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Diablo 2: Hell Unleashed 1.13f
#1
HELL UNLEASHED 1.14
MULTI PLAYER MOD FOR LOD 1.10
BY TERRY MCDONALD
Official Site http://arimyth.planetdiablo.gamespy.com/hell.htm
Official Forum: http://arimyth.planetdiablo.gamespy.com/forum/
[email protected]

Screenshots:
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot01.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot02.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot03.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot04.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot05.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot06.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot07.jpg
http://arimyth.planetdiablo.gamespy.com/img/HU_Screenshot08.jpg

Download 1.14f Full Eddition: http://arimyth.planetdiablo.gamespy.com/downloads/Hell%20Unleashed/Hell%20Unleashed%201.14f%20FULL.rar

Download 1.14f Solo Eddition: http://arimyth.planetdiablo.gamespy.com/downloads/Hell%20Unleashed/Hell%20Unleashed%201.14f%20SOLO.rar

OVERVIEW:

In short this is Diablo II with an enhanced twist with many new surprises!

This mod is focused towards group multiplayer in a manner of which a group of friends or players can start fresh new characters and fight through the forces of hell side by side.
As multiplayer is the prime focus here, I don’t recommend solo play in the sense of progressing onward. Solo play is used mainly as a means of treasure hunting, catching up in experience or going back to previous acts and boss killing… Those purely interested in solo play will find a huge obstacle in bosses, as they were designed mainly for multiplayer combat…
I recommend 3-6 players for this mod.
If you don’t know many people that play Diablo, I recommend trying to find others who are trying to assemble groups on either the official forum or the battle.net forums.

INSTALLATION:

1.) Update your Lord of Destruction to 1.10 if you haven’t already, NOT 1.11, HU is not stable with 1.11.
2.) If you have already installed 1.11 I’ve included the 1.10 default files within the main Hell Unleashed rar file, simply extract “Diablo II LoD 1.10.rar into your Diablo 2 directory and replace all files… This will return you to the official 1.10 version of Diablo 2.
3.) Extract Hell Unleashed into the Diablo 2 directory with, if you have already extracted it into a separate directory, move all the files into the Diablo 2 directory.
4.) Run D2modsetup, if you are running Win98 you may receive an error, if you do visit the Arimyth technical support forum.
5.) Load Diablo II with the Diablo II.exe icon
UNINSTALL:

1.) Simply extract the Diablo II LoD 1.10.rar included with the main Hell Unleashed rar file and over-write all existing files…
2.) Run D2modsetup again and remove the mod.

MULTIPLAYER:

Multiplayer will function with TCP/IP and open battle.net.
For anyone who doesn’t know how to use TCP/IP, one player hosts the game, gives other players their IP address, and players connect using the “Join Game” button under Multiplayer TCP/IP.
To play on the Closed Realm select Gateway and choose "Arimyth Network" and connect, setup an account and make sure you choose “Hell Unleashed” as the Realm.
You cannot connect to the official Battle.net servers with Hell Unleashed installed… If you wish to continue doing so it’s best to copy Diablo II to another directory and install Hell Unleashed to one of them.

FEATURES:

Difficulty has been increased greatly for Normal difficulty which will appeal toward new players as well as veteran players and very slight difficulty increase for nightmare and hell...

Many of the dungeons have "vastly" increased in size to better compensate for multi-player adventures and also focused more towards going through a dungeon once rather then the same dungeon numerous times for additional experience and items. "Although your still welcome too"

Many skills have been re-balanced, some more effective, some less effective. In my opinion, much needed changes.

18 additional music tracks including a slew of new dungeon musics as well as numerous boss musics, each Act final boss has it's own unique boss music. The loudness of music has also been increased. New tracks are listed below.

Boss Battle
Boss Battle II
Major boss (Countess, Ardual Viperclaw, High Council, Izual, Nihlathak)
Approaching Darkness (Last wilderness areas in acts 1,2 and 3)
The Monastery
Battle with Andariel
The Harem
Arcane Santuary
The Tombs of Tal'Rasha
Battle with Duriel
Durance of Hate
Battle with Mephisto
The River of Flame
Chaos Sanctuary (Also battle with Diablo)
Cleft of Chaos and Castle of Destruction (Lower depths of the worldstone keep)
Battle with the Demon Lords
Battle with Baal
Battle with Samhain

Slightly increased character hp/mp growth.

Repair costs have been reduced.

Shops have been greatly improved offering better equipment in the later acts and offering nightmare and hell equipment in nightmare and hell difficulties, gem's are also sold in the shops, but very costly prices.
This will give gold more of a use them throwing it away gambling all the time.

