Flix 5,116 Posted September 21, 2020 Author Share Posted September 21, 2020 The lineup of spells is identical as before. Damage values for each of the 4 spells is cut in half in spells.txt. The healing property on Charged Bolt was simply deleted. I will have to get more creative in D2F. If I do the same there, several other super uniques and bosses will be notably weakened. There had never been any complaints with difficulty for Rakanishu, Stormtree, Mephisto, etc. So I will probably have to just reduce the Lightning Lord's Intelligence stat by a large degree. Link to comment
Androdion 884 Posted September 21, 2020 Share Posted September 21, 2020 Oh, I get it. Same spell different superuniques. Yeah, apart from Mephisto which in Hell could become a quasi-insta healer I believe you're correct. I'd recommend making a few test runs against v14 Mephisto at level 200 for instance, to see how much it bites. Link to comment
Popular Post Flix 5,116 Posted September 27, 2020 Author Popular Post Share Posted September 27, 2020 While working on the portrait project, I noticed a several neutral "atmospheric" animals that were designed by Ascaron yet not present in the game. I've been adding them to the game world. I think this gives the various regions more life and vibrancy. To start with there are some various snakes. Green are in swampy marshy areas, red are in the jungle, and brown are in the desert. Next there are two variants of hawks. These appear throughout Artamark, Nor Plat, and the Dragonsea Islands. In addition to the red snakes, the Jungle region also has colorful red parrots now as well. The Dryad Island of Dyr-Lain also has its own green parrots, as well as capuchin monkeys. These monkeys were discovered and transformed into green eyed Monkey Demon in D2F a while back, but here they are simply little monkeys that scamper around. In fact, only Tyr Lysia has any "background" creatures. I believe the developers did Tyr Lysia and then just ran out of time to do the other regions. The following animals were already present, but only in the start region. Now they will appear in other places as well. For example, you will see stags and crows in the forests of Artamark, hares in the meadows, and frogs around lakes and ponds. I had to place many of these by hand, but this the kind of touch the developers put into so much else of the world, it seemed appropriate to take some care with the wildlife as well. Frogs also fill up the Hissil'Ta Swamps and Nagash's Nest along with the snakes. You will now see Snow Hares flitting about the Northland, trying to avoid become the lunch of the Arctic Wolves. You will see more farm animals around agrarian communities, like sheep and sheep dogs around Orcish Byway. There are also crows in Skook's Corner now, a nod to DeMordrey's seat of power from Sacred 1 which was full of crows, Crow's Rock Castle. Last but not least, I noticed that man's best friends are completely lacking in the realm of men. Now almost all cities and towns in Artamark will have some cats and dogs roaming about. 2 2 1 1 Link to comment
gogoblender 3,070 Posted September 28, 2020 Share Posted September 28, 2020 Flix, this installment is so heartwarming. However are you ever able to recognize hawks, parrots and capuchin monkeys! Are you an avid outdoorsman? Its this background "life" that you've brought back into the game thats greatly increased its immersion. gogo Link to comment
Flix 5,116 Posted September 28, 2020 Author Share Posted September 28, 2020 3 hours ago, gogoblender said: Flix, this installment is so heartwarming. However are you ever able to recognize hawks, parrots and capuchin monkeys! Are you an avid outdoorsman? Its this background "life" that you've brought back into the game thats greatly increased its immersion. It is nice looking at all the friendly creatures. Sure, I recognized them. I did have all the German file names to go by of course, but I know my wildlife well enough. 1 Link to comment
Roderick 53 Posted September 29, 2020 Share Posted September 29, 2020 On 9/28/2020 at 12:32 AM, Flix said: While working on the portrait project, I noticed a several neutral "atmospheric" animals that were designed by Ascaron yet not present in the game. I've been adding them to the game world. I think this gives the various regions more life and vibrancy. To start with there are some various snakes. Green are in swampy marshy areas, red are in the jungle, and brown are in the desert. How the heck do you discover those in the code after all these time...? That will make the beatifull world of Sacred 2 even more lively! Will that be in another S2EE? 1 Link to comment
