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Mike Millaire

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Everything posted by Mike Millaire

  1. 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.
  2. 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]
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 9 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.
  10. Version TAINTED-2.2

    17 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:
  11. Version TAINTED-2.2

    42 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:
  12. Welcome everyone! I'm Mike Millaire and this is the introductions topic, where new members are invited to say hello
  13. 7 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.
  14. 8 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.
  15. 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
  16. Specjalnie dla polskiej społeczności fanów Diablo II przygotowaliśmy (częściowo) zlokalizowaną wersję trailera:
  17. 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.
  18. Creed: Staying fanatically true to the game's core mechanics, lore and aesthetics Currently planned in-development features include, but are not limited to: 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] 200+ new skill additions (note that all original Diablo II Lord of Destruction skills and builds are intact) [in progress] Ability to reset attributes and skills [in progress] Ability to enhance items [in progress] Unique graphics for each Unique and Set item [in progress] 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] More explanatory labels for mercenary companions [mostly done] An AI overhaul of mercenary companions [in progress] Fully equippable mercenary companions [in progress] New mercenary companion types/classes [in progress] Dialogue, voices and personalities for mercenary companions [not started] An option to hire multiple additional mercenary troops ('cannon fodder' different from equippable mercenary companions) [in progress] An in-depth overhaul of the Lord of Terror encounter [in progress] An in-depth overhaul of the Summoner/Jazreth encounter [in progress] 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] 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] Addition of new main story quests (Act 4) and side-quests [not started] Addition of new content/storylines for Nightmare and Hell difficulties [not started] 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): Active 'charm zone' separated from main inventory Automatic gold pickup Bypassing 25 FPS limit Hotkey shortcuts for inventory management NPC gambling inventory refresh button If you have any specific feature requests, please post them in this topic.
  19. The following is an alphabetical list of the Enhanced Edition contributors: ALPHA (D2Mods profile) BARBY (D2Mods profile) CARL OLSEN (Twitter) CLA$$ICS (D2Mods profile) DAV92 (D2Mods profile) DELAPOUITE (Website) EIMERNASE (D2Mods profile) HARVESTWOMBS (D2Mods profile) HAUJOBB (D2Mods profile) INERTIAS (D2Mods profile) KEVIN MACLEOD (Website) KINGPIN (D2Mods profile) LEEKUN (D2Mods profile) LORC (Blog) NECROLIS (D2Mods profile) NEPHRETES (D2Mods profile) OGODEI (D2Mods profile) PHROZEN HEART (D2Mods profile) RADAMENT (D2Mods profile) RED HAVOC (D2Mods profile) SKOLL (https://game-icons.net/) SVR (D2Mods profile) SZUMIGAJOWY (D2Mods profile) ZEROMANCER (https://game-icons.net/) Thank you for contributing your knowledge, time and resources to the project. If you are a contributor and would like to update your URL or display name, send me a message.
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