Patch 1.07 - 1.08 Development Timeline Analysis

fearedbliss

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Hey all,

So we all know that Patch 1.07 was the first expansion version that came on the CD and that there were many incomplete parts of the game still (i.e TC, MF, Runewords, Etc), that there were many bugs in the game, and that the game overall felt a bit beta-ish. We also know that it was only available to be played on Single Player since as soon as you connected to Battle.net, you would be upgraded to 1.08. I’m sure that the reason for this is simply due to the production and manufacturing process. Normally a company would need to provide some sort of "Gold Image" to the manufacturers so that they could mass produce the physical disks that would need to eventually be shipped out worldwide, and land in store shelves, by launch day. Thus, Blizzard probably sent a "relatively stable enough" build of the game to the production companies for mass production, and in the meantime, Blizzard could spend the next few months finishing up as much as they could by launch date (Hence the Day 1 Update on Battle.net: 1.08).

So this makes us wonder, how did this development timeline actually happened between 1.07 (CD Version) vs 1.08 (Battle.net Day 1 Version)? Was the D2 LOD Beta happening in the meantime? Are there any other patch notes available out there between this period of time? Let’s dig deeper.

We know that the Release Date for when people got 1.07 was on the LOD launch day: June 27, 2001. We also know that people also got Patch 1.08 on the same day if they connected to Battle.net (Since it was the day 1 patch).

Following that, we know that the build number for the version of the 1.07 Beta that GalaXyHaXz successfully reversed engineered was 1.07.41.

We also know from these posts made by Blizzard, that there were several 1.4X releases, and we know what the patch notes were as well. The notes in these patches and the dates they were released are interesting because they are all changes that would be available as part of the 1.08 patch notes.

Let’s take a look at the contents of the link. I’ve copied it in its entirety. We will be working backwards in time from the latest post down to the oldest post.

June 4, 2001

Beta Screenshots

We are looking for your exciting Beta screenshots to post on our web site. Screenshots must be in 800x600 resolution without the Automap, Battle.net Stats, or on the screen. Please make sure the brightness is not set too high (in the options menu) when taking screenshots. We are currently no longer looking for Set, Class-specific, or Crafted Item shots. We love getting good action shots and Druid and Assassin skill shots. Please do not modify the shots, please send them as they are taken in your Diablo II directory. You must be 13 or older to submit screenshots. If you wish for your nickname or name (first name, last name initial) to be listed with the screenshot please state this and your preferred name. Screenshots without a nickname will not be posted. Please make your submissions to web@blizzard.com. Thanks!

Nothing too crazy here, but it shows us the final date available to us from this page which is June 4, 2001. Not only in that they were getting close to the June 27, 2001 release date, but that particular changes were already implemented during the - still in progress - Beta Phases. This is important.

June 1, 2001

Beta Update

Today we have been having some problems with our beta servers.

The servers were not loading the proper data for the new patch. This data file contains the balance information that varies with difficulty levels. Because the wrong file was being loaded, there were many bugs occurring - including many crashes.

This has been fixed. Thank-you for your patience during the Beta. Your testing continues to be extremely helpful.

During this time people were noticing some odd things occurring in Nightmare and Hell difficulty including:

1. Too many unique monsters were showing up.
2. You could not steal mana in Hell difficulty.
3. The changes to static field were not in effect.

These things should be back to the way that they were intended.

Also, we are working on the following changes (along with many others):

1. No triple-immune monsters.
2. Crushing blow is at 1/2 effectiveness on bows.
3. Crushing blow is affected by physical resistance.
4. Increasing the damage of many mid-level Sorceress skills which do not have timers.

Finally, we ask that people wait to form their opinions about the new balance changes until they have played them.

Here we could already see some stuff that exists in Patch 1.07, but not in 1.08. Specifically things like triple immune monsters, crushing blow being nerfed, and the static field changes (In Pre-LOD, Static Field works the same on all difficulties, no cap. In 1.07, Static Field also works uncapped in both Classic and LOD). At this point, it seems that we can be 100% sure that 1.07 is just a particular version of the beta that was printed on the disks and labeled as 1.07 (Excluding the final part of whatever the build number was: 1.07.XX).

May 31, 2001

Patch 1.46 has been released
Simply Connect to Battle.net to download the patch.

Skill Balance Changes
(We have planned some other skill balance changes.)

Assassin
- Dragon Tail now has an attack bonus.
- Dragon Tail does not cost mana or knockback when it misses.

Barbarian
- Whirlwind will now alternate between two weapons when you use two weapons.
- Fixed the bug which would allow you to still have armorclass after using Berserk.

Amazon
- Fixed the bug that added javelin damage to Lightning Fury, and made the graphics simpler for the lightning.

Sorceress
- Made sure that Thunderstorm hits.
- Static Field is no longer affected by Conviction and Lower Resist. Also, it will not take a monster below 33% health in Nightmare (50% in Hell).
Increased Frozen Orb damage.
- Cold Mastery will not affect cold immune monsters.

Druid
- Increased the delay between the times that Hurricane does damage.

Necromancer
- The hitpoints for a Revived monster no longer reflect the number of players in the game.

Other
- We now average the speed of your two weapons when you do two-handed attacks - Frenzy, Double Swing, Dragon Claw, etc...
- Lower Resist, Conviction and Amplify Damage don’t affect immunities.
- You can summon creatures in town - as long as they don’t require corpses.

Here we could see that on May 31, 2001, Patch 1.46 was released. This is most likely referring to 1.07.46. We can already see that in this build, the Static Field changes are already implemented in the patch notes (Although it wasn’t working 100% due to the the subsequent posts). Some of those other changes are also things mentioned in the 1.08 patch notes (i.e "Whirlwind now alternates between two weapons when using two-weapon style."). 1.07 Retail still has an uncapped Static Field so it would have to be a version before 1.07.46 but above 1.07.41 (Given that GalaXyHaXz had to re-implement some missing pieces of the game in order to get Single Player working. 1.07.41 was a Battle.net only Beta). Originally I was thinking that there could be a possibility that it could actually be a version before 1.07.41 that just happened to have the Single Player components enabled. Thus we can’t be sure that the lower bound is 1.07.42, but we can definitely cap the upper bound at 1.07.45. However, based on the information that I’ll be presenting down below (From Blizzard’s own post), the probability of this scenario is extremely low and we can pretty much say with a good degree of confidence ( :roll: ) that the lower bound for 1.07 Retail is 1.07.42 and the upper bound is 1.07.45.

May 25, 2001

Sneak Peek
Take a look at The Arreat Summit, the beta version of our new guide to Diablo II: Lord of Destruction. Feel free to make comments on new sections. This guide will launch sometime after Diablo II: Lord of Destruction is found in stores.

Patch 1.45 has been released
Simply Connect to Battle.net to download the patch.

Skill Balance Changes
(We have planned some other skill balance changes.)

Paladin

- Increased Holy Shock’s melee damage bonus.
- Decreased the power of Conviction.

Necromancer
- Increased Fire Golem’s melee damage.

Sorceress
- Increased Fire Wall’s damage
- Increased Blizzard’s duration.
- Decreased Meteor’s casting delay.
- Decreased casting time for Chain Lightning and Lightning.
- Increased Frozen Orb’s damage

Amazon
- Increased Freezing Arrow damage.
- Increased Ice Arrow damage.
- Increased Immolation Arrow damage, added a casting delay and decreased the fire duration.

Assassin
- Increased Fist of Fire damage.
- Increased Claws of Thunder damage.
- Increased Pheonix Strike damage.
- Fixed various bugs with skills that use two claws.

Druid
- Turned down the mastery bonuses for the wolves and bears
- Increased Feral Rage’s life stealing
- Increased Hunger’s life stealing, but increased its damage penalty

For Patch 1.45 (1.07.45) on May 25, 2001, We can see multiple changes that were all included as part of Patch 1.08. Thus we can further reduce the 1.07 Retail version to be a maximum of 1.07.44, and the lower bound is still 1.07.42.

May 9, 2001

New Diablo II: Lord of Destruction Beta Forum

We have created a new forum especially for Diablo II: Lord of Destruction beta testers. This forum is different than our previous forums. Only Official Diablo II: Lord of Destruction Beta testers can make new posts and can respond to existing posts. Anyone, including fans that are not Beta testers, can read any post on this forum. Beta Testers will be asked to enter their Beta CD-Key listed in their Pink instruction sheet when creating their Battle.net Forum Account. Be warned that this is the only place we ask for your CD-Key. Do not enter your CD-Key in any other web page, especially one that does not begin with http://www.battle.net/. Visit the Diablo II: Lord of Destruction Beta Forum!

May 8, 2001

If you are experiencing install problems with the Beta

If you are experiencing problems installing the Diablo II: Lord of Darkness Beta CD. Please make sure you do a full uninstall of Diablo II, then reinstall. Make sure your Diablo II play disk is clean and has no finger prints and/or scratches. Then try installing the Beta.

If you still encounter problems:

If you have a single player install of Diablo II, copy the D2Char.mpq file and the D2Music.mpq files form your Diablo II play CD to your c:\program files\Diablo II folder. Then try installing the Beta.

For multiplayer install of Diablo II, copy the D2Music.mpq file from your Diablo II play CD to c:\program files\Diablo II folder. Then try installing the Beta.

Breaking it here for a split second just to emphasize the ramifications of the above... Ok now continue reading the final part.

May 5, 2001

See what has changed since Diablo II 1.06.

Q. Why doesn’t my character show up on the Expansion Ladder?
A. The Expansion Ladder is for newly created characters only and converted characters will not show up in this list

May 3, 2001
This Battle.net Beta includes all of the full game’s items, quests, monsters, and player characters. However, it is playable only through Battle.net. You can play any of the seven character classes completely through all 5 Acts of the expanded game. If you have characters on the USWest Realm, they are waiting for you under your normal account name and password. Please remember that these are COPIES of your USWest Realm Characters and changes in them while you are playing on the Beta Realm will NOT affect them on USWest. Characters from any other Realms will not be available for play on the Beta Realm. Also, excluded from this Battle.net Beta are these features of the full game-single player mode, multi-player LAN games, and the new cinematic sequences.

The principal purpose of this Beta is to test game server stability and capacity. As a result, the Beta Realm may be unstable for extended periods of time. In fact, rather than avoiding playing during periods of lag or instability, we prefer that you help us stress the Beta Realm by logging on when others are most likely to be playing - for example, during the evening hours of Pacific Daylight Time.

Of course, we appreciate all bug reports and suggestions about play-balance, game features, and interface ease-of-use. However, these issues are not the focus of the Beta. Questions, Technical Support, Hot Topics, Realm Updates, Strategy and Tips and Beta Forum information will all be available at this location.

We expect the Beta to run a minimum of two weeks. Also, while the Beta may run until the release of Diablo II: Lord of Destruction, it may also be stopped prior to the release of the finished game. NOTE: In order to play Diablo II or the release version of Diablo II: Lord of Destruction on the Realms you must uninstall Diablo II: Lord of Destruction Beta first, and then reinstall Diablo II followed by Diablo II: Lord of Destruction.

Finally, we are looking for your exciting Beta screenshots to post on our web site. Please make your submissions to web@blizzard.com.

Again, congratulations, and we will see you on Battle.net!

Alright, so this has a lot of interesting stuff. These posts were made on May 8 and May 9, 2001. Specifically introducing the LOD Beta Forum to beta testers, and some technical support for getting the Beta running. May 3 and May 5 started discussing the Beta itself, expectations, and even a very light timeline prediction of how long the beta would last (minimum of two weeks till potentially release day or a bit before.. which it seems it definitely ran a lot longer than 2 weeks).

Given that it seems there was only one wave of beta disks shipped out, that would indicate that the Vanilla D2 LOD Beta Images that were posted by ChickenBuckets was exactly for this beta, and that this is 1.07.41, as indicated by GalaXyHaXz. At this point it is highly probable to say that the lower bound for 1.07 Retail is 1.07.42 and the upper bound is 1.07.44. Moreover, I want to further emphasize, the beta was still running after 1.07.44, because we saw above that 1.45 and 1.46 were still released (1.07.45 and 1.07.46 - Which were all changes bundled into 1.08).

