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Flix

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Everything posted by Flix

  1. I guess there's no harm in showing some of the other things we worked on. Hard to believe it's been a year already. This is all work in progress. Armored Draconicon for Dragon Mage: Nameless Guardian Mount for Temple Guardian: Lonely Hippocampus Mount for High Elf (old picture from before we fixed the headpiece): Griffon Mount for Dragon Mage:
  2. Did you try turning on UI Scaling in the Options menu? It's under 'Graphics Options'.
  3. Thank you Frank, I'll keep that in mind.
  4. The .bin files just contain all the data. The .exe file is the installer that pulls the data out of them and installs it on your system. Nothing else you need to do with the files. I'd just back up the whole thing somewhere so if you ever want to install it again, you don't have to re-download it.
  5. For more detailed info on Bul-Kathos and his Divine Gift Might, check his SacredWiki page. Lore of the Nephalem Book 5: Bul-Kathos - The First Barbarian Bul-Kathos, known as the Immortal King, was one of the first Nephalem, a great and ancient king who united the Barbarian tribes. Origins Bul-Kathos was born as part of the first generation of Nephalem, in later times referred to as the Ancients. These Nephalem wandered the world and adopted numerous philosophies as they spread across it. Bul-Kathos observed that due to the archangel Inarius's meddling with the Worldstone, subsequent nephalem generations became weaker and weaker, eventually becoming the various races of the world such as humans and elves. After uniting the Barbarian tribes, Bul-Kathos set the people upon the great "vigil" of protecting Mount Arreat, and the Worldstone within. While it's unknown if even the Barbarians knew that the Worldstone was inside, or what sort of power it had, Bul-Kathos became the most revered barbarian through time, and the barbarian people began to call themselves the Children of Bul-Kathos in his honor. Legacy As the centuries passed, the Nephalem set to stand guard over the mountain all passed on, with the exception of Bul-Kathos, who became one with the earth where he slept. Bul-Kathos is treated as a deity by the Barbarians. They believed his spirit resided within Mount Arreat as part of a last line of defense for any of those who would threaten the Worldstone. Although there are many gifts from the Great and Ancient King Bul-Kathos, the greatest of these is the secret of steel. Raw iron is hardened and made resilient, forged into weapons of honor and power. Most mortal swords are patterned after the blade first wielded by Bul-Kathos himself. Balancing offense with defense, it is the perfect weapon for the defense of Mount Arreat in the coming apocalypse. All Barbarian warriors learn the secrets of steel at an early age, yet few truly master the deadly elegance of the sword. Those few who do often disdain all other weapons. Traits Bul-Kathos valued martial discipline. He demonstrated a dry sense of humor, and had a particular dislike for the nephalem Esu and those like her. He was (and is) renowned for his immense strength, size, bravery, and fortitude. Bul-Kathos was physically imposing, though when Uldyssian observed him his physical appearance and size shifted. One moment his skin was brown like the soil, and his hair the color of green grass. The next he wore a kilt and sandals with a golden band around his head. Bul-Kathos and the Hydra Centuries ago, Bul-Kathos defeated the first Hydra. The great serpent was said to spawn two heads for every one that was severed. In order to defeat it, Bul-Kathos supposedly pitched the beast into a roaring bonfire, wresting the fang loose in the process. The fang was later fashioned into a wand. ======================================== Divine Gift: Might Caught up in the fervor of battle, the hero can call upon the power and strength of Bul-Kathos to add astonishing force to attacks. What would be glancing blows now soundly strike their mark, and otherwise deflected strikes rend through armor to bite flesh. Duration: 15s Cooldown: 400s (~6.6 minutes) Total Damage: +40% + 10% per level Weapon Damage: +100% + 2% per level Chance Opponents Cannot Evade Attacks: 100% Attack Speed: +30% Attack Speed Cap Raised by 20% Leech Life from Opponents: 1% Might is far more powerful than its Diablo 2 counterpart. It is now the ultimate melee buff that will turn any weapon-user into a killing machine for 15 seconds. ======================================== Statue Clicking on Bul-Kathos' statue will partially recharge his divine gift, Might. This statue was built by Pesmontis.
