5/30/23: ALPHA RELEASE! HYPE!
Thank you to everybody who offered ideas, resources, and well-wishes before the alpha release!

5/31/23: Minor fixes
-Updated Holy Word: Soul's damage description to include mastery.
-Changed Static Pulse from a channeled skill to a regular cast skill. Its damage has also been buffed (4x). It should be a lot more attractive.
-Due to the same reason I buffed Static Pulse's damage, I also increased the damage of Teeth (4x).
-Buffed Ice Bolt's damage by a little over 50%. The numbers felt really low.
-Ice Nova's damage wasn't touched, but I cut its freeze duration very significantly. For its smooth damage and large aoe, it was a little too good at cc.
-Fixed Andariel's drop pool. She now drops at least one Influenced items ~35% of the time, with the potential of dropping up to 6. Her quest drops nearly guarantee an Influenced Item, with her having a nearly 90% chance of dropping at least one.
-While testing, fixed various issues with Andariel's signature Influenced modifiers. There were a bunch of display bugs and non-functioning stats.
-Cratered item vendor prices. While yes, this means your items are going to sell for much, much less, it also means that vendors will be more generous in selling you reasonable gear. There are other ways to make cash these days. Get a side hustle.
-Speaking of, you did know that crafting mats have pretty good vendor values, right?

6/8/23: More fixes
-Assassin traps (well, currently just trap) now correctly inherit spell damage and pierce. It also shows its mana cost now. Whoops.
-Trap tooltip updated to actually be correct (summon rate scales with attack speed, not cast speed).
-Spark Sentry # of shots and # of bolts per shot now capped at 20/12 respectively.
-Splash damage added to unique weapons (set items still WIP, since I haven't changed any sets yet).
-This is probably a terrible idea but I also added splash damage to some non-weapon uniques. This WILL(read:should) stack with weapon splash, meaning your splash now does double damage. I figure it's fun at least, so we'll see how it goes.
-Halved XP from monsters. To compensate for this very early-game change (I still expect players to outlevel zones), the Blood Moor now spawns with two champion/boss packs (previously one). These guys should still give gobs of xp.
-Tripled merc xp gain. Even with the above change, they should level a good bit faster, assuming they are in a zone appropriate to their level.
-Fixed (nerfed) Minion Mastery. It no longer grants +1 max minions across the board at level 10. Fixed the descriptions of Stone Golem and Skeletons as well.
-Nerfed Stone Golem's Blizzard. It needs more of a rework, which will come later, but for now this is probably okay. Damage halved across the board- halved base damage and bonus damage per level.
-Fixed description of Stone Golem; it now no longer shows "an evil force" after the number of golems descline. Gotta love missing strings.
-Fixed the Andariel Influenced modifier for "Chance to Cast Unearth Skeleton on Kill". It doesn't work thanks to stupid 1.10 coding. It's now a chance to reanimate as Necromancer Skeletons (so, functionally the same).
-Skeletons (necro summons) now have melee splash. It is identical to player splash, except since they don't have str/dex, it won't scale in radius. Maybe I'll change it. Maybe I won't. I'm a maverick.
-In an effort to continue to bring prices down in Sanctuary, all base armors/weapons have had values reduced significantly. This is on top of the value changes to stat modifiers. Base items will now be quite cheap.
-Added a ton of new MI's and slightly rebalanced a couple existing ones. There are now 65 MI's. This covers all enemies that spawn in Act 1.
-Added MI's for Act 1 Superunique monsters. These function differently than normal MI's. That's all I will say. There are 12 of these SUMI's. They have a 10% drop rate. If the MI does not drop, the boss drops a crafting material.
-Crafting materials that work on normal items now also work on Inferior/Superior items. Mistake on my part.
-Jewels can now be upgraded to rare with Eden Blooms. Another oversight.
-Removed buff/debuff "on striking" and "when struck" ctc affixes. I have a better idea that will get implemented soon.
-Fixed Thunderclap! *thunderous applause* You can now place points into it without the game crashing immediately. You can even use the skill!
-Enabled magic/rare arrows.
-Other miscellaneous fixes not worth mentioning (or, uh, I forgot about them).

