1.27 Changes from 1.26b

Now compatible with D2:LoD 1.10-1.12
Expanded Inventory Size
Fixed bugged drops in the Act 2 Horadric Cube area
Fixed bugged ifrit/knight spawns in act 3
Changed Snake Way to have normal (not special) Act 2 monsters
Slightly lowered magical affix level requirements
Made Dragons immune to AI-altering curses
Reduced damage from The Dark Lord's "insta-kill" lightning attack.
Fixed another cow level drop bug

1.26b changes from 1.26

Fixed the TC problem. There shouldn't be any more items dropping
way out of place in a1 normal.

Toned the Gigasanic Scythe damage down from 38-142 to 25-95. 
This keeps the item in-line in terms of speed/stat/range.

1.26 changes from 1.24

---- As of 6/21/04 ----

Set bugs:

Battlerager's Finery
Moved +5 Berzerk (Complete Bonus) to:
+1-2 Berzerk on Battlerager's Crimson Haze
Changed +3 Berzerk Bonus on Battlerager's Breath Claimer to +2-3 Berzerk

Burning Designs
Moved +3 Immolation Arrow (Complete Bonus) to:

+2-3 Immolation Arrow on Burning Trailblazer

Crusader's Banner
Moved +3 Charge (Complete Bonus) to:

+1-3 Charge on Crusader's Cross

Dante's Armoury
Moved +2 Fire Mastery (Complete Bonus) to:

+2 Fire Mastery on Traitor Stripped Hide
Traitor Stripped Hide requires lvl 30 to wear (was 27)

Lupine Shift
Moved +2 Feral Rage (Partial Bonus) to:

+2 Feral Rage on Platepelt Den
Moved +15-25 FHR on Platepelt Den to Furyfueled Stare

Ursine Shift
Moved +3 Wearbear (Complete Bonus) to:

+2-3 Wearbear on Enduring Trunk

Master's Touch
Changed +20 Vit (Partial Bonus) to be +80 Life.
This is the same that a barb would get, and only a barb can complete the set.

Startling Deception
Changed +15 Vit (Complete Bonus) to be +45 Life.
Changed +15 Ene (Complete Bonus) to be +22 Mana.
This follows the +3 Life/Vit and +1.5 Mana/Ene bonus an assassin gets.

Warsinger's Tune
Changed +30 Ene (Complete Bonus) to be +30 Mana.
This follows the +1 Mana/Ene bonus a barb gets.

Unicorn's Shimmer
Changed +3 to NO SKILL to +3 Fend on Unicorn's Deliverance.


Charm bugs:
Changed Bitter to be +1-2 Minimum Damage. They now don't spawn until 
you are killing lvl 55+ monsters, and require lvl 45 to use. 
If this is too much (or too little), let me know.

All Assassin Skill charms have been changed from -30 Life regen to -15 Life.

All Paladin Skill charms have been changed from -10 Life to -15 Life.

Crafting Changes:

All Universal crafts got a +5% chance for each mod.
All Specific crafts got a +10% chance for each mod.
All Greater crafts got a +15% chance for each mod.
No mod has a any chance higher than 70% chance to spawn. 
No mod has lower than 35% chance to spawn, with the exception of the 
+5-25 Magical damage on Entropy Universal weapons (has a 30% chance to spawn). 

This means that the better craft you try and make, the more 'rewarded' you 
are for the items you use. 

All mods that were +/time (+ac 0-50 increase during daylight, for example) 
have been changed to eliminate the 'over time' part. This means, for example, 
that if you crafted a Universal Choas Armor, there's a 50% chance you'll 
get a +1 to +50 bonus to Life. The +0-800 over time AR bonus to 
Greater Choas Polearms has been changed to +200-600 AR bonus.

Treasure Class (Item drop probablities) fixes:

Brains now have a (very small) chance to drop from all the Super Uniques in 
the Dungeon, and The Dark Lord (it'd be possible to get both a heart and 
brain from him, but it'd be ... like finding a windforce twice over). Only 
exception is to this is The Butcher. King Leoric, Lazarus, Red Vex, 
Black Jade, Sir Gorash all can drop a brain now. There's only a .02% chance though. 
Spleens now have a (very small) chance to drop from Bloodwitch the Wild 
and Leatherarm, two Super Uniques in the Act 2 Secret Areas. Spleens have 
a .05% chance to drop. Also, the random monsters that SHOULD have had a chance 
to drop the items may still drop the items. If so, they'd do it at a .02% 
and .05% rate in respect to Act 1 and Act 2 Secret Areas.

