Alpha 1e
Harvester is now class specific
Reworked bone golem
Bonesob used by bone golem does less damage by lasting less and dealing damage every 2 frames instead of 1

-Long hyatus-

Am back. So...

The game doesn't seem to crash as much anymore. So yay!
Added more crafting recipes
Began work on the monster hunter quest
Sword Storm is slightly reworked. Requires a target, and swords pierce through all, making this potentially really OP
Black saber now has a limit of how many times per second it can hit an enemy (reducing damage overflow)
Began work on druid primal tree (shapeshifts, etc)
A few new skills:
Assassin - Personal laser system
Necro - Summon Ghost
Druid - Raven form, weretroll
Paladin - Shadow dragon, silver dragon
Sorceress - Energy Mastery

Dragon transformation is reworked. The paladin now has an entire skill page dedicated to dragon transformations. No longer requires the dragon gene items.
Fixed a continuity problem with dragon skills: Silver and Shadow dragon now equally have access to 2 auxilary skills, instead of 1 and 3 respectively
Ebonfire is locked behind Shadow Dragon
Starbolt is locked behind silver dragon
You may only choose silver or shadow dragon
Re-arranged many skills on various skill trees as well as level requirements
Fixed a lot of skill descriptions by giving them proper keywords and more accurate details of what the skill does
Made a better and improved tutorial scroll
Ice torrent - Slowed down the missile release rate by half, but doubled the damage per hit. 
Added a small chance to find evil urns throughout all levels
Increased periodic rate bonus on the traitor necro scythe
New unique items
Further scoured the game of the old potions
Implemented custom table system. This does nothing noticeable for the players, but helps me have more room to organize and do things
Implemented life and mana cap fix (bugfix)
Began work on the new tree of inifuss boss.



Alpha 1d:
Reduced and possibly eliminated the crashes. They were being caused by some custom sound files I added years ago. Go figure...
Intro scroll is now a tutorial scroll. Cube it and read each one. Or just cube it 6 times. You get stat points for completing the tutorial
Added blacksmith reagents
Added crafting recipes with the blacksmith reagents
Reduced the ai delay significantly for all monsters. This means monsters generally perform actions quicker.
Added a difficulty (players x simulator) charm and recipe. Also stats and such for it. 
Increased amount of elite monsters in act 1 outside areas. 
Reworked blood moor monsters - mostly zombies and skeletons spawn there. 
The sword wielding zombies in blood moor cast a nerfed air slash again, but I promise it won't kill you in 1 hit like before. 
Tweaked the Stalker's skills, they now use weaken
Added small descriptions of what each material does for the blacksmith crafting materials
Finally removed unlimiter stones. 
Added to the documentation. 
Added small descriptions to crafting reagents and other things.
Added some flavor text to runes and other items. 
Added mana potions back to vendors, and added more variations and tiers of health and mana potions. 
Added more crafting materials
Worked on treasureclasses to incorporate the new items into drops
Stony field now only has the respawning golems throughout, and they will spawn more evenly throughout. 
Attempted to rework brambles, broke it, and then fixed it. tl;dr - Nothing changed with brambles
Added a visual effect to one of the secret bosses. You'll know it when you see it.
Organized all of the class skills in skills.txt. This doesn't really affect the mod for the end-user, but makes it easier for me to do things.
Deleted obsolete, useless, and failed skill entries. While it won't really do anything, it might reduce the all-so present compiler crashes.
Paladin was renamed to dragoon, and future skill designs will follow suit
Necromancer was renamed to dark knight, as it matched his skills more than necromancer
Dragoon dragon tree was re-designed. The item system was too clunky given the lack of ability to reference it in-game. The fourth skill tree is now dedicated to the dragon transformations, and is mixed in with several attacks as you progress. Only two forms were kept, fire whelp and warrior. Two more were added, silver and shadow. 
Silver and shadow dragons cannot both be learned, and thus the skill under them cannot either. Players must pick one or the other. 
Ebonfire and starbolt are now shadow and silver dragon specific skills. 
Removed some useless dragon skills, and some crappy ones that I didn't really like. 
Cleaned the mod with d2txtanalyser a bit. Should get less crashes now. 
Deleted many entries in monprop. After the renewal of my skills files and several cleanings, it seemed better to rebuild this from scratch.
Added new monster tokens
Switched from the 4 skilltree to the 5 skilltree plugin. It's much cleaner and I was going to switch to it anyway eventually.
Added lightning energy to static orb and removed the slowing effect
Restored energy arrow to its former glory
Reworked stony field





