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Flix

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Everything posted by Flix

  1. Flix

    Making Ancaria great again

    Yeah, there weren't THAT many unique jewelry pieces added in CM Patch, just those set items from the mini-sets (about 12 amulets and 15 rings). There's just already like 100 vanilla unique rings and 100 amulets right from the start. I'll double check Amulet of the Sereish on the off-chance it's missing from some drop lists - as many tier 14 and 15 jewelry pieces were until CM 1.60. EDIT: Nah, it looks fine. It's not even tier 14, just plain ol' tier 13 unique. Since the weargroup is listed as Seraphim Only though, the chances of it dropping for any character other than a Seraphim are extremely low.
  2. I've also noticed some generic longswords making lightsaber sounds when picked up or moved around the inventory. I've also heard some breastplates making potion sounds in the same situations. I never noticed this before CM 1.60.
  3. This is yet another idea I've had brewing in my head for a very long time. I found some time over the weekend to actually flesh it out enough to be able to share some of my ideas. I want to make a mod that adds new bosses and enemies. In addition to working with a few really cool monster types from Sacred 2, I also had this idea of "Wild Mounts." Why aren't there more tigers or lizards running around Ancaria? Most of the mounts have ecological niches where they would fit in, and it would be interesting to face revamped versions of them as foes (like the little Hell Hounds/big Hell Hound boss in the Blood Forest). Right now what I'm showing you is a boss roll-call. I've done just the barebones work here, creating the creatures, placing them on the map, and sketching out a basic quest-line for them. It's a looooong way from being finished, and since I've never made a quest before, it may not even be possible to do them. But, it's fun anyway, so, here's my ideas in rough campaign quest order: Radismus & Lucidius - Burning and Crystal Skeletons Two Elven sorcerers consumed and corrupted by a lust for power and magic, the twin brothers Radismus and Lucidius turned to dark magic to acheive their aims. They made their lair in the depths of the abandoned prison island off the coast of Thylysium. The remnants of corpses and evil psychic emanations of the sprawling stone dungeons was the perfect environment for the two necromancers to practice their craft. Evidently they acheived their goal of immortality, though in the most gruesome way. They remain as skeletons, shackled to a single room in the deepest level. Radismus remains consumed by his fiery hatred, and Lucidius frozen inside his icy misery. Their bodies are ruined but their magical power remains lethal. Shengis - Mountain Troll Shaman Deep in the mountains of Nor Plat, you find an injured allied Orc soldier. For days, the Orc has been tracking a particularly powerful Troll Shaman named Shengis. The Orc is unable to continue the hunt, but as a new member of the clan, you decide to finish the job. Shengis is brutally strong and possesses an arsenal of spells. Bast - Dragon Berserk On west Dragon Sea Island, a fearful dragon cultist approaches you and frantically tells you that one of the neophytes, Bast, has been attempting dragon magic way beyond his skills. Most recently he has foolishly dabbled with the Dragon Berserk spell, and lost all control after the transformation. He is now rampaging across the island. As a Dragon Berserk, Bast can use Lacerate and Blood Frenzy, and should be approached with the utmost caution. Father Dagon - Unique Monster After entering the Swamp through the magical portal, you meet a few members of an elven archaeological expedition hiding among the stone ruins of Khatuz. They tell you that they unearthed some ancient manuscripts in Bengaresh, then followed the signs north to the Hissil'Ta swamp, and in their searching awoke something terrible. Creatures that should lay in a deep dreamless sleep are now returning to life and corrupting the marshes. Something is gathering and controlling the Olm, normally mindless swamp creatures, and organzing them into fanatical legions. You decide to track down this unearthly being in the northern swamps. Mother Hydra After defeating Father Dagon, sinister clues point to an even more terrible and powerful creature in the drowned bogs of the southern swamps. Fighting down fear, you resolve to track down the ultimate source of the evil and put an end to it once and for all. Kumonga - Shroud Spider Kumonga is an enormous solitary Shroud Spider that lives in the vast wastes of the Bengaresh Desert. There are no settlements or structures near his territory. It is a desolate, barren place shunned by all. Kumonga comes from the ancient Du'Rach word for "spider," and there is evidence that its presence was known even in ancient times pre-dating the first human and elf settlements. Tekeli - Monitor Lizard The village of Eloeth Sun is split between a town on the Dyr-Lain mainland and a small island settlement, connected by a long wooden bridge. On the mainland, near one end of the bridge, you see a Dryad lizard trainer, visibly upset. She tells you her oldest Battle Monitor, Tekeli, has gone rogue the previous day. Half-blind and half-mad, the huge lizard went berserk and broke free while being saddled, fatally biting one Dryad rider and crippling another with a lash of her tail before retreating to the beach. The other Dryads were forced to abandon the small island village until someone is able to subdue the beast. I had a terrible time trying to un-saddle the Sabertooth Tiger and getting the fur effect to show up. It kept crashing my game, so my idea to make a Sabertooth boss in the Temple of Tears may or may not be created. I may put something else in that location, since it seems like the perfect place for a boss. I would probably integrate this with the Enhanced Spells Mod and/or the CM Items Mod, just so there aren't too many overlapping mods creating confusion and installation woes. That's all for now. Any thoughts on what might make a good boss, location, or quest storyline?
  4. Flix