All Quill rats have drops now, but they aren't that great. Still, better than nothing.

Runewords: 
Insanity now works in all shield types. 
Act 3 Mercs can now equip bone shields again.

As of 6/25/04

Fixed some 1.25 problems that probably no one noticed ^^
This includes the fact that I only made BONE shields work for a3 mercs, and totally
forgot about exceptional/elite versions... Also, had changed the 3 rings -> amulet
formula to another formula to do some quick testing, and had left this in the cubemain.txt. 
*sigh*. I'm still new, and working alone right now, so gimme a break ^^ It's all fixed now.

Changed base damage on Gigasanic Scythes from 21-79 to 38-142 damage. 


v 1.24

-Final version by Foxbat

-Weakened Greater Mummy's poison attacks.
-Improved drops in secret areas.
-Fixed a bug with the cow level quest.
-Added listfile.txt to aid MPQ extraction for modders.

v 1.23

-Weakened all dragons slightly, and Cerulean Wyrms significantly.
-Fixed the treasure drops of Wyverns.
-The game no longer diplays "unhandled exception" when exiting.
-Strengthened cold nova.
-Nice new html readme.
-The cow level components are now somewhat easier to find.

v 1.22

-Weakened great wyvern's poison attack
-fixed order of durance of hate level 1/2
-prevented some monster corpses from blocking players' movement
-fixed some potential golem discoloration
-fixed crashing ice trolls and blood knights
-fixed throwing potion drops

v 1.21

-Fixed a fatal crash when entering Duriel's Lair.
-Fixed Radament having far too strong a poison attack.
-Claws in normal difficulty can now spawn +skills
-Fixed bugged desert merc AI.  No, really!
-*ALL* itemtypes should now be gambleable...
-Fixed bugged barbarian prisoner graphics.
-Attempted fixes for ice trolls.
-Fixed a glitch in griswold's nightmare treasure class.
-Increased experience of act2 horadric cube monsters (includes some act1 monsters).

v 1.20

-This is a huge update, so an un-install of your older version of 7L is required.  (Your saved characters will be left where they are.  Don't worry, they should still be compatible.)
-New monsters with new graphics, sounds, and special abilities, some of them spawn only occasionally and are very tough.
-A few monster missile attacks now pierce, and several others can now be blocked and can miss armor.
-All monsters now have at least one strong secondary elemental resistance.
-Levels renetworked, there are now underground "shortcuts" through the acts.  They can get you a bit out of level and behind the experience curve, but some may find this more challenging.
-There is a new secret dungeon in Act 1, the monsters in it can be quite tough as it is intended for characters that have beaten Baal.
-The new monsters in the Act 2 horadric cube area are much more powerful in nightmare and hell.
-80 new, rarer elite uniques.  Many of them can be found only in the secret areas.
-42 new Runewords, see Runewords.htm
-Fixed bugged AI on desert mercs.
-Fixed bugged requirements and partial set bonuses on many sets.
-Many gems, runes, uniques, and sets rebalanced.
-All item types can now be gambled.
-Fixed some treasureclass bugs.
-Superuniques will have poor drops if you "deactivate" them, see Monsters under the readme.
-Another attempt at fixing werebear crash bug.
-While a player is running, melee monsters no longer ignore the player's defense rating.  Instead their attack rating is quadrupled against a running player.
-Exceptional torso armors now spawn with damage reduction, and elites with magic damage reduction as well.
-Blocking penalty while running changed from 1/3rd to 1/5th.
-Base defense lowered on torso armor, and increased on gloves, boots, and belts.
-Slowed blocking speed for most classes.
-Shields slow characters down more instead of armor.
-Base shield blocking has been decreased, especially on exceptionals and elites.
-Increased base speed of two-handed melee weapons.
-Increased minimum durability and decreased maximum durability of weapons and armor.
-Characters no longer gain mana on level-up.  However, they now recieve 6 stat points intead of 5 per level.
-PC version now fully compatible with a 1.10 install.
-Fixed a bug that caused poison potions to do far too much damage.
-Reduced area of effect of Frozen Orb.
-Reduced duration of blood mana curse.

