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“It is better to be violent, if there is violence in our hearts” - Mahatma Gandhi

Looking for Diablo II Remastered? 

Welcome to the homepage of Diablo II Enhanced Edition, the long-awaited community remaster and overhaul project!
The Enhanced Edition is an unofficial modification of Diablo II: Lord of Destruction, featuring the works of nearly 30 contributors, in development since 10 July 2016.

The project's creed is to stay fanatically true to the game's core mechanics, lore and aesthetics.

“Back in 2016, when I was revisiting Diablo II: Lord of Destruction after a few years' break, I noticed one thing in particular that bothered me: the game was blurry as hell. I started looking into high resolution mods that offered to address this problem. I found that they either completely strayed from the Diablo II aesthetic by replacing the interface with Diablo III derivatives, or did not alter the interface at all and simply placed the small panels (originally designed for 640x480!) in the centre of my screen.” - Mike Millaire

It was then that he started the painstaking effort of rebuilding nearly all of Diablo II interface panels from the ground up, in a manner such that would not only make them look and feel better in high resolutions but also preserve, and build upon, the original art style to the fullest extent possible. We will let the results speak for themselves.

The project was called the Enhanced Edition, inspired by Beamdog's work on updating the legendary Infinity Engine games. With time, as community feedback was gathered, the planned scope of the Enhanced Edition progressively grew from a simple interface overhaul to a more thorough modification, a re-envisioning of Diablo II under Mike's creative direction that would aim to enhance what Diablo II already does well and edit out some of the game's shortcomings.

In our development processes, we constantly ask ourselves: what would the original teams choose to do, had they more development time and resources to spend, and what independent choices would they make were they free of constraints imposed by their business-oriented superordinates? Our subjective answers and speculations add to the growing planned feature list.

Community suggestions and requests are always welcomed and encouraged.

And so are contributions. If you think you have what it takes to contribute to the project, please get in touch with Mike.

Feel free to try out our recent public releases, though do note that the project's current status is that of an early pre-alpha, which means few features and many major bugs.

There is also a Discord server. You can join it via this link.

