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Releases: D2R-Reimagined/d2r-reimagined-mod

1.21.0 - Pre-2.0 Update QoL & Bug Fixes

21 Oct 23:48
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This update is the last major update you will see before the release of 2.0 of D2R Reimagined.
We have no estimates at this time on how long before 2.0 releases.
Expect large changes to Hell in the 2.0 Release.
Expect a launcher with large amount of configuration options.

In-Game Menu Cube Recipes menu were updated

  • Splash Charm upgrade recipes
  • Jewel upgrade recipes
  • Orb of Socketing recipe
  • Jewel punch socketing recipes

Class Balancing from 2.4 and beyond

Custom menu updates:

  • Character Balancing Menu title updated to D2R Reimagined Character Balancing
  • Modinfo Menu title updated to D2R Reimagined Crafting Recipes
  • Barbarian info panel updated with the new information (blizzard 2.4 changes which were unmodified/present were omitted, including other class changes here)

2.4 update references:
https://news.blizzard.com/en-us/diablo2/23788293/diablo-ii-resurrected-patch-2-4-ladder-now-live

Necromancer Changes

Bone Spear:

  • Teeth synergy increased from 7% to 8%
  • Bone Wall synergy increased from 7% to 8%
  • Bone Spear synergy increased from 7% to 8%
  • Bone Prison synergy increased from 7% to 8%

Bone Spirit:

  • Teeth synergy increased from 6% to 8%
  • Bone Wall synergy increased from 6% to 8%
  • Bone Spear synergy increased from 6% to 8%
  • Bone Prison synergy increased from 6% to 8%

Weaken:

  • Damage reduction now scales based on level, from just 33%, to now 33% and +1% per level
  • Skill description updated (overwritten D2R-R skilldesc with Blizzard 2.4 skilldesc, idk what changed)

Blizzard Dev Comments: For the “Weaken” skill, we added new damage reduction scaling to give more reason to spend additional points on the skill and to give it a more powerful identity.

Decrepify:

  • Tooltip updated to now show the status changes

Barbarian Changes

  • Unused skill tree skill slots removed
  • Shield Mastery skill got a skill slot background
  • Double Swing moved to the 1st row since it is a level 1 skill
  • Bash skill requirement removed from Double Swing
  • Throwing Mastery level requirement changed correctly to 1 as stated in the Barbarian change log

Sword Mastery (Melee Mastery in D2R-R):

  • Increased base attack rating bonus to 40% (from 28%)

Leap:

  • Baseline minimum distance increased from 4 to 8 (as in D2R 2.4)
  • Speed of the leap motion increased to 175% (as in D2R 2.4)
  • Leap now has a minimum jump height and duration
  • Tooltip updated to now display Knockback Radius
  • Tooltip updated to now display Leap motion speed
  • Leap gains +5% speed from itself as synergy
  • Leap is now uninterruptible

Leap Attack:

  • Speed of the leap motion increased to 175% (as in D2R 2.4)
  • Leap synergy added to Leap Attack. Increases leap motion by +2%
  • Leap Attack now has a minimum jump height and duration
  • Attack Rating baseline increased from 50% to 100%
  • Attack Rating per level increased from 15% to 20%
  • Tooltip updated to now display Leap motion speed
  • The Barbarian now deals extra physical damage to surrounding enemies within a range of 4.6 yards when landing from a Leap Attack. Damage scales per level
  • Leap synergy bonus applies to the AoE damage in addition to the attack (added +10% damage from Whirlwind synergy for it to not fall off too quickly)
  • Increased mana cost of Leap Attack from 9 to 10
  • Leap Attack will be performed even when targeting adjacent enemies (used to perform a basic attack)
  • Leap Attack is now uninterruptible

Blizzard Dev Comments: Leap Attack has received a lot of changes: increased movement speed, smoother trajectory, improved controls, and increased attack rating and damage. Perhaps the biggest change is that Leap Attack now deals AOE damage to surrounding enemies when landing. This gives the Barbarian a strong multi-target skill as early as level 18. This damage does not scale with your weapon, so it's perfect for leveling up a Barbarian in Normal and Nightmare difficulties. The AOE damage won't make as much of an impact on Hell difficulty, but Leap Attack's primary attack and mobility will remain valuable.

