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Mike Millaire

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Everything posted by Mike Millaire

  1. 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.
  2. 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
  3. Many of you guys asked me to set up a Discord server for D2EE, so I did just that.

    Feel free to join: https://discord.gg/RbBzMcG 👈

  4. until

    Thanks to everyone who showed up to the premiere!
  5. 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 Here's a slightly out of date Dev Preview of the Enclave area: And, yes - the Summoner will actually summon minions.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.
  6. 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.
  7. 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.
  8. 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.
  9. until
    Celebrate D2EE's third anniversary by joining the official trailer premiere and stay tuned for more teasers about the project's progress!
  10. 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.
  11. 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]
  12. 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.
  13. 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
  14. Updated the installer to include glide3x.dll. Hopefully this will prevent Glide issues from happening on new installs. Meanwhile, some users are reportedly experiencing issues with the inventory panel, such as an inability to place items in the inventory and crashes when viewing the inventory. We're looking into these problems. We have now confirmed that there is a bug with the inventory, and we are working on a fix. Update: The inventory panel bugs will be fixed in revision TAINTED-2.2.
  15. Thank you for the report. Seltsamuel's D2SE Modmanager should install glide3x.dll automatically. If the file is present but Glide still does not work, it may be helpful to run D2VidTest, found under D2SE's Display Options, and restart the computer.
  16. Thank you for the report. I have a fix for your issue @NxHunter I determined that having the Enhanced Edition render correctly in windowed mode via Cactus is achieved by following these steps: set the "-w -3dfx" flags in Cactus, run glide-init.exe found in your game directory, navigate to settings under Mainmenu, tick the window-mode parameter and close glide-init.exe, proceed to Launch the Cactus platform. If you wish to play in full-screen mode again after that, you will have to untick the window-mode parameter in glide-init.exe, as those settings are written to your computer's registry and apply globally, not on a per-platform basis. Notes: the issue occurs because the Game.exe executable defaults to the unsophisticated DirectDraw video mode when launched with the "-w" flag. The additional "-3dfx" flag is necessary to enable the more advanced video modes, like Glide. However, Sven Labusch's Glide wrapper defaults to full-screen mode, therefore it is necessary to modify the above-mentioned setting parameter if windowed mode is desired.
  17. We are pleased to announce that the TAINTED-2 revision of the Enhanced Edition is now available. Please consult the release notes on the file page for information about features and issues.
  18. 83 downloads

    ReShade is a generic post-processing injector for games and video software developed by crosire. If you would like your Enhanced Edition to look similar to our screenshots and videos, we recommend installing ReShade and using our preset. For the preset to work correctly, ensure you select the following shaders during ReShade installation: AdaptiveSharpen.fx Bloom.fx Clarity.fx FilmicPass.fx LevelsPlus.fx Technicolor.fx UIMask.fx Vignette.fx In our preset, we also make use these two shaders freely available on GitHub: Comic.fx (gives the game's assets a slightly smoothed look and intensifies black borders) ArcaneBloom.fx (makes smart adaptive adjustments to brightness levels) Place their files in the respective subdirectories of your reshade-shaders folder. It is not recommended to install more shaders (unless you know what you are doing). Each additional shader will make the shader compilation process take longer as well as negatively impact the game's performance if enabled. Inside the Preset.zip available here, you will find our preset itself (Enhanced Edition Preset.ini), which you should place in your game directory, and a PNG file (UIMask.png) which goes to your reshade-shaders/Textures folder. The purpose of the UIMask.png file is to prevent some shaders from affecting a specific section of the screen. Please note that the UIMask.png file is designed to work with the Widescreen (16:9) resolution mode and is incompatible with the Classic (4:3) mode. If you've done everything as described, you should be able to enable the preset in-game and enjoy visuals equivalent to what you see in our screenshots and videos. However, be advised that the final effect may vary depending on your specific hardware setup, display settings and other factors. You may also want to adjust some of the preset's settings, such as the intensity of sharpening and bloom effects, to suit your personal preferences and specific setup.
  19. Version TAINTED-2.2