  1.  Forums

    1. News and Information

      Project announcements and other information

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    2. Discussions

      General discussions about the Enhanced Edition

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    3. Questions

      Ask questions about the Enhanced Edition

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    4. Discord Server

      Live chat powered by Discord

  1.  Downloads

    1. Public Releases

      Download the latest public release of the Enhanced Edition

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    2. Development Releases

      Unstable releases available to project contributors and Patreon supporters

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    3. Modder's Resources

      Assets and components for use in your own modding projects

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Activity Feed

  1. Earlier
  2. ^ Same, says files are corrupt. Brand new install, seems to be something with the installer. Only mod that won't work for me.
  3. the tainted 2 wont launch when I try to play the enhanced edition
  4. Oh, and as an after thought: why not have charms with sockets? If charms bigger than 1x1 are still to be a thing, then they should be uniques with multiple sockets. Then you could have charm Runewords! I'd certainly give up the inventory space for something like that.
  5. I saw a post mentioning the improvement of Ethereal items to make them worth using. I agree with this completely (I literally never used an Ethereal item in vanilla Diablo II), and it should be taken further with unique properties and skills available only to this class of item. But in the event a truly worthwhile Ethereal item is found, why not provide a means of making it non-Ethereal? A Horadric Cube recipe with costly and rare materials would be fair. How about all charms being 1x1 in size? I hated finding an almost perfect charm, only to have it devour a 1x3 inventory chunk. It got out of hand real quick, considering how many charms were needed to make a significant impact. I really enjoyed the unique and upgradeable charms in Median XL, but didn't necessarily like all the random charm drops being removed. Maybe make charms better, but rarer, OR introduce a blank charm that can be cubed with other charms, jewels, gems, runes, etc. for bonuses? While we are on the topic, how about a similar treatment for jewels too? In my vanilla Diablo II experience, the vast majority of jewels were not worth the socket. I saw another post mentioning new gem combination recipes. I like this idea a lot. But why stop there? How about a gem quality or qualities past Perfect (so that they scale better alongside runes)? Or maybe specific gem + rune recipes that have distinct synergies (elemental damage / resistance, life / mana drain, etc.)? Then new Runewords could be created using these new combinations. And Runewords! Oh man, please take a page out of the Median XL book and change Runewords to requiring only one rune, or some other standardization formula. I screwed up more than one Runeword in vanilla Diablo II. But don't copy the WTF cluster swarms of enemies from Median XL. All the new areas started to have the same cheesy rush-down one-hit-kill feel; that alone ruined most uber levels and high level content for me. Finally, if not already in the works, PLEASE provide Horadric Cube recipes to retrieve socketed materials. For balance, make it require a consumable ingredient that costs gold (any and all new crafting materials should come with a scaling gold cost). Thanks for reading my wishlist!
  6. All I'd like to see is the return of Zonz piercing guided.
  7. My wife and I are both longtime players of both Diablos (refuse to acknowledge the cartoony trash of III). Our suggestions: 1. Hellfire level! This was a cool, creepy mod in Diablo I that was missing in II. Yeah, the cow level is cute, but nowhere near as gross/bizarre. A portal in town to Hellfire would be sweet. 2. Better arcane/magic attacks: holy/arcane/magic damage isn't great, and could use some tweaking to be competitive. Could tie nicely to the higher level skills already in dev. 3. Blood magic for necro: you could have blood fountain, blood wave, fist of blood, etc; would look really awesome and add a whole new subset to the character (why is it just poison and bone?)
  8. The Problem here is... what about Hardcore-Players? Rush Chars to lvl 9 and slay em to obtain those crafting stuff? U should atleast add another way 2 get those craft stuff... or retinker the whole idea. #### My Ideas: Check out Path of Diablo Mod ... Corrupting Uniqs, which can give em more than 1sox is a great way 2 empower uniqs coz Runewords are simply much better than uniqs in Vanilla Rare items should become better stats so they can compete with Uniqs/RWs (Yes, i know, some rings, amulets and very special rares in vanilla are already nice...) Quality of Life Improvents like Autoparty Diablo Clone should be more easy to access (not via SOJs or only 1 SOJ needed to sell?) Make Dclone stronger Enhance Uber-Tristram / Balance Dia, Baal, Meph "Random" Dungeon for Endgame? Rework some useless vanilla Uniqs Change Enigma? Make summon Dudu work plz Autopick Gold Better Rates on Goldfind Affixes, which could enhance Gambling-Possibility Higher chances for gd Items in Gambling Fix Eth Armor Bug Give all Classes better ways for movement similar like Teleport from sorc. Item Filters?
  9. In the future will there be an option to play over TCP/IP or maybe even a multiplayer server?
  10. Iroha

    Great work!

    Awesome project!!!!!!!!!!!!!!111 Mike,
  11. akarvi

    Great work!

