Stay awhile and listen!


Are you looking for a challenge?
Ready for end-game location?

Are you prepared for new monsters and monster abilities?
Dead Brain

Are you ready for new crafting system?
Crafting ingredients

Are you willing to taste darkness?
Darkness

As soon as you are, download and enjoy
Diablo 2: Is Alive Mod - Delta (29.6.2014)


Change list:


Monster changes:

  • Over 80 common monters added (with improved abilities)
  • Superunique monsters empowered
  • Some superunique monsters added
  • Act bosses empowered
  • New 'superbosses' created (special abilities)
  • Generally - monster are way more dangerous

Level changes:

  • 3 new locations to act 2 added
  • Created end-game dungeon - Hell Realm (contains 16 levels, increasing difficulty per level)

Item changes:

  • New crafting system created
  • Magic Essences created (absorb magic items)
  • Rare Essences added (absorb rare items)
  • Magic Jewelary Essences added (absorb amulets, rings, charms, jewels)
  • Most Powerful Essences added (absorb unique and set items)
  • Created scrolls and gems, which help you crafting
  • Increased stash, cube, and inventory
  • Added new item properties (are related to crafting)

Quest changes:

  • New optional quests added (27 on normal + 28 on nightmare)
  • Task of these quest must be bought (merchants) and then the quest can be activated
  • The quest parts can be found during your journey

General changes:

  • The world of Sanctuary is a darker place
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Darkness Gremak Dead Brain
Blog RSS Feed Report abuse Latest News: Is Alive finally updated

11 comments by ZOMB_ on Jun 30th, 2014

Greetings, strangers!

It has been a long time since my last update, but don't worry... I am here to make it up to you ;)
The last six months I have benn working on this new version - Delta. There is a lot of changes... and lots of them you could already seen in local image section. Such as new gem qualities:

New Gems

Or new gemwords:
Gemwords

Or new boss scrolls:
Boss item making - Treehead Woodfist

Or new rune crafting (Tal crafting in this case):
Rune crafting

Or Hint scrolls were added:
Hint scrolls

... but there is still the most importatng thing, that has not been mentioned yet... and that is the Nightmare difficulty. Normal and Nightmare are now ready for your characters. Sorry, no Hell difficulty... yet :)
That doesn't mean you could not play it, but has not been modified yet. But there is nothing to worry about... the Normal and Nightmare difficulties have a lot to offer ;)

Thank you for your support, enjoy the mod, and see you in Sanctuary ;)

Diablo 2: Is Alive Mod - Delta (29.6.2014)

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Diablo 2: Is Alive Mod - Delta (29.6.2014)

Diablo 2: Is Alive Mod - Delta (29.6.2014)

Jun 29, 2014 Demo 0 comments

New version is complete! Changes: Added new gem qualities Added gemwords Nightmare difficulty is now modified Added boss scrolls Added rune crafting Added...

Is Alive - Gamma (24.12.2013 update)

Is Alive - Gamma (24.12.2013 update)

Dec 24, 2013 Demo 0 comments

This file isn't a patch. Just download, extract and copy into 'MODS' folder. Waller attribute changed.

Diablo 2: Is Alive Mod - Gamma (outdated)

Diablo 2: Is Alive Mod - Gamma (outdated)

Dec 21, 2013 Demo 5 comments

This is a D2SE modplugin. Just extract and copy into 'MODS' folder. Only Normal difficulty is modified. But don't be sad - there are many new monsters...

Post comment Comments  (0 - 10 of 16)
StarcraftHybridsDev
StarcraftHybridsDev Jul 25 2014, 9:22am says:

@ZOMB_,

Putting skill changes in an expansion is all fine by me :). I will wait till it is there. I get that they are relative small things, yet they can have a big impact on possible builds ;).

"The idea of skill in Is Alive expansion is, that I will make every single skill worth 20 points investment. There are many skills in vanilla, which are not worth it - most of the curses, Teleport, most of the passive skills etc. So that is what I plan for Is Alive expansion :) ", great! This was actually what I was hoping for.

ps: a really cool side-effect of changing the base effect of skills is that items which have a % chance to cast a certain skill will get alot more interesting :).

