Jump to content

Flix

FDM Moderator
  • Content Count

    4,172
  • Joined

  • Last visited

  • Days Won

    565
Everything posted by Flix
 
 
  1. Flix

    CM Patch 1.60 Hotfix

    Also I'm not sure if the justification for removing it was ever provided publicly. The elite shader fx was overriding other shaders on enemies, namely any type of hair/fur and likely others as well. The reasoning was there were three other good indicators of elite status: the stylized circles around the enemy feet, the different name plate with gold text, and (often) different appearance (larger models, different textures).
  2. Flix

    CM Patch 1.60 Hotfix

    It was a code change in one of the dll's I believe.
  3. Looks fantastic! She really does look like Maleficent in the black. And the faerie colors remind me of Magdha from Diablo 3. Too bad the images didn't work embedded in the description. On the file page, you can try going to "File Actions" --> "Edit Details" and take out the empty space. You can also upload the pictures by clicking "Click here if you would like to upload a new version of the file or screenshot" at the bottom of that page.
  4. Flix

    [REL] Diablo 2 Fallen

    New Release: Diablo 2 Fallen v12 Read change log HERE Supported Languages: English French Mirror #1: Sacred 2 Nexus Mod Development Thread Please read the following! This mod requires the latest version of the Community Patch (1.60) to be installed beforehand. Do not have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Item Mod 1.2a hf is already included, and 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. Set "commentary" to NEVER 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. 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. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Root folder for Steam is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold Root folder for GOG or disk version is wherever you installed the game, for example C:\Sacred 2 Gold After installing and 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 v12", "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 v12/pak/music]. Run the GME and enable Diablo 2 Fallen v12 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 v12" 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. 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!
  5. Sacred 2 Enhanced Edition by Flix This evolved from my personal mod for playing Sacred 2. I decided there were enough improvements and interesting changes to share it with adventurous players. The mod is a combination of fixes, redesigned balance, and cosmetic changes. Some Combat Arts were also replaced with brand new ones. S2EE is designed for the player to install one of two core modules: one with the original spells lineup, and another with the Enhanced Spells lineup. The player can then install some optional add-on modules: Optional "Challenge Mode" patch. Install on top of the mod to play with significantly increased difficulty. Optional "SuperSpawn" patch. Install on top of the mod to play with significantly increased enemy spawn count. Optional "Classic Icons" for the Enhanced Spells module. Install to restore the aspect background and CA icons to the "classic" style. Download the Mod: Sacred 2 Enhanced Edition. Currently supported languages (Enhanced Spells version): English, French, German, Polish, Russian, Spanish. Original Spells version: All Languages. This mod is built from and requires the Community Patch 1.60 General Changes and Fixes (this only scratches the surface; complete changelog is packaged with the mod) All weapon-based combat arts, hybrid combat arts, and almost all offensive spells now hurl enemies when they die. This is part of an effort to restore the older, more interesting death animation for most enemies that involves the corpses flying back rather than just dropping dead. This is more dynamic, exciting, and similar to other action RPG's. It should feel like hard hits make a major impact, rather than having the enemies simply falling down limp on the spot. Normal weapon hits will still make enemies drop dead. All tooltips were revised and updated with uniform terms and more accurate descriptions of what the combat arts and modifications do. There were a fair amount of vague, confusing, or just plain wrong terms used in the old tooltips. For just one example, there should be no more cases of "Regeneration Time" and "Cooldown" being used interchangeably. Also notably all Energy Shields now use the same terminology for the same properties, and the terms match up better with the item modifiers that affect them. Improved equipment variation for enemies and NPC's. Reworked several quest enemies and bosses to be more unique and challenging. Elite enemies (and some bosses) have greater damage, hitpoints, and chance to hit, and also grant more XP per kill. Rebalanced the game to be overall more challenging. Merchant stock is larger and can have slightly higher quality offers. Merchants will now sell Concentration Potions and Recovery Elixirs. Blacksmiths will now sell shields. Selection of normal/magic/rare items is more varied, and item appearance, quality, rarity are better matched. Added numerous new lore-friendly weapon and shield models to the game for increased equipment variation. Some unused Ascaron designs are activated as well. Rebalanced unique and legendary items. 2-handed weapons can now compete with a 1h+shield or dual wield setup. Weapon icon size is standardized for all weapon types. Legendary jewelry now spawns with an additional bonus at level 75+, typically unlocked by skill mastery. High level rare items now have a good chance for an extra bonus or socket. Unique items are now unique in appearance. They will not share models with one other. This will only affect items dropped after installing the mod. Miniset designs are reworked to be more visually coherent. Set pieces match one other better now. Only affects pieces dropped after installing the mod. Rare-tier damage converters may now have a Chance for Secondary Effect +% based on damage type. The player can now find unique damage converters which give additional Damage +% based on damage type. ============================================================== Enhanced Spells General Changes Most temporary buffs last much longer, but have longer cooldowns as well. There are fewer modifications that increase temporary buff duration and reduce cooldowns, but in most cases it will still be possible for the duration to catch up to the cooldown at high levels. Every class now has at least one summoning combat art, and most have two or three. Some are temporary and others are buffs. All Combat Arts, old and new, got updated icons and aspect backgrounds. The original icons are ok with their bright colors and simple, bold lines, but I found them too cartoon-like and often kind of "cute." Furthermore a lot of them got