ARTICSTRACKER
TORRENT WORLD
Back to catalog

The Sanctuary Legend

hervoheebo

This is an old version stored for historical purposes. Version History: V 1.2 Full: https://archive.org/details/the-sanctuary-legend-v-12-patch-only V 1.2 Patch: https://archive.org/details/the-sanctuary-legend-v-12 V 1.1 Full: https://archive.org/details/the-sanctuary-legend-v-11 V 1.1 Patch: https://archive.org/details/the-sanctuary-legend-v-11-patch-only V 1.0 Full: https://archive.org/details/the-sanctuary-legend-v-1 --- The Sanctuary Legend v 1.0 feedback, bugs, etc. can be sent to: hervoheebo@gmail.com "Tell your version of Sanctuary's greatest story" This mod aims to condense 1.10+ LoD-style gameplay into a single difficulty; after finishing Normal mode, the game has been beaten and the ability to access Nightmare should be considered a technical limitation. Characters start similarly to the base game, fighting zombies with basic weapon attacks, but towards Act V truly exotic items and abilities become commonplace. Monsters have been considerably beefed up stand against the intended power creep. Playing on the default /players setting of 1 is the intended way. The game puts up a fight, but isn't so unforgiving as to severely limit the ways the game can be played. The emphasis is on fast and direct gameplay without need to consult documents while playing. Additionally some LoD features are cut back: there are no runes or runewords (except hardcoded quest-related runes dropping, including the Ancients' Pledge runeword), and no charms except very rare unique charms. All non-quest related cube recipes are disabled except ammo conversion and the ability to morph some new uniques in an Easter Egg-esque manner. As gems cannot be upped and weaker varieties are sold by merchants starting in Act II, there is little need to hoard them. Many new modifiers, affixes and uniques have been added, including the conversion of Exception and and Elite uniques into the Normal pool, with the intent of making truly varied and unpredictable item appearances with each playthrough. Class skills and other character-related things have been adjusted with the intent of bug fixing, creating new ways to play and adjusting them to the lower skill and level cap. The power potential for characters is very high, but only a fraction of it can be realized during a typical game. Forget farming, forget muling gear, just create a character and play the game! INSTALLATION Requirements: Diablo 2: Lord of Destruction 1.13d For now, the mod is installed like so: 1. Place the "TSL" folder inside your Diablo 2: LoD folder, and replace the .dll files in the Diablo 2: LoD folder with the ones included in the "DLL_files" folder. You should back up the original .dll files first. 2. The mod can be launched from a shortcut: there is an example shortcut included. Change the paths to match your own installation folders. For example, if your Diablo 2: LoD installation is in "C:\Diablo2", the TARGET field should be: "C:\Diablo2\Game.exe -direct -txt" and the START IN field should be: "C:\Diablo2\TSL" To easily change versions, try using (https://github.com/ChaosMarc/D2VersionChanger). If you lose your original .dll files, they can also be restored with this utility. You may want to use a Glide wrapper such as (https://github.com/bayaraa/d2gl). Drop its files in the mod folder, not the root game folder, if you're using the aforementioned shortcut. This mod has been tested on Windows 7 and Windows 10. TROUBLESHOOTING If you crash with an Access Violation when entering the Single Player menu, try deleting the .bin files from TSL\Data\Global\Excel. The .bin files will be recompiled from the .txt files. FEATURES including: GENERAL -All classes have the same sum of starting stat points, plus an additional 5 already distributed. -Level-up grants 4 stat points, down from 5. -Experience per level is reduced. Clearing additional areas still grants significant experience, but there should be no need to grind. Characters can be expected to beat the game around level 44 or 45. -Rarer items drop more generously -Rarely dropping elixirs and manuals grant additional 3 stat points or 1 skill point. -The limit of hard points for each skill is 10, down from 20, except for Barbarian Weapon Masteries, which cap at 1 point. -Characters, except for the Sorceress, Necromancer and Druid, begin with no weapons. Everyone starts with a purse containing coins worth 550 gold with which they can buy basic starting equipment. The aforementioned classes also start with weak throwing potions to hold them over until they learn spells. -Merchant prices adjusted. -More descriptive tooltips for items and skills: weapons list their damage bonus from Strength and/or Dexterity, armor lists its weight penalty, skills make better mention of previously unlisted properties and so on. -Gambling: gambling odds adjusted, especially for Unique items. Item levels adjusted so that base items too powerful for character level can no longer be gambled. MERCENARIES -All mercenaries sport updated looks. -Merce

Internet Archive · 1.0

en

  • Download torrent · en · 114431327 bytes 7a784d3c1c60b95539c2a4d37c0d1fa8bb4e6024

Наши проекты