    Hi, great work!, thanks! Now D2 works with Glide on my Linux in widescreen mode! UI is beautiful. Hope you fix the summoner bugs soon! Oh and support for 16:10 resolution would be nice. Greetings aka
  12. When crafting the Ethereal property is removed from the item. Bows Cannot be Ethereal, Phase-blades and its lower tiers are not found with the Ethereal property. Ethereal items are granted a -10 stat require reduction. ~ I like what blizzard did here but can't we make getting an Ethereal weapon more exciting xD. - Weapons: +50% base damage. - Make weapons have an innate weapon-speed advantage?- Armor: +50% base defense. - Make Armors naturally lighter? For Example, if I find ethereal <- Light (Armor-type) has no speed penalty but makes you faster instead attributed by Ethereal property. This would only apply for Body Armor and Shields which are the only items that weigh down the character affecting their speed. I was also thinking of a special property like (Tyrael's) but that would have to be a really rare for -100% requirements. Tyrael's Might Character sprites don't show Ethereal Body-armor would be really awesome to see this fixed.
  13. The crafting system for Hit Power Items, Blood Items, Caster Items, Safety Items. Is (in Vanilla) very limited to what type of gear bases you can use. It would be nice to see this system elaborated on. For example, Class-specific gear i.e (Nec-Heads, Barb-Helms, Assassin-Claws, Druid-Pelts, Sorc-Orbs, Amazon-Bows, Paladin-Shields). A lot of the Affixes are also useless for armors/weapons because of the low stats. A re-haul of the same system w/e crafting material would be a substantial additive to the loot system.
  14. Hardcore possibly Softcore CRAFTING system evolving around alchemy. Body parts obtained by battle (pvp) to craft gear with alchemical properties. I.E obtaining an ear from a battle and using it with the cube, to make an Item with BLOOD properties. (Life, LL, etc) Maybe using Clvl if possible for different alchemic synthetic materials. (Tiered added affix properties.) Could obtain different Materials from different types of characters. Keeping it short... You get the idea.
  15. Hello @Albraxes That is the intended behaviour. As we noted on the release page: New skills are not available for player use in the TAINTED-2 series of releases. What you can currently see is just a static preview of the skill tree expansions that can't be interacted with in any way. The ability to use the new skills will be enabled in the upcoming release series, TAINTED-3, along with many other new features and bug fixes. Unfortunately, TAINTED-3 is still a ways off, and I can't accurately estimate when it will arrive.
  16. hi all, just started playing amazon and i see the 6 horizontal skills but i can only click on the first/ original 3 skills and not the new ones. i cant even look at its descriptions as its unclickable. do i need to get to a certain level or there is something wrong?
  17. Update: The following community-requested features are now confirmed to be in development: Active 'charm zone' in main inventory Automatic gold pickup Hotkey shortcuts for inventory management
  18. Hello everyone ! I have two ideas in mind. 1- Would they be fun to have some unique ability after doing a special quest for each class on a total of six to three choices? 2- The gems would have given birth to special gem like share example Ruby + Sapphire = Charoite Chipped 2-3 Fire Damage +0-2 Cold Damage, 1.0 sec Duration + 5 to Life + 5 Max Mana + 6% Fire Resist + 6% Resist Cold Total of 28 new gems but available with only the cube horadrim and triple highest level required. New Chipped 3 New Flawed 15 New Regular 36 New Flawless 45 New Perfect 54 Thanks you for read me ^-^
  19. The encounter with the Summoner, Jazreth, always felt underwhelming, especially since it has its own quest log entry and a lot of background lore behind it. In the Enhanced Edition, the encounter as well as the Arcane Sanctuary where it takes place will be thoroughly revised. The walkways throughout the Arcane Sanctuary will be made wider, so that players and enemies don't get stuck as easily. It will also be easier to find Horazon's Journal and the new arena-like open space, where the battle with the Summoner will be taking place. Here's a slightly out of date Dev Preview of the Enclave area: And, yes - the Summoner will actually summon minions. It's being worked on. Please note that the information provided in this teaser is not final, and subject to changes.
  20. The Enhanced Edition's new Nightmare difficulty storyline will at one point enable you to revisit the Monastery of the Sisterhood of the Sightless Eye, also known as the Eastgate Monastery. While you were busy chasing the Prime Evils, the Sisterhood managed to reclaim their ancestral home. The world of Sanctuary after the Worldstone's destruction. Below you will find a series of images and videos detailing our project's progress on restoring the Monastery for use in the Nightmare difficulty storyline. Please note that the information provided in this teaser is not final, and subject to changes.