v 1.11

-Fixed some set requirements errors.
-Fixed a few other set errors and imbalances.
-Note: some old set items may not combine with newly found set items as if they were from the same set.  This was necessary in order to correct the base items used in some sets.
-Slightly raised base bow damage.
-Fixed massive crafting errors.
-Slightly weakend Ya rune.
-Lowered set drop rate.
-Removed the timer from summon grizzly (due to unforseen interaction with shapeshifting) and lowered grizzly life.
-Fixed timer displays on summons.
-Removed negative regeneration from timered summons.
-Improved base life and armor of shadow warrior, master, and valkyrie in normal and nightmare.
-Revealed extra raven difficulty damage, and doubled damage improvements after level 16.
-Fixed "of ease" on jewels.
-Bow and Crossbow tree now Bow and Arrow tree.  Crossbows no longer work with these skills.
-Improved base crossbow damage, both strength and dexterity factor into damage.
-Increased exploding arrow explosion radius.
-Weakened Plauge Javelin and Lightning Fury.
-Fixed a drop issue with exceptional and elites in the latter third of each act.
-Changed Act 1 exceptional and elite drops so that they can drop anywhere in Act 1.
-Diminishing Returns now applies to all amounts of MF, according to this formula:
 ( MF * X) / (MF + X)
Where X = 
  250 for Uniques
  500 for Sets
  600 for Rares
-Be sure to use the "Backup 1.09" utility at least once before installing LoD 1.10 (and not after!).


v 1.1

-Introduced over 40 new normal/exceptional sets.
-Changed crafting, socketing, and ethereal recipies, see the readme.
-Asking cain about the "horadric cube" will cause him to summarize important cubing formulas.
-Experience penalties for characters above 75 has been removed.
-Party experience bonus per player has been reduced to 15%.
-Lowered base bow damage.
-Rebalanced base weapon damage to factor in weapon speed more.
-Fixed the resistance display bug on Macs.
-Maximum number of sockets adjusted on nearly all weapons.  Lower level weapons do not have as high a max amount anymore.
-Weakened the yin and eth runes, and strengthened Ven, Vi, Ful, Yah, and Zo.
-Returned sik rune to +25% AR on weapons.
-Fixed the white jewel bug, along with a bug that prevented most jewel suffixes from spawning.
-Fixed various bugs in many items with an automated testing system.
-Weakened hydra.
-New mercenary names. ;)
-"Guardian" runeword no longer spawns with charges of iron golem.  Using these charges can corrupt characters that do not have points invested in the Iron Golem skill.
-Armor durability now based on strength requirements, while weapon durability is based upon damage/time.  These are both much higher on elites. 
-Changed staves, reducing damage reduction slightly and adding dex requirements.
-Gold deflation- gold drops in 25% smaller piles, items sell for 1/8th instead of 1/6th.
-Disabled the intro Blizzard logo videos.
-Reduced slow missiles % reduction per level.
-Increased quiver sizes and prices, and decrased drop frequency.
-Increased throwing weapon stack sizes.
-Slightly increased strafe and guided arrow mana cost.

Minions
-----------------------------------------------------------------------
Overall, changes have been done to make them less overpowered at tanking, and more interesting.
-Long duration resummoning timers have been added to the more powerful summons.
-Some monsters (mostly "shaman" and "spawner" types) now get an additional damage multiplier against minions (not hirelings).
-Fixed a bug that caused necromancers to lose life when using rejuvenation potions while having a blood golem summoned.
-Slightly decreased speed of all summons.
-Especially lowered speed of clay golem and grizzly bear.
-Blood golem has a fixed life steal, does not leech from iron maiden, and no longer transfers stolen life to it's summoner.
-Dire and especially Spirit wolves are more "passive", you may need to lead them into battle.
-Dire wolves's fury skill improved, they also leech life as well.
-Spirit wolves have high elemental resistance.
-Lowered valkyrie resistance and increased defense.
-Greatly reduced decoy's high physical resistance.
-Capped max ravens at 13, and added a damage bonus in nightmare and hell.


