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Showing content with the highest reputation on 09/19/2017 in all areas

  1. CM 1.60 - Player Spell and Skill Fixes This is the juicy stuff, the good stuff that players report and pray to get fixed. So I'm giving this whole section of the CM 1.60 changelog a proper breakdown. ================================ Seraphim Seraphim's Soul Hammer now hits twice while Dual Wielding (fixed incorrect weapon animations both on foot and while mounted on the Tiger). The incorrect mounted animation was a vanilla game bug. The incorrect animation on foot was a typo (?) introduced in a previous version of the CM Patch. Both are now fixed. A dual-wielding Seraphim hits with both weapons when using Soul Hammer, always. --------------------------------------------------------------- Shadow Warrior Shadow Warrior now uses correct animations when using Demonic Blow with ranged weapons while mounted on the Hellhound. How was this never caught until now? Maybe not a lot of mounted, ranged, Shadow Warriors out there. The animations were scripted properly, but the animation files themselves were missing! I had to rename some basic ranged attack animations to repurpose them for use with Demonic Blow. <--- Bugged no more! Shadow Warrior's Reflective Emanation has a "spikeshield" VFX it applies to minions when the gold mod "Idol" is taken -- this VFX no longer causes a drop in frame rate. This adds a big improvement to performance when lots of minions are active. This might have been my first bug report, many moons ago as a rookie adventurer in Ancaria. Now I get the satisfaction of closing the ticket. --------------------------------------------------------------- Inquisitor Inquisitor's Callous Execution no longer uses slow and clunky 2h animations when mounted on the Spider (dual wielding animation is unchanged). In a previous CM Patch, as a side-effect of making Callous Execution hit twice when dual-wielding on the Spider, the 2h animations became excrutiatingly slow. So now I've reverted all animations to vanilla EXCEPT dual-wielding, which will keep its new double-hit animation. Inexorable Subjugation now displays missing "Minion Lifetime" text in its tooltip. And, even better... Inexorable Subjugation no longer causes the Inquisitor to be petrified for the duration. Users reported that before Ice and Blood, the Inquisitor could launch Inexorable Subjugation and then perform other actions while the spell continued. After Ice and Blood, the Inquisitor became paralyzed along with the enemy, making the spell useless in Combos, and indeed most other scenarios. This bug is now fixed. --------------------------------------------------------------- Dragon Mage The Dragon Mage can now remove combat arts from combos (only applies to new characters created after installing the patch). For years this was wrongly thought to be a hard-coded problem. The fix was astonishingly simple. The spells in the Dragon Mage's creatures.txt entry need to be reordered. Voila. Dragon Mage's Protector gets improved AI. Will now use the special moves Ascaron gave him: Slowing Hard Hit and Heal Self. Protector had AI that prevented him from using spells. That is now fixed. Dragon Mage now has access to buff slots and potion slots while shape-shifted. This gives a whole new tactical element to shapeshifting builds, with Alchemy Trophies and Minions now being part of the equation. You may have read about the easy glitch you can use to retain your shape-shifted potion bar HERE, but now this change is baked right in. Dragon Mage's Dragon Berserk form is rebalanced. Power now scales better into higher difficulties without being overpowered at low levels. Because he can now use buffs while shifted, a rebalance was in order. Berserk is no longer the boss-shredder of CM 1.40 right out of the box, but he can be built up to be very powerful and tough nonetheless. --------------------------------------------------------------- Temple Guardian Temple Guardian's Combat Alert no longer causes a drop in frame rate. Formerly the buff most brutally punishing on FPS, Combat Alert is now adjusted so that performance no longer suffers. --------------------------------------------------------------- General Using weapon-based combat arts in melee should no longer make the character run around in circles trying to reach a target that's already in range. This was done by increasing the "fight distance" so that the character just launches his/her attack instead of trying to needlessly reposition. Characters can now use buffs while mounted on horseback. Horses got a raw deal in Sacred 2. Most people who wanted mounted combat ignored them in favor of the special mounts, naturally. Now Horses will be a more viable choice. The player can use any of their buffs while mounted. Buff FX now apply themselves to allies and minions immediately after casting/summoning. This is not just a cosmetic improvement. This should also solve the following problem: Buffs that boost party member stats (like Battle Stance) should no longer reapply their bonuses to allies over and over after teleporting or changing zones. And related to that... Summoned creatures no longer get extraneous buff VFX (orange lightning aura, shield aura). These buffs were meant to indicate run speed and attack value boosts, but since all minions already have these properties right from the start, these FX were just confusing players who had no clue why they would suddenly appear when changing zones. They were visual clutter, not to mention causing a big hit to performance if several minions were active. For these reasons, these FX are now removed. All General Skills are now available to every character. This is to promote these skills which are under-utilized in character builds. The breakdown of the new skills is as follows: Alchemy for Temple Guardian Bargaining for Shadow Warrior Enhanced Perception for Inquisitor Blacksmith for Seraphim, High Elf, Dryad, Dragon Mage
