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NathyielNathyiel

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Everything posted by NathyielNathyiel

  1. OMG UPDATE !!!!! I'm back to playing sacred2 while waiting for Diablo4 so I finished all change in wait. I also past the change into the last Purist version of Spellls.txt last version of Purist some little change some bug (wrong flag, wrong mod number) improved changelog !!!!!! I also add a file with the High Elf only to make it easier to copy/past into I'm looking for a new spell FX for my Glacial Thorn. the VFX is good but the projectile is ground locked and the SFX is too loud. Google drive : https://drive.google.com/drive/u/0/folders/17vgio4adHZPYvFFsYVh908Jd2dz9tTJe Nexus mod : SOON(tm)
  2. Found a strange things with missile_adapt. using higher value to get more projectile can lead to having less projectile at after some CA level. I didn't find why, It may be related to the second parameter but I wasn't enable to confirm it. So I use 2 lines to add a second missile. entry5 = {"et_missile_adapt", 300, 10, 0, 8 }, entry6 = {"et_missile_adapt", 300, 10, 0, 8 }, I began to test at level 140+ in nob. Already did a few balance change, I think I will do a few more.
  3. I use N++ compare plugin. But it have it's limit so I can see the purpose of your tool. Good job.
  4. I found out that HE set was build with modifier that don't work on Spell CA : Critical hit, regen per hit, leech life. So I list them here : change "Chance for Critical hits" in HE items. Adornments of the Ancestors - Mitts of the Ancients. >>>> Magic Coup is Hybrid CA = OK ? Celdrahil's Pandemonium - Celdrahil's Flames. Faladal's Blizzard - Faladal's Gloves. Velaria's Heirloom - Hoods & Arms. >>>> seem like a set for use with Weapon (Offensive skill, Attack value, ...) = OK ? Virgo's Revenge - Hands. >>>> seem like a set for use with Weapon (Ranged Weapon, Attack value, ...) = OK ? change "Leech Life from Opponents" in HE items. Adornments of the Ancestors - set bonus. >>>> HP Regen ? change "Regeneration time per Hit" in HE items. Faladal's Blizzard - Faladal's Gloves. >>> Chance to halve Regen Time ? Interestingly, there's 3 set that are obviously designed for use with Weapon as they have Offensive skill, attack value, or things like that. So it's ok to keep those modifier in it. But I question Dev choice here as HE has only 1 Hybrid CA and no Weapon CA at all. Anyway, I might have to look at ALL set (and maybe some HE unique) as they have strange design choice, like Dexterity, lack of defensive modifier, etc. And look at the lack of good caster unique weapon (there's like 3 good choice, 4 maybe). For Critical Hits, there's a few possibility : Aspect Lore or Intelligence. increase Crit but also increase damage, etc. Damage (Fire, Ice, Magic, ...). Ancient Magic. For Leech Life, there's very little possibility. The best choice is HP regen/s. For Regeneration time per hit, the only good replacement is chance to half regeneration time per half. I'm open for any idea or correction. I may have missed a few HE item.
  5. So it might be related to quest marker send you to the closed cave entrance, even if it's the wrong cave ...
  6. NOrthland expedition, in the name of God quest. The door for Haenir cave is locked when we have to go kill him
  7. new bug : When taking the quest to kill the griffin (The Griffin), it start the timer of the Hunting Fever quest. take a screen but no UI on screen ...
  8. I will look at what I can do WHat is hardcoded, the spell tokens (in spell.txt), the ID (in blueprint.txt), ... ? From my understanding, the effect describe in blueprint was hard-coded while the token was just a script reference for easily pass parameter to it. Seem like it was the contrary ...
  9. So if I want to add a potion effect to a spell, I just have to get is ID in Blueprint and create a token in spell.txt to name it ? mgr.addTokenBonus( {"et_OP_effect", id.blueprint }) I was looking at the banish and want to add some Chance to Banish Undead instead of Damage to Undead.
  10. Found a bug with an event in El-Darrag. There's should be a fight starting when you first enter the village. But it don't start for me. I try to save/re-load, Teleport to another city and game back, restart the game, etc. Edit: removed PFP, the event start as soon as teleport in.
  11. And it's done !!! The mod can be found here : Google Drive Google doc for a list of change, will be added as file for v1. Zip version to put into MODS. standalone version for those who just want to look at the change. I have put some thought in red in the FAQ and will list any idea or change based on feedback. I'm good with most change except for Fire Demon and Raging Nimbus. I have moved around a lot of Mod to make choice feel better. All feedback are welcome. (edit : I won't do tooltip change as I don't want to play with Dll. I might change gloabl.res for description if I have time) (edit 2 : change title and add a small description in OP)
  12. I'm in the process of cleaning, commenting and reviewing all change. It should be available for testing SOON (tomorrow ...) edit : teasing
  13. that what I do. and It worked, just not like I wanted. But thanks for the explanation. That's why I take lot of times testing edit : and I mod from PFP
  14. RIP My Ice version of "et_invert_armor_phy" don't really work as expected. It increase Ice damage based on how much Armor the target as. But seem like it scale with Phy armor, not Ice armor. Will add some base phy damage, I will use the base version at a low value and it will work fine. Next week, I will start the Fire spell change.
