Androdion 880 Posted November 23, 2020 Share Posted November 23, 2020 Is it possible for the Khral set to have a bonus at two items since it's possible for any class to get something out of the jewellery, same as with Charo's? One other thing, why is the life leeched per hit bonus golden and not yellow? Link to comment
Flix 5,116 Posted November 23, 2020 Author Share Posted November 23, 2020 57 minutes ago, Androdion said: Is it possible for the Khral set to have a bonus at two items since it's possible for any class to get something out of the jewellery, same as with Charo's? Mmm, well I hadn't planned on it. I was trying to stick to the mini-set template the devs set where 3 items = 1 bonus. With the Light Radius from Charo's, I was looking for something that I could combine with Stun that would make it feel overall like a worthwhile reward. The idea to make LR available at 2 pieces was really just a thematic choice. No character is going to set out to try to get that bonus. The jewelry pieces themselves are worth more than Light Radius. A very high Direct Damage on the other is reward all on its own. Not to mention, Khral's jewelry are some of the few that spawn a third bonus at high levels. As far as getting something out of the jewelry, they are also very rewarding on their own. 1 hour ago, Androdion said: One other thing, why is the life leeched per hit bonus golden and not yellow? There are actually three Life Leeched per Hit bonuses scripted in the vanilla game. Blue - very low values, only appears on Inquisitor and Dryad runes, from level 1. Yellow - high values, spawns on rare (tier 9) items or higher, from level 15. Gold - medium-low values, only spawns on unique (tier 13) items or higher, from level 15, on silver difficulty or higher. You can probably see the problem. The Gold value, despite being much rarer and having more stringent requirement to spawn, has lower values than its more common yellow variant. Also, even though the gold value is present in the bonus lists for most rare weapons, it would never spawn because it requires tier 13 items. Anyway, I've reworked all this in 3.0 so that yellow is what appears on rares, and gold is what appears on uniques. Obviously I've also made the gold bonus have higher values than the yellow. So, that's why the Assassin's Daggers have gold LLpH. Link to comment
Androdion 880 Posted November 23, 2020 Share Posted November 23, 2020 Thanks for the lengthy explanations, and I trust your good judgement on those matters. 1 Link to comment
Caledor 27 Posted November 23, 2020 Share Posted November 23, 2020 This has progressed so much since the early days that I'll probably rework my own balance changes to use EE 3.0 as a base once it's released. Won't be so simple but it really feels like it will be worth it. 1 Link to comment
Lindor 438 Posted November 26, 2020 Share Posted November 26, 2020 (edited) Another thing I noticed: During the Blind Guardian Questline you're getting the Drumstick twice. I believe it was the CM patch which made the Drumstick drop before the end of the Questline, S2EE makes it drop again at the and but doesn't delete the first Drumstick quest reward. Could be intentional, but I didn't find anything about that in the S2EE 2.4 Manual EDIT: Also the last questmarker does convert from grey to green after finishing the quest Edited November 26, 2020 by Lindor Link to comment
Androdion 880 Posted November 26, 2020 Share Posted November 26, 2020 It drops from the boy in centre Thylysium, the one you talk to near the fountain. I believe it was made part of those introductory quests that are now all indexed together. But yeah, you're right in that the Drumstick drops twice. Link to comment
Popular Post Flix 5,116 Posted November 26, 2020 Author Popular Post Share Posted November 26, 2020 Doesn't a drummer use two drumsticks? 3 Link to comment
Lindor 438 Posted November 26, 2020 Share Posted November 26, 2020 Well following that thought, doesn't a drummers set contain more than one cymbal? Link to comment
Androdion 880 Posted November 26, 2020 Share Posted November 26, 2020 1 hour ago, Flix said: Doesn't a drummer use two drumsticks? Point being, has the Drumstick always dropped from that kid or was that something that CM introduced? I'm thinking it was the later, and for consistency's sake it should be removed, given that the instrument's are the reward from completing that particular quest. Maybe the boy can give a book, like that other kid from the Benny Crop Circles does. More lore for the fire! Link to comment
