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Diablo 2 Fallen v14

Introduction:

Diablo 2 Fallen is a semi-conversion mod for Sacred 2 that transforms the game world, character classes, items, enemies, and many more aspects into those of Diablo 2.

Relevant Links:

Please read the following!

  • This mod requires the latest version of the Community Patch (1.60) to be installed beforehand.
  • Do not to have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Custom versions of the Survival Mod, Serious Textures mod, Reduced Fog, and Elite Mounts are also integrated.
  • Music is not included. The Music Pack is a separate download available HERE. There is a small new music patch as of Nov. 27 2016.
  • Set "commentary" to OFF in the options menu. The characters will still speak at certain times (inventory full, accept/reject/solve quest, find unique, etc.), and all of those instances have been replaced with D2 character voices. If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices.
  • Set "Number of Speakers" to STEREO in the options menu. If you try to use 5.1 audio then the music and many sound effects will not play.
  • The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system.

Detailed Install Instructions (New Users):

  • Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder.
  • After running the GME once, it will make a folder called "MODS" there.
  • Extract the contents of the D2F .zip file into the "MODS" folder.  There should be three folders: "Diablo 2 Fallen v14", "D2F Inferno Patch", and "D2F SuperSpawn".
  • If using the D2F music pack, extract its contents ("music" folder) into the "pak" folder of the mod.  So the structure will look like: [Diablo 2 Fallen v14/pak/music].
  • Run the GME and enable Diablo 2 Fallen v14. It may take a long time to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.
  • -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod.  Disable before disabling the main mod.
  • The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system.
  • Play with NEW characters only.

Previous Users:

  • Disable the old version of D2F with the GME (important!)
  • Remove the old D2F folder from your "MODS" folder.
  • Place the new "Diablo 2 Fallen v14" folder into the "MODS" folder. Enable as usual.
  • -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod.  Disable before disabling the main mod.
  • Play with NEW characters only. Use old characters at your own risk.

Recommended - Disable Fight Music and Screen Shake in Options.txt:

  • Be sure to Show Hidden Files and Folders
  • Location of Options.txt:
    • (Windows 10/7/Vista) C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2
    • (Windows XP) C:\Documents and Settings\<Username>\Local Settings\Application Data\Ascaron Entertainment\Sacred 2
  • Search for the line "volume_group02" and change the value to 0
  • Search for the line "cameraShake" and change the value to 0

Thanks to:

  • Pesmontis for all his ideas and insight, and helping me import countless new monster and item designs.
  • dimitrius154 for invaluable advice, contributing new models and textures, and coding.
  • Silver Fox for scripting advice, and his work on textures, making new items, god statues, and the Druid's quest.
  • Vampire and desm for making the French version.
  • Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters.
  • steinerrr for ideas on how to increase the power and challenge of monsters.
  • Caledor for ideas on adjusting balance, skill effects and the inventory interface.
  • SX255 for some Sabre Cat textures.
  • Jordan0422 and Tharkun who did testing and provided lots of valuable feedback.
  • Charon117 who made tools for cleaning & optimizing scripts.
  • The CM Patch team and all the modders who came before me, made modding tools, and showed me the way.
  • Everyone who played the mod, posted feedback, and gave support. This mod is very much a product of the entire Sacred 2 community at DarkMatters. Thank you!

What's New in Version v14   See changelog

Released

[General]
 - Fixed swapped Intelligence/Willpower attribute icons.
 - Portrait color in the Lore of the Nephalem books adjusted to match the log UI.
 - Blueprint.txt script optimized to avoid corruption when file is edited - replaced German characters which broke encoding format (if saved with certain text editors).
 