    [REL] Diablo 2 Fallen

    New Release: Diablo 2 Fallen v11 Read change log HERE Supported Languages: English French Mirror #1: Sacred 2 Nexus Mod Development Thread Please read the following! This mod requires the latest version of the Community Patch (1.60) to be installed beforehand. Do not have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Item Mod 1.2a hf is already included, and custom versions of the Survival Mod, Serious Textures mod, Reduced Fog, and Elite Mounts are also integrated. Music is not included. The music pack is a separate download available HERE. Set "commentary" to OFF. The characters will still speak at certain times (inventory full, accept/reject/solve quest, find unique, etc.), and all of those instances have been replaced with D2 character voices. If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Detailed Install Instructions (New Users): Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Root folder for Steam is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold Root folder for GOG or disk version is wherever you installed the game, for example C:\Sacred 2 Gold After installing and running the GME once, it will make a folder called "MODS" there. Extract the contents of the D2F .zip file into the "MODS" folder. There should be three folders: "Diablo 2 Fallen v11", "D2F Inferno Patch", and "D2F SuperSpawn". If using the D2F music pack, extract its contents ("music" folder) into the "pak" folder of the mod. So the structure will look like: [Diablo 2 Fallen v11/pak/music]. Run the GME and enable Diablo 2 Fallen v11 It may take a long time to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod. Disable before disabling the main mod. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Play with NEW characters only. Previous Users: Disable the old version of D2F with the GME (important!) Remove the old D2F folder from your "MODS" folder. Place the new "Diablo 2 Fallen v11" folder into the "MODS" folder. Enable as usual. -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod. Disable before disabling the main mod. Play with NEW characters only. Use old characters at your own risk. Recommended - Disable Fight Music and Screen Shake in Options.txt: Be sure to Show Hidden Files and Folders Location of Options.txt: (Windows 10/7/Vista) C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2 (Windows XP) C:\Documents and Settings\<Username>\Local Settings\Application Data\Ascaron Entertainment\Sacred 2 Search for the line "volume_group02" and change the value to 0 Search for the line "cameraShake" and change the value to 0 Thanks to: Pesmontis for all his ideas and insight, and helping me import countless new monster and item designs. dimitrius154 for invaluable advice, contributing new models and textures, and coding. Silver Fox for scripting advice, and his work on textures, making new items, god statues, and the Druid's quest. Vampire and desm for making the French version. Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters. steinerrr for ideas on how to increase the power and challenge of monsters. Caledor for ideas on adjusting skill effects and the inventory interface. SX255 for some Sabre Cat textures. Jordan0422 and Tharkun who did testing and provided lots of valuable feedback. The CM Patch team and all the modders who came before me, made modding tools, and showed me the way. Everyone who played the mod, posted feedback, and gave support. This mod is very much a product of the entire Sacred 2 community at DarkMatters. Thank you!
  5. Spells.txt, search for "doublehit_attack_ca", and delete this entire line: entry0 = {"et_mult_weapondamage", 1000, 0, 0, 9 },
  6. I tested it and strangely enough, the animation is "correct": she leans forward and swings her sword. The animation must be oriented wrong or something though because she flips onto her side while performing it. I've just replaced it with a different sword swing animation.
  7. Winter is finally after here after two long grueling years! Next week looks to be super intense. My friends and I have a deadpool going. Bets were placed on who will survive. Here are eps. 1 & 2 "spoilers" with no context
  8. Yes, the stats on the new items were designed to "fill in the gaps" of the vanilla selection. They were meant to provide modifiers that were lacking on certain item types, or to support builds that were not catered to before. Without it you're stuck with basically 1 armor set per aspect, and a weapon selection that pretty much favors either 1h melee or 2h ranged. I'd never go back myself, but I like to help people enjoy the game the way they want.
  9. Version 1.0.0

