ACKNOWLEDGMENTS
moe SAINT Evergreen and Crystalion, for making Hellfire playable
Zamal and Zenda, for their Modworkshop & notes
Selby, whose notes save me oodles of time
Dr. Zed, whose notes helped me in one way or another, over and over again
Jarulf, for DView and his Guide (which guided changes in many respects)
Kp629, who made hex editing make sense, plus code insight
LemmingofGlory, Thenryb, Hammerskjold, Ell_man: for feedback, testing, and ideas
And Bolty, for letting this suck up his bandwidth
Normally this is where modmakers thank Blizzard and Sierra for "making such great games." Granted, they did manage to crank out a superbly entertaining piece of code. However, since this mod exists only to fix things they screwed up, I must blame them for their ineptitude instead. You guys leave it to your fans to fix this stuff? That's so tacky. :p
You can send reports of bugs that do not exist in vanilla Hellfire here. Do not send me bug reports of things I've explicitly told you not to do.
READ AND UNDERSTAND
The mod *will* use your existing characters. Morphing of certain items (mostly uniques) *will* occur, though not all uniques will morph.
HellfireFixed.exe is the Multiplayer Version. The features listed will not correspond with single player and can corrupt characters. Do not use it in single player.
HFFsp.exe is the Single Player Edition of Hellfire: Fixed. Do not use it in multiplayer.
You do not need both versions, unless you want to play both SP and MP.
HOW TO USE
Place HellfireFixed.exe (and/or HFFsp.exe) in your Hellfire folder.
Run HellfireFixed.exe (and/or HFFsp.exe)
That's all.
HOW NOT TO USE
FIXES BY OTHER FOLKS
MISC. IMPROVEMENTS
UNIQUE MODIFICATIONS
In order to fix a fatal combination of BlizzLogic and Sierra's utterly confused attempt at creating a functional unique item drop system, many changes were made to base items, qlvls, and even attributes.
Bows Clubs Swords Name Qlvl Base Name Qlvl Base Name Qlvl Base Rift Bow 1 Short Jholm 1 Club Gonnagal 1 Short Sword Needler 11 Short Baranar 1 Mrn Star Exe's Blade 3 Blade Celestial 3 Long Crackrust 13 Mrn Star Diamondedge 17 Claymore Fleshstinger 13 Long Thunderclap 05 Hammer Gibbous 2 Bastard Deadly Hunter 3 Hunter's Schaefer 17 Hammer Grizzly 17 2H Blackoak 13 Hunter's Axes Eater 28 2H Bow of the Dead 3 Composite Name Qlvl Base Grandy 17 Great Flamedart 15 Composite Mangler 2 Axe Shirotachi 28 Great Flambeau 9 SBB Sharp Beak 2 Small Axe Staves Gnat Sting 20 SBB Bloodslayer 3 Great Axe Name Qlvl Base Blitzen 13 SWB Shadows 2 Quarter Staff
- Full Plate Mail
- Demon Plate Armor (qlvl 25) is now the only FPM.
- Demonspike Coat (qlvl 25) is now Studded Leather. (Interesting, eh monks?)
- Armor of Gloom (qlvl 30) is now Gothic Plate. Additionally, AoG no longer has 225 specified Armor Class. Instead, it has 75 AC and +200% AC. It must be ID'd for the 225 AC.
- Amulet: Amulets previously existed as two separate items with identical in-game characteristics. (They sold for the same amount unid'd, they had the same name, and they had the same graphic.) The two base types are now separate both in name and in graphic: Amulet and Necklace. The two unique Amulets are similarly separate. Amulet of Warding is a qlvl 20 Amulet. Acolyte's Amulet is a qlvl 8 Necklace.
- Bovine Plate no longer has 150 specified AC. It has 50 AC and +150% AC. It must be identified for the 150 AC. It's now Field Plate base, so it should be possible to drop in the dungeon.
- -AC: This attribute was bugged. When left in town, the AC would rollover to somewhere in the neighborhood of 247 AC. Celestial Star and Gnarled Root have been given alternate curses, +2 DFE and +4 DFE respectively. Scavenger's Carapace now sports -100% AC.
- ToHit Bonuses: Many melee weapons gained a Qlvlx3 to Qlvlx4 ToHit attribute (based on original qlvls). Weapons that did not receive this modifier were those that had sufficient ToHit, those that had -Dex or -ToHit% attributes which would cancel out a ToHit bonus, and "channeling" weapons like Mindcry and Dreamflange. This should make uniques weapons viable (even desirible) for younger characters.
- New Graphics: Most uniques that lacked a unique graphic have been given a unique graphic.
RINGS
These were an absolute MESS. There were SEVEN qlvl 8 unique rings, two qlvl 1s, a qlvl 2, a qlvl 5, a qlvl 10, and a qlvl 11. On top of that, they were positioned in the code so wrongly that Gladiator's Ring (qlvl 10) would override Ring of Engagement (qlvl 11) despite the latter having the higher qlvl. This mess has been cleaned up.The biggest problem with the unique rings was that all 13 rings used the same base type - "ring." This in and of itself is one of the most blisteringly idiotic ideas you're likely to see outside of "The Grandfather is a good sword" threads. Doubly so when you see exactly how easy it is to fix this.
