1.11 Release Notes

hirelings confirmed

act I hell merc goes to 83 with my clvl84 meteorb
and is only 74 with skellemancer clvl 75

the end of leveling up act II mercs, haha, Ive been thinking about replacing my holy freeze with a might ... now I have the oppertunity
 
Nazdakka said:
Question: Is the Merc hiring change complete in 1.11 SP? In the notes it says that they've made it so that the levels of available hirlings increase with clvl, can we confirm that that change is made?

Yes it is. Check it Here.

edit pwned, but to be clear, this is Act 1 Normal with a lvl 92 Mat.
 
in single player can u get to the new bosses, get the eye/key etc etc that i seen earlier in posts? i dont know anything about it or the new uniques/rune words


has anyone checked cow levels?
 
Seomeone reported in battle.net forum that in SP Hell Countess dropped Key of Terror...

I think is bull****ting, but if someone can do a fast Countess Run in hell and check...
 
Sophitia said:
Seomeone reported in battle.net forum that in SP Hell Countess dropped Key of Terror...

I think is bull****ting, but if someone can do a fast Countess Run in hell and check...

RTB said this may be possible
 
According to RTB, it seems that the keys can drop in SP and the portal recipe will work. Which would be wonderful, but needs to be tested. Cheers!

Edit: slow as usual.
 
im still confused on all of this, how does it work? where do you find the keys n stuff? arrrghgggg!!!!!

im having a spaz attack.
 
Sophitia said:
Seomeone reported in battle.net forum that in SP Hell Countess dropped Key of Terror...

I think is bull****ting, but if someone can do a fast Countess Run in hell and check...


I did several during lunch and nothing fancy dropped, but I would hope that it wouldn't be a drop every time thing. Also I trust RTB, maybe I'll have to do several hundred of Countess tonight.

On second thought, I'll see what news appears over the next few hours. bnet should go back online in just a half hour and as much as many attitudes there bug me, I can't compete in one night or even a month with the thousands that will go at it quickly. The good news, most loaders/bots/hacks appears to be disabled, at least for the moment.

@ScienceGuy Relax, Spaz attacks can't be good for your health or the health of those around you. It will take some time to figure it all out in SP, bnet could be worse, remember they went after 23 runewords for months without finding a single one. If you want to help, running countess would be a great place to start.
 
Heh, seems you guys found the 1.11 change notes for bnet only, here is the version for sp:

--------------------------------------------------------------------------
Diablo II Version History
--------------------------------------------------------------------------
- Patch 1.11 (For single player only)
--------------------------------------------------------------------------
Code:
                     /"\
                    |\./|
                    |   |
                    |   |
                    |>~<|
                    |   |
                 /'\|   |/'\..
             /~\|   |   |   | \
            |   =[@]=   |   |  \
            |   |   |   |   |   \
            | ~   ~   ~   ~ |`   )
            |                   /
             \                 /
              \               /
               \    _____    /
                |--//''`\--|
                | (( +==)) |
                |--\_|_//--|
--------------------------------------------------------------------------
 
Is RTB any relation to Noah Webster? :D Still kinda new here, wasn't sure who/what this RTB concept might be.
 
Hellfire Torch
Large Charm
+0-6 random class skills
+10-20 all stats
+10-20 resist all
+8 light radius
25% chance to cast level 10 firestorm when striking
level 30 hydra (10 charges)

Does anyone know if the +0-6 Random Class Skills is like +0-6 to say Paladin Skill Levels or +0-6 To Any Class Skill (ie +0-6 to Zeal, kinda like Ormus is)
 
Cormallon, the gloam bug wasn't caused by bad info in the text files, it was a bug in the dlls that made them read the text files wrongly. So we can't tell if it has been fixed just by looking at them (they didn't need to change).

However, RTB has mentioned that most of the dlls have not changed at all, which is not optimistic.
 
GodofWar said:
Hellfire Torch
Large Charm
+0-6 random class skills
+10-20 all stats
+10-20 resist all
+8 light radius
25% chance to cast level 10 firestorm when striking
level 30 hydra (10 charges)

Does anyone know if the +0-6 Random Class Skills is like +0-6 to say Paladin Skill Levels or +0-6 To Any Class Skill (ie +0-6 to Zeal, kinda like Ormus is)

It's for classes. ie, barbarian, paladin, ect ect.
 