Soooo what does this all mean? Well, it seems to indicate that the official 1.07 release that was on the disks was in fact an actual beta build of the game while the beta was still in progress! The subsequent weeks lead to more 1.07.XX beta releases distributed exclusively via Battle.net to the existing LOD beta testers, and ultimately when the beta concluded, Patch 1.08 was created and published as a Day 1 Battle.net patch. This also means that for people that were looking to specifically play the 1.07.41 beta (aka 1.07 Beta), the incentive to play that particular version is further reduced given that Patch 1.07 is actually a beta patch at the code and development timeline/process level, despite it being an official release published on the LOD Gold Disks! GalaXyHaXz and I actually mentioned that Patch 1.07 is actually 1.07.44 back in 2017! This would make sense in that if we have a clean timeline in the development process, and that that assumption is correct, and also given all of the existing evidence discussed above, Patch 1.07.41 would be the version on the beta disks shipped out / received by beta players around that May 3-9, 2001 period. The subsequent post made a few weeks later on May 25, 2001 (22 days if starting on May 3, or 16 days starting on May 9), and announced Patch 1.07.45. On June 1, 2001 they were still releasing updates to the beta server which is already 28 days after the initial announcement. Given that the launch day of LOD was coming up on June 27, 2001, Blizzard still needed time to get a build stable enough to send to the CD manufacturers for production and worldwide distribution, the beta period happened to be a perfect time to send build 1.07.44 to manufacturers as the gold build for the physical 1.07 disks. Blizzard would also continue to collect data in parallel from the beta players for the beta’s remaining period of time, and conclude the beta with Patch 1.08 on release day (In reality, Patch 1.08 was most likely marked as gold internally a few days before Day 1 Launch, but we all know that D1 & D2 were on heavy time crunches, so even though there were improvements in the workflow for D2: LOD’s development lifecycle, there was also a bunch of crazy stuff happening at the company ranging from Starblo, Diablo III (Blizzard North Edition), and other internal issues, I’m not sure of the exact timeline for these though.. It could have been all over the place with multiple projects being juggled, paused, and then resumed).

Hell of a ride folks. Pun intended. :lol:

Addendum:
1. It’s funny that on the May 8, 2001 post they called Lord of Destruction: Diablo II: Lord of Darkness Beta CD. Given that on the May 3, 2001 post they referenced it as Lord of Destruction, and also all of the artwork, Forum, and other material already had the Lord of Destruction name, it’s funny seeing it called as "Lord of Darkness". Maybe it was actually a potential candidate name that people now needed to train themselves away from.

2. I’ll leave the Diablo II: LOD Beta Forums as a little gift. Haha.

3. I also found this reference mentioning the following, the beta mention at the beginning is the main point of interest:

The expansion was released in Summer 2001 as version 1.07, the same version as the beta, but the 1.08 patch was available for download on the same day. Within a few months, 1.09 was released...

1.09 was released on August 20, 2001, and the expansion (1.07/1.08) was released on June 27, 2001. So in just 54 days, Blizzard North finished completing the refinements to the game. Subsequent 1.09 patches (b, c, and d) were released in the following months but didn’t include any significant changes in the patch notes. After that, the game was pretty much complete and in maintenance mode. There were no further patches until two years later, Peter Hu released the final 1.10 patch on October 28, 2003. After that patch, he left Blizzard North and joined Flagship Studios with the rest of the original Blizzard North leadership. Thus if you wanted to play the most refined version of the expansion as originally released, 1.09b would be the candidate (for p64 and working CtC. 1.09d only has p8 and broken CtC). If you want to play the expansion at an earlier stage with interesting stuff that could still happen, you can either choose 1.07 (if you wanna go into the beta territory, thus the game still has many incomplete parts (TC system not complete, MF works very differently (essentially useless, it reminds me of prelod to tell you the truth cause mf was also useless for me there as well), completely different (and not many) runewords that are pretty much useless), but also crazy good and bad bugs are still in there), or you can choose 1.08 (if you want to play an expansion version that still has some similar mechanics and items to 1.07 but it’s a bit more stable and a bit more complete (TC system completed but MF still is useless for the most part, the drop system has issues in many parts of the game including bosses. It had completed runewords - almost identical to 1.09 - but the runewords were only available online at the time and they had issues as well, like runewords would break if you gave them to another character or their variable stats would reset every game - as per 1.09 patch notes).

4. The following link reveals some more useful information: Source

May 4, 2001

Diablo II: Lord of Destruction Item Screenshot Blowout!
In celebration of the release of the Diablo II: Lord of Destruction Beta we have many new item screenshots for you to see. Start here.

May 3, 2001
Diablo II: Lord of Destruction Beta Testers Selected
We have selected the beta testers for the Diablo II: Lord of Destruction Closed Beta. If you have been selected, you will be receiving an e-mail shortly. If you were not selected, you will not receive an e-mail. The CDs have been sent via Federal Express®. If you are one of the Beta testers, you should receive your Beta CD within the next few days. We would like to thank everyone for signing up. Please stop by our web site regularly for more updates on Diablo II: Lord of Destruction. For more questions about the Diablo II: Lord of Destruction Beta go here.

Attention Beta Testers
We’re looking for your exciting Beta screenshots to post on our web site. You can submit them here.
Diablo II Expansion F.A.Q. Updated
Click here to see our recent update to the Diablo II Expansion FAQ.

New Diablo II: Lord of Destruction Screenshots
An Amazon takes in the view in this new screenshot from Diablo II: Lord of Destruction.

Take a look at a Charged Item, a new item type found in Diablo II: Lord of Destruction.

Check out Eaglehorn, a new Elite Unique Item in Diablo II: Lord of Destruction.

Learn more in this Forum Post (read the replies).

Particularly here we can see that Blizzard said that the beta testers were selected (and CDs shipped) on May 3, 2001. They also announced the celebration of the LOD Beta on May 4, 2001. This helps our timelines above.

5. I actually haven’t found an exact date announcing the "closure" of the beta, but I would logically say that it’s on Release Day, and thus 1.08 is not a beta patch. However, the source for 1.08 would obviously be pretty much patches:

1.07.45 + 1.07.46 + Any other 1.07.XX versions that weren’t documented + Any final changes Blizzard North wanted to make before 1.08 = 1.08

Thus you could consider 1.08, a very late beta build given that 1.09 was released 54 days later (August 20, 2001) and really wrapped things up. 1.10 came two years later so.. that’s just a different story, but the expansion as originally released was basically complete and in maintenance mode once 1.09 hit.

6. I don’t actually know 100% if 1.07.44 was the exact build released as 1.07 Retail, because it could also have been 1.07.42 or 1.07.43. But most likely it would have been 1.07.44 assuming Blizzard sent the latest build available at the time before the 1.45 patch was introduced and that already included changes that we would later see in 1.08.
 
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So it's been almost 3 years since I released this thread, and I have a few more things to add ;D.

After re-reading @galaxyhaxz and my conversation from a few years ago when I removed the 1.08 Runewords from Singling, and also researching more if I could find any other sources mentioning patches 1.47-1.48 (or any other patches in the beta timeline), I found this French site that archived those exact patches, 1.44 - 1.48. I've used Google Translate to translate them back to English for our analysis. Below is the beta version table as documented by JudgeHype:

Patch NumberRelease DateComments
Patch 1.48 - Lord of DestructionJune 8, 2001Updated the beta version of the extension.
Reserved for beta testers.
Patch 1.47- Lord of DestructionJune 8, 2001Updated the beta version of the extension.
Reserved for beta testers.
Patch 1.46 - Lord of DestructionMay 31, 2001Updated the beta version of the extension.
Reserved for beta testers.
Patch 1.45 - Lord of DestructionMay 24, 2001Updated the beta version of the extension.
Reserved for beta testers.
Patch 1.44 - Lord of DestructionApril 18, 2001Lord of Destruction beta CDs received.
Reserved for beta testers.

One of the things interesting in this table is that they documented 1.44 as the Beta CD version. This contradicts the reversed engineered ISOs from @galaxyhaxz created from ChickenBuckets Beta CDs stating 1.41. I'm not necessarily sure how to reconcile that other than if the Beta CDs did launch saying 1.41, given that it was an online only beta, then one of the possible solutions would be that when people connected to battle.net using the 1.41 Beta CDs for the first time, they would have been updated to 1.44, meaning that Blizzard made 3 minor version bumps while the beta cds were being shipped to people. Given that the sound of gems is different between Retail 1.07 and Retail 1.08, it does help to confirm that Retail 1.07 was below 1.48, and that the sound of gems was changed somewhere between 1.45 and 1.48. So Retail 1.07 has to be a build somewhere between 1.44 and 1.45. One of the things mentioned in the conversation we had in the previous thread was that there seems to be indication that there were actually two different versions of 1.08, the Single Player 1.08 version that we have been able to preserve (Retail 1.08), and the 1.08 version that was on Battle.net on Day 1 until the 1.09 Release. The online version most likely received a bunch of different hotfixes (including adding the initial batch of runewords, which were made available to Single Player when 1.09 was released). Given the availability of the initial batch of Runewords existing on the 1.08 online version, but not on 1.08 Single Player, it's almost certain that there were other changes in the online version as well. If that's the case, it's very possible that Retail 1.07 is not any particular version of the game listed above (1.44-1.45) but rather a spectrum of something somewhere in between.

Comparing the patch notes of 1.44 and Retail 1.07, we can see a lot of the same things in both, with the 1.44 patch notes containing even more information than what was made available in the Retail 1.07 patch notes:

Patch 1.44: Base version of the beta CD​

The beta CD updates DiabloII to version 1.44.

