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Showing content with the highest reputation on 04/06/2020 in all areas

  1. Some more developments from the past week. Raging Boar no longer has fuzzy tusks. When I added fur to all the boars in CM 1.60 I forgot to create the mask that kept this boss's face clear of the fur shader. No wonder he was so angry! The deepest levels of the Schlun'Zum caves (lair of Thranak and Ice Lord) are now filled with T-Mutants and Ice Elementals instead of Kobolds and Wolves. This is supposed to be a special place, the home of two fearsome bosses, but it's filled with the same enemies you've been seeing the whole game. Now it feel like a more unique and foreboding place when you enter these caves. And the bosses fit in with their surroundings better because of it. I also noticed that Mutated Kobolds have equipment they can't use, so it's displayed wrong on their model. This will be fixed in v14. Speaking of equipment, it has been bothering me that Orc Archers always attack with swords instead of bows. Turns out it was a deficiency of their AI that they never used their bows, This will be corrected so in v14 you will be attacked by arrows from Orc Archers. Related to this are the Grurag and Ore-Thag clan versions of Orc Archers, who had the right behavior but the wrong equip sets. They were using Ogre throwing stones and comically oversized blades. Will also be fixed in next release. Lupus Coldhand and Ogan Kandimiro (Orc Masters of the Hunt) benefit as well. They have increased damage, hit chance, resistances, and XP per kill. They are now equipped with weapons, as befitting "masters." Before their behavior was set to dumb brute attacks with fists. Deranged Earth Elementals ("A Growing Danger") are now elite-class. The 2 "mature" ones are now T-Mutated Elementals in keeping with the quest lore. The whole point of the quest is that the mages are worried about more earth elementals becoming mutated like the Gar'Colossus, and some are already beginning to "turn." So it's fitting that the opponents are challenging and look the part.
    2 points
  2. My own unique, or I at least I hope it is, take and reimaging of the most iconic fantasy, mythical sword. I hope you all like it? Excalibur Link: https://3dwarehouse.sketchup.com/model/38ed469e-430c-4a12-b9fb-63981e1047d8/Excalibur
    1 point
  3. Sounds like a great idea, in the spirit of the game's chain quests. And let's face it, unless someone is going for the Temples achievement the Nameless Priest is really well hidden. Is it possible to have the Nameless Priest NPC be like the Epic Office ones where it has an exclamation mark and will send you off unless you complete Huggard's quest before? That way it could be there for anyone venturing to that area and a player would be like "ok, so this must be part of a quest somewhere". After completing Mount Island and having Huggard mumble something about it his conversation/quest could trigger. No idea if it's possible script wise but sounds to me like an interesting implementation. As for back story, and since old T-bone is awol anyway, how about making the Priest having subtracted some of Huggard's stash to train it in "other ways"? Seems like a bit of lore into why Elite Mounts would trump Special Mounts, and with a gatekeeper challenge like the dragon it would be a proper challenge for a proper reward. What's your opinion on my opinion?
    1 point
  4. How about killing ALL dragons before getting to the special mounts? Nah, just kidding! ;) The Mutated Dragon seems appropriate and having to visit the Mount Island and do Hugard's trial first to unlock the special mounts is fine with me too.
    1 point
  5. Nescafe Dark Roast, intensity nine? It is like catching two million Volts, or getting chased by a pack of Lions. No wonder you can work all day.
    1 point
  6. I've re-read your request, and now I'm pretty sure you're talking about the words that enemies speak on death, not the screams themselves. One thing you could do is edit soundprofile.txt in the game's client folder. Every death scream is scripted with a line like the below: event163 = { event = "DEATH_SCREAM", resource = 200054 }; You do a find/replace and turn every instance of "DEATH_SCREAM" so it says resource = 0. There's probably a quick way to write the requisite find/replace using regular expression in Notepad++ but I don't know it offhand.
    1 point
  7. A few things I've been working on for the next release: The core module (Original Spells) will now have the updated artwork for combat art icons and aspect backgrounds. I had to make 15 new icons for the vanilla combat arts that had not been touched before. As always there will be a "Classic Icons" optional module to restore the art to vanilla for those who want it. New Quest: "Elite Mounts." The elite mounts trader in the Jungle region now gives you a quest before he will begin trading with you, as a test of strength. This is looooooooong overdue, and really should have been included in the first release of the Elite Mounts back when it was a standalone mod. The Elite Mounts trader is still in the same place in the Jungle region, with the same lore and backstory that Silver Fox created for him. The quest continues the same theme as the original Special Mounts quest, and has you proving your strength by battling T-Energy creatures. Since Hugard's quest left off with you fighting Ogres, Trolls, and Hydras, this quest will move on to the only thing even bigger: Dragons! Defeat the Mutated Dragon in the T-Energy Field, then return to the Nameless Priest. Once you turn in the quest, he will transition from quest NPC into Special Mount trader. His stock remains the same as before. Enjoy your well-earned Elite Mount!
    1 point
  8. Great topic...I just really like the title... on first read this morning thought it was someone posting about a horror movie Thanks Flix for the great info (Three days before my birthday! ) and Welcome to the forums Caeter... may your Sacred gaming dreams come true! gogo
    1 point
  9. Welcome to DarkMatters. The screams can't be disabled easily (they are considered SFX), but a lot of times enemies will also speak on death. Best and most annoying example is the Kobolds screaming as they die, "... three days before my birthday!" The voiced death lines can be turned off from the Sound options menu, if you set Commentary to "Never." However note this will also stop your character from making comments when they kill enemies (most other PC lines remain intact).
    1 point
  10. @Flix That's normally caused by some high-polygon model. Sacred 2 graphics engine is, ahem, so Quasimodo sometimes.
    1 point
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