The following bugfixes and new features are included in this version:


09/25:

- fixed Hork demon bug
- fixed Infernal Bow

08/08:

- unique items for the new base items. Mostly similar to the Diablo 1.07 mod,
but also two or three totally new ones.

07/22:

- new base items:

Great Bow, War Axe, Wall Shield, War Plate, War Helm, Royal Sword, Royal
Shield, Elvenmail, Royal Bow, Royal Crown, Major Ring

- Adjusted some monsters' lvls to allow dropping of the new high lvl base
items and for game balance reasons

- fixed lots of bugs/imbalances with the monster data

- fixed Hive(Nest). Lots of people kept complaining, so we sat down and moved
monsters around to allow playing those levels again. Mostly original Hellfire
monsters there, nothing special, but it's there again after all.

- new prefixes/suffixes: shield (15-30 AC), gods (+21 - +25 to all)


12/06:

*** Item morphing might occur for some uniques ***

- removed matter bolt for various reasons.

- removed The Summoner. Summoning effect is nice, but makes game unstable.

- Shaktokh is now a Falchion without unique item graphic. Should fix
weird graphics/base type effects. Falchion because there was no room for
yet another unique sword/axe.

- price for shield of guard fixed.

General remarks:

- there is no way to prevent "of decay" from affecting a "+ damage" prefix.
That's why you get items like "King's sword of decay, [...] +240 dec. damage,
+240 dec. damage".

- some uniques have been modified several times. If you happen to have some
of these changed uniques (e.g. The Warbringer), you will notice stat changes
because these items get recreated once you start a new game. This means that
stats may either change slightly (e.g. 50-150 damage instead of 100-200) or
that some stats that have been removed show now "+0% to hit". Either live
with the item as it is or discard it, we cannot prevent this morphing though
we try to keep it a a minimal level.

- Some have asked why the undead balrogs are so hard to kill. Well, they
are *undead* :-) That's why they are hard to kill when you use a sword.

- We forgot to mention last time that the modifications to the sword base
items (damage) has been modified again. As you have noticed, Broadsword is
now the only item that has a modified damage.



09/19:

-modified multiplayer character filename to hlfmod_x.drv
If you want to transfer characters, copy your hrinfo_x.drv files to the
hlfmod_x.drv ones. Items will morph, though (that's why we changed the
filename)

-modified prefixes/suffixes so all of them can be found in the dungeon and
fixed some prefix/suffix weirdness (lvls that were too low, champion's <->
king's, ...)

-modified Wirt price limit to make really expensive items (godly full plate)
only findable, not buyable

-modified starting / max stats for some character classes

-modified attack speed of the Bard and spell casting speed of the Monk

-as always, new monsters and new bosses

-new spells (on staffs) and new unique items

-changed price for some of the uniques to keep Wirt/Gris from annoying you
with cheap items even though you have a great unique

-teleport is now a town spell

-improved golem a bit so that he can last a little bit longer

-auto to hit changed. New formula for auto to hit is now

dungeon level + (char level * monster lvl * 5 / 512)

Thus, monsters in the crypt have now high auto to hit, too. 

-close down Nest artificially. Yes, you can go there. No, you will not
survive. No, DON'T use your favourite char with the really good items to
see what we have done there. Reason for this is that even though we told you
NOT to go there (weird monster mix for technical reasons, not playtested,
bugs, ...), many of you go there and afterwards tell us that they found bugs
there. So, this is our final way of saying "DON'T go there!". We warned you.
If you insist on playing the Nest, play the original Hellfire game.


09/02 (final version without new prefixes/suffixes):

- mutant lord boss now has a normal attack (he used to stand around)
- Narsil has been improved a bit (after all, lvl35 items should be really,
really good)
- The Barbarian's spell casting speed is now lower than that of the warrior
- The Bard's attack speed is now higher.
- The Monk's spell speed has been improved (between Rogue and Sorceror now)
- ruthless: 126%-160%
  merciless: 161%-200%
  diamond, ruby, sapphire: 51%-75% (max)
  of burning: 1-20
  of thunder: 1-30
  of lightning: 1-15
- golem has been improved, too. He (it?) is now a little bit faster, both
in walking and attacking.
- Modified damage of some sword types to make them interesting (in the
original version, using smaller swords like e.g. claymore was not interesting.
Even with damage increasing prefixes like e.g. vicious, they simply did less
damage than a plain non-magic bigger sword like the Bastard Sword).

