and attack types now differ for monster IntF, difficulty and game mode; v1.0465 (2020-06-30) + First 3 tiers of oils of repair are given new images to make them differ visually. Not sure about this but decided to give it a try; v1.0466 (2020-07-01) + Adjusted retreat chances for monsters with primary ranged attack; + Sazabi's set expanded with 3rd piece; + Bhaltavir's set expanded with 3rd piece; + Entrance description to Halls of Anguish is corrected; v1.0467 (2020-07-03) + 12 uniques created on Immolation Dagger; + Sigon's set expanded with 3rd item; v1.0468 (2020-07-03) + Barrels and chests are highlighted with light grey color on automap for Caves & Abyss levels; + Walls of fire / lightning don't stop monsters on HARD mode now; v1.0469 (2020-07-05) + Added 2 more uniques on Field Mail: Skullder's Ire was getting a little too common; + Added some 10+ uniques on Quasit Heart; v1.0470 (2020-07-05) + Highlighting dungeon objects on automap is done only in SOFT IRON and IRONMAN modes, and it's done on all levels now; v1.0471 (2020-07-05) + Fixed a bug with Glimmering shrine that could sometimes erase traits on character (let's hope it works, if not - let me know); v1.0472 (2020-07-06) + Added 7 uniques on Talon Gloves; + Trang-Oul's set expanded with 3rd item; v1.0473 (2020-07-07) + Trang-Oul's set expanded with helmet, harness and greaves (6 pieces total now); + Added uniques on small shield base; v1.0474 (2020-07-08) + Added new set for Thraex: Sunset Armory; + New pictures assigned to recently added unique items; v1.0475 (2020-07-09) + New config option added: ShowObjectsOnMiniMap. It expands chest/barrel highlights on map to other game modes if activated; + New pictures assigned to later tier Parma shields; v1.0476 (2020-07-09) + Random value support was not added for starting (undroppable) items: fixed now; v1.0477 (2020-07-13) + Fixed a bug with unique monsters losing their target when it disappears from sight; + Some fixes in uniqie item data; v1.0480 (2020-07-15) + MF was visually limited at -100% from below (in character window): removed the limit; + Revised balance for many perks (values); + Dimachaerus stun threshold buffed to: RNG[CharLevel + 7] + [CharLevel / 3] + [BaseVitality / 7] - 1; + Changed base life fornulae for some classes: Kensei more, Executioner + Savage + Guardian: less; v1.0481 (2020-07-15) + Adventurer trait penalties returned to -40% to life and mana; + Some more adjustments in base life for player classes; + Ratel Hide trait DFE boost formula changed to: -CLVL / 9; v1.0482 (2020-07-18) + Adjusted and added some unique items; v1.0483 (2020-07-20) + Here and Now perk revised: it will become available later and will require much deeper development of Swift Learner (levels 10, 15, 20, 25, 30); + Added more unique item on various items (where diversity was lacking); + Fixed opened sarcophagi displayed as non-activated objects on automap; v1.0484 (2020-07-20) + Swift Learner progression changed (increased gradually) but levels 26-30 are removed; + Here and Now perk requirements for Swift Learner changed (5, 10, 15, 20, 25); v1.0485 (2020-07-22) + Decapitated bodies added to objects highlighted on map; + Added greet sounds for Overlord type monsters; + Fixed values in Half-swording perk; + Monsters on HARD mode can now attack and break barrels if they need more space or path to get to player(s); v1.0486 (2020-07-22) + Fixed "big chest" object. Could become unselectable; v1.0487 (2020-07-23) + Bodkin Points perk revised; + Cleaned up (removed noise) and replaced a lot of monster, inventory and flip sound effects; + Greet sfx added for acid hounds; v1.0488 (2020-07-24) + Config option added to make town portal blue. Set BlueTownPortal to "ON" for that. It's in visual options list; v1.0500 (2020-07-25) + Perk level access corrected for all classes (this is revised with all basic attribute changing Traits in mind); + Some unique items got new (better) images; + Wine from Tears perk gives a little less life on later levels; v1.0501 (2020-07-26) + Better pics added for some of the unique items; + Wine from Tears perk balance revised again; + Iron Maiden base damage with crossbows reduced to: (CLVL * cSTR / 106) + (CLVL / 2); + Maximum melee damage resistances for Maiden nerfed to 65% min, 80% max; + Maiden's base mana formula changed to: bMAG + (CLVL / 2); + Maiden base damage with non-ranged weapons set to CLVL * cSTR / 160. With Two Towers trait, CLVL is added to the formula (for early game compensation); + Maiden base helmet thorns factor reduced by ~33% (affects later items mostly); + Maiden shield thorns factor reduced for later tiers; v1.0502 (2020-07-27) + Restored old repair oil pictures; + Bosspacks can get deactivated after boss death (this was done unintentionally); + Updated a lot of unique item pics; v1.0503 (2020-07-28) + Relict of Stone Curse changed into Lightning Wall. Relict of Telekinesis changed into Fire Wall; v1.0504 (2020-07-28) + Fixed previously changed relict pics and flip animations; v1.0505 (2020-07-29) + Added new monster (#223), with new looks and sfx, dwells in abyss, uses melee + magic attack; + Andariel is now based on monster #223: shoots stars faster (beware); + Blood Witches are no longer extended beyond DLVL -16; + Added 4 new bosses based on new monster #223; v1.0506 (2020-07-29) + Fixed a little glitch in new animation; + NPCsign option in config got broken recently, fixed now; + MP level display in upper left corner no longer obscured by game mode display (game and level infos are written in one line now); v1.0507 (2020-07-29) + Fixed monster lifesteal; v1.0508 (2020-07-31) + Izual does 20% less damage on Ironman mode in melee; + Improved TRN handling for monsters; + Added another monster to Abyss: a Behemoth beast; v1.0509 (2020-07-31) + Added another new monster type; v1.0511 (2020-08-01) + Monster multiattack function rewritten; + Fixed some data in uniques- and set item sections; + Added new monster; v1.0512 (2020-08-01) + Added another monster type; v1.0513 (2020-08-01) + Forgot to randomize new monster appearance on levels previously, fixed now; v1.0514 (2020-08-02) + Mage spell mastery perks nerfed; + Templar holy damage from weapons nerfed; + Bone Spirit default multiplier raised from 1/9 to 1/10; + Treasure Hunter trait penalty changed to (8 * CLVL)% ; v1.0515 (2020-08-03) + Gauntlets 'Crucible': changed 'lose all regeneration' effect to static negatives to life and mana regen; + Changed restock price formula at Adria and Griswold (premiums) to CLVL * CLVL + 9. For the following modes: IM, Soft Iron, Nightmare, Speedrun; + Treasure Hunter trait penalty changed to (4 * CLVL)% ; v1.0516 (2020-08-03) + Added another new monster; v1.0520 (2020-08-04) + Added new AI (#52): uses circlewalk, melee attacks and icebolts from distance; + Added new monster type to Crypt and Abyss; v1.0521 (2020-08-04) + Fixed monster randomize (this is becoming my favourite bug...); v1.0530 (2020-08-04) + Alternative hotkey system introduced. It's optional. Off by default, for now (if it's accepted well, I will make it on by default), Note: when config option 'set NewShortcuts' (Gameplay Options) is ON, the following system of scrolling hotkeys is activated instead of the old one, Note: here is your visual explanation: http://thehellmod.ucoz.ru/Pix/_newshortcuts.png ; v1.0531 (2020-08-04) + Blood Knight renamed to Blood Lord; + Fixed