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Releases: Oracooll/Diablo-Orcl
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Oracool Edition v1.13.098
Oracool Edition v1.13.098 - tooltips back to size, new ways out of Tristram
Everything since v1.13.090:
- Tooltips fixed: cards that grew to fill the screen (vendors, artisans, the burger menu, skills, items) are back to their normal size.
- Frost Caves entrance: a frozen hole with a ladder in Tristram leads down to the Frost Caves, and the tree that covered it is gone.
- Desert entrance: a gap in Tristram's north wall by the church opens onto a sandy strip that leads to the desert.
- Exits are marked: Tristram's gates show where they lead when you hover them, and appear on the automap.
- Hive and Crypt loading screens show the right paintings again.
- The waypoint menu is easier to read.
- Fixes to rift bosses, cold damage and immunities, and Orcl Act monster scaling.
Install
Unzip, copy your own DIABDAT.MPQ (and the Hellfire MPQs if you have them) beside DiabloOrcl.exe, run DiabloOrcl.exe. No Blizzard files are included.
Oracool Edition v1.13.090 - the Orcl Act grows
Oracool Edition v1.13.090 - the Orcl Act grows
Everything since v1.13.055:
- The Orcl Act (Waypoint, third Act button): the woods, the desert and the Frost Caves, four floors each, scaled to your hero, with their own ground, objects, lights and monsters.
- Frost Caves: ice floors, frozen rivers, crystal lights, light shafts, snow; their monsters are immune to cold (your golems, minions and companions are not).
- 18 Diablo II and III bosses join the rift roster: Andariel, the Countess, Mephisto, Lilith, Diablo Lord of Terror, Azmodan, Izual, Nihlathak and more. They also rule the Orcl Act's last floors: ice-coloured with cold skills in the Frost Caves, sand and gold in the desert.
- Hellfire's Hive and Crypt now scale with your hero.
- The main menu plays a random intro clip.
- Many fixes from audit rounds.
Install
Unzip, copy your own DIABDAT.MPQ (and the Hellfire MPQs if you have them) beside DiabloOrcl.exe, run DiabloOrcl.exe. No Blizzard files are included.
Oracool Edition v1.13.055 - skills drawn by the game
Diablo Orcl v1.13.055: skills drawn by the game
The skills of every class are now drawn by the game itself, in real time, in place of their painted sheets: frost that creeps, fire that licks and leaves embers, lightning that forks, holy light, weapon trails, cracking earth and falling rock. Every effect has its own setting under Settings → Oracool Edition, all on by default.
Drawn skills
- Drawn Skills: skill effects for all six classes are drawn live instead of played from sheets: Frost Nova, Frozen Orb, Absolute Zero, Holy Lance, Blessed Shield, Chill Touch, Static Charge, Cinder Touch, Furnace Mouth, Funeral Star, the Rogue's spear skills, the Monk's staff and fist arts and many more.
- Drawn Earth: the Barbarian's Ground Stomp, Seismic Slam and Earthquake crack the floor and throw up stone, dust and falling rock; Hammer of the Ancients cracks the floor.
- Skill light: skills light the world as they fire: carried light, burst flashes, curse and buff glows, cast and hit light, for every class.
- The Fire Golem stands in an aura of flame, fire running through its body, and every tile it walks off burns for three seconds, scorching enemies that pass through. The golems are a quarter larger, and the Blood and Clay Golems leave blood and clay in their tracks.
- Leap and Leap Attack use the Monk's crane leap, and the Paladin's Charge opens a gate of light.
More graphics
- Scene effects: more than fifty new effects across four batches - among them a guardian's entrance and a low-health warning - each its own option.
- Living Backgrounds: the menu paintings live - their flames glow and flicker, banners barely stir, the forge chimney smokes.
Fixes
Two audit loops closed with no major issues left, among them: the Fire Golem keeps its pace, its burning trail stops with the golem, and the menu effects stay on the painting and are cheap to draw.
On the website
The Items page lists every item by quality - basic, magic, rare, unique, primal, set, ethereal and runeword - with its in-game picture and its tooltip on all four tiers, exported from this build. Each class has its own page of drawn skills.
Install
- Extract the zip into its own folder.