+1 vote     reply to comment
ZOMB_
ZOMB_ Jul 25 2014, 12:42pm replied:

Yes... also there will be lots of space for creativity :)

Thank you for your support and wish you very short waiting ;)
Don't worry. I am aware of the fact, that it depends only on me :D

+2 votes     reply to comment
StarcraftHybridsDev
StarcraftHybridsDev Jul 24 2014, 5:25pm says:

part 2 (cause of the 2000 characters limit :P, see comment below for part1)

"- Golems... here I need to talk about if with more experienced players (since I have never played golem necro)", for some reason I just love golems, I have played alot with them actually :). With a melee necro combined with Blood Golem and with a poison necro combined with Fire Golem through a large part of hell. The Blood Golem is buffed alot in one of the latest patches and it now has a usefull life-stealing ability, but still a bit weak with its base damage (but it is almost good enough since it is deals physical damage which is easily pumpable). The Fire Golem only damage and it is fire which is alot worse in hell cause of all the monster immunities and resistances (even combined with lower resist). And its mana cost is very high which is actually quite a pain the *** :P. So it should be more rewarding chosing for a fire golem. Maybe increasing its holy fire area of effect damage?

"Ice Blast - this skill is not a dmg dealer, but single target freezer
- Glacial Spike - similar case - enemy group freezer", while I agree with Glacial Spike, who uses a skill only to freeze a single unit? Frost nova is better for crowd control.

Good luck with the mod :).

+1 vote     reply to comment
ZOMB_
ZOMB_ Jul 25 2014, 6:15am replied:

Hi, and thank you for expressing yourself.

I've actually discussed these skill changes with players who are with me since the early mod beginning, and we've agreeded on this - any big skill changes should not appear in the base version of Is Alive... however, there is a place for them in, let's say, expansion for Is Alive.
I have more important things to do for upcoming version. So I'm holding these skill changes on abeyance until the right time comes up.
However, small changes and bug fixes are ok, so in upcoming version there will be fixed skills like these (in some cases only skill description change was needed): Decoy, Valkyrie, Cold Arrow, Arctic Blast, Maul, Shock Wave, Summon Wolves and grizzly (AR problem), Spirit of Barbs, Sanctuary (already mentioned in previous comment) and more. Hope you understand my decision to postpone big skill changes until I have done more important things (like modification of hell difficulty)

But that does not mean i could not express my opinions of your suggestions :)

*Poison Creeper - check this: Wiki.theamazonbasin.com
Yes, it is still weak... but at least something :)

*Holy Fire - I have nothing against :)

*Blade Sentinel - Here you need to realise, that this skill is not meant to be a main skill (also thanks to the cooldown) - it must to be combined with another one (in my case it was Blade Fury). You know, Blade Sentinel in Is Alive is actually modified - in vanilla, its Next Delay is 25. In Is Alive, the Next delay is 10. That means, that instead of max 1 hit per second, it can hit the same monster 2.5 times per second.

*Decrepify - I'll be talking more about curses...

The idea of skill in Is Alive expansion is, that I will make every single skill worth 20 points investment. There are many skills in vanilla, which are not worth it - most of the curses, Teleport, most of the passive skills etc. So that is what I plan for Is Alive expansion :)

+1 vote     reply to comment
StarcraftHybridsDev
StarcraftHybridsDev Jul 24 2014, 5:23pm says:

Hi ZOMB_,

Thanks for commenting on the list. I find most of your solutions good, especially the bug fixes are great. Only about the following:

"- Poison Creeper - this vine is very good against big crowds (there is this bug)... need to discuss" - is this skill bugged? Did not knew that, thought it was just weak :P. Can you tell me about the bug?

"- Holy Fire - incresing synergies? Poor aura enchanted monsters... I'd increase the base dmg, so that also aura enchanted monsters could profit . Do you agree?", sounds good too, but maybe instead of increasing its base dmg, increase its area damage? That would be cool I think.

"- Holy Bolt is in my opinion strong enough", it is fine (but not super good) in teamplay/groups, but it requires alot of skill points cause of the synergies while it can only target undead or allies. And for healing it is decent at best. I think the base skill should be improved a bit, so it can still be usefull when putting only 20 points in it.

"- Blade Sentinel - I've actually reached Guardian with assassin specialising at this skill... instead of incresing dmg, I'd increase AR bonus" - I played with the blade skills through beginning acts of hell, but Blade Sentinel gets really weak. It is worse than it looks, there was a catch with it. I can't remember exactly but I think it had to with the maximum of Blades you can have at the same time.

"- Lower Resist - there is no need for it... it is strong as it is now", oops I meant Decrepify. Even while that curse is strong enough on lvl 1, there is no reason to pump it higher cause its area of effect stays that same.