    5 downloads

    =================================== Vanilla Drops for Sacred 2 Community Patch 1.60 =================================== * This mod is meant to be installed on top of Community Patch 1.60. It removes all fan-created items from the game. ** This includes almost all the unique items listed here: Community_Patch_Unique_Items ** This also includes most every CM set listed here: Community_Patch_Set_Items * Developer-created items that were unlocked/restored by the Community Patch will still be present. This is a very small number of items & sets. * Fan-created items will simply stop dropping; they will not be erased if the character already has some in their inventory. * The intention of this mod is to stop fan-made items from crowding the drop lists and out-competing vanilla items. Using this patch is a quick alternative solution to rebuilding the patch entirely with the items scrubbed out. =================================== Requirements and Compatibility =================================== * This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). * This mod additionally requires that Community Patch 1.60 be installed. * This mod will break any other mod that changes drop.txt. It won't work with Sacred 2 Enhanced Edition or Diablo 2 Fallen. =================================== Install Instructions =================================== * Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. ** Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml ** For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold ** For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold * After running the GME once, it will make a folder called "MODS" there. * Extract/copy/move the contents of the compressed zip file into the "MODS" folder. * Run the GME and enable your core module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.
  10. Sacred 2 Enhanced Edition by Flix This evolved from my personal mod for playing Sacred 2. I decided there were enough improvements and interesting changes to share it with adventurous players. The mod is a combination of fixes, redesigned balance, and cosmetic changes. Some Combat Arts were also replaced with brand new ones. S2EE is designed for the player to install one of two core modules: one with the original spells lineup, and another with the Enhanced Spells lineup. The player can then install some optional add-on modules: Optional "Challenge Mode" patch. Install on top of the mod to play with significantly increased difficulty. Optional "SuperSpawn" patch. Install on top of the mod to play with significantly increased enemy spawn count. Optional "Classic Icons" for the Enhanced Spells module. Install to restore the aspect background and CA icons to the "classic" style. Download the Mod: Sacred 2 Enhanced Edition. Currently supported languages (Enhanced Spells version): English, French, German, Polish, Russian, Spanish. Original Spells version: All Languages. This mod is built from and requires the Community Patch 1.60 General Changes and Fixes (this only scratches the surface; complete changelog is packaged with the mod) All weapon-based combat arts, hybrid combat arts, and almost all offensive spells now hurl enemies when they die. This is part of an effort to restore the older, more interesting death animation for most enemies that involves the corpses flying back rather than just dropping dead. This is more dynamic, exciting, and similar to other action RPG's. It should feel like hard hits make a major impact, rather than having the enemies simply falling down limp on the spot. Normal weapon hits will still make enemies drop dead. All tooltips were revised and updated with uniform terms and more accurate descriptions of what the combat arts and modifications do. There were a fair amount of vague, confusing, or just plain wrong terms used in the old tooltips. For just one example, there should be no more cases of "Regeneration Time" and "Cooldown" being used interchangeably. Also notably all Energy Shields now use the same terminology for the same properties, and the terms match up better with the item modifiers that affect them. Improved equipment variation for enemies and NPC's. Reworked several quest enemies and bosses to be more unique and challenging. Elite enemies (and some bosses) have greater damage, hitpoints, and chance to hit, and also grant more XP per kill. Rebalanced the game to be overall more challenging. Merchant stock is larger and can have slightly higher quality offers. Merchants will now sell Concentration Potions and Recovery Elixirs. Blacksmiths will now sell shields. Selection of normal/magic/rare items is more varied, and item appearance, quality, rarity are better matched. Added numerous new lore-friendly weapon and shield models to the game for increased equipment variation. Some unused Ascaron designs are activated as well. Rebalanced unique and legendary items. 2-handed weapons can now compete with a 1h+shield or dual wield setup. Weapon icon size is standardized for all weapon types. Legendary jewelry now spawns with an additional bonus at level 75+, typically unlocked by skill mastery. High level rare items now have a good chance for an extra bonus or socket. Unique items are now unique in appearance. They will not share models with one other. This will only affect items dropped after installing the mod. Miniset designs are reworked to be more visually coherent. Set pieces match one other better now. Only affects pieces dropped after installing the mod. Rare-tier damage converters may now have a Chance for Secondary Effect +% based on damage type. The player can now find unique damage converters which give additional Damage +% based on damage type. ============================================================== Enhanced Spells General Changes Most temporary buffs last much longer, but have longer cooldowns as well. There are fewer modifications that increase temporary buff duration and reduce cooldowns, but in most cases it will still be possible for the duration to catch up to the cooldown at high levels. Every class now has at least one summoning combat art, and most have two or three. Some are temporary and others are buffs. All Combat Arts, old and new, got updated icons and aspect backgrounds. The original icons are ok with their bright colors and simple, bold lines, but I found them too cartoon-like and often kind of "cute." Furthermore a lot of them got reused from character to character. These new Combat Arts are designed to be less monochrome and "icon-like" and more realistic, textured, and unique. For the most part, weaker Combat Arts received boosts where appropriate. There is not much nerfing going on in the mod. However this is not intended as a cheat mod where you one-shot everything. Balance is still important. ============================================================== Seraphim Combat Arts Exalted Warrior Soul Hammer - Silver Mod Disarm now gives 100% chance to disarm. In fact you will see all further instances of disarm modifcations now give 100% chance. This is because it only works on enemies with weapons, and furthermore (unlike Sacred 1) it doesn't actually knock the weapon onto the ground for the player to pick up. Therefore it could use a boost to be really useful. Pelting Strikes - No changes (except hurling slain enemies) Assailing Somersault - Increased the jump distance from 7.5 to 10 meters. Dashing Alacrity - Initial duration increased from 20s to 90s, but duration increase per CA level halved. Cooldown increased from 60s to 120s. Chance to block root increased from 20% to 40%. Delay Silver mod replaced with Vigor, a hitpoint regeneration mod. Reprisal and Ardor mods swapped places. Impatience gold mod now reduces the cooldown to 96s. Battle Stance (Buff) - No changes Celestial Magic Archangel's Wrath - has been moved to Celestial Magic aspect (replaces Instill Belief). No changes otherwise (except hurling slain enemies). It was moved here because it seemed better suited to Celestial Magic, and I needed room in the Revered Tech aspect for a more appropriate CA. Baneful Smite - Bronze mod Disarm now gives 100% chance to disarm Radiant Pillar - No changes Sublime Guardian (Buff) - New combat art (Replaces Hallowed Restoration). Summons an angelic ally, a Seraphim who fights with sword and shield. "Five Buffs? This is madness!" True, it does bring the buff count up to 5, but the Seraphim's buffs are pretty specialized compared to those of the other characters. Battle Stance has not much use to a pure caster Seraphim. Cleansing Brilliance is not much use unless