  6. Well, it changes color throughout the day. Yellow/orange at dawn/dusk, kind of blue-grey during the day and then black at night. So I guess it had to be a neutral color. The main reason though is that the fog disguises the fact that the game only renders things a certain distance away. Without the fog at all (and just the sky), the entire world would seemingly pop into existence out of nowhere. The fog hides that fact. That's why I could only remove a little bit of it. Still, it should open things up for players a good bit. I guess they figured most people would be playing Sacred 2 with a top-down camera view. There was no sky in Sacred 1, since the camera was never at angle that would let you see it. Despite being a 3D game, Sacred 2's default camera was actually pretty similar.
  7. This may be fixable. Mastery of the Riding Skill gives a working +% to Mounted Run Speed. It may be possible to replace the non-functioning bonus that appears on Horses with the one from Riding Mastery. Keep in mind this is a console discussion. As far as I know from the Wiki, the problem persists for all versions. Of course any potential fix would only help PC users, so if there's anything to it, I'll post elsewhere.
  8. This may be fixable. Mastery of the Riding Skill gives a working +% to Mounted Run Speed. It may be possible to replace the non-functioning bonus that appears on Horses with the one from Riding Mastery.
  9. I've decided to add another feature to D2F: reducing the fog of war on the screen (as described in this topic). I removed as much fog as possible before the game starts to look weird. Keep in mind there is no proper sky in this game, what you see as the sky is actually the fog, so removing it entirely means there's just a black void beyond what the game renders. You'll get the most benefit if you tend to position the camera looking over your character's shoulder, but there's also a benefit if you're zoomed out extremely far looking down on your character. Here some samples of how this change appears:
  10. I can't think of anything off the top of my head except for changing the entire spell class to that of Nether Allegiance. Of course, it would no longer be a proper doppelganger after that point. But then, I never noticed any problems with his AI and I've been playing with him for years. He mows down enemies in all haste. Not to start an argument but I'm not sure about the concept being "extremely unique." It's basically the Assassin's Shadow Warrior from Diablo 2 (although I feel the Doppelganger is inferior because you don't have fine control over its combat arts).
  11. For more detailed info on Esu and her Divine Gift Charged Bolt, check her SacredWiki page. Lore of the Nephalem Book 2: Esu - The First Sorceress Esu is one of the Nephalem, and a master of elemental magic. She is the forerunner of the reclusive Zann Esu all-female mage clan. It is unknown if she is alive or dead. Traits Athletic, affable, and self-assured, Esu was hardly like the mages of today, scholarly bookworms hidden away from civilization. She possessed many of the same magical skills as the male Nephalem, but excelled beyond all others at the use of elemental magic. The First Sorceress acted based on motives and ethics inscrutable to most, and sometimes seemed capricious and even spiteful. In reality, she understood the struggle between Order and Chaos all too clearly, as well as her role as a warrior in this battle. Like most mages, she considered melee combat vulgar and used magic almost exclusively to fight her enemies. Not much else is known about her, but perhaps unsurprisingly she and the Barbarian Bul-Kathos did not get along. Legacy The female mage clan of Zann Esu is one of the oldest of the ancient clans, although little is actually known about them. Centuries ago, the fourteen powerful covens of Esu witches convened for the first time in generations. What they discussed is not known, but the witches left behind their former lives and, as a group, disappeared into the Eastern Jungles. The exact location of their community is a mystery. Until recently, their only contact with the outside world occurred during the recruitment missions. Once every seven years, the Zann Esu visited certain families across Ancaria. These families had one thing in common -- they each had a seven-year old daugther. Always good-natured and polite, the Zann Esu visitors would meet the girls, ask a few questions, and then leave. A select few of the girls were visited a second time and offered apprenticeships. The families of those chosen enjoyed good fortune for many years after. The Zann Esu, or Sorceresses as they are generally known, are on a quest for purity, the pursuit of the perfect magic. They feel the other disciplines of magic are haphazard, and have instead chosen to focus strictly upon elemental magic. They