Diablo 2 Patch 3.0 - UPDATED to Patch 3.2

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Ascended1962
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Diablo 2 Patch 3.0 - UPDATED to Patch 3.2

Post by Ascended1962 » Thu Nov 08, 2018 1:17 pm

EDIT: The Patch has undergone alot of changes over the last few weeks due to Holidays and some testing with friends, the amount of balance changes and item additions including Cube recipes to upgrades items are now included, see the PDF attached for all the Patch information.

Hope you all enjoy, feel free to give it a try and give some feedback!

Next content changes will not be for a while as I am happy with the current state, it has been 1+ year in the making, testing, balancing, item additions and skill changes has been extremely hard work :)

Just a thanks to Phrozen Keep for all their Tutorials and more..

Have fun and goodluck!

====

Hi all

The mod has been completed and is ready for download and play.

You can download from here: https://www.moddb.com/mods/diablo-2-pat ... al-release

PATCH NOTES

Patch Features (Note: Not all changes are noted here as the amount of changes are in the 100`s)

Please note that changes made are not to change the core game and game play, it is only meant to improve game play experience for more fun and longevity

-Character Changes-

All characters now gain additional life per level relevant to their class

All Characters now gain additional mana per level relevant to their class

WARNING: Do not use character Editors it will break your character, DUE TO CHANGES MADE TO ITEMS CURRENT CHARACTER WILL NOT WORK WITH THE MOD UNLESS YOU REMOVE ALL ITEMS

-Skill Changes- (Note: All changes might not be noted here)

All characters synergies have been improved for end game purposes, almost every skill now has a synergy which works into a build and all skills now are usable in end game builds/play

-Necromancer-

Necromancer – Skeleton Summons - Life, Armor and damage has been increased

Necromancer – Iron Golem thorns damage has been increased

Necromancer – Fire Golem fire damage has been increased

Necromancer – Blood Golem lifesteal has been increased but Necromancer now shares a very small portion of damage taken

Necromancer – Teeth have 1 additional missile at first rank

Necromancer – Bone Armor Absorb significantly increased

Necromancer – *NEW* Bone Wall has been removed and replaced with Scythe Mastery (Passive that increases Necromancer Weapon damage)

Necromancer – *NEW* Bone Prison has been removed and replaced with Deaths Embrace (Passive that increases Necromancer Health, Armor, Damage reduction at a cost)

Necromancer – Life Tap initial lifesteal greatly decreased, now gives an increase per level

Necromancer – Amplify Damage increase reduced from 100% to 50%

Necromancer – Weaken damage reduction slightly reduced

Necromancer – Lower Resist reduction slightly reduced

Necromancer – Iron Maiden damage return significantly increased

Necromancer – Teeth damage increased

Necromancer – Poison Nova damage increased


- Druid-

Druid – All Summons, Armor, life and damage has been increased for end game viability

Druid – Poison Creeper gains increased poison damage from Rabies and Spirit of Barbs

Druid – Rabies gains increased poison damage from Poison Creeper

Druid – Shapeshifting base hitpoint % slightly increased

Druid - Werewolf now gains 20% base cold resistance and 5% damage reduction

Druid - Werebear now gains 20% base cold and fire resistance and 10% damage reduction

Druid - *NEW* Fire Claws has been removed and replaced with Druids Claw which provides attack rating and Magic damage to buffed hero/summon

Druid - *NEW* Hunger has been removed and replaced with Crushing Bite which is a multi attack

Druid - Shockwave has been reworked and now does Physical and Lightning damage

Druid - Fury now has a small chance to do a short duration open wound on enemies

Druid - *NEW* Arctic Blast has been removed and replaced with Elemental Mastery (Passive which provides Fire Damage and Cold piercing)

Druid - Twister and Tornado now not only do physical damage but they now also do cold damage

Druid - Spirit of Barbs now returns an increased amount of damage

Druid - Armageddon damage has been greatly increased


- Barbarian-

Barbarian – *NEW* Natural Resistance is now a Shout like Battle Shout and Battle Orders

Barbarian – Weapon Masteries adjusted to have improved weapon lore stats (Depending on weapon type they offer more of one stat or the other, damage, crit, speed etc)

Barbarian – Whirlwind Damage improved for end game viability

Barbarian – War Cry damage improved through base increase and gains greater synergy now

Barbarian – Leap Attack base damage increased through base damage increase and leap synergy

Barbarian – Double swing now has synergy bonuses

Barbarian – Double Throw now has synergy bonuses

Barbarian – Bash, Stun, Concentrate and Berserk now have improved synergy bonuses

