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Flix

FDM Moderator
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Everything posted by Flix

  1. Thank you for helping identify which effects are classified as Detrimental Magic Effects mibbs! I was never sure. I did a lot of work on these damage mechanics on the wiki recently and I found some things to be very tricky. There were many things I felt needed more testing. I already know the rest of what you posted, what I wasn't I wasn't sure about was this last part. This is what I meant by "Damage over Time." This is "true" DoT. Those cases in spells.txt where the damage is defined as "dotdamage_poison" for example. It's actually incorrect from a mechanical standpoint to group them together with other spells that do flat damage periodically over time, even though they seem to be the same in-game. What about against Eternal Fire and Viperish Disease? Those aren't defined in spells.txt as any kind of flat spell damage or DoT damage. They are "et_plague_const_fire" and et_plague_poison" respectively. I'd be interested to know what protects against these two skills? Armor? Damage over Time -X%? Damage Mitigation?
  2. Found it. Model and textures are present in the game files, and it's even implemented in itemtype.txt (icons are there too), but there's no blueprint for it so it's never been seen in-game. It's not sold by merchants and will not drop from enemies or chests...until now. This is the first time that this shield has been displayed in-game AFAIK: Amazing how you just casually dropped that gem of a suggestion in here Silver Fox! Things like that are really a treasure to find. I actually think I found a couple other shield models that are unused...so I think I'll take some time and really examine the other weapons and armor pieces to see what else might be present in the files but unused in-game. Would you like to come up with a name or bonuses for this shield?
  3. You should probably recognize it, as it's from Sacred 2! See if you can spot where it came from. This is actually the helmet for my upcoming Inquisitor set "Disgraced Gods." I'm wavering back and forth on just what the rest of the set should look like (either pristine white and gold or as monstrous and ugly as possible), but once Pesmontis did this helmet for me I know I'm using that! I like that design a lot. It seems like it would have been caught by now if there was already a model in the game files, but I can take a look to make sure.
  4. Like +1,000! I'm so glad we got that skull helmet working!
  5. Thank you. If stats are more powerful than normal they will be made more rare to compensate. Generally I'm hovering right around established values for the game's items. The original mod is already complete and released: Flix's Dragon Mage Sets mod. And Download thread. If I got struck by lightning tomorrow I could rest in peace knowing I finished my original goal of making those sets (including a long-awaited Mutation set for the DM). I've already submitted it to the CM Patch bugtracker in the thread about making new Mutation set for the DM. I've gotten helpful advice from Czevak, but no word on whether it will be included in the CM Patch. Everything in this thread... is what came after. Originally I thought I'd cook up a few uniques and maybe another set, and then see what ideas the community had. It turned out the community had a LOT of ideas. Pesmontis had a lot of stuff tucked away, plus lots of new ideas. Then he got in touch with Dmitrius154 and we were able to start working with his sets (some are 4 years old now and still no public release). Meanwhile suggestions and ideas come flowing in on the forums. So, the mod has become sort of like a vacuum that's sucking up ideas that didn't/won't make it into the CM Patch, and implementing them into the game. I'll probably submit the next verson of the mod to the CM Patch as well, but it's designed to work on top of the latest CM Patch regardless (it's fully compatible), and if a new CM Patch is released without these items then I'll update my mod to maintain compatibility. Updating itemlists, droplists and global.res again will not really be that much work, just copy-paste, since I've already checked-in with them to make sure I'm using different itemtype and blueprint ID's so there will be no overlap. My impression is that work on the CM Patch is winding down, with only 1 more release planned, and no ETA. On the other hand, Pesmontis and I are working on this stuff every day, and since we have all the tools necessary to release everything to users, that's what we're doing, rather than waiting for an unknown future release date. This is the main reason why I may seem independent of the CM Patch, but all this work can be considered a submission (and it literally has been submitted, at least the current version of the mod). Currently I've released English and German localizations. Pesmontis translated the German names for me. I've received no requests for other languages. From what Pesmontis said there's not much response in German communities either (though it was someone from Sacredlegends.de that requested in the first place), so I'm debating whether it's even worth it. In other localizations, the global.res will be missing, so the item names will be auto-generated like a random item, and the set display text will be blank space. They'll still function properly otherwise. No need to talk me into doing Lightsabers, I already accept them as part of the lore of Sacred. Nothing concrete planned for them yet except for trying out a double lightsaber.
  6. There's some interesting stuff here, some of it is news to me (I think it says that Damage Mitigation affects DoT?). I worked on all the Damage-related pages on the Wiki a little while back and there's some good info for several pages here. At the very least it would make a good guide for the Player Guides section - if the English could be cleaned up a little bit?
  7. Models: I'm pretty sure the black leather is adapted from Talia al Ghul's outfit from a Batman game. The rest...I dunno, Pesmontis sent them to me, and he's got various methods...with my low skill level with 3D modeling it's like wizardry to me when he creates something. Galea: Is a High Elf-only helmet, forgot to say that. Shields: Right now, my intention is for the damage to be comparable to a base damage ring of the same level. I may have to tweak some numbers to achieve that and get it to scale just right. If I'm ever able to figure out how to use a shield as a weapon, then the damage will be comparable to weapon damage of the same level.
