All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
- yes
- bottom panel is removed
- added tooltips to show the names, health, etc...
- added teams. Manage your team by opening the teams panel (default button: 'm')
- fully configurable primary/secondary actions (one move and/or one action skill can be selected for both actions)
- fully configurable keyboard/button mapping (see diablo.ini)
- drag and drop support for modal windows (inventory, skill book, teams list, character sheet, quests list, belt)
- configurable starting positions for modal windows (in diablo.ini)
- multiple modal windows might be open at a time
- control-click to move between belt and inventory
- added 'target mode' to select items or objects exclusively
- support swapping of hotkey-sets
- (subtile based) minimap
- SAVE-files are NOT backwards compatible
- altered abilities (hellfire)
- caps from hero-attributes removed
- 4 attribute points are earned per level
- attribute gain per spent point is class specific
- barbarians no longer have natural resistance
- traps are revealed based on base dexterity even for non-rogue classes, disarm is available on scrolls
- dual-wield for all classes (even 'large' weapons if base-strength is high enough)
- critical hit chance is based on items
- block only if standing or actively using the Block skill
- separate resistance against acid
- slash/blunt/puncture damage types with corresponding resistances
- added Whiplash/Wallop/Swipe/Multi Shot/Pierce Shot/Far Shot/Point Blank/Charge skills
- added Attract/Meteor/Bloodboil/Poison/Wind/Shroud/Swamp spells
- skills/spells have experience counters
- books give skill experience instead of a whole level
- rebalanced spells (some spells removed, others damage modified, runes fire multiple times, etc...)
- manashield is permanent
- D2-style chain lightning
- added splash damage to disbanded golems
- added special effect (trn) to arrows with elemental damage
- added bleeding ailment
- altered damage calculations
- altered hit checks for hand-to-hand attacks of monsters (directional + advanced collision check)
- added faster walk/cast affixes
- running is no longer supported in town, but teleporting is
- elixirs removed
- altered the functions of oils
- consumable items are stackable
- added base items: Katar(a), Poingard, Winged Helm
- added unique items: Ring of Destruction, Spirit Ward, Tyrael's Gift, Collar of Lilith (replacement for Ring of Regha)
- altered the effects of the shrines
- most of the quests are available in multiplayer games
- The Defiler drops a fang instead of the Cathedral Map (the fang acts the same way as the Cathedral Map)
- the brain quest-item is dropped by a new unique monster
- Skeleton King (and Hork Demon) are summoning monsters in multiplayer games
- added new monster types to hell levels
- added unique monsters to crypt and nest levels
- multiple corpses are allowed on one tile
- players do not leave the game after Diablo is defeated (restart in town)
- players do not lose gold on death
- players lose experience on death
- durability is not reduced when an object(barrel/urn/crux) is destroyed
- items are dropped on death even on diablo-level
- better rewards on higher difficulties
- HP/Exp/Loot from monsters are depending on the number of players
- limited offers in stores/wirt
- added errands, campaigns (custom levels)
- Lockstep networking
- Adaptive netupdate
- Game server (maintains game-delta, but no validation at the moment)
- Merge/patch .mpq files on demand
- Support for high definition assets
- Widescreen, controller, sound support and encryption of net-messages are optional features
- Separate (.TMI) file to control drawing of the tiles
- Added tools to convert PNG to CEL/CL2, PNGs to (TIL,MIN,CEL,SOL,TMI), CEL to CEL (aka. merge)
- Added tools to upscale assets
- Gharbad not having to go out of vision before progressing his quest
- Diablo: Items with negative AC morphing in multiplayer
- Diablo: Griswold and Wirt selling unusually expensive items
- Diablo: Gold not going directly to inventory
- Hellfire: Some monsters having lower than intended HP
- Hellfire: Auric Amulet not taking effect in most scenarios
- Windows: Glitchy audio
- Vita: Inability to edit hero name on the creation screen
- Quest panel crashing the game for some quests
- Windows: Some systems getting a sensor permission error
- Windows: Stability issues and item morphing in Hellfire
- Rage/Search/Lightningwall not factoring in the hero level for the first player
- Sparkling Shrine dealing an incorrect amount of damage
- Items with negative AC morphing in multiplayer
- Hellfire support
- Show other players on the map
- Preserve list position when buying and selling items in stores
- Preserve hotkeys and active spell across games
- Set default active spell for new heroes
- Monster health bar
- Disable friendly fire from arrows and spells
- Close panels when pressing ESC
- Controller mapping
- D-Pad / Left stick navigation now works in all menus and is more responsive.