fighting Undead or T-Mutants. If you're not dedicated to the BeeEffGee then you're probably not using it much at all. Sublime Guardian is a more all-purpose buff. She uses Assailing Somersault, and can be upgraded to use either Archangel's Wrath or Instill Belief. Other modifications allow upgrading her armor, speed, damage, attack and defense. Cleansing Brilliance (Buff) - Boosted the hitpoint regeneration from 10 to 20 hp/s Revered Technology Sonic Vortex - New combat art (Replaces Archangel's Wrath). Emits a piercing sound shockwave in front of the Seraphim that damages opponents, shatters their armor and lowers their defense. This new CA is an adaptation of Kraal's Sonic Scream for the player. It carries a powerful property that inverts enemy physical armor, that was previously only available to the player with the Dragon Mage's Mind Strike. Can be modified for knockback, fear, damage over time, increased range, deathblow, and removing enemy buffs. Flaring Nova - No changes (except hurling slain enemies) Divine Protection - Initial duration increased from 15s to 90s, but duration increase per CA level halved. Cooldown increased from 60s to 120s. Bronze mod Capacity changed to Steadfast, a mod that increases the Seraphim's base Willpower attribute. Silver mod Boost now reduces the cooldown to 96s. Gold mod Improved Mirror changed from "block spells" to "reflect spells" to match the tooltip description. Warding Energy (Buff) - No changes BeeEffGee (Buff) - No changes Video of Sublime Guardian and Sonic Vortex ============================================================== Inquisitor Combat Arts Gruesome Inquisition Callous Execution - No changes (except hurling slain enemies) Ruthless Mutilation - No changes (except hurling slain enemies) Mortifying Pillory - Much higher chance that more enemies attack the branded outlaw. Silver mod Expulsion changed to Punishment, a mod that debuffs the target's Combat Art regeneration Frenetic Fervor - Initial duration increased from 15s to 45s, but duration increase per CA level halved. Gold mod Relentless changed to Conviction, a mod that increases the Inquisitor's Willpower attribute. Purifying Chastisement (Buff) - increased the wounded threshold to 35% of hitpoints, and made silver mod Merciless raise the threshold to 50% of hitpoints. Astute Supremacy Levin Array - No changes (except hurling slain enemies) Eruptive Desecration - has been moved to Astute Supremacy aspect (Replaces Raving Thrust). Base range increased from 5 to 7 meters. Silver mod Danger Zone's range increase is now boosted to match that of the Apocalypse gold mod. Clustering Maelstrom - No changes Zealous Doppelganger - Duration increased from 30s to 90s. Gold mod Determination changed so that it adds to the Doppelganger's resistances instead of increasing duration. Can Be Upgraded To: Zealous Doppelganger (Buff) Reverse Polarity (Buff) - No changes Nefarious Netherworld Dislodged Spirit - Duration increased from 6s to 8s. Bronze mod Spite changed so that it Disarms the target (100% chance) rather than increasing duration. Inexorable Subjugation - Minion lifetime increased from 30s to 50s. Hits per second increased from 1 to 1.25/s. Gold mod Probation increases minion lifetime by 15 seconds (formerly 10s). Now has "Minion Lifetime" text in the tooltip. Harbinger of Death (Buff) - New combat art (replaces Eruptive Desecration). Summons a powerful enslaved daemon warrior to assist with melee attacks and the spell Raving Thrust. Modifications allow upgrading her armor, damage, speed, attack and defense. Paralyzing Dread - Initial duration increased from 20s to 45s, but duration increase per CA level halved. Soul Reaver (Buff) - No changes ============================================================== High Elf Combat Arts Arrant Pyromancer Ancestral Fireball - No changes (except hurling slain enemies) Blazing Tempest - No changes (except hurling slain enemies) Incendiary Shower - No changes (except hurling slain enemies) Fire Daemon (Buff) - Demon now starts at level 2 and gains 1 full level with each level increase. His health regeneration is doubled and now scales with CA level. His Fireball is now more powerful and he now casts more spells (Eternal Fire, Eruption). I found the little fire monkey to be too weak to kill anything and also easily killed in the vanilla game. He should be properly powered up now. Incandescent Skin (Buff) - No changes Mystic Stormite Frost Flare - No changes (except hurling slain enemies) Glacial Thorns - No changes (except hurling slain enemies) Raging Nimbus - Duration now slightly increases per CA level. Cascading Shroud - Duration increased from 20s to 45s, but duration increase per CA level is halved. There is evidence in the game files that at one point Cascading Shroud was designed to be upgradeable to a permanent buff, however I opted to keep it temporary and rework the duration instead. Crystal Skin (Buff) - No changes Delphic Arcania Cobalt Strike - Chain Reaction mods now give a 90% for a chain strike (formerly 80%). Explosion gold mod now gives a 60% chance for causing area damage (formerly 50%) Magic Coup - No changes (except hurling slain enemies) Thaumaturgic Nova - New combat art (replaces Shadow Step). The High Elf conjures a shockwave blast of magical energy that radiates outward in an intense nova. The burst slows enemy movement and causes lingering damage. This spell plays something like a cross between Flaring Nova and Energy Blaze. Can be modified to increase the magic damage, increase magic DOT, debuff enemy attack speed, enemy attack rating, increased range, and chance to stun. Expulse Magic - Initial range reduced, but range now scales with CA level. Mage's Familiar (Buff) - New combat art (replaces Grand Invigoration). The High Elf conjures an ethereal Familiar which strips enemies of their magical power, and in turn causes her own hitpoints and spells to regenerate at an increased rate. Combines the properties of Grand Invigoration with my idea for the "lost" High Elf combat art Familiar, presented here as a summoned spell wisp that buffs the High Elf and assists with some offensive lightning spells. Modifications remain the same as vanilla. ============================================================== Shadow Warrior Combat Arts Death Warrior Demonic Blow - No changes (except hurling slain enemies) Scything Sweep - since all weapon CAs hurl enemies now, gold mod Hurl is changed to Inflamed, a mod that adds fire damage to Scything Sweep. Rousing Command - duration increased from 20s to 45s. Cooldown increased from 60s to 75s. Bronze mod Persistence changed to Readiness, which adds to the Shadow Warrior's base defense value. Labyrinthine Warlord (Buff) - New combat art (replaces Ruinous Onslaught). Summons an ally in the form of a raging minotaur lord to aid the Shadow Warrior in combat. Attacks with melee weapon attacks and uses a "Stomp" special move that causes stun. Can be modified to increase the minotaur's damage, armor, attack speed, and attack and defense. Grim Resilience (Buff) - Silver mod Readiness replaced with Guard, a mod that adds resistance to all secondary damage effects. Malevolent Champion Frenzied Rampage - No changes (except hurling slain enemies) Belligerent Vault - Jump distance increased from 7.5 to 20 meters. Gold mod Unbound has its chance to break roots increased from 50% to 75%. Spell control type is changed to "eCAtype_m_move_go" to allow for more freedom in choosing target areas. Augmenting Guidon - Range now slowly scales with CA level. Silver mod Tutor replaced with Aegis, a mod that reduces detrimental magic effects. Killing Spree - Duration increased from 20s to 45s. Cooldown increased from 60s to 75s. Silver mod Perseverance changed to Shockwave, a mod that increases the range of the discharge. Reflective Emanation (Buff) - No changes Astral Lord Spectral Hand - No changes (except hurling slain enemies) Skeletal Fortification - No changes. Rallied Souls - Summoning range now increases per CA level. Values for both Silver mods have been boosted. Shivering Miasma - New combat art (replaces Shadow Veil). The Shadow Warrior emanates a chilling aura of death. This cold from beyond the grave causes ice damage and slows opponents' attack and movement speed. (45s duration, cooldown 75s). Can be modified to increase the ice Area of Effect damage, lower enemy armor values, reflect root effects, debuff enemy defense, or fire immunity. This is a reactivated unused CA from the game scripts. Can also be upgraded to become a permanent buff: Deathchill Aura (Buff) Nether Allegiance (Buff) - Starts with 3 skeletons as a base. ============================================================== Dryad Combat Arts Capricious Hunter Ravaged Impact - No changes (except for hurling slain enemies) Darting Assault - No changes (except for hurling slain enemies) Venomous Entrapment - New Combat Art (replaces Forest Flight). The Dryad sets a poisonous trap for her enemies that damages any who pass over it. It seeks enemies and will slowly chase after them if they move. The trap inflicts physical and poison spell damage as well as poison DOT. Can be modified to increase the poison damage, chance for poisoning, chance to stun, debuff enemy defense, chance for critical hits, and deathblow. This adds to the small list of spell-based combat arts that are boosted by Tactics Lore. Dust Devil - Duration increased from 15s to 18s. Range now slowly scales with CA level. Silver mod Elongate replaced with Obscure, a mod that adds a chance to block missiles. Sinister Predator (Buff) - The innate attack rating boost now applies to all weapons instead of just ranged weapons. Bronze mod Rapid Fire now increases the attack speed for all weapons, not just ranged weapons. I wanted to rework this CA somewhat to allow a boost for a Dryad using melee weapons. Cabalistic Voodoo Twisted Curse - New combat art (replaces Twisted Torment). Causes spell damage (equal parts magic/poison), slows movement speed, and lowers attributes of the target for a brief period. Enhanced effect against opponents who correspond to an equipped shrunken head. Increases the chance for victims to drop shrunken heads when they die of Twisted Curse. Basically I designed this spell to combine the best properties of Twisted Torment and Black Curse. Neither CA was very impressive on its own, Twisted Torment with its headhunting ability but pitiful killing power, Black Curse with its good debuffs but no damage. The spell fx remain the same as Twisted Torment. Modifications are now: Lower enemy movement speed/lower enemy physical armor, add more magic damage/increase duration, and increase poison damage/shutdown enemy buffs. Viperish Disease - Inflicts more base damage. Duration and cooldown are both decreased. Initial range decreased but now scales with CA level. Increased chance to infect more opponents. Malicious Totem - Cooldown reduced from 15s to 10s. Priestess of Doom (Buff) - New Combat Art (replaces Black Curse). Summons an ally in the form of a Blood Dryad shaman who assists with spells and staff attacks. She casts a totem pole, a root spell, and a lightning spell that causes life leech. She also attacks with her staff when her Combat Arts are on cooldown. She can be modified for enhanced armor, increased health regen, higher weapon damage, increased chance to find shrunken heads, higher summon level, and to boost the player's casting speed. Moribund Animus (Buff) - Increased hireling's physical damage from bronze mod Malice. Nature Weaver Edaphic Lances - Base density of thorns is increased (from 0 to 100) Tangled Vine - Increased the range boost from the Encroach mod (from 2 to 3 meters) Goldenglade Touch - Redesigned it to be long term with light healing as opposed to very brief with massive healing. Duration increased from 8 to 45s. Cooldown increased from 10s to 60s. Hitpoint regeneration decreased from 30 hp/s to 6 hp/s. Bronze mod Flow hp regeneration decreased from 22 hp/s to 6 hp/s. Gold mod Diligence now adds 10 seconds to duration rather than 4. Acute Mind - Duration increased from 15 to 45 seconds, but duration no longer increases with CA level. Bronze mod Proficiency and Gold mod Easiness are swapped places. Proficiency is changed so it increases duration of Acute Mind by 10 seconds. Ancient Bark (Buff) - Hitpoint regeneration slightly boosted from 3.0/s to 5.0/s. ============================================================== Temple Guardian Combat Arts Devout Guardian Dedicated Blow - No changes (except for hurling slain enemies) Battle Extension - No changes (except for hurling slain enemies) Deathly Spears - Can now strike multiple times by default. Number of jabs scales more quickly with CA level. Gold mod Jab changed to Impale, which adds a chance for deep wounds. Combat Alert - Duration increased from 15 to 70 seconds, but duration increase per CA level is halved. Cooldown increased from 30 to 100 seconds. Battle Aura (Buff) - When converted to Permanent Buff (Battle Aura), values are no longer halved, but are at approximately 2/3 the original values instead. T-Energy Shroud (Buff) - No changes Lost Fusion Ampifying Discharge - Now has a mix of physical/ice as an innate damage types. Bullets now home in on enemies, so they can't miss. Now has an 80% chance to bounce to 2 other enemies (formerly 70% chance to bounce to 1 additional enemy). Ricochet mods now each give a 60% chance to hit one additional opponent (formerly 20% chance). Damage from Ice Bullet mods slightly decreased. Furious Emblazer- Increased base fire damage and hits per second. Increased chance to burn from Immolation bronze mod (from 25% to 35%). Jolting Touch- Hits per second now scales with CA level. Archimedes Beam - Hits per second now scales with CA level. Changed damage types from magic/physical to magic/fire and increased base damage. Now has a 75% chance to pierce, 75% chance for knockback, and will hurl slain enemies. Fight distance is tripled, allowing use from greater distances. Sentinel Construct - New Combat Art (replaces Propelled Levitation). A buff that creates an allied Temple Guardian for combat support. He attacks with melee attacks and also uses Primal Mutation and Dedicated Blow. Can be modified to increase the construct's damage, armor, attack speed, and attack and defense, and lowered regeneration times for the Temple Guardian. Source Warden Primal Mutation - Has been reworked and given a somewhat different description to emphasize the toxic, radioactive aspect of mutation. Damage types changed from magic/physical to magic/poison. Modifications are now: Chance for Critical Hits/Chance for Poisoning, Chance to hit additional opponents/Lower enemy attributes, and Additional poison DOT/Lower enemy attributes. Positronic Overload - New Combat Art (replaces Fiery Ember). The Temple Guardian overloads his system with T-Energy and discharges the excess power in a concentrated laser blast that damages and stuns enemies in the target zone (fire/magic damage mix). This spell is a an adaptation of Kraal's laser attack for the Temple Guardian. Can be modified for: Additional Magic DOT/Additional Fire DOT, Chance for Critical Hits/Chance for Knockback, and Chance to Weaken/Chance for Burning. Icy Ember - New combat art (replaces Icy Evanescence). Causes fire and ice damage to opponents within a certain radius, while providing the Temple Guardian and allied players with increased resistance to these elements. Basically it is a combination of Icy Evanescence and Fiery Ember. However, it no longer debuffs enemy resistance to these elements without modifications. Modifications are: Increase fire damage/Debuff enemy movement speed, Increase ice damage/Debuff enemy attack speed, and Lower enemy ice resistance/Lower enemy fire resistance. The spell graphics are the ice crystals of Icy Evanescence, but when combined with the fire damage's chance to burn, there will be a lot of flaming enemies, so there is a nice mix of fire/ice visuals going on. Charged Grid - Cooldown decreased from 30s to 20s. Untouchable Force - Chance to stun increased from 10% to 15%. Magic damage from Field Damage mods increased slightly. ============================================================== Dragon Mage Combat Arts Dragon Magic Dragon Berserk - The Dragon Berserk now has scaling multi-channel damage mitigation, extra base fire and physical armor, and scaling bonuses to attack, defense, armor, and health. At the beginning, his raw power is a bit higher than vanilla Ice & Blood, but lower than with the CM Patch 1.40. The main thing keeping him from being OP in early levels is a shorter duration, and a nerfed extension of duration from hits. However, the power scales much better now, so he will be viable all the way to endgame. I removed the two Frenzy modifications (that makes hits add to duration of the form) and replaced them with modifications that add to armor % and damage %. The Concentration mod no longer increases duration but adds a chance opponents cannot evade attacks. The bonus of Life Leech % from the Steal Life mod (added by CM Patch) is changed back to flat Life Leeched per Hit, and scales better with CA level. Lacerate - LL % was