-
Posts
6,712 -
Joined
-
Last visited
-
Days Won
838
Content Type
Profiles
Forums
Downloads
Calendar
Posts posted by Flix
-
-
The patch notes call it "Shattered Souls". It was added in CM Patch. It takes place in the Blood Forest.
Funny, I've played both quests many times and never seen them mixed up.
What version of the CM Patch do you have? Any other mods in play?
- 1
-
Let me think a bit. It works in EE, I just had to play around with the duration parameter. You cut out s2logic.dll and I can't even count how many of the hardcoded fixes are gone. Most of them.
- 1
-
Couple things:
EE adds flat damage on top of the "plague fire" property, it doesn't replace it. This is because vanilla Eternal FIre is a joke. The damage cannot scale at all, no item modifiers, no skills, nothing can boost it, so it falls wayyyy behind quickly. Beyond Silver difficulty or higher levels, Eternal FIre can't kill anything, even the weakest trash mobs. Sure, it can't spread really, really far, really really fast. So what, if nothing ever dies? You're just applying a neat burning visual to every enemy. It was the very first issue I noticed with Sacred 2 over 10 years ago when I rolled my very first character: a Dragon Magic focused Dragon Mage.
What EE did "nerf" was the burning duration. So the target burns for less time, meaning the full damage payload is still delivered but over a shorter period of time. Combine this with the addition of the flat damage, and the target is more likely to die before he can spread the fire to a mass of enemies.
It's not the best solution, which would be to alter the code so that the "plague fire" property actually scales with aspect lore skills (this was done in Addendum). But at least with EE's version the target might actually die.
At no point were any of those changes causing what OP is describing.
EDIT: I do remember that previous CM Patch iterations did just nerf the spread chance and range which was a hard nerf, since the spell already had sad damage and then it would never spread.
-
Quote
It appears in bonus groups ... 191/195/199/200/205.
...
The others are unused. Which tells me that the script for random item generation is in another file. But which? Anyone know?
The file you're looking for is scripts/shared/typification.txt. This file is how basic skill-unlockable bonuses are assigned to items. Not by blueprint, but by their itemtype classification.
For example you can see that 191 is assigned to any items with the classification "CLF_SHOULDER".
Hope that helps.
- 1
-
It should not do that in PFP 1.4. It should be a constant "stream" of small damage ticks.
While I did fiddle around with Eternal Fire a lot in CM Patch and EE ( as well as PFP up through 1.3), I just checked the 1.4 scripts and I did not touch the spell at all in the current release. There were complaints about erratic behavior.
- 1
-
- Popular Post
- Popular Post
On 10/31/2023 at 5:44 AM, gogoblender said:How is that made out of a block of sugar, you have to make the block itself or is it a kit?
Actual calaveras are made with a mold, into which you'd put either sugar or sometimes just plastic for the decorative ones.
In my case I took a basic (yes that's actually kind of basic for a sugar skull) design and drew it onto the pumpkin before carving it.
I came in 2nd place in the contest. No one else carved theirs, the rest were all painted or decorated some other way. I think the cold fluorescent office lights did me in. The difference between lights on and off is stark but they needed the lights on to see everyone else's designs.
- 2
-
- Popular Post
- Popular Post
Best time of year.
This year's profile pic is my entry for the pumpkin carving contest at work. A sugar skull!
- 1
- 1
-
1 hour ago, idbeholdME said:
The Incandescent Skin class might be a universal buff that supports most tokens
It's useful for sure for an offensive aura type buff.
The only drawback it can't be used alongside any CA using the Crystal Skin spellclass. Not really any issue unless further modding is being undertaken.
- 1
-
- Popular Post
- Popular Post
The token isn't supported by the spellclass.
One approach would be to change the spellclass to another that supports Area of Effect damage and HP regen as well as the other spell tokens.
In EE I just deleted the token and enhanced the spell in other ways. I just left it alone for PFP.
- 1
- 1
-
On 10/1/2023 at 3:33 PM, dimitrius154 said:
The fixed s2logic.dll for the D2F:https://drive.google.com/file/d/1Otv_froTqTnWKCplJX5ZNKurPydY9W1D/view?usp=sharing
Thanks! Does this by chance also address the 2 issues from my previous post? The font color and the Conviction tooltip are, I believe, the last of the issues that cropped up during playtesting.
-
1 hour ago, idbeholdME said:
I can't stress enough how not worth it Strength and Dexterity are since Ice & Blood.
I think the I&B player base would agree with you.
This also why the major mods for Sacred 2 restore their effects to the Fallen Angel values.