Paladin
  • In the expansion games, the imbalance of the Blessed Hammer/Concentration combination has been corrected.
  • In non-expansion games, the Blessed Hammer/Focus combination remains the same.
  • Fervor is limited to 5 hits.
  • Fixed the display for Vengeance damage to reflect current damage.
  • Increased damage of Fist of Heaven.
  • Decreased the time converted monsters fight for you.
  • Increased Sanctuary damage for each level.
  • Increased Strike damage for Holy Shield.
  • Increased resistance bonuses for Fire Resistance, Cold Resistance, Lightning Resistance, and Salvation.
  • Increased mana regeneration rate for Meditation.
  • Added melee lightning damage to Holy Shield.
  • Added melee damage against undead for Sanctuary.
  • Allows Conviction to reduce enemies' resistance to a negative value.
  • Increased the penalty to player resistances for Conviction.
  • Added damage bonus to Zealotry.
  • Fixed a bug with Charge and Vengeance. Weapon damage was being added twice.
  • Fixed a bug with Fervor. Your character could get into a situation where he would keep hitting . Fixing this bug makes this skill more effective.
Barbarous
  • In expansion games, Whirlwind is now properly modified by weapon speed. In non-expansion games, Whirlwind remains the same.
  • Frenzy, Two-Handed, and Double Throw are now correctly modified by weapon speed.
  • Added damage bonuses to Focus and Frenzy.
  • Frenzy now increases attack speed when multiple monsters are hit.
  • Increased damage bonus for Berserk.
  • Changed Battle Order bonus by 3% at all levels.
  • Increased Battlecry damage.
  • Whirlwind attacks 50% more if you dual-wield.
  • Masteries now display a chance to critically hit.
Amazon
  • Bombarder now has a greater range.
  • Bombard is now limited to 10 targets.
  • Impale and Blow are now correctly modified by weapon speed.
  • Impaling increases damage with levels and decreases the chance to lose durability.
  • Taking Charge is now uninterruptible and does more damage.
  • Increased damage of Scourge Javelin.
  • Multiple Shots only tries to hit the player once rather than with every arrow.
  • Multiple Shots: Only 3/4 of the damage is taken from your weapon.
  • Lightning Ball: There is no longer a mana increase for using high levels of this skill.
  • Fixed a bug with Lightning Strike. The weapon damage was being added twice.
  • Fixed a bug with Assume Yourself. Your character could get into a situation where they wouldn't stop hitting. Fixing this bug may make the skill more effective.
  • Fixed a bug with Paralyzing Arrow: the damage of the weapon you are using is no longer counted in the area of effect damage.
Witch
  • Increased Hydra damage.
  • Lightning Mastery now affects electrical damage rather than reducing the mana cost of skills.
  • Added a cooldown for Fire Wall, Meteor, Blizzard, Ice Orb, and Hydra skills and significantly increased their damage to avoid a frame rate drop, while maintaining the same overall balance.
  • Decreased the mana cost of Enchant and increased the bonus to fire damage.
  • The damage dealt by most Witch skills above level 8 has been increased.
Necromancer
  • Increased damage and decreased duration for Poison Dagger, Poison Blast, and Poison Shock.
  • Increased duration and adjusted radius for Decrepit.
  • Fixed Iron Lady + Blood Golem bug and increased Blood Golem lifesteal.
  • Bone Spear: Increased mana cost per level.
  • Bone Spirit: Increased damage. Increased mana cost per level.
Major bugs
  • Fixed bug with paladin skills and coast/hostility on city edges.
  • Fixed a bug allowing the Necromancer to summon more than one golem at a time.
  • A player can no longer steal life/mana from an inanimate object.
  • Fire Mastery now correctly increases the damage of the Hydra skill.
  • Fixed a bug that occasionally prevented mercenaries from dying with the player.
  • Fixed the "Double-Draw" bug in some skill effects, including Blizzard, to improve frame rate.
  • Fixed summoned creatures health bar updating for icons.
  • Fixed a bug with "with left-hand swinging on the right-hand spell selection side". Sorry, I didn't translate the sentence exactly. However, I received an email from Eldora that tells me that: "I think this relates to the problem encountered when using a skill (example knock out with a barbarian who has 2 weapons. In this case, only the main weapon (the one on the right) hits when using this skill (in the shortcut on the right). However, both weapons would have to use the skill." If you think this is another bug, feel free to contact me.
  • Fixed the Fist of Heaven description pop-up.
  • Fixed character name and level overlapping in the squad screen.
  • Fixed bug with Barbarian Masteries.
  • Fixed a bug with sword damage.
  • Fixed bug that prevented items from displaying their maximum values.
Modifications
  • Betting prices are now based on character level.
  • Sets and uniques can no longer be bet on.
  • Wagered items have a chance to be Elite or Exceptional once the player reaches certain levels.
  • Rings and amulets are now always listed on the betting screen.
  • Boss monsters now do 30% less damage to mercenaries and summoned creatures than before.
  • Monsters now display whether they are Demons or Undead. If nothing is displayed, they are just "animal" type.
  • The levels generated for monsters in Nightmare and Hell difficulty modes have been adjusted.
  • The maximum level of a monster is now level 70 in Nightmare mode and 90 in Hell mode.
  • Monsters in Nightmare and Hell difficulty modes have higher resistances and hit points and have lower attack levels than before.
  • Monster poison damage does more damage than before.
  • Mana and life steal effects have been halved in Nightmare and Hell.
  • Recovering your corpse where you died in Nightmare and Hell restores 50% of the experience lost upon death.
  • Adjusted vendor inventory stock based on difficulty level.
  • Adjusted how mercenaries gain experience.
  • Adjusted how mercenaries react to missiles.
  • Adjusted mercenary resistances.
  • Increased the amount of gold a character can hold in their stash.
  • Increased the power of all Gems/Skulls and added required levels.
  • Increased the potency of all potions and added required levels.
  • Increased the penalty for resistances in Nightmare mode to -40 and in Hell mode to -100.
  • The sounds of gems in the inventory have been changed.
  • Corpse loot is only available in Hardcore mode games.
  • In multiplayer, you can only become hostile once per minute with each other player in your game.
  • New party experience bonuses for players in a multiplayer game.
  • Crystal Swords have increased durability.
  • Scepter class items have their damage increased.
  • On Normal difficulty, Diablo is stronger.
  • Unique monsters will spawn more often in Nightmare and Hell modes.
  • Removed Diablo timer.
  • The screenshots taken are now numbered 001-999.
  • Some sets now have a unique appearance.
  • Several poison prefix-suffixes have been adjusted.
  • Normal uniques now have level caps.
  • Changed the way objects appear.
  • Tiles can now be stored up to 250, arrows up to 350.
  • You can now stack 12 keys on the same pile.
  • The Super Unique monsters Hephasto The Armorer and Bremm Sparkfist have been softened.
  • Bone shields and helmets can now receive slots.
  • Total block chance now depends on dexterity, character level, and chance to block items.
  • Unique items can now spawn when they already exist in the game.
  • Flawless quality of gems may appear.
  • Exceptional items can now drop in later levels of Normal mode depending on character level and monster level.
  • New normal item sets that have not been converted may have new abilities and magical bonuses depending on how many pieces of the set you have or which pieces are used in combination with other set items.
  • Bosses now do not automatically drop a rare/unique/set item, but have a good chance of doing so.
  • The frequency of item drops has been increased for single player and squads.
  • The frequency of items dropped when playing solo in multiplayer mode is the same as for single player mode.
  • Gold from items sold to merchants is now shared among members present in the same act.
  • Monsters can now be immune to certain attacks and now display their immunities.
  • The unique monster Flamespike The Crawler has been removed from the Act 1 waypoint in the Inner Cloister.
  • The normal set item "Infernal Buckle" has been changed to "Infernal Sign".
  • In a group, the player who delivered the killing blow to a monster no longer receives a 10% experience bonus.
Improvements
  • Hundreds of new magical properties have appeared. Items of all levels can now possess more powerful and varied magical abilities. Some magical properties appear only on certain magical items while others appear on rare and magical items.
  • New Formulas for the Horadrim Cube: Many new formulas for the Horadrim Cube are waiting to be discovered.
  • Weapon Switching: Quickly switch between two weapon/shield sets (left and right hand equip) with a mouse click or keyboard hotkey.
  • Stash size has been increased.
  • Interactive Environments: Carve your own path through Act 5 by destroying walls, barricades and towers.
  • Items from normal sets can now receive additional magic bonuses and bonuses for partial sets.
  • Holding down the SHIFT key and right-clicking while purchasing healing potions automatically fills empty belt slots. This applies to town and identification scrolls as well.
  • Holding down the SHIFT key and left-clicking on potions in the inventory will automatically move them to the appropriate column on the belt.
  • Added a "Repair All" button for items equipped at Gunsmiths in each Act.
  • New feature for the auto-map. Players can adjust the size of the auto-map in the "Auto-Map Options" menu, by switching to the new "Mini-Map".
  • 8 additional hotkeys are available for skills.
  • Improved display of character stats screens:
    • The total block percentage is now displayed.
    • Hit chance and defense against the last monster fought is now displayed.
    • Maximum resistances are now displayed in gold color.
    • Items that only deal elemental damage appear in the element's color.
  • The Wells now heal the mercenaries.
  • Removed collision for players with summoned creatures.
  • Summoned creature health is now scaled based on Nightmare and Hell difficulty modes.
  • The Ignore button on the party screen now ignores multiple party invite and removal messages.
  • Some set items have a unique design.
  • Multiple sets can now be used at the same time.
  • Gems, runes, and jewelry can now be inserted into socketed items while the character is wearing them.
  • Some normal uniques now do higher damage and have higher defense.
  • Socketable items can now have up to 6 slots.
  • Thrown weapons can now be refilled by repairing them.
  • Monsters now display their immunities.
  • Chests now drop better loot.
  • Improved damage and defense now shows the percentage of damage and defense improvement.
  • The Horadrim Cube no longer "eats" items.
  • New items can be wagered, such as circlets, katars and throwing weapons.
Attention
  • The player can no longer steal life and mana from certain types of monsters.
  • The names of pre-existing rare items have changed. However, the properties of the items do not change.
  • The maximum damage of "Improved Damage" items can change by 1 to 3 points.
  • Damage of several items has been increased.
  • Items with one or two slots can receive additional slots.
  • After patching, set items and unique items will have additional level requirements.

The 1.45 patch notes seem to overlap with what's included in Retail 1.08. Thus Retail 1.07 is somewhere between 1.44 and 1.45.

Patch 1.45: Skill Balancing​

The update is done by connecting directly to Battle.net and is reserved for Lord of Destruction beta testers.

Paladin
  • Increased Holy Shock damage.
  • Decreased Conviction power.
Necromancer
  • Increased Fire Golem melee damage.
Witch
  • Increased damage of Wall of Fire.
  • Increased Blizzard duration.
  • Decreased the delay to cast Meteor.
  • Decreased the time required to cast Lightning Bolts and Lightning.
  • Increased damage of Ice Orb.
Amazon
  • Increased damage of Paralyzing Arrow.
  • Increased damage of Ice Arrow.
  • Increased Immolation Bolt damage, added a delay to cast, and decreased the duration of the fire.
Assassin
  • Increased damage of Fist of Fire.
  • Increased damage of Claws of Thunder.
  • Increased damage of Phoenix Strike.
  • Fixed various bugs with skills using claws.
Druid
  • Turned Down Mastery Bonuses for Wolves and Bears.
  • Increased Feral Rage lifesteal.
  • Increased Hunger's lifesteal, but increased its damage penalty.

The 1.46 patch notes also overlap with Retail 1.08:

Patch 1.46: Skill Balancing​

The update is done by connecting directly to Battle.net and is reserved for Lord of Destruction beta testers.

Druid
  • Increased the delay between when Hurricane deals damage.
  • (Increased Armageddon damage radius and increased delay between missiles. Not done during this beta)
Assassin
  • Dragon Tail no longer costs mana or causes knockback when not functioning.
Witch
  • Storm hits the opponent every time.
  • Static Field is no longer affected by Conviction and Lesser Resistance. Additionally, it will no longer cause a monster to drop below 33% health in Nightmare (50% in Hell).
  • Increased damage of Ice Orb.
  • Cold Mastery does not affect monster immunities.
Amazon
  • Fixed bug that added javelin damage to Fury Lightning and made graphics simpler for lightning.
Necromancer
  • The hit points for Revive monsters are no longer related to the number of players in the game.
Barbarous
  • Whirlwind will now alternate between your two weapons when dual wielding.
  • Fixed a bug where you could continue to own the armor class after using Berserk.
Modifications
  • We've now averaged the speed of your two weapons when doing two-handed attacks: Frenzy, Dragon Claw, Two-Handed, etc.
  • Dragon Tail now has an attack bonus.
  • Lesser Resistance, Conviction, and Increase Wounds no longer affect immunities.

The 1.47 changes also overlap with what's in Retail 1.08. One interesting this is this note here "Added code to give warning if server version of rune words data files are found in release client build". This makes me question if the lack of Single Player 1.08 runewords (but them existing in 1.08 Battle.net) was intentionally done. Although even if it was intentional that they omitted it for the Day 1 1.08 Single Player files, it could have perfectly fine that they would have wanted to release them publicly in a future patch (Thus them being available in 1.09).

Patch 1.47​

The update is done by connecting directly to Battle.net and is reserved for Lord of Destruction beta testers.

This patch was only effective for a few hours. Patch 1.48 was quickly available. This one also contains the correct changes made by version 1.47. For information purposes, I still indicate, in English, the changes contained in the description of this version.

Changes made
  • Crushing blow not affected by negative physical resistance
  • Changed +rate items (fast, faster, fastest) to display as x% faster
  • Changed deadly strike on highlord's wrath unique ring to 0.375%/lvl deadly strike
  • Changed wizardspike unique bone knife to 75% resist all
  • Changed laying of hand's set bramble mitts to 50% fire resist instead of 50% fire absorb and 250% damage to demons
  • Changed bonus for runes with + to max resists to 5%
  • Increased prices for circlets and coronets
  • Fixed bug were expert's/veteran's/master's prefixes were swapped with sounding/resonant/echoing prefixes
  • Changed items with pierce to use their pierce value as a percentage instead of as a level in the skill
  • Fixed bug which allowed spells cast while wearing items of piercing to have piercing
  • Changed the piercing value for certain unique with pierce (Kuko Shakaku, Buriza-Do Kuyanon, Demon Machine, Razor Tail)
  • Fixed bug where you were allowed to multi-buy rejuv potions in stores
  • Adjusted armor, blocking, durability for elite paladin shields (these were less than the exceptional versions)
  • Increased range of glorious ax by one
  • Split rune words table into server and client versions
  • Added code to give warning if server version of rune words data files are found in release client build
  • Fixed problem with runewords being generated short
  • Throwing weapon durability is lost at 1/3 rate when used in melee
  • Changed prices on rejuv and full rejuv potions
  • Increased number of runeword properties to 7
  • Fixed bug where single skill bonuses didn't stack properly
  • Lowered costs for recharging items
  • Fixed bug where variable costs for armor types wasn't being calculated properly
  • Fixed crash introduced in 06/03/01 with respect to swapping out charged items/repairing them at stores
  • Enabled sockets on certain items, increase sockets potential on others
  • Revamped rune words
Major Bugs
  • Addressed certain duping issues when entering and leaving games.
Minor Bugs
  • Fixed display for rate modifiers (fast, faster, fastest).
  • Added missing "crimson" affix with adds +5-10 fire resistance.
  • Fixed a bug where quests and horadric cube recipes could generate items with too many sockets.