mold the base elements into whatever magical forms they need -- threatening all other magic disciplines with obsolescence. In order to achieve perfection in these elemental transmutations, they choose only those daughters of Ancaria with the highest level of attunement to the magical elements. The Sorceresses believe that it is through the search for perfection that they will attain ultimate purity and ascend to their destined role as the most powerful mages in Ancaria. For centuries they have studied in secret, perfecting their art and bidding their time until the Emergence of Evil. Then, they will face their greatest challenge, either proving the purity of their magic or fading from existence. =================================== Divine Gift: Charged Bolt Esu's teachings allow the hero to supercharge ions in the surrounding air, resulting in bursts of electrical energy discharge. These missiles heal allies but chase down opponents and shock them to the core. Magic Damage: 160 + 90 per level Heal Allies: 10% + 2% per level Duration: 12 s Cooldown: 400 s (~6.6 minutes) Charged Bolt is based on the old god spell "Will o' Wisp," with new SFX. The bolts fire continuously for 12 seconds and seek their targets. =================================== Statue Clicking on Esu's statue will partially recharge her divine gift, Charged Bolt. Statue was built by Pesmontis.
  12. I spotted several just around Black Oaks. There's just a lot of farms with different crops. Actually made me pay attention to all the little fields of vegetables with farmers that they put into the game. I messed around some with the jack o'lantern textures, but it turns out the model itself is hollow (I thought it might just be transparent textures on the mouth and eyes), so the "glow" I whipped up didn't display. Ah, well.
  13. For more detailed info on Helgrotha and her Divine Gift Salvation, check her SacredWiki page. Lore of the Nephalem Book 3: Helgrotha - The First Amazon Helgrotha was a female nephalem and the progenitor of the Amazon race. She was dark and very beautiful (as were allegedly all nephalem), and protected the animals active during the night, presumably owls and other nocturnal creatures. Origins Helgrotha was amongst the first generation of Nephalem to walk Ancaria. What powers she had is not known, but allegedly she was nearly as strong as Rathma when she lived. She watched over those creatures who lived during night as opposed to the day. She had been kind, but also fierce in her protection of those for whom she had cared. What is meant when it is said that she "watched" over those creatures isn't made clear. Perhaps she, much like Bul-Kathos, acted like a sort of deity. She was probably killed by Inarius after the rogue angel had banished Lilith and altered the Worldstone to diminish the powers of the nephalem. Those of the nephalem who protested against that act were destroyed. Helgrotha's spirit first accepted Mendeln as a Keeper of the Balance, giving up one of her bones to act as a spiritual focus. Legacy After her death, Helgrotha's daughters ended up retrieving a powerful artifact called the Sightless Eye and went on to form the basis for Askari society on the islands of the Jade Sea. The girls grew, and upon hearing tales of the Sightless Eye, vowed to recover it. Finding the Eye on Dyr-Lain, they discovered that while they could not use it to communicate with Heaven, they could use it to see the future. So it was that their culture grew with the Sightless Eye at the heart of their society. From the more stalwart sister, the Amazon Caste descended, while from the more ethereal one would come the Oracle Caste. Until recently the outside world knew little of the Oracles, and so came to identify the more itinerant and well-known Amazon warriors with the Askari culture as a whole. Despite later adopting the pantheon of gods of the island natives (such as Athulua, Zerae, and others), in the modern day Helgrotha still remains at the core of Amazon mythology. ===================================== Divine Gift: Salvation Helgrotha's protective hand shields the hero from damage, while her firm retribution stings all who would dare attack those under her care. 50% chance to reflect all types of attacks 50% damage mitigation (all types) Duration: 12 s Cooldown: 400 s (~6.6 minutes) Like many of the new Divine Gifts, Salvation was originally a Paladin aura in D2. It added high resistance to all the elemental damages. The D2F version looks and plays like Forens' Inspiration, with the addition of Damage Mitigation and slightly shorter duration. ==================================== Statue Clicking on Helgrotha's statue will partially regenerate her divine gift, Salvation. As shown previously, a version of Helgrotha's armor (which is itself based on the iconic D2 Amazon look) will be available in the mod at some point.