New damage numbers are:
Broadsword 4-12 (not modified)
Claymore   1-15
Longsword  6-10

2-handed   9-18 (to compensate for loss of shield)
Great Sw. 15-25 (")                                

-We always thought that the "mail" graphics look pretty cool, but sadly most
players opt to go for a plate as soon as possible, since even the smallest
non-breastplate type plate they are offered has (in most cases) more AC than
any mail Gris sells. Thus we modified splint mail: It is now called "heavy
mail" and can have AC from 40-70. Thus it is now possible for Gris/Wirt to
sell e.g. blessed/saintly/awesome mail with an AC of up to 70, making it
possible to use the mail graphics even when going to nm/hell (or, if it is
a REALLY good heavy mail, like e.g. godly mail AC70 +190%, to go to
hell/hell with it).
-some players complained about orcs/walking dead being too rare. We made them
more common.
-many monsters have a 2nd attack, but for some of them, the "to hit" value is
zero, thus making this attack nearly worthless. E.g. goat clan melee type
monsters have their "spin" attack (when you hit them), but they nearly never
hit you with it. Where possible, this has been fixed.

08/24:
-fell wing in hell
-walking dead in caves
-the dragon has been improved slightly

08/20:
-Warlord of Blood should be red again
-fixed name bug for Xorine
-fix name Black Knight on lvl 16
-fix hit points Blood Knights

Diablo is supposed to be as hard as he is. He CAN be killed ! (we killed him
on nightmare diff today playing a lvl33 sorceror (using holy bolt) and a
lvl36 warrior with good equipment). Sorceror should play Battle mage, though.

08/18:
-Orcs once again: The slot we put the orc boss on has obviously some weird
ability attached to itself, causing sporadic game crashes. Orc boss thus is
now dead.
-modified The One Ring to have stronger darkness effect
-fixed typos in text
-renamed "Fleshdancer" boss so people are no longer confused when playing
Diablo AND Hellfire patch


08/07:
- fixed crash bug on lvl2/3 of church
- included orcs
- included two new uniques and modified some old ones because the move life
to mana or v.v. effect does not work as expected (we have trouble testing
the uniques, as simply importing the "old" unique which has been replaced
to get the new one does not work - you have to actually FIND the new unique
for the game to correctly create the item)


07/16:
- inserted a lot of bugfixes ("triple attack" of monk/barbarian, ac of
monsters in hell difficulty, ...)
- modified many monsters (especially the crypt ones) so that they fit to the
many bugfixes we included
- new uniques ! We included a lot of new uniques (from the Diablo mod) and
modified some of the original Hellfire ones so that they can appear in mp
mode.

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
Be aware though that this will mean that any uniques your chars are
carrying now, before playing with this new version, might be MORPHED once
you start a new game with this .exe file. If you experience this, please do
NOT play with the morphed items. They will probably not work correctly,
because their data is a mix between the new and the old unique item. But
don't worry - we only replaced uniques we thought nobody would use anyway
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-

- Oils from sp can now also be found in mp (but except for the DUR change,
none of the "oil changes" will be carried over to a new game. This cannot
be changed because of the way the game treats items when a new game is
created)

Thanks to Crystalion for many, many bugfixes we included.


03/13:

- removed price modification gothic plate/shield (suspected error)
- fix bug dark one spear (typo :-) )



03/08:

- modified some monsters


03/01:

- Only skeletons in church level one fixed (moved some monsters)
- Black Deaths removed from game (yesss ! :-) )
- Azure Dragons a bit faster
- Remove Devil Kin Brutes (not working correctly)

