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Posts posted by Flix
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On 4/17/2023 at 6:30 PM, dimitrius154 said:
That's correct. The practical part is the shoulder distortion solution. The aesthetic part is that there's no more weird floating shoulder armor.
Yeah I've grown accustomed to it in a short period of time, much like the animations. The scourge shoulders still hover a fair amount though.
I guess that shoulder armor built into the base model is performing the same function? I ended up recoloring it to a black with blue highlights so it doesn't clash too much with other sets.
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2 hours ago, idbeholdME said:So unless someone can provide clear examples and math that would prove otherwise, I'm going to stick with that.
Good tests. I'll run some tests this weekend. I need to backup the D2F build I have first and install EE since D2F has the Addendum fixes to the damage/armor calculations as well as the 85% damage mitigation cap, while EE has, well, the same code as every other version.
I'll probably create a creature with high hitpoints and only one channel of resistance, and then hit it with a single element spell. I'll also test armor and damage mitigation separately.
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I looked around for a while but I couldn't find any broken links. Looks good!
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10 hours ago, idbeholdME said:
If the reduction was the same as that from Ember/Evanescence, it would simply be too strong.
That's funny, here I was thinking that if it didn't work that way, then mastery would be laughably weak. How many enemies have damage mitigation after all? Not many aside from bosses. If it was an armor reduction, then that would be pretty decent, since armor is at least omnipresent. But it would still require an opponent to have the resistance before it could be reduced.
We could ask the codemeister.
@dimitrius154 If you have a moment, can you tell us if you can see how the Ancient Magic Mastery mechanics work? The tooltip just says it reduces "immunities." We're not sure if affects Damage Mitigation, Armor, or both. Also we're not sure if only reduces the opponent's existing values or if it works like a standard "BONUS_PRONETOCHANNEL" debuff, increasing vulnerability no matter what.
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Working on the new Inquisitor "cloth" shoulders that are now part of every set it seems...
Itemtypes 10734, 10735, 10736, have an extra surface1 entry that should be removed and transplanted to itemtypes 10758, 10759, 10760,
Without this change, the Inquisitor's cloth shoulders are using the magic shoulder textures, and the magic shoulders are all using the default cloth texture.
Itemtype 10688 duplicates the cloth shoulder textures from 10687. The surface1 entry ought to end with "in-random-cloth-shoulders-var3_n" instead of var2.
Unrelated:
There are three entries in surface.txt that refer to texture3Name = "fx/lava.tga",
I believe these should be pointing to "fx/lava_fx.tga", instead.
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7 hours ago, idbeholdME said:
it would result in a very noticeable damage spike once Mastery is reached. It starts at nearly 50%. Do all your spells start doing 50% more damage, regardless of the target?
I never checked the numbers that closely. There's another possibility though, and that is that AM might actually be granting this bonus all along, only displaying it after mastery is reached. I forget which Skills behave that way, but there are a few - the double hit bonus on weapon lore skills comes to mind.
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@jwiz I have prepared a patch for 3.2. Seeing as how no more bug reports have come in (that I can address) these are the changes I have ready. Can you think of anything else? Any other feedback on Sacred Legends?
SpoilerSacred 2 Enhanced Edition 3.2a patch change log
- Included new updated German texts with corrections by jwiz.
- Fixed Mist of Miasma having extra buff spell - may have caused it to be unresponsive or game CTD.
- Fixed a minor typo with Stone Commander equip set entry.
- Some rare weapons would sometimes roll an extra bonus for a character class who couldn't use the weapon - these bonuses have been changed to a silver socket instead. This change has no effects on other items or modifiers.
- "Children and Demons": Fixed an exploit to sneak around the trigger area at the beginning of the quest in Sloeford to kill the (non-hostile) Black Seraphim twice for extra drops and XP.
- "Ancient Bark": Moderately increased the transparency of the new buff FX.
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Well, I'm sure that's how the "prone" bonuses (as they're called in the scripts) work, at least. It is essentially damage mitigation in reverse and there's no bottom cap that I can see. It does not act on armor at all.
