Jump to content

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

Looking for an enhanced Diablo II experience? 

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-d'Aveyron

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 of the game's engine. Seasoned Diablo II code whizzes, Kingpin and Necrolis, both of the notorious Phrozen Keep community, joined the initiative, offering their sage mentorship to younger members of the contributor team.

A re-envisioning of Diablo II's ending and an apocryphal storyline focusing on the machinations of Mephisto is worked on alongside the codebase-extension effort. Mike's creative direction aims to enhance what Diablo II already does well and edit out some of the game's shortcomings, to tell a story of a multiverse shattered with the fall of the Worldstone - as the Lord of Hatred meticulously planned.

In all 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 form the foundation of our workflow.

Community suggestions and requests are always welcomed and encouraged.

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

There is also a communal Discord server, where all Diablo franchise enthusiasts are welcome to stay a while and listen... and speak up, too. You can join it via this link.

  1.  Forums

    1. News and Information

      Project announcements and other information

    2. Discussions

      General discussions about the Enhanced Edition

    3. Questions

      Ask questions about the Enhanced Edition

    4. Discord Server

      Live chat powered by Discord


    1. Public Releases

      Download the latest public release of the Enhanced Edition

    2. Modder's Resources

      Assets and components for use in your own modding projects


Activity Feed

  1. Earlier
  2. The melee companions (desert merc, Barbarians) seems to have a very defensive stance. they do not fight any monster further than maybe 10m-15m away from the player hero. If the enemy happens to run away they will chase and comes back after a few meters then chases again and back and forth. was fighting blood raven with a bow amazon with my barbarian merc and he's pretty much useless most times they are too dependent on who the player is targeting and will only target that. they dont target the next monster beside them unless the player targets that monster. this kind of companion playstyle is good for the Rogue's but is really annoying for the melee ones. and btw, in act III and above the only shrines i see are health, mana with rarely mana regen shrines and everything else are mysterious shrines. where are the defence, battle, gem and others? i get why portals were disable but why most dissappeared?
  3. AtzaMan

    Feature Requests

    Any chance of making CnCNet / cnc-ddraw compatible with Diablo II Enhanced Edition ? This is a GDI, OpenGL and Direct3D 9 re-implementation of the DirectDraw API for classic games for better compatibility with Windows XP, Vista, 7, 8, 10 and Wine - CnCNet/cnc-ddraw Texture upscalers like xbrz-freescale.glsl produce a much smoother visual result than any native Glide or Reshade upscaling technique. For example, the fonts are smoother and less pixelated For the full resolution image, and not this downscaled forum attachment, click here
  4. Есть они вообще? Если есть где их взять и runewords зарание спасибо.
  5. same for me when I try to launch it just crashes no warning
  6. SteveD2k

    Crash fog.dll

    Mine just keeps coming back with "corrupted"
  7. Smadderfar

    Crash fog.dll

    Did you ever resolve this issue? I've tried everything, D2SE seems completely broken, doesn't matter what mod I try and launch
  8. As noted on the release page, new skills are not yet made available for players in release TAINTED-2.2.
  9. Second attempt. Maybe this time somebody answer it...
  10. epsx

    Crash fog.dll

    Faulting application name: D2SE.exe, version:, time stamp: 0x4db5dc5f Faulting module name: Fog.dll, version:, time stamp: 0x3f8a5c4f Exception code: 0xc00000fd Fault offset: 0x000145d7 Faulting process id: 0x21e8 Faulting application start time: 0x01d5df645264c15a Faulting application path: C:\Games\Diablo II\D2SE.exe Faulting module path: C:\Games\Diablo II\D2SE\CORES\1.10f\Fog.dll1 When i press start plugin in the D2SE. instatly closing, no other notification.
  11. Mike

    Great work!

    Open source software and our project are tightly knit together, you know...
  12. The short answer is: yes.
  13. Kabal

    Feature Requests

    Hi all I would like to suggest an idea. I like D2 mods very much and the creativity of the moders but I don't see, in any mod available, a possibility that gives the possibility to create or modify the spell - skill of the player by himself. Mostly we have brand new skills to test in the mod and make builds from them, its ok, but when we could have a free slot/slots in the skill tree where we could combine or create our own new skills that would be nice. I will take sorceress for example, after we get a certain level or make a special quest we could make combination of every 2 skills in the skill tree like: Blizzard + Metor = Meteor Shower ( or Comet Shower with cold dmg ? ), Frozen Orb + Lightning = Lightning Orb which shots Lightning spell ( Fire Orb, Poison Orb etc ) Hydra + Fireball = Fire Hydra shots Fireballs ( or Lightning Hydra, Cold Hydra etc ), Fireball + Mana shield = Sphere above you which protects you and shots Fireballs at closest enemy ( like a Sentry Guard ) and so on. That would give the player's own possibility to create a build that others don't have ( or they don't have the idea of it now ), the players would use they own creativity to create strong builds and if they want they could share it here on forum for others.
  14. aris1

