Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 09/22/2017 in all areas

  1. This CM update mostly concerns gear that wasn't being used, either by the player or by the enemies who were meant to have the equipment. There are also some issues with wrong enemy equip sets being assigned. Unlocked Items for the Player ====================================================== Throwing Stones as a weapon class are now usuable by the player. Throwing Stones were already a functional, fully scripted weapon class. But they were only used by enemies until now. Throwing Stones use a new special bonus group which has: Chance to Disregard Armor, Chance for Knockback, and Chance for Stun. Made 7 vanilla fist weapons usable by the player (formerly were unusable "prop" weapons). They can spawn with all the various elemental damage types in addition to physical. An unused wooden kite shield is now activated and added as a normal-tier random shield. 7 unused vanilla 1h sword designs are unlocked and available as random drops. Shortbows may now be found as magic and rare-tier weapons. NPC gear that is unlocked and available as random drops: 4 NPC bow models (kobold, 2x goblin, undead), Ogre Bomb (throwing potion), Orc Roundshield, Goblin Roundshield, Goblin Shaman Staff, Lizardman Staff, Lizardman Spear, 2h orc axe (Shadow Warrior only), 2h ogre hammer(Shadow Warrior only) Enemy Equipment Fixes ====================================================== Undead skeletons in the "Disturbance of the Peace" quest no longer use the wrong equipment sets. Before/After: High Elf Soldiers are no longer equipped with halberds since they lack the proper attack animations for them. Before/After: Various Enemy Equipment unlocked and assigned to enemies: Dragon Cult Leaders now wear the bracers that Ascaron designed for them. Death Cult Lizards and Jungle Lizards now use shields with their own faction's insignia that Ascaron designed for them instead of generic brown shields. Inquisition Officers now use the shields Ascaron designed for them with the Inqusition insignia. Urtamark Officers (Green Human Knights) now use the shields that Ascaron designed for them. Ogre Warriors now use the shields Ascaron designed for them. A smaller version of the shield is also available to the player as a random drop. Elite Ogre Shamans now use the 2h staves Ascaron designed for them. Swamp Olm now equipped with their headgear. Inquisitor Ortlewyn and Bodyguard Narmonn (quest enemies in Tyr Lysia) now wear the unused "Grand Inquisitor" robes that Ascaron designed instead of generic grey robes. Human Cultist Shamans are now equipped with magic staves. Normals get 1h staves, elites get 2h staves. Gambling Den Owner boss is now equipped with a weapon, and has a Hard Hit attack. Elite Garema now wear the full armor "set" for their subtype (vanilla game bug caused them to not wear any armor). Enemies now have better equipment variation (improved probability to use alternate weapons). Many enemies that used weapons were scripted to draw their weapon randomly from a small pool of possible choices. However, in almost every case, the chance was skewed far too much in favor of one weapon over the others. For example, an Ogre Warrior would have a 90% chance to use a plain sword, a 5% chance to use a spiky sword, and a 5% chance to use a big hammer. Due to the odds being vastly uneven, you almost always ever saw that one plain sword, rarely if ever seeing the others. And so it was with hundreds of enemies throughout the game. What I've done is made the chance to use the various weapons roughly equal, and the result is a much bigger variation in enemy weapon use. Foes don't always look so much like identical clones of one another, even if it is something as simple as one Dark Paladin wielding an axe and the other with a sword. Almost every weapon-using enemy type in the game is affect by this change.
