Описание игры, торрент, скриншоты, видео
Скачать игру Diablo The Hell 4 v0.438 - торрент, игра на стадии разработки | Рейтинг: 10.0 (1) | Баллы: 94 |
• Разработчик / Developer: Инди-игра (14535) от Mordor_XP (3)
• Жанр / Genre: Ретро-игры (DOS, Win 9x) (688); Сетевые / ХотСит (2320); Ролевые игры (RPG) (3499)
• Тип игры / Game Type: Beta-версия (игра еще в разработке)
• Размер / Size: 5400.00 Мб.
• Оценка игроков / Game Score: 10.0 из 10 (всего голосов: 1)
• Другие части игры:
- Diablo The Hell 2 v1.2525
- Diablo The Hell 3 v1.266
Diablo The Hell 4 - четвертая глава в серии хардкорных модификаций The Hell. Это полностью переработанная HD-модификация для Diablo 1. Серия модов отличается продуманным дизайном, стабильностью, богатым контентом, увлекательным геймплеем, верностью духу Diablo 1, высокой сложностью и почти идеальным балансом. Мод создан для ветеранов Diablo, которые хотят больше разнообразия и вызовов.
Игра обновлена до v0.438. Список изменений внутри новости.
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В данный момент The Hell 4 находится в разработке. В 2028 году запланирован релиз.
Особенности:
Стабильность, баланс, качество и реиграбельность — фундаментальные основы мода. Каждая крайне важна. Потрачено много времени и сил, чтобы сделать правильно.
Стабильность: играли когда-нибудь в мод, который вылетает или багует? Здесь такого нет. Это основа всего.
Баланс: некоторые моды имеют резкие скачки сложности или слишком лёгких/сложных монстров. Здесь такого нет.
Качество: весь контент органично вписан, как будто всегда был частью игры.
Реиграбельность: проходить игру (мод) и чувствовать, что делать больше нечего? Здесь такого нет. Максимизация камней займёт более года на одном персонаже.
На основе Hellfire добавлено минимум на 50% больше контента: 24 базовых уровня подземелий и 35 новых уровней квестов (+49 новых подземелий в Alternative Route). Убийство Диабло на 16 уровне не завершает игру - есть лестницы вниз на новые уровни с большим вызовом и наградами.
• Собор (1-4) > Катакомбы (5-8) > Пещеры (9-12) > Ад (13-16, здесь заканчивалась оригинальная игра) > Бездна (17-20) > Склепы (21-24)
• Улучшенный движок: поддержка разрешений до 4K, широких экранов, оконного и полноэкранного режимов, смена на лету (Alt+Enter), настраиваемый FPS (от 20 до 10 000).
• Рабочий мультиплеер через RadminVPN: раздельный лут, автоподбор золота, динамическая сложность, подстраивающаяся под количество игроков.
• Исправлены все важные баги Diablo 1, новые баги исправляются сразу.
• Много нового контента и современных игровых функций: предметы, монстры, заклинания, святилища, цвета монстров и уровней, улучшенный ИИ монстров.
• Мрачная, более дьявольская атмосфера игры.
• 6 классов и 29 подклассов с уникальными особенностями геймплея: двуручники, лучники с мультистрелой, заклинатели, ловцы, бросатели зелий, регенераторы, блокеры, абсорберы урона, аурные билды, безпредметные билды и др.
• Множество опций настройки под себя.
• 8 игровых режимов: Лёгкий, Нормальный, Сложный, Хардкор, Железный, Мягкий Железный, Спидран и Кошмар. + 1 PvP-режим.
• 3 новых слота для предметов: перчатки, ботинки, пояс. 3 слота оружия для чередования.
• Расширенный инвентарь: 10x7 вместо 10x4.
• Новые механики и улучшения качества жизни.
• Восстановленные квесты, не вошедшие в оригинал, с уникальными условиями (ледяные уровни, токсичные уровни, кровавые уровни и др.).
• Ремастер музыки в Hi-Fi стерео, более 4 часов (оригинал 32 минуты).
• Перки и синергии: развитие персонажа даёт не только характеристики, но и очки перков для создания уникальных билдов.