- Copy
diabdat.mpqfrom your own Diablo installation besideDiabloOrcl.exe. For Hellfire content addhellfire.mpq,hfmonk.mpq,hfmusic.mpqandhfvoice.mpqtogether. - Run
DiabloOrcl.exe.
No Blizzard game data is included. Single-player only. Back up Saved_Games before upgrading.
Oracool Edition v1.13.004 - next-gen Diablo graphics
Diablo Orcl v1.13.004: the era of next-gen Diablo graphics
Version 1.13 opens a new era for the mod: Diablo's world, lit and drawn with modern techniques. Every effect has its own setting under Settings → Oracool Edition, all on by default.
New since v1.13.001
- Faster on the graphics card: the picture the card finished comes back while it works on the next one, so the CPU no longer waits for it (new option Graphics Card Pipelining, on by default). Torch shadows are traced once and remembered instead of every frame.
- Softer lightning: lightning’s glow is toned down, to a third for bolts and three fifths for its other effects, and its per-pixel light is halved. Every spell’s glow now uses its own strength.
- Fixes: a pipelined picture is always the frame just before, never an older one, and torch shadows update correctly when a light moves to another tile.
Watch
- The Paladin trailer and the Barbarian trailer on YouTube.
Light and shadow
- Coloured lighting: fire burns orange, lightning blue-white, holy gold, poison green and cold cyan; champions and uniques glow in their own hue.
- Smooth lighting: the floor fades from light to dark instead of in tile-sized steps.
- Shadows: walls and pillars cast ray-traced shadows from every light, and the floor darkens where it meets the walls.
- Per-pixel lights: each light pools round itself in its own colour, with soft shadows (graphics card).
- Lit sprites: walls, objects and figures are shaded from the side each light comes from (graphics card).
- Torch flicker.
Atmosphere
- Glow: spells give off light. Bright fire, lightning and lava bloom, close and wide (graphics card).
- Light shafts from torches and spells (graphics card).
- Heat distortion over lava, fire and flames (graphics card).
- Colour grading: each area has its own subtle colour mood and a filmic grade (graphics card).
- Vignette.
- Particles: embers, sparks, dust motes and the ash of Hell.
- Lava and water: the air shimmers over lava, and light ripples on water.
A living world
- Day and night in Tristram: a 20-minute day, with an amber dusk and a dark-blue night lit by lamps and portals.
- Floor marks: blood, scorch, frost and acid on the floor after a fight, fading after a minute or two.
- Loot beams: a coloured beam and floor glow under magic, rare, unique, set, primal and runeword items.
- Smooth animation: heroes and monsters blend from frame to frame.
- Zoom: a pixel-art zoom filter with contrast-adaptive sharpening.
The graphics-card renderer
Everything drawn after the figures now runs on the graphics card through Direct3D 11, which is much faster. It works on any Direct3D 11 card: Intel HD 4000 or newer, GeForce 400 or newer, Radeon HD 5000 or newer, and every Snapdragon X. If the card cannot, the game falls back to the CPU on its own. You can also turn Graphics Card Renderer off; the picture is the same apart from the card-only effects. With Show FPS on, the game shows what each effect costs and logs it to Saved_Games\frame_passes.csv.
Also since v1.12.351
- Bugs: the cursor no longer vanishes after the Poisoned Water quest.
- True colour: Orcl art that was still squeezed to 256 colours is now drawn in true colour.
- Fixes: many balance and correctness fixes from the open-decisions review and the whole-code audit.
Install
Extract into its own folder. Add your own diabdat.mpq, and for Hellfire content all four of hellfire.mpq, hfmonk.mpq, hfmusic.mpq and hfvoice.mpq, beside DiabloOrcl.exe. No Blizzard game data is included. Back up Saved_Games before upgrading.
Single-player only. Windows x64. The project is still in development: bugs are common and come in hordes.
Oracool Edition v1.13.001 - next-gen Diablo graphics
Diablo Orcl v1.13.001: the era of next-gen Diablo graphics
Version 1.13 opens a new era for the mod: Diablo's world, lit and drawn with modern techniques. Every effect has its own setting under Settings → Oracool Edition, all on by default.