reused from character to character. These new Combat Arts are designed to be less monochrome and "icon-like" and more realistic, textured, and unique. For the most part, weaker Combat Arts received boosts where appropriate. There is not much nerfing going on in the mod. However this is not intended as a cheat mod where you one-shot everything. Balance is still important. ============================================================== Seraphim Combat Arts Exalted Warrior Soul Hammer - Silver Mod Disarm now gives 100% chance to disarm. In fact you will see all further instances of disarm modifcations now give 100% chance. This is because it only works on enemies with weapons, and furthermore (unlike Sacred 1) it doesn't actually knock the weapon onto the ground for the player to pick up. Therefore it could use a boost to be really useful. Pelting Strikes - No changes (except hurling slain enemies) Assailing Somersault - Increased the jump distance from 7.5 to 10 meters. Dashing Alacrity - Initial duration increased from 20s to 90s, but duration increase per CA level halved. Cooldown increased from 60s to 120s. Chance to block root increased from 20% to 40%. Delay Silver mod replaced with Vigor, a hitpoint regeneration mod. Reprisal and Ardor mods swapped places. Impatience gold mod now reduces the cooldown to 96s. Battle Stance (Buff) - No changes Celestial Magic Archangel's Wrath - has been moved to Celestial Magic aspect (replaces Instill Belief). No changes otherwise (except hurling slain enemies). It was moved here because it seemed better suited to Celestial Magic, and I needed room in the Revered Tech aspect for a more appropriate CA. Baneful Smite - Bronze mod Disarm now gives 100% chance to disarm Radiant Pillar - No changes Sublime Guardian (Buff) - New combat art (Replaces Hallowed Restoration). Summons an angelic ally, a Seraphim who fights with sword and shield. "Five Buffs? This is madness!" True, it does bring the buff count up to 5, but the Seraphim's buffs are pretty specialized compared to those of the other characters. Battle Stance has not much use to a pure caster Seraphim. Cleansing Brilliance is not much use unless fighting Undead or T-Mutants. If you're not dedicated to the BeeEffGee then you're probably not using it much at all. Sublime Guardian is a more all-purpose buff. She uses Assailing Somersault, and can be upgraded to use either Archangel's Wrath or Instill Belief. Other modifications allow upgrading her armor, speed, damage, attack and defense. Cleansing Brilliance (Buff) - Boosted the hitpoint regeneration from 10 to 20 hp/s Revered Technology Sonic Vortex - New combat art (Replaces Archangel's Wrath). Emits a piercing sound shockwave in front of the Seraphim that damages opponents, shatters their armor and lowers their defense. This new CA is an adaptation of Kraal's Sonic Scream for the player. It carries a powerful property that inverts enemy physical armor, that was previously only available to the player with the Dragon Mage's Mind Strike. Can be modified for knockback, fear, damage over time, increased range, deathblow, and removing enemy buffs. Flaring Nova - No changes (except hurling slain enemies) Divine Protection - Initial duration increased from 15s to 90s, but duration increase per CA level halved. Cooldown increased from 60s to 120s. Bronze mod Capacity changed to Steadfast, a mod that increases the Seraphim's base Willpower attribute. Silver mod Boost now reduces the cooldown to 96s. Gold mod Improved Mirror changed from "block spells" to "reflect spells" to match the tooltip description. Warding Energy (Buff) - No changes BeeEffGee (Buff) - No changes Video of Sublime Guardian and Sonic Vortex ============================================================== Inquisitor Combat Arts Gruesome Inquisition Callous Execution - No changes (except hurling slain enemies) Ruthless Mutilation - No changes (except hurling slain enemies) Mortifying Pillory - Much higher chance that more enemies attack the branded outlaw. Silver mod Expulsion changed to Punishment, a mod that debuffs the target's Combat Art regeneration Frenetic Fervor - Initial duration increased from 15s to 45s, but duration increase per CA level halved. Gold mod Relentless changed to Conviction, a mod that increases the Inquisitor's Willpower attribute. Purifying Chastisement (Buff) - increased the wounded threshold to 35% of hitpoints, and made silver mod Merciless raise the threshold to 50% of hitpoints. Astute Supremacy Levin Array - No changes (except hurling slain enemies) Eruptive Desecration - has been moved to Astute Supremacy aspect (Replaces Raving Thrust). Base range increased from 5 to 7 meters. Silver mod Danger Zone's range increase is now boosted to match that of the Apocalypse gold mod. Clustering Maelstrom - No changes Zealous Doppelganger - Duration increased from 30s to 90s. Gold mod Determination changed so that it adds to the Doppelganger's resistances instead of increasing duration. Can Be Upgraded To: Zealous Doppelganger (Buff) Reverse Polarity (Buff) - No changes Nefarious Netherworld Dislodged Spirit - Duration increased from 6s to 8s. Bronze mod Spite changed so that it Disarms the target (100% chance) rather than increasing duration. Inexorable Subjugation - Minion lifetime increased from 30s to 50s. Hits per second increased from 1 to 1.25/s. Gold mod Probation increases minion lifetime by 15 seconds (formerly 10s). Now has "Minion Lifetime" text in the tooltip. Harbinger of Death (Buff) - New combat art (replaces Eruptive Desecration). Summons a powerful enslaved daemon warrior to assist with melee attacks and the spell Raving Thrust. Modifications allow upgrading her armor, damage, speed, attack and defense. Paralyzing Dread - Initial duration increased from 20s to 45s, but duration increase per CA level halved. Soul Reaver (Buff) - No changes ============================================================== High Elf Combat Arts Arrant Pyromancer Ancestral Fireball - No changes (except hurling slain enemies) Blazing Tempest - No changes (except hurling slain enemies) Incendiary Shower - No changes (except hurling slain enemies) Fire Daemon (Buff) - Demon now starts at level 2 and gains 1 full level with each level increase. His health regeneration is doubled and now scales with CA level. His Fireball is now more powerful and he now casts more spells (Eternal Fire, Eruption). I found the little fire monkey to be too weak to kill anything and also easily killed in the vanilla game. He should be properly powered up now. Incandescent Skin (Buff) - No changes Mystic Stormite Frost Flare - No changes (except hurling slain enemies) Glacial Thorns - No changes (except hurling slain enemies) Raging Nimbus - Duration now slightly increases per CA level. Cascading Shroud - Duration increased from 20s to 45s, but duration increase per CA level is halved. There is evidence in the game files that at one