10/7/23: v4 (Act 2 release!)
-fixed some issues with arrows: now spawn in stacks of 500, and they should all have replenish quantity. No more losing arrows (hopefully!)- just try not to default attack over and over and you'll be fine :)
-the above change meant that I had to remove AR against undead on the skeleton archer MI arrows, but they still grant damage against undead.
-forgot that I didn't give the Smith a unique MI. Whoops! Added in v4. This means there are 13 SUMI's available from A1.
-made a couple misc changes to base types, mostly to appease some friends.
-"Attack" now shows the range of your melee splash. Remember, it scales with str+dex.
-Superunique MI's (SUMI's) now no longer show an itemtype and a unique name. They were always doubled up, i.e. "Rakanishu's Deviltongue" was displayed twice (as the unique name and the base item). Removed it so it only displays once now.
-laid the groundwork for a "skill modifier" system. all itemtypes can potentially get a modifier that greatly changes the behavior of a skill or set of skills. this will be expanded in the future, mostly through unique items, sets, and runewords.
-with some A2 MI's requiring it, as of v0.4 throwing potions can now spawn magic and rare. Additionally, throwing potions a) inherit all flat damage from your gear, and b) correctly scale with %skill damage of its element. Note that your character screen will, as always, show the incorrect damage values- but actual damage dealt will be accurate.
-added SEO-master and rnd2k's brilliant SEO.dll d2mod plugin, allowing for some great qol stuff.

10/21/23: v4.1 (bugfixes)
-fixed Countess not dropping her MI- caused by her already dropping 6 items, so the MI could not drop. Improved her drops to compensate for losing some. And now she can drop the MI.
-spent some time cleaning up some of the peripheral files included with the mod (seo.ini and d2alt.ini). More information will be included in the mod info file. An additional info scroll has been added in-game to clue players in to the options they have available.
-plugy files are now bundled with the mod. there is a common crash when opening the stash, so if this happens to you, make sure to extract that plugy folder into your base d2 folder.
-nerfed melee splash. Seems like my buffs to melee went a little too far and we'll start reining it in with a nerf to splash. It now deals 50% weapon damage. Likely no other changes to splash, but if melee continues to overperform I might change base damage on weapons. I want melee to feel good, but balanced against ranged weapons and spells. It's a tough balance.
-changed the ctc format of two SUMI's: Bloodwitch's bow and Kaa's scythe. Both were triggered on kill, but it turns out guided missiles on kill will always track the enemy that just died, and the spell would just yeet itself into the void, never dealing damage. It is now changed to be "on hit" with nerfed %chance, but now it'll actually deal damage, so this is a buff.
-bugfixes/changes thanks to Cypress:
	-Poison Dagger's synergy description is now accurate (shows "Cobra Lash" instead of "An Evil Force")
	-removed erroneous skill descriptions on Phoenix Bolt (piercing behavior was only clientside so was graphical only)
	-Phoenix Bolt's explosion now deals weapon damage as described
	-Ice Bolt's weapon damage reduced to 10% and modified its proj scaling (was: 2+lvl, now: 4+lvl/2)
	-fixed Essence Armor's absorption (was 1/256th what it was meant to be)
	-Glacial Strike's description now includes its attack speed bonus
	-removed duplicate skill descriptions on Assassin's Fire Blast (no longer displays 25% Weapon Damage twice)
	-completely changed Static Pulse due to how awkward it is to use. It is now more like vanilla Charged Bolt, but splits on striking
	-added missing crit chance description to Claw Mastery
	-Sightless Eye can be used with all weapon types
	-Fixed Sightless Eye's radius description
	-Winter's Edge cooldown reduced from 5 seconds to 2 seconds, and is now displayed in its skill description
	-Winter's Edge bolts should now correctly deal 50% damage and no longer have NextDelay (i.e. it now allows for shotgunning)
	-changed Druid Full Moon/Rising Sun Aspect visuals to be less distracting
	-Raven can now be summoned without an active aspect
	-significantly reduced Rising Sun Strike's strength bonus. It is now 10+lvl (meaning it will cap around 30-50 instead of 2000)
	-modified Teeth: missiles are now much slower, always pierce, and removed NextDelay
	-removed NextDelay from Skeleton Mage's Teeth skill
-NEW FEATURE! Gemwords. Putting any number (2+) of identical gems into a socketed item will generate a gemword. Gemwords grant the same bonuses of the gem, but grant all bonuses, regardless of the base item's type. All "regular" gem types have gemwords, including the three added gemtypes.
-Also alongside the above change, added new currency items that manipulate sockets on items. One will work repeatedly on normal items, and others will only work on the appropriate level of enchanted item (magic/rare/unique).
-With the advent of gemwords, many gems were nerfed/buffed in order to try to ensure their balance as gemwords. Perfect gems were the biggest case of changes, but you didn't find any anyways, so what does it matter?
-Added an info scroll briefly discussing the additional qol options players have access to. There is a new file bundled in the mod folder called ADDONS.TXT which discusses more of these options in-depth. It is unfinished but is at least a starting point regarding what different files can do, and what changes would be considered "reasonable" without becoming cheats