• Черты и "Game Changers": уникальные особенности персонажей для индивидуализации геймплея.
• Расширенные горячие клавиши: A-Z, F5-F8, быстрый каст заклинаний.
• Крафт и зачарование: Адрия и Грисвольд могут улучшать предметы.
• Квесты с дополнительными уровнями доступны в мультиплеере.
• Некоторые боссы дропают культовые уникальные предметы.
• Улучшено окно информации о персонаже.
• Повышены максимумы уровня персонажа, заклинаний и характеристик.
• 9 уровней сложности (раньше было 3).
• Новые базовые предметы 2-го уровня.
• Улучшена логика сортировки предметов.
• Повышены максимумы прочности предметов, улучшенные масла.
• Новые квесты, не вошедшие в оригинал.
• Новые типы ИИ монстров.
• Больше монстров.
• Тысячи новых уникальных предметов.
• Грисвольд может закалять предметы.
• Грисвольд может добавлять гнёзда в зачарованные предметы.
• Альтернативный маршрут - 50 уникальных подземелий для одиночной игры (Ironman, Survival).
• Каин может трансмутировать предметы (как куб Хорадрик).
• Режим "Классический Diablo": 1:1 имитация оригинальной игры внутри TH4.
Предупреждение: мод может вызывать сильную зависимость, не переусердствуйте с ним. Слишком много времени, проведенного в дополнительных режимах испытаний, может вызвать эмоциональный стресс и выгорание. Если вы заметили, что раздражение нарастает, займитесь чем-нибудь другим, дайте себе передохнуть.
Terminator updates:
doesn't moan and groan now when hit with various effects (all DOT effects were annoying),
finished adding and tweaking all base items (weapons), quite an arsenal now, and threw in a few extra handguns early on,
better balanced and adjusted perks and synergies,
Note: it now can be played;
Terminator updates:
new portrait,
more weapons (filling gaps),
2 new types of missile visuals (Ion Blaster, Phased Plasma Pistol),
new GC description (in meta menu);
Terminator updates:
improved mutual exclusions of GCs to work with Terminator GC as intended,
doesn't play dungeon greetings ("never been here before", "it's hot down here", and so on).
added one more weapon to close big gap between Plasma R95 and Gauss Pistol;
Adding new GC : "Super Mutant" (available through CLASS:WARRIOR->SUBCLASS:GUARDIAN->TRAIT:PISTOLEER->GC_SUPERMUTANT):
has individual starting and max stats,
new portrait,
dedicated animation,
wields miniguns (only),
does not run (just like Terminator),
strong life formula (big pool),
miniguns actually have bursts now (but attack is slower than normal),
added normal GC description,
stun threshold improved (+2 min, +3 max),
base crit chance set to 2% (w/miniguns),
choices that make the GC unavailable:
traits:
- Crossbow Training,
- Grim Deal,
- Lithe Build,
- Small Frame,
- Zealot,
- Vigorous,
- Adventurer,
- Scrounger,
- Negotiant,
- Ratel Hide,
- Bend the Rules,
- Blue Blood,
GCs:
- Black Death,
- Terminator,
- Tough Luck,
Note: this is a work in progress, not finished. I am in the middle of it. There will be item works, new perks and synergies. Balancing.
Animations not finished yet. SFX need work.
I am uploading this in case you stream/playtest and report bugs or make suggestions based on your experience.