In the code, there's not one but three types of rings - all identical. Like the two types of amulets, this trio of rings is the same in name, in graphic, and in unique item code. Unique item code is a data value that tells the game "Use this base type." Since there are three different types of rings, it's possible to assign each ring a different unique item code and create three distinctly different ring bases.
To help you see this more clearly, let's give these rings new names: Ring, Band, and Coil. (Bands and Coils have new pictures to boot.) We can spread the 13 unique "rings" onto these three base types more-or-less evenly: four "rings" to each base.
Rings Qlvl Bands Qlvl Coils Qlvl The Bleeder 1 Bramble 1 Ring of Regha 1 Ring of Thunder 11 Ring of Magma 11 Ring of the Mystics 11 Karik's Ring 21 Mercurial Ring 21 Giant's Knuckle 21 Constricting Ring 31 Xorine's Ring 31 Ring of Engagement 31 As you can see, the qlvls are tiered so each ring has a chance of dropping. This fix, however, required a tweak to the base types as well. "Ring" base type existed as qlvl 5, qlvl 10, and qlvl 15. To allow Bramble, Bleeder, and Regha to drop in normal the qlvl of Rings, Bands, and Coils was dropped to 1. This means you'll see a lot more rings in early church. In testing, the number of rings that showed up in late-game did not seem significantly affected. So all in all, it seems okay.
Note that the qlvls of the unique rings are not arbitrary. The qlvl 1's three are largely junk that deserve qlvl 1. The qlvl 11's aren't good enough to drop any deeper. The qlvl 21's are interesting, but not interesting enough. The 31's are the most powerful resistance ring, reading glasses, and ToHit modifier in the game. These puppies are what the Big Bosses deserve to drop.
But what about the 13th ring, Gladiator's Ring? It's gone. I'm sorry if you were fond of it, but I absolutely loathed it. I couldn't bear to see it again. It's been replaced by a new unique. I hope you enjoy it. ;)
BOSSES
Egads, do we have bosses! More than a few bosses were on the "wrong" dlvl. That is, they were supposed to appear on a dlvl where their base type didn't. (e.g. Blacktongue, a Counselor, was slated to appear on dlvl 12. Counselors do not appear there.) These bosses have been enabled. Additionally, lots of boss slots were occupied by bosses belonging to monster types that don't exist. These boss slots were used to provide bosses in the Hive, Crypt, and one or two elsewhere.
Caves Bosses | |||||||
Name | Type | Dlvl | Hps | MFL | Damage | AI | Pack |
The Boogey Man | Illusion Weaver | 9 | 325 | RI- | 10-40 | Hidden | Yes |
Hive Bosses | |||||||
Name | Type | Dlvl | Hps | MFL | Damage | AI | Pack |
Damned | The Shredded | H1 | 375 | IR- | 20-40 | Melee | Yes |
Bob and Fred | Felltwin | H2 | 405 | IRR | 25-50 | Melee | Yes |
Pigmaul Rentflesh | Hellboar | H2 | 495 | IRR | 30-55 | Melee | Yes |
Blinky the Destroyer | Necromorb | H3 | 350 | IIR | 20-30 | Psychorb | Yes |
Antphir | Torchant | H4 | 390 | -IR | 20-30 | Torchant | Yes |
Gutretch Acidburp | Spider Lord | H4 | 550 | I-R | 15-30 | Spitter | Yes |
Hell Bosses | |||||||
Name | Type | Dlvl | Hps | MFL | Damage | AI | Pack |
Blacktongue | Counselor | 13 | 360 | RII | 15-30 | Mage Demon | Yes |
Brother Jerec1 | Advocate | 15 | 900 | -II | 50-50 | Telekill | No |
Fleshdancer | Soul Burner | 15 | 999 | III | 30-50 | Succubus | No |
Lord of the Pit | Azure Drake | 15 | 762 | IIR | 25-42 | Melee | Yes |
Sir Gorash2 | Blood Knight | 16 | 1050 | RII | 20-60 | Melee | No |
Crypt Bosses | |||||||
Name | Type | Dlvl | Hps | MFL | Damage | AI | Pack |
Bum Nibbler | Tomb Rat | C1 | 850 | -II | 36-36 | Melee | Yes |
Coughagus | Gravedigger | C1 | 800 | RRI | 27-48 | Scavenger | Yes |
Peanut | Devil Kin Brute | C1 | 800 | -IR | 15-30 | Melee | Yes |
Construct | Crypt Demon | C2 | 1300 | IRI | 55-65 | Melee | Yes |
Flappity the Floppy | Firebat | C2 | 950 | IIR | 25-40 | Melee | Yes |
Smellsbad Tastesworse | Satyr Lord | C2 | 1003 | IRR | 30-50 | Melee | Yes |
Howlingire the Shade | Bone Demon | C3 | 1900 | RII | 40-75 | Melee | Yes |
Izual, the Fallen | Reaper | C3 | 2500 | III | 60-90 | Melee | Yes |
The Blob | Flesh Thing | C3 | 1500 | III | 1-150 | Melee | Yes |
Axgash | Biclops | C4 | 1400 | RRI | 60-80 | Butcher | Yes |
Fleshdoom | Reaper | C4 | 2666 | III | 30-150 | Melee | Yes |
Mrs. Leoric | Arch Lich | C4 | 1200 | III | 100-100 | Melee | No |
BUGS: New and Old