point Cascading Shroud was designed to be upgradeable to a permanent buff, however I opted to keep it temporary and rework the duration instead. Crystal Skin (Buff) - No changes Delphic Arcania Cobalt Strike - Chain Reaction mods now give a 90% for a chain strike (formerly 80%). Explosion gold mod now gives a 60% chance for causing area damage (formerly 50%) Magic Coup - No changes (except hurling slain enemies) Thaumaturgic Nova - New combat art (replaces Shadow Step). The High Elf conjures a shockwave blast of magical energy that radiates outward in an intense nova. The burst slows enemy movement and causes lingering damage. This spell plays something like a cross between Flaring Nova and Energy Blaze. Can be modified to increase the magic damage, increase magic DOT, debuff enemy attack speed, enemy attack rating, increased range, and chance to stun. Expulse Magic - Initial range reduced, but range now scales with CA level. Mage's Familiar (Buff) - New combat art (replaces Grand Invigoration). The High Elf conjures an ethereal Familiar which strips enemies of their magical power, and in turn causes her own hitpoints and spells to regenerate at an increased rate. Combines the properties of Grand Invigoration with my idea for the "lost" High Elf combat art Familiar, presented here as a summoned spell wisp that buffs the High Elf and assists with some offensive lightning spells. Modifications remain the same as vanilla. ============================================================== Shadow Warrior Combat Arts Death Warrior Demonic Blow - No changes (except hurling slain enemies) Scything Sweep - since all weapon CAs hurl enemies now, gold mod Hurl is changed to Inflamed, a mod that adds fire damage to Scything Sweep. Rousing Command - duration increased from 20s to 45s. Cooldown increased from 60s to 75s. Bronze mod Persistence changed to Readiness, which adds to the Shadow Warrior's base defense value. Labyrinthine Warlord (Buff) - New combat art (replaces Ruinous Onslaught). Summons an ally in the form of a raging minotaur lord to aid the Shadow Warrior in combat. Attacks with melee weapon attacks and uses a "Stomp" special move that causes stun. Can be modified to increase the minotaur's damage, armor, attack speed, and attack and defense. Grim Resilience (Buff) - Silver mod Readiness replaced with Guard, a mod that adds resistance to all secondary damage effects. Malevolent Champion Frenzied Rampage - No changes (except hurling slain enemies) Belligerent Vault - Jump distance increased from 7.5 to 20 meters. Gold mod Unbound has its chance to break roots increased from 50% to 75%. Spell control type is changed to "eCAtype_m_move_go" to allow for more freedom in choosing target areas. Augmenting Guidon - Range now slowly scales with CA level. Silver mod Tutor replaced with Aegis, a mod that reduces detrimental magic effects. Killing Spree - Duration increased from 20s to 45s. Cooldown increased from 60s to 75s. Silver mod Perseverance changed to Shockwave, a mod that increases the range of the discharge. Reflective Emanation (Buff) - No changes Astral Lord Spectral Hand - No changes (except hurling slain enemies) Skeletal Fortification - No changes. Rallied Souls - Summoning range now increases per CA level. Values for both Silver mods have been boosted. Shivering Miasma - New combat art (replaces Shadow Veil). The Shadow Warrior emanates a chilling aura of death. This cold from beyond the grave causes ice damage and slows opponents' attack and movement speed. (45s duration, cooldown 75s). Can be modified to increase the ice Area of Effect damage, lower enemy armor values, reflect root effects, debuff enemy defense, or fire immunity. This is a reactivated unused CA from the game scripts. Can also be upgraded to become a permanent buff: Deathchill Aura (Buff) Nether Allegiance (Buff) - Starts with 3 skeletons as a base. ============================================================== Dryad Combat Arts Capricious Hunter Ravaged Impact - No changes (except for hurling slain enemies) Darting Assault - No changes (except for hurling slain enemies) Venomous Entrapment - New Combat Art (replaces Forest Flight). The Dryad sets a poisonous trap for her enemies that damages any who pass over it. It seeks enemies and will slowly chase after them if they move. The trap inflicts physical and poison spell damage as well as poison DOT. Can be modified to increase the poison damage, chance for poisoning, chance to stun, debuff enemy defense, chance for critical hits, and deathblow. This adds to the small list of spell-based combat arts that are boosted by Tactics Lore. Dust Devil - Duration increased from 15s to 18s. Range now slowly scales with CA level. Silver mod Elongate replaced with Obscure, a mod that adds a chance to block missiles. Sinister Predator (Buff) - The innate attack rating boost now applies to all weapons instead of just ranged weapons. Bronze mod Rapid Fire now increases the attack speed for all weapons, not just ranged weapons. I wanted to rework this CA somewhat to allow a boost for a Dryad using melee weapons. Cabalistic Voodoo Twisted Curse - New combat art (replaces Twisted Torment). Causes spell damage (equal parts magic/poison), slows movement speed, and lowers attributes of the target for a brief period. Enhanced effect against opponents who correspond to an equipped shrunken head. Increases the chance for victims to drop shrunken heads when they die of Twisted Curse. Basically I designed this spell to combine the best properties of Twisted Torment and Black Curse. Neither CA was very impressive on its own, Twisted Torment with its headhunting ability but pitiful killing power, Black Curse with its good debuffs but no damage. The spell fx remain the same as Twisted Torment. Modifications are now: Lower enemy movement speed/lower enemy physical armor, add more magic damage/increase duration, and increase poison damage/shutdown enemy buffs. Viperish Disease - Inflicts more base damage. Duration and cooldown are both decreased. Initial range decreased but now scales with CA level. Increased chance to infect more opponents. Malicious Totem - Cooldown reduced from 15s to 10s. Priestess of Doom (Buff) - New Combat Art (replaces Black Curse). Summons an ally in the form of a Blood Dryad shaman who assists with spells and staff attacks. She casts a totem pole, a root spell, and a lightning spell that causes life leech. She also attacks with her staff when her Combat Arts are on cooldown. She can be modified for enhanced armor, increased health regen, higher weapon damage, increased chance to find shrunken heads, higher summon level, and to boost the player's casting speed. Moribund Animus (Buff) - Increased hireling's physical damage from bronze mod Malice. Nature Weaver Edaphic Lances - Base density of thorns is increased (from 0 to 100) Tangled Vine - Increased the range boost from the Encroach mod (from 2 to 3 