Alpha 1c:
Who does changelogs anymore?
More druid skills
Mind Push - Changed the missile to something else less OP (as in, less screen-wrecking.)
Reworking a lot of monsters and which levels have which monsters. I'm trying to make the numbers not progress as quickly as they did before.
Added aura stones
Added the killcounter charm, which also is used with crafting
Added cubeOps for better cube recipes
Added crafting reagents with descriptions
Added oskill jewels
Added flavour items, but they (will) also have other purposes...
Added an introduction scroll



Alpha 1a and 1b
I forgot to write a changelog! lol




Alpha 1:
Implemented D2mod system, and mod now requires d2SE modmanager to work. 


v0005
Shadow Walk: Remade this skill to work like shining blade and aquaport. Lowered damage output with it and mana cost significantly. 
Assassin skill trees: Reworked when you get some skills. Psionic power is now a level 1 skill, mind push is level 8, and shadow walk is also now level 1. Will move infinity strike and antimana chrysm as I see fit when I decide where to put them. 
Tamoe Highland: Reduced monster density to 1/3 of what it was. Should make it significantly easier to get through to the monastery. 
Seven Sided Strike - New Assassin skill! Obviously inspired by the diablo 3 monk skill, this replica skill works very much like seven sided strike with an added bonus: an on-hit explosion. This means it works very well against dense groups. 
Blessed Disc - Reworked and finally fixed this skill! Now it is a viable skill with good mechanics. I did change the graphic from the crescent to something that looked better for it and added a fancy hit overlay. What more could you want? Anyways, I will be improving the skill further with damage bonus mechanics and such. 





v0004
Changed the flame tornado skill's missile (druid.) The previous one was lame and boring. This one is cool. 
Prism Blast renamed to Lifespark (Necro skill)
Lifespark: Now given a pre-nova effect. Should fire off more energy bolts.
Shred strike: Drastically reduced the life consumed per use and per level. Now should be a viable skill with the occasional use of gold heal.
Druid transformation skills: Now will use the same transformation system used by paladins. Essentially, you have one "master" transform skill passive which enhances all of the transform skills. In order to get the actual transform skills, you will have to kill certain boss monsters or use cube recipes to unlock them. All druids start wtih werewolf. This will help druids not have to spend as many skill points on transform skills, and be able to spend them on other skills that actually DO something, not just enhance you. 
Ascension: Fixed the text in the skilldesc explaining how to get transform skills. Now it's more accurate and should not confuse new players.
Blessed Disc: New Paladin skill! This was my attempt to remake blessed shield from diablo 3. As you can see, it didn't go well... Graphics are just weird, and hit mechanics are off. Will fix when I figure it out. Or just scrap it. We'll see.
Muddy Weather Effect in Black Marsh: Reduced the amount of slow from -50% to -25%. This should make getting through black marsh much less difficult, especially as a melee character. 
Dark Phoenix: Fixed the insane amount of procs that go off every time it or its minions attack. Should now not freeze your game. 
Psionic Armor: Is now called Psionic Power. Damage reduction per level is improved. It has the same old effects, but now has the additional effect of giving you a flat weapon damage bonus based off of your current mana. The new effect is very similar to Preparation's flat damage effect, except it gains from energy, not strength.
Time Guard - Is now called Sands of Time. It will also slow enemies that you hit with your spells, as well as the current effect of slowing anything that hits you. 
Fracture Strike - Default weapon break chance was reduced to 50%. This will make this skill more viable to use without an indestructible weapon. 
Runewords - Hopefully fixed the crashes on creating runewords. Added a new "gem" runeword - Mathael's Revenge.
Gems - Reworked weapon properties. Now they will add a proc skill based on their color and element (ex. Ruby = fire skills, sapphire = cold, etc.) 
Vendors - Now sell gems. The affected vendors are Gheed, Elzix, and Alkor. 
Added an alpha version cheat list file, which mainly has cube recipes and shortcuts to help you through the game
Dragon transformation skills - Reduced the required level of each. Now there are no longer any level restrictions, they are usable once you get the right charm.
Shadow Pulse: Now works like shining blade and aquaport. Teleport on top of a monster and release a shadow nova. Nova range was reduced, but life draining penalties are still present. Increased the amount of life drained per use. Removed the per level damage multiplier that gave it the insane damage boost. Should now only gain damage by your life % bonus and current life. 
Serpent Demon - Reverted back to original d2 graphics. 

