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Thirteen uniques that all use the same base type is a fantastic idea! -attributed to Sierra
Current Version: v1.21 (18 July 2003)
New in v1.21

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

CURRENT VERSION: v1.21

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
NameQlvlBase NameQlvlBase NameQlvlBase
Rift Bow1Short Jholm1Club Gonnagal1Short Sword
Needler11Short Baranar1Mrn Star Exe's Blade3Blade
Celestial3Long Crackrust13Mrn Star Diamondedge17Claymore
Fleshstinger13Long Thunderclap05Hammer Gibbous2Bastard
Deadly Hunter3Hunter's Schaefer17Hammer Grizzly172H
Blackoak13Hunter's Axes Eater282H
Bow of the Dead3Composite NameQlvlBase Grandy17Great
Flamedart15Composite Mangler2Axe Shirotachi28Great
Flambeau9SBB Sharp Beak2Small Axe Staves
Gnat Sting20SBB Bloodslayer3Great Axe NameQlvlBase
Blitzen13SWB   Shadows2Quarter Staff

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.

RingsQlvl BandsQlvl CoilsQlvl
The Bleeder1 Bramble1 Ring of Regha1
Ring of Thunder11 Ring of Magma11 Ring of the Mystics11
Karik's Ring21 Mercurial Ring21 Giant's Knuckle21
Constricting Ring31 Xorine's Ring31 Ring of Engagement31

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

1: Think of him as a "Monk"-ish enemy. Always appears.
2: He's not new, but he has resists now.

BUGS: New and Old