    5 points
  2. Welcome to the CM 1.60 Beta pre-release party. Grab a drink, pull up a chair, and let me tell you about the final batch of changes that are coming to Ancaria before I release it into the wild later tonight. ========================================================== Starting Island Portal is enabled in singleplayer. Access it any time. Visit the merchants, start the CM quest "Bugs!", and make use of the the portal dungeon there to jump around the world. Ship Ports and Hot Air Balloons now work like Portals. After activation, they may be accessed from the world map at any time or place. New "Travel Agent" NPC's added in 20 locations. These NPC's use the ship captain icon and will unlock new "portals" through which to travel. You can read more about this new feature and check out their new locations in this thread: ADDING NEW PORTALS TO COMMUNITY PATCH. The player can now teleport to underground soulstones when above ground. This bug kept people from being able to get to places like the Great Machine soulstone. Mounts can now be called into dungeons and underground areas (player must still dismount when entering\leaving dungeons due to code limitatons). Run Speed (non-functioning bonus) on Horses is replaced with a Physical Armor bonus. There was just no way to get this bonus to work. The best alternative was to replace it with a different useful bonus. Don't forget the player can now use buffs on Horses! Player no longer gets stuck running around in circles when trying to mount Horses and Special Mounts. It's happened to all of us. The player only want to mount on one side. If you're on the wrong side, the toon runs around trying to get to the other side, and sometimes gets stuck running back and forth. This is now fixed, or at least mitigated. Player no longer loses control of the camera during boss battles (no more centering on the boss and extreme zoom out). This feature was very disorienting, and on rare occasions it would make the keyboard unresponsive, making boss battles about 20x more stressful than they needed to be. Also you could never get a good look at a lot of smaller bosses because the camera zoomed out so much. Stackable items have max stack size increased from 20 to 99. Runes are now stackable. Items already in inventory before patching must be dropped and picked up again to benefit from this change. Thanks to everyone who participated in the Rune Stacking poll and gave feedback! Autocollect pickup range increased. Basically the graphical circle and the actual pickup radius are separate. To make the graphic match the new coded pickup radius, change the line "autoCollectRadius" to a value of "230" in options.txt (not required, but recommended). The player can now use the "ESC" key as an additional quicksave hotkey (in addition to the player's usual quicksave key). Requires editing options.txt. If you're happy with the quicksave being bound to a single key, then no need to do anything. If you'd like some extra assurance that your progress is always saved, then open options.txt and edit the following two lines so that they read as follows: binding_shortcut0 = 1, cmd_shortcut0 = "sys savehero", Sources of "Experience per Kill" on items, potions, statues, and spells now stack instead of overriding one another. Yes the dreaded bug is finally squashed. How do all these various sources of XP per Kill now work together? Very simple: Hero statue bonus overrides potion bonus whatever the application sequence, potion duration overrides statue duration whatever the application sequence, experience bonuses from items and spells are added afterwards. All binaries patched to address the game's memory leak problem and improve PhysX performance. Crashing and freezing should be dramatically reduced. This is a big change. This includes a newer version of mss32.dll, as well as all the binaries patched to allow memory usage over 2GB. In addition to this, Dmitriy has made the game flush the system memory on changing zones and on game exiting/reloading. If you are using the new CM 1.60, please don't patch any of the files yourself or use any 3rd party utilities. The days of trying to flush the system memory yourself, either manually or with a program, are also over. Elite Mounts Project is now fully integrated. This will no longer be a separate mod going forward. Elite Mounts in its entirety is now included in CM Patch, playable in all 10 languages for the first time. This huge project was the child of many parents over many years, so I'm glad it will finally be a part of the CM Patch as it was always intended. Fixed an Inquisition temple model that had gaps where the mesh pieces didn't fit together right. This was just kind of a random last minute change. Any final thoughts before I roll it on out? My last task is to encode the raw texts of all the different languages, so barring any errors there, ETA in 5-6 hours.
    1 point
  3. Flix, this appears to be most comprehensive indeed. I was wondering if it would be possible to make the existing portals beneath the Seraphim Island area function so that one could transport below ground from above and vice-versa.
    1 point
  4. Creature Restoration Project Loads of creatures were designed by the Ascaron developers and shipped with the game, but were never activated. Almost of all these have already been restored in Diablo 2 Fallen. Now they are available to players who want to play the original Sacred 2. What follows are all 100% Ascaron-created designs, not fan inventions. ======================================== The following enemies have new skins: Elite Albino Rats Elite Flying Eyes Elite Flying Demons Elite Felon Elite Ursaron Elite Lupan Elite Spiders & Spitting Spiders Wolf Rider Hunters Wolf Rider Scouts Swamp Rats Mudsuckers Mud Snappers Weaving Spiders Small Snappers Shifting Stones ------------------------------------------------------------------------------------------------------- The following quest enemies now have new skins: Magmadur now uses his inactive "fire dragon" creature entry instead of being a duplicate of the Grunwald Dragon. Walther (Christmas