    3 points
  2. Another chunk of the CM 1.60 Changelog. Text and UI Fixes The GUI background is now less transparent so that text is easier to read. Grunwald, Swamp, Desert, and Girvym Dragons now display correct names in the "Last Opponent" window. Destructible "enemies" like Crystal Traps and Cursed Banners now have names in the "Last Opponent" window. Scaron boss now has a portrait in the "Last Opponent" window. Enemy names now fit better in the "Last Opponent" window without being cut off. Improved and clarified tooltip text for attributes. Damage modifier now appears in the Willpower tooltip if applicable (for lightsabers). Percents, not flat numbers, are now correctly shown in tooltips for Combat Discipline and Speed Lore. Corrected all instances where "Urtamark" is mispelled as "Urthamark." Corrected all instances where "Lakeview Tavern" is called "Ocean View Tavern." Corrected loading screen tips where "Cooldown" is used instead of "Regeneration Time" Corrected loading screen tips where "Frost" is used instead of "Ice." Corrected loading screen tip where CTRL+Click is said to be the command for directing minions, when in fact it is SHIFT+Click. Tornado and Gust of Wind are no longer called "Whirlwind" and "Flurry" in the rune exchange window. Master of the Hunt quest: Corrected mention of the city "Grurag-Orc" to the actual name of the city, Entruag. Sar'Thaz and Bengaresh Threshold now display their proper names onscreen when the player arrives, instead of "Arena of the Winged Ones" and "Red River," respectively. Corrected several lines in the various localizations that had incorrect or awkward translations (thanks to all the translators and bug reporters!). Using SHIFT+Click for minions was a big revelation for me. I thought directing minions was broken, when it turns out simply the game tip was wrong. See this post for more pics of the new, easy-to-read User Interface. Most of the missing enemy names were previously added in Diablo 2 Fallen. However, the names for the traps in the Crystal Plane and Cursed Forest are brand new. Poor Scaron never even had a portrait assigned to him. I had to make one from scratch. Big thanks to dimitrius154 for doing the necessary coding to get tooltips corrected for Willpower, Speed Lore, and Combat Discipline. He also figured the scripting necessary to get Bengaresh Threshold and Sar'Thaz names displaying properly. We erroneously thought it was a hard-coded issue for years. Read about the long and winding road leading to solving that bug here. MUCH appreciation to all translators who pitched in to get the CM Patch ready for all 10 localizatons. Caledor, Czevak, desm, thareross, dimitrius154, thank you! ==================================================== Quest Fixes Arena fighting rescripted (LUA code review: onRespawn). Quest targets in the Thylysium quest "The Usurer" will now appear and be attackable. There are no longer duplicate "Sister of the Archaeologist" NPC's standing in the same spot in Orcish Byway. Dragon Mage now makes comments when approaching quest bosses, like the other characters. All characters now have voiced comments when accepting new quests. The first three changes listed above are the work of quest script guru Marcuswob before he retired from the CM Patch. I carried them over from the previous test release. I believe the "Arena Fighting" refers to those quests with waves of enemies in arena locations. If you die during the quests, they should now resolve properly instead of glitching. I had Dmitriy pursue the issue of the missing "Quest Acceptance" voices mainly due to the persistence of one user, TonyG, who has been checking his topic for years, and also PM'd me about it. Tony, if you're out there, quest accept voices are finally restored! In the process, we also noticed the Dragon Mage was not making comments about the main quest bosses when he approached them. That's been fixed as well.
    2 points
  3. oh yeah, sacred is back again thanks for keeping it alive and continuing the work I´m gonna head over to mantis and help out, when I have the time.
    2 points
  4. Here's another last minute update on the interface. CM Patch dev Czevak has supplied us with a brand new logo for CM 1.60. Thank you! You can see I also returned the loading screen font to its original glowing yellow.
    2 points
  5. We can add the ability to stack runes. Doing so will save inventory space. EDIT: Read the whole thread to see how all my original arguments for voting NO were set aside due to coding developments. In the end, I too voted YES. As such, I left my original arguments for the sake of clarity, but crossed it out to indicate that the downsides to rune stacking were overcome in the end. But, it will also make the bonuses on all runes in the stack identical. So, if you have a low level Darting Assault Rune with +1 Darting Assault and 2.0% Chance to Poison, then every Darting Assault rune you pick up afterwards will be added to that stack and the bonuses conformed to match it. This means you would have to check each rune that drops before you pick it up, and make sure that you don't already have a lower-level stack of that rune in your inventory already, or you will lose the higher level bonuses. In essence, you're trading one kind of micromanaging for another. You won't have to constantly look through an inventory filled with dozens of individual runes, but it will now be up to you to always check and make sure you're not adding high level runes to low level stacks in your inventory. One method to do this is always keep runes in your player stash, where stacks don't upgrade. You could also spend 125000 gold to upgrade a single rune, then reverse upgrade the stack. This is basically a cheat feature, since you can add low level runes to high-level stacks, if this change is made. Sacred 2 players, is this trade-off worth it?