meters) Goldenglade Touch - Redesigned it to be long term with light healing as opposed to very brief with massive healing. Duration increased from 8 to 45s. Cooldown increased from 10s to 60s. Hitpoint regeneration decreased from 30 hp/s to 6 hp/s. Bronze mod Flow hp regeneration decreased from 22 hp/s to 6 hp/s. Gold mod Diligence now adds 10 seconds to duration rather than 4. Acute Mind - Duration increased from 15 to 45 seconds, but duration no longer increases with CA level. Bronze mod Proficiency and Gold mod Easiness are swapped places. Proficiency is changed so it increases duration of Acute Mind by 10 seconds. Ancient Bark (Buff) - Hitpoint regeneration slightly boosted from 3.0/s to 5.0/s. ============================================================== Temple Guardian Combat Arts Devout Guardian Dedicated Blow - No changes (except for hurling slain enemies) Battle Extension - No changes (except for hurling slain enemies) Deathly Spears - Can now strike multiple times by default. Number of jabs scales more quickly with CA level. Gold mod Jab changed to Impale, which adds a chance for deep wounds. Combat Alert - Duration increased from 15 to 70 seconds, but duration increase per CA level is halved. Cooldown increased from 30 to 100 seconds. Battle Aura (Buff) - When converted to Permanent Buff (Battle Aura), values are no longer halved, but are at approximately 2/3 the original values instead. T-Energy Shroud (Buff) - No changes Lost Fusion Ampifying Discharge - Now has a mix of physical/ice as an innate damage types. Bullets now home in on enemies, so they can't miss. Now has an 80% chance to bounce to 2 other enemies (formerly 70% chance to bounce to 1 additional enemy). Ricochet mods now each give a 60% chance to hit one additional opponent (formerly 20% chance). Damage from Ice Bullet mods slightly decreased. Furious Emblazer- Increased base fire damage and hits per second. Increased chance to burn from Immolation bronze mod (from 25% to 35%). Jolting Touch- Hits per second now scales with CA level. Archimedes Beam - Hits per second now scales with CA level. Changed damage types from magic/physical to magic/fire and increased base damage. Now has a 75% chance to pierce, 75% chance for knockback, and will hurl slain enemies. Fight distance is tripled, allowing use from greater distances. Sentinel Construct - New Combat Art (replaces Propelled Levitation). A buff that creates an allied Temple Guardian for combat support. He attacks with melee attacks and also uses Primal Mutation and Dedicated Blow. Can be modified to increase the construct's damage, armor, attack speed, and attack and defense, and lowered regeneration times for the Temple Guardian. Source Warden Primal Mutation - Has been reworked and given a somewhat different description to emphasize the toxic, radioactive aspect of mutation. Damage types changed from magic/physical to magic/poison. Modifications are now: Chance for Critical Hits/Chance for Poisoning, Chance to hit additional opponents/Lower enemy attributes, and Additional poison DOT/Lower enemy attributes. Positronic Overload - New Combat Art (replaces Fiery Ember). The Temple Guardian overloads his system with T-Energy and discharges the excess power in a concentrated laser blast that damages and stuns enemies in the target zone (fire/magic damage mix). This spell is a an adaptation of Kraal's laser attack for the Temple Guardian. Can be modified for: Additional Magic DOT/Additional Fire DOT, Chance for Critical Hits/Chance for Knockback, and Chance to Weaken/Chance for Burning. Icy Ember - New combat art (replaces Icy Evanescence). Causes fire and ice damage to opponents within a certain radius, while providing the Temple Guardian and allied players with increased resistance to these elements. Basically it is a combination of Icy Evanescence and Fiery Ember. However, it no longer debuffs enemy resistance to these elements without modifications. Modifications are: Increase fire damage/Debuff enemy movement speed, Increase ice damage/Debuff enemy attack speed, and Lower enemy ice resistance/Lower enemy fire resistance. The spell graphics are the ice crystals of Icy Evanescence, but when combined with the fire damage's chance to burn, there will be a lot of flaming enemies, so there is a nice mix of fire/ice visuals going on. Charged Grid - Cooldown decreased from 30s to 20s. Untouchable Force - Chance to stun increased from 10% to 15%. Magic damage from Field Damage mods increased slightly. ============================================================== Dragon Mage Combat Arts Dragon Magic Dragon Berserk - The Dragon Berserk now has scaling multi-channel damage mitigation, extra base fire and physical armor, and scaling bonuses to attack, defense, armor, and health. At the beginning, his raw power is a bit higher than vanilla Ice & Blood, but lower than with the CM Patch 1.40. The main thing keeping him from being OP in early levels is a shorter duration, and a nerfed extension of duration from hits. However, the power scales much better now, so he will be viable all the way to endgame. I removed the two Frenzy modifications (that makes hits add to duration of the form) and replaced them with modifications that add to armor % and damage %. The Concentration mod no longer increases duration but adds a chance opponents cannot evade attacks. The bonus of Life Leech % from the Steal Life mod (added by CM Patch) is changed back to flat Life Leeched per Hit, and scales better with CA level. Lacerate - LL % was moved to the Lacerate CA. Lacerate now has a scaling chance for deep wounds, double hit, stun, and splash damage. The damage, attack, and bleeding chance are lower initially but scale much better now. Frenzy has become Blood Frenzy, now has a higher wounded threshold. I cut the cooldown in half and lowered the duration by 4 seconds. The attack speed bonus is higher, and the spell now grants a chance to disregard armor and a chance to reflect close combat.. Eternal Fire - No changes Dragon Strike - Range now slowly scales with CA level. Fire damage now scales slightly better with CA level. Dragon's Wrath - New Combat Art (replaces Dragon Form). Temporary buff (90s, cooldown 120s). The Dragon Mage channels draconic power to enhance his weapon damage (adding fire and magic damage) and attack value %. Also raises the attack speed limit and adds a chance for weapon hits to strike multiple opponents. This is a temporary buff designed to help Dragon Mages who want to attack with weapons. Can be modded for additional ice damage/chance to disregard armor, chance for critical hits/life leech, and chance to hit additional opponents/chance opponents cannot evade. Draconic Ally - New combat art (replaces Familiar). Buffs the Dragon Mage in the same way as Familiar, but also summons an allied dragon who is a fighter in its own right (unlike the Familiar, which just hung out). The Dragon casts a Fireball