    64 downloads

    Revision: TAINTED-2.2 Issues to be aware of in this pre-alpha release: Gamma and contrast correction don't work in windowed mode & Widescreen (16:9) mode does not display correctly when in windowed mode [fixed issue] Fix: to launch the Enhanced Edition in windowed mode via Cactus, follow the instructions in this post When operating in Widescreen (16:9) resolution mode, the game's built-in screenshot functionality does not work as intended (screenshots are corrupted) [bug] Recommendation: you can use ReShade to to circumvent this bug The limit of summoned minions is not enforced correctly, allowing the player to summon potentially infinite minions [bug] Recommendation: do not play summoner-type character builds to avoid this bug The limit of set traps is not enforced correctly, allowing the player to set potentially infinite traps [bug] Recommendation: do not play character builds using traps to avoid this bug The Unsummon skill does not work as intended [bug] Recommendation: do not play summoner-type character builds to avoid this bug Using the Potion of Regret to reset attributes and skills will crash the game [bug] Recommendation: do not purchase or use the Potion of Regret to avoid this bug Some interface panels may have transparency issues, such that allow you to see through elements that are supposed to be dark in colour [minor issue] Under rare circumstances, hostile areas may be populated with non-standard shrine types that may act unexpectedly and potentially crash the game when used [warning] Portal shrines may crash the game when used but are disabled and should not spawn under normal circumstances [warning] Features included in this pre-alpha release: Interfaces rebuilt for 1366x768 (and 1024x768), which scales beautifully to 1920x1080 [in progress] A comprehensive character statistics panel [mostly done] Expanded personal inventory storage capacity [mostly done] Expanded personal stash storage capacity (16x15 vs vanilla 6x8) [done] Expanded Horadric Cube storage capacity (8x8 vs vanilla 3x4) [done] PlugY multi-page stash and shared stash compatibility [compatible] Sven's Glide wrapper compatibility [compatible] ALchemy 3D sound compatibility [compatible] More explanatory labels for mercenary companions [mostly done] Fully equippable mercenary companions [in progress] Features only partially included in this pre-alpha release: New skill additions (note that all original Diablo II Lord of Destruction skills and builds are intact) [in progress] Notes: new skills are implemented but none of them are made available to player characters in this release Ability to reset attributes and skills [in progress] Notes: due to a bug, there is currently no way of resetting skills, but attributes can be freely redistributed as described on the character statistics panel Unique graphics for each Unique and Set item [in progress] Notes: only select Unique and Set items have unique graphics at this time Throwing potions made viable [in progress] Notes: throwing potions are made available for purchase from alchemy vendors, but no other changes to increase their viability have been made yet An AI overhaul of mercenary companions [in progress] Notes: all mercenary companions received new, more aggressive and generally smarter AI, but work in this regard has just started An in-depth overhaul of the Lord of Terror encounter [in progress] Notes: the overhaul is purely cosmetic as of now - Diablo received new voice lines and sound effects An in-depth overhaul of the Summoner/Jazreth encounter [in progress] Notes: Jazreth the Summoner received new, greatly improved AI, new voice lines, a new look (more lore-correct for a Vizjerei mage), but the related Arcane Sanctuary map revisions are not available yet, which may make dodging his attacks much more difficult than intended Addition of NPC allies to hostile areas [in progress] Notes: Rogue scouts have been added to select Act 1 wilderness areas; if slain by monsters, they will turn into hostile Dark Rangers Features not included in this pre-alpha release:
  20. Version TAINTED-2.2

