Jump to content

jwiz

Members
  • Posts

    258
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by jwiz

  1. Just noticed on the special mount island that after completion of the 2nd wave the gates of the pen did not open automatically, so I wasn't sure if I had missed any enenmies.

    I don't remember though, if it has always been buggy this way.

     

  2. 11 hours ago, Flix said:

    That's right. If enemies have a Hard Hit attack, they like to switch to their melee weapon to use it.  Then, since they're already in melee range, they'll just keep using it, making the bow almost pointless.

    I can't see a way to tweak the behavior to make it any better, except for removing either the Hard Hit or the melee weapon. I tried making them bow-only in PFP but that got only negative feedback.

    ...

    Yeah, I read about that in the PFP forums and was guessing that switching combat AI to ranged would turn these enemies into 'rapid-fire machine guns' by using melee combat behaviour.

    I can see that the devs tried to mix the melee/ranged combat but seemingly failed to include a proper compounded combat behaviour to match this.

    Well, it is what it is, I guess.

  3. I've noticed in the human area that the 'Robber-Chief Champions' which are equipped with a bow, run towards my char not using it at all and once in close distance switch to a melee weapon and attack.

    This doesn't seem right, or is that a general bug with some ranged weapons attack AI?

     

     

     

    sacred2_human_champ_bow.jpg

  4. @Flix

    do you have a list which speech text resources differ between the lastest EE mod and the PFP?

     

    I was thinking of doing a spell check for the german localized version of the PFP mod as well, but I'm loathe to slog through 55k text strings again.

     

  5. Two minor issues are still nagging me somewhat:

     a) is it possible to deactivate the teleport in the 'Ancaria Airlines' quest. I think this portal shouldn't be accessible in singleplayer mode at all.

     

    b) the two dark boss seraphim at the beginning of the 'demons and Children' auest in Sloeforf can still be cheesed for their drops and xp.

     

     

    sacred2_dark_sera.jpg

  6. On 3/5/2023 at 4:04 PM, jwiz said:

    Yesterday I ran through the german localisation of the global.res with a spell-checker (again) to iron out some kinks still left in there.

    As Flix has said already, a lot of the names / item description have been corrected with this patch, so the changes are mostly in text strings of quest logs and books (yeah, who reads those anyways  :lol:), but some others I have corrected nevertheless. (Maegalcarwen or Ramirez  :wink:)

    I hope I didnt make any blunders as it was getting very late and I grew tired.

    For anyone willing to take a look or bother, here is the download link at Google drove:

    https://drive.google.com/file/d/1dyEGHT2Vlc1vhL7uZ7lXIGNhCUEJkdc1/view?usp=share_link

     

    Exchange at your own risk, but make a backup copy of the original v. 3.2 global.res beforehand.

     

    I have now completed and uploaded the new pass over the german localisation file and amended all the previously missing corrections.

    The link now points to the lastest version.

  7. I've come upon a minor issue with Mommy Bear's Favorite quest.

    If you pick up the little bear as a pet, the pet name gets displayed in the text box but if you hover with the mouse over the bear, the box goes blank.

    Usually, when hovering with the mouse over a follower the text box changes/displays the quest title.

    So there seems to be a missing resosurce for that specific quest.

    Sadly, I couldn't catch the the mouse hover over the pet in an image.

    Follower_Names.thumb.jpg.326b3a63da46420195fed4a2eed91de9.jpg

     

     

  8. On 3/5/2023 at 4:39 PM, Flix said:

    Thanks, I'll check it out and maybe try to add it in a future patch (Hungarian team is also working on a new update).

    Lindor had replied with several German typos and text errors last year, but the reports are all spread out between this thread and maybe some in the Purist Fixpack thread as well. I did not get a chance to try to address them.

    Sadly I did mess it up.  :sigh:

    I noticed yesterday during a dryad test run that the blowpipe 'Vermächtnis des Waldes' (Legacy of the Forest) dropped but with the old spelling mistake lacking the 'n'.

    While correcting the text file I had 2 files, an editing copy and a backup copy, but apparently at some point I continued working on the wrong one, which left a whole section of the file uncorrected that I had already corrected before.

    I am currently reworking the text file but my enthusiasm to get it done took a bit of a beating here, so it may take a while before I'm ready again.

     

     

  9. Yesterday I ran through the german localisation of the global.res with a spell-checker (again) to iron out some kinks still left in there.

    As Flix has said already, a lot of the names / item description have been corrected with this patch, so the changes are mostly in text strings of quest logs and books (yeah, who reads those anyways  :lol:), but some others I have corrected nevertheless. (Maegalcarwen or Ramirez  :wink:)

    I hope I didnt make any blunders as it was getting very late and I grew tired.