Light and shadow
- Coloured lighting: fire burns orange, lightning blue-white, holy gold, poison green and cold cyan; champions and uniques glow in their own hue.
- Smooth lighting: the floor fades from light to dark instead of in tile-sized steps.
- Shadows: walls and pillars cast ray-traced shadows from every light, and the floor darkens where it meets the walls.
- Per-pixel lights: each light pools round itself in its own colour, with soft shadows (graphics card).
- Lit sprites: walls, objects and figures are shaded from the side each light comes from (graphics card).
- Torch flicker.
Atmosphere
- Glow: spells give off light. Bright fire, lightning and lava bloom, close and wide (graphics card).
- Light shafts from torches and spells (graphics card).
- Heat distortion over lava, fire and flames (graphics card).
- Colour grading: each area has its own subtle colour mood and a filmic grade (graphics card).
- Vignette.
- Particles: embers, sparks, dust motes and the ash of Hell.
- Lava and water: the air shimmers over lava, and light ripples on water.
A living world
- Day and night in Tristram: a 20-minute day, with an amber dusk and a dark-blue night lit by lamps and portals.
- Floor marks: blood, scorch, frost and acid on the floor after a fight, fading after a minute or two.
- Loot beams: a coloured beam and floor glow under magic, rare, unique, set, primal and runeword items.
- Smooth animation: heroes and monsters blend from frame to frame.
- Zoom: a pixel-art zoom filter with contrast-adaptive sharpening.
The graphics-card renderer
Everything drawn after the figures now runs on the graphics card through Direct3D 11, which is much faster. It works on any Direct3D 11 card: Intel HD 4000 or newer, GeForce 400 or newer, Radeon HD 5000 or newer, and every Snapdragon X. If the card cannot, the game falls back to the CPU on its own. You can also turn Graphics Card Renderer off; the picture is the same apart from the card-only effects. With Show FPS on, the game shows what each effect costs and logs it to Saved_Games\frame_passes.csv.
Also since v1.12.351
- Bugs: the cursor no longer vanishes after the Poisoned Water quest.
- True colour: Orcl art that was still squeezed to 256 colours is now drawn in true colour.
- Fixes: many balance and correctness fixes from the open-decisions review and the whole-code audit.
Install
Extract into its own folder. Add your own diabdat.mpq, and for Hellfire content all four of hellfire.mpq, hfmonk.mpq, hfmusic.mpq and hfvoice.mpq, beside DiabloOrcl.exe. No Blizzard game data is included. Back up Saved_Games before upgrading.
Single-player only. Windows x64. The project is still in development: bugs are common and come in hordes.
Diablo Orcl v1.12.351
Windows x64 Release build of Diablo Orcl.
A layout update over v1.12.347. The package has the same contents as before: the game, its libraries, oracool.mpq, devilutionx.mpq and a README. You supply Blizzard's archives yourself.
Vendor and artisan windows
- Button frames: buttons on the gold plate wear the inventory-style slot frame, with a 6px gap between the frame and everything around it. That covers Griswold's, Wirt's and Adria's service buttons, Gillian's dice and Imbue icons, Ogden's arrows, and both Transmutes.
- No frames on the plain buttons: Gillian's reroll choices, Ogden's YES/NO, and Griswold's Salvage page.
- Side tabs: they have no frames and sit flush against the panel again, in every vendor and artisan window.
- Griswold's six service buttons: they now stand in one even row with gaps between them.
Diablo Orcl v1.12.347
Windows x64 Release build of Diablo Orcl.
122 versions since v1.12.225. The package has the usual contents: the game, its libraries, two archives and a README. oracool.mpq holds this fork's own art and data, and devilutionx.mpq holds the engine's. You supply Blizzard's archives yourself, as the README explains. The download is larger than before (about 176 MB), because of the new art.
Single-player only.
Combat and character
- Damage works as in Diablo II. Item, Strength, skill and passive bonuses add into one percentage, and Strength multiplies weapon damage.
- Higher attribute cap. Base attributes go up to 999; the old cap was 255.
- Torment multiplier. Torment opens a picker of eight Hell multipliers, from x1.5 to x5.
- Torment immunities. No Torment monster is immune to all three of fire, lightning and magic.