bugs associated with the 'NewShortcuts' option; v1.0532 (2020-08-04) + Fixed effect on Dreamweaver (-%MAG -> -MAG); + Fixed Putrid Defiler's stun animation: was missing for East direction; + Fine-tuning some of the other new animations; v1.0533 (2020-08-04) + Corpse Eater was supposed to have double melee attack, now it's there (at frames 9 and 10), second attack has +15% to accuracy and +(2-5) to damage; v1.0534 (2020-08-06) + Fixed Putrid Defiler greeting sound effects (got mixed with Regurgitator sounds by accident); + Newly added monsters don't retreat if damaged while using Hidden AI; + Added yet another monster; + Blood Lords and Steel Lords have less DFE but more damage resistance now. Overall it's the same, just the absolute damage soak got nerfed (they are not knights after all), Note: for Ironman / Soft Iron, Easy and Nightmare modes magic damage DFE is significantly lower, but in Hard mode it's higher; + Relicts of Identify: requirements are randomized now (8-10); + Readme file updated; v1.0536 (2020-08-07) + Uber Bosses of MP (Pinky, Uber Butcher, Abatan): Bone Spirit damage against them is divided by [number of players in game + 2]; + Bone Spirit cooldown (5 sec) now will work for all classes (10 sec for summoners); + Dregbez, Uber Butcher, Pinky, Ceromorth, Abatan, Uber Xorene: drops set to 4; + Added new monster; + Recolored Gold Golems and their bosses; + Night Demon: stun threshold increased by 50% (compensating for their long hit recovery animation (10 frames)); v1.0538 (2020-08-07) + Mage subclass spell crit formulae changed to: Mage: (10+CLVL/9)% chance for +100% damage, Elementalist: (7+CLVL/9)% for +125%, Warlock: (12+CLVL/8)% for +75%; + Affix 'of ruin" changed to 30% chance for +60% damage; + Bone Spirit cooldowns are reduced to 6 seconds for summoners and to 3 seconds for the rest in Multiplayer. In Singleplayer Summoners get 3 sec cooldown; + Monsters can walk around barrels more effectively now (on Hard mode they still ignore it and break them instead); v1.0539 (2020-08-07) + Elementalist spell damage crit formula set to 20% chance for +150% damage; + Bone Spirit damage will no longer be modified by effects of Ruin or Dread, nor will it be boosted by spell crits; + Bone Spirit base damage formula changed to: 1/8 of monster current HP; v1.0541 (2020-08-08) + Added new monster; + Fixed negative life/mana leech when using Hunger trait; v1.0542 (2020-08-08) + Treasure Hunter trait penalty set to: -(50 + CLVL * 4) ; + Entry sound effect was bugged on DLVL-18, cancelled; v1.0543 (2020-08-09) + Gold Golem boss color fixed on DLVL-21 in Multiplayer mode, the lack of his color translation file was causing gamecrash in multiplayer; v1.0544 (2020-08-09) + Changed inventory and flip sounds for potions. Unlinked flask throw sounds from potions (throwing flasks uses old original sound); + Added another new monster; v1.0550 (2020-08-11), "Mammagamma (Extended)" (The Alan Parsons Project) WARNING: you need to replace your config.ini with the one from this update + Colors corrected for some base- and unique monsters; + Using potions produces a different sound than moving them around inventory now; + New hotkey configuration and customize system is ready. Use 'MoreManualHotkeys' option in config.ini: open up spedbook, hover your mouse pointer over a spell and press one of the supported hotkeys: QWERT, ASDFG, AX, F5-F8, this will hokey the spell and show HK overlay. Pretty much, it's the original D1 hotkey system, but extended to more hotkeys; + Another option 'NewShortcuts' is upgraded: it now sets spells hotkeyed in accordance to spell hotkey table in config.ini, Note: you can read details and how to change hotkeys with it in the config.ini, Note: both hotkey systems work independently. If both are off, then previous TH2 hotkey system is used; v1.0551 (2020-08-12) + Grim Deal penalties were calculated incorrectly. New penalty list: AC, %life, %mana, DFE, HP regen & stun threshold are weakened by (CLVL/2); + Izual is given new animation and sounds; + Spell hokey system 'NewShortuts' now includes F1-F4 keys. Upgrade your config.ini file for these changes to take effect; v1.0560 (2020-08-14) + Stinger Lord got 50% more damage resistance to magic, melee and arrows; + Flying monsters (except Gargoyles) can now cross blood lakes in Abyss and lava in Caves; + Monsters that can both fly and spawn monsters, do not spawn minions while over blood/lava; + Added 2 more monsters but they are deactivated for now; v1.0570 (2020-08-15) + Greater Hulk and Blood Hulk are undead now; + Demonologist's Imps can now traverse lava/blood; + Treasure Hunter malus was mistakenly set to 5 * CLVL + 50, reverted to 4 * CLVL + 50; + Putrid Defiler renamed to Contaminator; + Hidden can actually hide in barrels now on levels 10-16 (an old bug is fixed); + Contaminators will now be able to spawn minions on all dungeon levels where they are present; + Redesigned Chamber of Bone to give it a proper flavor (yes yes, I am not spoiling anything); v1.0571 (2020-08-16) + Added some new bosses; + Expanded Tormentors as deep as DLVL-12; + Improved some boss colors; + Gave some bosses new greet sfx; + Excluded imps from barrel spawns in Caves. Excluded Hidden from barrel spawns (completely); v1.0572 (2020-08-16) + Attack animation fixed for 3rd tier of Summoner minions: no longer looks chopped; + Beastmaster gets new tier 3 summon; + All summoner minions had accuracy/damage/armor formulae revised. This should result in a more comfortable play now; v1.0573 (2020-08-17) + Improved original Zombie hit and death sounds; + Removed Siegebreaker from Ravenholm. Got there by mistake; + Tainted shrine in MP gives nothing to the person who touched it and 2 Holy Waters for others (instead of adding or reducing stats randomly); v1.0574 (2020-08-19) + Changed a few boss names; + Kensei melee weapon base damage re-adjusted (except first 2 tiers); + Added some more color palettes for Abyss; + Fixed Hydra / Traps not shooting at targets moving in horizontal directions (expanded old TH1 patch from 2010, yay ); v1.0575 (2020-08-20) + New increased cost for restocks in shops cancelled for Soft Iron mode; + Added more Abyss palettes. Now it's 133 variations. I think that will suffice; + New monster added; + When game window is not active, it still renders frames; v1.0600 (2020-08-21), "Burnin' In The Third Degree" (Tahnee Cain & The Tryanglz) + Monster stun thresholds reduced globally by 20% on Easy mode, and increased by 20% on Hard; + Affixes of +flat damage (including vs various monster types) were globally revised; + Monsters walking in southern directions now can be knocked back effectively; + Randomized base damage for all Griswold's reward uniques for completing Anvil of Fury quest; + Base damage on all sharps, axes, blunts, claws and Monk staves was revised; + Total revision made in affixes for magic and rare items that boost flat damage, flat crits and flat damage against monster types; + Bows and crossbows used to generate affixes for 1-handed line of +damage type, now they get more damage by going into 2-handed affix line instead; + Affixes that boost life and mana in percentage, are nerfed by flat 10% (e.g. what was 25% is now 15%, etc.); + Dimachaerus and Rogue now get more base damage (approx., +CLVL); + Fixed original knockback miscalculations and now monster knockback is working properly: no double