- START + SELECT now opens the main menu.
- Right stick mouse emulation has been improved.
- Gamepads plugged in while the game is running can be used.
- All connected gamepads can be used (previously, only the first one).
- Widescreen menus
- Scroll subtitles at the same speed as narration reader
- Apply sound volume to videos
- Document ini-file options
- Reorganize ini-file
- Allow for up to 99 save games of each type
- Configurable network port
- Performance improvements
- DIABDAT.MPQ may now be upper case
- Support for portable installs
- Support file paths longer than 259 characters
- Switch Windows releases to 64-bit
- Added support for Nintendo 3DS
- Added support for PlayStation Vita
- Added support for DragonFly BSD
- Added AppImage for Linux
- Catacombs doors never having traps
- Incorrect graphics under cave doors in multiplayer
- Minor color issues in some videos
- Command-line output missing on Windows
- Correct visuals and function of the joining-game-dialog
- Mouse jumping to the top of the windows when using the menu
- Mouse not releasing when exiting the window
- Dragging on touch devices
- Multiplayer host crashing after beating the game
- Base damage not being updated when leveling up
- Player vision radius not updating properly before changing level
- Tiles not properly being marked as out of visibility when walking
- Scavengers/Gravediggers taking damage when eating on higher difficulties
- Flash only dealing 10% damage in some directions
- Not getting XP for the first monster placed on a level
- Not getting XP from monsters hit by golems
- Monsters going inactive when fighting golems offscreen
- Monsters with hiding ability fleeing in the wrong direction from golems
- Fallen fleeing in the wrong direction
- Monsters charge directions being biased for some angles
- Monsters not being able to properly judge the location of firewalls
- Some unique items morphing on a new game
- Incorrectly seeing legit items as duplicates
- Items being destroyed if held in cursor when entering dungeon
- Being able to waste gold on red scrolls when not having room for them
- Gaining mana from reading books despite wearing an item with corruption
- Gold piles will be filled to their max, before starting a new one
- Inconsistent repair prices caused by rounding errors
- Arkaine's Valor brought from previous games breaking the game state
- Several issues causing Arkaine's Valor to enter a broken state
- Black Mushroom quest not resetting between games
- Randomly being teleported from level 15 to Lazarus' chamber
- Several bugs in Lazarus quest when re-entering the teleport
- Town portals appearing on two levels when cast in a quest level
- Inconsistent mouse behavior when opening/closing various panels
- Gold icons graphics are always correct
- Arrows graphics not aligning with the move direction
- Wrong death sound when monster/golem kills another monster
- Lights not always following unique monsters
- Lights added on map update not working (Arkaine's Valor, etc.)
