Red will be my color, Mr. Knaaks response will be in the plain text to it's easier to differentiate.
So there you have it. My short interview with Richard Knaak, I hope you enjoyed reading it as much as I enjoyed conducting it.On behalf of Diablofans, Hello Mr. Knaak.
Hello to everyone! Thank you for having me.
--- Q&A ---
Q: As a writer are there any other parts of the Diablo lore that interest you? Such as the Dark Exile or the Binding of the Three?
A: The Binding of the Three, naturally. More on the Rathmians, of course. And, to be honest, I'm very interested in what material we've already seen coming for Diablo 3. King Leoric is a character I'd like to delve into. I think that there's a lot to work with there.
Q: The Diablo universe has grown and evolved significantly since the first Diablo game has come out. What has it been like for you to be an integral part of that process?
A: Fantastic! To be able to flesh out events, to flesh out the world and add to the mythos --- all as Blizzard approves and directs, naturally --- had been great fun! It's especially great now that the first images of Diablo 3 include a certain lost city...
Q: What were your inspirations for writing the Diablo novels? For example, the character of Uldyssian seems to be inspired by Odysseus (also known as Ulysses), who similarly went on a long journey and is said to be full of wrath.
A: Blizzard laid out a very fascinating and complex struggle between darkness and light and introduced some classes that blended well with the setup of the world. I chose to build stories around particular elements, which Blizzard very much liked. For Legacy of Blood, I liked the idea of enchanted armor that wasn't beneficial to the wearer and had a history of terror attached to it. For Kingdom of Shadow, Ureh's mysterious past enabled me to create something of an 'anti-Brigadoon', which worked to good effect. Moon of the Spider was a terrific chance to bring back Zayl and delve into the necromancers more, something Blizzard was very much interested in.
As for the Sin War, Blizzard needed that history adjusted to fit their notions of what D3 would be and between the company and myself, we worked out this one man's odyssey from human to what humanity has the potential to be. Homer's The Odyssey definitely inspired us and we're happy with the results.
Q: Is the character Karybdus from The Moon of the Spider loosely based off of the necromancer in Diablo II or are they in fact the same character?
A: Loosely.
Q: In Birthright, Uldyssian has an encounter with a Thorned Hulk and it kneels before him. Is there any significance to this?
A: The thorned hulk sensed what was developing in Uldyssian. It was a sign of what was to come for someone who was once a simple farmer and was now on the path to something amazing.
Q: Are there any non-Diablo writing projects you are currently working on that we may look forward to?
A: Most immediate are the WarCraft Legends anthologies. Volume 4 is coming along in mid-June and will conclude my four-part saga concerning Trag, the tauren from the Sunwell saga. September not only sees Volume 5 --- with a special story I can't yet speak about --- but the release of Legends of the Dragonrealm, a trade omnibus that features the first three novels of my own Dragonrealm series! With a 2-page map --- the first for the world --- and the novels FIREDRAKE, ICE DRAGON, & WOLFHELM, it is an astounding 680 pages.
December sees BEASTMASTER: MYTH an epic that brings the iconic character from the movie back to his roots while expanding his world in an entirely new direction. This will be out in trade paperback. At the same time, the third volume of my Ogre Titans trilogy for Dragonlance --- THE GARGOYLE KING --- will be released in mass market.
I'm also at work on SHADOW WING, the first volume of the next WarCraft manga trilogy.
Q: Thank you for taking time to answer a few questions for us. Is there anything else you'd like to say to the Diablofans community?
A: I'd like to thank the community for their support and hope that they continue to enjoy not only my contributions, but the upcoming game!
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Gameplay is such a vague term it's ridiculous. My gameplay will most certainly be enhanced if I get lore added into the game, and a platform from which I can easily access it. For me, Diablo is not just about going from one next monster to the next, and therefore this is a change that I and many others welcome.
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Guild Icon Background
Called guildiconbckg.dc6, this page seems to show an option for players to select a guild tabard or banner for their guild. The coloring boxes indicate that the banners could have been colored differently by the players.