  21. Bored of going through the same quests and events three times? The Enhanced Edition will introduce a new storyline for the Nightmare difficulty, which will pick up right where the Normal difficulty storyline left off. “And a child will cradle Terror in his breast as the heart of man falls under the shadow. A Wanderer will pass through the ancient lands trailing chaos in his wake. The Three Brothers will be reunited as the mortal world trembles before their might. And so it was foretold that the Three, once reunited, would be shattered again— And the last of them would set his sights on the holy mount. The warnings held that Their defeat would be illusory—that the final gambit had yet to be played...” - the Prophecies of the Final Day (excerpt from Diablo II: Lord of Destruction Manual) Upon that Final Day, after the defeat of Baal, the Lord of Destruction and last of the three Prime Evils, it became clear that the Worldstone which protected the realm of Sanctuary from both demonic and angelic interference, has been corrupted by the Evils' influence. Unknowing of the possible consequences of such corruption, Tyrael, Archangel of Justice, was forced to act in haste, and ultimately decided sacrifice his life to destroy the Worldstone, an act that itself could have unforeseen implications for humankind as well. Tyrael, wielding El'druin, the Sword of Justice, was uniquely equipped to perform this task, for it was said the Sword would cut through any substance in existence. And so begins the Nightmare; the Archangel of Justice himself, always regarded as humanity's protector, is revealed to be a mere tool, the final gambit of the Prime Evils' elaborate machinations. As it turns out, Mephisto, the Lord of Hatred and the eldest of the Three Brothers, orchestrated everything from the safety of the Black Abyss, where the heroes of Light so readily banished him. “My power is beyond the mortal coil.” - Mephisto Without the Worldstone acting as a dampening barrier, Mephisto's subliminal powers would seep into the realm of Sanctuary unobstructed. As it was prophesied: [...] The righteous shall fall upon the wicked, and lay siege to the very gates of Hell. And he shall take peace from mankind, and loose great Destruction upon the earth. The Lord of Hatred shall ascend his throne, and the fires of Hell shall devour all. And he shall mete out his vengeance upon all flesh, and the blood of innocents shall run as great torrents. Who then shall be saved? - an unknown savant (from 1999 E3 Diablo II trailer) Terrifyingly, the tendrils of Hatred that you've seen twist the entire religion of Zakarum will spread unrestricted throughout Sanctuary, sowing discord and conflict where Light used to be. Not only will you be faced with the Army of Hatred, carrying the burning standards of Hell... you will have to wisely choose your friends. Please note that the information provided in this teaser is not final, and subject to changes.
  22. The Enhanced Edition will expand the skill trees of all character classes, both horizontally and vertically, following the principles of our skill design methodology. In the first stage of skill additions, we are focusing on horizontal expansion, i.e. adding skills unlocked at character levels 1 to 30. “We wanted to put cooler stuff toward the bottom.” - David Brevik Each of the seven character classes will have their amount of skills doubled, which means a total of 210 skill additions. We are going from 3 skill columns on each tab to 6, employing a layout that is symmetrical to the placement of the original skills. Our main aim in this stage is increasing the skill variety available to each character class. While all character classes will maintain their traditional flair and dominant theme, the boundaries between them will become more blurred, allowing for playstyles previously associated with one class to be applicable to others, creating new and interesting combinations of skillsets. This could be interpreted as an introduction of multi-classing into the existing class system, though we see it as a very slight nod in the direction of the first instalment of the Diablo series, where spells were largely transferable between classes, with each class having their unique ability and aptitude. For example, the Barbarian will be able to focus on bows or crossbows. His use of these missile weapons will differ from that of the Amazon, however. Where the Amazon predominantly uses magic to enhance her arrows, the Barbarian bowmaster prefers sheer brute force, overdrawing his bow to deliver devastating physical damage. The Necromancer will be able to specialize in melee fighting with daggers or polearms, much like a Barbarian would. He will also gain the ability to construct bone turrets that will channel magic missiles and launch them against his enemies, in a manner similar to the traps laid by an Assassin. Both the Necromancer and the Sorceress will have more choices with regard to the shapes and forms of magic they are able to evoke within the restrictions of their elemental specialities. While the Necromancer will be able to spew a jet of noxious fumes, the Sorceress will have the similar ability of unleashing a continuous flow of cold or lightning, in addition to the fire-based skill she already had. The Sorceress might also call forth elemental minions not entirely unlike the fire golem animated by a Necromancer. Please note that the information provided in this teaser is not final, and subject to changes.