Unique items: Added a few new unique items. 






v0003
Wyvern hatchling: Actually changed its fire resist to 25 (down from 50, so as to make it easier for sorcs starting out)
Recharge: Now adds 1000% mana recovery, so as to make it a viable option for sorcs.
Focus: Damage reduction malus is now a flat 25% as opposed to +5 extra damage taken per clvl. Previously, at higher clvls this would result in being 1 hit killed by anything, which was not how it was intended. 
Dimension arrow: Fixed skilldesc, fixed mana cost at 0.5. Added synergies.
Fallen: Fixed "An evil force" problem with name showing up
Stony field golem spawners: Reduced maximum amount of spawns per maker to 25(N), 50(NM), 100(H)
Magnetic Arrow: Improved damage per level, added synergies.
Rock Smash: Improved skill with damage% and ias bonus when using weretiger
Force Bomb: Nerfed the gold to damage bonus. Instead of flat damage, it is now a damage % bonus. This should allow for better damage scaling at higher levels, and nerf the overpoweredness at low levels. 
Autobot 12: Changed the desperation mode threshold. It starts at 20% max life, and now goes up 2% per skill level. It also gains 2 seconds per level instead of just 1 when not within the desperation threshold. 
Sand Hydra: Should rename this or revert to the old models. Removed them from far oasis as this was causing the game to crash when the far oasis boss (Infestor) would summon area monsters and it became too congested. 
Amoeba (in sewers): Removed the static orb on striking modifier, as this would cause it to cast a million times and make the game freeze. 
Sirocco and Inferno (Disco Inferno): Switched the two skills' level requirements. Now Sirocco is level 16 req'd, and Disco Inferno is 24 req'd. Buffed the damage of disco inferno by a lot. 
Fire Blast: Is now lobbed before the fire releases. This should make it more viable for both early and later gameplay, 
Added a few starter uniques to the game. These unique items will now drop from dead avenger.
Fairies: Renamed fairies to succubus. Don't ask me what I was thinking when I named them fairies. 
Dark Hunter (Blood Moor) - Removed MonProp link. They used to spawn with flat damage reduction, however sometimes low level characters with little skills wouldn't be able to kill them. Now they should be killable, even with low damage. 
Aquaport: Removed skill cooldown. Can now be cast as quickly as you are able, so long as there is a target to teleport onto and you are within range. Also added a damage reducing shield based on cold energy level on teleporting. 
Amoeba (various acts): Removed this monster entirely. While it was a cool concept (random effect attack), the new skill mechanics adding weapon damage caused them to create terrible lag (game freezing) when their effects went off. Thus, I've removed them from the game. 
Earth Elemenal (druid summon): Reduced ai delay to 1 from 15, so it attacks faster. 


v0002

Purifier: Now adds mana regeneration per level
Starbolt: Now able to be used with asension
Added fallens to act 1
Lowered Goatman in stony field and beyond's defense
Early runes now give an aura for shield and boot effect
Flame laser: Improved damage at first level
Wyvern Hatchling: Decreased fire resistance to 25%, removed teleport ability, replaced with blaze