Diablo II "LoD" CLASSIC STYLE MOD for v1.10
#2
Following is a list of all changes and features in this MOD. Check them out and try one of the pre-made characters, that will answer many questions :) Note that most changes affect both the Expansion and Non-Expansion games, so the classic Diablo II portion of "LoD" has improved as well.


Quote:Monster Changes
-------------------

- Reduced the Hitpoints of all Monsters by 15% in Nightmare and Hell difficulty

  NOTES:

  1) the Hitpoints of Baal and his Clone have been corrected to 25% in Hell difficulty
  2) the Hitpoints of the 3 Ancient Barbarians on Mount Arreat have been corrected to 25% in Hell difficulty
  3) the Hitpoints of the "Diablo Clone" have been reduced by 90% in all difficulties (but he's still tough enough ;))


- Reduced the Damages (physical and elemental) of all Monsters by 15% in Nightmare and Hell difficulty

  NOTES:

  1) the Lightning Damage of the Wisp class monsters has been reduced by 30% in Hell difficulty
  2) the Lightning Damage of the Bighead class monsters has been reduced by 25% in Hell difficulty
  3) the Missile skill levels of the Abyss/Oblivion Knight monsters have been reduced to level 1 (= patch 1.09 value)
  4) the Inferno skill levels of the Megademon class monsters have been reduced by about 40-50%
  5) the Corpse Explosion range variable of Nihlathak has been reduced by 33%
  6) the "Extra Fire" Damage of the (High-)Council class monsters has been reduced by 50% in Nightmare and Hell difficulty


- Reduced the Movement (not the AI!) Speeds of all Monsters by 15% in all difficulties


- Increased the "Drain" values of all Monsters in Nightmare and Hell difficulty as follows:
 
  0  -> 10 (Skeletons, Swarms, Wisps etc)
  20 -> 33 (Baal + Baal Clone)
  33 -> 50
  50 -> 66

  NOTES:

  1) a higher "Drain" value means that you can better leech life and mana off this monster
     (Drain 0 = no leech possible, Drain 100 = 100% leech)
  2) all monsters that were previously unleechable (Drain = 0), i.e. Skeletons, Swarms or Wisps, now offer 10% leech
  3) the "Diablo Clone" has still his original Drain value (15% leech), so beware when you fight him! :)


- Reduced the Monster Density in all areas by 15% in Nightmare and Hell difficulty

  NOTES:

  The following areas still have their original Monster Density:

  Kurast Levels 1- 4
  Travincal
  Bloody Foothills
  Halls Of Pain
 

- Reduced the number of Champion/Boss Monsters in all areas by 15% in Hell difficulty

  NOTES:

  1) the Throne Room in Act 5 spawns only 2 to 3 Bosses/Champions in Hell difficulty
  2) the Halls Of Pain in Act 5 spawns 6 to 8 Bosses/Champions in Hell difficulty


- Added the following new "Treasure" Areas in Hell difficulty:

  The Crypt (Act 1)
  Temple Entrance ("Pindleskin Area" in Act 5)
  Halls Of Pain (Act 5)
  Frozen Tundra (Act 5)

  NOTES:

  The above "treasure" areas have their area level set to 85 in Hell, and 65 in Act 5 in Nightmare difficulty


- The "Diablo Clone" now spawns in the 3 Hell Pits of the Act 5 Highlands in all difficulties:
 
  Abaddon (Frigid Highlands)
  Pit Of Acheron (Arreat Plateau)
  Infernal Pit (Frozen Tundra)

  NOTES:


  1) these 3 Pit areas have their Monster Densities lowered, so that only 1 to 2 "Diablo Clones" can spawn here
  2) only the "Diablo Clone" can spawn here, all previously resident monsters have been removed


- The Superunique Monsters "Thresh Socket" and "Sharptooth Slayer" can now be found again in their original locations


- Significantly boosted the Druid's Spirits and Vines, and his Ravens

  "Oak Sage", "Heart Of Wolverine" and "Spirit Of Barbs" have their stats changed as follows:

  Immune to Physical and Poison Damage in all difficulties
  40% resistant to Magic, Fire, Lightning and Cold Damage in Normal difficulty
  60% resistant to Magic, Fire, Lightning and Cold Damage in Nightmare difficulty
  80% resistant to Magic, Fire, Lightning and Cold Damage in Hell difficulty
  Damage Regen is set to 10