The 1.48 changes are also in Retail 1.08. Two interesting things I've noticed so far "Fixed issues with character conversion from version 1.49 to 1.47." and "Fixed a bug where you were able to purchase multiple rejuvenation potions at the same time in shops.". I haven't really heard any mention of 1.49 before so I wonder if this is a typo and they meant 1.46, or if there was a 1.49 version available at some point but then they downgraded the version number or maybe 1.49 was an online build that people started using but they reverted the online build down and maintained people's characters. In addition to that, the full rejuv bug was now fixed in 1.48, so all of the other versions before that in the beta had the bug it seems, thus the full rejuv bug was one of the last things they fixed. Luckily, I found a full english version of 1.48 patch notes and it did state 1.46 -> 1.47, so there doesn't seem to have been a 1.49: https://web.archive.org/web/2001061...lurkerlounge.com/dcforum/DCForumID6/1172.html

--------------------------------------------------------------------------
Diablo II Version History
--------------------------------------------------------------------------
- Patch 1.48
--------------------------------------------------------------------------
Skill Balance Changes

Sorceress
- Boosted the per-level damage bonus for Ice Blast.
- Boosted the per-level damage bonus for Fire Ball.
- Boosted the per-level damage bonus for Lightning.
- Boosted the per-level damage bonus for Nova.
- Boosted the per-level damage bonus for Glacial Spike.

Druid
- Werebear skill modified to give +50% to hitpoints (not +100%).
- Maul now gives +20% damage per charge per level (not +25%). Its'
stun length is shorter and attack bonus is 3% plus, 3% per level (not
+20%, 10% per level).
- Increased damage of Fire Claws slightly (+8 per level up to level
9 - it was plus 6).
- Damage bonus Fury changed to +50% damage, 5% per level (not 100%,
17% per level).

Paladin
- Increased the blocking bonus for Holy Shield.
- Increased damage for Fist of the Heavens.

Modifications

- The durabilities for all claw class weapons are now doubled (this
will not affect existing items).
- Adjusted attribute requirements for all claw class weapons.
- Adjusted damages for all Elite weapons.
- Adjusted affix level for wands, staves and orbs (Higher levels of these items
have better magic attributes).
- Increased the chances of enhanced damage affixes on weapons.
- Increased the chances of enhanced attack rating affixes on weapons.
- Increased the chances of enhanced armor affixes on armor.
- Increased the chances of elemental damage suffixes on weapons.
- Increased level and damage for certain high level elemental damage affixes.
- Adjusted affix rarity for various other items.
- Decreased values on +max damage and +min damage charms (this will not affect existing items).
- Increased values for % gold find affixes on charms and jewels (this will not affect existing items).
- Increased attributes of many affixes for jewels (this will not affect existing items).
- Increased chances of extra quantity affixes on throwing items.
- Increased chances of regenerate quantity affixes on throwing items.
- Increased jewel drop rates.
- The necromancer spell "Iron Maiden" no longer appears on charged items.
- Increased resistance bonus for tal, ral, ort, thul runes when socketed into shields by 5%.
- Increased resistance bonus for um rune when socketed into shields by 2%.
- Increased resistance bonus for um rune when socketed into helms and armor by 5%.
- Changed bonus for runes with + to max resists to 5%.
- Revamped rune words (most previous rune worded items will no longer get rune word bonuses).
- Adjusted rune drop rates.
- Removed several melee modifiers from generating on orbs.
- Changed Izual to be able to drop treasure.
- Changed Charsi's imbue quest to always give staff mods (+ to individual skills) on items that can have them.
- Items sold to stores are priced as if they were fully repaired.
- Lowered prices for items with +2 or +3 to single skills.
- Lowered costs for recharging items.
- Removed throwing potions from stores.
- Increased prices for circlets and coronets.
- Unique monsters with the "teleport" attribute now heal a fixed amount.
- Crushing blow is at 1/2 effectiveness on bows.
- Crushing blow is affected by physical resistance.
- Lowered hireling resurrection cost.
- Applied diminishing returns on player velocity.
- Increased chances of finding unique and set items.
- Slightly increased the item drop rate for extra players in a game that aren't in your party.
- Lowered gambling prices that scale with your level.
- Changed prices on rejuv and full rejuv potions.
- Added potential sockets for Troll nest and Blade barrier shields.
- Enabled sockets on certain items, increase sockets potential on others.
- Increased blocking for grim shield.
- Increased AC for all elite shields.
- Increased AC for Bone visage helm.
- Changed +rate items (fast, faster, fastest) to display as x% faster.
- Adjusted armor, blocking, durability for elite Paladin shields.
- Throwing weapon durability is lost at 1/3 rate when used in melee.
- +2 to all skills affixes can now spawn on rare amulets.
- Increased range of the Glorious axe.
- Changed items with pierce to use their pierce value as a percentage instead
of as a level in the skill.
- Changed the piercing value for certain uniques with pierce (Kuko Shakaku,
Buriza-Do Kuyanon, Demon Machine, Razor Tail).
- Changed Wizardspike unique bone knife to 75% resist all.
- The set item Naj's Puzzler now has 69 charges of teleport.
- Added sound to shift-click of potions in grid (transfer to belt).
- Added elemental damage affixes for charms.
- Adjusted the difficulty of Baal on higher difficulties.
- Cannot get credit for ancients quest unless level is greater than or equal
to 20 * difficulty level. Where the difficulty level is one for normal, two for
nightmare and three for hell mode.
- We now average the speed of your two weapons when you do dual-wielded attacks - Frenzy,
Double Swing, Dragon Claw, etc...
- Lower Resist, Conviction and Amplify Damage don't affect immunities.
- Crafted items no longer generate with affixes meant for magic items only.

Major Bugs

- Addressed certain duping issues when entering and leaving games.
- Fixed a bug that allowed players to use charged items for free if you
repaired them while in the inactive weapon slot.
- Fixed problems with converting characters from version 146 and 147.

Minor Bugs

- Fixed display for rate modifiers (fast, faster, fastest).
- Added missing "crimson" affix with adds +5-10 fire resistance.
- Fixed a bug where quests and horadric cube recipes could generate items with too many sockets.
- Fixed a bug were expert's/veteran's/master's prefixes were swapped with sounding/resonant/echoing
prefixes.
- Fixed a bug which allowed spells cast while wearing items of piercing to have piercing.
- Fixed a bug where single skill bonuses didn't stack properly.
- Fixed a bug where variable costs for armor types wasn't being calculated properly.
- Fixed a bug where you were allowed to multi-buy rejuv potions in stores.

Patch 1.48​

The update is done by connecting directly to Battle.net and is reserved for Lord of Destruction beta testers.

Changes to

Witch skills
  • Increased damage per level of Ice Breath.
  • Increased damage per level of Fireball.
  • Increased damage per Lightning level.
  • Increased damage per Nova level.
  • Increased damage per level of Ice Spear.
Druid
  • Werebear has been changed to give 50% more health (down from 100%).
  • Maul now gives 20% bonus damage per stack instead of 25%. Stun duration has been shortened and attack bonus is now 3% more, 3% per level (not +20%, 10% per level).
  • Increased damage of Fire Claws (+8 per level up to level 9 - it was +6).
  • Fury's damage bonus has changed: +50% damage, 5% per level (not 100%, 17% per level).
Paladin
  • Increased block bonus for Holy Shield.
  • Increased damage of Fist of Heaven.
Modifications
  • The durability of Claw class weapons is now doubled (this does not affect existing items).
  • Adjusted the level requirement for all claw class weapons.
  • Damage adjustment for Elite weapons.
  • Adjusted the level of prefix-suffixes for wands, staves and orbs (higher level items have better magical attributes).
  • Increased chance to obtain damage-enhancing prefix-suffixes on weapons.
  • Increased chance of getting attack level enhancing prefixes-suffixes on weapons.
  • Increased chance to get suffixes that deal magic damage on weapons.
  • Increased chance of getting armor class enhancing prefix suffixes on armor.
  • Increased the level and damage for some high level prefix-suffixes that do magic damage.
  • Adjusted the rarity of prefix-suffixes for various items.
  • Decreased the value for max and min damage bonuses for charms (this does not affect existing items).
  • Increased the value of the bonus for easily finding gold for charms and jewelry (this does not affect existing items).
  • Increased attributes of several prefix-suffixes for jewelry (this does not affect existing items).
  • Increased chance to find additional prefix-suffixes for throwing weapons.
  • Increased the frequency of jewelry drops from monsters.
  • The Necromancer's Iron Lady spell no longer appears as a charge for items.
  • Increased the resistance bonus for Tal, Ral, Ort, and Thul runes when socketed into shields (5%).
  • Increased the resistance bonus for the Um rune when socketed into a shield (2%).
  • Increased the resistance bonus for the Um rune when socketed into a helmet or armor (5%).
  • Changed the bonus for runes with 5% more bonus for resistances.
  • Improved runic words.
  • Adjusted the frequency of runes in drops.
  • Removed several melee prefix-suffixes for orbs.
  • Change to Izual who is now able to drop items.
  • Changes to Charsi's enchantment which will still give skill bonuses for items that can have them.
  • Items sold in shops have the same price as if they were completely repaired.
  • Decreased prices for items with a 2 or 3 bonus to a skill.
  • Price reduction for chargeable items.
  • Removed throwing potions from shops.
  • Price increase for circlets and coronets.
  • Unique monsters with the Teleport spell now heal themselves for a fixed amount of health.
  • Stinging Blow has half its effectiveness for bows.
  • Stinging Blow is affected by physical resistance.
  • Decreased the cost of resurrecting mercenaries.
  • Changes to player speed. (Applied diminishing returns on player velocity).
  • Increased chance of finding unique and set items.
  • Slightly increased the drop rate of items for players not in your party in a game.
  • Decrease in betting prices depending on your level.
  • Price changes for Rejuvenation Potions.
  • Added potential slots for Troll Nest and Blade Barrier shields.
  • Added slots to some items, increased slots for others.
  • Increased Grim Shield's block chance.
  • Increased defense for Elite shields.
  • Increased defense for the Bone Visage (helmet).
  • Changed the speed bonus of some items to display x% times faster instead of fast, faster, fastest.
  • Adjusted armor, block chance, and durability for Paladin Elite shields.
  • Thrown weapon durability is reduced by 1/3 when engaged in melee combat.
  • +2 prefix-suffixes to all skills can appear on rare amulets.
  • Increased the range of the Glorious Axe.
  • Changes to piercing items to use this attribute as a percentage instead of a level of the Pierce skill.
  • Changes to the value of some piercing items (Kuko Shakaku, Buriza-Do Kuyanon, Demon Machine, Razor Tail).
  • Wizardspike Changes: 75% to all resistances.
  • The Naj's Puzzle set item now has 69 teleport charges.
  • Added sound for transferring potions to the belt.
  • Added prefix-suffixes that do magic damage to charms.
  • Adjusted difficulty for Baal in higher difficulty levels.
  • Unable to get credits for old quests unless the level is greater than or equal to 20 * the difficulty level. This difficulty level is 1 for normal mode, 2 for Nightmare mode, and 3 for Hell mode.
  • We have now adjusted the speed of both weapons when fighting with a weapon in each hand for Frenzy, Double Swing, Dragon Claw, etc...
  • Lesser Resistance, Conviction, and Increase Wounds no longer affect immunities.
  • Crafted Items no longer generate with prefix-suffixes available for magic items only.
Major Bugs
  • Fixed some dupe issues when entering or exiting a game.
  • Fixed a bug where players could use chargeable items for free if you repaired it while it was in an inactive weapon slot.
  • Fixed issues with character conversion from version 1.49 to 1.47.
Minor Bugs
  • Fixed display at speed level (Fast, Faster, Fastest).
  • Added missing prefix-suffix "crimson" which adds 5-10 to fire resistance.
  • Fixed a bug where Horadrim Cube quests and formulas could spawn items with too many slots.
  • Fixed a bug where expert's/veteran's/master's prefixes were swapped with sounding/resonant/echoing prefixes.
  • Fixed a bug that allowed pierce spells to work correctly while wearing pierce items.
  • Fixed a bug where a single skill bonus would not stack correctly.
  • Fixed a bug where different costs for armor types were not calculated correctly.
  • Fixed a bug where you were able to purchase multiple rejuvenation potions at the same time in shops.