  8. We're working on stuff every day, and it's a lot of items in the works, but ideas are still welcome. Just don't get hopes too high for every single one. That's one of the High Elf's idle animations when she's unarmed (empty weapon slot). It's been immortalized on the set page for Celdrahil's Pandemonium.
  9. First post has been updated. Time to introduce some new things to you. Shield of the Cid - Pesmontis made this texture and I continued working on the colors and made it a new unique. El Cid (literally, "The Master") was a folk hero in pre-medieval Spain who was said to have a shield with a glorious shining dragon on it. The Projectiles Block Chance is unlocked by Shield Lore skill. I was able to add damage values to it as well. This is chest armor designed by Pesmontis I called the "Breastplate of Expansion." This armor has a mystical enchantment on it that makes the wearer's boobs grow two cup sizes. New Roman-style helmet by Pesmontis. I have made into a unique known as the "Thylysian Galea." Defense Value Damage Mitigation Magic Reflect Missiles Silver Slot Gold Slot Next, another by Pesmontis, a new unique sword called Aeon Flux. Stats forthcoming. Also I've added the test pics for two of Pesmontis' new sets: A black-leather Matrix style set (I think Talia al Ghul also had some influence). Stats TBA And also the adventurer set test pic shown earlier in the this thread. Stats TBA And of course you've seen Kha-Beleth's Sovereignty. Added it to the first post.
  10. Oh no! I hope you heal up and recover from it alright. You have been missed... take care!
  11. Thank you for sharing your mod. I really like the "summoner's delight" idea. More minions! Do you think you could make an upload that ONLY includes the scripts you edited? As it is your download includes the entire scripts folder, which I guess is fine if someone has the exact same version as you and hasn't made any changes whatsoever and has no mods installed. But uploading your entire scripts folder is kind of overkill isn't it?
  12. Possible sure. Pesmontis actually just sent me a big ol' evil looking battle staff model. I can probably make it black and put some glowing runes on it.
  13. I support your idea to make new images, and to make GIF the standard format for images with stats/text. I can help if you want. In terms of preserving contribution credit, notice that for the unique items, most images are from the "pre-modern" time or whatever you want to call it, in the early days when a ton of images were added all at once into the Wiki's database. They don't actually HAVE a proper image page with an uploader credit. They're just kind of...there, not searchable and unable to be formatted like the newer images. NOTE ABOUT FILE SIZE: The Wiki seems to display the old file size, even when it's actually changed. For example, the Megalcarwen's image that used to be 88kb and seems to be still be the same size, is actually 20kb when downloaded to my computer. So there was a file size improvement. The question is, was it really worth having shabby looking images? Saving 60k, even a thousand times over, is only 60MB.
  14. So you DID run a batch convert, I thought so. Schot, the 4 I listed in post #15 look especially bad, you might check those to start with.
  15. Link to the texts Any user who wants to fill in dialogues on the Wiki can copy the text from this .txt file. The decoder/encoder itself is still internal but the decoded text shouldn't be a problem since it can't be used for anything besides a reference.
  16. Posting the set pieces and their bonuses here for you. The icons are just placeholders until I can successfully create new ones. The set was inspired by the Hell Knights from Diablo I, so the names of the pieces are adapted from the unique enemies of that game.
  17. Presenting the set pieces and bonuses to you. Icons are still just placeholders.
  18. This sounds like a bit of a bug really, do you mean to say that the default game should actually have this flag for those items? If so, then it should be in the CM patch.. No, I don't think so. In this case his advice was for a user who was having bad clipping because they had swapped some models around for personal use.
  19. I thought we acheived that effect of removing the default gear by, well, removing it (game no longer has any equipment there) not making it invisible or transparent.
  20. Yeah, the character was created c. 2005 for HoMM 5, so right in the wake of the LotR movies. As it is the character kind of reminds me of a cross between Sauron and Diablo. + = Helmet looks fine to me SX255.
  21. Ethereal armor, now that's interesting. Though IIRC in Sacred 2 the skin doesn't continue to exist when armor is placed on the body, that chunk of the body is replaced by the armor model. I'll keep all that in mind, transparent armor, bare chested, and undead look. Not added to the list just yet.
  22. First thing I thought of: I've never considered it but I like the idea. Would just mean altering the textures to make him look undead. Well, no, making OP pieces just for the lower body doesn't make sense because nothing's stopping anyone from still wearing upper body pieces along with it. What makes more sense is making some upper body pieces that are ultra-minimalistic, bare skin, or even just tattoos...though the skin color shade chosen at character creation would have to match, otherwise he would have uneven skin colors making him look a bit like Frankenstein's monster (hey that could work for the Shadow Warrior though).
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