and Blazing Tempest. Can be modded for boosting the Dragon's armor/increased hitpoint regen for the Dragon Mage, fire mitigation/increase attack & cast speed, and increase max hitpoints/regeneration time -% (the silver and gold mods all affect the Dragon Mage, not the summon). Elemental Magic Elemental Strike - New Combat Art (replaces Magic Wall). The Dragon Mage channels the raw powers of fire and ice through his weapon and hurls an elemental bolt at enemies (hybrid combat art). In essence this is a modified version of Archangel's Wrath for the Dragon Mage. For a while I had this CA execute as a melee hit, like Magic Coup. But after experimenting, it seemed like a magical projectile was more suitable for the Dragon Mage. Modifications are: add chance to hit additional opponents/increased damage, add life leech/make projectiles seek their targets, and chance for burning/chance for freezing. Gust of Wind - No changes (except for hurling slain enemies) Tornado - Range now slowly scales with CA level. Now does more damage, a mix of physical and ice damage by default (formerly only physical damage). Disarm gold mod now has 100% chance to disarm enemies (was formerly 20%, then changed to debuff enemy attack in CM Patch). Destroyer - Destroyers are now 25% larger. They now do more damage, a mix of physical and fire damage (formerly only physical damage) and have a 50% chance to knock back enemies. Gold mod Explosive is now Volatile, which increases the Destroyers' fire damage. Protector - Now summons 2 Protectors by default. Values from all Bronze and Silver mods are increased (summon level, health regeneration, attack and defense, armor). The "Familiar" modification that summoned an extra Protector is changed to one that lowers the regen penalty from the buff. Protectors in vanilla had AI that did not allow them to cast their combat arts - that is now changed. Protectors now cast a temporary self-buff, a root spell, and a dirt spray attack. Mentalism Mind Strike - No changes (except for hurling slain enemies) Energy Blaze - Range now slowly scales with CA level Maelstrom - Range now slowly scales with CA level Combat Trance - Initial duration increased from 15 to 90 seconds, but duration increase per CA level halved. Cooldown increased from 60 to 120 seconds. Silver mod Experienced now reduces the cooldown to 96 seconds. Runes of Protection - Chance to stun enemies increased from 10% to 15%. ============================================================== Horse Combat Arts The idea here is to make riding horses more appealing, and hopefully encourage more people to consider the Riding skill. Leap now has a scaling 50% chance to break roots, and will slow movement speed of enemies at the starting location. Charge now buffs the rider with defense, damage mitigation, and light healing during the charge. The charge damage also scales better and can hurl enemies away. Rear Up now has better damage scaling and can hurl enemies away. It also now has a scaling 40% chance for bleeding damage. The icons are unchanged from vanilla. ============================================================== Divine Gifts The idea here is to make the god spells more appealing, and hopefully encourage more people to consider Divine Devotion because it will transform these spells from great to fantastic. Dazzle - damage boosted, duration increased, cooldown lowered from 900 to 750s Sakkara - duration boosted from 20 to 90s, cooldown lowered from 1800 to 750s Will-o-wisp - duration boosted from 10 to 11s, damage boosted, cooldown lowered from 1200 to 750s Infusion - duration doubled from 10 to 20s, cooldown lowered from 900 to 750s Kuan's Breath - raised max level of enemy affected (to avoid the spell no longer working when survival bonus raises enemy levels too high), decreased cooldown from 1200 to 750s Inspiration - increased duration from 15 to 25s, lowered cooldown from 900 to 750s ============================================================== Combos Unfortunately there's not much I can do with Combos, such as making them function more like Sacred 1, so I just upgraded the icons. ============================================================== Skills and Attributes Improved tooltip description text for all skills and attributes. Attributes' effect on weapon damage is increased. Dragon Mage can now learn the following skills: Dual Wield, Hafted Weapons, Ranged Weapons. Spell Resistance is now secondary skill. Dryad can now learn the following skills: Hafted Weapons, Toughness. High Elf can now learn the following skills: Hafted Weapons, Combat Reflexes, Toughness. Constitution is now primary skill. Inquisitor can now use shields and learn the following skill: Shield Lore. Shadow Warrior can now learn the following skill: Magic Staves. Seraphim can now learn the following skill: Hafted Weapons. Temple Guardian can now learn the following skill: Magic Staves. Concentration is now primary skill. Damage Lore is now a primary skill choice for all characters, so that a pure spellcaster doesn't have to take a weapon skill to access it. Pacifism skill removed from game. Alchemy skill now unlocks temporary DOT mitigation on Recovery Elixirs. Trophy powers now scale better with the Alchemy skill. Improved the efficacy of the Enhanced Perception skill. Decreased the efficacy of the Toughness skill. Armor and Damage Mitigation granted by Toughness are now at 85% of the former values. Increased the efficacy of the Speed Lore skill. Attack, Defense, and Run Speed granted by Speed Lore are now at 140% of the former values. Increased the efficacy of Blacksmith Mastery's chance to extract items without destroying the other socketed items (now caps around 97% at highest skill level). In return, Blacksmithing costs are not reduced as much by the skill. Blacksmith Mastery now unlocks a third powerful bonus on each Blacksmith Art. ============================================================== Challenge Mode Features: Critical hit damage increased from 1.2x to 2x times damage. 20% increase of T-Energy damage against the player. Chance for T-Energy to mutate enemies increased by 25%. Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well. Enemy aggro range tripled. Aggro range for white (much lower level than player) enemies doubled. Boss aggro range increased by about 10%. Range for clearing the fog of war on the map is tripled (results in more enemies). Cooldown for healing potions is doubled. Slightly lower chance to get runes. Enemies gain greater damage from attributes. Overall intensity of enemies increased by 25%. Enemy weapon and spell damage and armor significantly increased (from about 40% on bronze to over 300% on Niobium). The challenge patch is OPTIONAL and is only for players who feel that Enhanced Edition could use a greater challenge. ============================================================== New Player Portraits and Brighter Health Bar
  6. Flix