  23. Here's a behind-the-scenes look at the project's approach to and understanding of the skill system. The following is a series of excerpts from the Enhanced Edition broader design document with some additional commentary. The D2EE skill design methodology is deeply rooted in and derived from the principles of experience gamification theory. Skills with no level requirement, i.e. those occupying the very top row and available right from the start, are basically seen as a character class' way of gently saying "hello" to you, the player. Their primary purpose is to introduce you to key concepts and mechanics specific to a class as you set your first steps in the world of Sanctuary. The D2EE design document divides skills that do have a level requirements into 4 distinct tiers, each of them denoting a phase of your character development journey in linear progression. Tier 1 skills, unlocked at levels 6, 12 and 18, are relevant to the "discovery" phase of your character's development, and their main purpose is to help you learn the basic playstyles available to your character class. Between levels 12 and 18 you will have identified some, if not all, playstyles your class could excel at. At some point around or past level 18, you will have chosen your basic playstyle. This is why level 18 is marked as a major turning point in your character's development, and why it roughly coincides with the finale of Act 1 (which is, of course, deliberate). Tier 2 skills, unlocked at levels 18, 24 and 30, are relevant to the "onboarding" phase of your character's development, and their main purpose is to allow you to refine, expand and gradually master your chosen playstyle, so that you can (deservedly) feel smart and accomplished. Between levels 18 and 24, you will have precisely defined your character's favoured skill types, and you will have become adept at using them by level 30. The advancement past level 30 will, in many cases, add the "icing on the cake" to your character build. If your skill choices were sound, you will be able to defeat the Prime Evils and your build will be considered a successful one. Congratulations! This is the point where Blizzard North said something in the lines of: yeah, we're done here, let's go grab some beer. And that would probably be all okay if there were no other difficulty modes or character level progression past Normal. The thing is that there are difficulty modes past Normal. Two of them! And an ability to advance at least up to level 99, which is three times as many levels as the original game design anticipates. To properly address this, D2EE will (eventually) introduce two further skill tiers and make your character development journey truly complete. Tier 3 skills, unlocked at levels 36, 42 and 48, are relevant to the "midgame" phase of your character's development, and their main purpose is to enable you to fine-tune the character build you mastered during Normal mode to your liking, and in a way such that allows you to better tackle the challenges of Nightmare mode. At some point around or past level 48, you will become confident that your character build is fully evolved, "ready for everything" and future-proof. This is why level 48 is marked as another major turning point in your character's development. Also worth noting is that level 48 is an approximate half-way point in progression towards level 99. Tier 4 skills, unlocked at levels 48, 54 and 60, are relevant to the "endgame" phase of your character's development, and their main purpose is to reward your dedication by enabling you to personalize your playstyle and your character in ways not possible before, and to employ new creative gameplay strategies. Advancing to and past level 60 will unlock creative capabilities empowering you, the player, to influence the very workings of your ultimate skills, in a way such that allows you to craft a truly unique identity and flair for your character. If you have any thoughts after reading through the above information, feel free to post them in the project discussion forum.
  24. We are pleased to announce that the TAINTED-2.2 revision of the Enhanced Edition is now available. It is strongly recommended that all current TAINTED-2 series users upgrade to TAINTED-2.2. New in this release: Fixed: Issues and crashes related to the inventory and NPC trade panels should now be fixed [fix] Fixed: Gold should now drop less frequently from regular monsters [fix] Fixed: The Summoner's skillset was reverted to vanilla skills. This is a temporary fix to make it easier to progress through Act 2. [fix] Misc: Removed more unnecessary files from Patch_D2.mpq [optimization] Misc: The Enhanced Edition installers should now automatically detect your Diablo II installation folder and install files into the correct subdirectory without the need for manual path entry. Advanced users can, of course, install the files to any directory and manually carry them over to their desired location. [convenience]
  25. Urgent: It seems that inventory issues still persist in some installations. Another hotfix release will be uploaded soon that will, hopefully, eliminate those issues once and for all.
  26. We are pleased to announce that the TAINTED-2.1 revision of the Enhanced Edition is now available. It is strongly recommended that all current TAINTED-2 users upgrade to TAINTED-2.1. This is a hotfix release that introduces no new features compared to TAINTED-2. Fixed: Inventory issues and crashes when using Classic resolution mode (hopefully) Misc: Removed unnecessary files from Patch_D2.mpq D2SE: Glide should now work correctly
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