Blizzard Entertainment anunció hoy que los jugadores de Diablo II: Resurrected ya pueden disfrutar de una nueva función experimental llamada Zonas de Terror con el parche 2.5, que se encuentra disponible en el Reino Público de Pruebas (RPP, o PTR en inglés).

Esta es una nueva función opcional que agrega una novedosa manera de que los jugadores experimenten la travesía al nivel 99 durante las temporadas. Cada hora, los ejércitos de los Infiernos Ardientes focalizarán su terror en una zona específica, lo que causará que se incremente el nivel y el poder de todos los monstruos en el área, para así incentivar a los jugadores a obtener recompensas en varias ubicaciones a lo largo de Santuario.

Además de las Zonas de Terror, en el parche también habrá para probar diversas adiciones de calidad de vida y correcciones de errores basadas en los comentarios de los jugadores. Puedes echar un vistazo a todos los detalles acerca de las Zonas de Terror y todo lo demás que llegará con el RPP del parche 2.5 en el blog de Blizzard, o detallado (en inglés a continuación).

Aquí hay una lista completa de todas las zonas que pueden aterrorizarse durante el PTR:

Zonas de Terror

El viaje al nivel 99 es una experiencia célebre para los jugadores y todo un hito si se logra, incluso un rito de iniciación. Queremos ofrecer una alternativa al cultivo repetido de Baal, Diablo o Nihlathak. También queremos que el viaje al nivel 99 sea accesible para una población más grande de jugadores, lleno de variedad y, lo que es más importante, desafiante: aquí es donde entran en juego las Zonas de terror. A medida que entramos en detalles, tenga en cuenta que los jugadores pueden elegir optar -fuera de las Zonas de Terror si lo desea.

Al jugar un juego habilitado para Terror Zone, cada hora, los ejércitos de Burning Hells concentrarán su poder demoníaco en zonas específicas, aterrorizándolos. Los monstruos en estas zonas serán al menos dos niveles más altos que tu nivel actual o su nivel original, hasta un máximo por dificultad. La experiencia recibida y el botín obtenido al matar a un monstruo aterrorizado se basarán en este nuevo nivel. Además, los monstruos aterrorizados también otorgarán puntos de experiencia adicionales.

Aquí están los detalles de nivel para cada tipo de monstruo por dificultad:

Normal

  • Base: +2 niveles hasta el nivel 45
  • Campeón: +4 niveles hasta el nivel 47
  • Único: +5 niveles hasta el nivel 48

Pesadilla

  • Base: +2 niveles hasta el nivel 71
  • Campeón: +4 niveles hasta el nivel 73
  • Único: +5 niveles hasta el nivel 74

Infierno

  • Base: +2 niveles hasta el nivel 96
  • Campeón: +4 niveles hasta el nivel 98
  • Único: +5 niveles hasta el nivel 99 

El nivel de jugador base utilizado para los cálculos anteriores se toma del creador del juego. Si el anfitrión abandona el juego, se seleccionará un nuevo jugador para la base.

Al ingresar a un juego habilitado para las Zonas de Terror se le informará de las áreas aterrorizadas actuales a través de un mensaje que se le enviará a través del cuadro de chat. Cuando se acerque el momento de nuevas zonas aterrorizadas, se le informará de los cambios inminentes a través del cuadro de chat.

Además, se le informará que está ingresando a un área aterrorizada por varios indicadores

  • Iconografía única junto al nombre de un monstruo aterrorizado.
  • Mensajes y texto en pantalla
  • Señal de audio especial
  • Texto del juego en el mapa automático

Aquí hay una lista completa de todas las zonas que pueden aterrorizarse durante el PTR:

Act I

Blood Moor and Den of Evil
Cold Plains and The Cave
Burial Grounds, The Crypt, and the Mausoleum
Dark Wood
Black Marsh
The Forgotten Tower
Jail
Cathedral and Catacombs
Tristram
Moo Moo Farm

Act II

Sewers
Rocky Waste and Stony Tomb
Dry Hills and Halls of the Dead
Far Oasis and Maggot Lair
Lost City, Valley of Snakes, and Claw Viper Temple
Harem and Palace Cellar
Arcane Sanctuary
Tal Rasha’s Tombs

Act III

Spider Forest and Spider Cavern
Flayer Jungle and Flayer Dungeon
Lower Kurast
Kurast Bazaar, Ruined Temple, and Disused Fane
Kurast Sewers
Travincal
Durance of Hate