hits, knockback is as intended; + Changed all affixes in unique items that alter flat crit damage, damage, life- and mana percents, monster-cpecific affixes; + Newly added monsters now support blood animation when getting a crit from player; + Changed some unique monster names; + Less base damage for unarmed Executioner; v1.0601 (2020-08-22) + Adventurer trait now reduces life and mana by 25% and gives +1 stat to distribute; + Fixed Night Demon highlighting; + More Abyss palettes added; + Fixed data in Vidala set; v1.0602 (2020-08-23) + Traits 'Adventurer' and 'Domesticated' are incompatible now; + Added new option that controls background sound for the game window. See "Special options" in config (don't forget to update it btw); + Added 2 new monsters; v1.0603 (2020-08-24) + Added new monster to Lost Treasure quest icy levels; + Improved motion interpolation; v1.0604 (2020-08-25) + Summoned minion damage formulae changed for Hard mode (less damage with CLVL mostly - more or less what it was before the boosting patch); + Pressing LMB on a minion/golem when they are highlighted with Alt now makes player walk towards the tile they clicked; v1.0605 (2020-08-26) + Gold drop formula for bosses changed to: Horror: 35 + 2 * (DLVL + 1) + Rnd[ (DLVL + 1) * 2] , Purgatory: 75 + 2 * (DLVL + 1) + Rnd[ (DLVL + 1) * 2] , Doom: 120 + 2 * (DLVL + 1) + Rnd[ (DLVL + 1) * 2] ; + Corrections made to uniques with 'unusual base damage' affix; + More palettes added for Abyss levels; + Salamanders use AI#1 now (charging looked wrong); v1.0606 (2020-08-29) + Hephasto uses new look now; + Adjusted new Hephasto resistances to damage (melee / arrow / magic), stun and knockback. He will be a little tougher to deal with now; + 'City of the Damned' level redesigned (mostly, monster mixes); + Overlord type of monsters now use a different set of sounds for activation; + Removed knocback from Beastmaster summon tier 2; + Corpse Eaters are made vulnerable to fire on Horror/Purgatory; + Fixed animation displacement for charging monsters; + Improved a stability issue with mouse pointer; + All uniques based on Hooded Helm and Gloom Helmet now got unique pics; + Added another new monster in test mode; + Monsters could not summon minions outside Normal\Hardcore mode: now they are allowed to do that (again); + Added more pictures for unique items; v1.0607 (2020-08-31) + Turned off mouse key 4 & 5 support; + Warrior class was assigned wrong attack speed when having shield equipped: 10 frames instead of 9. Now fixed; + Added more pictures for uniques; + Fixed hotkey to Flame Ring (was using the wrong spell before): refresh your config.ini ; + Improved stability with alt-tabbing from fullscreen mode; + Added new monster; v1.0608 (2020-09-01) + Executioner attack frame with sharps and blunts set to 10; + Spell limit range of 10 tiles added to the following spells: Portal, Fire\Lightning Wall\Ring, Summon minions (Unsummon is not limited like that), Golem, Hydra, Note: previously, Teleport and Telekinesis were limited like that. If Teleport distance was greater than 10 tiles, you would get teleported 10 tiles in the click direction, and if the target tile was out of sight (e.g. another room) you would just not be teleported (spell cancelled); + The same limitation as above (with Teleport) is applied to Town Portal spell now; + Unsummon skill works without 10 tile limit; + Item under cursor will not be deleted when changing DLVL now: instead it will be dropped on the floor, Note: of course, with game modes below Hard it won't be a solution (as you can't go up (unless it's a quest floor)), but in standard modes your items will be safe, if anything goes wrong with this, don't panic and let me know (I know it's a fool-proof kind of fix but why not?); + Telekinesis now does not open chests if they are not in direct line of sight of the player; v1.0609 (2020-09-02) + Another revision of base damage for all classes; + Added new AI for Scarabs and Goat Lords. They no longer use Diablo AI for this attack; + More Abyss palettes added; + More unique item imagery added; v1.0610 (2020-09-02) + Fixed a small bug from previous patch; v1.0620 (2020-09-06) + Bullseye Dogmaster accuracy increased by 20% (on every difficulty). The name obliges; + Monsters summoned by other monsters now don't give XP and item drops; + Assassin loses increased mana, mana regeneration, bonus to mana regeneration and crits with spells; + Introducing new ranged weapon for Assassins : throwing knives. These will be used now for ranged combat, Note: knives are considered physical ranged weapon (duh) and everything that applies to bows when calculating accuracy, damage and so on - applies to them as well, Note: this item type uses individual affix system and it will differ from bows. There is no knockbak on these and there is no elemental damage; + Assassin ranged weapon crit system is upgraded : 10 + CLVL/9 % chance for +250% + (10-20) damage; + Assassin character bonus to accuracy with ranged weapons set to + 15; + Assassin can now go 15 levels deep in Overdraw perk; v1.0621 (2020-09-07) + Assassin starts with tier 1 throwing knives in inventory; + Treasure Hunter penalty reduced to CLVL * 2 + 50; + Destroyer trait damage bonus set to 15%; + Overdraw perk wasn't working for throwing knives: fixed; + Crit formula changed for throwing knives : 5 + clvl/9 % for +100% damage; + Base damage formula for throwing knives set to : (CLVL * cSTR / 260) + (CLVL / 2) ; v1.0622 (2002-09-08) + Corrections made to maximum levels of perks available for some classes. This doesn't change anything, it's jut a fix; + Picking up items from the floor now gives a sound; + Changed description for Assassin kit; + Throwing knives are given new sprites; v1.0623 (2020-09-10) + Finished adding support for new monster AI : Exploder. This AI makes a monster run towards player and detonate inflicting massive damage to player (or their minions), Note: for Hard mode their damage is upped by ~(25-30)%, for IM/SI/NM/SR : -20%, Note: beware, they can really rip off your face; + Exploders are activated now. You will see them in Abyss and Crypt. There are bosses too; v1.0624 (2020-09-10) + Introducing another update to spell hotkey system : "Instant Hotkeys". It makes casting hotkeyed spells just by hitting their hotkey, Note: works if activated in config file AND if option "MoreManualHotkeys" is activated. See the config file comments for this option, it's explained there; v1.0625 (2020-09-11) + Right ALT key no longer activates Hydra spell when using cyrillic keyb layout; + Corrected Exploder hitpoints for Purgatory and Doom difficulties (they are halved now, as they should be); + Certain bosses who gave 10 item drops got reduced to dropping 4 (these were not custom patron requests, so it's ok to change that); + Uber Diablo drops 7 items on Doom now; v1.0626 (2020-09-18) + Assassin used to show crit damage and chance for melee with throwing knives: now correct info is displayed; + Expert Killer perks levels 6-8 are no longer available to Guardian / Templar / Inquisitor. They were not achievable anyway; + Added new trait for Assassin class, it takes away throwing knives but gives powerful magic (caster) abilities; + If tiles adjacent to player are occupied, it is still possible to drop items on the floor now: item under cursor will seek out nearest available tile and get dropped there; + Added