Barbarian – Iron Skin not only increases Armor but now also increases Health

Barbarian – *NEW* Spear Mastery has been removed and replaced with Retaliation which deals damage to attackers

Barbarian – *NEW* Taunt has been removed and replaced with Demoralizing Cry which is an area affect skill which reduces enemy damage and hit chance

Barbarian – Battle Cry now reduces enemy damage less than Demoralizing Cry but gives improved armor reduction on enemies for improved hit chance

Barbarian – Battle Command now gives +3 to all skills instead of +1


- Amazon-

Amazon – Strafe Damage slightly increased per level and now has a synergy bonus

Amazon – Multishot Damage slightly increase through base damage (No longer deals 3/4 weapon damage, now deals 100%)

Amazon – Jab damage now receives synergy bonuses from Fend & Fend damage now receives synergy bonuses from Jab

Amazon – Critical Strike % slightly reduced

Amazon – Slow Missile initial radius reduced, now increases radius per level

Amazon – Impale damage increase from 300 to 450%

Amazon – Inner Sight initial radius reduced, now increases radius per level

Amazon – Guided Arrow damage slightly increased per level and now has a synergy bonus

Amazon – Pierce, max pierce reduced from 100% to 75%

Amazon – Decoy now has increased health and returns damage to attackers for better end game use


- Assassin-

Assassin – Blade Fury Damage slightly increase through base damage & synergy bonuses

Assassin – Sentinel Damage slightly increase through base damage & synergy bonuses

Assassin – Blade Shield Damage slightly increase through base damage & synergy bonuses

Assassin – Psychic Hammer Damage slightly increase through base damage & Mind Blast Synergy

Assassin – Mind Blast Damage slightly increase through base damage & Psychic Hammer Synergy

Assassin – *NEW* Cobra Strike has been removed and replaced with Serpents Call (Aura which increases damage, attack speed and gives lifesteal)

Assassin – *NEW* Fireblast has been removed and replaced with Lightning Dischange (Short range Aura that gives 20% lightning resist and damage attackers with lightning damage)

Assassin – *NEW* Charged Bolt Sentry has been removed and replaced with Assassins Blades (Summons up to 3 Assassins Blades to do the Assassins bidding)

Assassin - Death Sentry still shoots lightning but the explosion now deals poison damage to monster in the area based on corpse hitpoints

Assassin - *NEW* Wake of Inferno has been removed and replaced with Venemous Retaliation (Buff that deals very high amounts of Poison damage to enemies of great distances)


- Sorceress-

Sorceress – Static field damage reduced from 25% to 15%

Sorceress – Thunder Storm, repeat time reduced and radius increased

Sorceress – Hydra duration now increases per level and now has improved synergy bonuses

Sorceress – Enchant Base damage increased and now has improved synergy bonuses

Sorceress – Hydra the cast time between Hydra`s slightly reduced

Sorceress – Telekinisis now does greatly increased damage

Sorceress – Thunder storm now has a synergy with Nova & Nova now has a synergy with Thunder storm

Sorceress – *NEW* Inferno has been removed and replaced with Infernal Stride (Passive that provied increased health, armor, damage reduction and life regeneration)


- Paladin-

Paladin – Sacrifice damage per level increased and damage to self reduced by half

Paladin – Prayer Healing slightly increased and delay between heals reduced

Paladin – Holy Fire, Holy Freeze, Holy Shock base damage increased

Paladin – Thorns base damage and damage per level increased

Paladin – Zeal base damage increased and damage per level, reduced targets from max 5 to 4

Paladin – Blessed Hammer, concentration influence slightly reduced

Paladin – Conviction Armor and Resist reduction slightly reduced

Paladin – Salvation resistance bonus slightly reduced

Paladin – Vengeance base damage and damage per level significantly increased

Paladin – Might base damage and damage per level significantly increased

Paladin – *NEW*Conversion has been removed and replaced with Weapon Mastery (Passive the improves weapon damage, attack rating, attack speed and crit rate)

Paladin – Holy Bolt now damages all enemies


-Monster Changes-

All the changes have been applied across all the difficulties increased with each difficulty

All monsters life has been greatly increase

All monster Armor class have slightly been increased

All monster damage has been slightly increased

All monster resistances have slightly been increased

All monster abilities have been improved

All monster pack sized have been adjusted with greater min and max numbers


-Item Changes-

NEW Base Weapons and Armor TIER and new weapons and armor for for each class

Over 800 NEW unique items

NEW end game set for each class

NEW end game set for Mercenary

NEW low and mid tier general sets

NEW Unique Jewels with 4 different tiers of each with increasing stats per tier

Over 80 NEW Runewords Listed in this document

NEW Modifiers have been added to Armor and Weapons

Weapons (Can have up to 15% Edited damage and 10% Armor)