Lindor 438 Posted November 26, 2020 Share Posted November 26, 2020 Personally I don't mind that it drops twice, given that it's a 1h weapon and lore-wise as you said a drummer uses two. But I thought it could have been an unintentional oversight, so I replied 1 Link to comment
dimitrius154 612 Posted November 26, 2020 Share Posted November 26, 2020 (edited) 1 hour ago, Androdion said: Point being, has the Drumstick always dropped from that kid or was that something that CM introduced? The second. I recall no drumstick from the elven boy in Thylysium prior to CMP. And given the rest of the instruments get stolen by Undead, ahem, how exactly does the boy half-a-region-away acquire the drumstick anyway? Do the Undead use him as a fence, or something? Edited November 26, 2020 by dimitrius154 Link to comment
Daedalus 88 Posted November 26, 2020 Share Posted November 26, 2020 By the way, I did find an interesting bug when doing my Inquisitor multi minions run ... THE ONE WITH THE DAEMON OF COURSE!!! As it turns out, in some cases (often during and after a boss fight), the daemon won't expire ... but, it will stay in the general area where it has been summoned. I saw the bug several times before ... but without realizing the source. And there were times where I tried to summon the demon but to no avail. instead the counter came back roughly by 15%. it's only today after trashing the Mist in the swamp that I saw my Daemon had not expired from the fight (and it is a long with the multiple cooldown between wave, hence why I saw it there I suppose). Imagine my surprise when I saw that my cooldown had regenerated ... but my Daemon was still roaming around !! Of course, I tried to summon an "extra one" ... and this is when it failed to do so and instead turn the cooldown back on my divine spell by roughly 15%. It seems to be a rare bug and a simple reload will fix it hence why I did not saw it before even though it's my second toon past lvl75 using said daemon (even though my inquisitor has WAYYYSSS before mastering it). It's far from being an urgent bug to fix, especially since there's not so many people around playing with the daemon. I just thought it was worth pointing out, even though I am not sure if this rare bug might actually be coming from the original sacred game (and realizing it now since build with daemons like mine aren't exactly common). Link to comment
Flix 5,116 Posted November 26, 2020 Author Share Posted November 26, 2020 52 minutes ago, Daedalus said: As it turns out, in some cases (often during and after a boss fight), the daemon won't expire ... but, it will stay in the general area where it has been summoned. You must mean the Sakkara. I think I've worked out the kinks with the Sakkara AI in 3.0. In order to get it right, there is a brief moment before his suicide where he is attackable by the player, but he will not / can not harm the player or allies. 3 hours ago, Lindor said: Personally I don't mind that it drops twice, given that it's a 1h weapon and lore-wise as you said a drummer uses two. Same here. As far as I can tell, it was a deliberate addition with the CM Patch to add a second drumstick. I have no issues with the decision so I'll leave it in 3.0. I wish we still had access to the Bugtracker. As it stands the only evidence and documentation that can be consulted for anything pre 1.60 is on these forums. Link to comment
Androdion 880 Posted November 27, 2020 Share Posted November 27, 2020 56 minutes ago, Flix said: Same here. As far as I can tell, it was a deliberate addition with the CM Patch to add a second drumstick. I have no issues with the decision so I'll leave it in 3.0. Sorry to disagree here, but I honestly see no point in the boy dropping an end-quest reward without any shed of work. My two cents mate. Link to comment
Popular Post LuckBruck 4 Posted December 1, 2020 Popular Post Share Posted December 1, 2020 Hello there, this is my first comment in this forum and actually I just want to express my appreciation and respect. This goes for all of you who have contributed to the incredible mods. Though I want to pay extra respect to Flix: The amount of effort and passion you put into your work is incredible. I have spent hours reading through the forum to see just how much of the game's content I have enjoyed for the last days is actually from you. The last time I played Sacred 2 was about 10 years ago and I don't even remember what it was like without CM and EE mods, and I don't even want remember. I'm looking forward to all the content still to come - reworked damage, graphics, animals and all the other ideas I have read about - and will try to make my contribution as well. However, to make a real contribution to this thread's discussion, here is my insignificant opinion on the current topic: On 11/27/2020 at 1:09 AM, Androdion said: Sorry to disagree here, but I honestly see no point in the boy dropping an end-quest reward without any shed of work. My two cents mate. I fully agree with that. If someone argues lore-wise it would still make more sense to drop two drumsticks at the end of the quest chain instead of one part already before. Otherwise both drumsticks would most probably drop with different item level and therefore not be used together. 1 1 Link to comment
