Read the spoilers only if you want to know the superunique locations and/or what the custom items are (but finding out yourself is half the fun in my opinion, but you do you :) )
Locations of the 5 Superuniques:
Spoiler:
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Act 1: Underground Passage Level 2
Act 2: Palace Cellar Level 3
Act 3: Kurast Causeway
Act 4: Chaos Sanctuary Entry
Act 5: Bloody Foothills
Custom items:
Lilith:
Spoiler:
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Lilith's Soul: You can sell it to any vendor to summon Diablo Clone
Superuniques:
Spoiler:
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Elixirs (each have their own): Cube them with a Hellfire Torch to craft a new item.
The new item:
Spoiler:
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Unique Amulet with pretty cool stats.
The stats:
Spoiler:
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10% chance to cast lvl 10 Amplify Damage on striking
I had previously played with some increased drop rate for uniques that were messing the dropping of elixirs. I defaulted that to the previous value and then I kept doing runs. I got all five elixirs.
what are the superuniques added? i did find the queen in underground passage, but im failing to see a2 or a3 ones i think? unless theyre just the old ones that were there already
When I trying installing this mod, It would always say it encountered a runtime error in the D2Rmm logs. Is there a way to fix this issue? I noticed it would happen to other mods too.
Hi, Downloaded and activated via D2RMM. Entered character level 99 and area Cathedral. and Installed the mod. When I enter the game it says in the right corner the terror zone I chose is terrorized (Cathedral) but in the waypoint selection screen it says the Worldstone Keep is the terrorized zone with the purple markings and not Cathedral. I also get the chat message that says the active zone is Worldstone Keep. The only indicator I have that the mod might work is that I have it named as terrorized in the top right, but at the same time as the real legit one apparently.
so this mod was made before Terror Zones were officially added in Single Player, it merely tries/tried to simulate Terror Zone behaviour through a lot of manual adjusting of zones, superuniques, monsters, drops, etc...
Since Terror Zones are now in the game this mod kind of became obsolete, though it adds some other stuff too, like Lilith and such.
To answer your question, yes, the mod is working right for you. The "real" terror zone (decided by the game, not the mod) will always be active and whichever area you choose in the mod will be too, but obviously the latter won't have all the cool stuff (like the visuals, indicators on monsters).
Yea, the mod was done before Ancient Tunnels became a TZ, I made the same zones Terrorizeable that Blizzard intended but I guess it has changed since then. Also Terror Zones are now available offline too so I wasn't really planning on maintaining this mod.
It's been a while I've made this mod but I remember it's not that trivial to add a new zone but I'll check it.
I have a few questions. Sorry in advanced if these are stupid questions.
1.) how did you find/figure out which files were "terror zone" files? a.) Before I found this mod, I wanted to make a similar mod but couldn't find terror zones in the files b.) I looked through the files in your mod and couldn't find any indication that they were terror zone (other than mod.json)
2.) Is it possible to automate this mod, enable terror zones for every zone, and every difficulty? a.) example: *creates new character, terror zone level scaling applied to every zone* if player level > monster level, then set monster level = player level, if not, then do nothing
// Area Level Scaling let areaLevel = row["MonLvlEx"] if (areaLevel <= characterLevel + 2) { row["MonLvlEx"] = Math.min(characterLevel + 2, 99); } Something like that maybe? ^ I'm unfamiliar with java so i don't know how to apply this to every zone?
3.) Any guides you can direct me to? a.) I'd love to know about how terror zones work but couldn't find any forums on Phrozen Keep for them. a.) If you don't want to continue support for this mod, I completely understand. So I was just curious how to edit this mod for personal use and educational purposes.
EDIT: Just read you mentioned it's not possible to "rotate" zones. Is it possible to make every zone either the character's level+2/Original Area Level?
1.) how did you find/figure out which files were "terror zone" files? - there are no terror zone files, everything was collected manually (the zones, the superuniques in the zones, their treasure class, etc...), it was kind of a nightmare but that was the only way to make it work :) 2.) Is it possible to enable terror zones for every zone, and every difficulty? - Well, yes but it would be a pain :) You'd have to update different files so you get the correct area level and treasure class, I do not recommend it. The code you posted would only make every area level 2 levels higher than the character's level. But even then the character level is not really "dynamic", it's the value you would set in the D2RMM's config, you'd have to change it everytime you switch characters or level up. 3.) Any guides you can direct me to? - No, as far as I know the Terror Zone system is hardcoded, it is not modifiable by simply editing the files, the closest you can get to simulating it is this mod I believe.
+1: Is it possible to make every zone either the character's level+2/Original Area Level? - Yea, the code you posted would work as mentioned above, with said restrictions.
My question though: Terror Zone is already in single player by default, why would you want to use a mod for it? :)
Thanks for the reply! Very insightful. I'm impressed you managed to squeeze this mod out with no guides and no terror zone files!
