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Flix

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Everything posted by Flix

  1. Too bad I never heard those before. I preserved as much as I could find in English and put it on his WIki page. https://www.sacredwiki.org/index.php/Sacred_2:Shadow_Warrior Reading through that actually reminds me, even his backstory is different in Light vs Shadow. Shadow version was a bloodthirsty marauder, while the Light version was a respected hero who got sent on a suicide mission because he was helping investigate the resurrection conspiracy in Thylysium, ironically becoming a victim of it himself. Too bad there's not more in-game text about him being linked to T-Energy and therefore denied the afterlife even if he died again. It gives him more reason to care about the main questline.
  2. Funny, our views on the Shadow Warrior and TG are sort of flipped. They both "come back to life" after a time and have to decide whether to reinvent themselves. I guess I just imagined the human as being more likely to do so than the machine. The Shadow Warrior reminds me of The Nameless One from Planescape Torment in a way. Wakes up in a morgue, can't remember much about himself, finds out later that he did all kinds of awful things in his past life, but is he still that same person? Maybe it is kind of cliche now. Maybe the relentless cyborg that can't be turned from his original purpose is too. Now that I think about it, a Light Path TG might make a better foil to the Inquisitor than the Seraphim does, honestly. The TG at least is embroiled with the ancient history of the Machine and has a personal reason to care about its disposition. The Seraphim just wants to shut if off because... bland goodness. It gets weird. There are these recurring "romance" story beats, in Thylysium and Nor Plat, and then with her old flame. For the first, the Shadow Dryad hatches this convoluted conspiracy to pit two families against each other that results in everyone dying. Why? Cause someone cut down a tree at some point, or something. It feels like a scheme the Shadow Elf might do, but way out of character for the Dryad. Then in Nor Plat a similar "Romeo and Juliet" situation arises and the Dryad just goes psycho and kills everyone.
  3. There are really only two places where the alignment comes through: the voiced comments and (IMO where it really shines) the character class quests. As far as the Seraphim and Inquisitor go, I think they have weaker class quests, and the main Light/Shadow quests are actually their "real" character quests. They, more than anyone, have reason to be involved in their respective main quests. The Dragon Mage sadly is identical in all respects, he has all the same voice lines (except for maybe character creation) and his class quest is the same either way. I do tend to think of him as more Shadow-oriented. The existing Dragon Cultists in Sacred 2 are not pleasant or caring people, and the DM's comments are mostly arrogant and callous. He is concerned with personal power - that's a good fit for Shadow. That leaves 4 characters that are ambiguous and have distinct alignment personas. The way they are written, they really could believably swing either way. But here's how I lean: Dryad - Light path. Her class quest is a jumbled mess either way, really more a collection of vaguely nature-related quests just kind of strung together. The only real difference is how she treats people who go "against" nature. The Light version has some tolerance, understanding, and a willingness to teach, while the Shadow version has a more zero-tolerance, survival-of-the-fittest mentality. But her demeanor either way is of a noble keeper of nature, staunchly against T-Energy, and I think that makes her better suited to the Light path. High Elf - By far my favorite Shadow class quest. A lot of the character quests are neutral for big chunks and only have key phases as light or shadow. Not the High Elf. Her entire trajectory is different on the Shadow Path. The Light path Elf naively falls into traps, limping along while trying to fend off repeated ambushes and assassination attempts by a vile aristocratic family. The guileful Shadow Elf is always one step ahead, pitting the family against foes (and playing them off one another) and constantly leading them into traps that ultimately lead to their own destruction. It's especially satisfying to play the Shadow quest after the Light version. It's like the Shadow Elf is the smarter twin sister, and that cunning makes her feel like the "real" High Elf.. Plus all her voiced lines just ooze condescension. Temple Guardian - 60/40 in favor of Shadow. Either path is believable for me, but there's something sort of Terminator-like about the Shadow TG that really clicks for me. A lot of his Shadow decisions are motivated by simple efficiency, almost as if he's beyond basic morality. There's not much malice, scheming, or overtly "evil" traits, so much as a sort of amoral unconcern with anything outside of his mission. Obstacles are simply eliminated in the simplest way. His class quest isn't the easiest to follow, with a ton of forgettable fetch quests and meandering lore about the Demiurge and "Mother" and his hologram that represents his lost memories trying to re-assimilate with him. But since on either path he decides the current management of the Great Machine has gone haywire and needs to change, there's a sort of sense in him repurposing the power for himself. He's a creature of T-Energy. Shadow Warrior - This one I really feel is a true 50/50 split between both alignments. Back when Sacred 2 was first announced I remember his character profile on Ascaron's website as the example of the alignment system and how the same character could follow two different paths. You can tell they poured a ton of time into his class quest. The writing is more detailed and I'm pretty sure it has more phases than the main quest itself. I can believe him as a rampaging vengeful revenant and I can also believe him as someone trying to reclaim his lost memories and humanity while trying to ensure that resurrections like his never happen again. Yes Shadow is a good fit, it's right there in his name, but the redemption arc aspect of the Light path is just as appealing.
  4. Got it, thanks. That will work better for D2F. Do be aware the change log in the lead post says otherwise.
  5. I mean not to sound like a smart-ass but this is the explanation: Swap it out for the fixed one if you'd like to see how it looks when all affected targets display the FX.
  6. It's not unused, that's what I'm trying to tell you. That exact variant with those exact textures is used as just a normal helmet. Check the blueprint I mentioned. It contains the exact same itemtype as that unique. Same itemtype= same model and textures.