- 1
-
- Popular Post
XP per Kill can be given to a monster as a bonus. Its bonus is 26. In this case, these are the elite hellcat's set of bonuses:
mgr.addCreatureBonus( 2973, {bonus = 20, intensity = 315,})
mgr.addCreatureBonus( 2973, {bonus = 21, intensity = 240,})
mgr.addCreatureBonus( 2973, {bonus = 22, intensity = 605,})
mgr.addCreatureBonus( 2973, {bonus = 24, intensity = 104,})
mgr.addCreatureBonus( 2973, {bonus = 26, intensity = 1600,}) -- you'd want to reduce this value
mgr.addCreatureBonus( 2973, {bonus = 256, intensity = 450,})
mgr.addCreatureBonus( 2973, {bonus = 262, intensity = 300,})
mgr.addCreatureBonus( 2973, {bonus = 398, intensity = 250,})It can be considered a mistake in PFP on my part, as I originally assigned the XP values to be in line with D2F.
- 1
- 1
-
- Popular Post
- Popular Post
2 hours ago, kuelho said:For some reason on windows 11 cant stay on "stereo" audio, it resets to "windows settings", I tried make config file read only and speakers = 1, but still no go. Wonder if anyone was successful making it work on 11, maybe theres a setting in the system thats taking control of device.
Hello. First disable the mod, then try deleting this file from the mod folder, before you enable it once again:
scripts/optionsDefault.txt
I think including that file has had some unwanted side effects where the sound settings always get set back to default.
- 1
- 1
-
10 hours ago, idbeholdME said:
One question about the sector spawns though - you say that NPCs in towns and such are also spawned this way (in the sector files). But those never fail to spawn. Any explanation why these Seraphim specifically only spawn on a re-visit to the given area and not the first time?
Believe or not this can happen with merchants and other NPC's as well - but only in the Crystal Plane (that I have noticed). I have had some of the hot air balloon captains fail to spawn for sure.
Another example is the Forest Guardian - he was the only boss to have been added in the sector files instead of through quest.txt, and sure enough I got occasional reports that he would fail to spawn, which is why I ended up adding him through scripts instead like other bosses.
- 1
-
- Popular Post
- Popular Post
They're added directly to the sector files. Same with most merchants, and many other times when hand-placing is required as opposed to the random nature of spawn.txt. Sometimes it's also done this way because there is code in place that prevents spawn.txt spawns in most town areas. This is why I could add snakes and birds as random wilderness spawns in PFP but I had to hand place each dog and cat in the towns.
It also seems to give more control with pathing if you want to NPC to roam around or follow a certain routine, though I haven't done much with that.
If I were going to tackle your project, I think I would add them as random spawns in spawn.txt. That's what I've done in D2F: adding more friendly/neutral mobs of NPC's that can be found randomly in given areas, fighting monsters.
- 1
- 1
-
Attack of the Undead, first implemented in EE 3.2 / D2F v15. Quest id = 1390,
The user mentioned in another thread he was using Addendum. There might be a missing string for the title. 3022768959 Attack of the Undead
Not sure about the quest pointer.
- 1
-
Hello. This particular quest is a new addition in Addendum so you probably want to get @dimitrius154 to review the implementation. The marker should point to Clearview and the quest shouldn't be nameless in the log if all the strings are present.
- 1
-
Jab is replaced in EE. Instead, the number of hits will scale as Deathly Spears levels up, without the need to take any mods. This is the only change to the combat art.
Vanilla: Deathly Spears hits once per cast, unless you take Jab, in which case it will hit twice. This has the benefit of being immediate, but it barely scales at all. I think it gains a third hit by level 100.
EE: Deathly Spears should gain a second hit around level 20, a third hit around level 60, and a fourth by level 100.
I might be off with the total hits but the EE values scale about 30% faster.
Either way, I can't see Deathly Spears carrying a build. You would almost have to use it as support and get your main killing power from other combat arts.
- 1
-
- Popular Post
- Popular Post
That should be in the change log. Same character, just flagged as boss status now (plus some missing equipment added).
The rationale being that rare-tier Shrunken Heads only drop from boss class enemies, so a Light Path Dryad would never find one since there are no Human bosses on the Light Path. The Shadow Path has a human boss at the equivalent phase (Gambling Den Owner) so it just made sense for Jaftar to be his counterpart.
- 1
- 1
-
- Popular Post
- Popular Post
The enemy was always there, but wasn't a boss. I discovered his unused creatures.txt boss entry and swapped it into his taskcreature entry, which in vanilla was referencing an identical (but generic elite) creature.
The change was introduced in the initial release of PFP and was later ported into EE 3.2.
I'd discovered him years earlier while working on D2F but never bothered to figure out where he was supposed to be used. Instead I repurposed him as a boss in the Assassin's class quest and in the Hellfire Arena.
- 2
-
On 7/10/2023 at 6:07 AM, gogoblender said:
motorhead through the ages is over the top!! Remember that scene in AI where all the toys get dragged to bright lights and bizarre brazen explosions, music and strange circuisdelights... it was a terrifying but heart stopping place... this has to be homage!