Super Mutant updates:
removed impossible perks & syns,
new hit sfx (including burning cross unique sound effects),
named base miniguns,
added dedicated pics to first 8 bases,
various other minor tweaks;
Super Mutant updates:
improved minigun icons,
added more animations (light armor with minigun is complete);
Super Mutant updates:
more miniguns get dedicated icons,
X-59 Decimator is now made special: requires high DEX, sends about double the amount of bullets per burst, but has lowered damage,
many miniguns get custom-tailored sfx;
Super Mutant updates:
mail and plate animations (they are united) ready, now he can play past light armor look stage (unarmed animations remain),
more adjustments to minigun stats, looks and sounds;
Super Mutant updates:
burning cross causes less grunts (less probability),
more minigun visual & sfx works,
custom Anvil of Fury quest reward(s);
Super Mutant updates:
fixed no reaction to melee blows (didn't play get_hit sound),
all miniguns are given icons and sfx now,
fixed constant get_hit sfx playing when standing on his own fire wall/lightning wall,
new Fury cast sfx,
Fury gives him +clvl/2 to damage (instead of +arrow.rez);
Super Mutant updates:
added "unarmed" animations (animations are complete now),
numerous other small tweaks,
Note: he is ready to be played now;
Fixed Terminator getting miniguns and improved gun sorting routines;
Super Mutant footstep sound effects now depend on terrain;
Fixed combat text performance hindering:
option "showReceivedDamage" was saved to config.ini using "tempShowVersionOnScreen" instead of "tempShowReceivedDamage" (copy-paste bug in code),
floating regen text spammed every frame due to per-frame HP diff, now accumulates over 1 second and emits once,
all combat text push sites skipped when showCombatText is off, preventing unbound queue growth (ups performance),
removed some dead computations,
fixed combat text appearing in the wrong part of the screen;
Changed config.ini options regarding combat text:
removing garbage duplicate option below,
added/restored options under combat text,
Note: you will have to update your config with this version;
Fixed Terminator gun drop condition bug (was getting miniguns);
Enclave Soldier is added, I am working with this, but don't play it yet (too early/bugged);
Trait "Gifted" is not allowed for GC Super Mutant anymore;
Fixed (hopefully) game not starting for some folks (lmk how it goes);
Transmute service deactivated for Super Mutant;
Fixed Super Mutant getting wrong gun types from weapon racks;
Super Mutant updates:
fixed enchanting and quenching,
fixed socketing panel;
Enclave Soldier updates:
fixed ring slot oddities,
fixed enchanting and quenching,
fixed socketing panel,
no Guardian except Enclave Soldier gets access to armor suits in shops,
full armor suits removed from drops and sale for all but ES,
basics prepared, animation will have to wait for now, you can start testing it;
Enclave Soldier updates:
fixed starting weapon,
no longer gets non-full suit of armor drops,
fixed tier 1 weapon Dex requirements;
Enclave Soldier updates:
removed belt+helm+gauntlets+boots drops from monsters,
more armor icons;
Enclave Soldier updates:
changed start & max stats (insignificantly),
buffed corrosive gun damage ratings,
buffed armor ratings,
all armors got new icons now (got quite a few in reserve too, ready for unique items);
Enclave Soldier updates:
fixed trait "Frenzied" not affecting his weapon damage,
fixed character base damage not applied to weapons,
fixed +%damage affix not working with his guns,
fixed +damage affix not working with his guns,
fixed +% damage vs species not working with his guns,
fixed +damage vs species not working with his guns,
fixed multishot not working properly (now it does, side missiles deal 40% damage),
Note: knockback and crits still won't work but I am not giving up yet;
Fixed stash and transmute windows erasing items with previously unseen size (3x2, 4x2, 4x7),
Note: 20 years of development and we never had items wider than 2 cells up until now and immediately it causes problems, what a minefield;
Re-activated Transmute services for Super Mutant and Enclave Soldier (but watch its behavior, report if anything is off),
Note: you still can't put Enclave armor suits in Transmute, they just will not fit in there (I don't think there's fix for that);
Fixed Adria deleting wrong (random) items in player inventory as part of "Secrets of Magic" quest script;
New icons for some Enclave guns;