new type of weapon for Templar class: throwing mallets; v1.0627 (2020-09-22) + Knockback effect no longer works for elemental damage from weapons; + Knocking back monsters processing improved : advanced orientation handling; + Ironman players when walking down the stairs (including quest levels) will see a dialogue window - a confirmation to move forth and quit current level, Note: 'NewDunConfirm' option. Look it up in config ini, 'Gameplay options' section, the description is there; + Fixed Ring of Fire/Lightning spells leaving gaps for monsters; v1.0628 (2020-09-28) + Fixed Izual getting stuck sometimes, when circle-walking player (original game bug); + Fixed randomization of elemental arrows when there is more than one type used by a character; + Exploder damage against Golem / minions increased by 1400%; + Fixed grate exploit in Summoning Halls, relocated some monsters from entry point to the Pit; v1.0629 (2020-10-08) + Added some more uniques; v1.0630 (2020-10-09) + Minimal size automap deactivated, only 2 variations left, i don't think anyone used the miniscule version; + Working with base and unique items: pics, stats; v1.0631 (2020-10-10) + Elemental weapon damage formula changed to: (0,03 * baseDamage * damage(elemental) + 6 + CLVL/2) * class_Coefficient ( was: (0,05 * baseDamage * damage(elemental) + CLVL / 2) * class_Coefficient ); + Modified Crypt .sol file so that left tile of Uber Diablo's chamber exit doesn't block walking and missiles; + Added 1 more unique ring for early game; + Improved descriptions for some affix types; v1.0632 (2020-10-12) + Basic mana regen got broken a few versions ago: fixed (was +1 mana regen per 12 cMAG, now back to +1 per 20 cMAG); [skip] v1.0633 (2020-10-18) + Blood Lords \ Steel Lords : damage resistance nerfed by ~30% against melee and ranged attacks; + Adjustments to some uniques and base items; + First attempt made at fixing original game's missile cornering bug where player and monster would not always be able to hit each other. Sometimes player would be able to hit monster and the monster would be unable to hit the player (or vice versa), now, mostly this is fixed, although this it's not finished yet, and sometimes the problem persists (player hits monster and the monster can't hit the player, etc); v1.0634 (2020-10-19) + Reverted corner shooting fix from the previous patch (was bugged); + Uber Diablo is guarded by Horn Clan archers now (by Bloodied Hidden in Multiplayer Doom, and 2 of their bosses); v1.0635 (2020-10-20) + Added new goat archers monsters to Abyss and Crypt. After adding other new monsters, there was a shortage of archers on these levels, now it should be rectified; + Rewritten monster fireblast damage formula: it will do a little less damage to player now; v1.0636 (2020-10-23) + In Nigtmare and Iron modes chance to get a book drop for Mage classes is set to 20% if Treasure Hunter trait is used; + Monsters do not drop relicts with certain spells if they are available to class as a skill (Reflect to Savage, TK to Monks, etc.); + Horn Clan: resistances revised; + Base damage adjusted for mid to late archer bows; + New gameplay option added to config: AltOnlyItemPick. It allows adjusting item pickups so that they can occur only if items are highlighted with Alt key; + Thorned Buckler doesn't require magic anymore; + Ghostreaver and Andariel are given vulnerability to acid; v1.0637 (2020-10-24) + Values adjusted for perks that alter Fury timings and damage under Fury; + Fixed Demonologist summon tier 3's primary Tohit formula; + Adjusted HP formulae for all summoned minions (didn't change Golem); v1.0638 (2020-10-27) + Added 8 new Cathedral palettes; + Iron Maiden base mana formula changed to: bMAG + CLVL ; + Inferno range (from monsters) set to 6 on Hard mode; + Izual's secondary melee attack is no longer random and is active only on Hard mode; v1.0666 (2020-10-30) WARNING!!! READ THIS LOG CAREFULLY, THIS VERSION INTRODUCES NEW SYSTEM THAT WILL CHANGE THE GAME FOREVER! (and i recommend upgrading config file too) [known bug] : it sets base spell level to zero for all nova and summoning spells, fixed in v1.0702 + Izual's damage absorption and damage factors adjusted for game modes; + Exploder HP boost for Purgatory/Doom is 25% now (was 50%); + Adjusted some unique item stats; + Ranged attack monsters will now change positions after attacking player (basically, circle), Note: chance for that depends on difficulty mode, game mode, dungeon level and game type (SP / MP), Note: this also solves old problem with monsters shooting walls and becoming target practice; + Nerfed damage dealt by Exploders; + Revised summoned minion primary minimum and maximum damage formulae; + Fixed Golem AC formula; + Rewrote Golem HP formula (HP no longer depend on DLVL). New one : (cMAG * CLVL / 5 ) + 100 + curMana + Rnd[10 * CLVL]; + Fixed inventory rune/trap sound; + Introducing new system of crafting: players will now be able to find various types of upgradable gems and items with sockets, chances of finding items with sockets and gems depend on difficulty mode and dungeon level, number of sockets in items depends on difficulty (minimum 1, maximum 6), gems upgrade service is provided by Griswold (there's a new menu in his dialogue window, under 'trade / repair' ), there are two crafting tabs in Griswold shop: for gems and for items, only similar type and grade gems can be combined, and only socketed items can be used in 'items' tab, inserting and extracting gems costs gold (extracting is more expensive), upgrading gems costs gold too, the system is new, we might add new gems or other socketables after gathering substantial amount of feedback; + Crafting system upgrades character save files and having used them in this version makes them unusable in previous versions (you might want to back up them first!); v1.0700 (2020-11-06) + Fixed a few visual bugs in crafting tooltips; + Improved some of the music tracks: removed noises, created fade-ins and fade-outs; + Some areas now play different music, re-download the music pack to get the latest update (music pack v9.3); + Renamed some precious stones and gave them prettier pictures; + Amethyst weapon augments revised; + Penalty for 'Forgetful' trait reduced by 75%, bonus increased by flat +100; + Improved pictures for Onyx line; + Gem dropping function rewritten: on higher difficulties there will be less gem drops but they will be of higher grades; + Uber Diablo now drops random gem of grade 5 on Doom mode (Treasure Hunter trait doesn't affect this); + Added 5 new level variations of Passage of Fire; + Connecting to multiplayer games of different type is forbidden now, Note: if game is hosted by Hard mode player, you will require a Hard mode character to 1) see it and 2) connect to it, etc., Note: I was using "rAdmin VPN" for testing, connection through UDP, Note: if you use IPXwrapper (which you don't need with radmin), try unchecking firewall flag in settings); + Added 3 more level 47 unique Zweihanders; + Tanto is given new picture; + Socketed items now show prefix "Socketed" before item name, and show "Gemmed" if there is at least one gem inserted; + Belial would spawn to the south from Uber room, this created situations where he sometimes would spawn too close to stairs, now his pack is placed randomly; + Circlet and Crown items got new appearance now; + Added 2 new uniques on