    For anyone willing to take a look or bother, here is the download link at Google drove:

    https://drive.google.com/file/d/1dyEGHT2Vlc1vhL7uZ7lXIGNhCUEJkdc1/view?usp=share_link

     

    Exchange at your own risk, but make a backup copy of the original v. 3.2 global.res beforehand.

     

    • Thanks! 1
  10. 1 hour ago, RetsReds said:

    Completing certain quests in 3.2 seems to cause a quest circle to appear in El-Darrag - happened to a new dryad on her class quest and on a high elf on the spider boss quest in the human realm. Haven't gotten to the desert with either character yet to see if I can remove the circle by doing a quest there but that didn't happen in 3.1.
    ...

    Afaik, the El-Darrag quest line is thus buggy since the changes made to the CM-Patch to trigger it upon arrival there.

    I din't know if Flix can do much about it.

     

  11. As some players in the german Sacred Legends forum have noted with pre-3.2 chars, sometimes activating the player char buff now completely alters the surrounding environment colors/tones as well:

    https://forum.worldofplayers.de/forum/threads/1570111-Diskussion-rund-um-Sacred 2-EE-3-0/page5?p=27139755&viewfull=1#post27139755

    Is that change due to shader alterations in the new mod and is it intended?

     

  12. Is the +x nominal value spell resistance modifier on gear broken in Sacred 2 EE?

    It seems that these values do not compute in the attributes screen at all contrary to the relative +x% values for spell resistance on gear.

    I can't even remember having seen them in the vanilla game, but only +x% values, so I assume these nominal increases were introduced in Sacred 2 EE.

    Or are the values simply bugged and should have been relative values instead of nominal ones?

  13. 12 hours ago, Flix said:

    Can you explain more what phase of the quest exactly you're fighting the Dark Seraphim in Sloeford?

    I wonder... Free-For-All enabled?  Persistent bosses was bound to cause issues somewhere.

    Sorry, that I did not expound it any further.

    If you start the Seraphim quest line at Sloeford and then approach the 'toy drop' area from the opposite side (I.e. from the river side where you also find the mage's son Zalman), thus avoiding the quest trigger area, then the game will spawn 2 dark Seras to each side of the cave.

    You can easily cheese them for their items, gear and XP, as they do not actively fight you, if you avoid running thru the 'toy drop' trigger area.

    Obviously those dark Seras lack any combat CA and fighting animations, they only have a defensive stance.

    It just would be nice if they couldn't be that easily cheesed.

     

  14. 15 hours ago, idbeholdME said:

    ...

    And one more thing:

    Some enemies that are spawned by other enemies seem to not respect the current enemy level. The Demons near the end who summon the Burning Skeletons or now the Elite mounted goblins summon enemies that usually have the dark purple target circle. Example:

    Enemies in the area are currently level 111 with my Survival Bonus. But a level 111 Demon summons a level 117 Burning Skeleton. Would it be possible to make the summons always the same level as the caster?

    IIRC it has always been the case even in vanilla game that summoners will summon higher level mobs in accordance with your survival bonus.

     

     

    • Like! 1
  15. Upon replaying the EE 3.0a as a seraphim I wonder if it might be possible to put a high reflection aura onto the 2 dark Seras from Demons & Children at Sloeford, so that they cannot be so easily cheesed for their XP and gear as they do not attack otherwise?

     

  16. As to Kral, he showed some strange behaviour too:

    Upon entering he hit me with his sonic boom but during the fight I was kiting him thru the arena and all he did was following me, trying to melee attack me while recharging at the pylons ( see below)

    Only after I destroyed another one of the 3 remaining pylons (out of habit I had destroyed the one next to his treasure chest and was plundering that before commencing the fight), he reverted to using all his abilities, like the sonic attack, the magical fireball etc.

    It seem to me, that once you enter his melee attack range, he gets stuck in that unless you force him to change behaviour somehow.

     

    Kral_sacred2_2022-07-25.thumb.jpg.bc28ea0cccaaeed459b162447b89d391.jpg

     

  17. Was running thru the desert just before and noticed that the small scarabs do not seem to suffer the fate of being stuck in place passively after attacking them and moving out of range, as they often do with the CM-Patch and EE.

    They large green scorps, though, still seem to back off passively after being hit with a detrimental spell like viperish disease or black curse.

     

    P.S.:

    the magical scorpion adds which the Garganthropod spawns, still seem to somehow 'inhert' its large melee attack range, but revert back to normal range after the Garganthropod dies and evaporates, when they become active again.

     

×
×
  • Create New...
Please Sign In or Sign Up