    Sacred 2 Enhanced Edition

    Personally I'm glad I can interrupt them because I sometimes need to. The auto-targeting of many weapon-based CA's is such that often when the second CA in a combo triggers the character fruitlessly chases a particular enemy within a big mob. We alleviated it some in CM 1.60 by extending the range of melee weapons but it still happens.
  7. Flix

    [REL] Diablo 2 Fallen

    Pedro! Good to hear from you again. Yes, as trivial as it is, I still consider the Swampbelly Toads as a personal triumph. It has bugged me since I first played the game that they were turtles, and the solution was so obvious. If you ever feel adventurous and want to try to add some more hairstyles or beards for the male playable characters, there are still slots open in character creation!
  8. Flix

    Sacred 2 Enhanced Edition

    I'm glad you came to this realization. The other huge glaring thing is the massively increased damage, chance to hit, and other useful modifiers many weapon-based CA's have like Deep Wounds, Death Blow, etc. Not to mention, something I've been meaning to mention since this discussion started, many weapon-based CA's are multi-hit, hitting either numerous enemies at once, or several targets in succession. This being the case, even if weapon CA's aren't cancelable, I have always felt a certain smoothness and superior killing power when using weapon-based CA's vs. LMB attacks, especially with sufficient Regen per Hit.
  9. Flix

    Sacred 2 Enhanced Edition

    That would be covered under the section Applying Item Modifiers: "All the Item Modifiers that apply to the normal hits also apply to the weapon based Combat Arts." I can't see anything wrong with Ruthless Mutilation. It responds to attack speed boosts as expected.
  10. Flix

    [REL] Diablo 2 Fallen

    New Release: Diablo 2 Fallen v12 Read change log HERE All posts/threads/files/supplemental materials are updated. Mod is also mirrored on Sacred 2 Nexus I'll be updating the Wiki at some point, probably after I finish latest EE release.
  11. Flix

    Diablo 2 Fallen

    Version v12

    1,619 downloads

    Diablo 2 Fallen v12 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: D2F Development Thread D2F Release Thread D2F on SacredWiki 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. 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. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Root folder for Steam is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold Root folder for GOG or disk version may be as simple as C:\Sacred 2 Gold 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 v12", "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 v12/pak/music]. Run the GME and enable Diablo 2 Fallen v12. 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 v12" 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. 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!
  12. Flix

    Sacred 2 Enhanced Edition

    I'll have to look into it. I never noticed this. Execution speed is the umbrella term for Attack and Casting speeds. It should rightly be attack speed that affects weapon-based CA's. The spell property is "et_attackspeed_limit" and it increases the limit past whatever SpeedMax is set to. So it is as if SpeedMax get boosted just for the Inquisitor for a duration.
  13. This is my favorite skin! My costume is the jack o'lantern I carved last Halloween.
  14. Flix

    Dimitrius's CM Patch Addendum

    Correct. The changes above will be applied in the next releases of Enhanced Edition and Diablo 2 Fallen. We are both trying to do the same thing, fix all the bugs and make the game as close to what it should be as possible. We have slightly different visions but I don't see any reason not share bug fixes with anyone/everyone. My ultimate goal is the eventual merging of EE and Addendum, or at least getting them to a state where one can be applied atop the other. There will be some fixes I will never be able to apply otherwise.
  15. Flix