moved to the Lacerate CA. Lacerate now has a scaling chance for deep wounds, double hit, stun, and splash damage. The damage, attack, and bleeding chance are lower initially but scale much better now. Frenzy has become Blood Frenzy, now has a higher wounded threshold. I cut the cooldown in half and lowered the duration by 4 seconds. The attack speed bonus is higher, and the spell now grants a chance to disregard armor and a chance to reflect close combat.. Eternal Fire - No changes Dragon Strike - Range now slowly scales with CA level. Fire damage now scales slightly better with CA level. Dragon's Wrath - New Combat Art (replaces Dragon Form). Temporary buff (90s, cooldown 120s). The Dragon Mage channels draconic power to enhance his weapon damage (adding fire and magic damage) and attack value %. Also raises the attack speed limit and adds a chance for weapon hits to strike multiple opponents. This is a temporary buff designed to help Dragon Mages who want to attack with weapons. Can be modded for additional ice damage/chance to disregard armor, chance for critical hits/life leech, and chance to hit additional opponents/chance opponents cannot evade. Draconic Ally - New combat art (replaces Familiar). Buffs the Dragon Mage in the same way as Familiar, but also summons an allied dragon who is a fighter in its own right (unlike the Familiar, which just hung out). The Dragon casts a Fireball and Blazing Tempest. Can be modded for boosting the Dragon's armor/increased hitpoint regen for the Dragon Mage, fire mitigation/increase attack & cast speed, and increase max hitpoints/regeneration time -% (the silver and gold mods all affect the Dragon Mage, not the summon). Elemental Magic Elemental Strike - New Combat Art (replaces Magic Wall). The Dragon Mage channels the raw powers of fire and ice through his weapon and hurls an elemental bolt at enemies (hybrid combat art). In essence this is a modified version of Archangel's Wrath for the Dragon Mage. For a while I had this CA execute as a melee hit, like Magic Coup. But after experimenting, it seemed like a magical projectile was more suitable for the Dragon Mage. Modifications are: add chance to hit additional opponents/increased damage, add life leech/make projectiles seek their targets, and chance for burning/chance for freezing. Gust of Wind - No changes (except for hurling slain enemies) Tornado - Range now slowly scales with CA level. Now does more damage, a mix of physical and ice damage by default (formerly only physical damage). Disarm gold mod now has 100% chance to disarm enemies (was formerly 20%, then changed to debuff enemy attack in CM Patch). Destroyer - Destroyers are now 25% larger. They now do more damage, a mix of physical and fire damage (formerly only physical damage) and have a 50% chance to knock back enemies. Gold mod Explosive is now Volatile, which increases the Destroyers' fire damage. Protector - Now summons 2 Protectors by default. Values from all Bronze and Silver mods are increased (summon level, health regeneration, attack and defense, armor). The "Familiar" modification that summoned an extra Protector is changed to one that lowers the regen penalty from the buff. Protectors in vanilla had AI that did not allow them to cast their combat arts - that is now changed. Protectors now cast a temporary self-buff, a root spell, and a dirt spray attack. Mentalism Mind Strike - No changes (except for hurling slain enemies) Energy Blaze - Range now slowly scales with CA level Maelstrom - Range now slowly scales with CA level Combat Trance - Initial duration increased from 15 to 90 seconds, but duration increase per CA level halved. Cooldown increased from 60 to 120 seconds. Silver mod Experienced now reduces the cooldown to 96 seconds. Runes of Protection - Chance to stun enemies increased from 10% to 15%. ============================================================== Horse Combat Arts The idea here is to make riding horses more appealing, and hopefully encourage more people to consider the Riding skill. Leap now has a scaling 50% chance to break roots, and will slow movement speed of enemies at the starting location. Charge now buffs the rider with defense, damage mitigation, and light healing during the charge. The charge damage also scales better and can hurl enemies away. Rear Up now has better damage scaling and can hurl enemies away. It also now has a scaling 40% chance for bleeding damage. The icons are unchanged from vanilla. ============================================================== Divine Gifts The idea here is to make the god spells more appealing, and hopefully encourage more people to consider Divine Devotion because it will transform these spells from great to fantastic. Dazzle - damage boosted, duration increased, cooldown lowered from 900 to 750s Sakkara - duration boosted from 20 to 90s, cooldown lowered from 1800 to 750s Will-o-wisp - duration boosted from 10 to 11s, damage boosted, cooldown lowered from 1200 to 750s Infusion - duration doubled from 10 to 20s, cooldown lowered from 900 to 750s Kuan's Breath - raised max level of enemy affected (to avoid the spell no longer working when survival bonus raises enemy levels too high), decreased cooldown from 1200 to 750s Inspiration - increased duration from 15 to 25s, lowered cooldown from 900 to 750s ============================================================== Combos Unfortunately there's not much I can do with Combos, such as making them function more like Sacred 1, so I just upgraded the icons. ============================================================== Skills and Attributes Improved tooltip description text for all skills and attributes. Attributes' effect on weapon damage is increased. Dragon Mage can now learn the following skills: Dual Wield, Hafted Weapons, Ranged Weapons. Spell Resistance is now secondary skill. Dryad can now learn the following skills: Hafted Weapons, Toughness. High Elf can now learn the following skills: Hafted Weapons, Combat Reflexes, Toughness. Constitution is now primary skill. Inquisitor can now use shields and learn the following skill: Shield Lore. Shadow Warrior can now learn the following skill: Magic Staves. Seraphim can now learn the following skill: Hafted Weapons. Temple Guardian can now learn the following skill: Magic Staves. Concentration is now primary skill. Damage Lore is now a primary skill choice for all characters, so that a pure spellcaster doesn't have to take a weapon skill to access it. Pacifism skill removed from game. Alchemy skill now unlocks temporary DOT mitigation on Recovery Elixirs. Trophy powers now scale better with the Alchemy skill. Improved the efficacy of the Enhanced Perception skill. Decreased the efficacy of the Toughness skill. Armor and Damage Mitigation granted by Toughness are now at 85% of the former values. Increased the efficacy of the Speed Lore skill. Attack, Defense, and Run Speed granted by Speed Lore are now at 140% of the former values. Increased the efficacy of Blacksmith Mastery's chance to extract items without destroying the other socketed items (now caps around 97% at highest skill level). In return, Blacksmithing costs are not reduced as much by the skill. Blacksmith Mastery now unlocks a third powerful bonus on each Blacksmith Art. ============================================================== Challenge Mode Features: Critical hit damage increased from 1.2x to 2x times damage. 20% increase of T-Energy damage against the player. Chance for T-Energy to mutate enemies increased by 25%. Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well. Enemy aggro range tripled. Aggro range for white (much lower level than player) enemies doubled. Boss aggro range increased by about 10%. Range for clearing the fog of war on the map is tripled (results in more enemies). Cooldown for healing potions is doubled. Slightly lower chance to get runes. Enemies gain greater damage from attributes. Overall intensity of enemies increased by 25%. Enemy weapon and spell damage and armor significantly increased (from about 40% on bronze to over 300% on Niobium). The challenge patch is OPTIONAL and is only for players who feel that Enhanced Edition could use a greater challenge. ============================================================== New Player Portraits and Brighter Health Bar
  11. I can reproduce this. It happens when using Soul Hammer with 2h swords while mounted on the Tiger. Either an animation is missing, or the definition is wrong, or both. Will see about fixing it.
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    Sacred 2 Enhanced Edition

