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  1. Last week
  2. Raven_0

    Feature Requests

    I'm gonna add a second vote for the auto gold pickup plugin. There is one written for 1.10 here: https://www.snej.org/forum/index.php?topic=48424.msg779762#msg779762 It does not work in 1.13d though, I tried to load it, no gameplay change. I really miss this plugin from my 1.10 days.
  3. Earlier
  4. Development on the mod is alive or you've abandoned it?
  5. 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?
  6. 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
  7. Есть они вообще? Если есть где их взять и runewords зарание спасибо.
  8. same for me when I try to launch it just crashes no warning
  9. SteveD2k

    Crash fog.dll

    Mine just keeps coming back with "corrupted"
  10. 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
  11. As noted on the release page, new skills are not yet made available for players in release TAINTED-2.2.
  12. Second attempt. Maybe this time somebody answer it...
  13. epsx

    Crash fog.dll

    Faulting application name: D2SE.exe, version: 0.0.0.0, time stamp: 0x4db5dc5f Faulting module name: Fog.dll, version: 0.0.0.0, 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.
  14. Mike

    Great work!

    Open source software and our project are tightly knit together, you know...
  15. The short answer is: yes.
  16. 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.
  17. 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.
  18. 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.
  19. Attempting to open the character stat screen crashes the game without fail.
  20. ^ Same, says files are corrupt. Brand new install, seems to be something with the installer. Only mod that won't work for me.
  21. the tainted 2 wont launch when I try to play the enhanced edition
  22. 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.
  23. 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!
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