[Quest]
 - A few unique quest NPC's got unique appearances instead of being ice elemental clones: The Djinn, The Passive Water Elemental, The Air Elemental ("Will-o'-Wisps" quest).
 - Some unused High Elf and Human character designs were activated and assigned to various quest NPC's: Aaron King of Thieves, Varnar, Informant Harol, Commander Iskari, Officer Shabbovsky, Sentry Hicks.
 - Improved variation of male and female quest characters in Artamark. Now over 2 dozen different designs are used instead of the same 3 NPC's over and over.
 - New chain quest series: "The Hellfire Arena." See Deckard Cain outside the arena on the Island of Many Roads to begin.
 - New quest: "Elite Mounts." The elite mounts trader in the Jungle region now gives you a quest before he will begin trading with you, as a test of strength. Requires completing either "Unique Mounts" or "A Roof Over the Head" quests first.
 - New quest: "The Lightning Lord."  See Asheara in the Ruins of Khatuz to begin. Rewards a Perfect Amethyst.
 - Reward for completing "The Earth Lord" quest is changed to a "Wol" Sigil (pure Physical Relic).
 - Reward for completing "The Needy Water Elemental" changed from a Chipped Sapphire to rare-tier Sapphire.
 - Commander Elsurion ("A Long Journey" and "Raiders") no longer gets attacked constantly by bandits.
 - "Panem en Circensis" (shadow path quest) now grants 1 skill and 1 attribute point as reward.
 - All quests which grant skill and attribute points are no longer repeatable per difficulty in Multiplayer, to prevent abuse. Total list: Ancaria Airlines, Feed the Poor, 7 Days of Rainy Weather, Survivors, Panem en Circensis, Den of Evil, Radament's Lair, The Fallen Angel, Lam Esen's Tome, The Hellfire Arena.
 
[Spells]
 - Raise Skeleton: Bronze mod "Equipment" armor bonus now scales with the Dark Summons Lore skill, and will now apply a visual upgrade to the skeletons' armor. Silver mod "Sharpened Blades" now also applies a physical damage bonus that scales with the Dark Summons Lore skill. Gold mod "Spectral Shields" now grants guaranteed Defense Rating % and Chance to Block Melee & Ranged attacks.
 - Skeletal Mage: Skeletal Mages will now use their wands to shoot projectiles while their spells are on cooldown. Gold mod "Skeletal Mastery" now summons two additional skeletons.
 - Firestorm: Fire damage increased by 50% and Fire DOT increased by 100%.

[Items]
 - An unusable horse "item" will no longer drop in place of one of the magic-tier Throwing Axes.
 - Item modifier: "Detrimental Magic Effects -X%" renamed to "Debuff Duration -X%" to more accurately describe what it does.
 - Base modifiers on Throwing Stone weapon class changed to: Chance to Bypass Armor (unlocked by Ranged Weapons skill), Chance for Open Wounds, and Attack Speed.
 - Unlockable bonus on "Enhance" Blacksmith art changed from Hitpoint Regeneration to Spell Intensity +X%.
 - Unlockable bonus values on "Whet" and "Anneal" Blacksmith arts reduced in intensity (now at about 75% former values).
 - Unlockable DOT Damage Mitigation on Antidote Potions are combined into a single bonus (effect is unchanged).
 - Significantly increased the power of item modifier: "Chance to Banish Undead +X%". Does not affect potions or spells. The bonus will now also spawn on rings, wings, and lightsabers.
 - All unique/set/legendary weapons that had "Opponent's Armor: Physical -X%" are changed to use "Opponent's Armor -X%" (affecting all damage types).
 - The Hafted Weapons Lore-unlockable bonus "Fire Damage vs. Undead" is changed to "Damage vs. Undead" instead (affecting all damage types).
 - New Item: Jewel of Force, physical-based damage converter with magical/rare variants, as well as a unique variant, the Stalwart Jewel.
 - New Legendary Jewel: Rainbow Facet, which adds all five damage types and all five secondary effects to the weapon, in lieu of damage conversion.
 - New Legendary Relic: Hellfire Torch. Available only as quest reward for completing the Hellfire Arena quest series.
 - New Legendary Relic: Gheed's Fortune. Available as random drop from enemies/chests.
 - Amazon set "Leaves and Twigs": Spell Resistance +% set bonus is now the correct one (values are much higher).
 - Sigils (CM patch relics) minimum drop level increased from 10 to 30. They are now tier 14 drops (slightly more rare).
 - Potion drop rate is moderately reduced for low-level trash mobs. Merchant stock is unchanged.
 - Necromancer bonuses no longer appear on bows, since he can't use these weapons.
 