Act IV

Outer Steppes and Plains of Despair
River of Flame
Chaos Sanctuary

Act V

Bloody Foothills
Frigid Highlands
Glacial Trail
Crystalline Passage and Frozen River
Arreat Plateau
Nihlathak’s Temple, Halls of Anguish, Halls of Pain, and Halls of Vaught
Ancient’s Way and Icy Cellar
Worldstone Keep, Throne of Destruction, and Worldstone Chamber

Enfoque y detalles del RPP:

Para respaldar las pruebas de los jugadores y la exploración de contenido, proporcionaremos plantillas de personajes en una variedad de buids populares en diferentes niveles. A medida que avanza el RPP, tengan en cuenta que puede haber mantenimiento periódico, interrupciones o actualizaciones según los comentarios de los jugadores. Los cambios implementados durante este período de RPP en las Zonas de Terror u otros aspectos del juego no son definitivos. Estamos probando Zonas de Terror como una característica nueva y experimental con el deseo expreso de inyectar diversión adicional a Diablo II: Resurrected. Para garantizar que las Zonas de Terror brinden una experiencia que sirva mejor a nuestros jugadores, necesitaremos su ayuda y lo instamos a que brinde cualquier comentario que pueda tener.

Habrá una encuesta en el juego ubicada en la pantalla del menú principal de Diablo II: Resurrected donde puedes proporcionar comentarios sobre las Zonas de Terror. Alternativamente, puede dejar sus comentarios en el foro de comentarios de PTR. Si descubre algún error, infórmelo en el foro Informe de errores del PTR. 

Gameplay/Quality of Life

  • Added additional warning text to the mercenary confirmation prompt if your previous mercenary still has items equipped.
  • Damage value for the Paladin’s Thorns aura is now present on the character menu.
  • Dead Finger Mages now reset correctly to their original state when revived by Necromancers.
  • Fixed an issue where casting delays could desync at very high ping.
  • Fixed an issue where monster unique mods were triggering from another unique mod’s trigger. For example, monsters that were both lightning and fire enchanted created an explosion every time they were put into hit recovery (Ex: repeatedly hit by Warcry).
  • Fixed a rare issue where item names on the ground would erratically flicker and shift while pathing around them.
  • Fixed an issue where players and monsters were able to walk through doors that visually looked closed.
  • Fixed an issue where certain Rune Words could not be repaired in the same game session they were created.
  • Fixed an issue where loading a character on a console that was created on PC was causing texture and lighting issues on console.
  • Fixed an issue that would occur when binding a skill to a multi-key binding (Ex: Ctrl + X, Alt + X) the action bound to the first key became unbound from that key.
  • Fixed an issue where the game name and password were not properly updating and displaying in-game when toggling the setting for showing it.
  • Fixed an issue where updates to stats, skills, or quests were displaying when no updates were available.
  • Fixed an issue where hardcore character names were not displaying in red text on the character list.
  • Fixed an issue with the Legacy Graphics gamble refresh icon containing graphical artifacts and corruption.
  • Fixed an issue where single and dual-wielding basic attacks with Claw weapons could have inconsistent attack speeds.
  • Fixed an issue where flags associated with previous characters (Ladder, Hardcore, and Classic) would persist for newly created characters in the Legacy Graphics Character Creation Screen.
  • Fixed an issue where the “buy” button legend in the vendor window would not display on the first weapons tab.
  • Fixed an issue where certain VFX were causing graphical corruption when fighting Uber Diablo.
  • Fixed an issue where Iron Golems could lose the aura granted by the item they were created with when the Golem was frozen.
  • Chosen game settings now persist in lobby game creation and filtering rather than being reset.
  • Fixed an issue where Iron Golems created in a previous game would disappear instead of teleporting to you.
  • Fixed an issue where performing a weapon swap during a trade would sometimes freeze the game.
  • Fixed an issue where visuals effects granted by set bonuses would sometimes toggle on and off.
  • Fixed an issue where environmental screen-space VFX were not playing.
  • Fixed an issue where Iron Golems summoned through a charge of the skill (Ex: granted by Metalgrid) would disappear when performing an inventory update.
  • Fixed an issue where Iron Golems created by a charged skill would not save between games.
  • Fixed an issue where players on console and controller would sometimes get the red-flash indicator for health loss while performing an inventory update.
  • Fixed an issue where the Horadric Cube could not be quick-dropped if there were items in it when playing on console or with a controller.
  • Fixed an issue where similar items weren’t grouping together when auto-populating into the belt while using a controller.
  • Fixed various issues when quick-moving a belt with items in the additional belt slots it provides while using a controller.
  • Fixed an issue where you sometimes couldn’t quick-equip an item that has its requirement met by another equipped item.
  • Fixed an issue where an item with requirement reductions would sometimes still show as requirements not met when equipped on a mercenary.
  • Fixed a desync with mana values when the consumption and regeneration of mana happened in a short frame window.
  • Fixed an issue where Quick Cast would sometimes restore the previous skill to the wrong mouse button.
  • Act V Dual-Wielding mercenaries now accurately animates two attack swings instead of one.
  • Fixed an issue where there were no corresponding Suicide Minion versions of the three guest Minion variants. These guest Minions will no longer visually transform into a skeleton and continuously stack explosion damage when whipped by Nihlathak or an Overseer.
  • Fixed an issue where Fist of the Heavens could unintentionally be used when it was bound on controller or assigned to left click on M+KB.
  • Fixed an issue where pets summoned by “chance to cast” skills on items would disappear after performing an inventory update.
  • Fixed an issue where Ravens summoned by charged skills would disappear after a few seconds.
  • Necromancer
    • Difficulty penalties for life drain now apply to the Blood Golem’s attacks.
    • Fixed an issue where Blood Golem was not correctly stealing life from a PvP opponent.