And to answer your question: I was wondering for educational purposes for a 1st time play through. So a new player comes into the game and this mod is applied right from the start and it's always checking current character level and scaling the world around the player every time they level up.
I was interested in this concept because of the debate of monster level scaling (Diablo 4). I was curious how level scaling would change Diablo 2. Would it make Diablo 2 worse? Or would it not matter because this game is so enriched with itemization, etc. And I wanted to experience it first-hand rather than have theoretical conversations with my friends or people on reddit. Just thought it would be a fun experiment but I wasn't aware of how challenging implementing a mod like this would be
41 comments
Locations of the 5 Superuniques:
Custom items:
Lilith:
Lilith's Soul: You can sell it to any vendor to summon Diablo Clone
Superuniques:
Elixirs (each have their own): Cube them with a Hellfire Torch to craft a new item.
The new item:
Unique Amulet with pretty cool stats.
The stats:
난 코리안 영어는못해
Downloaded and activated via D2RMM.
Entered character level 99 and area Cathedral. and Installed the mod.
When I enter the game it says in the right corner the terror zone I chose is terrorized (Cathedral) but in the waypoint selection screen it says the Worldstone Keep is the terrorized zone with the purple markings and not Cathedral. I also get the chat message that says the active zone is Worldstone Keep. The only indicator I have that the mod might work is that I have it named as terrorized in the top right, but at the same time as the real legit one apparently.
Is it working correctly for me?
so this mod was made before Terror Zones were officially added in Single Player, it merely tries/tried to simulate Terror Zone behaviour through a lot of manual adjusting of zones, superuniques, monsters, drops, etc...
Since Terror Zones are now in the game this mod kind of became obsolete, though it adds some other stuff too, like Lilith and such.
To answer your question, yes, the mod is working right for you. The "real" terror zone (decided by the game, not the mod) will always be active and whichever area you choose in the mod will be too, but obviously the latter won't have all the cool stuff (like the visuals, indicators on monsters).
Could you please check?
It's been a while I've made this mod but I remember it's not that trivial to add a new zone but I'll check it.
It is fine if it does not work. no worries.
1.) how did you find/figure out which files were "terror zone" files?
a.) Before I found this mod, I wanted to make a similar mod but couldn't find terror zones in the files
b.) I looked through the files in your mod and couldn't find any indication that they were terror zone (other than mod.json)
2.) Is it possible to
automate this mod, enable terror zones for every zone, and every difficulty?a.) example: *creates new character,
terror zonelevel scaling applied to every zone*if player level > monster level, then set monster level = player level, if not, then do nothing
// Area Level Scalinglet areaLevel = row["MonLvlEx"]
if (areaLevel <= characterLevel + 2) {
row["MonLvlEx"] = Math.min(characterLevel + 2, 99);
}
Something like that maybe? ^ I'm unfamiliar with java so i don't know how to apply this to every zone?
3.) Any guides you can direct me to?
a.) I'd love to know about how terror zones work but couldn't find any forums on Phrozen Keep for them.
a.) If you don't want to continue support for this mod, I completely understand. So I was just curious how to edit this mod for personal use and educational purposes.
EDIT: Just read you mentioned it's not possible to "rotate" zones. Is it possible to make every zone either the character's level+2/Original Area Level?
- there are no terror zone files, everything was collected manually (the zones, the superuniques in the zones, their treasure class, etc...), it was kind of a nightmare but that was the only way to make it work :)
2.) Is it possible to enable terror zones for every zone, and every difficulty?
- Well, yes but it would be a pain :) You'd have to update different files so you get the correct area level and treasure class, I do not recommend it.
The code you posted would only make every area level 2 levels higher than the character's level. But even then the character level is not really "dynamic", it's the value you would set in the D2RMM's config, you'd have to change it everytime you switch characters or level up.
3.) Any guides you can direct me to?
- No, as far as I know the Terror Zone system is hardcoded, it is not modifiable by simply editing the files, the closest you can get to simulating it is this mod I believe.
+1: Is it possible to make every zone either the character's level+2/Original Area Level?
- Yea, the code you posted would work as mentioned above, with said restrictions.
My question though: Terror Zone is already in single player by default, why would you want to use a mod for it? :)
And to answer your question: I was wondering for educational purposes for a 1st time play through. So a new player comes into the game and this mod is applied right from the start and it's always checking current character level and scaling the world around the player every time they level up.
I was interested in this concept because of the debate of monster level scaling (Diablo 4). I was curious how level scaling would change Diablo 2. Would it make Diablo 2 worse? Or would it not matter because this game is so enriched with itemization, etc. And I wanted to experience it first-hand rather than have theoretical conversations with my friends or people on reddit. Just thought it would be a fun experiment but I wasn't aware of how challenging implementing a mod like this would be