v 1.07 03/09/2003

-Fixed the unhandled exception crash that occured when a Win9X machine started a singleplayer game or hosted a multiplayer game.
-Fixed the bug with necro minions becoming invincible or dying in one hit.
-Fixed bugs with the muling program.  Just run multiple instances of Seven Lances Windowed to mule.
-Fixed a hireling skill crash in the MPQ version.
-Windowed version will not minimize, yet alt+tab works on full-screen version.
-All characters have had their base mana regeneration doubled.  Without any mana regeneration bonus, they all regenerate an empty bulb in 1 minute instead of 2.  Many spell-like skills have had their cost doubled to match this change.  Mana regen% items will multiply off this doubled base.
-Sorceress costs redone, they start somewhat lower now.
-Warmth strongly nerfed, since the base mana regeneration was improved.
-Asssasin costs adjusted.  (Lowered relative to double regeneration)
-Charged Sentry fires a fixed number of bolts at increased damage.
-Assasins can now have 10 sentry/wake style traps out at once.  However, these traps now activate erratically.  The speed of placing them is no long affected by weapon speed.  Concentrate many traps in the same place for reliable firepower.
-Mana potions are now 50% more likely to drop.
-Increased the drop rate by 20% for one player, diminishing returns as additional players are added.
-Each necro golem is now vulnerable to a specific element.
-Lowered damage bonuses and base health for most necro golems, and increased life sharing with blood golem.
-Dramatically increased iron golem regeneration.
-Lowered heatlh of shadow master and warrior.  These two stick closer to their assasin master now. 
-Valkyrie has higher AC, lower health, and higher damage.  This makes them vulnerable to elemental attacks.
-Staff damage reduction lowered in normal and nightmare.

v 1.06b 01/12/2003

-D2 in windowed now minimizes again when losing focus.  This caused a side effect when in full screen mode: when you alt+tabbed to get to windows, you would have no control there.  This is a client side change only, so people with 1.06 and 1.06b can play together just fine.

v 1.06 01/11/2003

Technical
----------------------------------------------------------------------------

-Fixed various string bugs with runewords and sets introduced in 1.05 (doh!)
-Fixed the generic greed recipie crash
-Fixed another worldstone keep invalid monster spawn crash.
-Fixed a few uniques.
-Fixed the 100% critical hit bug on throwing mastery.
-Fixed the bug with ranged weapons adding poison durations from items together, it is averaged now like melee weapons.
-Fixed requirements on the various +skills affixes.
-Fixed a few cube recipies to use existing 7L affixes.
-Fixed the druid shapeshift skill crash, technically it's still possible to get your skill levels high enough for it...
-Fixed an ethereal reroll recipie.
-Added a new method of forcing english, foreign language versions should display english now.
-Enhanced D2Accelerator options to cope with removed skill timers.
-New Single Player mule/transfer functionality, see the readme.
-In windowed mode, D2 will no longer minimize when it loses focus.
-Most skills can be activated with the left mouse button now.

General
----------------------------------------------------------------------------

-Friendly monsters and NPCs, such as summoned minions, wandering barbarians, and bone walls, no longer get a health increase for the number of players in the game.
-Reduced hell difficulty mana steal divisor from 4 to 3.
-Maggot spit and corpulent's corpses now have a high tohit value.  This means that enough AC can help avoid them, as well as shield blocking and the amazon's avoid skill.
-Lowered hell difficulty monster skill bonus by 1.  This should weaken elemental attacks slightly.
-Absorb% cap increased to 45% from 40%.