- Set bonuses stack. Life steal, mana steal and armour vs undead/demons add up across items and set rungs. Set rungs that repeated an effect you already had now grant a stat that adds.
- The Barbarian has no mana.
- He has no mana pool, puts no points into Magic and can't read spell books.
- Mana lines are gone from his tooltips, and the mana shrines speak to him instead.
Skills
- The Sorcerer's fire:
- Meteor is now a shower of 12-16 rocks.
- Funeral Spiral throws twelve fireballs that spiral out.
- Ashen Brand is an area curse: its victims burst when they die.
- The Sorcerer's lightning:
- Lightning Ball rolls a living ball of lightning.
- Lightning Clone runs back to you, striking as it goes.
- Lightning Rod, Faraday Ring and Conduit are new.
- The Sorcerer's cold:
- Absolute Zero is a 7-second frost vortex that follows you.
- The cold spells have new sounds and animations.
- Frost Nova fades out as it spreads.
- Fist of the Heavens strikes each monster once, at the damage its tooltip states.
- Shoulder Gate stops at the enemy it meets and stuns it.
- Charge refuses long detours round walls.
- Area and bow skills no longer see or strike through walls or closed doors.
- Madawc's hammers never miss.
- Corpses on a floor you return to can be raised again.
Items and crafting
- Levski's Cube comes alive. It shimmers while closed and opens when you use it. Your items show live on its grid, and it closes as you walk away.
- Recast and Consecrate keep a set piece's oils.
- Crafts are priced at the moment you craft them.
- Rerolled crafts lose the craft word from their name.
- Chests, barrels and racks drop loot for the floor's level, as monsters do.
- The belt refills potions only.
Rifts and waypoints
- Guardian Rift keystones:
- A keystone spent on a Guardian Rift you never finished is refunded.
- Keystones left on the rift floor come home with you.
- Waypoint keyboard controls: a golden ring moves over the sigils with the arrow keys. Left/Right change the Act, and Enter travels.
Interface and controls
- Thirteen new 21:9 loading screens.
- Escape closes the top window only, one per press.
- Buttons act on release. The window close buttons, the menu icons, the belt's Menu/Portal/Run slots, the skill picker and the class tree all act when you let go of the mouse button, not when you press it.
- Gamepad:
- LB/RB turn backpack pages 2-10.
- The belt and the class tree work on the pad.
- The Abilities window has keyboard and pad focus.
- The chat line and
/devnotes work in Release single-player.
Fixes
- About 90 audit rounds of fixes. Among them:
- lost or duplicated items;
- save and stash safety;
- skills that charged twice or reached through walls;
- tooltip numbers that did not match what skills do;
- many crash fixes.
- Save safety: settings no longer reset on every start, and saves are flushed to disk before they replace the old ones.
Diablo Orcl v1.12.225
Windows x64 Release build of Diablo Orcl.
The first release in seventeen days: 290 commits and the whole 1.12 series past v1.11.078. The package is the usual shape: the binary, its libraries, two archives (oracool.mpq for this fork's own art and data, devilutionx.mpq for the engine's) and a README. You supply Blizzard's archives yourself, as the README explains.
Classes and skills
- Every class's skill tree is built. The 162 new skills are in and working, alongside the originals: 434 rows across the classes, each growing with every rank and saying so in its hover (current level and next level, D2-style).
- The Barbarian runs on Rage instead of mana: generators build it, spenders pay for it, and it carries down the stairs.
- Whirlwind is held on the right button: he spins toward the cursor in a magic cloud, with two axes and two swords circling him.
- Double Swing and Frenzy swing twice per click.
- Rend is a curse cast round him, and Earthquake a train of shockwaves.
- Leap, Ground Stomp, Rend, Whirlwind, Earthquake and the war cries go on the right button only.
- The Necromancer is a playable class: minions, curses, bone and poison, an army of up to 32 bodies.
- Companions: the Valkyrie, the Spirit Guardian, the Decoy and the three Ancients.
- Talic whirls, Madawc throws hammers and Korlic fights with his sword, each in his own colour.
- The Paladin's skills have reworked effects, and shield skills show red while no shield is held.
- Battle Command raises every skill a rank, and the badges show it.