[Enemies]
 - Fixed a vanilla scripting bug whereby hundreds of opponents had broken skills (Tactics Lore, Armor Lore, and Aspect Lores were most common).
 - Ensured all bossses have boss-level (top tier) drop chances and XP, as well as increased resistance to crowd control.
 - All Bat-type enemies are smaller and faster, with increased evade chance and life leeched per hit. Base physical damage slightly reduced to compensate.
 - The Carnach now has increased movement speed & vitality. Its melee attacks have additional magic damage, chance for critical hits, and chance to burn. It has also learned the Pole Arms skill, which will increase its attack speed and attack value.
 - The Butcher and Ventar the Unholy are now boss-level opponents.
 - Increased melee attack reach for the Carnach, Baal, Ventar the Unholy and the Ghost of Christmas Future.
 - The amount of enemies who use Expulse Magic is reduced. Walther now uses an Area of Effect weakening debuff, and Sinister Prince now uses an aura that disrupts the player's regeneration times.
 - The chain lightning spell used by several enemies no longer strips the player's buffs. Instead, it penalizes combat art regeneration for 4 seconds.
 - The frost ring spell FX used by Ogres and other enemies no longer has a negative impact on performance. Accordingly, this FX has been restored to Shelob's "Frosty Lair" spell.
 - Mounted enemies should no longer explode when they are killed.
 - Texture tweaks to Toorc Icefist (cyan) and Bremm Sparkfist (purple) to better differentiate them.
 - Texture tweaks to Achmel the Cursed (green glow replaced with red).
 - Texture tweaks to Raging Boar (no more fur shader on tusks and eyes).
 - Resistances of the Elemental Lords are reworked. Each now has a significant vulnerability to a single element, corresponding to the armor displayed on their health bar. Physical mitigation is also reduced for all except the Earth Lord.
 - Earth Lord is retextured. He now uses a dirt spray attack instead of summoning more elementals.
 - Elite Earth Elementals reverted to vanilla textures.
 - There is now a fifth Elemental Lord, attuned to magic damage: The Lightning Lord, with associated quest in Hissil'Ta. Will-o'-Wisps now spawn in his vicinity.
 - Nerfed enemy Resurrect spell. Resurrected opponents no longer have as much bonus damage and speed, until very high levels.
 - Eyeback the Unleashed is now larger and more powerful than other Death Maulers.
 - Blackhammer is now more powerful and is equipped with a weapon. He also has the black hair Ascaron designed for him instead of generic NPC hair.
 - Nimonuil no longer uses Necromancer spells. Iron Maiden and Bone Spirit are replaced with Spikeshield and Burning Energy Staff hard hit.
 - Reduced melee damage of: Kujin, Fire Eye, normal-class Demons (Wastelands and Arena in the Clouds). The latter had 10x intended damage through a typo.
 - Reduced hitpoints of: Kujin, Flamespike the Crawler, Gahanka, elite Vampires.
 - Increased hitpoints of: Izual, Red Vex, Witchmoon, Jazreth.
 - Dark Seraphim receives significantly more hitpoints, as well as moderately increased resistances and damage.
 - Tyrael's attributes are increased to be similar to Malthael's. Likewise, Malthael now has more passive skills like Tyrael (Armor Lore, Damage Lore, etc.). They are both now boss-level opponents.
 - Lupus Coldhand and Ogan Kandimiro (Orc Masters of the Hunt) have increased damage, hit chance, resistances, and XP per kill. They are now equipped with weapons.
 - Grurag and Ore-Thag Orc Archers no longer equipped with incorrect Ogre Hunter weapons.
 - All Orc Archers/Hunters will now use (and prefer) their bows instead of always using melee weapons.
 - Removed Hard Hit attack for Gronkor (was missing an animation, causing him to not attack) - replaced with the "Blind" debuff spell. Gronkor no longer stops to perform taunting animations during combat.
 - Added missing running animation for Gronkor and all mummy-type enemies - they should no longer glide across the ground.
 - Zakarum Fanatics now use 2h scythes like the Zealots, because they lacked proper dual wielding attack animations (they were punching instead).
 - Duriel no longer stops to perform taunting animations while chasing the player.
 - Mutated Devilkin are no longer equipped with weapons/shields they can't use (equipment was appearing at their feet & clipping into the ground).
 - Deranged Earth Elementals ("A Growing Danger") are now elite-class. The 2 "mature" ones are now T-Mutated Elementals in keeping with the quest lore.
 - Will-o'-Wisps in Facetelleon cave are replaced with Lithos enemies.
 - The deepest levels of the Schlun'Zum caves (lair of Thranak and Ice Lord) are now filled with T-Mutants and Ice Elementals instead of Devilkin and Wolves.
 - Mutated Scarabs are no longer missing portraits in the "Last Opponent" window.
 - Gnome ghosts on Christmas Island are now the "Christmas" versions instead of a generic Devilkin.
 - Reduced movement speed of Gar'Colossus back closer to vanilla values.

  • Like! 3
  • Thanks! 1

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Recommended Comments

Спасибо за великолепный мод и что не забываете про Sacred,скажите вы продолжаете работу над этим модом?