    Feature Requests

    Further more, the suggestions about gems and runes and more words with gems in the combinations/more gems qualities. Why make the system more complicated? What made rune words and gems so great was the simplicity of it all and how easy it was to understand. Now you want to make it bigger and more complicated? Gems were not meant to be as powerful as runes. This is a given. And all of them were useful in their own ways. especially Topaz, Diamond, and Ruby. Rune words only requiring 1 rune? Whats the point in them being rune words at that point? The thing that makes rune words so special is that you have to assemble all of the pieces and you get this amazing piece of gear at the end. You're going to take away the struggle for instant gratification? Or you just can't put the runes in the correct order when there's a website that tells you exactly what every recipe is and the order? Charms with sockets? Why? They don't need sockets. At this point you are over complicating these simple things. Charms are exactly what charms are supposed to be. They do not need sockets. They are CHARMS. NOT gear. Charms are not a socketable thing. It doesn't even make sense logically. How about just improve the quality of the game rather than changing its mechanics. ESPECIALLY it's best attribute, I say again, its ITEM SYSTEM. Don't. Mess with it.
  15. aris1

    Feature Requests

    DO NOT MESS WITH THE ITEM SYSTEM OF DIABLO. I like this project, but you people are painting with some very wide colorful brushes just throwing out ideas you think are neat and cool. This game is good because of the way it was designed. Ethreal items ARE good in Diablo. You just have to find the right way to use them. If you never used an ethreal item in D2, then you have no room to speak on it. Literally all seasoned D2 players have used Ethreal items. Ethreal is MEANT to be a negative thing until it is "accidentally" by chance matched with the indestructible property, repair durability property, or used on a mercenary. This is what made Ethreal so unique and such an interesting part of Diablo 2. Start changing things like this and you will ruin what was already GREAT about Diablo. Do NOT add a way to craft class specific items. Crafting was merely a way to bridge the gap between what you had and what you needed. Not a way to make the best items in the game. Crafting does produce some really good things like rings, gloves, boots, amulets, but the reason why Pelts, Barb helms, and other items are SO VALUABLE is because you have to go find them in the world. Being able to Craft them just makes that process easier and less rewarding. Using body parts to craft things? What? Why? So people farm each other over and over again? This idea just sounds very colorful and ridiculous. Great thinking outside the box, but it's just weird and necessary. Be careful making rares better. They should NOT compete with Uniques in most cases. Uniques are SUPPOSED to be better than rares. Rares are where rares are supposed to be. Now, I will say some rare armors and helmets(obviously not circlets or class specific helms) seem to be non existent in terms of usefulness. If we could make rare armors/helmets(not circlets or class specific helms) somehow level with the way boots, gloves, rings, amulets, and belts are useful in endgame gear, I could maybe see an argument for that, but even THAT is a long stretch. I am not trying to bash anyone or hate on peoples ideas here, I just want folks to step back and realize that you are not a game designer and Diablo II was the best hacker slasher ever created based on it's ITEM SYSTEM and play style long before you touched the game. Granted there are some shortcomings in it's design, the item system was NOT one of them. Please have a little respect and don't ruin this game's future with wild redesigning of how it worked before. Shortcomings would include things like: Stash size was ridiculous. The inability to transfer items across characters. Teleport allowing players to run through dungeons at light speed and farm bosses or rush people through the game. The maggot lair map. Act 3's entire map being insane and confusing. Bots. The list could go on. But THESE are the type of things this ENHANCEMENT should aim to fix. Not reworking the design of the game's best attribute, it's item system.
  16. Attempting to open the character stat screen crashes the game without fail.
  17. ^ Same, says files are corrupt. Brand new install, seems to be something with the installer. Only mod that won't work for me.
  18. the tainted 2 wont launch when I try to play the enhanced edition
  19. 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.
  20. 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!
  21. All I'd like to see is the return of Zonz piercing guided.
  22. 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?)
  23. Catyuo

    Feature Requests

    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?
  24. In the future will there be an option to play over TCP/IP or maybe even a multiplayer server?
  25. Iroha

    Great work!

    Awesome project!!!!!!!!!!!!!!111 Mike,
  1. View Full Stream

  • Create New...

Important Information

We have placed cookies on your device to ensure the website's correct operation. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Visitors must also accept our Terms of Use and Privacy Policy.