  15. I wouldn't have been able to do anything without it and all the previous work. For example, yesterday, I looked at {"et_debuff_prone_ice", 200, 5, 0, 42 }. It debuff Ice mitigation by 20%+0.5% per CA level. It work fine as it is with an aura like Crystal Skin but using it on a spell lead to it being stackable as there's no "refresh" mechanism. But changing it from 42 to 10 resolve the problem as it don't have the duration aspect anymore. Today, I will test et_invert_armor_phy and make a version that work with Ice or using an armor buff negatively on enemy. edit: work fine even if I add to find what the value are. % of armor changed into negative armor. So 50% would simply remove armor ? edit 2 : need to find where to edit CA tooltip. Is it in global.res ? OK, found it. Hard-coded tooltip. Dev choice are strange sometimes.
  16. I look for nerfing it, or at least make it a specific Boss Killer so others HE spells will be more interesting to play with. They don't really need change, it's just that Thorns is to good at everything : single-target + Area of Effect + long range + heavy damage. I have finished the game with only Glacial Thorns, Crystal Skin and Grant Invigoration. So I test to change it single target with heavy damage based on penetrating Ice mitigation. So damage is better on mob with heavy Ice resistance like Boss. I plan a few more change Frost Flare : direct damage Area of Effect (base Area of Effect explosion with DoT on mod). Fire/Frost aura : very little base armor for both but Aspect regen VS bigger armor and Area of Effect DOT VS Fire/Ice penetration. No more Spell Intensity Grand Invigoration : base Run speed and Spell Intensity, mod for Spell Resistance VS Debuff effect reduction Fireball : better and quicker projectile, more DoT damage, pushback, ... No more fear. Fire Demon : more HP/ARmor/..., Mod Taunt versus Damage. Teleport : instant + extra range (already done) I still don't know with I change Cascading Shroud into an Ice Nova (Area of Effect slow/root) as a counterpart of Fire having a tank pet. But I will have to make room for it in Arcane,meaby in place of Magic Coup. It would make the HE more versatile, with better option to survive but having to choose between damage and resistance. Global damage won't change.
  17. the last (for today :)) : I found how to increase projectile speed (with editing animation or complicated things like that). If you add {"et_quicken_boost", 1000, 0, 0, 8 }, the projectile is quicker. I tested with value from 250 (+25%), 1000 (+100%) and way bigger. I think it cap at 100% and reset to 0 past this point. Maybe it's a safeguard from possible bug.
  18. What about missile that can get around wall or tree ? Look like a side effect of changing Glacial Thorn FX. It's inbuild FX_SE_SCHWERTFEUER ( @Lindor you can add it to the list) Tested with FX_PESTBEULE1 and it impact the wall.
  19. further research : Glacial Thorn is a scam. With "et_missile_adapt", 300, 0, 1, 9 it show 5 projectiles (tooltip say 5) but only 1 hit at best. With"et_missile_adapt", 900, 0, 1, 9 it's only 2 hits for "10 thorns". Changed the projectile animation to fxTypeSpell = "FX_SE_SCHWERTFEUER", it actually show the truth et_missile_adapt : increase the number of projectile, damage split but increased (look like 60% damage each) et_missile_count : increase the number of projectile for full damage each but not increased .
  20. Finally, the mod is ready for test. Named It High Elf Reborn as it's literally what it is. High Elf Reborn is a quick rework for High Elf CA because it wasn't well balanced and it need some gameplay improvement. THE problem : Glacial Thorns is the only spell needed to finish the game. Why using the other when you can only use 1 spell to clean all mobs packs and erase boss at the same time. It scale to well, it have big Area of Effect AND good single target, along Shadow Step, Crystal Skin and Grand Invigoration. That's 11 spells that have no purpose. THE change : Glacial Thorns nerf/rework as a single target nuke. Crystal / Incandescent Skin rework to make the 2 sides of the same spell. review of most of the spell. work in progress for Raging Nimbus changed into a Nova like spell work in progress for Fire Demon to make it a tank pet (when selecting the good mod) The mod can be found here : Google Drive Google doc for a list of change, will be added as file for v1. Zip version to put into MODS. standalone version for those who just want to look at the change. ---------------------------------------------------------- When playing with some CA, I may have add too many zero. edit : it was a limit test of "et_missile_adapt" with a value of 30k using spellClass = "cSpellSeSchwertfeuer" (Seraphim Archangel's Wraith). If I'm not wrong, it should around 66 projectiles. If I have keep the originale Glacial Thorns, it would have been 300+ projectiles (or a crash). (image remove because of size limits)
  21. some kind of mist. I think that may be used for the Mist Boss. The idea was to change Cascading Skin. Finally, I'm using FX_SKELETON_FROSTSHIELD and I will switch to the fire version for Incandescent Skin. By the way, I'm looking for a non weapon projectile that are faster than what I found. Or a way to increase speed of existing projectile. 2 screenshot : Frostshield and Frostaura. Frostring is the same but don't move.
  22. I tested FX_GEN_FROSTAURA and FX_GEN_FROSTRING in place of Crystal Skin. I found that FX_GEN_FROSTAURA follow the character when FX_GEN_FROSTRING don't move.
  23. that's what I thought too. I tested much content without problem (no DM set nor Christmas Island). Currently testing Epic quest. I started to do some change based on your files like reduced size for some boss (so I can see Dragon boss, not just their feets), Increase other like (mostly Humanoid) and walk/run speed a bit. Now I search if HE mount flying animation can be speed up. The wing flapping animation os so slow that it look like the mount is a lot slower.
  24. found a bug. this light is blinking hard and is way too bright. I can't screen my map for the precise point. It's in a kobold cave near the Seraphim Valey. Not sure of the exact location. Sorry. It may not be related to the mod.
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