Sound and effects
- Sound: every skill sound is a vanilla Diablo sound now, chosen per skill from the review pages. Melee skills play their own swing and impact.
- Effects: skills wear vanilla effects, scaled and tinted: Holy Bolt bursts, Blood Stars, Fire Wall flames, war cry rings sized to each skill's reach.
Town and systems
- Rifts: the Rift Monument in town opens rifts, generated levels with a kill bar and a guardian at the end.
- The artisans:
- Griswold's Salvage page;
- Gillian's Mystic Workshop (reroll, imbue, cleanse);
- Ogden's jeweller's collection boards and recipes;
- Wirt's cart with Shop and Gamble.
- Imbuement Shards replace the Mystic Orbs: 24 kinds, a ledger per item.
- Loot:
- one affix list;
- no affix above the item's level;
- Smart Loot leaning toward your class;
- SORT gives every quality its own stash page;
- eleven more monster variants.
- Waypoints are split into three Acts.
- Buttons: every button presses and acts on release.
Screens
- Character sheet: redesigned, with Now/Base stat buttons and hit odds. Resistance bars run in nine parts to the 90 cap, and resistance can go negative, D2-style.
- Advanced Stats window beside it.
- Tooltips: a gold card for item tooltips and hints, and ethereal items marked in purple.
Fixes worth naming
- Nightmare drops: they were rejected as invalid packets and never saved.
- Weapon sprites: equipping a weapon without re-equipping it could leave the hero drawn with the old one's sprites.
- Summons in town: summoning in town crashed the game.
- Rifts: closing a rift could strand you.
Diablo Orcl v1.11.078
Windows x64 Release build of Diablo Orcl.
This is the first release off the 32-bit renderer line, and the first in six days of the 1.11 series — 121 commits and 78 builds past v1.10.001. The package is the usual shape: the binary, its libraries, two archives (oracool.mpq for this fork's own art and data, devilutionx.mpq for the engine's) and a README. You supply Blizzard's archives yourself, as the README explains.
The renderer, in colour
The whole screen is a 32-bit XRGB back buffer now, with every drawing kernel resolving palette indices to real colours at write time. Four stages landed:
- The back buffer. Fades and the white flash became present-time transforms rather than palette rewrites; 8-bit offscreen surfaces are untouched.
- Art in true colour. Every HUD and UI asset keeps an ARGB copy — tint and luminance are done in RGB — and each draw composites it with its real alpha. Aura ground rings carry their own colours; the front-end paintings are a true-colour item.
- Text colours as values. A colour is an RGB value, not a palette file: 21 Orcl
.trnfiles were retired into a table baked from the town and menu palettes, andUiFlagscarries colour as a 12-bit field (4096 colours) instead of a bit each. - Gamma at present time. A per-channel lookup applied to every shown pixel before the fade, so palette art, text, HUD art and the paintings follow the slider together. The palettes themselves stay linear.
Two consequences worth naming: the green ramp that had been injected over the palette's orange minis since August is gone, so the fires read as they were painted; and loading screens decode the original CEL through its palette at load and scale in full colour.
Frozen monsters are drawn under frost with their shading and lighting intact, and a monster wearing a recoloured variant is lit through the light table applied after the recolour — a near-black sprite used to show only its steel highlights.
The Paladin
Every level buys something now. Heavenly Strength takes any two-handed weapon in one hand with a shield in the other. Blessed Hammer spins on its own sprite and checks every tile it crosses rather than only where each tick lands; Blessed Shield bounces to two further monsters at 75% and 50% with a holy flash on each strike. All three ranged skills are cast as spells, which brought a Faster Cast Rate affix with them — on uniques, set rungs and runewords. Both deal magic damage, quoted on the sheet in its own colour.
Spells never miss monsters, the Diablo II rule, on trial — this one is being judged in play and may be reverted.
Items
- All 250 expansion uniques live, the last 107 on 18 new bases, save-safe.
- Main-hand set pieces keep their weapon family.
- Jewels say what they do in their popup.
- Natural drop chances for the item tiers, paired with the 300% monster density a new ini now ships with.
- A repaired item is whole again; worn items meet requirements with the sheet's strength, and Str/Dex requirements past 127 no longer wrap.