31 minutes ago, idbeholdME said:If an enemy has 50% fire mitigation and the player has AM Mastery with 50%, the enemy would end up with 25% fire mitigation
I believe they'd end up with none. Prone works as a direct counter to damage mitigation, so they would cancel each other out. But enemies would still be more vulnerable even if they had no mitigation or armor in place at all. In fact they would be the most devastated. There's no issue with going below "zero" for mitigation like there is for armor. Opponent's Armor -X% could never reduce armor below 0, but there's no such limits with the prone debuffs.
31 minutes ago, idbeholdME said:Icy Evanescence or Fiery Ember can bring enemies into negative damage mitigation values because they are flat reductions
All the prone debuffs are percentages, though.
Now, it's possible there is some completely different mechanic coded that only Ancient Magic uses, separate from anything visible in the scripts, but I can guarantee no one who wrote the Wiki had access to the code to look at it. I believe their observations, but not necessarily the reasoning of why the numbers turned out the way they did.
I can't think of a way to prove that Ancient Magic is the same as any standard prone debuff though, since any damage boost against an un-armored, un-mitigated opponent could just be attributed to the global AM damage boost, rather than the fact that the mastery made them more "prone" to the damage.
It might be worth investigating further.
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@dimitrius154 Can the run animations for the TG be reviewed please? I think they have a fault that causes him to tilt to one side when his right foot hits the ground. If you view in slow motion it almost looks like his foot slips on a banana peel and then he bounces up and to the side. The result in-game is that he seems to violently rock back and forth like he's about to tip over, whereas normally he would stay upright while running.
I haven't noticed anything like this with the other new animations.
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On 4/3/2023 at 1:15 PM, dimitrius154 said:
The DM's Magic Barrier mechanics has been completely rewritten. Have you tried the CA as is?
OK I see now. I think this actually has more potential than my original Bone Spear design. I'm thinking a very small duration/hits per sec/radius at first, scaling higher with level and potentially with mods that can boost them even more.
It seems I can't target specific enemies with it anymore though. Do the spears intelligently target nearby enemies, or do they just randomly pop up in the given radius? I can't quite tell. I'd almost say this seems to be behaving something like Icy Evanescence/Fiery Ember now.
I my test I had must have added an extra zero to the duration cause it went on for something like 2 minutes, a non-stop barrage of hundreds of spears just decimating the enemies.
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6 hours ago, dimitrius154 said:
In order for the mechanics to work as intended all potentially hostile AI entries in beraviour.txt should contain the "state4="name=cEnemySimple,range=2000,attacksToChangeTarget=20,force_nearest=1"," subentry.
That was the missing piece. That also answers my questions about the changes to behaviour.txt.
6 hours ago, dimitrius154 said:modified D2F libraries are to be superimposed over the standart Addendum system folder content(
Has been the case, since we were troubleshooting the crash on launch issue.
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D2F proudly features her grass textures!
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I'm getting some bad distortion with rj_inquisitor-magic-shoulders.GR2. I should have all Add. models and animations in place.
EDIT: Couple more questions:
Can you explain the mechanics of "BONUS_NOFLEE" when applied as a debuff? I tried testing it as a kind of Taunt ability by attaching the token to "cSpellNova", but I don't see any change in enemy behavior. Enemies in a fear state or in a "backing away because player is too high level" state don't respond unless damaged by the life leech triggering. Enemies already attacking in range continue attacking in range. Do ranged enemies need to have a melee equipset in order to initiate melee? I would think they would rush in and attack barehanded even if they didn't.
Is BONUS_CHANNEL_CONV_TO_BEST supposed to have a text string that can appear in item tooltips? I'm unable to get it to appear. I had thought to add "sb_off_physical_to_best" to a legendary damage converter but the bonus doesn't seem to be spawning.
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8 1/2 years since I first saw this artwork, and this week I felt inspired to make a tribute to it:
This easter egg can be found in the upcoming Diablo 2 Fallen, version 16. Take your D2F character on a hunt to discover the gathering of all the classic Sacred characters.
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10 hours ago, ameaeth said:
Since enemies do not often have phys mitigation, would Ancient Magic mastery reduce their phys mitigation into negative values and thus increase physical damage additionally?