  7. There's nothing really special about that itemtype, it's also a normal-tier helmet. You can find it in blueprint 1240, "hero_helmet_ornamented_fight_normal". Visit any merchant with your Dryad and you'll likely spot it. I deemed the would-be unique too unfinished for PFP. Yeah it's a very rare drop and, when I tried adding it a quest reward in other mods, it seemed to be random which variant you'd get. Same as with the Fool's Cap and some other "all class" helmets. Just a crapshoot.
  8. Looks like it was changed at the script level between Fallen Angel and Ice & Blood. Fallen Angel: mgr.createSkill { skill_name = "skill_toughness", advance_level = 75, min_level = 1, mean_value = 150, advance_mean_value = 225, skillgroup = "SKG_DEFENCE", adv_skill_name = "skill_advanced_toughness", } Ice & Blood: mgr.createSkill { skill_name = "skill_toughness", advance_level = 75, min_level = 1, mean_value = 200, advance_mean_value = 300, skillgroup = "SKG_DEFENCE", adv_skill_name = "skill_advanced_toughness", }
  9. No I didn't mess with it or any skill values in PFP. I nerfed it back to Fallen Angel values in Enhanced Edition since Damage Mitigation is so OP. Probably the Wiki was never updated for Ice and Blood.
  10. @dimitrius154 Isn't the spellClass = "cSpellHeBannkreis" supposed to follow the player around now? I'm confused because it still seems to be a stationary circle on the ground.
  11. I found a typo in the very first thing I checked. Line 148. if (not args.singleplaye) Should say 'singleplayer'. Feeling some trepidation about adapting this for use in any mods.
  12. Yeah that would be because there's no cooldown on Ruthless Mutilation. Also that AI won't use regular weapon attacks. I suspect more was done in Addendum than just changing the linked AI.
  13. Fantastic. I can't see any remaining issues now. Much appreciated. I just need to play test the campaign. Actually... is there any chance of the tooltip text going back to white? This might illustrate the difference (v15 vs. v16). Most of the rest of the text is actually the white color, just the item, skill, and spell tooltips that are not. The plain white just looks really crisp and clean and Diablo-ish. EDIT: Sorry there was also still this one: UI_TT_SE_CM_BEKEHRUNG_PROPERTIES_3 "et_prone_all" is still showing as flat value
  14. It's not 9 years old, it's from only a few months ago.
  15. @desm There are 4 new unique items in the upcoming release that in not sure how to translate. Do you think you could find out what the names were called in the French Diablo 2, or try to translate them? Stormlash Sander's Superstition Heart of the Oak The Cranium Basher
  16. Strictly speaking, neither English nor German names are translations for the Matrix Set. The creator Pesmontis made both sets of names simultaneously and intentionally. I didn't mean to claim that all your changes would somehow also be replicated, but rather that this file might be a better base to work from since it has 9 years of additional corrections from the community.
  17. Here's a direct link to the file: https://drive.google.com/file/d/1dyEGHT2Vlc1vhL7uZ7lXIGNhCUEJkdc1/view
  18. Welcome to the forums. You might find it useful to refer to, or even use a base to work from, the file jwiz produced on correcting the German texts. While technically prepared for the Enhanced Edition, the texts should work fine with CM Patch 1.60. I have no way to really gauge how many typos, mistranslations, or other errors he corrected, but it might be worth checking so as to at least avoid potentially unnecessary duplication of effort.
  19. Thanks for this! I have incorporated the files into the v16 build. Things are looking promising for a release. There is a small handful of issues: The "Stomp" FX is still emanating from the Werebear's head. It's not the worst thing (resembles a 'roar' now), but I wonder if the FX bone wasn't the issue after all. Druid can't use shields. Amazon should have 2h swords restricted. This was entirely my bonehead mistake; I don't know why I thought she had animations for them. Assassin can't use 1h or 2h magic staves. The Assassin model is lacking the shield bone. He can equip them but they appear on the ground. Necromancer shrunken heads are oriented correctly now, but became far away from the body. I hate to request model work but I'm at a loss without 3dsMax. I'm not sure if it's the Inquisitor model or the shrunken heads themselves that might need to change. Poison Nova still has purple star casting (FX_INQ_VERGELTUNG_C). I've looked through every particle script and FX file in the HQ folder, and I can't seem to recolor it. It changes back to green without the Add. binaries. S2render maybe? A small number of the new spell tooltips have the values expressed as flat numbers instead of percentages. Could that be altered? UI_TT_SE_CM_BEKEHRUNG_PROPERTIES_3 "et_prone_all" UI_TT_IN_IN_KASTEIUNG_PROPERTIES_3 "et_chance_block_CC" UI_TT_SK_HC_KAMPFRUF_PROPERTIES_1 "et_charge_AW_rel" UI_TT_SK_HC_KAMPFRUF_PROPERTIES_3 "et_charge_attackspeed" So for example it shows: Chance to Block: Melee 727. Instead of 72.7% Most of the text is now white (hoorah!) except for spell, skill, and item tooltip text. These are still showing as the off-white color that clashes with rest of the interface.
  20. I think the important point is the value in the scripts matches the value in the dll's. You might rightly call it a typo but the fact it works as it is, right?
  21. Behaviors are also assigned to taskcreatures in quest.txt and questscripts.txt. I think in PFP the Protectors will be the only summons with a spellclass linked to Hireling_brave_ex SW's summons should use Hireling_brave
  22. Could work. I've done similar maneuvers in D2F. You'd also be affecting any other summons linked to that behavior though.
  23. For most summoned creatures, the behavior in creatures.txt is ignored. Instead there is a hard coded link between the spellclass and a behavior defined in behaviour.txt.
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