    462 downloads

    Revision: TAINTED-2.2 Issues to be aware of in this pre-alpha release: When operating in Widescreen (16:9) resolution mode, the game's built-in screenshot functionality does not work as intended (screenshots are corrupted) [bug] Recommendation: you can use ReShade to to circumvent this bug The limit of summoned minions is not enforced correctly, allowing the player to summon potentially infinite minions [bug] Recommendation: do not play summoner-type character builds to avoid this bug The limit of set traps is not enforced correctly, allowing the player to set potentially infinite traps [bug] Recommendation: do not play character builds using traps to avoid this bug The Unsummon skill does not work as intended [bug] Recommendation: do not play summoner-type character builds to avoid this bug Using the Potion of Regret to reset attributes and skills will crash the game [bug] Recommendation: do not purchase or use the Potion of Regret to avoid this bug Some interface panels may have transparency issues, such that allow you to see through elements that are supposed to be dark in colour [minor issue] Under rare circumstances, hostile areas may be populated with non-standard shrine types that may act unexpectedly and potentially crash the game when used [warning] Portal shrines may crash the game when used but are disabled and should not spawn under normal circumstances [warning] Features included in this pre-alpha release: Interfaces rebuilt for 1366x768 (and 1024x768), which scales beautifully to 1920x1080 [in progress] A comprehensive character statistics panel [mostly done] Expanded personal inventory storage capacity [mostly done] Expanded personal stash storage capacity (16x15 vs vanilla 6x8) [done] Expanded Horadric Cube storage capacity (8x8 vs vanilla 3x4) [done] PlugY multi-page stash and shared stash compatibility [compatible] Sven's Glide wrapper compatibility [compatible] ALchemy 3D sound compatibility [compatible] More explanatory labels for mercenary companions [mostly done] Fully equippable mercenary companions [in progress] Features only partially included in this pre-alpha release: New skill additions (note that all original Diablo II Lord of Destruction skills and builds are intact) [in progress] Notes: new skills are implemented but none of them are made available to player characters in this release Ability to reset attributes and skills [in progress] Notes: due to a bug, there is currently no way of resetting skills, but attributes can be freely redistributed as described on the character statistics panel Unique graphics for each Unique and Set item [in progress] Notes: only select Unique and Set items have unique graphics at this time Throwing potions made viable [in progress] Notes: throwing potions are made available for purchase from alchemy vendors, but no other changes to increase their viability have been made yet An AI overhaul of mercenary companions [in progress] Notes: all mercenary companions received new, more aggressive and generally smarter AI, but work in this regard has just started An in-depth overhaul of the Lord of Terror encounter [in progress] Notes: the overhaul is purely cosmetic as of now - Diablo received new voice lines and sound effects An in-depth overhaul of the Summoner/Jazreth encounter [in progress] Notes: Jazreth the Summoner received new, greatly improved AI, new voice lines, a new look (more lore-correct for a Vizjerei mage), but the related Arcane Sanctuary map revisions are not available yet, which may make dodging his attacks much more difficult than intended Addition of NPC allies to hostile areas [in progress] Notes: Rogue scouts have been added to select Act 1 wilderness areas; if slain by monsters, they will turn into hostile Dark Rangers Features not included in this pre-alpha release:
  21. 11 downloads

    This icon pack includes 27 skill icons in bitmap format for your Diablo II modding purposes. If you use this icon pack in your Diablo II modding project, you must adequately credit the following contributors as icon designers and list their links as shown below: Lorc (http://lorcblog.blogspot.com) Delapouite (http://delapouite.com) Skoll (https://game-icons.net) Zeromancer (https://game-icons.net) Mike Millaire (https://millaire.com) The icon pack is derived from game-icons.net resources (licensed under CC BY 3.0) and original Diablo II assets. Your may only use this icon pack as permitted by the Diablo II End User License Agreement and our Terms of Use.
  22. 10 downloads

