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  1. Version v0160 Hotfix

    70,167 downloads

    The Community Patch for the Sacred 2 Fallen Angel Ice & Blood PC game works with versions 2.65.1 and up: Current version is: 0160 Hotfix released December 18th, 2017. Currently supported Languages include: English, German, French, Spanish, Italian, Russian, Polish, Hungarian, and Czech. If you want to help with localization for your language not mentioned above, feel free to contact us via: E-Mail COMPREHENSIVE LIST OF ALL CHANGES ---> https://drive.google.com/file/d/1_2UcD-_lE-D2-yokJ6_3Ywfm7375yXNB/view =================================== Info below from DarkMatters.org by czevak What does the CM-Patch actually do? Marcuswob is mainly working on the questscripts. Main goal is to have a proper(!) questlog, and tweaking some quest-flow as we find it better/more consistent to play. Also reactivation of unused quests and complementing some unfinished new ones has been and will be done if possible. I am pretty much working on all of the other stuff. (Items, Bosses, Monsters, odds and ends...) This includes unlocking Stuff thats already finished, but did for some obscure reason not make it to the game. That's the easiest part. Completing unfinished items, some legendaries and uniques or the T-energy-sets (= wrappings of mutation. ) takes a lot more time. Also balancing of bosses, items and spells is time consuming and we need a big crew of beta testers! We already fixed and included in the Patch: Unlocking XMAS-Island, Fistweapons, Throwing Potions, New Sets for TG, SW and all other Chars, New Uniques, New Legendaries, New Quests, fixed the "Arkenmarks Refuge" Dungeon, Unlock Items can drop regularly, unavailable Shrinkheads can drop now and various other fixes and additions too numerous to mention all here. Just read a bit in the thread. Before you proceed to Download, there is some legal stuff to mention (you know how it is. ): DISCLAIMER - This is a private, non-profit patch for the amazing Sacred 2 community. Use it at your own risk. We are not responsible for any damage to chars, data or hardware, that (may) arise or issue from using this product. Old characters are NOT COMPATIBLE. For best results, you should create new characters when playing with the Community Patch. Expect broken quests and items if you use character created before CM 1.60. The ZIP includes two files: cm-enable.exe which is used for installing the CM-Patch, and cm-disable.exe which removes it and restores your previous version of Ice & Blood. =================================== Credits: Developers: Marcuswob, Czevak, LazyTomcat, Pesmontis, Silver Fox, Dimitrius154, Flix Thanks to all bug reporters, testers, and translators. Your contributions, discussion, and feedback helped make the patch what it is today. Special thanks to Mr. Norbyte for his tool which was vital in solving many animation problems. >>Downloadable 1.60 Change Log<< NOTE: It seems that CM Patch 1.60 has introduced a minor issue. Its description can be found in this post. This issue can be resolved by navigating to ...\Sacred 2 Gold\scripts\shared and editing spells.txt with Notepad++. In line 656 where it reads entry0 = {"et_mult_weapondamage", 1000, 0, 0, 9 }, replace 1000 with 1. Save and you're done. Be sure to back up the file prior to editing it. If you have any doubts about it please post in the comments section.
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  2. The Diablo II Mod is great. Thanks to all who worked hard on it!! I'm curious is Diablo II the only game changing mod or is there more? I'm also a major fan of Jade Dynasty. Would a mod similar to Jade Dynasty even be possible with Sacred II?
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  3. I love this boss He reminds me so much of the flying Terminators first time we saw them in T2... one of my favorite movie-watching experiences, and still is to this day. Thanks for these always useful tips for players Steve, having a video just cements the effectiveness gogo
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  4. That would be Flix et al... they are the power hours devs and I know he'll be happy to see your feedback... welcome to the forums LadyRy! gogo
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  5. Speaking of spelling mistakes, there's one thing which is tickling my inner detective Monk: Seraphim's Mutation set is called Megalcarwen's Garments of Mutation, yet the wood elf companion if you start as dark elf in Sacred 1 is called Maegalcarwen: Also shouldn't it be more of a Dryad or High Elf set for the sake of consistency? And, speaking of which, why is there no Laurelinad set for the Inquisitor?