I think it's : Kill any unique/superunique monster and he might drop stuff like that which is more true.

The guy on Battle.net must've found it by accident or been lucky.
 
To those that seem disappointed:

Well, why are you disappointed? From what we know until now, we got what most people here wanted. FE seems fixed, some other stuff too (like those azurewrath or whatever it was aura in german versions), most likely the gloams damage, too. We got the realms runewords (but not the ladder only ones). Making a mod for the ladder runewords is more easy than before since we don't have to invent the effects ourselves, we just have to switch one single flag in the runeword file. Most people thought those runewords overpowered anyways. Having about half that number looks like a good mix.

We did NOT get all kinds of skills changes, like many feared. The synergy bug got fixed, but using that has always been a bit of a question here. All builds not depending on charge synergies will most likely work as before. All items will most likely stay as they were before. It seems we even got these new areas, with the two more cube recipes.

Nothing disastrous happened, and as I read in former speculative threads a lot of people thought 1.10 was good and didn't need lots of improvements. If we don't detect any serious new bug, I'll be happy with this patch.

Thrugg said:
Cormallon, the gloam bug wasn't caused by bad info in the text files, it was a bug in the dlls that made them read the text files wrongly. So we can't tell if it has been fixed just by looking at them (they didn't need to change).
Oh, I always thought two columns got mixed up in the txt file... thanks for the correction.
 
Okay, I was wrong. I really didn't believe we would be getting the new patch any time soon. It also looks like it isn't really all that exciting. But, I got my FE bug fix, so perhaps it is time to go full-time HC. I'm still going to restart, just because I like the whole clean slate thing, but I may wait a bit for the sake of my tourney characters.

I like the merc level thing as well. It allows you to change your mind later on without suffering either a merc skill level penalty or the level up from ~10 --> 85 penalty.

I will admit I'm a little peeved that a bunch of the runewords didn't make it to SP. It's not that I really feel that I need the runewords, it's just that if feels like Blizz is giving SPers the finger. Given their attitude towards SP, I seriously doubt I will by buying D3 if it comes out, even if it has a SP mode.

- Transmuting an ethereal item now retains the ethereal stats bonuses.
Just to clarify, does this mean that the upgrade recipes for armor have been fixed? Does this mean you can craft ethereal items?

ElVingador said:
Peace
Boneweave
'ShaelThulAmn'
Defense: 503
Durability: 28 of 45
Required Strength: 158
Required Level: 47
Item Version: 1.10 Expansion
Item Level: 83
Fingerprint: 0x3734152c
Cold Resist +30%
Attacker Takes Damage of 14
+2 to Amazon Skill Levels
+2 to Critical Strike
20% Faster Hit Recovery
2% Chance to cast Level 15 Valkyrie on striking
4% Chance to cast Level 5 Slow Missiles when struck
Socketed (3: 3 used)
I see some potential here. This could allow a Fendazon to have a Valk and some +skills, and avoid that darn Fend bug.

Edit: Oh, and it looks my debate of whether or not to use the synergy bug when I build my bonemancer has been decided for me. I'm actually glad. I definitely thought it was cheesy, but the powergamer in me had trouble avoiding such a juicy advantage.
 
.

Other than builds exploiting charges for synergies (ie. marrowalk), is there any reason at all NOT to get the 1.11 patch?
 
NSXdreamer said:
Heh, seems you guys found the 1.11 change notes for bnet only, here is the version for sp:

--------------------------------------------------------------------------
Diablo II Version History
--------------------------------------------------------------------------
- Patch 1.11 (For single player only)
--------------------------------------------------------------------------
Code:
                     /"\
                    |\./|
                    |   |
                    |   |
                    |>~<|
                    |   |
                 /'\|   |/'\..
             /~\|   |   |   | \
            |   =[@]=   |   |  \
            |   |   |   |   |   \
            | ~   ~   ~   ~ |`   )
            |                   /
             \                 /
              \               /
               \    _____    /
                |--//''`\--|
                | (( +==)) |
                |--\_|_//--|
--------------------------------------------------------------------------
Not sure if I should :lol: or :( at that.

I guess I'll take the FE fix and

"wind". :rolleyes:
 
The Countess just dropped a Key of Terror. It takes up 2 inventory spaces, just like a Large Charm. If anyone wants a screenshot, just give me his/her e-mail address.
 
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