    Alright I gave this a thorough testing, and I couldn't reproduce it. The big guy is always there waiting for me. I've also re-tuned Gahanka, who was indeed weaker than elite kobolds. I'm looking at some more of the vanilla mini-bosses who may have fallen behind the curve. Some of the weird damage spikes should also be taken care of in 2.2. I'm working on those elite Temple Guardian traps as well as the Wastelands Demons. All the Hard Hit and Multi Hit attacks will be significantly toned down since we learned that the damage multiplier in those CA's was way higher than expected.
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    Sacred 2 Enhanced Edition

    Yes EE 2.2 is on the horizon. Feel free to throw any and all feedback my way. I'm trying to address everything I can. Bonusgroup 1 is Chance to Disregard Armor (this one isn't assigned in blueprint.txt, each weapon gets a bonus assigned in typification.txt based on classification, and through this file, all lightsabers get this bonus). Bonusgroup 2 is a guaranteed gold slot (I tacked this one on since there weren't any chance for sockets in the following 2 groups) Bonusgroup 3 is one of the following: Chance for critical hits Attack Speed Direct Damage Casting Speed Chance for Fear Opponent Health for Deathblow Chance for Deep Wounds Chance for Deadly Wounds Opponent's Attack Rating -X% Chance for Serious Open Wounds Regeneration per Hit Bonusgroup 4 is one of the following: Attack & Defense +X (unlocked by Sword Lore) XP Per Kill Damage Mitigation +X% Chance to reflect projectiles Chance to reflect spells Life leeched per hit
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    Sacred 2 Enhanced Edition