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  6. I see. And I was afraid you would say that. Let me eplain: The thing is, I want to eventually mod everything. Not just one or two items, I want a complete overhaul. My goals are pretty clear and inspired by other games, mostly skyrim: make every item highly costumizable. Most items should not have any stats on them besides armor and four sockets. Socketables and set items are the exception. higher tiers have more elemental armor/damage higher tiers have higher armor/damage rating and higher tier sockets maybe introduce more socket types haven't decided about set items yet eliminate the need of finding the same item twice as you level up by doing the following: Every item can only drop at one exact level defined by its item tier instead of increasing the level of items of the same tier, as you level up, higher item tiers become available all items have the same stats in every difficulty eliminate the hefty impact and need of armor lore. right now armor lore is mandatory not only for its main purpose, but also to be able to wear higher level items which have better statted boni. instead: since higher tiers are unlocked by character level, the level of a tiers items is the maximum level a character can wear without armor lore when reaching the unlock level, therefore eliminating the armor lore item level penalty bonus armor lore only increases the armor you get from items and toughness higher tier armor and weapons have higher tier sockets and more base armor/damage Every bonus gets a corresponding skill which modifies it. Previously only Armor Lore was kind of a modifier for all boni by unlocking higher level armor with better boni. Instead, to make the character more costumizable, every bonus should have its own corresponding skill. all socketables of the same kind and tier draw their boni from the same bonusgroup, so if you find two items with the same kind, tier and boni, they will have the same value give every bonus a tier and put it the corresponding bonusgroup. the number of boni a socketable can have is also defined by kind and item tier item level has no influence on bonus amount since for every bonus there is only one tier and therefore only one level every itemtype gets also sorted by character and tier, so the community items models and fx are not lost, they're just not unique anymore this is important because the itemtype is the only thing other than allotment_pmfpi that differentiates two non-socketable items of the same tier from each other instead of worrying about boni, you can just wear what looks coolest Since I don't have access to 3dsmax and finding an exporte for blender turns out to be impossible, I'm stuck with whatever models and fx the game and the community offers, so I would not want any model out there to not be droppable any more because of this mod I hope it's clear what the point of all this is. Item progression should be in sync with natural character progression to not, under any circumstances, make leveling up feel like a penalty. Additionally items should fit your build. It doesn't make sense that a squishy mage gets access to items with high boni for a tanky melee character just by skilling armor lore. Additionally you need to choose your skills more wisely since the impact your skill choices have on your item boni becomes bigger. If you're a squishy mage and don't skill toughness, then damage mitigation on items won't be so OP and save you anymore because it's modified by the toughness skill. All in all this should get you more freedom for your playstyle but you can't just do anything you want anymore once you've taken a choice. But I haven't decided yet how exactly I want to reach these goals. Since many items are NPC only and many items are both NPC and PC, I can either leave the NPC items in and create hundreds of new items, which would blow up the file size, or I can delete everything and start from scratch which would probably make things way clearer and overlookable but would also be an insane task. Normally I complain about stuff being hardcoded, but ironically if NPC armor and weapons were hardcoded, it would make my everything so much easier Right now I'm more tended to do the first thing, which is why I need a detailed understanding of how weargroups work. By finishing the itemblueprints spreadsheet, I was able to sort out all of the npc only items. What still is a problem are the items that are weared by both npcs and heroes. Now if, as you said, DEFAULT works like you described, only eliminating a character to be able to use the item via hardcoded stuff, then there is probably no way of telling wether an item with DEFAULT weargroup is used by an NPC or not? Currently I'm trying to make a plan, to find the shortest pathway that is able to reach above goals because I know that if I don't make a plan, I'm not gonna be able to finish this project because I'm just a single person working on that in his free time while this is a task for a whole team. I somehow always do these things, getting into projects no sane human being would ever consider. Maybe I'm not sane but sometimes some cool stuff evolves from that. Occasionally. Now you two have an insane amount of modding experience, can you probably give me some tips on where to start?