    Dimitrius's CM Patch Addendum

    Incoming bug dump. These are the bug fixes and other patch-worthy material I've resolved while in this last development cycle. It seems any project aimed at fixing bugs would want to address these. Brigand Camp (hash 3463412580) is in fact a Lumberjack Camp. Hunting Knife Fix- The reward for killing the Giant Boar (quest "S_HE_N_nn-Jaegerlager 3v4",) is a junk-quality dagger, useless even at low levels. The devs scripted a dagger specifically for use as a quest reward but it is not used (id = 2450, name = "quest_jadgmesser",). Blue Damage +X% Bonus (name = "sb_off_dam_any_rel_forge",) seems intended for use in the "Whet" Blacksmith Art but isn't used. Instead the rare-tier yellow Damage +X% item modifier is used. Chestplate of Fury (hash 1244408948) is actually a helm. Should be renamed to something else to avoid confusion with the set's chest armor. I chose "Crown of Fury." Gold "Life leeched per hit" modifier ("uni_def_heal_on_hit") is actually quite weaker than the yellow version ("sb_off_lifeleech"), despite being more rare and having higher requirements to spawn. I replaced it with the yellow version on all items. An alternative would be to power up the base values to be worthy of a gold modifier. Thraconians have textures with grey, black, and red hair/stubble. Their randomized facial hair also uses these three colors but they're distributed without any regard to matching the colors. So many have grey stubble with black beard, black hair with red beard, etc. My solution was to make separate blueprints for the red, black, and grey beards instead of having them all lumped under a single one. From there they got separate weaponpool entries, and from there they could be distributed to the proper equipsets for each type (by providence the leaders are all grey haired, the ranged red haired, the warriors black). Hitboxes for some enemies are unusually large, making it diffcult to maneuver around them. I've decreased the bounding box values for the itemtypes that use the following models: models/npc/monsters/dragon-small/v_dragon-small models/npc/monsters/giant-bat/v_riesenfledermaus models/npc/monsters/riesenratte/v_riesenratte-v1 models/npc/monsters/ent-a/h_entA models/npc/monsters/ent-b/h_entB Marigold Fields - it's a major plot point that the marigolds drive away the evil of the Undead in the Swamp, but when you go there the fields are swarming with skeletons. I replaced them with Forest Spirits in spawn.txt but any swamp creature (bats, rats, turtles) would do. Draconic Dragonfly/Dracolin - generally speaking, the color schemes of the Blood Forest and the Crystal Plane are red and white, respectively. So it's odd to see a pristine white Dragonfly in the Blood Forest and a red glowing-eyed Dracolin in the Crystal Plane. I've swapped the two creatures' itemtypes in their creature entries, but note that I also changed all of them to "SUBFAM_LIFE_DRAGON". If you wanted to preserve the Blood Forest variants as "SUBFAM_LIFE_DEMON" (vanilla) you want to instead change their surface ID's in their itemtype entries. Swampbelly Toads (quest "S_MA_1a_G_nn-Ein Festmahl") are turtles in vanilla, despite the fact that a quest toad was scripted and not used ("Atmo_MA_toad_green_quest"). All taskcreature targets for this quest should be updated with this creature. I also increased its size so it's more visible. Leaping Plants make jet engine sounds when they jump. CA is "enemy_gen_battlejump". I believe the sound is assigned due to this line: eiStateName = "cSMBFJump". Audio files location: fx\spells\junglemonster\rammsprung. I think this was introduced in early version of the CM Patch because at point the plants didn't even leap. My solution was to replace the audio files with custom ones, but other existing sounds could be substituted. Or possibly the eiStateName could be changed. Kill Grand Inquisitor on the light path. The necessary change in questscripts.txt to allow Shadow Path character to kill Nimonuil has been present for a while, but not for Light Path characters. Would be under quest.setScript( 1669, Dark Seraphim - all the dialogues and journal entries indicate that the final battle is to take place in the Swamp, but instead the game has you travel back to Tyr Lysia to the cave where you fought her before. I made a new taskcreature using the creature id = 643, placed her the cave underneath Hesheth ( position = { 53,30,-1 , 844.000,1937.000,0.000 , 90.000 }, ) and made her the kill target of quest "S_MA_7d_SR_nn-Classquest Seraphim" Enemy regen penalty "et_debuff_CA_regen" on Dragon Mage's Mind Strike doesn't work on enemies. Could be replaced with Open Wounds, Death Blow, or any number of other appropriate modifiers. Divine Protection deactivates Warding Energy when it expires. Against expectations this doesn't seem to be tied to SpellClass. Even when changing the SpellClass ID's to non-Energy shield related ones, entry "se_te_notschild" will always deactivate "se_te_energieschild" when its duration expires. Aside from this being very irritating having to recast the Energy Shield buff constantly, I admit I have a vested interest in seeing this fixed because it affects the replacements for these two spells in D2F (Holy Freeze gets deactivated by Holy Shield when it runs out).
  16. Flix

    Sacred 2 - Mini Portal Blocked at Dragon Sea?

    You have to complete the main quest up to that point to take that mini-portal. You could try going through the tunnel that connects the Desert to the Swamp, that might be unlocked. Another option would be to load the character in a Multiplayer game, use the portal at the Island of Many Roads to take you to the Swamp and grab a portal there. Then you can load your character back into a singleplayer game and continue the quest. The portal in the Swamp would still be unlocked.
  17. Welcome to the Diablo 2 Fallen Items Thread. This thread collects all updates I've made on item designs and modifiers. General Item Changes I revised all the unique, legendary and set weapons in the game. I made it so none of these weapons share the same model anymore, so they will look truly "unique." No more will you have 4 unique clubs that all look identical. I also overhauled the modifiers game-wide based on the new skill and CA selections of the characters. No more energy shield related bonuses popping on Assassin equipment. The skill Pacifism is cut from the game. If you want to play PVP you'll have to do it with full damage inflicted (I don't even know if you can play PVP anymore). Naturally all bonuses to this skill on items are also removed. No more "Selling Price" bonus on items. The king of the useless modifiers is gone. I also chose to eliminate XP per Kill from all combat arts and gear. This means that you can use Mentor Potions, Hero Statues, and Blessed Altars will the assurance that they will be working (and this will be the only way to gain more XP per kill). If you're worried about leveling becoming to slow at higher levels, then rest assured because I have significantly reduced the XP penalty that kicks in at higher levels, and I have also boosted the XP rewards of quests, especially in the higher difficulties. For random items, these bonuses are simply removed. For items with set stats, I replaced them with other useful modifiers, usually Magic Find, Survival Bonus and +General Skills. Other changes: Leech Life from Opponents +% is more rare now. It will now only show up on unique, legendary, or set items. No more finding magic and rare random items with LL%. Regeneration per Hit is more rare now. It will only appear on rare or better tier items. No more finding a wealth of regen per hit rings at merchants without even having Bargaining. These two modifiers were made more rare because their power is great. LL% scales upwards infinitely, shredding bosses with ease, and Regen per Hit allows to you to bypass the system of balancing power and regeneration that the entire game is based around. ======================================================== Download the full Visual Guide to D2F Unique Weapons This download contains a library with pictures of the stats and item designs for all unique, set, and legendary weapons and shields in the entire game with D2F installed. ======================================================== Download Chests Containing D2F Uniques: These are cheats, obviously. Use them for testing or twinking or whatever you want. D2F Item Stashes Part 1 D2F Item Stashes Part 2 D2F Item Stashes Part 3 D2F Item Stashes Part 4 D2F Item Stashes Part 5 D2F Item Stashes Part 6 D2F Item Stashes Part 7
  18. Flix

