Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 2.3.2
Fixed Summon Spirit Wolf damage and skill description
Version 2.3.1
Fixed a number of issues with skill damage adjustments and skill descriptions, particularly in the Druid Elemental tree
Fixed Multiple Shot still receiving damage synergy from Guided Arrow when it shouldn't
Version 2.3.0
Added 1.06b Hephasto the Armorer
Version 2.2.0
Added 1.09 Arkaine's Valor
Fixed missing cube recipes for upgrading gems
Version 2.1.0
Fix damage/scaling for Berserk, Blessed Hammer, Energy Shield, Fire Golem, Holy Freeze, Impale, Inner Sight, Iron Golem, Jab, Leap Attack, Poison Explosion, Poison Nova, Prayer, Raise Skeleton, Sacrifice, and Thorns. This should fix skills reporting 0 damage.
Fix skill lengths for Ice Blast and Stun.
Update skill parameters for Berserk, Concentrate, Conviction, Frenzy, Holy Shock, and Strafe.
Version 2.0.0
Consolidated many options into a high-level "Game version" option that determines monster stats, class skill balance, itemization, cube recipes, rune drop rates, rune names, and gambling odds. The selectable versions are 1.09d, 1.08, 1.07, and 1.06b (Classic only).
Options that apply to all pre-1.10 versions of the game are now applied unconditionally. Configuration for these options have been removed.
Removed the "Mixture" option. You must now pick an explicit version to play and can freely switch between them at any time.
Monster stats are now set for all three difficulties. The stats include monster level, HP, AC, damage, resistances, and experience.
Raised global monster physical damage reduction in Hell from 45% to 50% to be more faithful to 1.07-1.09.
Added global 50% monster physical damage reduction to Nightmare for 1.07 and 1.08.
Added 1.06b, 1.07, 1.08, and 1.09d magic/rare affixes.
Added 1.07, 1.08, and 1.09d set items.
Added 1.07, 1.08, and 1.09d cube recipes.
Added 1.07 runewords.
Added gambling odds for 1.06b.
Rune drop rates are now faithful to the selected version.
NOTE: As a side effect of overhauling how the mod manages unique items, any retro unique you found with version 1 of the mod will now be missing its name. The item is preserved, but the name won't display. Sorry about that. The way I'm doing things now is way better, more correct, and future-proof, so I don't expect it to happen again. As a workaround, you can recreate the item in a hero editor (there are some great web-based ones out there for D2R) and import it into the game.
Version 1.6
Rebalanced skills comprehensively via script, data sourced directly from 1.09d (and 1.06b in some cases) text files
Consolidated some mod options
Removed global physical resistance from act bosses
Disabled old rune names by default
Version 1.5
Added 1.09 unique items
Changed "Mixture" setting for unique items to "Retro mixture", only includes uniques from 1.07-1.09
Added option to rename Shael, Io, and Jah runes to Shae, Po, and Jo (1.07-1.08 names)
Version 1.4
Updated mod for D2R v2.6
Fixed an issue where runeword items could disappear when changing available runewords
Version 1.3
Added more control over which unique items can drop
Version 1.2
Increased monster explosion damage, closer to 1.09 levels
Fixed wrong colors on old uniques
Version 1.1
Iron Maiden in Chaos Sanctuary
Lord De Seis with Conviction aura and Oblivion Knight minions
This mod lets you select a game version to emulate:
1.06b (Classic only)
1.07
1.08
1.09d
The game version determines the following:
Monster stats for all difficulties (level, HP, AC, damage, resistances, experience)
Class skills (damage, mana cost, casting delays)
Itemization (magic/rare affixes, set items, unique items)
Horadric Cube recipes
Rune drop rates
Rune names (Shae, Po, and Jo runes for 1.07)
Gambling odds (1.06b)
The mod also makes the following changes for all versions:
Mana potions are removed from vendors
Decrepify is replaced with Iron Maiden in Chaos Sanctuary
Act 5 "guest monsters" are removed
Keys and essences do not drop
1.10 XP penalty for high-level characters has been reverted
Durance of Hate Level 2 has been reduced in size for Nightmare and Hell
Explosion damage has been increased for monsters that explode on death
1.07 runewords are enabled for all versions (no other way to do it)
Guided Arrow can pierce again
Damage synergies are removed from skills (non-damage synergies remain)
There are also a few options for mixing bits of 1.06b into other versions of the game such as pre-LOD monster resistances (removes most immunities), removal of casting delays, pre-LOD Lord De Seis (Conviction aura + Oblivion Knight minions), and Flamespike the Crawler.
See the README.md in the mod folder for more information.
I'm open to feedback and ideas for other features.
Limitations
These are features that do not appear to be moddable for D2R. If someone knows different or knows alternate ways I might be able to pull some of these off, please let me know.
Skills in general. Many have changed drastically over time in their mechanics and how they are parameterized. I will never be able to accurately restore some of them. This often results in some skills being more powerful than they used to be, especially when playing version 1.06b. For example, Lightning Mastery reduced the mana cost of lightning skills in 1.06b instead of boosting their damage. I don't believe I have a method to restore this.
Legacy Blood Golem + Iron Maiden behavior
Increase /players monster HP scaling to 1.09 levels
Raise maximum % physical damage reduced from 50% to 75% (the 1.09 limit)
Automods on unique/set items
Duriel charge - still exists in the monster AI and can be enabled, but it is bugged and often causes Duriel to get stuck in animation