  14. For more detailed info on Rathma and his Divine Gift Carrion Vine, check his SacredWiki page. Lore of the Nephalem Book 6: Rathma, the first Necromancer Rathma, whose birth name was Linarian, is a first generation Nephalem and the progenitor of the Priests of Rathma, also known as the Necromancers. Origins Rathma is the son of the demon Lilith and the archangel Inarius. He is not on good terms with his parents, as Lilith destroyed the rebel angels and demons only to use the Nephalem's power for her own ends, while Inarius believed that the Nephalem should worship him alone or be destroyed. Rathma and the other members of the first generation Nephalem, such as Bul-Kathos, retained their god-like supernatural powers, although all later generations needed to be trained or discover magic some other way. Many of the firstborn were destroyed by the archangel Inarius, who would not tolerate defiance. This prompted Rathma to feign death and flee to a mysterious nether-realm; the realm of Trang'Oul, a dragon-like being who acts as Ancaria's guardian. It was there that he rejected his birth name Linarian and instead embraced the name given to him by Trang'Oul, Rathma, which means "Student." Thus Rathma became the first disciple of Trang'Oul, who taught him to preserve what Trang'Oul called the Balance. Their goal was to keep the balance between the Burning Hells and the High Heavens and prevent either from interfering too much in Ancaria's affairs. In the mind of Rathma, the angels were no better than the demons, as the angels are likely to obliterate the entire planet simply for having demons present. Legacy In ancient times Rathma worked together with Trang'Oul to make sure that the Creator remained oblivious to the existence of Ancaria, and to try and limit Hell's influence as much as possible. The two worked alone for quite some time until they noticed the ul-Diomed brothers Uldyssian and Mendeln, who both become pivotal in the shaping of Ancaria's future. Mendeln, they realized, had a great potential for helping them maintain the Balance, and Rathma began to test and evaluate Mendeln. Though the young Mendeln remained skeptical at first, he eventually joined forces with Rathma and Trang'Oul and became the second Necromancer. Finally, Rathma explained to Mendeln that his time on the world would eventually come to an end, instructing him to train additional disciples so that the Balance would always have dedicated guardians. Mendeln then passed down the teachings of Rathma to all future generations. It is unknown whether Rathma still lives in the physical sense, but if he does so he is one of the last remaining Nephalem to walk Ancaria, perhaps even the only one. Traits Rathma was described as having "too perfect features," a trait present in all Nephalem. His skin and hair are a pale white. In addition, he wears a rather peculiar cloak that shifts and moves in response to his emotional state. Mendeln theorized that the cloak might be alive. Rathma is a very calm and rational being. He is not cold or uncaring, but he rarely displays emotion and thus is often perceived as such. Only through ignorant prejudices and long millennia of slow corruption have the Priests of Rathma in Ancaria become associated with darkness and evil. ========================================== Divine Gift: Carrion Vine Ethereal tendrils summoned by Rathma strangle enemies and draw their corpses into the ground, where they are rapidly decomposed, giving their life energies to the player. Roots all enemies in a 20m radius Hits per second: 0.5 Poison Damage: 40 + 40 per level Leech Life from Opponents: 1% Duration: 12 s Cooldown: 400 s (~6.6 minutes) I wanted to make Carrion Vine a Druid spell, as it was in Diablo 2, but there was no room. However, given a slightly different flavor, it makes a fine "shadow" divine gift. The visuals for this spell are from an unused spell I found called "skeleton root" which summons ghostly green tentacles from the ground to root enemies. ========================================== Statue Clicking on Rathma's statue will partially regenerate his Divine Gift, Carrion Vine. Another amazing statue contribution by Silver Fox. The mask will also be available as a recreation of the D2 unique, Wormskull.