    This icon pack includes 28 skill icons in bitmap format for your Diablo II modding purposes. If you use this icon pack in your Diablo II modding project, you must adequately credit the following contributors as icon designers and list their links as shown below: Lorc (http://lorcblog.blogspot.com) Delapouite (http://delapouite.com) Skoll (https://game-icons.net) Zeromancer (https://game-icons.net) Mike Millaire (https://millaire.com) The icon pack is derived from game-icons.net resources (licensed under CC BY 3.0) and original Diablo II assets. Your may only use this icon pack as permitted by the Diablo II End User License Agreement and our Terms of Use.
  23. A couple of recent screenshots taken at 1920x1080, from the internal development build. Please note: what you see is a work in progress. Also note: these are actual gameplay screenshots (with ReShade), not some ESRGAN-upscaling shenanigans
  24. If you have any feature requests, post them in this topic. A community wishlist is being compiled that will help guide the project's development. Community Wishlist: unique abilities for each class after doing a special quest [post link] special gems mixed with Horadric Cube (example: Ruby + Sapphire = Charoite) [post link] body parts obtained through PVP battle to craft gear with alchemical properties [post link] expand/revise the Horadric Cube crafting system (Hit Power, Blood, Caster, Safety items) [post link] revise ethereal items [post link]
  25. Creed: Staying fanatically true to the game's core mechanics, lore and aesthetics Currently planned in-development features include, but are not limited to: Engine extensions [in progress] ↳ Being worked on by Kingpin, Szumigajowy and Ogodei Interfaces rebuilt for 1366x768 (and 1024x768), which scales beautifully to 1920x1080 [in progress] ↳ Interface art remade for HD by Mike Millaire ↳ Temporary high resolution solution coded by dav92 currently in place ↳ New advanced graphics driver being worked on by Necrolis A comprehensive character statistics panel [mostly done] ↳ Statistics panel extension coded by HarvestWombs ↳ Interface layout by Mike Millaire Expanded personal inventory storage capacity [mostly done] ↳ Temporary high resolution solution coded by dav92 currently in place Expanded personal stash storage capacity (16x15 vs vanilla 6x8) [done] ↳ Temporary high resolution solution coded by dav92 currently in place Expanded Horadric Cube storage capacity (8x8 vs vanilla 3x4) [done] ↳ Temporary high resolution solution coded by dav92 currently in place PlugY multi-page stash and shared stash compatibility [compatible] ↳ PlugY stash is a temporary solution (PlugY is unstable and prone to errors) ↳ New stash solution being worked on by Szumigajowy Sven's Glide wrapper compatibility [compatible] ↳ Sven's wrapper is a temporary solution (was designed with 800x600 in mind) ↳ New advanced graphics driver being worked on by Necrolis ALchemy 3D sound compatibility [compatible] 200+ new skill additions (note that all original Diablo II Lord of Destruction skills and builds are intact) [in progress] ↳ Skills being worked on by Mike Millaire ↳ Skill icons by Lorc, Delapouite, Carl Olsen, Skoll, Zeromancer, cla$$ics and Mike Millaire Ability to reset attributes and skills [in progress] ↳ Being worked on by Szumigajowy Ability to enhance items [in progress] ↳ Being worked on by Szumigajowy Unique graphics for each Unique and Set item [in progress] ↳ Being worked on by Mike Millaire ↳ Item graphics contributed by Nephretes, Radament, Barby, AlphA and Mike Millaire New Unique items [not started] New item Sets [not started] Addition of new items to existing Sets (where it makes sense) [not started] Throwing potions made viable [in progress] ↳ Being worked on by Mike Millaire More explanatory labels for mercenary companions [mostly done] ↳ Mercenary label extension coded by Myhrginoc An AI overhaul of mercenary companions [in progress] ↳ Being worked on by Mike Millaire and Ogodei Fully equippable mercenary companions [in progress] ↳ Temporary solution coded by dav92 currently in place New mercenary companion types/classes [in progress] ↳ Design being worked on by Mike Millaire ↳ Code being worked on by Szumigajowy and Kingpin An option to hire multiple additional mercenary troops ('cannon fodder' different from equippable mercenary companions) [in progress] ↳ Design being worked on by Mike Millaire ↳ Code being worked on by Szumigajowy and Kingpin An in-depth overhaul of the Lord of Terror encounter [in progress] ↳ Being worked on by Mike Millaire An in-depth overhaul of the Summoner/Jazreth encounter [in progress] ↳ Being worked on by Mike Millaire Other boss encounter overhauls [not started] Addition of new boss encounters [not started] Revision of troublesome areas (the Arcane Sanctuary and Maggot Lair in particular) [in progress] ↳ Being worked on by Mike Millaire Addition of new optional areas to explore [not started] Additional NPCs to interact with in existing areas [not started] Addition of NPC allies to hostile areas [in progress] ↳ Being worked on by Mike Millaire New quest system [in progress] ↳ Being worked on by Kingpin and Szumigajowy NPC system extensions [in progress] ↳ Being worked on by Kingpin and Szumigajowy Addition of new content/storylines for Nightmare and Hell difficulties [in progress] ↳ Being worked on by Mike Millaire Active 'charm zone' in main inventory [in progress] ↳ Being worked on by Szumigajowy Automatic gold pickup [in progress] ↳ Being worked on by Szumigajowy Hotkey shortcuts for inventory management [in progress] ↳ Being worked on by Szumigajowy Please note that feature completeness and availability may vary greatly between releases. Features may be added and/or removed from this list at any time as development progresses. Features frequently requested by our community (under consideration, may or may not be added to the above list): Bypassing 25 FPS limit NPC gambling inventory refresh button If you have any specific feature requests, please post them in this topic.
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