Paladin Changes

Resist Fire:

  • Tooltip now displays max resist bonus

Resist Cold:

  • Tooltip now displays max resist bonus

Resist Lightning:

  • Tooltip now displays max resist bonus

Blessed Aim:

  • Tooltip now displays passive Attack Rating bonus

Thorns:

  • Now deals a flat amount of damage when attacked in addition to returning a percentage of damage taken to the enemy when hit

Blizzard Dev Comments: We wanted to add more potential to the AoE (Area of Effect) Damage auras since they are a capable way for the Paladin to handle groups of monsters. By increasing damage based on distance to the caster, each AoE damage aura will have increased effectiveness while still maintaining the same cadence of visual VFX on the screen. Also, we saw that “Holy Fire” should scale better at higher skill levels to be consistent with general Fire Damage power compared to the other elements. For “Thorns”, we want to improve the gameplay around getting hit to deal damage, so we are making the skill deal flat damage based on attack attempts in addition to returning damage after getting hit. This will allow Thorns to have a more consistent combat performance instead of unpredictable and riskier results.

Sacrifice:

  • Damage to self now reduces per level, from 8% to 8%-1%

Conversion:

  • Maximum conversion chance increased from 50% to 90%

Smite:

  • Tooltip now shows that the skill always hits

Sorceress Changes

Frost Nova:

  • Damage level scaling increased by about 25%

Blizzard:

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Frozen Orb:

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Frozen Armor:

  • Base duration increased from 120 seconds to 144 seconds

Shiver Armor:

  • Damage level scaling increased by about 25%
  • Base duration increased from 120 seconds to 144 seconds

Chilling Armor:

  • Damage level scaling increased by about 200%
  • Duration bonus per level increased from 6 seconds to 12 seconds
  • Chill length bonus per level for level 16+ increased from 1 second to 2 seconds (matching Shiver Armor)
  • Defense baseline increased from 45% to 60%
  • Defense bonus per level increased from 5% to 7%
  • Frozen Armor damage synergy increased from 7% to 9%
  • Chilling Armor damage synergy increased from 7% to 9%

Blizzard Dev Comments: With the cold armor skills, we want to further diversify them by ensuring that each has distinctive advantages. After these changes, “Chilling Armor” will have the greatest Defense bonus and damage potential while still only triggering on ranged attacks. Also, “Frost Nova” is receiving damage scaling improvements to give it more power where it was lacking in the later game.

Nova:

  • Nova mana cost reduced. The initial mana cost is now 13 from 15

Thunder Storm:

  • Duration baseline increased from 32 seconds to 144 seconds
  • Duration bonus per level increased from 8 seconds to 24 seconds

Blizzard Dev Comments: We saw an opportunity to add new synergies for lesser used Lightning skills to increase their damage potential and create new skill build possibilities.

Inferno:

  • Base damage and level scaling increased by about 75% (also to compensate for the incorrect damage calculation in the past)
  • Warmth synergy increased from 13% to 16%
  • Controls are updated so that the skill now casts in free form and no longer locks onto one target at a time
  • Mana Cost baseline reduced from 7 Mana per second to 4 Mana per second
  • Range baseline increased by 75%

Blaze:

  • Damage scaling increased by about 60%

Fire Wall:

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Meteor:

  • Casting Delay will no longer share its cooldown with other skills that have Casting Delays
  • Tooltip updated to now display Casting Delay

Hydra:

  • You can now spawn multiple hydras on controller when holding the button down (confirmation needed)
  • Casting delay removed
  • Limited max number of Hydra groups to 6

Blizzard Dev Comments: We wanted to improve the lesser used Fire skills and give more reasons to use them. Inferno is receiving player control improvements with free form casting, like Arctic Blast, and better damage scaling. Blaze is an often-ignored skill, so we wanted to free up synergy requirements and provide more utility and power with damage increases and a new Run/Walk Speed buff for extra utility. Lastly, with Hydra, we wanted to improve the gameplay of summoning Hydras to make it easier to use to skill in combat situations. The removal of Casting Delay and the new limitation on max Hydras will match the maximum Hydra count achievable from before the changes, but now players will have a much easier time to summon that amount.