There actually is a level like that: it's called the Freakshow, and it's the PvP arena!
Having a circus arena is also sort of ripped-off from Van Helsing, but like everything else in Victor Vran, there's a lot more... spectacle to it.
- 1
-
7 hours ago, Timotheus said:
My quick 2cts on this game: I got bored with it real quick. I managed 7 hours and at that point I was done with it.
I might revisit that campaign as I apparently have the Overkill version as well, but the base game indeed felt like much of a ripoff and very uninspired story-wise.
Yeah I can see that. I had to force myself to fire it up the final few nights, and even then it was just cause I wanted to say I had finished the campaign. It doesn't help how shameless the copy-paste from Van Helsing is, since that game is one of my beloved recent finds. The whole game is also really hard. I had to keep the difficulty on Casual (lowest setting) the entire time to keep things rolling along smoothly. And I'm no slouch with the old keyboard and mouse.
I will say, to like Vran's Motorhead expansion, you probably need to really, really like Motorhead. The entire OST is their greatest hits and it plays constantly. The levels, enemies, weapons and such are all based on lyrics and artwork from their discography. The 3 maps are: WWII industrial battlefield, Weird West, and Dark Ages. All told it's about 5 hours to play through the campaign, probably double that if you do all the optional dungeons. I'd say that's just long enough not to overstay its welcome.
-
So I finally got around to playing this one.
First impressions: The story, characters, aesthetics, and overall design are a blatant rip-off of Neocore's Van Helsing series. The mix of supernatural and steampunk, a vampire-hunter in a wide-brimmed hat coming to a fictional gothic eastern European country. It even has a ghostly wisecracking companion (though this one is invisible disembodied voice). Even the character names and maps are copy-pasted.
But... while Van Helsing leans into RPG elements like dialogue options, quest lore, and hidden secrets, VIctor Vran goes all-in on the combat aspect. All the emphasis is on the "action" of the ARPG.
Victor runs, dodges attacks, jumps up walls and onto ledges, like in a platformer. He can change his "class" on the fly at any time, by choosing "outfits" and different weapons, each of which has its own set of attacks. Success in this game is more skill-based than stat-based. It's less about finding the perfect loot or character build (there aren't any skill or attribute points), and more about learning enemy patterns and timing your attacks and dodges just right.
It took about 10 hours to beat the main campaign. There aren't really any quests, just random "challenges" that are generated for each map (kill 100 skeletons with a hammer, etc.). If I'd done all the optional dungeons it might have taken closer to 20 hours. I wasn't really itching to replay it.
I was ready to leave it at that, until I realized the "Overkill" edition that I had bought came with some more campaigns. One is "Fractured Worlds", an endless dungeon. Meh.
The other is Motorhead: Through the Ages.
And this is where everything clicked.
Holy. Crap. This should have been the main game. Playing this campaign is just like the trailer above. It's non-stop spectacle. You get to wield an electric guitar as your weapon, for crying out loud. Time your attacks right and you literally play a guitar solo that makes enemies helplessly headbang. There's bombs and giant robots and Motorhead is blasting, the entire time.
I feel like someone at Haemimont Games played the Blind Guardian quest in Sacred 2 and was like, "that was good, but what if we made a whole game instead of one quest?" It's just so fun.
- 1
-
On 7/7/2023 at 10:28 AM, idbeholdME said:
Does she appear anywhere besides the 2 loading screens?
Not much, especially compared to the other characters. You can find some concept art in the Art & Vision Book
A couple promotional videos showing some of her combat arts.
https://www.youtube.com/watch?v=YRD3EUlu-Js
https://www.youtube.com/watch?v=g3GWk-r7h0o
And you can see her briefly in one of the 2007 trailers, though Shadow Warrior and Seraphim got center stage.
https://www.youtube.com/watch?v=m6ecR--pU_Q
And of course as with the other characters, there was a profile page for the High Elf on Ascaron's site with the Light/Shadow paths described, that I copied onto the Wiki:
https://www.sacredwiki.org/index.php/Sacred_2:High_Elf#The_Paths
Game Mechanics And Gameplay-Related Technical Questions
in Sacred 2 General Discussion
Posted
The real story is even dumber than that. They were considered to be bugged just because someone said so and it kept getting repeated. Removing the animations was an attempt to "fix" the non-existent problem so that players weren't burdened with extra animations that didn't work (or so the thinking went).
All the current ones do. CM Patch remains in its last buggy state. No one should be playing CM Patch without putting Enhanced Edition, D2F, or Addendum on top of it afterward.
One other note, I've seen Paralyzing Dread mentioned a few times in this thread. That spell is not working in the base game without a good spellclass replacement, this can be done manually in spells.txt for those allergic to mods.