- Right-clicking an item into an occupied equipment slot puts the displaced item in the hole the equipped one just left — or, if it will not fit, somewhere suitable, or on the floor.
- Bows need both hands again.
The interface
- A seventh HUD, with a seventh belt cell holding the Walk/Run toggle; its hint names what one step costs in ticks.
- The Abilities window gets its own canvas: five tab plates with hover and press states, titles under the button row, no nav arrows.
- The loading bar sits flush on the floor, 15px tall and the full screen width, graded dark red to bright green.
- Waypoints are named by their area level and sorted by it, from a formula rather than a hand-written list.
- A gold ! over the townspeople who have something for you.
- Levski's Roar wears a carved stone popup; the stash chest is a gold-filled sarcophagus whose lid animates in town; shop controls wear the vanilla button, desaturated, with gold labels.
- Ability pages are full 3×6 grids; passives go gold when earned and green when assigned.
- Fit to Screen stops at 21:9.
The world
The area ladder is 64 rungs. The Nest shares the Caves' rungs and the Crypt shares Hell's, so there are 16 levels to a difficulty and Hell/Hell (area level 48) is where everything must be droppable. The Hive and Crypt keep their weaker Hellfire stats on purpose.
Nightmare was quietly downgrading a monster's immunity to a resistance — fixed. The Dark Lord is excluded from the monster-variant system: no name prefix, no recolour.
Assets and the archive
The private archive is dissolved. Resources is four folders now (original game art, in-use assets, concept assets, and the asset requests), everything the mod itself draws ships publicly in oracool.mpq, and an ASSET-LEDGER.md records what entered the game and what left it. A release is 11 files, none of them Blizzard's.
Two crashes fixed along the way: the dungeon-load crash with Heavenly Strength, and the Blessed Shield/Hammer cast crash.
The wiki
The companion wiki is live at https://orclwiki.oracooll.com — audited page by page twice this week, with icons for every unique, set piece, socketable, skill and spell, drawn by the route the game itself uses.
Verification
720 tests pass (0 failures, 1 skipped timedemo).
Note on saves
Save compatibility is not maintained between versions. A character from an earlier release may fail to load or lose items. Start a new character.
Diablo Orcl v1.10.001
Windows x64 Release build of Diablo Orcl (formerly "Diablo Orcl V1 — Oracool Edition").
The 1.9 line ran to 318 builds after the last release (v1.9.90); this is the milestone that closes it. The package is the same shape as before: the binary, its libraries, two archives (oracool.mpq for this fork's own art and data, devilutionx.mpq for the engine's) and a README. You supply Blizzard's archives yourself, as the README explains.
What changed since v1.9.90
The whole interface, again. A stone HUD with sunken orb wells and a joined belt; the belt buttons, the burger menu's eight entries and the inventory tabs drawn as vanilla-style glyphs (the tabs are chests now, lid down or lid raised); every side panel on one painted 340x720 canvas; Levski's Roar, the runeword book and the recipe book on painted stone frames; all 257 class skills with their own glyphs; a silhouette for every class behind the equipment slots.
Skills. The six class trees are packed from the left into their level rows, active skills cap at level 30 (only passives reach 36), the Paladin's duplicate Holy Bolt is gone, and every tree skill above spell id 63 now actually has a rank at the mechanics - Frozen Orb, the cold armours, the Rogue's arrows, the class melee skills, the warcries and songs had been reporting rank 0 however many points were spent.
Items. Stack placement is all-or-nothing (a merge that could not complete used to duplicate units); an item you cannot equip shows the unmet requirement in red; every fresh drop - chests, racks, corpses, barrels, Find Item - gets the same Magic Find, socket and ethereal rolls a monster drop gets; runewords form only on plain hosts; socket data beyond an item's count is discarded on load.
Under the hood. An external multi-audit's nine findings all closed, with regression tests; the test suite is fully green (683 cases) and each test binary also runs whole, shuffled, three times; the level-3 golden map that had failed for weeks was a quest-default mismatch, not the generator; 5.5 MB of art nothing loaded left the archive.
Note on saves
Save compatibility is not maintained between versions. A character from an earlier release may fail to load or lose items. Start a new character.