Druid Changes

Summoning:

  • Druid summons HP is now the average instead of a range
  • Spirits now have 25% PDR
  • Dire Wolf damage scale increased (~30%)
  • Creeper 40% synergy to 10%
  • Creeper skill curve drastically increased
  • Creeper poison duration scaling removed (always 4 seconds)

Elemental:

  • Molten Boulder's synergy with volcano from 10% to 12%
  • Volcano's physical damage synergy from 12% to 16%
  • Arctic Blast skill's new skill curve
  • Twister scaling increased by roughly 50%

Shapeshifting:

  • Maul has 3% attack speed per charge
  • Maul's dmg% per level from 20% to 30%
  • Maul's AR base from +20% to +40%
  • Maul's AR/lvl from 10% to 15%
  • Rabies AR/lvl from 7% to 10%
  • Rabies synergy from 18% to 20%
  • Shock Wave synergy from 5% to 10%
  • Fury's AR/lvl from 7% to 10%
  • Fury's rollback frames from 100% to 70%
  • Fire Claws removed synergy from Fissure
  • Fire Claws removed ...
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v1.20.2 Hotfix

09 Oct 23:35
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This hotfix fixes a few things that were missing/broken in the latest update.

Other Changes

  • Fixes incorrect synergy on tooltip for Wake of Inferno skill
  • There were a few lingering monsters with immunity, these were removed.
  • Fixes tooltip issue with Stun
  • Fixes tooltip issue with Conc
  • Fixes tooltip issue with Thunderstorm
  • Fixes Stackable Rune Size change to 100. Should properly be 100 now.
  • Updates the stack size of gems to 100
  • Fixes some issues launching in languages other than English
  • Should now be able to use the new socket punching recipes on superior and low quality items, including normal items
  • Fixes Duriel Drop Tables in TZs.. Hopefully finally
  • Fixes Andariel Drop Tables in TZs.. Hopefully finally
  • Reduces number of corruption orbs dropped from cowking

1.20.1 Hotfix

08 Oct 20:20
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This hotfix fixes a few things that were missing/broken in the latest update.

Other Changes

  • Fixes the t6 Splash Charm Recipe
  • Fixes a duplicate skill id for the new splash stuff
  • Reorganized the Cubemain file for easier updates in the future
  • Reduces the drop chance of conversion orbs by half
  • Hopefully fixes terror duriel not dropping anything
  • Hopefully fixes terror andy not dropping anything
  • Several mobs had incorrect gold droptables. These have been resolved. Things not dropping gold before should now
  • Conversion orbs should now work properly
  • Socketing orbs should now work properly

1.20.0 - Upgradeable Charms & New "Orbs"

07 Oct 22:53
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Upgradable Splash Charms

  • Splash charms are now upgradeable through several new recipes in the cube.
  • You can upgrade your charm to have better properties and less penalties as you play through the game

1 t1 Splash Charm + 1 any chipped gem = 1 t2 Splash Charm
1 t2 Splash Charm + 1 El-Rune + 1 any flawed gem = 1 t3 Splash Charm
1 t3 Splash Charm + 1 Ort-Rune + 1 any flawless gem = 1 t4 Splash Charm
1 t4 Splash Charm + 1 Shael-Rune + 2 any perfect gem + 1 magic jewel = 1 t5 Splash Charm
1 t5 Splash Charm + 1 Io-Rune + 3 any perfect gem + 2 magic jewels = 1 t6 Splash Charm
1 t6 Splash Charm + 1 Fal-Rune + 1 Eld Rune + 4 any perfect gem + 3 magic jewels = 1 t7 Splash Charm
1 t7 Splash Charm + 1 Pul-Rune + 1 Nef Rune + 5 any perfect gem + 4 magic jewels = 1 t8 Splash Charm
1 t8 Splash Charm + 1 Mal-Rune + 1 Eth Rune + 6 perfect topaz + 6 perfect skulls + 1 rare jewel + 1 magic small charm = 1 t9 Splash Charm

(T9 Splash charm deactivated for now to address bugs)

"Currency" Orbs

We've taken a similar approach to PoE where we are adding "Orbs" that affect items in different ways. There are two new orbs to talk about

  • Orb of Socketing
  • Orb of Conversion

Orb of Socketing

This will act as the old "Jewel Punching" method where you simply cube 1x socketing orb with an item and it will add a random number of sockets, up to the max for that item type.
(Jewelers Orb)

These drop from the existing essence dropping mobs. So Hell Act bosses & key warden

Orb of Conversion

This orb will act as an upgrade method for a base. So for example you use an orb of conversion on a rare sacred armor and have it turn into a Tyrael's might. It can roll into any uniques that share that base type.
(Ancient Orb from PoE)

These are a VERY rare drop that can happen from any mob in the game. All difficulties

New socket punch System:

  • Normal and magic items can be ungraded with any jewel up to 6 sockets (Max socket still depends on item).
  • Rare and Set items can be ungraded with rare and unique jewel up to 6 sockets (Max socket still depends on item).
  • Unique items can be ungraded only with unique jewel up to 4 sockets (Max socket still depends on item).