    Done. I switched the bonuses to use actual lightsaber bonus groups instead of 1h swords bonus groups. These are the same pools that the unique/legendary lightsabers (Power of NIF and Bringer of Light) draw from. These don't seem to have class-specific bonuses in them.
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    Sacred 2 Enhanced Edition

    I am combing through all feedback in anticipation of a new release, and I just noticed this. It seems when items drop as quest rewards using quest.txt, they don't seem to use the "intelligent" RNG that takes into account the character's class when rolling the bonuses. It just seems to randomize the bonuses which makes for some really useless combinations. The only way around this I know of would be to remove all character-specific bonuses from the pool.
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    Making Ancaria great again

    Pandemonium's Pride is still dropping as well. It's developer made. I thought I removed it but I was thinking of Kanka's Relics, which was semi-complete but the bonuses were invented (and way overpowered, like the mutation sets). Fist and throwing weapons still exist but only as random normal/magic/rare because all the unique, set, and legendaries are fan inventions. I just can't believe no one noticed or said anything until now. It's plain that it's a bug. Will fix it in EE 2.2.
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    Sacred 2 Enhanced Edition

    Found the cause. He has a "Frostball" attack that I added, but forgot to give it any kind of animation. A few other bosses have this attack as well. This will be fixed in v2.2.
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    Making Ancaria great again

    I left Centurio's Insignia in the game. I believe that one had been created by devs, just wasn't dropping until CM Patch. Same with Kendric's Archon, Memories of the Trees, and Equilibrium. All the rest of the CM sets should be gone. As for CM uniques, only Mountain Man's Slippers, Well-worn Hat, Bugslayer, Hammer of the Righteous, Bringer of Light, those three jewelry pieces, and the Dragon Mage missing stuff (Bunny Ears, Scribe Bracers of Atherton, Christmas set) remain. For CM Legendaries, it's only the half-dozen or so jewelry pieces that the CM Patch made droppable that remain. For your second question, there is a tier of item between Unique (tier 13) and Legendary (tier 15). These are tier 14 items, and they can, strangely, drop as both unique or legendary. Here are some examples: http://www.sacredwiki.org/index.php/Sacred_2:Hammer_of_the_Righteous http://www.sacredwiki.org/index.php/Sacred_2:Bugslayer When this happens, there's no difference in stats, just item name color. Silver Fox speculated that when received as a quest reward (coming from quest.txt), they showed up as Legendary, if dropped from monsters or chests (from drop.txt), they showed up as Unique. Many of the Unlock items are tier 14.
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    Sacred 2 Enhanced Edition

    I finally checked on this - you were correct! The tooltips are swapped between Original/Enhanced Spell versions. This will be corrected in the upcoming 2.2 release.
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    Making Ancaria great again

    Just FYI I looked into this and everything is named correctly. The helmet is "Helmet of the Seraish" and the chest is "Fighting Cuirass of the Seraish" Do you have a screenshot of what you're seeing?
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    Sacred 2 Enhanced Edition

    I attached a new creatures.txt with the old Harbinger of Death summon. Just overwrite your old one in scripts/server (best would be to do so before installing the mod). This is the creature entry that was changed: mgr.createCreature { id = 2999, itemtype_id = 12902, name = "Spell_Demon_Succubus", behaviour = "Hireling_brave", dangerclass = 7, groupmaxcount = 1, elite_creature_id = 2999, probabilityforelite = 0.000000, rank = 20, tenergy_creature_id = 2999, template_creature_id = 1790, livesremaining = 0, unconscioustime = 20, palettebits = "1111111111111111", monstertype = 0, faction_id = 1, equipset_id = 482, modelscale = 1.200000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, } I changed the itemtype_id line, to direct the creature entry to use a different monster from itemtype.txt I also changed the equipset_id line because the Harbinger of Death's wings and armor counts as "equipment" that needs to be equipped Finally I removed the Raving Thrust spell that I added for the Succubus because the Harbinger doesn't have animations to cast it. harbinger restored.zip
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    [REL] Diablo 2 Fallen

    It is a very performance intensive FX. You can open spells.txt and search for "dm_co_zerstoerer". That's Hurricane. The line you want to change is: fxTypeSpell = "fx_cm_kaelteaura", change it to: fxTypeSpell = "", This will remove the effect. I'm not sure what an appropriate alternative would be; I'd have to think about it. Or you could experiment and try copying different effects from other spells. Just check the lines that say fxTypeSpell = . They won't all work for that spell but it won't break anything.
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    Making Ancaria great again

    I don't think there will be another CM Patch. We split apart due to too many creative differences. We each have our own mods that we continue to funnel fixes and changes into.
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    Sacred 2 Enhanced Edition

    Summoned creatures "level up" as you read more runes. Their stats are not displayed in the CA tooltip, but their power is definitely increasing. When you read a rune, the Succubus gains a character level, and so all her attributes, skills, and modifiers increase. That means more damage, more hitpoints, better attack/defense, armor, all of it. I probably will not switch the design back because I like using the Sacred 1 characters. I may change her name from Harbinger of Death to something else more reminiscient of the Succubus in the next version. I can whip up something for you that changes her back to the old Harbinger of Death though. Will try to do it tonight.
  25. Flix

    Making Ancaria great again

    If you want to edit names, it's not done in blueprint.txt. It's done in the global.res file using s2rw.exe. I know what you're talking about. Soorn's Doombringer is a sword while Soorn's Righteous Blade is a club. I swapped the names in my mod Diablo 2 Fallen because it bugged me so much.
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