Had some free time yesterday, so I decided to try this mod. It's a nice fresh feeling so far, compared to all the mods that don't dare changing the environment of Diablo 2. However, just like in your other mod, there are lots of bugs present. I know this is your first release, but I also can imagine that you need bugs reported (which no one did so far, not here at least), so here we go:
First thing that stood out and almost made me delete the mod out of frustration -
major problems with the characters' get hit mode when in demon form. My main character is a Barbarian, but I also tried the rest to see if the same thing is available there too. Yes, it is. The get hit animation of the demon forms lasts about 2 seconds, which means that you're constantly locked in get hit mode and you cannot move or hit back while that lasts. And since I'm playing a melee character and the monsters are stronger, it means that I do get hit a lot. It's very frustrating.
The Zombie Prince is very overpowered. I decided to take on him after I cleared the rest of the Den of Evil and I was level 6. No matter how hard I tried, I never managed to hit him in melee, not even once. Meanwhile, every time he hit me, he dropped my HP to exactly 1. So I went to town, bought a bow and a quiver of arrows, blocked him on one of the cave elevations and shot him to death. Almost took me a full quiver of arrows (350), by the way.
Next thing - some monster groups are way too large. I mean, I do like a challenge, but sometimes it's simply too much. For example, zombies. They are dumb, they don't even manage to hit me at all, but each one of them takes up tp 5-6 hits to kill. And when there are 15 of them, it's simply slow and boring to take them out, since they are no threat at all. Same thing for the other zombies, the Hellfire gravediggers.
When I reached the Cold Plains, I met the Dung Soldiers. Those are the Act 2 lightning beetles replacement. They were way too strong, compared to the rest of the monsters there. I had to go back to town several times in order to kill 3 of them. And of course, their lightning triggers that same get hit animation, mentioned above, so it was really frustrating again. This, by the way, applies to every Lightning Enchanted boss too.
Your Cave Leaper replacement monsters (the Diablo scavenger), turn into the original leapers when in certain modes. You didn't match the animation with the AI well. I know that, because this plugin was made by me and I did say in the readme for it that it's not supposed to be used with the original cave leaper AI
The character loses the demon form while cursed. I'm not sure if there is any workaround for that, but it's not good. And after the curse is over, you need to lift and drop the demon form charm in your inventory in order to turn into a demon again.
There are 2 golden chests near Flavie (in the entry from Blood Moor to Cold Plains), and a waypoint few steps away. Those 2 chests are guarded by nothing more than 2 Gargoyle Traps. This is personal opinion, I think the 2 chests are too easily exploitable on the early levels. You can just go through the waypoint, kill the 2 traps, loot the 2 chests, save and exit, do it again. Of course, this might just be my luck with map generation, I noticed that golden chests aren't available on other direction entries.
A personal opinion - having
that many critters is ugly. I was literally walking over snakes and bugs and scorpions and whatever else all the way. It doesn't have any impact on gameplay, but I didn't like that.
I know this sounds like I'm not liking the mod at all, but it's not that. The idea is good in my opinion, but it was executed poorly. If you ask me, you should have put few more months into testing, balancing and bugfixing, instead of rushing that release
Personal opinion again.
Are there any skill changes planned?