Upgrade Jewel System

To compensate for this new system we've added some upgradeable jewel recipes

  • 9 magic jewels create a rare Jewel.
  • 9 rare jewels create a unique Jewel.

Other Changes

  • Removes the movement speed penalty from various armors that were previously doing so
  • Fixes corruption orb drops on Smith and Gris from act 1
  • Reduces the drop rate of corruption orbs for the council (trav)
  • Removes the 5TP drop chance from Duriel
  • Adds a new "Extra Holy Bolt Projectile" Mod that can roll on Scepters
  • Cooldown of Immolation Arrow was removed (15 -> 0)
  • Fixed 4 Healing Potions (Any) + 1 Standard Ruby + 1 Magic Sword -> Sword of the Leech Recipe
  • Add missing Mark of the Bear Entry
  • Add missing Mark of the Wolf Entry
  • High rune droprate has been decreased slightly
  • Fixed 3x Sapphire -> Stacked Saph Quantity 3 Recipe - No longer gives Amethyst
  • Fist of Heaven Holy Bolts now damage all enemies
  • Decreases the movement speed of Werebear form - Still higher than vanilla however
  • Decreases the movement speed of Werewolf form - Still higher than vanilla however
  • Hell Countess HR Chance decreased slightly
  • Replaced poison mage's poison bolt with bone spear using a reduced version of fire's original scaling
  • Replaced cold mage's ice bolt with glacial spike
  • Replaced fire mage's fire bolt with fireball
  • Replaced light mage's charged bolt with lightning and reduced early scaling to compensate for the pierce
  • Replaced poison damage on tooltip with bone spear's physical
  • Skill description for light mage minimum damage was corrected
  • Skill description for maximum mages was corrected.
  • Replaces the "Grim Ward" skill grant on Heartcarver to Deadly Treasures
  • Fixes a duplicate "Cannot Be Frozen" roll on corruption boots affix
  • Fixes a few incorrect cube descriptions for shield corruptions
  • Gems.txt was added to the repo however remains unchanged in the mod. This is for docgen purposes.
  • Durability of Weapons has been significantly increased. Less going to town and needing to repair
  • Mana cost of summoning has been greatly reduced. We felt the need for high mana costs on summons wasn't really doing anything since spamming those skills has no benefit.
  • Replaced charges of Golem Mastery with Clay Golem.
  • Replaced Blackhand Key's Grim Ward with Find Item
  • Changed *charged to charged on Crow Caw.
  • Runes now stack up to 100. This should make selling & rebuying exploit much more difficult to accomplish while we figure out alternatives
  • Deckard Cain now spawns next to stash in Act 5 instead of walking there
  • Portals in Act 2 Now open closer to the main area
  • Entering Act 3 you now enter in the center instead of bottom left
  • Fixes a few "An Evil Force" strings showing up on various unique items
  • Fixes the damage numbers and synergies for holy fire. Should deal a lot more damage.

Contributor Notes

  • The new orbs are the start to how we want to evolve the crafting system slightly for Reimagined, while not detracting too far from the vanilla feel. We feel these changes should make upgrading slightly more expensive and making the chase slightly longer however it should still feel FAR faster than vanilla.
  • The new charm upgrades are going to make Melee builds VERY strong where they lacked previously. This system is still considered to be very malleable and we will adjust as we see fit. For now we've given you some strong options to test out some crazy new melee strategies.
  • The new socket punch recipes are intended to make achieving the end-game items with being able to socket items that normally cannot be socketed take longer without affecting the ability to make runewords in the early game off of bases. We'll adjust as needed if there are concerns.
  • The Necro summons receiving a large decrease in their mana cost we were unable to think of any ramifications of this change that would effect the player experience. Spamming summons shouldn't really change their effectiveness or damage so we felt this was a warranted change. If anyone thinks of anything different let us know.