Item drops for rare, unique and set items has been increased slightly.

Bosses and superuniques now drop better items, most superunique monsters will drop yellow items, bosses will drop unique’s and set items quite commonly for better boss rewards and to compensate for more players.

Inventory size and stash size have been increased by 50%.

Durability of all weapons and armor has been doubled.

Throwing Weapons and Javelins spawn in stacks of 250 and can now have sockets.

Most unique items and set items have had changes made to them.

Many new unique items and rare and magic prefix’s.

All official runewords enabled including the 1.11 runewords as well as numerous new and altered runewords!

Life or mana cannot be drained from any undead

New cube recipes to add sockets to weapons and armor... Via new items based of the demonic jawbone graphics, these items spawn about the same frequency as gems do. These new items are simply called "sockets"

1 single socket + one magic item or non magic item = add's one socket to that item
2 single sockets + one rare item or crafted item = add's one socket to that item
1 dual socket + one magic item or non magic item = add's two socket to that item
2 dual sockets + one rare item or crafted item = add's two sockets to that item

You get the the idea. Here are additional cube recipes below.

3 Single Sockets = Dual Socket
3 Dual Sockets = Triple Socket
3 Triple Socket = Quad Socket
3 Quad Socket = X Socket (Add’s 1 socket to a unqiue or set item)

3 perfect gems will now make a starstone gem (Next level above perfect)
3 star stone will now make a moonstone gem and so forth.

Mithril and Adamant's Glyph's have been added and can be used on weapons and armor.

Mithril Glyph + One magic item = new magic item of the same type with enchantments based on the items level, the higher level the better enchantments can spawn, destroys sockets and gems if there are any.
Adamant Glyph will do the same for rare items and yes 3 Mithril glyphs in your cube will create an Adamant Glyph.

Mithirl and Adamant hammers have been added in and are used in upgrading and crafting recipes

Color dye's have also been added, which will permanently dye any weapon, shield, helmet or armor and these dye's will make quite an intense color shift to whatever you dye... You can create dyes with a gem of any color of the dye you want and a potion of any color of the dye you want placed in your cube together. You cannot re-dye in all cases, sometimes it lets you, sometimes it doesn’t, so it’s best to pick a color your planning on sticking with.

1 chipped ruby + 1 heal potion = red dye
1 skull + 1 antidote potion = black dye
1 chipped emerald + gas potion = green dye.
There are 9 different colors in total.

Crafted items have all been revised and improved upon as well as new crafting sets for Topaz(Elemental), Skulls(Death) and Diamonds(Holy)

Upgraded Mercenaries, Merc's will no longer gain resistances based on level. But can now equip belts, gloves, boots, rings and amulets and also have a larger range of equipment to select from... For example, rogue's can use crossbow class weapons. They also have access to new and improved skills, mostly on the higher difficulty settings.

Level requirements of all equipment is now equal to the equipments level… For example, a Warscythe is a level 36 weapon… Though this will not really be noticed, as by the time you find or buy these items you’ll already be in the proper level. This is mainly to curb hand-me-downs to prevent extremely low level characters for using high level equipment given to them. The level req though really isn’t anything steep though.

Gold loss from the stash in multiplayer games has been removed.

Town Portal has been removed "I know what your thinking, please read the rest". This mainly due to it being easily exploitable on multiplayer games and I also wanted to give players the feel of a more ruthless wilderness/deep dungeon atmosphere, besides that waypoints are often never to far away. Most visits to town are done for repairs, stocking up and selling or dumping equipment... With the increased inventory size and extra durability, visits to town wont be required as often.
And no easy retreats back to town during a boss fight to recover and re-stock on potions.
And a stronger desire to avoid death. Since honestly, death is barely even a slight inconvenience in Diablo II unless your playing hardcore.
We had our doubts about this at first, but it has been working out very well. You'll have to see for yourself, but in our opinion it is certainly an over-rated privilage that makes things a bit too convenient and one we have come not to miss in the slightest.
Town Portal Orbs however, which function much like portal shrines, have been placed at the entrances of all boss dungeons that don’t have waypoints inside of them, and inside some of the longer dungeons themselves.

Numerous additional monster graphics/animations from Baldur's Gate II, Icewind Dale II and Planescape Torment curtosy of Infinitum. The majority of these graphics are used for many of the additional new bosses like the, Hellforge Dragon, Beholder and Chimera to name a small few.