  "Poison Creeper", "Carrion Vine" and "Solar Creeper" have their stats changed as follows:

  Immune to Poison Damage in all difficulties
  50% resistant to Physical Damage in Normal difficulty
  60% resistant to Physical Damage in Nightmare difficulty
  70% resistant to Physical Damage in Hell difficulty    
  20% resistant to Magic, Fire, Lightning and Cold Damage in Normal difficulty
  40% resistant to Magic, Fire, Lightning and Cold Damage in Nightmare difficulty
  60% resistant to Magic, Fire, Lightning and Cold Damage in Hell difficulty
  "Poison Creeper" Damage Regen is set to 10
  "Carrion Vine" and "Solar Creeper" Damage Regen is set to 15

  Ravens have their stats changed as follows:

  50% resistant to Physical Damage in all difficulties
  20% resistant to Magic, Fire, Lightning, Cold and Poison Damage in Nightmare difficulty
  40% resistant to Magic, Fire, Lightning, Cold and Poison Damage in Hell difficulty
  Hitpoints have been doubled in all difficulties


- Increased the Physical Damage Resistance of the Assassin's "Shadow Warrior" and "Shadow Master" by 25%


- Removed the "wild", uncontrolled Monster Randomization in Act 5

  NOTES:

  1) although the distribution is no more random, the fixed monster pool per area contains more different monster types
  2) in addition to the original Act 5 monsters, a couple of new, non-Act5 monsters have been added to the mix

   

Item Changes
---------------

- Significantly improved all Magical Affix Chances across the board

  NOTES:

  1) this modification affects only the CHANCES on better affixes, not the affix itself
  2) the further you advance in the game, the better is your chance on good affixes now


- Disabled the spawning of more or less "useless" Affixes, like many of the Charged Affixes

  
- Significantly improved the Rune Drop Propabilities and Rune Qualities across the board


  NOTES:

  1) lower quality and common Runes for various Horadric Cube recipes drop much more frequently now
  2) high Runes (like VEX and better) are no more wishful thinking :)


- Improved the Rune Drops of the "Countess" (in Act 1) as follows:

  Normal difficulty: up to KO (rune 18)
  Nightmare difficulty: up to IST (rune 24)
  Hell difficulty: up to BER (rune 30)
  

- Significantly improved the Gem Drop Propabilities

  NOTES:

  Lower quality Gems (chipped, flawed, normal) for various Horadric Cube recipes drop much more frequently now


- Improved the Magical Item Drop Propabilities across the board for all Monsters, incl. Boss and Act Boss Monsters

  NOTES:

  The propabilities for Act Bosses are now the same as the "Quest Drop" propabilities during the first kill


- Improved the Normal Item Drop Propabilities across the board 


- All Item Types have now an equal chance to be dropped, incl. Wands, Staves and Class-Items


- All "Automagic" Mods have now an equal chance to appear on a Class-Item


- Significantly reduced the Repair Costs for "Superior" type normal Armors and Weapons

  NOTES:

  This price reduction is especially important for superior Rune Word items which were previously way too costly


- Improved the Set Item Rarity

  NOTES:

  Higher quality set items like the "Tal Rasha's Adjudication" Amulet drop more often now


- Improved the Unique Item Rarity

  NOTES:

  Higher quality unique items like the "Stormlash" Scourge drop more often now (compared to uniques of the same type)


- Unique Items are no more divided into "Normal" and "Uber" quality


- Enabled all Ladder-Only Uniques


- Enabled the unique "Constricting Ring" (mainly for testing purposes with the "Cube MOD")


- Disabled the "Fullsetgeneric", "Monsterset" and "Fade" states for all Expansion Sets

  NOTES:

  1) the "Monsterset" state on the "Trang-Oul's Avatar" Necro set severely limits the casting speed of the Necromancer
  2) the Valkyrie-type aura that is added via the "Fullsetgeneric" state to the in-game character looked too UGLY :)
  3) the (black) "Natalya's Odium" Assassin set looks better without the semi-transparent "Fade" state :)


- Restored the Item "Color Shift" Values to patch 1.09 state because they made most items look just plain UGLY in 1.10! :)

  NOTES:

  The single exception of this modification is Sacred Armor which looked all quite good, i.e. the blue "Tyrael's Might"



Gameplay And Miscellaneous Other Changes
-------------------------------------------------

- Significantly reduced the Experience Penalties as follows:

  From Level  1 to 80:  100.0 % Experience
  From Level 81 to 85:   87.5 % Experience
  From Level 86 to 90:   75.0 % Experience
  From Level 91 to 95:   62.5 % Experience
  From Level 96 to 99:   50.0 % Experience

  NOTES:

  No more endless stupid "Baal Runs" required for level 99 :)


- Reduced the Death Experience Penalties as follows:

  In Nightmare difficulty to 3%
  In Hell difficulty to 5%


- Significantly increased the Gambling Chances as follows:

  For Set items: 15 times better chance
  For Unique items: 15 times better chance


- Added the following very useful Normal Item Socketing Recipes (for use with the "LoD Classic Style MOD"):

  Any Normal Weapon + PUL Rune + Chipped Skull -> Add 1 socket to Weapon
  Any Normal Armor + PUL Rune + Chipped Skull -> Add 1 socket to Armor
  Any Normal Weapon + PUL Rune + Flawed Skull -> Add 2 sockets to Weapon
  Any Normal Armor + PUL Rune + Flawed Skull -> Add 2 sockets to Armor
  Any Normal Weapon + PUL Rune + Skull -> Add 3 sockets to Weapon
  Any Normal Armor + PUL Rune + Skull -> Add 3 sockets to Armor
  Any Normal Weapon + PUL Rune + Flawless Skull -> Add 4 sockets to Weapon
  Any Normal Armor + PUL Rune + Flawless Skull -> Add 4 sockets to Armor
  Any Normal Weapon + PUL Rune + Perfect Skull -> Add 5 sockets to Weapon
  Any Normal Armor + PUL Rune + Perfect Skull -> Add max. (4) sockets to Armor
  Any Normal Weapon + PUL Rune + 2 Perfect Skulls -> Add max. (6) sockets to Weapon
  Any Normal Armor + PUL Rune + 2 Perfect Skulls -> Add max. (4) sockets to Armor



Miscellaneous Extras
-----------------------

- The "Diablo Clone" now spawns in the 3 Hell Pits of the Act 5 Highlands in all difficulties:
 
  Abaddon (Frigid Highlands)
  Pit Of Acheron (Arreat Plateau)
  Infernal Pit (Frozen Tundra)

  When killed, the "Diablo Clone" has a 100% chance to drop the "Annihilus" charm in all difficulties.


- Added the "Korlic's Hew" unique Great Poleaxe as new game item

  NOTES:

  1) This item only exists in this MOD and will vanish if you should load your game character into the original 1.10 game
  2) Foreign language strings for this new item exist in German and French, the rest is displayed in English


- Added the "Tyrael's Blessing" Elite Set from an elaborate "Year 2004 April Fools" hoax as new set :)

  NOTES:

  1) This set only exists in this MOD and will vanish if you should load your game character into the original 1.10 game
  2) Foreign language strings for this new set exist in German and French, the rest is displayed in English



Bug Fixes
-----------

- Fixed the aura stats description for aura-enhanced items that caused a crash in the German version
"Man only plays when in the full meaning of the word he is a man, and he is only completely a man when he plays." -- Friedrich von Schiller
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Messages In This Thread
RE: Diablo II "LoD" CLASSIC STYLE MOD for v1.10 - by davidj8580 - 08-21-2014, 08:02 PM
Diablo II "LoD" CLASSIC STYLE MOD for v1.10 - by nobbie - 04-23-2004, 08:57 AM
Diablo II "LoD" CLASSIC STYLE MOD for v1.10 - by HoBoS - 04-25-2004, 06:17 PM
Diablo II "LoD" CLASSIC STYLE MOD for v1.10 - by Chaos Itself - 05-18-2004, 11:49 PM
Diablo II "LoD" CLASSIC STYLE MOD for v1.10 - by ForeStorm - 07-19-2004, 07:53 PM
Diablo II "LoD" CLASSIC STYLE MOD for v1.10 - by CasmirRadon - 07-28-2004, 12:31 AM
Diablo II "LoD" CLASSIC STYLE MOD for v1.10 - by Starstasis - 02-18-2005, 08:55 AM
Diablo II "LoD" CLASSIC STYLE MOD for v1.10 - by Loki076 - 02-26-2005, 06:11 PM
Diablo II "LoD" CLASSIC STYLE MOD for v1.10 - by Lolepops - 06-27-2007, 02:21 PM

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