Yes. They don't actually have to have any damage mitigation at all (or armor) for Ancient Magic to make them more vulnerable.
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@dimitrius154 Some of the older iterations had the following documented, but I don't see it anymore in the changelog:
"Rings, amulets, other forgeables are now affected by item auto-collect quality filter settings in the "Gameplay" menu.
Are the any changes to auto-collect in the current release?
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There probably is a way to adjust the camera further to give you full top-down camera view, but you'd have to adjust the settings in options.txt. I'll take a look when I get a chance.
This is the best I could do with the minimap image file, I pulled it out of the sector editor (which uses the game's minimap files) and then upscaled it.
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48 minutes ago, Lindor said:
Possible that template creature ID, which is actally the fen fire, is overwriting the lithos BLOODFX?
If that was the case it would explode into bloody gore. Also everyone else would be seeing some kind of issue.
I'm fairly convinced something's wrong with your setup. Missing FX, blacksmith arts dropping like items, runes crashing your game. I can't replicate any of this, or trace any kind of cause. You might want to reinstall everything cleanly from scratch.
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Hmm, it should look like this:
I can't find any reason it wouldn't work, nor do I see anything that might cause your other issues.
You could try it with the original shader.zip and see what happens.
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4 hours ago, Lindor said:
The last of the nameless uardians dropped a dryad rune. I think it was sinister predator or ancient bark. The rune wouldn't let itself be cllected via autocollect, so I left-cicked it instead. As soon as my character reached it, the game crashed. Windows event log:
Are you using the stock-standard blueprint.txt and drop.txt that I distributed with the latest EE? No changes?
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4 hours ago, Lindor said:
lack a proper death animation / BLOODFX and simply disappear on defeat
That's an odd way to describe "explodes into pure T-energy" on death.
They have "BLOODFX_TENERGY" now, same as the Facetelleon. And they never had a death animation, that's the whole reason you get to see an explosion instead of it just falling to the ground.
I guess you miss that frosty skull emanation that just about every enemy in the Crystal Planes has, so yeah, I suppose something might be considered lacking. The "Guidebook of the Huntress" describes them as frozen T-Energy. I think, when you break the casing, the energy is released and dissipates.
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12 minutes ago, dimitrius154 said:
Sockets are just like any other bonus. Currently wards use vanilla groups, the solution would be to make extra groups, with the socket boni removed from the available pool.
Well, strangely enough, if you delve into the bonusgroups for random items, you will discover that few, if any, contain sockets. Sockets seem to spontaneously appear on random items in place of bonuses, probably based on values in balance.txt:
ChanceForAdditionalSlots = 450,
ChanceForSlotToImprove = 200,
ChanceIncForSlotImprovePerRareLevel = 50,
ChanceToBecomeSlotItemForBlankItem = 0,
ChanceToBecomeSlotItemForMagicItem = 0,
ChanceToBecomeSlotItemForNormalItem = 250,
ChanceToBecomeSlotItemForUniqueItem = 0,My theory is that certain families, subfamilies or classifications in the itemtype entry prevent the socket appearance on items like jewelry, relics, etc. I thought maybe SUBFAM_HORSE_AMULET or CLF_MTWARD could get the same exemption. But it is not critical, since even the socketed bonuses would only take effect while riding a mount, correct?
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12 hours ago, dimitrius154 said:
Working on quest sound issues.
Best of luck.
Unrelated, is there some way to prevent Mount Wards from having sockets? Doesn't seem right, putting an amulet into an amulet.
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9 hours ago, Roderick said:
And right now they are at level 203... so your EE does alter it a bit?
Hmm, nope, nothing changed in EE. Maybe the level cap is the same as for enemies then, 250. I thought it might be like mounts which cap out at 201.
And, if they're level 203 now with a CA level 104, they must gain 2 levels per rune read. I think the spell token I mentioned earlier must be an additional level on top of a base one.
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Sacred 2 Downloads - DIMITRIUS'S CM PATCH ADDENDUM - 2023
in Sacred 2 Downloads - Builds, Blank Characters, Items, more!
Posted
Got it. I've updated my big list of D2F things, to remove all the issues that have been worked out.