A great deal of extra bosses and superunique monsters have been added, all bearing a type of strategic element having different AI styles and numerous different and even brand new spells/skills, aura's, abilities and counters.
There are now a total of 44 bosses, not including superunique named monsters like Corpsefire, Rakanishu and Bishibosh.

The existing bosses have all been greatly improved with additional spells, abilities and counters of their own and stronger, faster and more terrifying then before.
Example: Nihlathak in act 5 has 2 shadows of himself that look like him (while they have different attacks/spells). When he and his shadows are attacked, they often teleport to keep you somewhat distracted and confused "the shadows are more much more common to teleport when hit then the True Nihlathak" . If the false shadows are also hit, they will usually counter with an Iron Maiden curse and imprisoning you in a Bone Prison. Destroying the true Nihthalak will instantly kill his shadows as well, he himself has numerous new spells and counters of his own.
This is merely one of many different boss fights with it's own feel and theme, all the boss fights have a verity of themes, of course none as terrifying as the Prime Evils "Just wait till you face off against them".

Bosses have special Hitpoint Bar's different from normal enemies and much bigger.

If the bosses are not harmed in anyway or left idle for roughly 20 seconds they will recover and return to full HP, this is to prevent retreating, restocking, dying and resuming where the fight left off...
Now if you are wiped out or forced to retreat, expect the boss to be at full power when you return... To over come bosses you will need tactics and skill as traditional in most action-rpg's, not simply persistence.

New area's have been added such as the Haunted Morgue in Act I, The Collapsed Escape Tunnel under the Harem in Act II, The Arcane Observatory (2nd part to the Sanctuary) and Izual's Isolated Purgatory (A hellish cave beneath the plains of despair)
To name a small few.
Each act will feature a couple new area's which will house new surprises including many new superunique class monsters.

Some area's use expanded tilesets as well. The tower entrance of the Countess's keep for example uses a brand new tileset and the Arcane Observatory uses an expanded tileset with normal arcane sanctuary tilesets, but with some new interesting additions!

PARTY:

As normal, there are numerous possibilities for character templates and party combinations, the bare minimum essential is for your party to have at least one primary tank, one means of long range support and one means of party support… How you wish to achieve that and beyond that will be whatever party your group wants to put together.

Examples:

Barbarian: Best tanking class, Warcries are excellent for party support..

Paladin: Second best tanking class, Aura’s are excellent for party support, Good at dealing with Undead.

CONCLUSION:

That about sums it up. There are other subtle changes and additions I haven't mentioned but you get the theme of it by now.
This is geared toward fresh new multiplayer characters who will fight through the legions of the prime evil's as a close group, somewhat poetic in a D&D fashion, of course only great dangers would keep you from wandering off from the group, I’m sure there are some brave enough, or foolish? Who would scout ahead or split up.
This is also very oriented toward climactic boss battles and there are many of them!
This will appeal to both veteran and newer players, many surprises await.

ADDITIONAL HINTS:

1.) Save resistance items for when you go up against bosses who focus more in specific elementals. Example, if you have low poison resistance against a poison oriented boss, you can expect to feel the consequences.
2.) Solo treasure hunting can help if your getting the shaft for items or if your group has a poor treasure splitting system.
3.) Stay with your group as often as you can.
4.) Many of the challenges and bosses you’ll go up against will require a certain level of strategy, don’t be discouraged if your group is walloped by a situation the first time, pay attention to the situation and find out how to better tackle it.
Reply
#2
?? a lot to read o no
Reply
#3
Hey thanks for updating the link!
Reply
#4
1.14 Full is now available, see above for URL

1.14:

Skills:

Amazon
Magic Arrow has been greatly improved at the higher level spectrum.
Jab's mana cost will no longer increase.
Power Strike and Lightning Bolt have been buffed
Poison and Plague Javelin have been buffed.
Impale and Fend have been buffed.

Sorcerer
Blaze now gains synergy from Inferno and Firewall and had its damage increased
Firewall gains more synergy from Blaze and Inferno
Inferno now gains synergy from warmth, blaze and firewall and had its damage increased.
Meteor''s DPS has been slightly increased.
Frozen Nova and Glacial Spike have been buffed.
Frozen Armor spells now have increased defense and damage and gain synergy from Frost Nova.
Nova and Thunderstorm have been buffed.

Necromancer
Poison Strike and Poison Explosion have been buffed.
Bone Spear and Bone Spirit have had their damage slightly buffed.
Teeth has had its synergy improved.
Golem's have been improved somewhat.