From what I can see with all of the above changes, I would have to say (same as what I said in the other conversation), even though 1.09 is the polished version of the original LOD launch, 1.08 is actually the "true" version of what the original LOD launch and design was like, closer to prelod in some important ways, and also what the beta testers were experiencing as well (not just day 1 battle.net lod launch). Furthermore, this also further clarifies in a way that 1.07 was in a way a "Early Beta" version, and 1.08 is more of a "Late Beta" version. So I most likely will add those notes to Singling as well in the way I label these particular Singling supported versions.

With all of that said, I'm definitely hyped to jump back into 1.08, it really is a special patch with things that didn't exist in either Retail 1.07, or didn't exist in 1.09+. There are some critical differences in gameflow that I've been growing more and more fond about (like not being able to target farm bosses because their more specialized TCs weren't implemented yet (1.09), this ends up having the impact that you actually need to travel around the world and explore different zones in order to find equipment, you can't just go to the same exact boss over and over again. This is also the same exact design architecture that prelod had as well. I'll see y'all in 1.08 Sanctuary. Good luck!
 
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Below are also the original French versions documented by JudgeHype:

Patch 1.44 : Version de base du beta CD​

Le beta CD met à jour DiabloII vers la version 1.44.

Paladin
  • Dans les parties de l'extension, le déséquilibre de la combinaison Marteau Béni/Concentration a été corrigé.
  • Dans les parties non-extension, la combinaison Marteau Béni/Concentration reste la même.
  • Ferveur est limité à 5 coups.
  • Correction de l'affichage pour les dégâts de Vengeance afin qu'il reflète les dégâts actuels.
  • Augmentation des dégâts du Poing du Paradis.
  • Diminution du temps pendant lequel les monstres convertis combattent pour vous.
  • Augmentation des dégâts de Sanctuaire pour chaque niveau.
  • Augmentation des dégâts de Frapper pour le Bouclier Sacré.
  • Augmentation des bonus en résistance pour Résistance au Feu, Résistance au Froid, Résistance à la Foudre et Salut.
  • Augmentation de la fréquence de régénération du mana pour Méditation.
  • Ajout de dégâts de foudre au corps à corps pour Bouclier Sacré.
  • Ajout de dégâts au corps à corps contre les morts-vivants pour Sanctuaire.
  • Permet à Conviction de réduire la résistance des ennemis à une valeur négative.
  • Augmentation de la pénalité des résistances du joueur pour Conviction.
  • Ajout d'un bonus en dégâts pour Fanatisme.
  • Correction d'un bug avec Charge et Vengeance. Les dégâts de l'arme étaient ajoutés deux fois.
  • Correction d'un bug avec Ferveur. Votre personnage pouvait se trouver dans une situation où il n'arrêtait pas de frapper . La correction de ce bug rend cette compétence plus efficace.
Barbare
  • Dans les parties de l'extension, Trombe est maintenant correctement modifié par la vitesse de l'arme. Dans les parties non-extension, Trombe reste le même.
  • Frénésie, A deux mains et Double Lancé sont maintenant correctement modifiés par la vitesse de l'arme.
  • Ajout de bonus aux dégâts à Concentration et Frénésie.
  • Frénésie augmente maintenant la vitesse d'attaque quand plusieurs monstres sont touchés.
  • Augmentation du bonus en dégâts pour Berserk.
  • Changement du bonus de Ordre de Bataille de 3% à tous les niveaux.
  • Augmentation des dégâts de Cri de Guerre.
  • Trombe attaque de 50% en plus si vous portez deux armes.
  • Les Masteries affichent maintenant une chance de faire un coup critique.
Amazone
  • Bombarder possède maintenant une plus grande portée.
  • Bombarder est maintenant limité à 10 cibles.
  • Empaler et Coup sont maintenant correctement modifiés par la vitesse de l'arme.
  • Empaler augmente les dégâts avec les niveaux et diminue la chance de perdre en durabilité.
  • S'assumer est maintenant impossible à interrompre et fait plus de dégâts.
  • Augmentation des dégâts de Javelot du Fléau.
  • Tirs Multiples essaie seulement de frapper le joueur une fois plutôt qu'avec chaque flèche.
  • Tirs Multiples: seulement 3/4 des dégâts sont pris de votre arme.
  • Boule d'éclair: il n'y a plus d'augmentation de mana pour l'utilisation des haut levels de cette compétence.
  • Correction d'un bug avec Coup Foudroyant. Les dégâts de l'arme étaient ajoutés deux fois.
  • Correction d'un bug avec S'assumer. Votre personnage pouvait se trouver dans une situation où il pouvait ne pas s'arrêter de frapper. La correction de ce bug peut rendre la compétence plus efficace.
  • Correction d'un bug avec Flèche Paralysante: les dégâts de l'arme que vous utilisez ne sont plus comptés dans les dégâts de l'aire d'effet.
Sorcière
  • Augmentation des dégâts de Hydre.
  • Maîtrise de la Foudre affecte maintenant les dégâts électriques plutôt que de diminuer le coût du mana des compétences.
  • Ajout d'un temps d'attente pour les compétences Mur de Feu, Météore, Blizzard, Orbe de Glace et Hydre et augmentation considérable de leurs dégâts afin d'éviter une baisse du frame rate, tout en maintenant le même équilibre général.
  • Diminution du coût en mana pour Enchanter et augmentation du bonus apportés aux dégâts de feu.
  • Les dégâts infligés par la plupart des compétences de la sorcière au-dessus du niveau 8 ont été augmentés.
Nécromancien
  • Augmentation des dégâts et diminution de la durée pour Dague Empoisonnée, Explosion Empoisonnée et Choc Empoisonné.
  • Augmentation de la durée et ajustement du rayon pour Décrépit.
  • Correction du bug Dame de Fer + Golem de Sang et augmentation du vol de vie du Golem de Sang.
  • Lance d'os: Augmentation du coût en mana par niveau.
  • Esprit d'os: Augmentation des dégâts. Augmentation du coût en mana par niveau.
Bugs majeurs
  • Correction d'un bug avec les compétences du paladin et la côterie/l'hostilité sur les bords de la ville.
  • Correction d'un bug permettant au nécromancien d'invoquer plus d'un golem à la fois.
  • Un joueur ne peut plus voler la vie/le mana d'un objet inanimé.
  • Maîtrise du Feu augmente maintenant correctement les dégâts de la compétence Hydre.
  • Correction d'un bug qui empêche occasionnellement les mercenaires de mourir avec le joueur.
  • Correction du bug "Double-Draw" dans certains effets des compétences, y compris Blizzard, afin d'améliorer le frame rate.
  • Correction de la mise à jour de la barre de vie des créatures invoquées pour les icônes.
  • Correction d'un bug avec "with left-hand swinging on the right-hand spell selection side". Désolé, je n'ai pas su traduire la phrase exactement. Cependant, j'ai reçu un mail d'Eldora qui m'indique que : "Je pense que cela se rapporte au problème rencontré lorsqu'on utilise une compétence (exemple assomer avec un barbare qui a 2 armes. Dans ce cas, seule l'arme principale (celle de droite) frappe en utilisant cette compétence (dans le racourci de droite). Hors, il faudrait que les 2 armes utilisent la compétence." Si vous pensez qu'il s'agit d'un autre bug, n'hésitez pas à me contacter.
  • Correction du pop-up de la description du Poing du Paradis.
  • Correction du chevauchement du nom du personnage et de son niveau dans l'écran de côterie.
  • Correction du bug avec les Maîtrises du barbare.
  • Correction d'un bug avec les dégâts des épées.
  • Correction du bug qui empêchaient les objets d'afficher leurs valeurs maximales.
Modifications
  • Les prix des paris sont maintenant basés sur le niveau du personnage.
  • Les sets et les uniques ne peuvent plus être pariés.
  • Les objets pariés ont une chance d'être Elite ou Exceptionnel une fois que le joueur atteint certains niveaux.
  • Les anneaux et amulettes sont maintenant toujours listés sur l'écran des paris.
  • Les monstres Boss font maintenant 30% de dégâts en moins aux mercenaires et créatures invoquées qu'auparavant.
  • Les monstres affichent maintenant s'ils sont Démons ou Morts-Vivants. Si rien n'est affiché, ils sont juste du type "animal".
  • Les niveaux générés pour les monstres dans les modes de difficulté Cauchemar et Enfer ont été ajustés.
  • Le niveau maximum d'un monstre est maintenant de niveau 70 en mode Cauchemar et de 90 en mode Enfer.
  • Les monstres dans les modes de difficulté Cauchemar et Enfer ont des résistances et des points de vie plus élevés et ont moins de niveau d'attaque que précédemment.
  • Les dégâts de poison des monstres font plus de dégâts qu'auparavant.
  • L'effet du vol de mana et de vie ont été réduit de moitié en Cauchemar et Enfer.
  • Récupérer votre cadavre où vous êtes mort en Cauchemar et Enfer restaure 50% de l'expérience perdue lors de la mort.
  • Ajustement du stock de l'inventaire du vendeur en fonction du niveau de difficulté.
  • Ajustement de la façon dont les mercenaires gagnent de l'expérience.
  • Ajustement de la façon dont les mercenaires réagissent face aux missiles.
  • Ajustement des résistances des mercenaires.
  • Augmentation de la quantité d'or qu'un personnage peut contenir dans son stash.
  • Augmentation de la puissance de toutes les Gemmes/Crânes et ajout de niveaux requis.
  • Augmentation de la puissance de toutes les potions et ajout de niveaux requis.
  • Augmentation de la pénalité pour les résistances en mode Cauchemar à -40 et en mode Enfer à -100.
  • Les sons des gemmes dans l'inventaire ont été changés.
  • Le loot des cadavres n'est disponible que dans les parties du mode Hardcore.
  • En multijoueur, vous ne pouvez devenir hostile qu'une fois par minute avec chaque autre joueur dans votre partie.
  • Nouveaux bonus d'expérience en groupe pour les joueurs dans une partie multijoueur.
  • Les Epées de Crystal ont une durabilité augmentée.
  • Les objets de la classe des sceptres voient leurs dégâts augmentés.
  • En difficulté Normale, Diablo est plut fort.
  • Les monstres uniques apparaîtront plus souvent en mode Cauchemar et Enfer.
  • Suppression du décompte de Diablo.
  • Les screenshots pris sont maintenant numérotés 001-999.
  • Certains sets ont maintenant une apparence unique.
  • Plusieurs préfixes-suffixes de poison ont été ajustés.
  • Les uniques normaux ont maintenant des niveaux limites.
  • Changement de la façon dont les objets apparaissent.
  • Les carreaux peuvent maintenant être stockés jusque 250, les flèches jusque 350.
  • Vous pouvez maintenant empiler 12 clés sur le même tas.
  • Les monstres Super Uniques Hephasto The Armorer et Bremm sparkfist ont été adoucis.
  • Les boucliers d'os et casques peuvent maintenant recevoir des emplacements.
  • La chance totale de bloquer dépend maintenant de la dextérité, du niveau du personnage et de la chance de bloquer des objets.
  • Les objets uniques peuvent maintenant apparaître quand ils existent déjà dans le jeu.
  • La qualité Flawless (sans défaut) des gemmes peut apparaître.
  • Les objets exceptionnels peuvent maintenant tomber dans les derniers niveau du mode Normal en fonction du niveau du personnage et du niveau du monstre.
  • Les nouveaux sets d'objets normaux qui n'ont pas été convertis peuvent avoir de nouvelles capacités et bonus magiques en fonction de combien de pièces du sets sont en votre possession ou quelles pièces sont utilisées en combinaison d'autres objets de set.
  • Les boss ne donnent maintenant pas automatiquement un objet rare/uniques/de set, mais possède une bonne chance de le faire.
  • La fréquence des objets droppés a été augmentée pour le mode simple joueur et pour les côteries.
  • La fréquence des objets droppés en jouant seul en mode multijoueur est la même que pour le mode simple joueur.
  • L'or des objets vendus aux marchands est maintenant partagé entre les membres présents dans le même acte.
  • Les monstres peuvent maintenant être immunisés contre certaines attaques et affichent maintenant leurs immunités.
  • Le monstre unique Flamespike The Crawler a été supprimé du waypoint de l'acte 1 dans le Cloître Intérieur.
  • L'objet de set normal "Infernal Buckle" a été changé en "Infernal Sign".
  • En groupe, le joueur qui a délivré le coup fatal à un monstre ne reçoit plus 10% de bonus en expérience.
Améliorations
  • Des centaines de nouvelles propriétés magiques sont apparues. Des objets de tous les niveaux peuvent maintenant posséder des capacités magiques plus puissantes et plus variées. Certaines propriétés magiques apparaissent seulement sur certains objets magiques tandis que d'autres apparaissent sur les objets rares et magiques.
  • Nouvelles formules pour le Cube Horadrim: De nombreuses nouvelles formules pour le Cube Horadrim attendent d'être découvertes.
  • Changement d'armes: Alternance rapide entre deux sets d'armes/bouclier (équipement des mains de gauche et de droite) avec un clic de souris ou par une touche de raccourci du clavier.
  • La taille du stash a été augmentée.
  • Environnements interactifs: taillez votre propre chemin au travers l'acte 5 en détruisant des murs, des barricades et des tours.
  • Les objets de sets normaux peuvent maintenant recevoir des bonus magiques supplémentaires et des bonus pour les sets partiels.
  • Laisser enfoncer la touche SHIFT et Cliquer-droit en achetant des potions de soin rempli automatiquement les emplacements vides de la ceinture. Ceci s'applique aux parchemins de ville et d'identification également.
  • Laisser enfoncer la touche SHIFT et Cliquer-gauche sur des potions de l'inventaire les bougera automatiquement dans la colonne appropriée de la ceinture.
  • Ajout d'un bouton "Réparer Tout" pour les objets équipés chez les armuriers dans chaque acte.
  • Nouvelle fonctionnalité pour la carte automatique. Les joueurs peuvent ajuster la taille de la carte automatique dans le menu "Options de la carte automatique", en passant sur la nouvelle "Mini-carte".
  • 8 touches de raccourcis supplémentaires sont disponibles pour les compétences.
  • Amélioration de l'affichage des écrans de stats des personnages :
    • Le pourcentage total de bloc est maintenant affiché.
    • La chance de toucher et la défense contre le dernier monstre combattu est maintenant affiché.
    • Les résistances maximum sont maintenant affichées en couleur or.
    • Les objets qui font uniquement des dégâts dus aux éléments apparaissent dans la couleur de l'élément.
  • Les Wells soignent maintenant les mercenaires.
  • Suppression des collisions pour les joueurs avec les créatures invoquées.
  • La vie des créatures invoquées est maintenant échelonnée en fonction des modes de difficulté Cauchemar et Enfer.
  • Le bouton Ignore de l'écran de côterie ignore maintenant les multiples messages d'invitation et de suppression du groupe.
  • Certains objets de set ont un design unique.
  • Plusieurs sets peuvent maintenant être utilisés en même temps.
  • Les gemmes, runes et bijoux peuvent maintenant être insérés dans des objets sertibles pendant que le personnage est entrain de les porter.
  • Certains unique normaux font maintenant des dégâts plus importants et possèdent une défense plus élevée.
  • Les objets sertibles peuvent maintenant posséder jusqu'à 6 emplacements.
  • Les armes de jet peuvent maintenant être remplis en les réparant.
  • Les monstres indiquent maintenant leurs immunités.
  • Les coffres donnent maintenant de meilleurs loots.
  • Les dégâts et défense améliorés montrent maintenant le pourcentage d'amélioration des dégâts et de la défense.
  • Le Cube Horadrim ne "mange" plus les objets.
  • De nouveaux objets peuvent être pariés, comme les circlets, katars et armes de jet.
Attention
  • Le joueur ne peut plus voler la vie et le mana de certaines types de monstres.
  • Les noms des objets rares pré-existants ont changés. Cependant, les propriétés des objets ne changent pas.
  • Les dégâts maximum des objets "Dégâts améliorés" peuvent changer de 1 à 3 points.
  • Les dégâts de plusieurs objets ont été augmentés.
  • Les objets possédant un ou deux emplacements peuvent recevoir des emplacements supplémentaires.
  • Après avoir patché, les objets de sets et les objets uniques auront des nivaux requis supplémentaires.