Super Mutant's chain activation radius increased by 1;
Created 3 uniques based on MEF-3C Syndicate Fieldwear;
Tried to fix a bug where game doesn't start for some players;
Prepared to add Enclave Soldier animations;
Scan for Mutie animation now occurs only when you play him (as opposed to: always);
Better guarded player checks in inventory slot processing function;
Fixed Mutie max stats (weren't even set due to oversight);
Turned off some dead functions;
Terminator gets self repair modules as extra boss drop (65% chance);
Terminator now has "Maintenance" perk, which improves self repair module effectiveness;
Restored Super Mutant max stats (they were erased by mistake, during v0.380 development);
Fixed original game engine's crashing bug with player animation size carryover between game sessions;
More ES weapon icons;
Added guards in places where 386 still caused game crash (those who crash, send your crashdumps in bug report channel);
Added flip animation to items that missed it: key, chest, crate, rifle, repair module, iron figurine;
More ES gun icons added;
Another try to fix game crashing on start-up for some players;
Fixed self repair module flip animation;
Terminator's chance to get self repair module from bosses changed: 65% -> (3 * DIFF + 15)% ;
Renamed Classic mode save file names : th3cls.. -> th4cls.. (rename your Classic mode savefiles if you have any) ;
Added new config option (update it with this version) : "MultiThreadPixelLight", improves performance when using Pixel Lighting;
Enclave Soldier updates:
attack reset is set after frame 13 (was: 10), so attacks slower,
added animations for light armor + rifle: casting, death, get hit, attack,
get hit sounds follow Mutie's trend (no sfx for DOT spell hits, only reacts to melee and phys.arrows);
All players use this trend now (only react (vocally) to melee and phys.arrows);
Player burning cross damage function rewritten (was a mess) and now all classes grunt with a certain probability:
Terminator: no sound,
Super Mutant: 1/60 chance,
Enclave Soldier: 1/41,
Mage: 1/32,
Monk: 1/34,
Archer/Rogue: 1/29,
Warrior/Savage: 1/37;
Multiplayer stability improvements: reduced chance of packet loss, reduced desyncs and reduced chance of data corruption;
Enclave Soldier updates:
base life & mana formulas changed to:
life : 8 + (2,5 * bVIT) + (2 * CLVL),
mana : 4 + CLVL + bMAG,
perk "Overdraw" removed from pool,
synergy "Gundown" removed,
replaced some armor & weapon imagery (and names),
more weapon icons added (still far from over),
added mid tier armor animations for gun series: stay and walk;
Enclave Soldier updates:
added perk "Precision" : a replace for Overdraw, with slightly different stat requirements,
more weapon icons added,
removed consecutive set drops from Warlord,
removed armor drop from Gorash,
removed Valor drop from Apparition (and AR boss who drops it),
weaker Anvil rewards (tho still the quad-barrel pistol, maybe for now);
Completed mid tier animations for Enclave Soldier;
Fixed player hit sounds;
More icons for Enclave weapons;
MP Players now can see long chat messages (previously failed to display);
Fixed player names not showing up under MP talk panel after is pressed;
Fixed two related memory corruption bugs;
Added new perk for Super Mutant: "Piercing Rounds", should help against monsters protected with extra DFE;
Restored player hit sound play logic for Classic mode;
Fixed faulty palette for displaying game logo in MP section;
Fixed previous player hit sfx solution. Standing in fire/lite wall caused grunting. Now it doesn't. Standing in walls will also mute other hit sfx;
Added 4 uniques on EF-12/A Standard Issue Fatigues;
Added 3 uniques on T-45d Power Armor;
More ES weapon icons added;
Replaced icon for Blackout KG-92 minigun;
All guns under Pistoleer are no longer affected by elemental ranged damage affixes (caused missile slowdowns and lighting);
Fixed meta-menu hero portrait visual artifacts;
Scout class will be getting elemental bows now mostly (70% chance to sort out physical bows). This doesn't include weapon racks;
Added Power Armor animations for Enclave Soldier : walk, hit, attack and stay;
Updated Scout portrait in meta;
ES animations with guns complete now - added missing Power Armor death and cast animations;
ES death animation increased in size;
Fixed ES mid tier animation for attack (in SW direction);
Added more new (updated) hero portraits;
More hero portrait replacements;
A couple more ES weapon icons;
