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9 bytes added, 05:18, 5 February 2009
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Movement and Physics
==Movement and Physics==
Another big change between the games is that everything in Diablo is laid out on a rigid X/Y axis. The game world can be thought of as a large sheet of graph paper, and every item, character, and monster can only take up one square. This is evident when you drop items, since 8 will surround you, and the 9th will fall where you are standing, and it's impossible to drop any more. Only 8 monsters can fit in around a character, and if you put yourself into a corner only 3 can get into range. This makes using the terrain in the dungeons a major part of the game's strategy.
Players and monsters will always stand exactly in a square when they finish their movement. It's impossible to attack or cast a spell while moving between two squares. This can be used to your advantage, since monsters that are hit while moving between two squares will be knocked back to the last one they were standing in. Thus if a monster is trying to advance on you and you keep hitting it before it can move entirely into the next square, it will be repeatedly pushed back.
Characters using ranged attacks are advised to fire down the straight lines, especially at monsters that advance along them, such as Knights or Skeletons. Monsters (and characters) are very hard to hit with a projectile when targeting them diagonally. If a group of enemies is coming in, shoot in a straight line, move over a step, shoot down that line, etc. By the same token, characters attacking arrow or spell-firing enemies should move in a zig zag pattern to greatly reduce the number of hits they will take on their way in.
 
==Stash==
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