Sadly, this is just a background, and it appears Blizzard quickly scrapped their plans shortly after making this picture, for only one guild icon was ever finished, or is at least present in the game
It's very dark and not very clear. However looking at the backgrounds I really like most of the pictures. I think had they been implemented they would have worked very well in the Diablo setting. Although a few, like the Pentagram, would probably have been more popular than others
And notice the Cow banner option in the top right corner
Guild Bank
Called guildvault.dc6 in the game, the name leaves little guessing. Apparently plans were to implement a guild bank as well for guilds, something which is very common in many MMO's today.
What could the top area have been used for? Perhaps a log of what people had put in/removed? A message the guild leader could leave for his members?
And as some of you may notice, Blizzard's early philosophy of inventory space is maintained. The storage space is far from spacious, especially when considering that this would be for much more than a single person.
Bank
Simply called bank.dc6, this design seems to suggests that some sort of bank system was to be put into the game. However personally I think it more likely that this was an early design for the personal stash.
Once again, notice the storage space. Spacious to say the least :rolleyes:
Update: Apparently this is how the stash looked at release. I blame ten years for not remembering.
Trophies
trophycase.dc6 is an interesting picture. What exactly would trophies have been used for? Now some of you might be suggesting that this is where the Standard of Heroes is supposed to go, but keep in mind that these images all come from the Classic Diablo II files, and the Standard of Heroes was introduced in Patch 1.11, long after these plans and images had been scrapped.
What would trophies have been then? Perhaps an early version of what we generally call achievements these days? What do you think?
Update: spierce7 has pointed out that all of these Guild features were announced and subsequently dropped by Blizzard before Beta even began. The trophy hall was supposed to have been a guild feature, not a player feature. Read it here
Steegstone
This last picture is very ambiguous. It is simply called steegstonebckg.dc6 in the game, and that doesn't really say anything.
I'm theorizing that this is some form of profile page. The top left appears to be a place for a picture, most likely of the character class. The large box to the left could be for stats and the large to the right for skills and items. The right button also seems to be scrollable, suggesting a lot of info could go in there.
The field with the star indicates some sort of title. Is this where Slayer/Champion etc would have been displayed, or perhaps would a title earned in the aforementioned Trophy system be displayed here?
Update: T'hain Esh Kelch has suggested that this last picture might actually be how the guild chat would have looked. If you look closely, the black box in the left corner is the same size as the guild banner backgrounds shown earlier in this post. It would make sense for guilds to have a guild interface to interact with each other with.
Update 2: spierce7 pointed out that the steeg stone was a feature used to upgrade your guild. By adding gold, players could upgrade their guild to new levels, adding more functionality and features to it. Read it here
Lots of mysteries. Let the speculation begin
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I'm in agreement with just about everyone else that the main storyline should be completely expressed finished in Normal, nothing else makes sense. However I do not see why a side quest could be Nightmare/Hell specific.
Take the books. The books most certainly add much lore to the series, however that knowledge isn't given to player who play Diablo II, and undoubtedly all the info won't be given to them in D3 either. So in order to grasp all of the lore first-hand, you need to also read the books.
The same point could be made for side quests. To experience all events first-hand, you would have to play through all difficulties. Although all the lore will naturally be available on various fan sites in due time if you want to read up on it.
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Humm...
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Exacly. It's not supposed to work as a substitute for other prizes, just as a complementary feature.
All good ideas, and precisely the things that should be pointed out. Otherwise no one will remember what users have helped out with news tips in the pats, but with some trophies, it'll be known by everybody.
Other ideas would be to implement wiki rewards as well. You could get trophies for how many good guides you've written, how many edits you've done, information written and other things. It would have to be a manual process done by us, but I think it could work. So long as the trophies aren't too ambiguous, it should be pretty straight-forward.
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If there are no sinks in the game, the game will accumulate more and more worth as time progresses, flooding the market with more and more items at a larger rate than new players are coming into the game. This was, as Bashoik pointed out, adresses in D2 through Ladder resets, in which the economy was completely wiped out once a reset commenced.