Scout shows elemental arrow damages in character panel (damage cell);
Inquisitor shows melee elemental weapon damages in character panel. With crossbow equipped, elemental damage for bolts is shown;
7 more ES weapon icons added (less than 19 remains);
Fury gives less damage boost to Inquisitor: + 2CLVL-1 -> 3CLVL/2;
Fury increases elemental damage coefficient by 0.2 for Scout and Inquisitor;
Fixed elemental weapon damage tooltip not reacting to element damage affixes (both percent and flat);
Fixed slowed Crossbow in Scout's hands not showing doubled elemental weapon damage in character panel tooltip;
Scout doesn't display elemental damage when no bow is equipped;
Legacy of Blood set resist all bonus nerfed: 50 -> 30 ;
All (cast) animations ready for Enclave Soldier "Unarmed" series;
All unarmed light armor tier animations ready for ES;
Added new perk for Enclave Soldier: "Overpenetration". Allows projectiles to pierce through targets.;
Created 2 uniques based on X-01/M Advanced Power Armor;
All ES weapons now have dedicated icons;
Iron Maiden's "Rebound" synergy now converts rebound elemental arrows to physical (which results in better damage),
Note: I only did quick test. Report if anything feels wrong about it;
AI#19 : monsters in Ironman mode no longer switch to AI#20 if HP drops below 20% ;
Same for AI#57 -> AI#14 ;
Trait "Big Frame" gives less life per CLVL : 3 -> 2,5 ;
ES animations : mid tier unarmed is complete now;
Polishing looks of some ES weapons;
ES animations : Power Armor unarmed set complete. All animations complete. He is ready now, finally;
New hero portrait for Iron Maiden with Two Towers ;
Transmutation that adds affixes to base (or magic) item now gives player experience : CLVL * CLVL * 20 + 80 points,
Note: it's not affected by XP modifiers;
Enclave Soldier acid burn speed doubled;
Some cosmetic itemworks;
Updated duplicate GC icons (and added more for reserve) ;
Multiplayer (and Coliseum) modes now have a chat log. Opens with Alt+M (but it's not finished yet, work in progress),
chat from current player is blue, from others - white,
system msg is gold,
tilde msg is not logged;
Correction to stat increase button coordinates (char.panel);
Added small button on the main panel for chat log;
Fixed mild performance (~ 10-20%) drop when GC panel is open;
Traits "Rabid" and "Wild Sorcery" made mutually exclusive;
Fixed Light flail and Flail being unavailable for Gladiatrix;
Updated sword block animations for Dimachaerus;
More hero portrait upgrades;
Updated mace block animations for Dimachaerus;
Added Inquisitor consecutive set that drops from Warlord of Blood (SP) : "Crimson Arsenal" (variation of Reign of Blood);
On diffs 7-9 Chamber of Bone has 2 new map variants (one of them is quite insidious);
Upgraded portrait for Ice Age Gladiatrix;
Skeleton King's Tomb map is always small (architecturally) now on diffs 7-9 but filled with many dangerous skeleton types (Armored/Blades/Wings);
Created new SP trait for Inquisitor : "Warlord". It allows you to play in single player as a squad of knights,
Warlord can summon up to 3 Mercenaries to fight by his side:
- these Mercs are tough but resummon cooldown is long,
- their stats depend on the Warlord's level (not Magic stat..),
- initially I planned dedicated inventory for each summoned Merc but since this fight is MvM and player's armor and damage stats are OP for this, I decided to put this idea on halt (for now at least),
- I am releasing first version of it, there may be changes to it in the future, just tell me how your experience feels and I'll improve on it;
Fixed cloth cap inventory sound effect;
Fixed Warlord perks being available to normal Inquisitors;
Added new perk for Warlord that improves re-deployment speed of Mercs;
Killing Ghost of Brother Martin opens shortcut to previous room in Black Chapel (in SP only);
Perk "Tough Mercenaries" added : improves Warlord's merc HP;
Perk "Fresh Reserves" goes deeper;
Warlord's merc updates:
attack faster by spending less frames on attack : 14 -> 13,
faster hit recovery : 6 -> 4,
less chance for walk delays,
new perk that increases stun threshold : "Indomitable Mercenaries",
another perk : "Damage Soak" (adds damage resistance against all damage types),
increased chance to perform attack;
Warlord updates:
merc HP formula changed to 90 + CLVL5 + CLVLCLVL/5 + Rnd[10] + Rnd[5 * CLVL],
mercs now get passive DFE (vs melee and ranged monster attacks) : (DLVL / 2) + (DIFF * 12),
new "Merc DFE" perk : allows to boost merc DFE (who would have guessed?),