Patch 1.45 : Equilibrage des compétences​

La mise à jour se fait en se connectant directement à Battle.net et est réservée aux beta testeurs de Lord of Destruction.

Paladin
  • Augmentation des dégâts de Choc Saint.
  • Diminution de la puissance de Conviction.
Nécromancien
  • Augmentation des dégâts au corps à corps du golem de feu.
Sorcière
  • Augmentation des dégâts du Mur de Feu.
  • Augmentation de la durée de Blizzard.
  • Diminution du délai pour lancer Météore.
  • Diminution du temps requis pour lancer Eclairs en Série et Foudre.
  • Augmentation des dégâts de Orbe de Glace.
Amazone
  • Augmentation des dégâts de Flèche Paralysante.
  • Augmentation des dégâts de Flèche de Glace.
  • Augmentation des dégâts de Trait d'Immolation, ajout d'un délai pour le lancer et diminution de la durée du feu.
Assassin
  • Augmentation des dégâts de Fist of Fire.
  • Augmentation des dégâts de Claws of Thunder.
  • Augmentation des dégâts de Phoenix Strike.
  • Correction de divers bugs avec les compétences utilisant des griffes.
Druide
  • Annulation (Turned Down) les bonus des masteries pour les loups et les ours.
  • Augmentation du vol de vie de Feral Rage.
  • Augmentation du vol de vie de Hunger, mais augmentation de sa pénalité en dégâts.

Patch 1.46 : Equilibrage des compétences​

La mise à jour se fait en se connectant directement à Battle.net et est réservée aux beta testeurs de Lord of Destruction.

Druide
  • Augmentation du délai entre les moments où Hurricane fait des dégâts.
  • (Augmentation du rayon de dégâts d'Armageddon et augmentation du délai entre les missiles. Non réalisé durant cette version beta)
Assassin
  • Dragon Tail ne coûte plus de mana ou ne fait pas reculer lorsqu'il ne fonctionne pas.
Sorcière
  • Orage touche à chaque fois l'adversaire.
  • Champ Statique n'est plus affecté par Conviction et Résistance Moindre. De plus, il ne fera plus descendre un monstre en-dessous de 33% de vie en Cauchemar (50% en enfer).
  • Augmentation des dégâts de Orbe de Glace.
  • Maîtrise du Froid n'affecte pas les immunités des monstres.
Amazone
  • Correction du bug qui ajoutait des dégâts de javelot à Eclairs en Furie et rend les graphismes plus simples pour la foudre.
Nécromancien
  • Les points de vie pour les monstres Revive n'est plus en rapport avec le nombre de joueurs présents dans le jeu.
Barbare
  • Trombe alternera maintenant entre vos deux armes lorsque vous utilisez deux armes.
  • Correction d'un bug qui vous permettait de continuer à posséder la classe d'armure après l'utilisation de Berserk.
Modifications
  • Nous avons fait maintenant la moyenne de la vitesse de vos deux armes lorsque vous faites des attaques à deux mains : Frénésie, Dragon Claw, A deux mains, etc.
  • Dragon Tail possède maintenant un bonus en attaque.
  • Résistance Moindre, Conviction et Augmente les Blessures n'affectent plus les immunités.

Patch 1.47​

La mise à jour se fait en se connectant directement à Battle.net et est réservée aux beta testeurs de Lord of Destruction.

Ce patch n'a été effectif que pendant quelques heures. Le patch 1.48 a été rapidement disponible. Celui-ci contient d'ailleurs les changements corrects apportés par la version 1.47. A titre indicatif, j'indique quand même, en anglais, les changements que contenaient le descriptif de cette version.

Changements apportés
  • Crushing blow not affected by negative physical resistance
  • Changed +rate items (fast, faster, fastest) to display as x% faster
  • Changed deadly strike on highlord's wrath unique ring to 0.375%/lvl deadly strike
  • Changed wizardspike unique bone knife to 75% resist all
  • Changed laying of hand's set bramble mitts to 50% fire resist instead of 50% fire absorb and 250% damage to demons
  • Changed bonus for runes with + to max resists to 5%
  • Increased prices for circlets and coronets
  • Fixed bug were expert's/veteran's/master's prefixes were swapped with sounding/resonant/echoing prefixes
  • Changed items with pierce to use their pierce value as a percentage instead of as a level in the skill
  • Fixed bug which allowed spells cast while wearing items of piercing to have piercing
  • Changed the piercing value for certain uniques with pierce (Kuko Shakaku, Buriza-Do Kuyanon, Demon Machine, Razor Tail)
  • Fixed bug where you were allowed to multi-buy rejuv potions in stores
  • Adjusted armor, blocking, durability for elite paladin shields (these were less than the exceptional versions)
  • Increased range of glorious axe by one
  • Split rune words table into server and client versions
  • Added code to give warning if server version of rune words data files are found in release client build
  • Fixed problem with runewords being generated short
  • Throwing weapon durability is lost at 1/3 rate when used in melee
  • Changed prices on rejuv and full rejuv potions
  • Increased number of runeword properties to 7
  • Fixed bug where single skill bonuses didn't stack properly
  • Lowered costs for recharging items
  • Fixed bug where variable costs for armor types wasn't being calculated properly
  • Fixed crash introduced in 06/03/01 with respect to swapping out charged items/repairing them at stores
  • Enabled sockets on certain items, increase sockets potential on others
  • Revamped rune words
Major Bugs
  • Addressed certain duping issues when entering and leaving games.
Minor Bugs
  • Fixed display for rate modifiers (fast, faster, fastest).
  • Added missing "crimson" affix with adds +5-10 fire resistance.
  • Fixed a bug where quests and horadric cube recipes could generate items with too many sockets.

Patch 1.48​

La mise à jour se fait en se connectant directement à Battle.net et est réservée aux beta testeurs de Lord of Destruction.