Eve, as above mentioned, has a more free conomy because people can loose stuff. Their ship gets blown up, and the gear is gone, meaning new has to be procured. This keeps the economy stable, as items and equipment disappears from the market everytime a player dies, which offsets new items being gained and created by players; thus the market isn't flooded.
In D3, you can't loose items. Even if you die, you can just pick up your body. Thus articifial ways of forcing items out of the market have to be created. Ladder is one, BoE is another. Removing items from the market continuously is imperative to create a healthy economy, to ensure that items don't loose their value and keep trade and treasure-hunting rewarding for all.
Yet at the same time, Blizzard has at this time demonstrated that they do not wish to hamper trade at all, since Bind on Pickup items will not be in the game. Such a limit would not benefit trade, and so Blizzard has opted not to include it. Have a little faith people, and try to look at this not as a copy from WoW, but as another aspect of the game designed to improve gameplay for all of us.
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The program is included as an attachment at the very bottom of this post. It's in a .zip archive, so you'll need a program like WinRAR to extract it.
1. What is it used for?
Originally it was developed for Diablo II mod makers, but for us, it serves the purpose of providing us with whatever in-game images we need from Diablo II for our wiki articles.
2. What it looks like
File: Select which MPQ you wish to open.
3. Extracting item images
Item files can be in data, exp or the patch file. Most are contained in D2 data however.
3.1 Finding the item
First open, the select mpq archive. Then, enter "dataglobalitemsinv" in the search field. This will take you to the beginning of the inventory images of items (just entering items takes you to the flippyfile of the item, which is how the item appears when lying on the ground).
Now it's a matter of searching. If you know how to look through the .txt files of the game, you can do that to easier find items. They are sorted by their code, so Ancient Armor, which has the code "aar" will be found under dataglobalitemsinvaar.dc6 (dc6 is the filetype used by Diablo II). Exceptional and Elite versions of a Normal item have the same inventory image file.
If you do not know how to look in the .txt files, then just scrolling down works too, though it takes a long time if you're looking for more than one file.
3.2 Coloring the item
After you've located the item, you must apply the correct color if you wish to extract a set item or unique item. How an item is colored depends on the base item. In Dr. Tester, there are several different palettes to choose from when coloring an item. If you click the Index button in the lower right corner you will see the following list of palettes. We are only interested in three of these:
Example: Tyrael's Might is a unique Sacred Armor. In the game, it appears blue. Ti find out what palette is used, open up armor.txt and locate the row for Sacred Armor. The scoll to the far right and locate the column InvTrans. The number in this column will always be either 0, 2, 5 or 8. 0 means that the item is never recoloured no matter what, 2 means it used grey2.dat, 5 that it uses greybrown.dat and 8 that is uses invgreybrown.dat. In the case of our Sacred Armor, the number in this column is 8, meaning Tyrael's Might is recolored using the invgreybrown.dat palette.
Next, to find out which color to actually use, open up UniqueItems.txt, and locate the row for Tyrael's Might, then the column invtransform. In this cell there will be a four letter code that tells the game what color to use. The list of colors is available in Colors.txt, or you can view the list under here:
1. White - whit
2. Light Grey - lgry
3. Dark Grey - dgry
4. Black - blac
5. Light Blue - lblu
6. Dark Blue - dblu
7. Crystal Blue - cblu
8. Light Red - lred
9. Dark Red - dred
10. Crystal Red - cred
11. Light Green - lgrn
12. Dark Green - dgrn
13. Crystal Green - cgrn
14. Light Yellow - lyel
15. Dark yellow - dyel
16. Light Gold - lgld
17. Dark Gold - dgld
18. Light Purple - lpur
19. Dark Purple - dpur
20. Orange - oran
21. Bright White - bwht
The number is what you use to get Dr. Tester to display the correct color. For Tyrael's Might, we see that the file says dblue, which refers to Dark Blue, nr. 6. Thus, we enter 6 in the little box in the lower right corner of Dr. Tester. And we're done!
