Mod Release - "Normal" by Korelik

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k0r3l1k
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Mod Release - "Normal" by Korelik

Post by k0r3l1k » Sun Dec 23, 2018 8:42 pm

Hello and good day!

I have been working on a pretty small project over the past few weeks called "Normal". I am please to present it to the community for testing and balance feedback.

A little bit about the mod-

This mod aims to keep things fairly basic by removing Magic, Rare, Set, Unique and Runeword items. This may not be to your liking, but it does present an interesting challenge and puts a new spin on the vanilla game.

A major focus is on gems and jewelry. A small number of crafting recipes have been added to help power up your character. Things are pretty self-explanatory, but I will be working on a comprehensive list of crafting features shortly.

Normal 1.0a
Image (Requires D2SE mod manager, or manual setup of D2Mod System).

See mod details below!


Changelog
Normal is a mod all about bringing things back to basics. The main kicker is the removal of magic, rare, unique and set items.

-----------------------------------------------------------------------------------------------------------------------------

Features:

Magic, Rare, Unique and Set items removed.

Armors now have two new stats: protection and armor.
You will gain flat damage reduction within a minimum and maximum value when hit.
Protection provides damage resistance with diminishing returns.
The percent of damage resistance you have, will also increase your minimum damage reduction value.
Defense functions as normal.

Added three new items, Jewelry Chain, Jewelry Band and Jewelry setting. These items can be
combine with gems to craft an Amulet, Ring or Jewel respectively. (sold at various vendors)
Amulets will inherit the gem's shield stats.
Rings will inherit the gem's armor stats.
Jewels will inherit the gem's weapon stats.

Added another rank of Gem "Marvelous".
Added new gem types: Garnet, Spinel, Aquamarine, Peridot, Amber and Opal.
These will only appear as Marvelous Gems and can only be acquired by transmuting perfect gems.

Around level 35-40 Jewels can spawn with "gem slots" property, which allows them to hold any type of gem stats.
The recipe for this is:
--Jewel with minimum of 1 "gem slot".
--Any of Jewelry Chain, Jewelry Band or Jewelry Setting
--Any Perfect or Marvelous gem.

All credits for contributions to this mod go to the Phozen Keep Community. Special thanks to HarvestWombs and Ogodei.


: Change-log Version 1.0

:: Items
- Magic, Rare, Set and Unique items have been disabled/removed.
- Added sockets to Gloves, Belts, Boots, Rings, Amulets and Jewels.
- Maximum possible sockets have been tweaked. (removed cap based on difficulty)
- Disabled / removed all runes from drop tables. (They are still hard coded to drop form Act4 Q2 and Act5 Q2)
- Runewords have been disabled.
- Drastically lowered gamble costs.
- Disabled scrolls of Identify.
- Disabled / removed Charms.
- Renamed / Recolored Potion and Gem names, making the drops look less cluttered.
- Disabled most vanilla cube recipes.
- Jewelry will now spawn with random defensive stats or resistances.
- Increased maximum value of certain item properties; IE "savebits".

:: Other
- Updated character screen to display Armor and Protection, resistances, and DR values.
- Expanded stash to 10x10.

:: Class Balance

::: Druid
- Maul and Feral Rage may now be used in both bear and wolf form.
- Fury is now using S3 anim mode (biting animation).

: Appendix

:: Gem Crafting

- In order to craft Garnet, Spinel, Aquamarine, Peridot, Amber and Opal; 3 perfect gems must be combined.
- Use 1 or 2 of either gem (3 total).
- Ruby + Amethyst -> Garnet
- Amethyst + Sapphire -> Spinel
- Sapphire + Emerald -> Aquamarine
- Emerald + Topaz -> Peridot
- Topaz + Ruby -> Amber
- Diamond + Skull -> Opal


-----------------------------------------------------------------------------------------------------------------------------

: Change-log Version 1.0a

Features:

Weapons will now spawn with "skill slots" starting at ilvl 6 and gaining additional slots with ilvl.
Transmute gems with these weapons to add +skill, your skill tree will display which gems are required for
each given skill. These are class specific, so you will only get +skill to your class skills.

:: Items
- Change size of swords, staves, daggers and wands to allow the correct number of sockets.
- Added automagic on weapons for skill bonus slots.
- Automagic resistances on jewelry increased.
- Removed Gheed's stock of jewels, and removed permastore for jewels.
- Added sockets to thrown items. (Known Bug: No longer displays quantity on item desc.
- Increased maximum sockets for thrown items.
- Changed the two-handed axe sprite graphics to be more similar to the inventory graphic.
- Massively reduced the price of weapons and armor.
- Adjusted gamble costs of items to be more similar and scale in a less extreme way.
- Modified the maximum selling price in normal, nightmare and hell for all vendors.

:: Skills
- Ice Bolt no longer receives bonus from Frost Nova or Blizzard.
- Ice Bolt synergy bonus per level increased to 25%.
- Altered the way Valkyrie synergies are listed (no change to skill function).
- Removed display of Summon Resist and Skeleton/Golem Mastery on Necromancer Summon synergies.(no change to skill function).
- Fire Blast no longer receives bonus from Shock Field, Charged Bolt Sentry, Lightning Sentry or Death Sentry.
- Fire Blast synergy bonus per level increased to 25%.
- Charged Bolt Sentry no longer gains bonus from Fire Blast.
- Charged Bolt Sentry synergy bonus per level increased to 9%.
- Added Description to each skill for which gems are required to add skill level bonus to weapons.

:: Mercenaries
- May now be equipped with amulet/rings.

:: Miscellaneous
- Added cube recipes for weapons to add skill level bonuses using gems.
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mmpx222
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Re: Mod Release - "Normal" by Korelik

Post by mmpx222 » Wed Dec 26, 2018 9:04 am

Interesting concept. Might not be the first, but I've never seen a no-affix mod before.
k0r3l1k wrote:
Sun Dec 23, 2018 8:42 pm
Fury is now using S3 anim mode (biting animation).
You might want to reconsider that. AFAIK the S3 anim is bugged.
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k0r3l1k
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Re: Mod Release - "Normal" by Korelik

Post by k0r3l1k » Wed Dec 26, 2018 11:20 pm

mmpx222 wrote:
Wed Dec 26, 2018 9:04 am
k0r3l1k wrote: ↑Fury is now using S3 anim mode (biting animation).
You might want to reconsider that. AFAIK the S3 anim is bugged.
I have tested quite thoroughly and not had issues with this particular implementation.

Edit:
The rollback bug is still in full effect, but that is more than a simple fix.
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Fawahar
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Re: Mod Release - "Normal" by Korelik

Post by Fawahar » Fri Dec 28, 2018 4:46 pm

Hi, k0r3l1k. That's a Good one, I must play more to see the supreme parts/flaws of the mod, but currently its hooking my attention enough and I appreciate its new features.
As I look into the cave
The fog doth fill my eyes
Inside lies the answer
A cause for my demise

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k0r3l1k
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Re: Mod Release - "Normal" by Korelik

Post by k0r3l1k » Fri Dec 28, 2018 6:09 pm

I'm glad to hear you like the idea of it. Admittedly act 1 and 2 don't offer much in the way of additional features.

Once you get a charcater into nightmare its starts to get a little more interesting and challenging.

Let me know if you find any major bugs, balance feedback is also welcome (i know the armor and protection stats are a little overpowered in the current version).

Anyway, enjoy.
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