- Player light radius not readjusting when a player is knocked back
- Loadscreen colors on entering the Poison Water quest
- Lava pools sometimes having roof tiles in them
- Fix more stability issues
- Monster hitpoints overflowing in Nightmare/Hell difficulty
- Gharbad the Weak not dropping his item when killed by a golem
- Some stability issues
- Firewall damage calculation being too low
- Firewall/Lightningwall damage being based on the dungeon level instead of spell level for the first player
- Right-hand item's decay suffix being applied to the left-hand item in multiplayer
- Town Shrine would always cast TP from the first player instead of the user
- Oily Shrine and Sparkling Shrine would cast their traps as if the first player was doing it
- The farmer would always think he was talking to the local player
- Scavenger/Gravedigger AI being stuck for a round after eating
- Sync available quests in multiplayer
- Correct spell level being ignored for Search and Rage
- Monster attack sound sometimes not playing
- Missing sounds when bards and barbarians talk to cows
- Minor typography corrections
- The Hidden Shrine freezes when not holding an applicable item
- Memory corruption when casting town portal
- Crashes associated with Black Death
- Players getting stuck in a wall when using Town Portals
- Some Hell difficulty monsters being too easy to hit
- Mana Shield bugs that could make a player invulnerable and/or invisible
- Disarming skill not working on levels 13 through 15
- Mana Shield permanently using up level missiles
- Corrected behaviour of Thieves, Speed/Haste, Balance/Stability/Harmony, and Piercing/Bashing/Puncturing
- Mana Shield becoming less effective with increasing spell level
- Excessive damage when a Mana Shield expired due to an attack
- Bows with fire damage prevented the Gargoyles from healing
- Right-clicking belt item 5-8 not working while the Spellbook is open
- Mana Shield and Nova not appearing for other players
- Shields disappearing when worn after wielding two-handed weapons
- Adria's books appear white even when the player can't read them
- Equipped shields not appear properly to other players
- Monster health not appearing correctly on Nightmare and Hell difficulty
- Diablo's scream being muted if you load a save game during his death throes
- Multiplayer character files are now located in the data directory, and may be moved between computers
- Some stability issues
- Save game difficulty does not carry over from 1.1.0
- Amiga builds are currently unstable
- Proper widescreen (and other aspects) support
- Select difficulty in single player (remembered in the save game)
- Adjustable game speed in-game
- V-sync can now be disabled in the ini
- Better line drawing function used for the automap
- Support for loading custom Hell level maps
- Make all objects and monsters available to custom maps
- Added support for joining a game via hostname instead of IP
- You can now enter and exit fullscreen also when the game is paused
- [Amiga] Fix double-clicking in menu
- Fix some monsters AC and to-hit values on Nightmare/Hell ending up as 0
- Fix player base block resetting to 0 after loading a save game
- Correctly render trees in front of the player
- Fully render sprites that are larger than the floor tiles
- Fix objects disappearing when walking on the opposite wall
- Duping via belt has been fixed
- Correctly detect if the mouse is clicking the world or UI in some areas
- Minor typography corrections
- Corrected name of Chamber of Bone in automap
- Correctly align the inventory slots
- Fix keyboard input in the menu
- Support for integer scaling
- Controller: Map Start + L1/R1 to char/inventory
- Added
--save-dir
to allow for specifying the save game folder - Correctly scale the game on systems with a non-standard DPI setting
- Some cave levels were generated with an incorrect layout
- Firebolt mana cost is now correct
- Allow players to join Nightmare/Hell games without first creating a game
- Correctly load the full white color
- Correct navigation in the difficulty select screen
- The window can now be resized after exiting fullscreen mode
- Fix memory leak in audio code
- Fix hanging for 20 sec on the error screen
- Toggle fullscreen at any point by hitting alt+enter (mouse grab can be disabled in diablo.ini)
- Controller: B button closes the currently active panel.
- Added a navigation menu for controllers
- Focus on the exit item before quitting.
- Minor performance improvements (save/load time and main menu).
- Add a list of known mods
- Added support for 32bit PowerPc
- Added support for Amiga
- Added support Clockwork PI GameShell
- Added support for GKD350h
- Switch to OPK for RetroFW (requires 2.0)
- Update OpenDingux/RetroFW build root
- Game crashing on systems that do not report monitor refresh rate.
- Fixed belt not working correctly when holding shift on us keyboard layouts
- Always keep track of the latest hero level when selecting difficulty.
- Correct screenshot path
- Turn the screen red for 200ms when taking screenshots.
- Fix town load screen missing on the first load.
- Fix minor HOM issue at some houses in town.