3.3 Saving the item
When you save the file, select save as, and that's about it. Don't bother with changing the filename, it will save images to folders, and renaming in the program will only change the name of the folder, not the actual image.
4. Extracting monster animations
Regular monsters are found in d2data.mpq, expansion monsters in d2exp.mpq. Quite simple.
4.1 Finding the monster
Just like with items, enter "dataglobalmonster" into the field. This will take you to the monster categories.
Now monsters are a lot harder to locate than items. Scrolling through them will literally take forever, so unless you know the monster token (or code) it will take time. Monster codes are located in monstats.txt. It begins with 10 (which are those trapped soulds in Act 4) and ends with ZZ (Zealots from Act 3).
Locating the monster code is done through opening monstats.txt. In the column code, there will be two-digit combinations for all monster. This is the code you enter in Dr. Tester to display the monster. Once again, open the .txt file with MS Excel or similar spreadsheet program.
4.2 Confiruging the monster
After finding the monster, you can run different animations for it. After selecting a monster file, click the "Run F" button. This will cycle through the frames for that animation. Most monsters have attack, get hit, running, idle and death animations, as well as a few others. Select the appropriate one (by scrolling down in the list and selecting the appropriate .COF file).
Next, we need to color it. This time, select Shift instead of Index in the lower right, and look for the same token the monster you've selected has (meaning if you want to recolor a Zealot, you'll want to look for "dataglobalmonstersZZCOFpalshift.dat.
After that, select the colors. First monster types, such as Fallen, correspond to the number three. Carvers are 4, Devilkin 5, Dark Ones 6 and Warped Ones 7. It always goes in order so it's quite simple.
Some monsters won't let you configure their colors. This most often applies to monster who have cloud-like effects like Wraiths, Pain Worms, Gloams etc.
4.3 Saving the monster.
This is basically the same: select save as, keep transparent checked, but make sure you check "Full size frames", otherwise the image may stutter when viewed.
5. Final words
If there's something unclear, post it and I'll update the guide.
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Earlier today I decided to create a small mod for Diablo II which centers around the Diablofans community. I originally thought of this a few weeks ago when I got the idea of creating items of the members here (one such item was Spirit of Umaro, a set Amulet) however I ditched that idea as soon as I realized I sucked at actually creating good items. I was horrible at balancing them, it just turned into a collection of item way above Breath of the Dying and similar runewords in terms of power.
So what I did today was instead to create a few monsters of a few of you fellow mods here. I had only the vaguest idea of how to do this prior to today, but a few hours of searching for and looking through guides, readmes and forums, coupled with periodic bursts of frustration, I finally managed to add four of you into the Diablo II game. On top of that, it appears to be completely bug-free as of now as well (except Stormcat spawns with a whip instead of a javelin, but that's not too major).
I figured this could be a fun way to reward people. Prominent members of the forum and the wiki can be "immortalized" in the mod, much in the same way as Atrumentis comic works I suppose
I don't imagine many will actively play it, seeing as it's neither compatible with B.net or mods like Eastern Sun (it is compatible with PlugY however), so I want to check what you all think of this before I invest more time into it. Eventualyl if all goes well, it could potentially include monsters, items, cube recipies, skills, perhaps even new levels as well if I figure out how to do that. So what do you all think?
And these are the monsters so far:
Siaynoq
Superunique Blood Maggot
Cold Enchanted
Stone Skin
Spawns in Tristram
Stormcat
Superunique Night Tiger
Lightning Enchanted
Spectral Hit
Spawns in Harem
Seth
Superunique Doom Ape (sorry, couldn't find a hamster in the game files :P)
Extra Fast
Aura Enchanted
Spawns in Durance of Hate Level 3
Rykker
Superunique Oblivion Knight
Extra Fast
Multiple Shots
Spawns in Chaos Sanctuary
Oh, and if you have any complaints of suggestions for these and future personifications, do voice them.