Armor (Can have up to 15% Edited Armor and 10% damage)



-Drop Table Changes-

NEW drop tables have been added to increase world drop rates of Uniques, Runes and Sets

Gold now drops less frequent but in greater amounts

-Misc Changes-

Health and Mana Pots have been re balanced in the amount of health they provide and how fast they give you the health

Rune tiers have slightly been lowered to increase drop rate by 5-10%

Blood Raven can now drop the lower spectrum of the runes, Countess still has a better drop rate

Every class has some % magic/gold find on their end game Sets

3 New Unique charms have been added (1x Grand 1x Large 1x Small) These can be dropped by bosses only from Act1-5

NEW Set and Unique names at the end of this documents


MERCENARIES

-NEW MERCENARIES AND THEIR SKILLS-

Mercenaries have been reworked to make them all more usefull long term, there has always been an over use of the Act 2 mercenaries due to their auras, with more gear option and choices in the game in terms of sets, items, Runewords this will hopefully open up more Mercenary choices, to help support this many new mercenary option have been give by providing improved and new skills to some mercs who never has them before, let us hope some of them do not end up being too powerful J

PS: All the old school mercs are still there, these new mercs have only been added to the existing rosters.


HORADRIC CUBE RECIPIES


*NEW* GEM Recipe

All gems can now be downgraded to one tier lower.

Any Perfect gem + any chipped will downgrade to the same Perfect type but one quality lower

Example:

Perfect TOPAZ + any chipped gem will give you a Flawless TOPAZ

Flawless TOPAZ + any chipped gem will give you a flawed TOPAZ

And so you can continue to downgrade any gem as required



*NEW* RUNES Recipe

All RUNES can now be downgraded to one tier lower.

Any RUNE + Jewel will downgrade the RUNE to one tier lower

Example:

BER Rune + Jewel will give you a SUR Rune

SUR Rune + Jewel will give you a LO Rune

And so you can continue to downgrade any RUNE as required



*NEW* Equipment Upgrade Recipes

You are now able to modify certain gear to increase stats such as Armor, Damage, add Prevent Monster Heal, Rest in peace etc but each modification will increase the required level to use the item so be careful when doing upgrades so you do not push the item beyond a usable limit or have to level too far to be able to use it.


All Items levels in the game have slightly been lowered to accommodate for this long term build/play/upgrades, that is the same reason that the difficulty in higher levels such as Nightmare and even more so in hell might seem impossible at first glance, but if you use the upgrade mechanics you will end up with a Godlike character J

Tier 1 gear can be upgrades to Tier 2 and Tier 2 to Tier 3 as it has always been, however NOTE that Tier 3 gear cannot be upgrades to Tier 4 as they are Super Elite pieces

Recipe = Resources required to upgrade items

LvL Req Increase = The amount of levels the item being used will gain when using the upgrade recipe

Modifier = The modification that will take place dmg% (Damage percent), ac% (Armor Class %), red-dmg% (Damage reduced by %) etc

NOTE: Be careful when upgrading and modifying gear as not to push an item beyond usable limits, if possible try upgrade items when within usable limits to prevent a long wait before being able to use it.

Last few noteworthy mentions as far as changes go…


Gloves, Belts and Boots can now spawn with sockets, any gem or rune socketed in them will use the weapons modifier, not the armor modifier, this is to allow custom damage options and to help build damage earlier in game progress, later on these option can be used to create custom, gloves, belts and boots through using Jewels of choice as the new Unqiue Jewels allow for a lot more customization options.


Normal – Gloves, Boots and Belts can spawn with 1 socket

Nightmare – Gloves, Boots and Belts can spawn with 2 sockets

Hell – Gloves and Boots can spawn with 3 Sockets but Belts can only have a maximum of 2 sockets

Note that with the new Item modifiers it is always possible that those same, belts, boots and gloves can spawns with %dmg and % armor modifiers, which allows customization to a far greater extent that ever before.

Hundreds of other small modifications have been made to Diablo 2 in Patch 3.0 which did not make it into the patch notes, so many hours have been put into testing and hopefully it is as bug free as can be, have fun and my email is at the end of this document should you wish to make comments, send feedback, make recommendations etc


Keep in mind, the idea of this was to improve vanilla play and expand on it, not make a whole new game and/or Butcher Diablo II, we love the Vanilla D2, however it needed so many tweaks which Blizzard just never cared to do.
Attachments
Diablo 2 Patch 3.2.pdf
(1.58 MiB) Downloaded 6 times
Toppic.JPG
Last edited by Ascended1962 on Sun Dec 30, 2018 3:34 pm, edited 19 times in total.