Changements apportés aux compétences

Sorcière
  • Augmentation des dégâts par niveau de Souffle de Glace.
  • Augmentation des dégâts par niveau de Boule de Feu.
  • Augmentation des dégâts par niveau de Foudre.
  • Augmentation des dégâts par niveau de Nova.
  • Augmentation des dégâts par niveau de Epieu de Glace.
Druide
  • Werebear a été modifié pour donner 50% de points de vie en plus (et non plus 100%).
  • Maul donne maintenant 20% de bonus en dégâts par charge et non plus 25%. Le temps de l'étourdissement a été raccourci et le bonus d'attaque est de 3% en plus, 3% par niveau (et non pas +20%, 10% par niveau).
  • Augmentation des dégâts de Fire Claws (+8 par niveau jusqu'au level 9 - c'était +6).
  • Le bonus en dégâts de Fury a changé : +50% de dégâts, 5% par niveau (et non pas 100%, 17% par niveau).
Paladin
  • Augmentation du bonus de blocage pour Bouclier Sacré.
  • Augmentation des dégâts du Poing du Paradis.
Modifications
  • La durabilité des armes de la classe des Griffes est maintenant doublée (cela n'affecte pas les objets existants).
  • Ajustement du niveau requis pour toutes les armes de la classe des griffes.
  • Ajustement des dégâts pour les armes Elites.
  • Ajustement du niveau des préfixes-suffixes pour les baguettes, bâtons et orbes (les objets de haut niveau ont de meilleurs attributs magiques).
  • Augmentation des chances d'obtenir des préfixes-suffixes améliorant les dégâts sur les armes.
  • Augmentation des chances d'obtenir des préfixes-suffixes améliorant le niveau d'attaque sur les armes.
  • Augmentation des chances d'obtenir des suffixes apportant des dégâts magiques sur les armes.
  • Augmentation des chances d'obtenir des suffixes-préfixes améliorant la classe d'armure sur les armures.
  • Augmentation du niveau et des dégâts pour certains préfixes-suffixes de haut niveaux faisant des dégâts magiques.
  • Ajustement de la rareté des préfixes-suffixes pour divers objets.
  • Diminution de la valeur pour les bonus en dégâts max. et min. pour les charms (ceci n'affecte pas les objets existants).
  • Augmentation de la valeur pour le bonus permettant de trouver facilement de l'or pour les charms et les bijoux (ceci n'affecte pas les objets existants).
  • Augmentation des attributs de plusieurs préfixes-suffixes pour les bijoux (ceci n'affecte pas les objets existants).
  • Augmentation des chances de trouver des préfixes-suffixes supplémentaires pour les armes de jet.
  • Augmentation de la fréquence des bijoux dans les drops des monstres.
  • Le sort Dame de Fer du nécromancien n'apparaît plus comme charge pour les objets.
  • Augmentation du bonus en résistance pour les runes Tal, Ral, Ort et Thul lorsqu'elles sont serties dans des boucliers (5%).
  • Augmentation du bonus en résistance pour la rune Um lorsqu'elle est sertie dans un bouclier (2%).
  • Augmentation du bonus en résistance pour la rune Um lorsqu'elle est sertie dans un casque ou une armure (5%).
  • Changements du bonus pour les runes avec 5% de bonus en plus pour les résistances.
  • Amélioration des mots runiques.
  • Ajustement de la fréquence des runes dans les drops.
  • Suppression de plusieurs préfixes-suffixes de corps à corps pour les orbes.
  • Changement au niveau d'Izual qui est maintenant capable de droper des objets.
  • Changements au niveau de l'envoûtement de Charsi qui donnera toujours des bonus aux compétences pour les objets qui peuvent en avoir.
  • Les objets vendus aux boutiques ont le même prix que si ils étaient complètement réparés.
  • Diminution des prix pour les objets avec un bonus de 2 ou 3 à une compétence.
  • Diminution des prix pour les objets à charges.
  • Suppression des potions à lancer dans les boutiques.
  • Augmentation des prix pour les circlets et les coronets.
  • Les monstres uniques ayant le sort Téléport se soignent maintenant d'un nombre de points de vie fixe.
  • Coup Cinglant possède la moitié de son efficacité pour les arcs.
  • Coup Cinglant est affecté par la résistance physique.
  • Diminution du coût pour la résurrection des mercenaires.
  • Changements au niveau de la vitesse des joueurs. (Applied diminishing returns on player velocity).
  • Augmentation des chances de trouver des objets uniques et de set.
  • Augmentation légère de la fréquence de drop des objets pour les joueurs ne faisant pas partie de votre groupe dans un jeu.
  • Diminution des prix des paris en fonction de votre niveau.
  • Changements des prix pour les potions de rajeunissement.
  • Ajout d'emplacements potentiels pour les boucliers Troll Nest et Blade Barrier.
  • Mise en fonction d'emplacements sur certains objets, augmentation du nombre d'emplacements pour d'autres.
  • Augmentation de la chance de bloquer du Grim Shield.
  • Augmentation de la défense pour les boucliers Elites.
  • Augmentation de la défense pour le Bone Visage (casque).
  • Changement au niveau du bonus en vitesse de certains objets pour afficher x% de fois plus rapide au lieu de fast, faster, fastest.
  • Ajustement de l'armure, de la chance de bloquer et de la durabilité pour les boucliers Elites du paladin.
  • La durabilité des armes de jet est diminuée de 1/3 lors du combat au corps à corps.
  • Les préfixes-suffixes +2 à toutes les compétences peuvent apparaître sur les amulettes rares.
  • Augmentation de la portée du Glorious Axe.
  • Changements au niveau des objets perçants afin d'utiliser cet attribut comme un pourcentage au lieu d'un niveau de la compétence Percer.
  • Changements de la valeur de certains objets perçants (Kuko Shakaku, Buriza-Do Kuyanon, Demon Machine, Razor Tail).
  • Changements au niveau du Wizardspike : 75% à toutes les résistances.
  • L'objet de set Naj's Puzzle possède maintenant 69 charges de téléportation.
  • Ajout d'un son pour le transfert des potions dans la ceinture.
  • Ajout de préfixes-suffixes faisant des dégâts magiques pour les charms.
  • Ajustement de la difficulté pour Baal dans les niveaux de difficulté supérieurs.
  • Impossibilité d'obtenir des crédits pour les anciennes quêtes à moins que le niveau soit plus grand ou égale à 20 * le niveau de difficulté. Ce niveau de difficulté est de 1 pour le mode normal, 2 pour le mode Cauchemar et 3 pour le mode Enfer.
  • Nous avons maintenant ajuster la vitesse des deux armes lorsque vous combattez avec une arme dans chaque main pour Frenzy, Double Swing, Dragon Claw, etc...
  • Résistance Moindre, Conviction et Augmente les Blessures n'affectent plus les immunités.
  • Les Crafted Items ne sont plus générés avec des préfixes-suffixes disponibles pour les objets magiques uniquement.
Bugs Majeurs
  • Correction de certains problèmes de dupe lorsque l'on entre ou sort d'une partie.
  • Correction d'un bug permettant aux joueurs d'utiliser des objets à charger gratuitement si vous le répariez pendant qu'il était dans un emplacement pour une arme inactif.
  • Correction de problèmes au niveau de la conversion de personnages de la version 1.49 à 1.47.
Bugs Mineurs
  • Correction de l'affichage au niveau de la vitesse (Fast, Faster, Fastest).
  • Ajout d'un préfixe-suffixe manquant "crimson" qui ajoute 5-10 à la résistance au feu.
  • Correction d'un bug où les quêtes et les formules du Cube Horadrim pouvaient générer des objets avec trop d'emplacements.
  • Correction d'un bug où les préfixes expert'/veteran's/master's échangé avec les préfixes sounding/resonant/echoing.
  • Correction d'un bug qui permettait aux sorts qui transpercent de fonctionner correctement lorsque l'on portait des objets qui transpercent.
  • Correction d'un bug où un bonus à une seule compétence ne s'empilait pas correctement.
  • Correction d'un bug où différents coûts pour les types d'armure n'étaient pas calculés correctement.
  • Correction d'un bug où vous étiez capables d'acheter en même temps plusieurs potions de rajeunissement dans les boutiques.
 
Some good information here! You pretty much came to a similar conclusion I did years ago when I looked into this. Both 1.07 and 1.08 are both beta patches basically, with 1.07 being pressed to discs to get them ready by a deadline, and 1.08 being the latest they currently had when the discs hit the shelves. Neither were really intended to be played, as they clearly were riddled with problems and balance issues they worked very hard to address ASAP via 1.09. As it was mentioned, the actual beta builds used internal version monikers ranging likely from 1.00 (1.07.00) up until 1.48 (1.07.48) when they advanced the major version to 1.08. Both 1.07 and 1.08 closely represent two of these monikers, 1.44 and 1.48 respectively.

First, we know 1.07 retail does not include any of the changes found in 1.45 or later. The build date of 1.07 (5/8 for everything but D2Client.dll which has 5/15) also precludes the date 1.45 was released (5/24) and the screenshots of it. We also know it can't be 1.43, because based on screenshots from beta testers, 1.44 was the current live patch as early as 5/12. These two bits of information led me to conclude years ago that 1.07 was in fact, 1.44. There appear to be no screenshots or reports mentioning 1.42/1.43 anywhere, and the discs had 1.41 on them, so we can conclude they sent the discs to be made, and by the time they actually booted up the servers, they were likely running 1.44, which was likely built sometime between 5/5 and 5/8. 1.42/1.43 would have been built between 4/22 and 5/5, as we have the files for 1.41 which show a build date of 4/21. So the date of 4/18 for 1.44 mentioned by JudgeHype is way wrong, although the other patch dates (1.45-1.48) appear correct and line up with beta reports everywhere else. 1.07 is therefore likely a build of 1.44 from 5/8 with only a few slight fixes/changes to D2Client (5/15) and should thus be nearly identical.

Second, 1.08 is approximately the same as 1.48 in terms of patch notes, however the version ran on the servers had a few key differences. The "1.09 Runewords" were actually introduced in 1.47, but likely left out of single player purposely either to encourage people to discover them, or if they had posted the list online, to withhold content to incentivize online play upon release. We know for certain that there was a separate version of the cube recipe text called "CubeServer.txt" for battle.net, and allegedly it didn't have the ability to disable recipes explicitly so they simply added 1 to the number of inputs for all the class crafts. As a result, they continued to work online but required any extra item, so the greater recipes which took a 2x4 item and 4 1x1 ingredients would not be possible, as it would register it as the lesser version. There are even screenshots of crafted class rings with +1 paladin skills/Cannot be frozen existing on the official realms during 1.08. 1.08 has a build date of 6/19, about a week before release but after 1.48. It seems they fixed (broke) things like magic find, which on the realms during 1.08 still worked like 1.07, with easy to hit breakpoints. So the realms likely ran a 1.48 version of D2Game.dll with the 1.48 patch MPQ, but the clients had the 1.08 retail.

Another interesting thing to note is that on battle.net, in Act 5 Deckard Cain appears near the waypoint instead of the well. This is also the case with the 1.41 data files but NOT retail 1.07. This further proves my point that Battle.net, EVEN to this day, after 20+ years, has files from the beta/older versions. They most likely simply copied over files rather than deleting them, which left a few relics like this in. D2R does not have this quirk, it uses the newer version in 1.07 Retail.

Using that link you posted, I was also able to find a copy of the 1.46 patch notes someone posted. Sadly I scoured the site and didn't find anything else. But here's a copy for posterity.

--------------------------------------------------------------------------
Diablo II Version History
--------------------------------------------------------------------------
- Patch 1.46
--------------------------------------------------------------------------

Skill Balance Changes

Druid
- Increased the delay between the times that Hurricane does damage.
- (Increased the radius for Armageddon's damage and increased the delay between
missiles. Didn't make it into the Beta build.)

Assassin
- Dragon Tail does not cost mana or knockback when it misses.

Sorceress
- Made sure that Thunderstorm hits.
- Static Field is no longer affected by Conviction and Lower Resist. Also, it
will not take a monster below 33% health in Nightmare (50% in Hell).
- Increased Frozen Orb damage.
- Cold Mastery will not affect cold immune monsters.

Amazon
- Fixed the bug that added javelin damage to Lightning Fury, and made the graphics
simpler for the lightning.

Necromancer
- The hitpoints for a Revived monster no longer reflect the number of players in
the game.

Barbarian
- Whirlwind will now alternate between two weapons when you use two weapons.
- Fixed the bug which would allow you to still have armorclass after using Berserk.

Modifications

We now average the speed of your two weapons when you do two-handed attacks - Frenzy,
Double Swing, Dragon Claw, etc...

Dragon Tail now has an attack bonus.

Lower Resist, Conviction and Amplify Damage don't affect immunities.
--------------------------------------------------------------------------

Anyway, to conclude I'd take the patch notes from JudgeHype with a grain of salt. I'm pretty sure the beta test was held only in the USA and in English, so the notes posted there were likely rewritten into French by whoever saw the original, and thus they seemed to have made a few errors, but thankfully they did get most of the dates right. Sadly we don't have many sources of the patch notes online, it appears no one bothered to back up the files. I recall years back finding the original English version somewhere but it's gone now. Also, JudgeHype mentions 1.44 patch notes, those are all inclusive of changes made since 1.06, NOT changes made between 1.41 and 1.44. They simply lumped all changes made in LoD as "since 1.06" which is an incorrect translation by them.
 
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Some additional info because I felt the previous post was getting too long. We know there were many patches prior to 1.41 even. From the string text files accidentally included in the battle.net beta, we have this:
Code:
//Additions after 1.29
x, strCannotConvertChar, "Unable to access file. Cannot convert character."

EskillPerBlade, strSkillPerBlade, " per blade"

//this is just a change of strGemPlace1 from English.txt adding the word "Items"
ExInsertSockets, strExInsertSockets, "Can be Inserted into Socketed Items"
(...)
At the top of this file, it mentions 1.29. Additionally, we can see in these text files that all the elite uniques were originally there except Constricting Ring, which was added later on, but of course it was only enabled for a short time, being disabled after 1.41.

Regarding your interest in playing 1.08 and if you should seriously play 1.07-1.08. They are interesting patches, though I would particularly consider 1.08 to be painful and not very fun. They fixed all the useful bugs that were in 1.07 as well as the juicy crafting, but didn't fix the worst bugs like bosses dropping their normal TC instead of nightmare/hell, magic find not working etc. I've played it myself and it's very painful and slow, you will be stuck with magic items until hell and then have to rely on crafts. Thankfully 1.08 still had decent crafting at least.

I generally recommend 1.07 over 1.08, as they are both beta smelling anyway so you might as well go with the buggier one as neither feels very legit. In a way I'm glad they had to meet that deadline and released the game with 1.07 instead of 1.09, because it lets us get a glimpse into a different mindset of the development of LoD. Powercreep became a real problem, the elite uniques in 1.07, 1.08 buffing elite bases, 1.09 buffing most uniques, 1.10 etc. so the further back you go the closer the game gets to 1.06, and not just literally code wise, but they seemed to have started off keeping the game similar in design with d2 originally. My theory here is that as Brevik said, they started developing LoD in 1999 when they were told the deadline to release D2 was xmas 1999, then when given an extension they put it on the back burner and after release, most of the original team moved on to D3/Starblo, the LoD team then picked up where they left off in 1999, which means the older expansion (pre 1.09) largely still had ideas, item stats, skills etc. that were based off the older Brevik design, consistent with pre-LoD.

