Diablo 3

Diablo 2 RG9 Mod Version 1.3: The Biggest Update Yet!!

diablo19 - Diablo 2 RG9 Mod Version 1.3: The Biggest Update Yet!!
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My brother and I made a mod for Diablo 2. It swaps around some skill tabs drastically changing barbarian, druid and paladin. It also makes golems and skeletal mages more viable. I hope you enjoy it!

I greatly recommend you play it with plugy (install plugy first):
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The mod works on 1.13c, and I'm playing it with plugy.

Link for the v. 1.3 of the mod:
https://drive.google.com/file/d/1EZBBWD-4QR-nxbfIKMaWW611PIw-oGwV/view?usp=sharing

This mod has its own subreddit, where you can post questions, suggestions, bug reports, e.t.c. about this mod: https://www.reddit.com/r/Diablo2RG9Mod/

If you try it out, and find any glitches/bugs, please tell me about it. 🙂 I have tested it myself, and there shouldn't be any major ones, but there could be something minor that I've overlooked.

Quality of life changes:

– Doesn't lose corpse on death.

– Increase inventory and horadric cube size.

– Increased drop and gambling rates (doesn't apply for runes).

– Makes it possible to play on difficulties with more players (max 64): This is the pre 1.10 settings.

– No need for gems in runes recipes.

– Removed intro cutscene.

– Fixed the digit "5".

– Mercenaries can now have belts, gloves, boots, amulets and one ring.

– Boots, gloves, javelins and other throwable weapons can now be socketed (new for v.1.3).

— There's runewords for javelins and throwable weapons, but none for boots and gloves.

– You can now buy gems and runes from vendors: see "vendors.pdf" for prices and which vendors sell which runes (new for v.1.3).

— Gem prices:

— chipped (is) 7,0000 (gold)

— flawed 11,000 (~1.5*chipped)

— standard: 20,000 (~1.75*flawed)

— flawless: 40,000 (2*standard)

— perfect: 100,000 (2.5*flawless)

— Rune prices: p(n) = price for rune # n

— p(1) = 20,000

— p(n) = p(n – 1) + 1,000*40/27*n , if 1 < n < 11 (approximated to closest thousand) => p(10) = 100,000

— p(n) = p(n – 1) + 1,000*50/27*n , if 10 < n < 17 => p(16) = 250,000

— p(n) = p(n – 1) + 1,000*50/19*n , if 16 < n < 22 => p(21) = 500,000

— p(n) = p(n – 1) + 1,000*25/6*n , if 21 < n < 27 => p(26) = 1,000,000

— p(n) = p(n – 1) + 1,000*1,000/177*n , if 26 < n < 33 => p(32) = 2,000,000

— p(33) = 3,000,000

– Complete overhaul of horadric cube recipes: see "horadric cube.pdf" (new for v.1.3).

— Key farming is a bit reduced as they can now be crafted (expensively).

— Token of absolution can now be crafted relatively cheap as a respec shouldn't be that expensive.

— Crafting recipes are still the same as in vanilla, see "crafting.pdf".

— Socketed items can be unsocketed relatively cheaply while still keeping the inserted items.

— This can also be used to reroll runewords.

— They now follow a more systematic system, and each gem type correspond to a item class:

— skulls (for) normal (items) < amethysts superior < sapphire magic < topaz rare < ruby crafted < emerald set < diamond unique

— Jewels are much more useful as they are included in more recipes.

— Magical rings/amulets can now be used to craft jewels of item level 1, which in turn can be used for other recipes.

—- This way the jewels found on Hell difficulty can still be used for crafting.

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– Replaced monster immunities with 95% resistances.

— This also applies to superuniques (some superuniques have a random mod which can enhance resistance and make them immune).

— Unique monsters and champions can still be immune.

Major Changes:

– Added new runewords (see "runewords.pdf" for all runewords listed in order of the runes) (new for v.1.3).

– Skill charges on unique items, set items and runewords are replaced with oskills.

— Oskills on Wolfhowl are now regular skills.

– Swapped skills between characters:

— Switched shapeshifting (druid) with warcries (barbarian) (inspired by Wolfhowl).

— Switched elemental skills (druid) with offensive auras (paladin).

— Switched conviction (paladin -> druid) with Valkyrie (amazon).

— Switched battle command (barbarian -> druid) with Shadow master (assassin).

– Added new magic affixes (rares can also have these): 5% chance to cast level y z on hit.

— y = 5 (normal+), 10 (nightmare+), 15 (hell).

— z is all kinds of spells (required level 1-12 normal+, 18-24 nightmare+, 30 hell).

— Spells with reqquired level 1-6 drop with level 5-10 (normal+), 15 (nightmare+), 20 (hell).

Changes to Barbarian:

– Fire Claw only gets synergy from lycnthropy.

Changes to Druid:

– Allows druids to summon a bear and wolves at the same time.

– Druid is now a crazy support character, using auras, warcries and summoners.

— Differs from skelemancer as it focuses on buffs instead of debuffs.

Changes to Necromancer:

– Revives are permanent.

– Clay, Blood, Fire Golems and Skeletal mages' damage is increased by twice as much per level (new for v.1.3).

— Clay and Blood Golems are still mainly used as support.

— Fire Golems Holy Fire aura isn't buffed, although this is mainly for support to finish off enemies when using poison skills.

– Allows necromancer to summon all golems at the same time.

— The maximum number of each number is increased by one every 15th level (doesn't apply to iron golem).

– Skeletal mages have more life:

— (It seems like it originally got 7% more life per level, which is now increased to 10%).

— This cannot be seen in the original game since it is not printed in the descriptions (SkillDesc.txt).

– Summoning necros no longer need to use raise skeletons.

— Try skelemages + fire golem + elemental weakness, or an all-out golem build.

Changes to Paladin:

– Conversion duration is increased by two seconds per level.

– Enabled Holy Bolt and the Fist of the Heavens to damage all kinds of enemies (and not just undead).

– Blessed Hammer gets synergy from Armageddon instead of Concentration (new for v.1.3).

– Hurricane gets synergy from Zeal instead of Twister.

– Zeal gets synergy from Hurricane instead of Sacriface.

– Paladin focuses more on elemental damage, with insane combos like hurricane + zeal or armageddon + blessed hammer.

Changes to Sorceress:

– Meteor-delay is one quarter of the original.

Installation guide:

– Put the data folder and the two dll's into the Diablo 2 installation folder.

– Run Diablo 2 from a shortcut with "-direct -txt" added to the target line (in the shortcut's preferences).

Source: Original link


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