uID#2062; v1.0701 (2020-11-09) + Fixed a small cosmetic bug where alt highlight would show all white items with grey color; + Sarcophagi cannot be opened with Telekinesis if not in the line of sight of the player; + When unable to open an object (chest/sarcophagus) with Telekinesis, cursor will become red; + Full revision of flat XP affixes on magic, rare and unique items; + Precious stones can be stashed now; + PvM Melee: Uber Diablo damage resistance revised: SP: Hard: 87,5%, IM/SR: 82,5%, the rest: 85%, MP: Hard Horror: 87,5%, Hard Purgat: 90%, Hard Doom: 92,5%, IM/SR Horror: 82,5%, IM/SR Purgat: 86%, IM/SR Doom: 89,5%, other Horror: 85%, other Purgat: 88%, other Doom: 91%, Note: previously, resistance was 87,5% for SP and MP Horror, 91,66% for MP Purgat and 93,75% for MP Doom; + Added new Hall of Heroes on SP Speedrun mode dlvl-2; v1.0702 (2002-11-11) + Improved support for scrolling hotkeyed spells with mouse wheel; + Added unbinding a hotkey feature (by binding it to the same key again, you unbind it); + Sound effects added for binding / unbinding spells; + Left CTRL and Right CTRL added to bindable keys; + More spells flagged as bindable: ITEM_REPAIR, ITEM_RECHARGE, IDENTIFY, TRAP_DISARM, PHASING, APOCALYPSE, MAGI, MANA_RECHARGE, SEEING and ETHEREALIZE, Note: config.ini was updated and default hotkeys were revised, you need to update config and set your hotkeys to what you want; + New perk added for Mage class, it allows for two Golems; + Fixed a bug (originated in v1.0666) that would set base spell level to zero for some spells (usually summoning spells and novas) because of support for crafted items; v1.0703 (2020-11-11) + Fixed minor bug with mousewheel hotkey scrolling; + Blood stones in Valor quest could be deleted if more than one was picked up and dropped: now it is fixed; + Receiving damage under Mana Shield stopped if mana was depleted. Now, if damage received is greater than current mana, the remainder of the damage is substracted from life after mana is exhausted, Note: the remaining damage percentage that was not absorbed by mana is extracted from life without damage increase for Mana Shield; + Beastmaster T2 units would charge monsters and that sometimes could lead to a monster duplication glitch, they do it no more, plus they can now spit acid as an additional ranged attack; v1.0704 (2020-11-16) + New feature added: "Inventory backlights" (when coders give these their names, I like leaving the names as they are). So, the backlights now highlight inventory slots when you have items under cursor; + Added new perk for Warlock which increases physical spell damage; + Backlights expanded to stash and belt slots; + Readme file replaced with txt version, and updated (if you think I forgot something - let me know!); + Changed meta menu trait screen description; + WIth items (perks, traits) that increase physical element damage Mana Shield would show that you get increased damage. The real damage wasn't increased, it was a display error. Now, shown damage is correct; v1.0707 (2020-11-20) + Added new option (under Special Options) to turn off background rendering: BackgroundDraw. Look it up in config file for more details; + Fixed nVidia videocard (tested on drivers 451.67 and 457.30) related bug where background rendering would sporadically result in game window blackout, Note: this didn't happen if game was running on integrated Intel graphics. No idea about AMD - should be fixed there too anyway; + When in background, game runs at 20 frames per second now. When minimized, doesn't render frames at all; + [Duke] Golem and summoned minions now display stats in spellbook; + Improved application stability when switching to fullscreen modes with Alt+Enter, alt-tabbing, minimizing and restoring game window; + Summoned Golem had too fat ranged damage resistance (75%), now reduced to 50%; + Readme updated again (config section); + Added improved pictures for some base and unique items; v1.0708 (2020-11-20) + Fixed knockback against moving (walking) monsters: it used to return monster to the tile from which it was moving, now KB pushes them 1 tile further away from player, Note: on Hard mode KB still works like before; v1.0725 (2020-11-21) + Rogue class body armors get different stat requirements: removed Mag requirements, added Vit requirements, rebalanced requirements on mails and plates; + [Duke] Introducing new system of boss buffs (similar to blue champions): on Hard and Normal modes bosses will be randomly assigned certain buffs, on 1st difficulty there is a small chance for 1 buff, on 2nd difficulty: 1 or 2 buffs, and on 3rd difficulty there will be 1 to 3 buffs, Note: certain quest bosses, or those hardcoded for certain buffs already, will not be receiving these buffs; + [Unexpect3D] MoreManualHotkeys option from config is on by default now. It expands manually configurable hotkeys to F1 - F8 and A through Z. Left and right CTRLs are assignable too, Note: yes, you can assign I, P, C, V keys to spells and in that case they will not function as before. To clear the hotkey, bring up speedspell menu, and assign this key to that spell again; + Manually set hotkeys are now carried over to new game(s) with that character; + Updated Readme (Hotkey section); + Improved appearance for some items; v1.0726 (2020-11-25) + Oils are not dropped for all Mage classes from bosses anymore in game modes below Hardcore; + Fixed colors for item craft panel (used to be messed up with increased gamma); + MP chat button has a sound now; + Monster (including summoned minions) stats can go over 255 in value for damage, accuracy and armor, and over 65535 for hit points, Note: this upgrade requires to start new game in SP mode with your characters (you can't LOAD game that was started in previous version); + Player VItality is checked now when determining item availability in Griswold's shop (used to check only Str, Dex and Mag); + There are 2 music files chosen randomly to play in meta menu now; + Added new config option "OriginalMusic": it allows using only original Diablo soundtrack (in original quality too), Note: you need to upgrade music pack to v10.0 for this to work, and upgrade config.ini too; v1.0727 (2020-11-27) + Fixed 3rd variation of Island map; + Activated Full Cuirass uniques; + Improved pics for some base and unique items; + Buying premium items in Griswold shop was giving wrong backlight dimensions before bought items were put in inventory: fixed; + Added 10 new Catacomb palettes; + Added 10 new Cave palettes; + Background blackout fix improved; v1.0728 (2020-11-30) + Assassin maximum block chance altered: in MvP Melee: 45% -> 25%, in Mvp Ranged: 45% -> 20%; - [cancelled] Player stun formula is now limited from below (to prevent going into negative values): minimum stun threshold is 0; + 2 more Island variations added; + Repair and Recharge relicts no longer drop for classes that have these as skills (this limits drops from monsters, dungeon objects still can drop them); + Reduced flat melee/arrow damage resistance for knights on Easy, Ironman and *Nightmare modes (by approximately 30%); upd: *Nightmare gets changed to Speedrun in v1.0730 + Shugoki subclass was using same base damage formula for polearms and unarmed, now unarmed formula got separated (is identical to Kensei now); v1.0730 (2020-12-04) + Fixed skeletons rising from sarcophagi on player tile; + On Hard mode