Paladin

Sacrafice and Charge have had their synergy improved.
Sacrafice damage to self penalty lowers as the skill level grows.
Thorns has been buffed.
Sanctuary has been buffed.

Barbarian

Weapon Masteries have had their Critical Strike chance increased.
Warcry now only requires Battle Cry and Shout for synergy, increased from 15% to 25%
Double Swing and Double Throw recieves additional synergy from Taunt.
Bash and Stun now gain damage synergy from Concentrate.
Leap Attack has been buffed and gains additional synergy from Whirlwind.
Barbarian's Block Rate penalty has been decreased slightly.

Druid

Firestorm has been buffed at the higher level spectrum.
Arctic Blast has been buffed.
Molten Boulder has been buffed at the higher level spectrum.
Fireclaws now gets +33% synergy from Armageddon, Firestorm and Molten Boulder and been buffed.
Frostbite replaces Hunger and gets +33% synergy from Arctic Blast, Cyclone Armor and Hurricane.
Rabies and Poison Creeper have been buffed.
Twister has been buffed.
Spirit of Barbs will now give Poison Resist and Reduction and has a much higher thorn damage.
Armageddon has had its DPS damage increased.
Hurricane has been buffed slightly.

Assassin

Psycic Hammer and Mind Blast have been buffed.
Fire Blast and Shock Web have been improved at the higher level Spectrum.
Dragon Claw has been buffed.
Fire Traps have been buffed.
Fists of Fire, Thunder Claws, Blades of Ice and Phoenix Strike have been slightly buffed.

Monsters:

Monster population and unique/champ monster packs has been increased in some areas.
Difficulty has slightly been increased on some monsters and bosses "slightly"

Areas:

An all new Tristram far more similar to the original Diablo 1 Tristram with a new challenging opponent.
The Flayer Dungeon will again be bigger.

Bugs:
Fixed the Nextit Delay bug on bosses that was allowing spells like Nova and Blade Sentinel to have their hit delay overidden when used on bosses. Causing bosses to be hit far more many times in a row then they should have been and being slaughtered.
1.13f:

Mechanics:
You can run HU either internally "running Diablo II.exe" or externally "Hell Unleashed.bat" This is a personal preference as somem people encounter problems when running HU in external format however internally the act 5 crash bug will occur, so the choice is yours.

Bugs:
Tonned down the FE blast further to hopefully fix the one hit melee bug.

Skills:
Plague javelin has a shorter cooldown time and does more damage
Poison Javelin does more damage.
Freeze Arrow has a larger Radius.
You can now only summon 3 blade sentinels instead of 5
Inferno Sentry has been improved.
Physcic Hammer and Mind Blast have been improved.
Rabies and Fireclaw does more damage.
You can now summon either dire wolves or spirit wolves along side a Grizzly Bear.
All three Druid vines have been improved.
Armegeddon and Hurricane do more damage.
Poison Strike does more damage.
Poison Explosion does more damage.
Golems have more HP and do more damage now.
Skeletal Mages do a bit more damage.
Vengeance is now a 100 point build. It's synergy's are Holy Fire/Freeze/Shock and Conviction.
Concentrate has a bit more +ED% now which will also improve Blessed Hammer.

Monsters:
Nightmare/Hell Duriel, Mephisto and Diablo are now a bit tougher.
1.13

Mechanics:
Hell Unleashed is now an interal mod again.. You will now be required the "Diablo II.exe" just as before... This was done to fix a lot of instability issues

Bugs:
Fixed a bug with bucklers on Barbarians.

Items:
Potions will have a lower lvl req then before.
1.12f

Mechanics:
Hell Unleashed is now an external mod again.. You will now be required to run the "Hell Unleashed" short-cut icon to play rather then "Diablo II.exe"

Monsters:
A few monsters and bosses have been tweaked slightly.
Mephisto can now fly!
Samhain can now fly!

Items:
The 7 hearts are now charms instead of jewels and have modified stats.
The Key of Evil is now ethereal

Skills:
A few slight skill balances.

Portals:
Many portals now have quest requirements and you'll be unable to use those portals without the required quest completed.