- Allow for space as text input
- Fixed a couple of typos in error messages
- Fix belt not working correctly when holding shift on *non-*us keyboard layouts
- Fix one more rare crash.
- FPS no longer capped at 20hz; smoother mouse and transitions
- Full-featured gamepad support
- All movies can now be skipped via ESC
- Implement
--help
,--version
and--data-dir
- Implement FPS counter (
-f
) - Force windowed mode with
-x
- Skip startup movies with
-n
- Implement scroll wheel navigation
- Implement touch support
- Load assets from the same folder as the mpq
- Faster loading
- Added Nintendo Switch support
- Added Retro Gamer Handheld (OpenDingux/Retrofw) support
- Added OpenBSD support
- Windows version is now build as GUI an app and has an icon
- Fixed random missing sounds
- Fixed NPCs not talking about the right quest
- Error messages implemented in GUI
- Fixed having to restart the game between network sessions
- Fixed game not working on some Radeon GPUs
- Fixed panel missing after minimizing game if upscaling is disabled
- Fixed clicks in the left letterbox being incorrectly handled
- Fixed end movie not looping
- Fixed a large number of rare stability issues from the original game
- Correctly take open panels into account when casting spells
- Fix sound some times being muted after Diablo dies
- Sound is now accurate to the original
- All in-game issues fixed
- Delete hero, inline dialogs and scrollbars are now implemented
- Screenshots now have different names
- Multiple simultaneous dialogs fixed
- All builds are now 64bit (except for Windows and Raspberry Pi)
- Memory leaks and crashes fixed
- All keys are now mapped
- UI text now has correct shadows
- Much lower CPU usage
- diabdat.mpq can now be loaded with read-only access
- Error dialogs not implemented in main UI
- The game must restart after hosting multiplayer
- All functions are now binary identical to the 1.09b version
- Fix buying from Wirt
- Replace many magic numbers with constants
- Fix a handful of minor issues
- Add toggle fullscreen with alt+enter in debug builds
- All functions are now binary identical to Diablo 1.09b
- MVG posts a video about the project and releases a Nintendo Switch port
- Fixed flickering mouse in caves
- 32bit ARM build (Raspberry Pi)
- 32bit FreeBSD build
- 32bit Haiku support (see HaikuDepot)
- Included font for rendering credits and progress screen
- Upscaling quality can be adjusted or fully disabled in diablo.ini
- Windowed mode can be set in diablo.ini
- Mouse capture can be set in diablo.ini
- Direct file access implemented (mods won't need to pack their files in an MPQ)
- Music and speech memory leaks fixed
- 96% of functions are now binary identical to the 1.09b version
- Fix several item corruption issues introduced in 0.9.0
- 90% of functions are now binary identical to the 1.09b version
- Mute buttons now work correctly
- Code is once again compiled as C++ as some parts appear to require despite the indications in Rich header
- 80% of functions are now binary identical to the 1.09b version
- Fixes a few minor issues with generated items
- 70% of functions are now binary identical to the 1.09b version
- The last of the compiler flags are figured out
- Devilution appears on Phoronix
- Fix dialog volume
- 32bit macOS build
- Fix crash in town during multiplayer
- Screenshot implemented
- 60% of functions are now binary identical to the 1.09b version
- Added a guide for people wanting to join in Cleaning the code
- File size is now only 968 bytes (0.13%) larger than the original Diablo 1.09b.