  15. Thanks Gogo. Most Sacred mods up to now (definitely all the ones I've been involved with) were about just changing the flavor of the game, or adding new things to fit into the existing game world, by filling in gaps or fixing issues. This mod on the other hand, is a chance to really just change things up as much as possible. See how much we can transform the game - make it something new. The challenge is the map - we're stuck with the "same old" Ancaria, unlike some games where you can make new maps and levels. So the other changes really need to be striking to make up for it, and luckily the sky's the limit when modding most other aspects of the game. We don't have to learn to use a lot of specialized modding toolsets and programs with Sacred 2. The games bares its insides to us with all its unencrypted files. And actually, yes, mods like this do pop up for various games. Probably the ultimate example is a mod for Dungeon Siege. It's called Ultima V: Lazarus. It's a complete remake of the vintage RPG Ultima V, using the Dungeon Siege engine. A huge international team of modders worked to turn a fairly simple RPG into a completely different game. Mindblowing work. However the major inspiration here was a similar mod for Titan Quest, called Diablo 2 Immortal, a five year project which merged together the map and quests of Titan Quest with the character classes and enemies of Diablo 2. It's an amazing piece of work with a level of quality I'm shooting for. Why Diablo 2? Well it's old enough now to be a classic (it was an instant classic really), but the lore, monsters and character classes are just so great that it translates well to more modern RPG's too. A nostalgia hit for old fans and hopefully a new frontier for others.
  16. This is the first update in a series that will tell about the new gods and their Divine Gifts. The gods in Diablo 2 Fallen are the Nephalem of D2 lore, the god-like beings who first appeared as hybrids of Angels and Demons and later became the progenitors of all the mortal races. The lore has been mutated a bit to fit the world of Ancaria. All Divine Gifts have the same cooldown of 400s (just under 7 minutes), which can be reduced down to about 65s with Divine Devotion Mastery at the highest levels. So don't underestimate the Divine Devotion skill! ======================================= For more detailed info on Fiacla-Géar and his Divine Gift Cleansing, check his SacredWiki page. Lore of the Nephalem Book 1: Fiacla-Géar - The First Druid Fiacla-Géar is an ancient first generation Nephalem who became the enigmatic founder of the Druids. Origins In the ancient tome of the Druids, the Scéal Fada, it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar ("Sharp-Tooth"). This man is sometimes described as Bul-Kathos’s close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mount Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come. Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other's philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes’ greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen. There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. Legacy In Scosglen, in preparation for the impending conflict, Fiacla-Géar taught his people the Caoi Dúlra, a way of thinking that holds harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of Ancaria. This bonding was so absolute that eventually they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather. At the Túr Dúlra, the greatest of the Druid Colleges, stands the magnificent oak Glór-an-Fháidha. This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. There they dwelt, forging a new way of life for themselves. They created a new culture and wait until the time of the Uileloscadh Mór, the final battle at the end of the world. =========================================== Divine Gift: Cleansing The land itself grants a healing emanation to rid the hero and allies of all taint and corruption. Detrimental effects are blocked and cured while health regenerates at a heroic rate. Cooldown: 400 seconds (~6.6 minutes) Duration: 12 seconds Hitpoint Regeneration: +30/second Instant Heal: 510 Hitpoints Detrimental Magic Effects -100% Opponent's Chance to Wound/Weaken/Poison/Freeze/Burn -40% Area of Effect Range: 10 meters The original D2 Cleansing was a Paladin aura that cured poisoning and curses. The D2F version of Cleansing has similar properties and looks and plays very similarly to Kybele's "Infusion," being an area-of-effect party buff with instant heal and massive hitpoint regeneration. =========================================== Statue Clicking on Fiacla-Géar's statue will partially regenerate his Divine Gift, Cleansing. This statue and all others to be announced have been built by Silver Fox. A side part of that project means that the playable characters will have some more Diablo 2-inspired gear. Thank you Silver Fox for the awesome contributions!