Popular Post Flix 5,116 Posted September 30, 2020 Author Popular Post Share Posted September 30, 2020 On 9/29/2020 at 1:16 PM, Roderick said: That will make the beatifull world of Sacred 2 even more lively! Will that be in another S2EE? Yes indeed. These creatures will be in the next release of S2EE which I am preparing now. 1 1 1 Link to comment
jwiz 68 Posted October 1, 2020 Share Posted October 1, 2020 13 hours ago, Flix said: Yes indeed. These creatures will be in the next release of S2EE which I am preparing now. 1 Link to comment
lacr 60 Posted October 3, 2020 Share Posted October 3, 2020 On 9/30/2020 at 10:35 PM, Flix said: which I am preparing now Yay! Can't wait 1 Link to comment
jwiz 68 Posted October 4, 2020 Share Posted October 4, 2020 On 9/30/2020 at 9:35 PM, Flix said: Yes indeed. These creatures will be in the next release of S2EE which I am preparing now. P.S. would you consider to add entry5 = {"et_missile_count", 200, 0, 1, 8 }, to the first bronze mod (% chance for double melee hit) of Pelting Strikes, to make this mod usabla for a Bow Seraphin too? Link to comment
Flix 5,116 Posted October 5, 2020 Author Share Posted October 5, 2020 4 hours ago, jwiz said: P.S. would you consider to add entry5 = {"et_missile_count", 200, 0, 1, 8 }, to the first bronze mod (% chance for double melee hit) of Pelting Strikes, to make this mod usabla for a Bow Seraphin too? Sure, I'll test it and see the results. The spellclass must support that token though, otherwise nothing will happen. Any other feedback for the upcoming v3.0, now's a good time. It will probably be several more weeks before I can adapt Addendum's changes to suit the mod so there's plenty of time. Link to comment
jwiz 68 Posted October 5, 2020 Share Posted October 5, 2020 (edited) 4 hours ago, Flix said: Sure, I'll test it and see the results. The spellclass must support that token though, otherwise nothing will happen. Any other feedback for the upcoming v3.0, now's a good time. It will probably be several more weeks before I can adapt Addendum's changes to suit the mod so there's plenty of time. I've been testing this with values 1000, 0, 1, 8 and upon close look it seems that two "streams" of projectiles are going out and I've also seen the projectile jump to another NPC when the first target was done, pretty much like the double shot of the dryad does. When the double shot hits it really shreds, a bit akin to the Barrage skill in Path of Exile. Edited October 5, 2020 by jwiz 1 Link to comment
Flix 5,116 Posted October 6, 2020 Author Share Posted October 6, 2020 I've been working on spell FX this week. I have a much better understanding of how to alter spell FX now than I did in the old days. Some have bugged me for a long time, other changes were inspired by Dmitriy's mod. The idea is keeping a consistent color scheme across each character's aspects. Inquisitor Purifying Chastisement - The color scheme of Gruesome Inquisition is (generally) red, like most of the "first" aspects for each character, but this buff previously had a blue color scheme. Now the casting and persistent FX are red instead. Reverse Polarity - Astute Supremacy is the violet aspect. Previously the buff was bright green, which in Sacred 2 is the color of poison or the astral summons. This buff is neither, so its FX are now violet. Inexorable Subjugation - Nefarious Netherworld is the blue aspect. Previously this CA had bright orange FX, which brought to mind life leech, or fire. This CA does magic damage and enslaves spirits, so the ghostly blue is more appropriate. Shadow Warrior Belligerent Vault - This CA is getting more than just an FX change. I decided to change this CA to become weapon-based rather than spell damage. This means that although you will no longer benefit from Ancient Magic or Combat Art Range +%, now all your weapon effects like life leech will carry over into the hit. It will still do "splash" damage to enemies around the target, so it still has a (smaller) area of effect. I think this is balanced by the potential to do much greater damage to a smaller group or a single target. You must target an opponent to use it normally, but you may still use CTRL+Click to target the terrain and use the Vault for exploration purposes. The animations and modifications remain the same as before. Augmenting Guidon - Yellow is the color of the Malevolent Champion aspect, yet previously this CA had a bright pink glow. Now the FX matches the rest of the aspect's CA's. The flag also carries the Shadow Warrior's sigil rather than a generic sun. Skeletal Fortification - The theme of the Astral Lord aspect seems to be green, with the Spectral Hand and the spectral soldiers from Nether Allegience sporting a ghostly green glow. But the Skeletal Fortification was previously a drab pile of bones with a red glowing border. Now it has taken on a the same otherworldly green glow as its sister CA's. Rallied Souls - With the same rationale as above, the previously yellow summoning FX and pentagram are now green. I will have more updates for the other characters soon. 1 Link to comment