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  7. Yes, this is the most basic level at which bonuses appear in the scripts. Every bonus is hardcoded under the names defined in the "type" line of a bonus entry. For example type = "BONUS_EVADE", Blueprint takes the existing hardcoded name and gives it a numerical ID. Yes. Item blueprints (and also entries in typification.txt) use bonusgroups. Spells and creatures draw directly on bonuses. Note that there are often multiple versions of bonuses scripted. You will often see one (or more) for item use, another for creatures, and yet another for spells. Typically bb is for spells, sb is for items, and cr is for creatures. xcr (and "X" in general) means inactive. Yep. Multiple bonuses in bonusgroup are randomly selected, and multiple itemtypes are randomly selected. Uniques will use a single itemtype and bonusgroups with a single bonus, in order to make them static. The bonusgroup parameters are: bonus ID, bonus value, minimum item level, minimum item tier, minimum difficulty level. The minconstraints version of this string applies to the item as a whole and contains the final three parameters. Same answer for bonus minconstraints as for blueprints. Item level, item tier, difficulty level. Not quite. Uniquename ended up being unused and meaningless. An item will use a static name if there is a hash encoded in global.res corresponding to the blueprint ID. If there is no entry in global.res, a random name is generated as you described based on the CSV files in the locale folder. I think "specialuseonly" is also meaningless. A blueprint becomes a quest item (brown bag icon, gets added to log instead of inventory when picked up) if has a "taskitem" entry in quest.txt It stands for allotment of physical/magic/fire/poison/ice base damage on the weapon. It will not add damage, instead it's sort of a conversion of the pre-existing damage types on the weapon (defined by the material assigned to the itemtype), into whatever percentages you set here. In the above example, assuming originally the item had 100% base physical damage, it would now have: 95.2% physical, 2.4% magic, 2.4% ice damage. None that I know of. They are in iteminfo.txt, and apply directly to the itemtype. It's hardcoded. But, by in large, there are only 7 weargroups for the 7 heroes, one called NPC ONLY, and another called DEFAULT. DEFAULT itself is deceptive because you might think it means universal use, but there is a hardcoded list of what is default. For example, a High Elf cannot use not use Energy Weapons marked with DEFAULT. LEPRECHAUN means kobolds. I don't know how that one slipped in. Maybe at some point the devs imagined way more variety in weargroups. I think is a way of increasing the possible distance between min and max damage. This is also done at the material level (and again the typification level) so I'm not sure. I guess fire up ollydbg and crack open the dll's. I found a couple by reverse engineering Loka-IDs. There was one for All Attributes +X and All Attributes +X%, another for Item Drop Frequency. I could only enable the latter though. The first two had to have code work done by Dmitriy before they would work. The only other inactive bonuses are inactive for a good reason, like dismounting opponents. They just weren't feasible to use. No idea. They don't do anything that I can tell. The best explanation I can give as to why they are there (and this will apply to many scripts) is that the developer tools had more functionality than they actually needed or were able to take advantage of. And for some reason (probably time) they never bothered to trim unused parameters out of the scripts before exporting.
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  8. Hello. I'm new to forum here! Yes, yes... I was here time to time just to read notes, mostly cm patch. What I noticed is... Some content is strange. No, its not CM fail, its kind of basic Sacred 2 feature. I can offer some examples but that will wait. So, about this topic. I like balancing, accurate maybe. Sometimes less accuracy... You know, when you just riped from some random creature because..., so I want to get my Survive Bonus back. So what I am gonna do -> raise some things in my inventory to make my char very OP, but mostly in defensive terms. For what? Thus I can pick many dangerous creatures and just tank them, the more - the better. So, how to do it... Maybe I should pick the balance file but Im not SO sure what some strings do, its not so good, btw id like to make some items more usefull like... some bonuses are useless and about some items its not rly good because You should feel lucky when you got green item, right? But what I feel is, it got 2 good sockets & it raises some...dexterity, for caster... rly?! So what I want is to find an item and edit it. Most stuff in blueprint are items but an issue is thats not easy to find particular one,esspecialy when no1 commented the item you needed. Im supposed here you got installed cm bc, it will makes things easier. Common structure is: bonusgroup0 = {767,1200,10,9,0}, bonusgroup1 = {406,1350,10,9,0}, -- etc, btw "--" is a commentary so it helps to put some tips those are describers of bonuses, 767 or 406 are IDs of bonuses like a...Socket or Chance to crit, 1200 or 1350 are values, mostly the more - the higher.( Im using notepad++ bc I read the not about regular editor sometimes saved files wrong so game cant read it.) So, what an idea here? Find an item by bonuses it has. So you need IDs, of course you dont have em solution is: CM-> seek an items with bonuses described in comments like "{749,1000,10,9,0}, -- Bronze Slot" Thus you may build basic database of blueprint IDs, to get more - seek an items with bonuses you dont have in your db but those should have at least 2-3 which you already have like an item with dex/slot/406 u may reveal what 406 is when u get an item ofc. I prob will post tricks here I am using and you may add yours ofc. Nowdays is only one, but there should be one to begin with, right? In my editor exists a tool, named search, but what is matter: it has extended search. Morelike I found myself regex tools(just google that...if needs ofc!). So, to find my item I used that one: 767,\d{1,4},10,9,0},(\s{2,4}bonusgroup\d = {\d{3,3},\d{2,4},\d{1,2},\d,\d},){0,3}\s{2,4}bonusgroup\d = {416,\d{2,4},\d{1,2},\d,\d}, Which trouble it solves: You will find an item which has bonuses 767 & 416(crit & dex) and what matters: other bonuses may be between them, maybe not even 1, up to 3 . There's only 1 issue, the order, bonus #767 should be before #416. but you may rewrite them(swap 767&416) so oposite is possible. And ofc if needs It's possible to add 3d bonus(and more but I dont think it worth it), issue is same: keep an order. Another issue is: sometimes same bonuses have different IDs, but again if you know those IDs you may add them there as an option. BTW, any suggestion about what topics to read 1st for further research to become experienced with syntax,ideas etc.
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