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Nizari
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Re: [MOD RELEASE] Diablo 2 - Patch 3.0 (Mod) Have FUN!

Post by Nizari » Thu Nov 08, 2018 1:21 pm

I like when someone tries to fix vanilla skills, as thats the same path I have choosen. Did you fix the descriptions and their stats display order to make it all look neat?

Ascended1962
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Re: [MOD RELEASE] Diablo 2 - Patch 3.0 (Mod) Have FUN!

Post by Ascended1962 » Thu Nov 08, 2018 1:28 pm

Hi Nizari

I have checked every skill I changed the damage or synergy so that it displays in game to make it easier to decide what kind of build you would like to go for, basically I have tested each and every change I have made to make sure that they work and that the text displays the change :)

You should check it out... I think this mod would be great fun with 2-4 players... I think barbarian is gonna be very liked :)

Personally I will still play what I always played.. Amazon and Druid :)

Ascended1962
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Re: Diablo 2 Patch 3.0 - Currently under construction

Post by Ascended1962 » Fri Nov 09, 2018 11:22 am

Diablo 2 Patch 3.0 - Currently under construction
Last edited by Ascended1962 on Wed Nov 28, 2018 12:05 pm, edited 1 time in total.

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bleedingapathy
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Re: [MOD RELEASE] Diablo 2 - Patch 3.0 (Mod) Have FUN!

Post by bleedingapathy » Sat Nov 10, 2018 9:40 am

do you need 1.14d to even play this or can you use a diffrent patch? and use ds2e?

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Nizari
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Re: [MOD RELEASE] Diablo 2 - Patch 3.0 (Mod) Have FUN!

Post by Nizari » Sat Nov 10, 2018 12:01 pm

Ascended1962 wrote:
Thu Nov 08, 2018 1:17 pm
THIS WAS MADE USING V1.14D

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Re: [MOD RELEASE] Diablo 2 - Patch 3.0 (Mod) Have FUN!

Post by moscitor » Fri Nov 16, 2018 5:52 pm

ok, so i have to install 1.14 for the first time - never thought i would do this...

€: so sad, no plugy for this mod, and then sooo much new stuff ... :cry:
Last edited by moscitor on Fri Nov 16, 2018 6:03 pm, edited 1 time in total.
There is as much risk in doing nothing as in doing something

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Nizari
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Re: [MOD RELEASE] Diablo 2 - Patch 3.0 (Mod) Have FUN!

Post by Nizari » Fri Nov 16, 2018 5:56 pm

I believe it will work with any version actually, as it does't contain any code edits at all.

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Re: [MOD RELEASE] Diablo 2 - Patch 3.0 (Mod) Have FUN!

Post by moscitor » Fri Nov 16, 2018 6:39 pm

ok, I re-installed 1.13 - and it seems to work (Lvl 4 atm, still going :) )

if anyone could build a plugin for D2SE, that would be great :)
There is as much risk in doing nothing as in doing something

Ascended1962
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Re: Diablo 2 Patch 3.0 - Currently under construction

Post by Ascended1962 » Sun Nov 18, 2018 5:35 pm

Diablo 2 Patch 3.0 - Currently under construction

Apologies for the repeat
Last edited by Ascended1962 on Wed Nov 28, 2018 12:05 pm, edited 2 times in total.

Ascended1962
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Re: Diablo 2 Patch 3.0 - Currently under construction

Post by Ascended1962 » Wed Nov 28, 2018 1:46 pm

Hi all

I have the most amazing NEWS!!!

I have managed to port the mod to work using D2SE and PlugY!!!

The downloads for D2SE and PlugY will be in the main article and I have added the D2SE mod folder which will be as easy as copy and paste :)

Now you can collect all the hundreds of new uniques/runewords/sets that have been added... forget the D2 Holy Grail... It has just gotten that much BIGGER hehe

I have tested it and it works like a charm and now you will have all the other things that come with it, endless cow runs, Ubers etc... Ubers might be SUPER POWERFUL so be warned.. this patch is not for the skeletons of society..!!!

Currently Date Set for 3 December 2018

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moscitor
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Re: Diablo 2 Patch 3.0 - Currently under construction

Post by moscitor » Sat Dec 15, 2018 4:43 pm

where to download?