+1 vote     reply to comment
StarcraftHybridsDev
StarcraftHybridsDev Jul 18 2014, 11:47am says:

Gemwords are a nice touch, nice way making them usefull. Do you have also rebalanced skills? (I know you didn't add new ones, but maybe improved the otherwise useless one?) I can give you a list of subpar skills if you like.

+1 vote     reply to comment
ZOMB_
ZOMB_ Jul 18 2014, 3:06pm replied:

I've only doubled dmg of inferno and arctic blast...
I must be careful about this. Not every change is a good change...
I'd like to see your list of course... Is Alive is a mod from gamers for gamers... at least it started two years ago like that :)
You can expect my reaction ;)

+1 vote     reply to comment
StarcraftHybridsDev
StarcraftHybridsDev Jul 22 2014, 5:17pm replied:

I definitely agree with Inferno and AB, especially since iirc they both have a bug crippling their listed damage.

Here are a few suggestions (coming from a player vs monster perspective, not from player vs player, I don't know about the latter). Feel free to leave certain things out if you don't agree:

*Druid
- poison creeper more damage (prefer synergy).
- damage synergy for Summon Raves.
- up to 7 or maybe 8 Spirit Wolves
- Armageddon more meteors

*Paladin
- Prayer stronger effect (plus its synergy effect for Cleansing)
- Holy Fire better synergy bonuses
- Sanctuary stronger magic damage pulse effect
- Holy Bolt more magic damage

*Assassin
- Venom progressive damage scaling at high lvls (so e.g. from lvl 20 to lvl 25 is quite a big dm bonus)
- Shadow Warrior and Shadow Master a bit more damage at high lvls
- Blade Sentinel alot more damage at high levels
- Wake Inferno damage buff too like Inferno (it has the same dm bug iirc)

*Necromancer
- Blood Golem and Fire Golem more damage, especially Fire Golem at high levels
- Poison Dagger and Poison Explosion more damage (they are not as not as usefull as they first appear)
- Lower Resist area of effect (/yards) increase per skill level like other curses
- Weaken curse stronger effect

*Sorceress
- Shivering Armor and Chilling Armor more damage.
- Ice Blast, Glacial Spike, Frost Nova, Lightning Nova and Blaze more damage.
- Maybe Enchant more damage.

*Amazon -> don't know her well enough

*Barbarian -> don't know him well enough

+1 vote     reply to comment
ZOMB_
ZOMB_ Jul 23 2014, 6:37am replied:

Thank you :)
...now to my annotation:

*Druid
- Poison Creeper - this vine is very good against big crowds (there is this bug)... need to discuss
- Ravens - they are not primarily dmg dealers, but Dim Vision casters :) but I might increse their maximum count...
- Wolves - There i could enable having summoned Spirit Wolves and Dire Wolves at the same time
- Armageddon - compared to Thunder Storm, this skill is strong enough

*Paladin
- Prayer - there is no need for it - in combination with Cleansing and Holy Bolt, Paladin is a great healer (we cannot also forget the merc combo with Insight)
- Holy Fire - incresing synergies? Poor aura enchanted monsters... I'd increase the base dmg, so that also aura enchanted monsters could profit . Do you agree?
- Sanctuary - instead of incresing magic effect, I have (right now) fixed the skill to work right (player gets the AR% and DMG% vs undead bonus)
- Holy Bolt is in my opinion strong enough

*Assassin
- Venom and Shadow are strong enough for only 20 points investment
- Blade Sentinel - I've actually reached Guardian with assassin specialising at this skill... instead of incresing dmg, I'd increase AR bonus
- Wake of Inferno - done

*Necromancer
- Golems... here I need to talk about if with more experienced players (since I have never played golem necro)
- Poison skills need some balance, I agree
- Lower Resist - there is no need for it... it is strong as it is now
- Weaken - there is a space for discussion

*Sorceress
- Armors - need to think about it
- Enchant - strong enough
- Ice Blast - this skill is not a dmg dealer, but single target freezer
- Glacial Spike - similar case - enemy group freezer
- Frost Nova - the same case again - slows larger groups
- Lightning Nova - must discuss it
- Blaze - not sure about this

Thank you for your list once again... while I was reading it, something interesing occurded to me. But I'll inform you about it when I am sure. Please, if you have anything to say, I'd be glad to hear it.

+1 vote     reply to comment
ZOMB_
ZOMB_ Jul 10 2014, 9:17am replied:

Neither can I :D

I'm trying to be as quick as possible of course ;)

+1 vote     reply to comment
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Released Dec 20, 2013
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