    The Diablo 2 Fallen Items Thread

    I have to admit I never noticed a delay like you're describing. Is this really a thing in Sacred 2?
  19. Flix

    The Diablo 2 Fallen Items Thread

    Wow, back in July I was talking about "last minute updates" and here I am 3 months later still doing the same. Ok... this really should be the last update before v12's release. Most of the below changes are courtesy Caledor's Balance Mod. The idea is to help some item modifiers that severely under-perform when compared to just equipping raw Damage +%. Item modifier: Damage +% (all-channel) is decreased to be 1/2 the value of single-channel damage bonuses (was 2/3). Since you get 5 modifiers for the price of one with the all-channel bonus. Item modifier: Damage Mitigation +% (all-channel) is decreased to be 1/2 the value of single-channel damage mitigation (was 2/3). Same rationale as above. Item modifier: Wounds Increase Damage Dealt has doubled damage values. The threshold for max damage remains at 25% health (couldn't find a way to change it on items). Item modifier: Chance for Critical Hits has tripled values. This combined with the mod's long-standing boost of crits to 1.5X damage will help a lot. Chance for individual secondary damage effects (burn, poison, freeze, weaken) are increased to be equal to Chance for Open Wounds. Crushing Blow (8% hp reduction) gains the effect of Shattering Blow (20% hp reduction) and replaces the latter in all instances (spells, items, enemies). In other words Crushing Blow is powered up and is now the only "Blow" in town. Aside from Crushing Blow, these changes only affect the modifiers on items, NOT on skills, combat arts, or innate bonuses granted to creatures.
  20. If there are any problems with summons they should be fixed in v12. Though I didn't change anything, I've been playing with them quite a bit and can't find any flaws. Everything is on schedule to release v12 this weekend. The French translation is done. All that remains is to pack all the loose mod files and do one final run of testing with the finished product.
  21. Are you ready for a brand new Sacred 2 experience? Presenting a new mod for Sacred 2 CM 1.60: Diablo 2 Fallen Latest update as of October 12, 2019! Download the latest release: Diablo 2 Fallen v12 Download D2 Music Pack Here The fonts needed for the interface are located in the pak/fonts directory of the mod. Right click each font and click "Install" to install them on your system. Diablo 2 Fallen is on SacredWiki! Get all the in-depth info and details on the mod! Features: 7 completely overhauled character classes with brand new combat arts, runes, skills and voices The worlds of Ancaria and Sanctuary merged - the lore of both games has been combined 6 new deities with new divine gifts, god statues, and quests (see list below) Dozens of new enemy designs, creature overhauls, plus new hero monsters and bosses (read about them in the D2F Creatures Thread) New Diablo-inspired user interface, loading screens, fx, and shrines (read about them HERE) Complete soundtrack and sound effects revamp (see link for D2F Music Pack download above) Gems, jewels, and charms integrated into gameplay New items: Necromancer Shrunken Heads, Amazon Trophies, Throwing Axes, Magic Wands, and more! Overhaul and rebalance for old item designs and modifiers Download the full Visual Guide to D2F Unique Weapons Read about all items, old and new, in the D2F Items Thread Better quest rewards for bosses and chain quests - find more uniques and special items through questing! See full list of new quest rewards HERE. Optional feature: Inferno Edition difficulty patch for extreme challenge. Read about it HERE. Completely rebalanced gameplay. Fight more powerful and aggressive enemies - with better XP & rewards! Custom version of Wardust's Serious Textures built in. Reduced Fog Mod integrated Rewrites for character class quests - learn more about their personal backstory. All new quests imported from Diablo 1 and 2! Meet the Character Classes: The Druid The Barbarian The Necromancer The Sorceress The Amazon The Paladin The Assassin Meet the New Gods: Gods in Diablo 2 Fallen are the Nephalem of Diablo lore, the god-like hybrids of angels and demons who became the progenitors of all the mortal races. They appear in the mod as likenesses of the original Diablo 2 character classes. Fiacla-Géar - The First Druid Rathma - The First Necromancer Helgrotha - The First Amazon Esu - The First Sorceress Bul-Kathos - The First Barbarian Philios - The First Paladin Meet the New Monsters: Old enemies have been redesigned, and all kinds of new enemies will appear across the map. Look out for the new bosses and "super-unique" elite enemies that will have special abilities. Read about all the enemies in the Diablo 2 Fallen Creatures Thread. D2F Strategies and Tips Debuffs, Part 1 List of New Quest Rewards Visual Guide to Unique Weapons Debuffs, Part 2 List of New Bosses & Superuniques Druid Shapeshifting Guide Debuffs, Part 3 Map of New Bosses & Superuniques
  22. If you're asking a new question, it should logically be a new post. If want to add a question to a post that no one has responded to yet, it's safe to assume that you can edit the post and add the question because no has even responded to the first one yet.
  23. It was done by a moderator. There's no auto-merging software. If you do edit a post, and want people to know it's fine, for example, if the lead post in a big thread is updated, I will often make a new post informing people of the change. Should be no problem with that. It's mainly just the rapid fire strings of posts in a row that are discouraged.
  24. Sorry boss. Haven't messed with anything as of yet. From what I understand deleted content was due to tone. It could of course be the case as you said that you were in process of editing when a merge was made. That's an unhappy accident, if so. Typically double posts aren't jumped on so quickly.
  25. Yes please edit your posts rather than double post. The xml files are mostly extracted from skin.zip (something like that) and then edited to change the layout of the interface. Typically they would be repacked into a zip file but they can remain loose so long as the file structure is maintained (as is the case with most all files in the pak folder). It's pretty unlikely they need to be merged. Many xml files are so specific that if two mods both altered them they'd almost certainly be mutually exclusive.