- Fully implemented audio (all issues from 0.1.0 fixed)
- Fully implemented multiplayer
- Windows 32bit build
- Gameplay is fully featured and plays like the original
- Memory leaks fixed
- Most known crashes have been fixed
- Linux 32bit build
- Basic audio
- Video playback
- Basic menus
- Graphics
- Gameplay
- Basic multiplayer over TCP/UDP
- Persistent settings
- Encrypted network connection with password protection
- 50% of functions are now binary identical to the 1.09b version
- #456 Assets can now be loaded directly form disk (no need for MPQ-files when modding)
- #528 Code ported to C (can still be compiled as C++)
- #111 Rich Header no longer contains incorrect sections
- #182 defined a Code Style with accompanying clang-format definition
Diabloui.dll
is now also part of the source tree- Added Contribution Guide
- Added PDB build option for comparing with devilution-comparer
- CI now runs the original build chain
- Most magic numbers are now replaced by enums
- The code was reduced by 10,000 lines
- Fix a few issues, mostly relating to multiplayer
- An older and more original PSX symbol file is discovered
- Compiler version is confirmed to be correct by discovery of the Rich header
- Merge nightly back in to devilution
- Travis is configured to report the overall project delta to 1.09b on every change
- Devilution-comparer is developed for comparing binary diff in compiled functions
- The correct compiler combination is found by trial and error plus a bit of luck
- Fix crash
- Get the first functions bin exact
- Fix render issues
- Introduce debug functions from the 1.00 debug release
- Fix missiles
- More consts, sizeof and defines
- Fix several issues with dungeon generation code
- Fix multiplayer
- Fix error messages
- Correct names based on PSX symbols and DX SDK
- Created nightly fork where code clean up can take place until major bugs are fixed in the main project
- Setup a Discord channel
- Diablo 1.09b is determined to have been compiled with the /O1 flag
- Windows binary can now be compiled under Linux and Mac OS X
- Windows binary can now be compiled under VS 5.10
- Fix multiple crashes
- Remove cheesy copyright notice
- Set up continuous building via Travis and AppVeyor
- Icon added
- Fix Zhar quest, monster squelching and golems
- Use consts for various values
- Devilution gets posted on Y Combinator
- Devilution is unleashed upon the world! Version 0.1.0!
- Polishing things up for final release
- Added a cheesy fake copyright notice to dissuade monetary gain
- Properly integrated Storm and DiabloUI into the project
- Fixed bugs with save files
- You can now load Devilution saves in the vanilla game
- Finally! Figured it out and now monsters spawn correctly
- The game can be completed from start to finish with a few tricks
- Took a week break, begin working on monster code again
- Nearly all quests work now
- Fixed a bug with Adria
- Fix bugs with character drawing
- Fix bugs relating to item affix generation
- Towners no longer crash the game
- Port debugging functions from the debug release
- Still can't figure out the zombie problem
- Begin fixing quest code and testing completion
- Zombies are spawning in all dungeon types... sigh
- Split code from IDA's C file into separate CPP files
- All dungeon types can now be entered
- Objects are now mostly working
- Begin uncommenting monster code and fixing them
- Begin fixing up dungeon generation and objects
- Fixed many crashing bugs when in town and dungeon
- Items, missiles, and spells are now drawn
- Finally fixed the render bug, everything draws correctly!
- Character animation now draws correctly
- The cathedral is now mostly working
- Fixed tons of bugs
- You can now walk around in town
- Entering the dungeon almost always crashes
- Uncommented and fixed lots of broken code
- The game screen now appears, although very glitchy
- Control panel and inventory now work almost flawlessly
- Temporarily commented out tons of broken code
- You can now get past the loading screen and into town
- Music also works
- Control panel mostly works but game screen is black
- The title screen now works
- Freezes during the loading screen
- Fixed enough bugs that you can now launch binary
- Crashes during title screen
- Fix remaining errors in code
- Code now compiles and produces a non-working binary
- Dump the database to C code via IDA
- Correct various function signatures
- Correct struct names and types
- Plug in enumerates
- Finish correcting and documenting data sections
- Finish documenting functions
- Begin correcting names to match PSX
- Begin adding enumerates
- Add more minor structs
- Clean up data sections
- Almost finished adding every function
- Begin working on major structs
- Add more functions
- Begin adding data from Sanctuary project
- IDA disassembly begin
- Start adding function names from Sanctuary project
- The concept of Devilution is born
- Research into Diablo's code and mechanics
- Research from Jarulf's guide