Bow-azon leveling Updates & Bug Fixes

02 Oct 23:14
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Corruption System

  • A new item is now obtainable from certain bosses in Terror Zones Corruption Orb
  • Using the corruption orb is as simple as putting a Corruption Orb into the cube with any item. You will cube the item TWICE. The first time will have no effect and simply add the Corrupted Tag to the item. Behind the scenes this is rolling a property to decide the final outcome. The outcome is decided at this point just not applied. You will cube the item once more with a corruption orb and this will actually transform the item.
  • There are several new things to discover in this corruption system. At this time there are no downsides other than nothing happening. In the future downsides will be added such as poofing your item, or potentially removing a property.
  • The drop rate of corruption orbs is rather high right now to allow more testing to happening for the mod
  • Corruption orbs drop at a low chance in normal, medium change in nightmare, and high change in hell.

Other Misc Changes

  • Fire Arrow now requires less mana and deals more damage to help with early bow-a-zon leveling
  • Adds in missing radament terror zone drop tables
  • Increases the base damage of some of the earlier bows in the game
  • Holy bolt now deals damage to all types and not just demons & undead
  • Give the Act 1 Merc the ability to use Crossbows (No visual support)
  • A duplicate ID for a missle was resolved. leapattack 685 -> 687
  • Throwing Mastery now has chance to pierce
  • Throwing Mastery now has chance to not consume quantity
  • Throwing Mastery now has replenish quantity on crit
  • Fixes the standard diamond with grabber recipe
  • Updated corruption orb recipes description in cubemain
  • Add in corruption orb drops to andariel, duriel, radament, mephisto
  • Adds missing MonHolyShock entry in skills.txt
  • Adds missing synergies for Raven skill
  • Fixes previous stone of jordan changes and actually adds the lightning damage to what I previous said it should be
  • Leader of the pack was updated to not give more than +3 of a skill which is impossible without hard edits

1.18.0 - Unique Balancing & Bug Fixes

29 Sep 13:57
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  • Cold skills were given 0 cooldown by accident in the recent patch. This was unintended but well received. To compensate the cooldowns were returned but at a lower amount.
  • Gives Tyrael's Might +1 All Skills and Level 1 Might Aura when Equipped
  • Increases Stone of Jordan Lightning Damage
  • Reduces Level Requirement for Bogrot Set Shield from 64 -> 48 to match Hyperion Shield requirement
  • Changes the color of Ethereal Items to Purple on the ground. Can now differentiate from Sockets & Ethereal
  • Fixes the flawed ruby grabber + gem bag recipe. Now properly gets a flawed ruby.
  • Fixes the emerald grabber + gem bag recipe. Now properly gets an emerald.
  • Give Carrion Wind a 10-15 Dex Roll
  • Give Atma's Scarab Magic Find and Resist All Properties
  • Fix Unique Item Name Saphire Facet -> Sapphire Facet
  • Fixes Amp Damage not being applied correctly

v1.17.6 Jewel Punch + Runeword Fixes

25 Sep 21:45
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  • Fixes a few of the jewel punching recipes - From @harald1992 in #user-files
  • Fixes for a few runewords - From @malvar01_74568 via Github
  • Decreases Druid Fire Skills Cooldown to .5 Seconds - @sinthrax1 via #modding-help

v1.17.5

17 Aug 15:03
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1.17.5 - Cubing multiple gems into Gembag

  • Adds in cubing of 2x , 3x, and 4x of all types of gems into the rune bag with a single transmute
  • Reduces the amount of experience given by monsters in hell by roughly 10%
  • Fixes a missing skill description for find item , given by the find potion skill

v1.17.2 - Terrorzone Fixes

05 Jun 15:25
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  • Fixes states.txt ids - Fixes the terrorized monsters showing as Izual/invisible (Thanks to @AtzaMan for the find)
  • Fixes double swing being in the incorrect slot on the skill tree
  • Fixes the double throw skill description and calculations to properly scale

1.17.1 Gem Drop Updates

27 May 11:49
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  • Updates version in-game to accurately reflect the version of the mod
  • Updates gem drops to be in the usable format and not stacked. This was polled and now that the gem bag exists doesn't need to exist. You can still make gems stackable by cubing 3 of any of the same type and kind together