merc basic damage formula changed : min damage = CLVL + 3 + Rnd[5], max damage = 6 + (CLVL * 1,5) + (CLVL * CLVL / 40) + Rnd[5] + Rnd[10],
basic cooldown for Mercs set to 90 (was 120) sec,
perk "Fresh Reserves" changed progression and has fewer levels now,
new perk "Merc Crits" added : lets mercs score critical hits;
Fixed Warlord's cooldown interfering with Summoners' tier 1 summon castability;
Fixed Warlord's skill icon (was using Beastmaster Stinger icon);
Fixed display of mercenaries in upper right corner of the screen : used to show "Mercenarys";
Added 2 new perks for Warlord : "Merc Armor" and "Merc Accuracy";
Added new synergy for Warlord : "Regeneration". Mercs regenerate flat amount of life per second, based on the synergy's level,
Note: requires perks "Fortitude" and "Tough Mercenaries" (+2 each per level),
Note: progression is 1-2-4-6-9-12-16-20-25-30;
GC "No Regeneration" now can't be taken if you have taken trait "Warlord" (because it excludes perk "Fortitude");
Warlord updates:
monsters have less aggressive kiting chances,
merc cooldown is 10 sec less on Easy mode,
new synergy "One More" adds another merc (4th);
Fixed Inquisitor getting garbage uniques from Warlord of Blood on last 2 difficulties;
Inquisitor with "Warlord" trait now gets new (adjusted) consecutive set from Warlord of Blood: "War Arsenal" (boosts mercs);
Fixed Devastator's character panel damage tooltip not showing weapon elemental damage ratings;
Upgraded Black Chapel map;
Infested Cellar map is different on last 3 difficulty modes;
Boosted merc formulas for accuracy and armor : the progression should feel better now;
New game type introduced: "Outbreak":
selected in main menu, like Classic,
it's SP experience,
you can only enter Church and play on one level,
experience follows Nightmare rating but it's doubled,
you can play any class, trait or GC (among what's available anyway),
when you arrive at the arena, it has some monsters there,
when you kill initial monsters (hidden_ timers kick in),
monsters come in waves,
each wave spawns total of 175-180 monsters (and then stops spawning),
when you kill a wave, a 2 minute timer sets in before next wave,
there are total of 24 waves (wave spawns stop after it),
each 4 waves monster types change to put more pressure on player,
monsters spawn in different locations around the arena,
monster spawn rate is 1 per 0.9 seconds,
save system is inherited after Normal but it is being designed with Nightmare type of save system in mind, so I recommend not saving in battle,
(besides, I am not sure how my timers behave when you save/load game),
Note: it has a ton of bugs and it's not balanced yet, but give me feedback and you'll see massive improvements soon,
Note: also, be careful, just in case, backup your save folders and such, I had to code a lot here, bugs could be lurking in there;
Outbreak mode updates:
fixed initial monsters on map (there is also more of them),
removed sarcophagi and barrels from arena,
pause between waves shorter : 120 seconds -> 90,
monsters spawned in waves are now more adequate to the occasion,
Town Portal books and relicts now forbidden in Outbreak mode,
monsters should be able to bypass dungeon level and diff drop limitations now (only use player stat checks and MLVL);
Outbreak mod updates:
first two waves split in two types: one easy, the other harder,
monster pool balance in waves revised,
monster spawn rate tighter : 0.9 -> 0.7,
timeout between waves shorter : 90 -> 60,
sigil drop chance lowered,
more spawn points added,
saving allowed only in town and between waves;
Outbreak mode updates:
loading game is forbidden now (both in-game and in meta menu),
if arena has 30 or less monsters alive, they are highlighted on automap;
Perks "Golem Resistance"/"Golem Mastery"/"Merc DFE"/"Damage Soak" didn't provide defense they offered : now fixed (give it a test);
Warlord updates:
perk "Strong Mercenaries" : improved progression,
upgraded damage formula, gives higher damage rating over time,
perks that give DFE and damage resistance - work (did my tests),
slightly better formula for armor,
perk "Mercenary DFE" made stronger overall but it now has diminishing progression;
Outbreak mode updates:
rewrote spawn script completely to fix the reported issues with wave carryovers to new game,
a message in upper right corner of the screen will now show countdown to new wave,
total experience boost : 2x -> 3x;
Gladiatrix added to Coliseum available class list;
Outbreak mode updates:
XP back to 2x (I overreacted with 3x),
monster drops were limited by smart loot system: fixed,
stats on level-up now follow Ironman formula for better balance,
perk "Educated" removed,
synergy "Higher Education" removed,
Balrog incinerate effect is 4 tiles long (was 3);
Outbreak mode updates:
waves 1-2-3-4 reworked,
waves 9-12 were spawning crypt tier monsters : replaced these with cave monsters,
less items dropped by monsters : this should no longer cause bugged item drops,
Note: now Outbreak should be a lot more playable;
Fixed body armor positioning in inventory (it had wrong coordinates all these years);
Outbreak mode updates:
GCs "Prohibition" and "Live off the Land" forbidden,
GC "Imperishable Items" allowed,
monster item drop chance raised : 20% -> 28%,
fixed critical bug with game not knowing what item type to drop sometimes;
Corrections to tooltips for stats in Classic mode;
Fixed music in Abandoned Fane for Terminator;
Player hit sfx played now when hit by charging monsters;
Fixed faulty condition that made all modes have Ironman/Outbreak stat formula;
MSL increased in Outbreak mode by 50 + CLVL / 2;
Went through all boss names and renamed what felt wrong;
Created new config option : "EnrichedLight". It adds deeper color range (256 -> 65536 colors) and gives smoother lighting (it's under visual options),
Note: it works when "PixelLight" option is active and it's OFF by default,
Note: there are some minor issues remaining (like door/vault tiles unaffected by this), hopefully it gets resolved soon,
Note: update your config file with this update;
Fixed sigils displayed in red for Barbarian;
A lot of dungeon generation code refactored in preparation for future reconstruction works (watch for dungeon architecture bugs);
Fixed some OOB access issues in map generation logic;
New trait created for Gladiatrix : "Raw Power" ;
Raw Power sigil boost changed: 5x -> 10x (made a mistake in compensation formula initially..);
Perk/syn points were still given to characters with Raw Power trait: fixed;
Ability to open perk/syn panels restored for character with Raw Power trait;
Elixirs are now shown in red color (not in Classic);
Oils are displayed in banana yellow color (if you ain't familiar with what banana yellow color is, ask Poseidon);
Ice Age game changer (if config options "panel" and "potion" are both OFF) sets life orb color to blue,
Note: and makes heal potions blue (relict of healing blue too);
More hero portrait updates;
Some undocumented changes (mostly cosmetic);
Option EnrichedLight updated to fix levels of brightness, dark monsters/objects, and some incorrectly processed tiles;
Fourth chapter in "The Hell" mod series. Started June 29, 2025. It is a total overhaul HD mod for Diablo 1.
Main features of The Hell 4 mod:
1. Stability, poise, quality and replay (value). This is basics. Four foundations. Each - of paramount importance. Took a lot of time and effort to get it right.
S.P.Q.R. Let me break it down for you.
Stability: ever play a mod and run into bugs and crashes? This is what this mod is free from. Thankless job, but it's the foundation for everything else.
Poise: it's about balance. Ever play a mod where there are sudden difficulty spikes? Some monsters are too easy or too difficult? That's what this mod fixes.
Quality: have you ever seen mods that add something that looks weird or just out of place? I always hated such stuff. And made sure all the content here blends in well. As if it's been there in the first place.
Replay value: did you ever complete game (mod) and feel like there is nothing else to do? Well, this is clearly not the case here. If you think you found everything, you're wrong. Maxing gems alone will take you more than one year, just with one character.
2. Based on Hellfire, it adds at least 50% more content: 24 basic dungeon levels and 35 new quest levels (+49 new dungeons in Alternative Route). Killing Diablo on level 16 will not end the game, there will be stairs down that will take you deeper - to levels you ain't seen before, with greater challenge and greater rewards. The progression in levels goes like this now: Cathedral (levels 1-4), Catacombs (5-8), Caverns (9-12), Hell (13-16), (this is where the original Diablo ended!) Abyss (17-20), Crypts (21-24)
3. Upgraded engine: support for adjustable resolutions up to 4K, wide screen, window modes, borderless, fullscreen, switching them on the fly (Alt + Enter), adjustable framerate limit (from 20 to 10'000 fps). Yes, it's ten thousand fps.