€: no hazzle :)
Last edited by moscitor on Mon Dec 17, 2018 2:11 pm, edited 1 time in total.
There is as much risk in doing nothing as in doing something

Ascended1962
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Re: Diablo 2 Patch 3.0 - Currently under construction

Post by Ascended1962 » Sun Dec 16, 2018 6:23 pm

moscitor wrote:
Sat Dec 15, 2018 4:43 pm
where to download?
Hi there

Doing final touches, will be ready in about 2-3 days :)

Will post the Download link here..

Peace

Ascended1962
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Re: Diablo 2 Patch 3.0 - Completed and Ready!

Post by Ascended1962 » Thu Dec 20, 2018 12:24 pm

moscitor wrote:
Sat Dec 15, 2018 4:43 pm
where to download?

€: no hazzle :)
You can download from here: https://www.moddb.com/mods/diablo-2-pat ... al-release

Ascended1962
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Re: Diablo 2 Patch 3.0 - UPDATED to Patch 3.2

Post by Ascended1962 » Sun Dec 30, 2018 3:36 pm

Please view the PDF for all the changes, from items, runewords, sets to mercs and cube recipes!

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Re: Diablo 2 Patch 3.0 - UPDATED to Patch 3.2

Post by mmpx222 » Mon Dec 31, 2018 9:51 am

I like the work you put into the PDF. Sadly I can't check out the mod right now, and probably don't have the time for a full playthrough anytime soon. Is the mod based on LoD 1.10?
D2TXT / D2INI - Python scripts for editing TXT files, or converting between TXT ↔ INI files

Ascended1962
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Re: Diablo 2 Patch 3.0 - UPDATED to Patch 3.2

Post by Ascended1962 » Mon Dec 31, 2018 11:45 am

mmpx222 wrote:
Mon Dec 31, 2018 9:51 am
I like the work you put into the PDF. Sadly I can't check out the mod right now, and probably don't have the time for a full playthrough anytime soon. Is the mod based on LoD 1.10?
The mod should work with any Diablo 2 LOD version as i made no code changes, only soft changes so that it can work across multiple versions and does not require any heavy adjustments to play.

By placing the data folder into a D2 directory it can even be played suing -direct -txt shortcut adds

Peace, enjoy!

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mmpx222
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Re: Diablo 2 Patch 3.0 - UPDATED to Patch 3.2

Post by mmpx222 » Mon Dec 31, 2018 12:55 pm

Ascended1962 wrote:
Mon Dec 31, 2018 11:45 am
mmpx222 wrote:
Mon Dec 31, 2018 9:51 am
I like the work you put into the PDF. Sadly I can't check out the mod right now, and probably don't have the time for a full playthrough anytime soon. Is the mod based on LoD 1.10?
The mod should work with any Diablo 2 LOD version as i made no code changes, only soft changes so that it can work across multiple versions and does not require any heavy adjustments to play.

By placing the data folder into a D2 directory it can even be played suing -direct -txt shortcut adds

Peace, enjoy!
Thank you! You should specify that it's a text-based mod in the first post, so that the more savvy players might choose to play with PlugY, D2MultiRes, etc.

One more question: Did you prepare the PDF by hand, or did you use some tool to generate item/runeword tables and such? If there is such a tool, I'd like to know.
D2TXT / D2INI - Python scripts for editing TXT files, or converting between TXT ↔ INI files

Ascended1962
Posts: 16
Joined: Wed Jul 25, 2018 1:50 pm

Re: Diablo 2 Patch 3.0 - UPDATED to Patch 3.2

Post by Ascended1962 » Mon Dec 31, 2018 4:00 pm

mmpx222 wrote:
Mon Dec 31, 2018 12:55 pm
Ascended1962 wrote:
Mon Dec 31, 2018 11:45 am
mmpx222 wrote:
Mon Dec 31, 2018 9:51 am
I like the work you put into the PDF. Sadly I can't check out the mod right now, and probably don't have the time for a full playthrough anytime soon. Is the mod based on LoD 1.10?
The mod should work with any Diablo 2 LOD version as i made no code changes, only soft changes so that it can work across multiple versions and does not require any heavy adjustments to play.

By placing the data folder into a D2 directory it can even be played suing -direct -txt shortcut adds

Peace, enjoy!
Thank you! You should specify that it's a text-based mod in the first post, so that the more savvy players might choose to play with PlugY, D2MultiRes, etc.

One more question: Did you prepare the PDF by hand, or did you use some tool to generate item/runeword tables and such? If there is such a tool, I'd like to know.
Cool will make a note about the mod being txt based :)

Sadly no tool to make the PDF haha, had to do it by hand :)

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