This mod idea comes with a playable MPQ
http://www.mediafire.com/?9rkermmn97r6h9h
Change list:
-Characters run slightly faster
-Realistic level cap is 126 now. After 120 exp ramps up sharply.
-Resistance penalty is now -25 for Hated, -90 for Terror and -180 for Destruction. You can't go under -100 total resist but it's harder to get maxres on dest now.
-
All uniques and sets are gone!
Uniques still drop but have rlvl 250. Their use is now acrane crystal material.
-Greatly buffed rare affixes and socketables. Increased variance for the best affixes. This is most visible early game.
-Most oskills can spawn at any skill level between 1 and 50. Keep rolling for the high one!
-Most shrines now last for 10 minutes
-Increased gold sell caps at NPC's so IotSS isn't the only viable gold hunt method.
-Added damage resist % affixes for rares due to removal of prefabs.
-Ubercharms rlvl lowered, class charm has no rlvl
v02
-Added witches and warlocks to many open areas in all acts
-Enabled additional monsters in some regular areas (this includes shardspawn, heroic and uberquest population encounters too)
-Increased density by 25%
-Decreased rare drop rate by 30%
-Veterans now also spawn in Hatred
v03
-Implemented rad82's belt fix
-Nerfed OP procs from v02 (several tweaks)
-Added 30 new attack procs and 5 kill procs
-Swapped heroics and shardspawns in A1-3 Hatred difficulty with later act elites due to game being too hard (heroic at level 18 - 1hko)
-Omega stuff now correctly works (monsters, innates)
-Slightly reduced experience gain at levels 8-30
-Reduced bonuses on various socketables to prevent overflow
-Slightly reduced density (still there are more monsters than in Omega)
-Fixed rlvl 250 ubercharms that weren't legacy (errenous drag-and-fill in excel)
-Increased rlvl of ubercharms to prevent excessive twinking at low lvl (they're 3/4ths of original Omega rlvl now)
-Improved reanimate chance from 2/5 to 5/8% on rares
03 to 04 changes
-Rebalanced many ctc's and other affixes
-Fixed errenous procs (fpbe string, not working ctcs, rathmas chosen)
-Nerfed emeralds at low classes. Perf one still has 250 regen
-Swapped fauztin monsters with TA zons in act4 and vice versa in act5.
-Added more heroics and ubers in terror and dest
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Champion and boss packs return to regular game . EXPERIMENTAL
-Increased monster skillbonus on terror/dest (moderately on terror, greatly on dest)
-Slightly reduced leech effectiveness on hatred
-Added many new affixes, multimod affixes and penalties to the best affixes
-Reduced unique drop rate by 35% (slightly less arcane shards, still damn many)
-Shrines duration 5 min down from 10, disabled respawn for all except instant effect
-Various areas are now larger (e.g. catacombs, heroic levels, river of flame maze etc.)
-Monsters have nonzero resists on terror/dest
-Greatly increased variance of most ubercharm stats. Min is often at 0, max is slightly better than in Omega.
-Class charm retains rlvl, at 60. Low enough to benefit from ennead right away, high enough to prevent twinking the best charm in game into a1 hatred char.
New affixes that spawn on rares:
-triple procs and tripcond procs
-deadly strike, crushing blow
-minion res, allres, max res
-percent hp and mp
-ease
-skillcap (only on pal helm)
-avoidance (only bar axe, pal club and sor armor)
-tcd and ewd
-elemental sorbs
v4 -> v5
-Gemwords finally work like they should (updated with new gem stats)
-Fixed WSK2 spawn
-Disabled random champs in Hatred due to weird rathmas priest bug
-Later WSK areas can spawn gore crawlers too
-Replaced serafiend-type heroic with elite monsters
*The stand-still bug is still present
No idea why this happens in that specific area, in WSK those heroic knights are working fine
-Slightly decreased density (5-20%)
-Consolidated some affixes (like resistances - resi affix now give two elemental resists and some magic resist). Values nerfed to balance
-ED% on weapons additionally gives 1-xxx to minimum damage. Max range goes up with affix strength but min is always 1
-Increased flat AC on torso and helmets to 5000
-ED% on armors also gives 1-xxx flat AC, same way as mindmg weapon
-Nerfed sapphires, thai runes (75% duration per rune, srsly??), reanimate as deathgnat 3%/q -> 2%/q
-Reduced gamble rare odds from 25 to 8%
-Oil of Enchatment (uptier + reroll) and Oil of Renewal now costs 30,000 gold
-Capped Tremor effectiveness at 15% monster health (terror) and 25% (destruction). This is to prevent silly reducing their hp to 0.00001% by few casts/procs
-Healing potions now heal at half the normal rate (20/18/16/14/12 sec) but they all have static 30 second duration.
-Mana potions now last for 60 seconds, all grades*
This is not shown in-game as I haven't edited tbl yet
It works like intended though
-Lowered required level of runes. Lowest runes have no rlvl, starting from Nef they go by +2 up to 90 for highest normal runes and Great Runes. (5 more MOs on GRW)
-Raised required levels of higher class gems (1,10,20,30,40)
-Fixed known FPBE's and not working procs
v05 -> v06
-Potions and other misc stuff works again (pots at v5 intended effectiveness)
-Fixed one way waypoint on Black Marsh
-Disabled outdated uniques drop (with cheater string)
-Reduced thunder wave on striking from 5 to 1%
-Reduced max resist bonus on gems from 3/6% to 1/3%
-Nerfed max all res affix from 1-10% to 1-5%
-Hatred resistance penalty removed (you start at 0 again). Terror and Dest is at -90 and -180 still.
-Disabled set items from dropping
-Enabled percent damage and defense on jewels. It spawns together with flat min/max dam and AC, though its range is wide (0-x%, highest is 40)
-Added life/mana on striking affix.
-Improved uberquests: various ubermonsters now have Nest skills - they spawn other monsters (usually elites or heroics)
-Azmodan: increased density from 6000 to 8000
-Champions now drop Unique TC so killing harder enemy results in useful drop instead of mostly potions
-Fire elemental looks like Living Flame, Ice Elemental looks like act 5 ice demon
-Nihlathak's dungeon - now level 121 area on Destruction
-Reduced size of Catacombs (still larger than in MXL)
-Increased size of heroic levels in act 1 and 2
Act 1 heroic (astrogha) is now extremely huge, by far the largest area in mod
Act 2 is smaller, hatred and terror - comparable with true talrasha tomb, Dest - comparable with old Median size (large but not as much as act 1 level)
06 -> 07
Bugfixes:
-Pit fiend monsters appear again (some are swapped)
-Blood thorns on attack is now pally exclusive proc (use TS first)
-Fixed erranous spawning of high +skills on multiple items accesible by single class
-Removed Heresiah spawn from Fauztinville
-Swapped Living Flame with Destroyer Wolf Rider in TA (casts fortress)
-Jewels use EWD and TCD instead of enh damage or defense
-Uberquests no longer drop legacy rlvl250 charms (azmodan, belial, talrasha, koth)
-Fixed wrong affix codes
Affixes:
-Added: strength factor (str-based weapons except druid), EF% (caster items), replenish life (high values), elemental dmg on armor pieces, tri-ele damage (~1/4 of single element dmg)
-Nerfed life on striking, removed mana on striking
-Rebalanced some procs (slight tweaks in skill lvl and chances)
-Adjusted spawn items accordingly so you won't see EWD on staff for example
Gameplay:
-Kurast 3kBA skeletons in Jungle areas of A3
-Increased skill levels of various elites
-Implemented rad82's shrunk cubemain.txt (for features go to User Submitted Data thread in this forum section)