Skills
----------------------------------------------------------------------------

-Removed timers from most skills.  They have been modified for larger mana costs, modified damage, and sometimes longer durations.  Mana cost is intended to restrict their usage now.  Don't waste precious mana on freeze arrowing a lone monster, save it for groups. 
-Adjusted mana costs of many skills.
-Sorceress has roughly tripled mana costs, and the first level of warmth yields +200% regeneration, 1 point is recommended for nearly any sorceress.  Quick spend and quick regen now characterizes the sorceress playstyle.
-Blizzard density and radius slightly reduced, since they can be easily stacked now.
-Armageddon range and damage slightly reduced and density increased.
-Hurricane, Armageddon, and Thunderstorm now have shorter durations to allow for more selective usage.
-Assassin traps are untimered, much more costly, and fire twice the number of shots.
-Lowered base life of spirit and dire wolves in nightmare and hell.
-Lowered shockwave damage and duration, and slightly increased mana cost.
-Improved damage and to-hit of Fire Claws.
-New skill "Poisoned Strike" replaces Power Strike, now adds poison damage over a long time to a melee spear or javelin attack.
-Increased duration of poison dagger.
-Increased number of attacks from whirlwind by 50%, doubled attack rating.
-Slightly improved iron skin.
-Nerfed meditation to balance for timer removal.
-Lowered damage on corpse explosion and death sentry.
-Slightly weakened iron maiden and spirit of barbs.
-Weakened leech of hunger and cobra strike.
-Slightly strengthed resist fire/cold/lightning auras.
-Weakened taunt initially & strengthed at higher levels.
-Holy Bolt now pierces correctly as intended.
-Twister now creates 5 twisters instead of 4.
-Increased tornado radius by 33% and hit frequency by 50%.
-Decreased volcano lava density and increased damage and missile size.


Items
----------------------------------------------------------------------------

-Damage on all elite weapons has been slightly adjusted to factor strength and dexterity requirements properly.
-Amazon spears given a 20% speed boost to match the boost given to normal spears.
-Balanced knives and axes and their upgrades given a 20% speed penalty and damage increase to help avoid the throwing speed bug.
-Socketed rings no longer drop.
-Decreased item sell value from 1/4th to 1/6th.
-Nerfed various +mana item mods.
-Improved and randomized elemental damage affixes, added the lowest three to gloves, and removed the highest two from bows.
-Added stats to the four unique elite throwing axes and kinves.
-Changed stats on Ank and Pent runes.


Hirelings
----------------------------------------------------------------------------

-Desert Mercenaries no longer use teleport.  They hang back defensively and will only fight if you lead monsters towards them.  However, a desert mercenary hired in normal difficulty only that has gained it's final aura will use whirlwind to engage enemies.  Just don't call them whirling dervishes. ;)
-Barbarian Mercenaries now use charge instead of whirlwind.
-Rogue Mercanaries now use lower levels of fire arrow & higher levels of inner sight at a reduced chance.



v 1.05 11/17/2002

-Fixed a crash with invalid monsters occasionally spawning in the worldstone keep
-Fixed a crash with chance-to-cast-skill effects
-Fixed some "evil force" uniques
-Fixed the launcher script to work on more system configurations
-Fixed flesh archers occasionally spawning in The Pit (way above level)
-Fixed some skill affix bugs
-Fixed a few typos
-Fixed those darn socketing recipies!!!  However, note that you can't get more sockets than is normally the max for an item.

v 1.04 9/17/2002

-Fixed a crash with + to magic arrow items
-Added a timer and improved damage of lightning strike
-Lowered damage and fixed bolts from charged strike
-Fixed some nonfunctional cube recipies

v 1.03 9/12/2002

-Fixed a bug with energy not showing up on a few charms
-Lowered level requirements for low-level items
-Fixed a crash bug with some +skilltab affixes
-Increased cost and rarity of throwing potions
-Lowered damage of fire potions
-Increased level requirements of poison potions
-DLLs can now be run on BnetD servers
-Fixed a bug with barbarian mercenaries failing to use whirlwind
-Melee mercs now use hit and run tactics as intended
-Fixed a bug with normal fire sorcerer mercenaries
-Lowered chances for +skill charms
-Blessed Aim now adds crushing blow to the Paladin
-Lowered costs of most armors

v 1.02 9/01/02

-Added enlarged stash and a few monster color changes (incredible oversight)
-Improved elemental and poison charms
-Tweaked high-end poison affixes
-lowered chances for unique, slightly lowered chances for rare
-Increased chances for magical


v 1.01 8/28/02

-Added a "Recover From Crash" utility, use this if running Seven Lances crashed your entire system to restore D2's DLLs.
-Fixed a crash with low level suffixes on charms and jewels
-Made jewels slightly rarer