Popular Post Flix 5,116 Posted December 2, 2020 Author Popular Post Share Posted December 2, 2020 5 hours ago, LuckBruck said: Hello there, this is my first comment in this forum and actually I just want to express my appreciation and respect. This goes for all of you who have contributed to the incredible mods. Though I want to pay extra respect to Flix: The amount of effort and passion you put into your work is incredible. I have spent hours reading through the forum to see just how much of the game's content I have enjoyed for the last days is actually from you. The last time I played Sacred 2 was about 10 years ago and I don't even remember what it was like without CM and EE mods, and I don't even want remember. I'm looking forward to all the content still to come - reworked damage, graphics, animals and all the other ideas I have read about - and will try to make my contribution as well. Thanks for trying the mod and writing back. Welcome to the forums. 2 Link to comment
gogoblender 3,069 Posted December 2, 2020 Share Posted December 2, 2020 15 hours ago, LuckBruck said: Hello there, this is my first comment in this forum and actually I just want to express my appreciation and respect. This goes for all of you who have contributed to the incredible mods. Though I want to pay extra respect to Flix: The amount of effort and passion you put into your work is incredible. I have spent hours reading through the forum to see just how much of the game's content I have enjoyed for the last days is actually from you. The last time I played Sacred 2 was about 10 years ago and I don't even remember what it was like without CM and EE mods, and I don't even want remember. I'm looking forward to all the content still to come - reworked damage, graphics, animals and all the other ideas I have read about - and will try to make my contribution as well. However, to make a real contribution to this thread's discussion, here is my insignificant opinion on the current topic: I fully agree with that. If someone argues lore-wise it would still make more sense to drop two drumsticks at the end of the quest chain instead of one part already before. Otherwise both drumsticks would most probably drop with different item level and therefore not be used together. I think I saw your post over on Steam, we're happy to meet up here, welcome to DarkMatters! gogo 1 Link to comment
Popular Post Flix 5,116 Posted December 2, 2020 Author Popular Post Share Posted December 2, 2020 Well, I think I've done everything on my to-do list for 3.0. I just need to package it all up and do one final round of testing. Spoiler Sacred 2 Enhanced Edition 3.0 Change Log [Feature] - New "Free-For-All Quests" optional module which makes all quests available in all game modes, and allows all bosses to respawn each game session. - New "Portrait Overhaul" optional module which revamps all the NPC and enemy icons with new artistic portraits with more character and personality. - New "Enhanced Music" optional module, a game-wide expansion pack for all regional music. - All Multiplayer buttons and menus removed in CM Patch have been restored. Please only connect to servers that you trust. - PhysX particles that were removed in CM Patch 1.60 have been restored and optimized to prevent crashing. - AI upscaling has been applied to several low resolution textures. [Quest] - Quests that granted attribute/skill points were unintentionally restricted from Hardcore mode in v2.4; they are once again available in Hardcore. - The catalog of books is reorganized. Some texts and formatting are corrected. Two missing books have been restored, one extra book has been added. - Several quest items that had been changed into generic books by the CM Patch are now changed back to their original intended items. Some missing icons were also created. - Dialogues and log entries no longer mistakenly refer to names from D2F in a few places. - Standardized some capitalization, spelling, and naming