Lindor 438 Posted October 6, 2020 Share Posted October 6, 2020 (edited) 3 hours ago, Flix said: I've been working on spell FX this week. I have a much better understanding of how to alter spell FX now than I did in the old days. Some have bugged me for a long time, other changes were inspired by Dmitriy's mod. The idea is keeping a consistent color scheme across each character's aspects. That's an awesome idea. I'm a fan <3 3 hours ago, Flix said: Inexorable Subjugation - Nefarious Netherworld is the blue aspect. Previously this CA had bright orange FX, which brought to mind life leech, or fire. This CA does magic damage and enslaves spirits, so the ghostly blue is more appropriate. Hmm hard to judge. On the one hand, the souls, the minions and the glowing orb of the buff are blue, on the other hand the Saraki set is green as well as the other underworld aspect Shadow Warriors Astral Lord and the inquisitor already has a kinda blue-ish Aspect with Astute Supremacy. If you choose blue, then can you probably make the Saraki set blue as well? Edited October 6, 2020 by Lindor a typo Link to comment
jwiz 68 Posted October 6, 2020 Share Posted October 6, 2020 (edited) On 10/5/2020 at 3:51 AM, Flix said: Any other feedback for the upcoming v3.0, now's a good time. It will probably be several more weeks before I can adapt Addendum's changes to suit the mod so there's plenty of time. Since you're asking, I'd have a proposal as to Smithing but I'm not entirely sure if it's possiblw to do in the game: I'd like to see it restored to the former/higher values but you can't unforged(remove) items unless you have skilled Smithing. P.S.: if you feel like you've got too much time on your hands, I'd also propose a buff to the Nature Magic aspect of the Drayad. Remove Goldengelade Touch and create a Walking Tree companion (a smaller ones similar to the Xmas trees) with high phys dmg / stun / slow chance and maybe a heal as well as replacement for the removed Godenglade Touch. It should be 'buffable' too, I think. Just my 2 cents ... Edited October 6, 2020 by jwiz Link to comment
Popular Post Flix 5,116 Posted October 7, 2020 Author Popular Post Share Posted October 7, 2020 More FX updates for consistency and fun. High Elf Frost Flare - Previously the impact FX of this spell was the same as Cobalt Strike, a little cluster of lightning bolts. Now it has an icy impact instead. Crystal Skin - It always bothered me how in an otherwise uniformly cyan aspect, Crystal Skin's old casting FX was bright pink. I've tweaked the colors to look icy blue instead. Temple Guardian Furious Emblazer - I've always wished to increase the range and angle of this spell, but I could not get the FX to increase to match, until now. The flamethrower now blasts out a jet of flame much longer and more intense than before, sweeping across a wider area. The flame jet also matches the casting animation better now, no longer continuing to spit out fire once the animation is finished and the TG lowers his arm. Dragon Mage Runes of Protection - It always seemed to me that Runes of Protection and Combat Trance might have had swapped FX. Combat Trance after all, had RUNES, while the Runes buff was just a generic yellow shield. So I have given Combat Trance's rune FX to Runes of Protection instead. Combat Trance - You may wonder, then what FX does Combat Trance have now? Surely not that yellow shield? Nope, I have created a new effect for this temp buff, one that more closely evokes a "trance," and following the blue color scheme of the Mentalism aspect. Dragon Berserk - This is a very exciting update using the updated Balor model from Dmitriy's mod. Previously the Dragon Berserk was simply a red were-dragon with a loincloth, unlike the Dragon Form, which had a more ornate design that carried over the Dragon Mage's tattoos. Now the Dragon Berserk is an intimidating juggernaut, not only with the same color scheme and glowing tattoos as the Dragon Form, but also spiky silver armor. I've also tweaked his animation set, giving him animations for casting Blood Frenzy and taking a defensive posture (SHIFT key). His attacks are also more likely to use swipes from his arms rather than bites. Dragon Form - Not to be outdone, the Dragon Form also possesses a new silver armor I made to match the new Berserk. Now both forms look of a kind, with similar color schemes and the DM's tattoos. I've also improved the Dragon's "Leap" CA that it starts with. Instead of just movement, Leap will now cause area fire damage to any opponents that the Dragon flies over. It will also break all rooting effects when used. 3 Link to comment