Thusly, even if they are betas, they are a very important part of D2's history, not just for grinding the sweet items, but seeing the game through an entirely different design perspective. One which they clearly steered away from as LoD's development progressed.
 
@galaxyhaxz Thanks for the detailed reply, I'm happy you can add additional context and information to these sorts of things.

I did see somewhere in the French website that the person may have mentioned something about them translating it, so I'm pretty sure you are right about that. Although as you said, most of the original notes have been lost so I wanted to bring a copy of the French documentation in here as an additional backup (even if it's a translation of the original English), and then we can cross compare it with what we currently do know and have, and yea, take everything with a grain of salt. This is Diablo II Archeology lol.

As for 1.07 or 1.08, I've been thinking about these patches for many years at this point, and played a little of 1.07, and I Matted a Sorc on it a few years ago, and got a Zon and a Paly to NM. It definitely is a rough patch. Although my interpretation of it is a bit different than yours so I suppose that allows me to enjoy it a bit more (or attempt to enjoy it). It's like I mentioned in my Singling patch notes, if we look at 1.07 and 1.08 from the lens of pre-LOD (and not 1.09/1.10), then not having the ability to target farm bosses makes sense due to those specialized TCs not yet existing. Runewords are basically not in the game as well which I do believe they ruined the itemization in a lot of ways, this is why in my Succulent mod, I actually deleted all Runewords in the 1.09b files and I only kept the Runes as components for gear modification and enhancement. I'm actually pondering with the idea of removing the TCs of all act bosses in Succulent 1.09b so it forces people to actually explore the game world for gear and not just run the same spots over and over again (although you can always run some random spot over and over again anyways). Since pre-LOD and 1.07/1.08 also have the same design, I always just run around and explore different areas of the game depending on my mood, and just see what drops I guess lol. This is definitely not fun for everyone, but I'm finding enjoyment in the minimalism. Also the major thing for me is that 1.08 actually has a complete TC. I don't really need MF or anything like that, but I don't necessarily want to do rack runs, and I just want to be able to run around, kill stuff, and have the probability from the RNG system itself to drop a particular item. Unfortunately 1.07 has an incomplete TC system with stuff above TC 66 not dropping, so we are forced to do rack runs. That's kinda the thing that turns me off about it, even though 1.07 actually has a lot of cool stuff about it... if I did play 1.07, I would love to get one of those insane crafted blood bows, and then get it to have CB given that CB isn't affected by physical resistance, and works with no penalty on bows. If you wanna absolutely wreck the game, I think 1.07 is the better option. For me, I want to try to remake some of my chars again from the past few years in 1.08 and go through the whole NM/Hell physical immunity insanity, and I'm also really happy to have all of the crafts activated, and the chance for a deadly belt ;D. There are basically just some stuff in 1.08 that can only happen in that patch, so 1.08 ends up being in a very interesting spot historically where depending on what you are looking for, you could get a pretty interesting experience with the game. And you are right about only finding magic items (or not as many of the other stuff), but then again, given I've been playing 1.05b for a while as my main patch, finding almost nothing and being starved for resources is a pre-LOD design, thus that pretty much feels like the exact same style just continued until 1.08. 1.09 was when they really changed things up as a last hoorah before that 2 year hiatis... and then after that it was just a final mega bomb for 1.10 and then that was the end of Blizzard North as we know it. It's kinda crazy all of this happened, but I'm happy that we have all of these options to explore. I wonder how many more things we have yet to discover?
 
most of the original notes have been lost so I wanted to bring a copy of the French documentation in here as an additional backup
Yep, by all means I agree. I'm not saying the French version is bad to have, just that they clearly made a few typos in it such as when they wrote "1.49 -> 1.47" lol. But yeah it's good to have them backed up in more places in case that site ever goes down. I should have the original English version of the notes backed up somewhere, I'll go through my files tonight and try to find them.
then not having the ability to target farm bosses makes sense due to those specialized TCs not yet existing
Something to mention here is that the TCs technically do exist. 1.07 is when they revamped the TCs and beefed up boss drops, added special chances to everything etc. It's just that 1.07/1.08 specifically use the normal TC for bosses by accident instead of the higher versions, but they still have the increased drop odds, which allows you to force bosses to drop uniques in 1.07 (and rares in 1.08). 1.09 fixed this bug so act bosses finally drop their proper difficulty, and also changed the way MF worked. Another thing is that in 1.07-8 council members drop up to 4 items and uniques drop 2 items on nightmare and many rejuvs on hell, all of this was nerfed in 1.09.
Unfortunately 1.07 has an incomplete TC system with stuff above TC 66 not dropping
This used to put me off from 1.07 too, years ago on the old incgamers forums I rationalized to myself that 1.08 was the better patch and played that instead, and then after weeks of mind numbingly beating hell baal with an assassin and not getting so much as a single unique or set item, I had to rely on crafting weapons (which at least work with all base types). But this got so boring so quickly. The thing is, the broken TC isn't actually that big of a deal in 1.07. Why? Because most elite uniques didn't exist yet, only a very small handful. Most end-game items are the exceptional uniques, which can drop. So when considering this, finding things like Harlequin Crest, Vipermagi, Goldstrike Arch, Valk, Vgaze, Wizzy etc. are much easier due to working MF. So MOST good uniques can drop. Pretty much the only thing you have to bother racking is Arkaine's Valor. While 1.08 does have a fixed TC, finding a Valor will be extremely difficult. You mentioned being able to play in random areas of the game. 1.07 caps out at TC66 in early hell, which means nearly all of the best items drop anywhere in hell, but in 1.08 the TC extends to 90 and heavily leans towards late hell, so to find the best items, you are pretty much stuck in the cow level or the tail end of act 5. In this regard, 1.07 actually has more options, since again, there are very few uniques/sets above TC66 and most items have a lower qlvl so they drop in more areas of hell, and since the best items are crafts anyway, you can just shop or quickly rack elite bases and use the same base to craft over and over.

The only real reason to play 1.08 imo is maybe one time to experience it, or to bring characters forward to take a shot at certain cube recipes, before permanently moving them into 1.09 or 1.10. It's just all-around a broken and sorry patch to play. 1.07 is more enjoyable by nearly every metric, even challenge as it has teleport-healing bosses (like pre LoD) and triple immunities.

1.08 does have one advantage though. There is no global physical resist in the game. It goes like this:
1.07 -> 50% global physical resist in hell for classic and LoD
1.08 -> No global physical resist
1.09 -> 50% global physical resist in hell for LoD only
 
Hmm, you have made some solid arguments and have convinced me to finally start and settle on 1.07 (which I also already implemented the players command for as well.. and it would be interesting having p8 hell cows on 1.07 given the whole CB not being nerfed situation.. I can imagine that getting to lvl 99 might possibly be even easier than 1.09 but I don't know if there have been any exp balance changes between 1.07 and 1.09). I also remember carefully implementing the players command on 1.07 (in addition to the other versions) and noticed that the code for getting player count for item generation and monster generation was a bit different, since 1.07 actually has an additional code path for additional party experience which was also introduced in 1.07. I had to make sure to not implement my players command fix for that code path cause then you could get additional experience in a LAN game most likely lol. But yea from my notes, I only implemented players the same as the other versions, just for the monster generation codepath (hp, exp, etc) and the item reward part (like opening a chest or killing a monster), so my players command implementation should be good and still feel "legit". If there was an issue with it, I'll definitely correct that.

Now regarding the global resistances, from my understanding and from reading the 1.09 patch notes, we have the following:

Modifications - Lord of Destruction
Removed global Physical Resistance from Nightmare difficulty games.

Diablo II Classic Improvements/Changes
Removed global Physical Resistance for monsters in Hell difficulty in Diablo II Standard.

That would indicate to me the following (although I haven't looked at the MonStats.txt file):
  • 1.07
    • Classic
      • No global physical resistance in Norm, NM. Only in Hell.
    • LOD
      • No global physical resistance in Norm. Only in NM and Hell.
  • 1.08
    • Classic
      • No global physical resistance in Norm, NM. Only in Hell.
    • LOD
      • No global physical resistance in Norm. Only in NM and Hell.
  • 1.09
    • Classic
      • No global physical resistance in Norm, NM, and Hell.
    • LOD
      • No global physical resistance in Norm, and NM. Only in Hell.
But now that you are mentioning it, I think something in here is wrong lol. I know I've definitely felt a big increase in difficult for melee chars in 1.08 when starting NM, so I can definitely feel that global physical resistance in NM.

Anyways, I'm excited to have been convinced to start and settle on 1.07, I've been internally wanting to do that for a while but couldn't get myself to actually jump into it. I suppose now I can start trying to enjoy chipped gems, the crazy dmg charms, full rejuv bug, the insane crafts, and all of that good stuff. @Manny It seems I'll need to restart that Paladin yet again! Hopefully for the last time for now lol.
 
I'm 100% confident in the information I posted about the global physical resist, as I tested empirically in game a few months ago when someone mentioned that the global physical resist still existed in 1.09. I tested both by looking at what the text files said, then modifying them to see if the game added further resist, and can say 1.08 does not have any global resist whatsoever. 1.07 and 1.09 only have it in hell. The patch notes are wrong again, likely referring to realm-specific changes, as the patch notes also mention things like how they fixed the disabled craft recipes in 1.09, which in 1.08 ONLY worked online due to a bug, they never worked in single player.

Here are some concrete figures as to what your odds look like getting a few elite uniques in 1.08.

MonsterItemPatchOdds
Pindleskin (0% MF)Windforce1.08322,658
Pindleskin (0% MF)Arkaine's Valor1.08438,726
Pindleskin (0% MF)Windforce1.0999,341
Pindleskin (0% MF)Arkaine's Valor1.09132,772
Pindleskin (0% MF)Windforce1.1051,674
Pindleskin (0% MF)Arkaine's Valor1.1043,249
Baal (0% MF)Tyrael's Might1.10409,739
Baal (31% MF)Tyrael's Might1.10322,573

While 1.08 does have a fixed TC, bosses do not which means super uniques become the best targets, so I used Pindleskin as our main target. As you can see, the chances are absolutely abysmal, not only because magic find doesn't help, but they also drop only one item, the two-item TC wasn't added until 1.09. You can see how the odds are similar to getting a Tyrael's might with little to no magic find in 1.10 from Baal--the Best target for it in the entire game. That's HOW rare they are in 1.08, and you cannot boost your odds unless you do the souls trick to get insane amounts of MF to force uniques. If you did 1,000 pindleskin runs a day in 1.08, it would take you about a year of gameplay on average to get both windforce and valor to drop normally. In 1.07, you can rack most elite uniques in a few days or weeks depending on how much time you spend.

So again, the only enticing items that can drop with the fixed TC have such a low chance you probably aren't going to see them anyway. Back in 2017 I did Icy Cellar runs for 10 hours a day for ONE month in 1.08, I found a few elite sets and one elite unique. I then ran a bot and it took two months of 16 hours a day non stop to find a windforce, and it would take even longer for Valor.

TLDR because there are so few elite uniques and exceptional uniques drop basically anywhere in hell, 1.07 is the way to go. Since crafts beat out magics/rares by a mile and you can shop elite bases in 1.07, you might as well craft with those and play random areas for exceptional uniques, or the cow level for the few elite uniques that can drop in 1.07 (I've seen both Harlequin crest and wizzy from cows).
 
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This is all super interesting to me and has the added benefit of making me really glad I chose 1.07 as my second home when I’m not playing 1.09b! Thank you @galaxyhaxz!
 
@fearedbliss ,

Thanks for the mention in your write-up. I’m glad the ISOs have gained some attention over the years.

Those CDs really needed to be preserved, as no one had properly dumped them for historical purposes. GalaxyHaxz’s effort to crack the discs and make the beta versions playable again was incredible, it was amazing to see what came of all of this, and people taking notice of the early history of Diablo 2.
 
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Hey @ChickenBuckets, long time no see and welcome to the forum! It’s been a few years since we last spoke back when I had the Cactus Discord channel. Hopefully you and your family are doing well.

Yea I’m also happy that our preservation efforts have been successful <3.
 
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