  • Like! 1
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So far so good, but one question, I'm playing US version of sacred 2 modified with ice and blood, the only thing I see are the runes say one thing and does something completely different.  Do I need ib for this?  I have Sacred 2 on another computer.  BTW it plays a lot smoother with diablo

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I salute the mod creator and all involved with this project. Started playing today and it's amazing.

What is the level cap if I start in normal and just play it through? I notice there are no higher stages as in regular Sacred 2. Is this what Inferno difficulty is for--play through and then export to that to reach 200+? My apologies if I have overlooked the obvious answer.

In any event, thank you.

  • Like! 1
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5 minutes ago, mystical_fan said:

Ok, it's all good.  Found it and I'm up and running.

 

Bravo! And enjoy his Mod 

:)

 

gogo

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Many thanks to all the mod developers.Amazing work.And thank you for not forgetting about this game

Edited by Azazy
  • Like! 1
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A very fun mod concept, but most ranged weapons (bows, thrown, some spells) crash the game for me.

"An exception has occured!

Error #:1

Function: ParticleSystemManager::createSystem

Description: template not found'x_stone_streak',

File: ,\Graphics\particle\particleSystemMgr.cpp

Line: 199"

Otherwise the mod works like a charm.

  • Like! 1
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5 hours ago, Juopunumies said:

A very fun mod concept, but most ranged weapons (bows, thrown, some spells) crash the game for me.

"An exception has occured!

Error #:1

Function: ParticleSystemManager::createSystem

Description: template not found'x_stone_streak',

File: ,\Graphics\particle\particleSystemMgr.cpp

Line: 199"

Otherwise the mod works like a charm.

This will happen if you don't have Community Patch 1.60 installed first.  The "stone_streak" file was added in that patch.

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54 minutes ago, Flix said:

This will happen if you don't have Community Patch 1.60 installed first.  The "stone_streak" file was added in that patch.

That fixed the problem; I had cm 1.50 installed. Thanks!

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Why dialogs are not appear 

On 4/11/2019 at 12:08 AM, Flix said:

This will happen if you don't have Community Patch 1.60 installed first.  The "stone_streak" file was added in that patch.

Why dialogs are not appear

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6 hours ago, FilipMadalin said:

Why dialogs are not appear 

This happens because you didn't install the fonts that come with the mod.  I included them in the folder: pak/fonts.

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I never really tried this mod, due to the fact that I love clustering maelstrom and the piping in the Blood Poison set. But I just tried it out; those two things are such a tiny price to pay when you consider all that this mod adds. Thank you so much for this mod :)

  • Appreciation 1
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13 minutes ago, Gilberticus said:

I never really tried this mod, due to the fact that I love clustering maelstrom and the piping in the Blood Poison set. But I just tried it out; those two things are such a tiny price to pay when you consider all that this mod adds. Thank you so much for this mod :)

Thanks man!   I'm working on the definitive, "final" version of the mod right now, so let me know if there's any bugs or if anything just feels "off." 

Been playing the mod the past few weeks and I can say the new monsters I added hit a little too hard and soak up a bit too much damage, they will be better balanced in the upcoming version.

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I am noticing one issue, with the Sorceress. I know how to use the teleport spell; you point your cursor where you want to teleport to. But when I put it into a combo, let's say I cast nova and then teleport, she stays put instead of teleporting where my cursor is pointing to. I don't know if teleoprt isn't supposed to be put in a combo, or if teleport is supposed to be cast before other spells in the combo, but that's what I'm encountering so far. 

  • Like! 1
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16 hours ago, Gilberticus said:

I am noticing one issue, with the Sorceress. I know how to use the teleport spell; you point your cursor where you want to teleport to. But when I put it into a combo, let's say I cast nova and then teleport, she stays put instead of teleporting where my cursor is pointing to. I don't know if teleoprt isn't supposed to be put in a combo, or if teleport is supposed to be cast before other spells in the combo, but that's what I'm encountering so far. 

I think Shadow Step acts the same in the vanilla game doesn't it?  Teleport as it is is pretty much just a copy of Shadow Step with the Cooldown and teleport delay decreased.

I just the character just doesn't know where to target.

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I honestly don't know, I've never used Shadow Step before. But as long as you know, it's all good. I have nothing further to report as far as bugs and whatnot. 

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Yeah, CAs that need targeting don't work as intended when they're the second one in a combo. Shadow Step included.

  • Thanks! 1
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