4. Functioning multiplayer (through RadminVPN).: instanced and segregated loot, auto-gold pickups, running in dungeons, dynamic difficulty (adjusts to number of players in-game). Just remember that you need to be on the same mod version to connect.
5. All important Diablo1 bugs fixed. Fixing bugs is #1 priority of this mod. Newly found bugs are dealt with ASAP. No mercy, no prisoners.
6. A lot of new content and modernized gameplay features: items (base, class-specific, rare, enchanted, socketed, unique and sets), monsters (base, champions, special, unique, quest-specific), spells, shrines, colors for monsters and levels, expanded monster AI.
7. Darkened atmosphere of the game. More diabolic than original.
8. 6 classes to play, and 29 subclasses, with unique gameplay features: Dual wielders, multishot/sniper Archers, Critters, Summoners, Trappers, Flask throwers, life/mana Regenerators, Blockers, Damage absorbers, aura builds, itemless builds, etc.
9. Rich options to configure: adjust the gameplay to your individual needs.
10. 8 game modes to choose from: Easy, Normal, Hard, Hardcore, Ironman, Soft Iron, Speedrun and Nightmare. Plus 1 extra PvP-only game mode where all progress is made dueling other player(s). Ever imagine playing Diablo game without monsters? :)
11. 3 new item slots: gloves, boots, belts. 3 weapon slots to alternate between.
12. Expanded inventory. 10 x 7 slots now, instead of just 10 x 4.
13. Tons of new quality of life features . Unique gameplay mechanics added. Everything to make player experience more enjoyable.
14. Restored quests that didn't make it into Diablo. With unique settings (ice levels, toxic levels, blood levels) and unique quest location features (slowdowns for attacks and casts, penalties, regeneration modifiers, spell restrictions and other challenges).
15. Remastered music in Hi-Fi stereo. Original Diablo music was mono, did you know? TH3 has better quality, stereo and more variations of music for dungeons. Over 4 hours long in total (original was about 32 minutes).
16. Perks and Synergies. Leveling up gives you not only stats but perk points too, which allows you to modify and develop your character and create truly unique builds. And built on top of Perks, Synergies allow you to unite effects from multiple perks to get even more power.
17. Traits and Game Changers. Starting characters can select up to 2 unique features (traits) that will alter the gameplay. Game changers work in conjunction with traits and are not limited in number, they let you individualize your gameplay further. These mechanics together improve build variety to the extreme levels.
18. Expanded adjustable hotkeys. Finally, we can use majority of keys to set them for preferred spells. Not just F5-F8, but A-Z as well! It's even possible now to set up quick use spells (spell is cast as soon as hotkey is pressed).
19. Crafting and Enchanting. Adria and Griswold can now improve player's items by socketing gems and adding new magic effects on them.
20. Quests with additional dungeon levels ported to multiplayer (with map adjustments),
21. Certain bosses dropping some iconic unique items,
22. Improvements to character info window,
23. Increased caps to character level, spell level and character stats,
24. 9 difficulties (used to be 3),
25. New (tier 2) base items,
26. Improved item sorting logic (looting),
27. Increased item durability caps and upgraded durability oils,
28. More quests that didn't make it into original game (9 new quests added, you won't find them anywhere else),
29. More monster AI types,
30. More monsters,
31. Thousands of new unique items
32. Griswold can quench items making them better
33. Griswold can add sockets to enchanted items.
34. There is a set of unique 50 dungeons called Alternate Route, available in Singleplayer modes Ironman and Survival.
35. Cain can transmute items (a service akin to Horadric cube)
36. "Classic Diablo" mode. Which is 1:1 imitation of original Diablo game (SP experience) right within the mod, built on TH4 engine. It's original Diablo perfected, enhanced, includes quality of life solutions of the mod (stash, running, visuals, interface, tooltips, etc.)
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