conventions in the game texts. - Various corrections to quest script formatting & typos. - "VIP's of Ancaria" (CM Patch tutorial quest group) now appears in the logbook for Shadow-path characters. - "The New Shipment": Prospective Gladiators now stay in Badawi upon the quest's completion. - "The Dragon Cult": Ophtanar's guards no longer keep respawning after the appropriate quest completion. - "Smuggler's Courier": Smugglers no longer keep respawning after the appropriate quest stage completion. - "Days Gone By": Ambul now properly transforms into a ghost at the appropriate quest stage. - "The Wolf Problem": Herder Gildor now properly transforms before attacking. - "The Thunder Gurgler": Apprentice Abdullah now properly mutates before attacking. - "The Northland Expedition": The Recruitment Officer now gives you "A Northland Tale" as reading material for the long sea journey. Reward for completion changed from Braggi's Law to Kal'Dur's Legacy. - "The Legendary Pirate Treasure": Completion now drops better gold and loot rewards, including 3 guaranteed rares. [Enemy & NPC] - Neutral atmospheric animals are now enabled and present for all regions. - Enabled several NPC's to engage in ambient dialogue and gossip. - Horse saddle variety has been improved. - Added missing equipment to various Human and Elf NPC's. - Fixed various elf, orc, and human models that had flipped polygons. - Fixed a vanilla script bug that may have been preventing enemy focus & lore skills from functioning. - The two enemy temp buffs which boosted attack speed and movement speed are combined into a single buff which boosts both properties. - All spells of the Lightning Lord now inflict 50% of their former damage values. - Leaping Plants' jump attack once again causes area damage. Damage type is now poison. - Stun nova FX used by General Terus and Sheik Yerbouti changed from yellow to purple. - Gahanka no longer has bonuses to Vitality and Damage Mitigation. In return his chance to hit is increased. - Dragons no longer use an attack that pushes back the player, which sometimes caused permanent stun until reload. - Elite Griffins and Swampbelly Toads are no longer missing icons in the Last Opponent window. - Flying Eyes (except the suicide bombers) now leave behind corpses instead of exploding on death. - Mutated Skeletons now explode into bones instead of gore on death. - Baron DeMordrey ("The Unholy Crusade") is now an elite-rank opponent. - Changed the way the Forest Guardian boss spawns so he should no longer mysteriously go missing. [Itemization] - There are 6 new weapon mini-sets composed of the existing Legendary unofficial "sets" (Charo's, Silithar's, Khral's, Gruma's, Soorn's, Assassin's). - Base damage of all weapon classes has been recalibrated so that slow, 2h weapons are able to compete with their faster 1h & dual wield counterparts. - Normalized item tiers for all random items, e.g., all magic-tier items of a type will have the same amount of modifiers. - Added new models for hundreds of unique & legendary weapons which were formerly clones of random magic/rare items. - Player characters' armor models no longer include/override parts of the characters' skin, making EE compatible with all custom skin mods. - Random rare 1h & 2h Lightsabers now use the correct item class names, instead of chain weapon and recipe labels, respectively. - The Redeemer (Legendary 2h Sword) is no longer a Shadow Warrior-exclusive weapon. - All instances of player or NPC equipment appearing transparent from one side should now be fixed. - All Energy Pistols and 2h Energy Staves now have T-Energy FX, where appropriate. - A random rare Halberd added in 2.0 is no longer missing an icon. - Single Skill item bonuses are reduced to 3x the All Skills value (was over 5x in EE 2.4). - Damage Conversion to the 4 elements may now spawn on magic-tier gloves, in addition to rares. It may also spawn on Dryad Shrunken Heads. [Spells General] - Fixed a vanilla issue where debuffs to enemy attack, defense, and armor were actually granting opponents the ability to debuff the player instead. - Mounted casting now uses the on-foot FX, where appropriate. - Divine Gift: Dazzle can now chain up to 12 opponents (formerly 5) and its damage is doubled. - Divine Gift: Kuan's Breath no longer causes opponents to become friendly and peaceful. - Several Buffs that don't inflict damage of their own no longer display the player's weapon damage in their tooltips. - Some missing on-hit projectile FX now display. [Seraphim] - Niokaste's and Megalcarwen's sets (and their random variants) adjusted to have a more