total hitpoints of monsters are increased by 50%; + Maximum block chance reduced to 20% (from 30%) for Guardian class in Monster vs Player Melee combat; + Added another music set ("ambient_music"): it replaces music with ambience. See config file sound options for details; + Running does not turn off step sounds for players anymore; + Fixed picking up items with alt highlight (got bugged after adding alt only pickup option); + Cauldrons are highlighted on map in IM mode; + Added new perk for increasing Golem resistance; v1.0740 (2020-12-11) + Fury was not castable if curHP was below clvl, this condition is removed; + Torches in Valor quest hall emitted no light (was erased by player's light radius), now fixed; + Fixed some bugs regarding unique monster light radius; + Spruceups for visual stash buttons: active and inactive buttons differ visually now; + Monster secondary damage was bugged (quadruple) after lifting monster stat limits, now it's fixed (but versions 1.0725 - 1.0730 must be skipped for Blue XS); + Rogue class and Assassin (with Black Witchery trait) get books from bosses now, in all game modes below Hardcore; + Pressing "Save & Quit" in Ironman / Nightmare / Speedrun modes now returns player to character selection menu instead of exiting to Windows; + Character base damage revised for melee and ranged / thrown weapons on many classes (it's mostly buffs, for late game you will have some +50 to 100 flat damage); + Added new trait for Rogue class; + Late levels of Strong Arm revised (concerning availability to certain classes); + Dimachaerus loses his DFE buff under Fury. Instead, it gives him 1 frame faster attack (for melee weapons and crossbows); v1.0750 (2020-12-18) + Fixed a bug with hardened bosses generating "none" affix; + Gems can be shift-clicked into craft window now; + [testing] Fixed floating numbers showing surreal numbers sometimes (mostly from Maiden's thorns); + Default music mix expanded with another set that uses slightly different versions; + Fixed Greyskull picture; + Added new boss to Chamber of Bone (Guardian of Bones), drops 2 items; + Fixed Rune Blade (was assigned MAG requirement by mistake); + Hidden are no longer stunned regardless of damage in MvM; + MvM stun formula changed to damage >= (damage >= (mAC / 2) + MLVL + (Rnd [ DLVL/4 + 6*DIFF + 2 ]) ). Old formula was: damage >= (mAC / 2 + mlvl); + Adding new Savage trait is complete; v1.0760 (2021-01-03) + Fechtmeister Warrior sword/mace attack animation improved (skips a frame instead of setting attack frame to 8); + Added new trait available for many classes; + Lifeleech in MvP lowered by ~50% in SP IM/SR modes; + Added new Berserker trait (the idea came from the movie "Crank" ); + Mage classes now recover less mana from Mana charges; + Healing spell formula changed to: [1-4] + ((bVIT / 2) * [1-2]) + (SLVL * [1-2]). Half power for Mage classes, 150% power for Executioner; + Added new perk that improves healing spell power; + Adventurer trait penalties set to -20% HP/mana; + Seeing has limited radius now: targets that are further than 8 tiles from player, will not be highlighted; v1.0770 (2021-01-08) + Fixed Concussive blows: was actually lowering player ability to stun monsters; + Apoc didnot attack monsters flying over lava: fixed; + Apoc didnot attack monsters moving in horizontal direction: fixed; v1.0780 (2021-01-15) + Throwing knife (and Mallet) drop chances lowered (33% of what it used to be); + Fixed flask DOT elements not working over tiles that allow flying over; + Fixed forbidden spells being active for quest levels in Easy mode; + Reduced number of Hidden monsters in Valley of Despair, to reduce chances of stairgank; + Added new trait (available to all classes, except Templar and Mage). Incompatible with 'Forgetful' trait; + All variations of Passage of Fire map are available for all game modes now (beware, some variations are harder); + Added 3 new amulets (existing 'Moonheart' can morph into one of them); + SP modes of IM/SR/NM now use random palettes in town; + Amethyst stones increased Fire element damage instead of Arcane: fixed; + Added new config option: original_palettes (under 'VISUAL OPTIONS'). It uses original game color palettes for dungeon levels. In case you find TH2 palettes odd/dark or just feel like it, Note: remember to update your config file; + Fixed summoned minions displayed in distorted colors when in the distance (happened after setting Seeing radius limits); + Guardian of Bones has less HP now: 1500 -> 1200; + Battle Axe unique of level 53 has 2 more instances. Warning: Dayaxe can morph into one of them; + Added Poisoned Water Supply boss (appears on Purgatory and Doom, never on Horror)- be careful, it will be a little more difficult; + Added new unique monster to Halls of the Blind quest room; + Added new unique monster to Valor quest dungeon; + Added new unique monster to guard Anvil of Fury: steals mana, has 90% kb resistance, 50% improved stun threshold, double damage; + Fixed monster extra hit points (acquired with Fallen AI): were cleared upon hitting player, gets 5x hitpoints from warcries; + Exploder MLVL increased: 28 -> 44; + Created 11 unique items based on Arrow Trap VI; + Map variation #2 of 'Passage' excluded from the pool of maps on NM/IM/SR modes, because it's too hard and would likely kill players; + Archaic shrine messages removed; + Revised base damage and delays on Trapper weapons; + Added some 20+ new uniques to reduce chances of getting the most common ones; v1.0790 (2021-01-18) + Added new config option 'SkipUnusableSpells' that skips unusable spells while scrolling through hotkeyed ones (on by default); + Added connfig option 'ExpandedSpellsOnScroll' that allows switching between full (A-Z, F1-F8 and CTRL keys) and limited (F1-F8 keys) spells - by scrolling mousewhell (on by default); + Added new visual XP bar; + Adrenaline trait balance changed (made less extreme). Flat life regeneration is changed according to character state: idle: -(3 + 200% CLVL), e.g., -43 at level 20, attack (melee): +(3 + 200% CLVL), attack (ranged): +(3 + CLVL), block\hit: +(3 + 500% CLVL), casting: +(1 + 50% CLVL), Note: life will not drop below 1 when in town, but be careful in dungeons: if you enter with 1 life, it will kill you because life degeneration will kick in; + Added new trait (available to most classes): 'Bend the Rules' ; + Fixed a bug with Apocalypse multi-hitting player characters standing on warp tiles (stairs); + Improved lighting handling in Valor quest dungeon; + Fixed boss lighting on knockback; + Fixed boss light radius appear/disappear when phasing in/out as Mage or Hidden; v1.0800 (2021-01-18) Warning! This version introduces Enchanting of items system. It changes some core game structures. It is advised to not load previously created single player games after upgrading, and start new gaming session with these old characters. After you create new game with them and save, new changes will take effect and everything should be fine from that moment. In essence, same precautions we took when introducing Crafting. Lastly, Enchanting is available in all game modes. Just FYI. + Added class-specific formulae to spellbook for Fury spell; + Enchanting system is now activated. Talk to Adria, she provides the service; + Fury spellbook descriptions changed. Now it will show resulting values there instead of formulae; + If player has