Localization

  • Updated gender pronoun strings that referred to the player from “his / her” to the neutral counterpart “their.”
  • Added a prefix for online Uber Diablo messages received in offline games.
  • Added localization translations for the automap tooltip.
  • Fixed an issue where the maximum gold in-game text for Polish, Russian, Mexican Spanish, and Portuguese languages were exceeding their bounds in the UI.
  • Fixed a variety of equipped skill names that were exceeding their bounds in the UI for the Russian and Polish languages.
  • Removed unnecessary spacing between tabs on PC in the quest log, waypoints, and player stash UI screens when playing with a controller while using the large font option.
  • Changed the date formatting for Japan to be displayed as Year / Month / Day.
  • Fixed a typo in the Japanese translations for quick equip and unequip to mercenary tooltip.

PC-Specific Fixes

  • Added functionality to revoke and undo friend rejection so it’s no longer a permanent rejection.
  • Fixed an issue where the “/friends list” chat command was being truncated after 256 characters.
  • Removed the ability to bind the Print Screen key.
  • Fixed an issue where if the players opened chat after dying with Legacy Graphics active, all controls stopped functioning.
  • Fixed an issue if a linked item in chat exceeded one line, the item was unable to be selected and shown.
  • Fixed an issue where if a player entered the lobby, then entered a game, the difficulty selection would be blank upon returning to the lobby.
  • Removed the scroll bar and buttons from the autosuggest menu for chat commands.
  • Fixed an issue where if a skill was bound, then the key was removed from the skill binding, the unbound skill would still display without a binding.
  • Improved the scrolling on the ladder season, ladder type, and class drop-down in the ladder tab in the online lobby.
  • Fixed a tooltip that incorrectly stated “Show game name and password” to correctly state “Show game name.”
  • Fixed an issue where the latency indicator visual in the lobby was off center.
  • Fixed an issue where if the player activates controller mode while in the lobby, the latency indicator visual would disappear.
  • Skills can now always be set to the left or right slots, regardless of if you meet the requirements to use them.
  • Fixed an issue where rings were always quick-equipped to the right-hand slot, even if the left-hand slot was open.
  • M+KB can now quick-equip and quick-unequip items to and from their character and mercenary.
  • Fixed an issue where dragging an item onto a mercenary’s portrait was not swapping their currently equipped item.
  • Text-to-speech now uses Voice (installed on Windows) which corresponds to the voice language selected (Set in Battle.net launcher).
  • Text-to-speech option reads out all chat commands regardless of channel.
  • Text-to-speech, when reading an item link, will now only read the item text instead of including various numbers and letters.

Stability

  • Fixed a crash on PC that occurred when resizing the client window while in the lobby.
  • Improved game join and game create backend request for a smoother player experience.
  • Various game stability improvements.