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Showing content with the highest reputation on 09/27/2017 in all areas

  1. What I wanted to say ... I'm very happy that the Special-Mount Mod was integrated into the Cm Patch. A question: Designs Czevak a logo for the v0160 again? Have a look - News Sacred Legends - https://www.sacred-legends.de/ Edit: Is the Patch not compatible with the Sacred 2 Enhanced Spells Mod? Hi Dorimil, how are you? The community is not responsible for your leisure time. You make your own luck
    2 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. This lag happens without Elite Textures too. Also, there is some lag when opening merchant window for the first time. https://m.youtube.com/watch?v=TYz1n5_VrrU&t=1m55s I didn't make those videos but I have the same lag without Elite Textures. Thanks for your reply.
    1 point
  4. Let us know, but I can't imagine your missus snogging you after consuming that frozen cream and garlic concoction, Podgie, you affable curmudgeon.
    1 point
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