Popular Post jwiz 68 Posted October 7, 2020 Popular Post Share Posted October 7, 2020 I love the new 'Bruzzelmeister' (Flamethrower-Sentinel). Ancaria is going to burn! 1 1 Link to comment
gogoblender 3,070 Posted October 8, 2020 Share Posted October 8, 2020 @Flix my favorites are the runes of protection and the new silver armor adds a lush level of ferocity.. I like the idea that the creature himself is of vanity and wants to impress? great add slowly drinking in all the work this morning... what an enjoyable coffee!! gogo 1 Link to comment
Dragon Brother 619 Posted October 8, 2020 Share Posted October 8, 2020 I love the dragon form and its armor, it looks truly vicious! 1 Link to comment
Flix 5,116 Posted October 9, 2020 Author Share Posted October 9, 2020 On 10/4/2020 at 4:21 PM, jwiz said: would you consider to add entry5 = {"et_missile_count", 200, 0, 1, 8 }, to the first bronze mod (% chance for double melee hit) of Pelting Strikes, to make this mod usabla for a Bow Seraphin too? This works pretty well. I was able to add it to Pelting Strikes and also TG's Battle Extension. I think it would work for SW's Frenized Rampage but that CA already has so many projectiles, especially with magic staves. I think 200 is a good value. Something like {"et_missile_count", 200, 10, 1, 8 }, might allow the number of missiles to slowly scale as the CA levels up. Link to comment
jwiz 68 Posted October 9, 2020 Share Posted October 9, 2020 5 hours ago, Flix said: This works pretty well. I was able to add it to Pelting Strikes and also TG's Battle Extension. I think it would work for SW's Frenized Rampage but that CA already has so many projectiles, especially with magic staves. I think 200 is a good value. Something like {"et_missile_count", 200, 10, 1, 8 }, might allow the number of missiles to slowly scale as the CA levels up. I've currently tinkered with Pelting Strikes a bit further: To make the mods of this CA more consistent and meaningful in choice, at least in my opinion, I've put the chance for critical hits onto the silver mod and opposed it with a likewise chance for sure hits. The debuff of enemy phys armor I've put onto the gold mod and opposed that with the debuff of enemy defense values (EVW). For this, the cooldown regen of the spell had to go, as I always felt that the cooldown regen on any attack skill is rather a placeholder. I'd rather change the cooldown regen on the Battle Stance, so that if you skilled BS as a buff, it would regen the cooldown of all Exalted Warrior aspects and not only BS. I have been thinking about an actual cooldown regen for literally all hero CAs, as this would synergise nicely with its 'Idol' mod, but that's prob rather impossible to balance, I guess. Link to comment
Popular Post jwiz 68 Posted October 9, 2020 Popular Post Share Posted October 9, 2020 Quite a sublime guardian. this. She somehow undressed after the Gar Colossus. Must have gotten a little hot. 1 1 Link to comment
Popular Post Flix 5,116 Posted October 9, 2020 Author Popular Post Share Posted October 9, 2020 7 hours ago, jwiz said: Quite a sublime guardian. this. She somehow undressed after the Gar Colossus. Must have gotten a little hot. Found the cause - and it was such a rookie mistake. The "tenergy_creature_id" for the Sublime Guardian's upgrade variants are incorrect - they are meant to be identical to the original creature ID, so they don't mutate. She must have got hit with T-Energy and "mutated" during the fight. This will be fixed in the upcoming release. 2 Link to comment
lacr 60 Posted October 9, 2020 Share Posted October 9, 2020 I am guessing somehow, that undress mod users should be quite happy with this bug 1 Link to comment
gogoblender 3,070 Posted October 10, 2020 Share Posted October 10, 2020 11 hours ago, jwiz said: Quite a sublime guardian. this. She somehow undressed after the Gar Colossus. Must have gotten a little hot. This bug beats a floating horse any day! gogo Link to comment
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