xx/xx/23: v4.2 (another new system added for no reason lol)
-NEW FEATURE! Trigger skills (ctc). I never liked how annoying it was to use ctc items, because it was so difficult to determine what the ctc did or how much damage it dealt. In order to both expand itemization as well as make the system transparent, there are now 26 (and more to come) skills that are both named clearly, and scale clearly, to make it very easy to determine if a ctc is valuable to you or not. These skills start spawning on items at ilvl 1 so you will likely see some at the Rogue Encampment vendors. First off, the formatting. These trigger skills are formatted as "X% Chance for Tier Y Z" (they are functionally identical to standard ctc items, but I wanted to differentiate them a little bit more). All trigger skills scale with tiers the same way: all buff/debuff skills gain 10 effect per tier, whereas damage skills gain 1 damage per tier, per character level (a level 5 character with a Tier 2 damage skill will deal 10 damage). These skills are meant to be generic and cover a variety of effects. Two info scrolls have been added to help clarify this new system in-game. I expect to add dozens of these skills in the future, but this is a very solid base to build on top of
	-This feature also allows two new itemstats: %damage to generic trigger skills, and %duration to generic trigger skills. Even more itemization options. (these stats won't affect SUMI procs)
-edited malachite; due to previous changes, damage wound up being a little lower than anticipated- poison damage should feel a lot more reasonable now
-actually implemented those magic/rare/unique socketing orbs I had talked about for 0.4. They now exist, will drop (rarely) from any source that can drop normal Socketing Orbs, and have storage container recipes. tl;dr, they are fully functional
	-For full disclosure, here are socket chances (socket#/chance%):
	-Normal/Superior items: 1-2/100% (guaranteed 1 or 2 sockets) 3/15% 4/9% 5/5% 6/2%
	-So a Socketing Orb will always give you at least 1 or 2 sockets, with a 15% chance of 3, a 9% chance of 4, etc
	-Magic/Rare/Unique items (currently all same chances): 1-2/100% 3/25% 4/15% 5/10% 6/5%
	-The higher chances are because Magic/Rare/Unique items can only have Socketing Orbs applied ONCE
	-Note that these chances are not 100% accurate because many itemtypes will not allow for 5 or 6 sockets (only high-level chest armor and 2h weapons can have more than 4 sockets), so for many itemtypes the chances of 4 sockets is a bit higher than listed
-modified the selling price of many of the rarer crafting reagents, in an attempt to make it more tempting to vendor some when you're low on gold
-UPDATED PLUGINS: PlugY and D2GL (two new main features)
	-PlugY now shows anim breakpoints for the player and mercenaries on pages 4 and 5, respectively, of the additional stats pages
	-D2GL now shows monster resistances; this feature is dynamic, so lowering their resists WILL have these resists update correctly! (note: -resists on gear is not included in this feature)
	-A new bunch of prefixes/suffixes to help balance out frequencies- the new ctc's seemed to be overwhelming in my testing in terms of how often they spawned, so I added a bunch of stuff to help dilute that a bit. I'll continue to expand on affixes as we go forward.