I am happy to announce the first version of Project Kalavic. This mod is incredibly small and limited in scope. I am releasing this tiny test version in order to get feedback on the concepts and ideas for the mod.
Features include:
-Reworked skills for Assassin, Barbarian, Necromancer and Sorceress (up to level 6).
-Skills are redesigned to be each circumstantial but hopefully all useful in their own way.
-Redesigned monsters in Blood Moor, Den of Evil, Cold Plains, The Cave Level 1 and 2, and The Burial Grounds.
-Rebalanced monster level and density in areas listed above.
-Monsters are rebalanced to be challenging and in some cases frustratingly difficult.
-Potions removed from vendors. Potion drops almost entirely eliminated.
-Attack rating and Defense rating rebalanced to make each equipment / skill decision more meaningful.
-Sockets on equipment are much more common, though more limited and hopefully balanced in quantity.
-Sockets enabled for Gloves, Belts, Boots, Rings, Amulets and Charms (at increasing levels.)
-Gems have all been designed.
-Added new Miscellaneous Socket Filler items (70 in total) that can be placed in any socket to add miscellaneous stat bonuses.
-Misc Socket items can be Xmuted with items at the cost of level requirement to add a smaller stat bonus to the item without a socket.
-Gold drops should be more meaningful and total gold cache must be managed more carefully.
-Maximum HP massively increased for all character classes.
-Players 2 setting and higher (up to 4) will hugely increase enemy health, requiring a different approach to strategy in 2+ player games.
-Slightly rebalanced weapons and armor damage, AC values, level/strength requirements.
-Removed all traces of +skill items and affixes on standard equipment.
-Rebalanced experience tables.
-Remade all magic affixes temporarily (these will be redone again in a more balance-minded way at a future date).
To all those interested in testing; please let me know feedback on the design, and any minor balance issues you encounter. For example, I am expecting to hear that Barabarian's Leap skill is weak and pointless. (I will definitely be working on some of the less useful skills in the future).
I am mainly interested to hear about the experience as it differs from traditional diablo ii. The mod is designed to be more challenging and to make certain situations problematic for certain characters, though still perfectly solvable with a little thought.
I would also like to hear about any skills or items that seem brokenly strong, do not work as intended, or that subvert the challenge of the mod.
Please let me know which of the following things you would like to see implemented next.
-New Areas (the completion of act 1).
-Additional skills for already implemented classes.
-Implementation of Paladin, Amazon and Druid
-Overhaul of base items and Unique / Set items.
Thank you all for taking the time to check this out!
Please post all feedback in the following forum.
viewtopic.php?f=10&t=65206
VERSION NOTICE
Project Kalavic is compatible with D2 1.10f only (as it uses d2mod). Apologies for not mentioning this in the initial post.
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DOWNLOAD LINK
https://drive.google.com/file/d/1HXdhOxu6Q6OyWOt-QeNfrVfHD4YwlE7F/view?usp=sharing
NON D2SE DOWNLOAD
https://drive.google.com/open?id=1xpbO3lU0u2kYjBNycYaA8fhCB7trIBtr
-D2SE
I suggest use with D2SE mod manager, as it is what I personally use to manage my various projects. Simply extract and drop the Kalavic folder into your Mods folder.
-NON D2SE
I've packed a non d2se version for the mod. I did not pack an installation script, so you will need to install d2mod on your own, then use the Patch_d2.mpq provided.
D2SE MOD MANAGER
http://snej.org/forum/index2.php?topic= ... #msg459574