Bugs:
Shadow of Anguish will no longer teleport outside the battle field.
Fixed the crashing bug with Act 5 Bloody Foothills.
1.12e

Monsters:
12 new, hell only bosses! "maybe be expanded into Nightmare and Normal"
Monsters have had a slight increase in their base HP and resistances on Nightmare and Hell.
2 New cow types! and an all new cow king that can actually be killed without worry of never being able to spawn a portal again.
Monsters HP% table has been re-arranged. "full eddition not solo eddition"
1 player: +100%
2 player: +100% "your really encourage to, at the very least pair up"
3 player: +175%
4 player: +250%
5 player: +325%
6 player: +400%
7 player: +475%
8 player: +550%

Areas:
An all new Hell only dungeon! You unlock the secret of this new and ultimately challenging area... One hint, think 1.11, "these areas I may open up to normal and nightmare"
An all new cow level, much bigger, more cows, more loot! more excitement, you now require 4 items to create a cow portal, it's up to you to find these items.
You will no longer be able to use teleport magic in the arcane sanctuary or the realm of the slain/abyss "not including the boss rooms"
An all new throne room of Samhain.

Items:
Cow items now available and required for entrance to the cow lvl.
"Special Keys"
Wands now do more damage
New unique quest only items available! 8 of them!
A new set!
Some improved and altered runewords, Sur runes removed from a few melee weapon runewords
Some higher end gems have had their effects improved.

Skills:
A few skills have had minor balancing fixes made to them

Bugs:
You will now be able to shoot projectiles across the void in the Cleft of Dimension, Guardian Spire and Arcane Observatory!
Lagapult and Shenk's Pinnacle has had catapult spam tonned down a bit.
Frenzy on the Darkness runeword will no longer cause crashes.
Reply
#5
Is this to alolow a harder diff on hell mode?
Reply
#6
wow thsi is intense
Reply
#7
Yes.

This mod is exicting because it is able to change everything in Diablo II including Monsters, Items, etc.

Very Very Exicting.

I tried it once but i always drop because of too many monsters Tongue

Its challenging, u should try this mod every1
[Image: untitled5kl4.jpg]
I like to thank Frogman for making my awesome sig!
Reply
#8
how many extra gmaeplay is there do u think slashboimb i am going to download this and eastern sun mod
Reply
#9
this is a kicken mod. Im trying to solo it, so far i got cain if that says anything. lol but still a great mod!
Reply
#10
Thank you for your support, HU 1.14f is now available!!!

1.14f

Skills:

Amazon
-Magic Arrow has been greatly improved at the higher level spectrum.
-Lightning Bolt, Fire Arrow, Cold Arrow and Magic arrow now have a base 50% physical to elemental conversion that doesn't grow.
-Multishot mana cost growth has been greatly diminished.
-Penetrate is now Strategy and gives the amazon a passive defense along with the default attack rating boost.
-Evade is now Perfection and now gives passive hit recovery and resist interruption and exchages locations on the skill tree with Pierce.
-The dodge branch is no longer a pre req for Valkyrie, all you need is Decoy.
-Lightning Bolt has switched places with Power Strike and Power Strike is no more.
-A new Poison skill between Poison and Plague Javelin known as "Disease Spray" will now be available.
-Valkyrie resist bug fixed.

Necromancer
Teeth has been improved at the lower level spectrum and mana cost reduced.
Fire Golem and Iron Golem damage has been improved.
Poison Strike now also gives a passive Dagger Mastery bonus
Poison Strike now creates a small AOE poison cloud upon successful hits.

Paladin
Might Aura has been slightly improved.
Concentration Aura has been slightly improved.
Fanatasism has been slightly improved.
Vengeance has been buffed.
Sacrafice synergy has been improved.

Barbarian
Bash has been buffed.
Stun has been buffed.
Frenzy has been buffed.
Frenzy will now work for Double Throw.
Concentrate has been buffed.
Passive skills have been slightly buffed at lvl 1.

Druid
Werewolf and Werebear base health bonus slightly increased.
Arctic Blast has been greatly buffed.
Rabies and Poison creeper have been buffed
Heart of Wolverine has been slightly improved.
Synergy problem with Wolves/Bear has been fixed.
Raven's have been slightly buffed.

Assassin
Blade Sentinel base duration increased but no longer increases per level.
Fade elemental resists increased, curse resistance slightly decreased to be equal to Cleansing.
Elemental martial arts have been slightly buffed.
Shadow Master and Warrior resist growth bug fixed.

Items
2 new rainbow facets.
Two-Handed weapons have had their base damage slightly improved.
Crafting recipes have been slightly buffed.
Some unique items and sets have been buffed.
A few runewords have been buffed.
Curse wands can now spawn up to lvl 2-3 up from 1.

Monsters
Some Hell monsters and bosses have had their resists increased.
Some monsters will now move more quickly.
Some bosses now have never before seen new and dangerous attacks! Beware!

Bugs
Fixed a bug with Diablo's Red Lightning on Nightmare and Hell.
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