unspent attribute points of more than 255, they can be carried over to new game without being changed (cut) through byte overflow; + Activated 'Augmented Healing' perk: wasn't working before; v1.0801 (2021-01-22) + Improved Fury spellbook info display; + Fixed certain traits (that change base stats) that were not synchronized well in multiplayer coop games (Blood for Blood, Black Witchery, Big Frame, etc.); v1.0802 (2021-01-26) + Mage classes (in IM/SI/SR/NM modes) will again get oils from unique monsters, with 30% chance; + Added new monster type to dlvls 16-19; + Hidden are generated on dlvls 10-15 (were: 10-20); + Minor adjustments to perk availability (after introducing 'Bend the Rules' trait); + Death Minion renamed to Death Reaper (to avoid confusion when they are boss minions); + Seeing, Teleport and Warp spells are forbidden in Lazarus' level now, for safety measures; + Modified architecture of Lazarus level: removed doors and braziers; + Monster strafe chances are lowered; + Summoned minions no longer strafe now (Necromancer tier 1's and Demonologist tier 2's); + Fixed minor light bug with red portal that leads to Lazarus' level; v1.0803 (2021-01-29) + Perks with level above 0 (if not maxed) will be displayed in blue color now; + Visual stash tabs can now be scrolled with mouse (or arrows: left / right); v1.0900 (2021-02-05) Warning! After upgrading to this version, you shouldn't load old singleplayer games, start new game sessions and save - this will upgrade your characters. + Some UI improvements; + Enchanting window is made close player inventory on pressing Exit; + Backlights added to socketing window; + Scrolling through hotkeyed spells is deactivated when Stash is open (to avoid scrolling through spells while scrolling through stash tabs); + Firebolt trap damage formula rewritten. Does more damage early on and on Purgatory. And it now does 33% less damage on IM/SR/EZ modes; + Trait 'Old Fashioned' revised. Additional AC and damage formulae changed to +(CLVL^2/20) and +(CLVL^2/25) accordingly; + Removed support for Augmented Healing perk for All Mage classes; + All Mage classes now use Concentration spell instead of Fury; + Fixed Bouncer trait not reducing attack speed with dual weapons when paired with Monkey Grip; + Drinking pots/elixirs from inventory is protected against double clicks now (which could result in casting active non-targettable spells like Fury, Healing, etc.); + Fixed a bug where manually moving items to belt would deactivate active spell; + [Aura branch] Fixed Warden of Anger appearing in Frozen Loch; + Fixed Kodachi-based uniques looking like Chokuto ones; + Fixed Ararebo-based uniques looking like Kanabo ones; + Added new system of monster curses. Some monster types now have 2 to 4 tile radius curse fields around them, The fields are invisible but give warning sound when player enters them, There are different curses: life burning, mana burning, reistance-lowering, armor/stun/damage lowering, Summoned minions are not affected by these curses, Cursed fields have min-max range: the closer you are to the cursed monster, the stronger the curse, Multiple curses from many monsters do stack. Beware, that is their main danger; v1.0901 (2021-02-08) + Item tooltips are now transparent; + Gamma (in-game setup) now works like contrast adjustment rather than shifting palette colors; + Fixed gossip for towners: now it changes after player returns from the labirynth (used to reseed after starting new game); + Fixed a bug with characters freezing while trying to go downstairs; v1.1000 (2021-02-10) + Created 9 unique items based on Alloyed Buckler; + Fury duration increase affix now follows the following formula instead of adding flat 30 seconds: +(CLVL/2)+5 seconds. It's also correctly shown in affix description, Note: same applies to Concentration spell; + Enhanced perception will not highlight monsters hidden inside wall tiles now; + Speedrun mode: saving after killing end boss and loading game will no longer overwrite timer (it will be saved); + Stash update (v23): newly created characters now have only 1 stash tab, other tabs have to be purchased from Gillian (old characters will still have access to all 100 tabs); + Added auto-sorting feature to stash; + Fixed some more boss lights, I don't even remember what these bugs were but they are fixed, plus some improved handling of light for Valor boss and Hazeweaver; v1.1001 (2021-02-12) + Updated appearance of Monk staves. They all have 2x4 dimensions now; + Recolored Overlord and Filth Demon; v1.1002 (2021-02-19) + Warden of Anger got less hp and damage in IM/SR modes on Horror; + Fixed Warden of Anger monster type: beast now; + Rogue can go 20 levels deep into Strong Arm now; + Fixed Gargoyle squatting bug; + Restored and updated classic zoom feature from Diablo 1. It can be toggled with (ALT + Z). It makes resolution virtually twice as small. E.g., 1600x900 becomes 800x450, Note: original game visibility is achieved at 1440x810 with zoom (adjusted for 16:9 screen ratio). Also, playing like that is a freaking horror game all of a sudden, Note: if you have 16:10 monitor, try 1296x810 with zoom; + Mouse over belt items doesn't open tooltips if talk panel is open; + Replaced some throwing knives pics; + Attempted fix to prevent 0 pile of gold generating in inventory sometimes; + Savage, Berserker and Executioner classes are allowed to go 15 levels into Eagle Eye; + Replaced shrine message when 2 oils are dropped (from "Drink and gain more power" to "The effects of time shall be reversed"); v1.1009 (2021-02-26) + Fixed Fury description for Executioner; + Black Witchery trait now adds chance to score critical hits with magic: (CLVL / 5 + 10)% chance for +200% damage; + Enchanting items could freeze game when processing base items with many stats, fixed; + It's possible that Enchanting will decrease item attribute requirements now, but not below their minimum; + Char.panel To Hit is now shown as value, not percent; + Added new monster to Infested Cellar level: Wyrm; + Infested Cellar level redesigned: 3 new architecture variations now (shared between difficulty modes (for now)); + Monkey Grip trait lowers total max.chance to hit by 20%, Zealot trait now lowers max.chance to hit by 15%; + On 1st difficulty, unique monsters don't drop 'Rags' class items after dlvl-5; + Augmented Healing spell level requirements revised: 1-2-4-7-11 -> 1-2-3-4-5; + New feature added: see "SecondaryTooltip" option in config file under Visual Options; v1.1014 (2021-03-05) + Monk damage penalty with staves against beasts changed (sit down, you will be shocked, it's a buff): 33% -> 20% ; + Monster info bar reworked: shows only vulnerabilities now (in graphical icons), shows Stonce Curse vulnerability now, shows monster type as graphical icon (beast, undead, demon); + Monster info bar now shows information about monster curse field below champion boss information line; + It is possible now to draw rectangular border around monster HP bar. See 'AlternativeMonsterBarBorder' option in config; + On-screen version number is displayed below now (right above potion line); + Added beginner's quick starting guide section to readme; + Secondary tooltips are shown now only with Alt pressed; + Fixed original game bug with spell queuing; + Fixed spell-charged item processing in enchanting; + Added new perk for Warlock class; + Beastmaster's