Yeti boss) no longer identical to The Guardian boss. Now uses an inactive Christmas Troll design. The Ice Hydra is now a more powerful boss-level opponent. It only appears in the Christmas Quest now (no longer part of the Northland Expedition - replaced with Fury Broodmother). Fury Broodmother activated, uses Harpy mini-boss design, replaces the Ice Hydra as a boss in the Northland Expedition. Mesmerized/Savage Werewolves (from the quest "The Werewolf Hunt") now use the unique appearance that Ascaron designed for them, and are now consistently called "Wild Werewolves" in keeping with the quest dialogue and journal. Lord of the Castle NPC ("By Order of the Crown" chain quest) now uses the unique appearance that Ascaron designed. Dr. Faust now uses an inactive human mage design with runic robes. Generic Zombies from the Shadow Warrior's class quest ("Past Mistakes" phase) are replaced with previously inactive Undead Elves and Undead Orcs. The Undead Ogres from this same quest are upgraded to elite status. The two "Master of the Hunt" orcs (Ogan Kandimiro and Lupus Coldhand) are now the unique boss creatures that Ascaron designed instead of generic orc hunters. Updated Nor Plat chain quests "Hired Assassins (Light)" and "Hired Assassins (Shadow)". Corrected some text and also activated the unique NPC appearances that were designed for the characters involved. ------------------------------------------------------------------------------------------------------- The following enemies are creatures that were not present in the game at all, but are now reactivated: Gargantura spider creature is activated and added to Cursed Forest. Nur-Trak (yellow) Goblins and Ogres activated and assigned as the elites of each of their respective types. Ogre clan Champion designs: Grurag (blue) and Ore-Thag (red) are activated and added to Nor Plat. Black Panthers are now in Jungle region and red-striped Panthers are now activated and added to Cursed Forest. Armored Red Demon Lord is activated and added to Wasteland. Green Swamp Demon is activated and added to the Swamp. Red Draconic Dragonfly activated and added to the Cursed Forest. Arctic Wolves are activated and added to the Northland. Frost Imp is activated and added to Crystal Plane. Yeti Hunter is activated and added to Crystal Plane. Green elite Forest Spirit is activated and added to Dyr Lain. Giant Scarab (non-mutated) is activated and added to the Bengaresh Desert and Wastelands. T-Energy Dragon boss and Small Mutated Dragons activated and added to the the T-Energy Field. Mutated Skeletons activated and added to the T-Energy Field and western Swamp. Activated 3 unused Zombie skins.
    1 point
  5. Will nice to see Blood Dragon in CM Patch 1.60 and add item fix 1.2a last version if is possible. Thanks and make a great job Flix
    1 point
  6. Also agreed. I think that all these little variations are exactly what the game needs. If all of these changes (or long due implementations if you will) run along fine with the ability to play the game with Elite Textures because of the new memory leak coding then I think we're all in for a visual treat. I'm not counting Phyxs into the equation yet, but at least Elite Textures with these new details should "mod" the game enough for it to be a compelling "new" experience.
    1 point
  7. Hah she's not the wife... yet...But actually, just yesterday we celebrated our anniversary of 11 years and we are doing fine, in every way possible. Sadly, the biggest thing happening this year is that I lost my grandmother from my mother's side of the family last month. It was a sad situation where she was suffering more psychologically than we ever knew, physically she was doing OK-ish.... Oh and our summer holiday was spent in Canada this year sadly not your part of Canada since you guys are up in Quebec right? We went to BC, it was L-O-V-E-L-Y. Game-wise, I've dabbled about in the Witcher and PlayerUnknown's Battlegrounds, and played through DeathSpank but I have been gaming very little... I actually got a second hand Wii for cheap so we can game from the couch a little bit haha. At least my hardware is being kept up to date as much as possible. My pre-built PC, a Medion, came with a dual core Intel i3-4160, 8GB Ram and a GTX750. At the moment it has a GTX1050ti, 16 GB Ram and I have a quadcore I5-4590S with aftermarket cooler ready to install. And we still have to finish our desks, so we can fit our new-to-us-but-second-hand BENQ 24 inch MVA panels. If I find the time How's everyone else around here doing? *pours a few beers*
    1 point
  8. I'm still not seeing anything Gogo - on either version of the forum skin.
    1 point
  9. I think I like this change most of all the ones you've listed here. It's a simple one, but make so much difference to the visual feel of the game.
    1 point
  10. I love the throwing stones! Keep it going and don't stop Flix!
    1 point
  11. 1 point
  12. timo!!!! So good seeing you here on the boards man, what cheers! YOu and wife keeping good? How goes stuff on the game and hardware front... able to keep up? gogo
    1 point
  13. Success! Rune stacking now treats runes from different difficulties as different stacks. The voting results were in favor of this new feature, and my only objection to it is now gone. So I'm now closing the poll and moving forward with rune stacking as part of the new CM Patch. Thanks to Dmitriy for his coding wizardry and thanks to everyone who voted and wrote in their thoughts on the matter!
    1 point
  14. Oh sorry guys. Seems only the admins are getting this option though I haven't found the switch yet to give everyone the same. For reference, here's an image: @Timotheus Hey! How did you sneak in unnoticed.
    1 point
  15. 1 point
  16. Ladies and Gentlemen, the difficulty level filter is in. Stackable items will only stack if they are of the same difficulty, effectively removing property mismatch. Stacks have been increased to 99.
    1 point
  17. Thanks Flix for your long-awaited portals. Ancarians have never had it better! gogo
    1 point
×
×
  • Create New...
Please Sign In or Sign Up