    1 point
  6. For fun, I created a site wide announcement pointing to this topic to see if we can get more feedback... @Dragon Brother I looked but didn't see an option to remove your vote. I'll probably look around more. That should be an option!
    1 point
  7. Ah, that's a shame. Well personally I could easily manage fine with stacking runes but... Only because I have read this topic. The problem I would see with this feature is that it may be perceived as a pesky bug. For those who don't read the fine print. Would you implement an in game popup warning about the change so players would be well aware? Also... I don't think I have quite a clear idea of the proposed feature. Initially, I had the impression that this would be an automatic function and that I would have no control over the stacking. It would just happen as I picked up drops. Upon a second read I get another possible impression that stacking would be manual. Can someone give a brief step by step of how this feature would behave? Am I drag-and-dropping runes manually to initiate the stacking of runes? Or will it be an automatic constant as I play along?
    1 point
  8. Youv've elaborated upon and headlined the features and true spirit of the CMPatch well here. The Patch didnt create a wildly new game, or anything different from the devs' intent. The spirit and original true look of the game has been preserved with the single, as you note, update to interface which I believe most users have commented on enjoying. I how this could have gone Frankenstein and become a truly different game, but the patch finally repaired so much in Sacred that was broken and for years many were complaining about incessantly on all the game boards. The patch as well was made with many members from all of the world's sites writing up the item descripti0ons and quests, giving direction and input. It's making was such a wonderful community experience for eveyrone involved and I loved reading how it slowly came into being . True Sacred fans helped it come together and become the masterpiece it is gogo
    1 point
  9. Looking good Flix, plenty of new improvements it seems.
    1 point
  10. I like this!! Any updates on the frame skip of inquisitor when you hold down shift? Any other cool things on the summoned creatures? I'm thinking like for dragon mage of making the little dragon being able to attack like the monkey demon does for the high elf. I think champ version can do more which would be really neat if it can be done.
    1 point
  11. Glad a lot of these fixed were fixed, some of them bothered me (like the fact that when a Seraphim talked to a human, the Seraphim's hand went through the human's face because physics and you could see that the Seraphim's hand was bigger than the Human's face )
    1 point
  12. All this sounds great! Can't wait! First I just have to stop procrastinating for long enough to reinstall the game since it's apparently broken now for some reason:) The "Sacred 2 - game Server" app crashes, even in singleplayer, and it doesnt let me play theres a big and a sacred-sized hole in my heart
    1 point
  13. It's been a long time!! Email has been telling me to come check things out so here I am. Love the new site guys! I loved having the ice and blood gui, text and start screen badge. It's really easy to do, just make a copy of them before installing the CM patch. Anything new going on with the patch these days beside the diablo stuff?
    1 point
  14. Thank you very much for your effort I am played many games but never liked so much I love Sacred. Some of the point of sacred group pendent, addicted your excellent works. When I a bit cranky my husband says go kill some goblins
    1 point
  15. Finished the download, it definitely does not have the expansion. The title screen for Gold shows v2.65.2 build 1837. The title screen for Fallen Angel shows v2.43.0 build 1671. scripts.7z
    1 point
  16. Kimberlite => Kimberly, South Africa
    1 point
  17. Well, hopefully the transparency issue will be a thing of the past now. I feel pretty confident in releasing the CM Patch with this new opaque interface. I'm attaching the base files if you'd like to just add it to your own personal install setup. The "data" folder in the archive should be extracted into the game's "pak" folder. S2 GUI Black Opaque Version.zip
    1 point
  18. As a side note the forum looks good with an opaque mod too
    1 point
  19. ^ Thats how bad the current CP version looks to me. Vanilla for me looks much more opaque than that. Don't ask me why, I don't have any other mods or tweaks. But that was my major complaint, the readability. As far as I'm concerned, the more opaque, the better.
    1 point
  20. Ok here's the CM interface with opaque black background. I think it's much easier to read the text now. Things look really crisp. Is it too black? Should I try another color? Did anyone actually like that hideous blue background from Fallen Angel? EDIT: Ok I'm sorry, but really? Someone's complaining about wanting the old interface back? It looks even worse! It's just as transparent, plus it's blue. It's nigh-impossible to read jack. I can't appease everyone, so I won't try. Play the patch or don't.
    1 point
  21. That's a tough situation... I'm glad you're finally getting some rain! Here's to hoping it STAYS raining for a long time so you have all the water you need. O'er here in ye old Pennsylvania, it just stopped raining. That's good news, since I have a picnic to go to... who's up for some soggy rain sandwiches?!
    1 point
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