Cannibalism trait: autohit against summoned minions is decreased from +10% to +8% ; + Added 2 new Vortex Rogue bosses; v1.1030 (2021-03-12), [must be skipped to 1032 bc of dying in Leo level bug] Warning! You need to upgrade config.ini for this version. + Fixed monster species DFE affix (was not working); + Mace Glove has inherent +[20-25]% damage increase against Undead; + Fixed enchanting items (v3) assigning unwanted effects to items; + Introducing new system: Game Changers (GC): Character creation steps are: 1. New Hero -> 2. Choose Class -> 3. Choose Subclass -> 4. (Choose Specialization) -> 5. Choose Traits -> 6. Select Game Mode -> 7. Enter Name This system is inserted between steps 6 and 7. It's an additional sub menu of options that can be chosen during character selection, GCs can be bound to a) game mode(s), b) class(es), c) trait(s) and even d) other GCs, It's a system of game options chosen by player during character selection, and they change gameplay (sometimes, dramatically!), While traits offer a mix of advantage and disadvantage, GCs are individual features, they don't really change balance of power, they change how the game is played, Characters created before GC introduction are treated like characters that have all GCs as inactive; + Added new GC: Auto-saving. Can be activated for SP Easy/Normal/Hard/Hardcore modes. Works like save system from Normal multiplayer mode (character is saved, world - not), though it has options 'load game' and 'new game' from meta menu, they work the same way: new game is created, watch your items on the floor in town with this GC - you will not be able to quit game and load it again, new game will be created and items on the floor will get erased; + Added new GC (available always): Bound Gear. It's "battle striptease" moved to GCs from config (it's deleted from config now), When activated, it prevents player (when in battle) from equipping or unequipping items. Hand slot items are an exception: works through hotkeys and manually, battle modes is shared for players in MP when they are on the same (dungeon) floor - if you have BG and your partner too, your items will be bound, if you have no BG and your partner does have it, you will be able to change items in battle, they - won't, but be aware if you are in battle (or your partner) and you are on the same level of the dungeon, and you have BG - you will be bound to your items til the battle is over; + Some body items for female classes are horizontally flipped (base item pics); + NewGC added: "Item Drops". It's available in all MP modes. And in SP modes, if Auto-saving GC is activated. This GC makes you drop items on death; + Setup now has Gamma and Contrast settings; + Resource loss/gain combat text no longer displayed (including player incoming damage); + Added high level blunt weapon for Executioner (similar to Jigsaw); + Added new GC: "Demo Mode". Available only in SP Easy mode. Makes game way easier by making monster AI dumber; v1.1032 (2021-03-13) + Fixed dungeon descent check message; + Monster curse fields for melee/arrow damage resistance weakened by 1%; + Arrow DR curse field radius increased by 1; + Fixed item instability when going with it through portal; + Upgraded control panel: added new perk and game changer buttons. Buttons for character and quest sheets are compacted; + Bringing back old PvP button in MP: you can set it to hostile or friendly mode, just as it was in classic The Hell mod, to switch between collaborative and competetive gameplay; + Added new info window for Game Changers. It shows active GC list and their descriptions; v1.1049 (2021-03-19) + Added support for mouse buttons 4 and 5: see config option 'ExtraMouseButtons' ; + Fixed stability when setting game resolution above 2160 in height; + New GC added: "Live off the Land". Available in all modes. Makes shop owners not sell anything to players. Players have to hunt for resources themselves. With this GC restock buttons are gone too, Note: apart from not selling items, NPCs are not changed in any other way: gossips work, quest dialogues, repair, crafting, enchanting, socketing, recharge, it's all there; + Added new GC: "Impossible". Available in SP Hard only. Makes monsters deal double damage. This is practically impossible, I think. So don't count on it beaing actually beatable; + New GC added: "Prohibition". Available in all modes; + Added new GC: "No Retreat". Available in all SP modes except Hard. Makes ranged attackers not retreat; + Effortless GC no longer prevents monster retreats; + Executioner with "Leper" trait cannot choose "Live off the land" GC; + Fixed some (potential) memory corruption bugs; + Perk availability used to depend only on character class. Now traits and game changers are checked too; + Haggler perk is unavailable now if player selected Leper trait; + Perks "Expert Killer" and "Slayer" are unavailable now if player has "Tormentor" trait; v1.1086 (2021-03-26) + Attempted fixing invalid monster crash in MP (test); + No Retreat GC renamed to Full Contact; + Perk "Overdraw" is now unavailable if "Black Witchery" trait is chosen; + Perks "Swift Learner", "Here and Now" and "Educated" are turned off for characters who chose "Sisyphean Task" trait; + Perk "Acrobatics" is now unavailable for Big Frame Rogues; + Perk "Tuck Tails!" is now unavailable for Fechtmeister Warriors; + Radius of Enhanced Perception/Seeing is similar to activation radius. Default set to 9 tiles - same as light. Lesser light radius will allow seeing targets before activating them; + Addded new GC: "Hack & Slash". Available in SP Easy mode, to all characters that have melee weapons with modifiers according to type of monster they hit. It makes all damage neutral, Note: traits "Bestiarius" and "Axepertise" make this GC unavailable; + Added new GC: "Vaccinated". Available in SP Easy mode to Mage, Elementalist, Warlock and Bombardier. It forces monster vulnerability to all magic damage types (MFLAC) so you don't have to switch spells, Note: Stone Curse, Bone Spirit, Elemental and Holy spells are unaffected by this GC; + Adjusted stats on Griswold's Fencer(s); + Added new perk for Holy Aura Templars: Righteous Anger. It increases damage to undead from Holy Aura; + Warlock now uses new DOT acid mechanic, damage stacks and acid burning speed can be improved with his new perk (Acid Burn); + Monster spawn speed in The Den modified: 2 seconds for Hard mode (as before), 5 for Normal, 8 for Easy; + Bodkin Points perk values adjusted to favor early levels of the perk more by giving more armor penetration, Note: progression through 12 levels of the perk is now: 8, 16, 23, 30, 36, 42, 47, 52, 56, 60, 63, 66; + Raised damage for Devil Kin; + Acid damage from weapons now uses new acid mechanics too: all acid is applied over time (shown in dirty green on monster bar); + Assassin can go 6 levels deep into Toxicity now (up to +200%); + Warden of Anger: hitpoints and damage reduced. Gets 25% less hitpoints from warcries too; + Acid puddle damage formula changed to: 1 + 2*Diff + Rnd[ DLVL/4 ]; + Beastmaster boar spits leave no acid pools in multiplayer (they caused problems with duplicate loot/deaths and for now I just turned them off); ================================================================================================= News and updates: https://www.patreon.com/thmod Community: https://discord.gg/9Mk3yXw