  17. No, sorry it's not translated to German yet. I would need a volunteer to translate the mod. There are MANY changes to the text so it would require a lot of time and effort. Also, the mod is not complete yet, only in Beta status, so the text is not finalized. When the mod is mostly complete I will send out a call for translators.
  18. Great work criver. Sacred 1 on the wiki is basically a skeleton with no flesh on its bones, partly because there were so many other good S1 resources at the time, and partly because Sacred 2 took precedent, being new when the Wiki was made. As a side note, I notice these CA pages have photobucket pics that need to be reuploaded.
  19. Ehhhh....normally I'd brush off this question because I stand by the decision to add some armor to the Paladin character. But you can just delete the textures in the "mystique" folder. pak\mq\maps\heroes\seraphim\sets\mystique\
  20. If the player can't find the entry, the Creature ID for the Dragon is: id = 2995, This is the whole entry just for reference: mgr.createCreature { id = 2995, itemtype_id = 12773, name = "New_Dragon_Companion", behaviour = "Hireling_distance", dangerclass = 1, groupmaxcount = 1, elite_creature_id = 1994, probabilityforelite = 0.000000, rank = 0, tenergy_creature_id = 1994, template_creature_id = 1174, livesremaining = 0, unconscioustime = 20, palettebits = "1111111111111111", monstertype = 0, faction_id = 1, modelscale = 0.200000, rise_from_ground = 0, has_corpse = 1, has_soul = 1, can_strafe = 0, spells = { entry0 = { "dm_form_drgn_feuerball" }, entry1 = { "gartor_armageddon" }, }, }
  21. Yeah I saw that. "The maker of this mod obviously never played with pets." >_> I can give instructions for how to make it smaller. It would be a do-it-yourself project. 1. Open creatures.txt in the mod folder (located in scripts/server) 2. Search for "New_Dragon_Companion" 3. See the line that says " modelscale = 0.200000, " 4. Reduce the number until the pet is small enough to satisfy you. This can be done for every pet in the game. Minotaur is "spell_summon_minotaur" Blood Dryad Shaman is "spell_blooddryad_shaman_summon" Sublime Guardian is "Seraphim_failitia_hireling" Harbinger of Death is "Spell_Demon_BF_envoy_elite" Temple Guardian is "Spell_BM_tg_fighter_elite" Skeletons are "Spell_Kohorte_Soldier" Elemental Protectors are "spell_dm_beschuetzer" Fire demon is "Spell_firemonkey"
  22. I did exactly what I said I would do, and that is change the way the modification worked, not the effect itself (so no need to change the description). Instead of using the "lower armor" spell token (which only works if enemies already have resistances), I changed it to the "prone" token, which can lower enemy resistances even if they don't have any (by making them more "sensitive" to damage). Also, it's not ice-specific. It lowers enemy resistance to ALL damage. It's just like Icy Evanescence makes enemies more sensitive to ice damage, except it applies to all resistances. So really no need to change any text.
  23. Alright I've calmed down a little now. Just try to understand that the Elite Mounts are a massive amount of work. Just implementing the Dragon was probably as much work as the entirety of the Item Mod. And FYI, work on the Elite Mounts was going strong behind the scenes throughout the development of the Item Mod. There's a ton of cool things that were created that we haven't shown yet because they weren't quite ready. The only thing it's taking a backseat to now is the expansive Diablo 2 Fallen mod, which frankly is lot more fun and engaging for me and Silver Fox to work on. It's not that we have abandoned the mounts, it's just that it's hard to maintain enthusiam for some things, and when a hobby starts to feel like a job, it's time to swtich to something else. Sometimes I feel the project is cursed, because everyone who's ever worked on it either quit modding or moved on to other endeavors. At this point, I'm just tempted to release the mod as it is now: A special mount trader in the Jungle, without the quest that was planned, so you can go right to him and buy the elite mount with no effort required - in this respect it is totally unbalanced. And it would be only for High Elf and Temple Guardian because they are the only mounts scripted. Hardly a finished project, not really suitable for public release. Also not compatible with any mods because of all the scripts altered. But it would be something at least. :/
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