heavily armored symmetrical look. - Endijian's Relics armor set has new FX. - New weapon/shield set: Endijian's Heirlooms - Pelting Strikes bronze mod "Succession" chance for melee double hits now scales with level, and also adds extra projectiles when used with ranged weapons. - Cleansing Brilliance tooltip no longer mentions Hitpoint Regeneration because this modifier was non-functioning. [Inquisitor] - Ruthless Mutilation gold mod "Frenzy" chance for melee double hits increased and now scales with level. - Purifying Chastisement FX changed from blue to red. - Reverse Polarity FX changed from green to violet. - Inexorable Subjugation FX changed from orange to blue. Fixed an exploit involving certain resurrected opponents who could permanently impart a stacking reflective buff to the Inquisitor. [High Elf] - Frost Flare impact FX changed from lightning to ice. - Crystal Skin casting FX changed from purple to blue. [Shadow Warrior] - Scything Sweep now has a chance to cause extra "splash" area damage to nearby opponents. This CA no longer knocks back opponents by default. In return, bronze mod "Knockback" has its chance increased. - Ruinous Onslaught: Bronze mod "Getaway" chance to break roots set to 100%. - Frenzied Rampage "Double Attack" mods now scale with level. Modification pairs are rearranged: Critical hits/Open wounds, Double hits/Poison Damage, Double hits/Life Leech. - Belligerent Vault is changed from spell-based to weapon-based damage. FX is reworked. - Augmenting Guidon FX changed from pink to yellow. - Spectral Hand gold mod "Double Attack" chance for double hits now scales with level. - Skeletal Fortification has new glowing green FX. - Rallied Souls FX changed from yellow to green. - Shadow Veil chance to stay cloaked from "Fade" silver mod now starts much lower but scales better with CA level. - Rare 2-handed Hafted Weapons will no longer spawn with bonuses for other classes. They are now guaranteed to have an extra silver socket on Silver difficulty or higher. [Dryad] - Forest Flight: Gold mod "Escape" chance to break roots set to 100%. Silver mod "Escape" is now "Encroach" which doubles the radius of the rooting effect against opponents. [Temple Guardian] - Battle Extension "Double Attack" mods now scale with level, and also add extra projectiles when used with ranged weapons. Modifications are rearranged: Double hits/Damage %, Double hits/Opponent's Evade Chance, Open Wounds/Critical hits - Battle Extension and Dedicated Blow tooltips no longer mention the passive "chance opponents cannot evade" because this modifier was non-functioning. - Furious Emblazer flame jet is more intense with greater effective range, and better matches the casting animation. - There is now a T-Energy effect on the TG's base body, his various combat arms, and the "T-Energy Modules" armor set. - Dimiona's Garments of Mutation (and generic variants of this armor) now have a special visual effect added. - Helmets no longer include the TG's head as part of the model. [Dragon Mage] - New dragonbone armor set: "Mark of the Dragon" themed after the DM's class quest and focused on dual wielding. - Torik's Oath and Draagen's Legacy sets (and their random variants) have new FX. - Halgrim's Law has new black dragonscale design. - Eternal Fire will now spread to opponents correctly. - Combat Trance has new FX. - Runes of Protection now uses Combat Trance's old FX. - Dragon Berserk has a new armored design, and an expanded animation set. Blood Frenzy now has casting FX. - Dragon Form has a new armored design. Its "Leap" CA is now able to break roots, and also causes area fire damage to opponents as the Dragon flies overhead. [Alternate Spells Module] - seraphim's Sublime Guardian will no longer mutate into an armorless Seraphim when coming into contact with T-Energy. - By popular request, the TG's Sentinel Construct is now silent. - DM's Dragon's Wrath has new FX. [Challenge Mode] - Enemy weapon damage increased at higher difficulty levels. 1 2 1 Link to comment
lacr 60 Posted December 2, 2020 Share Posted December 2, 2020 Just now, Flix said: PhysX particles that were removed in CM Patch 1.60 have been restored and optimized to prevent crashing What was done to optimize, I wonder? Link to comment
Androdion 880 Posted December 2, 2020 Share Posted December 2, 2020 I guess that my main question then would be just how broken a saved char from 2.4 would become in 3.0?! I know it's advisable to start with fresh toons to prevent anything from being broken, but given the changes presented just how feasible is it to load up a 2.4 char on 3.0? Link to comment
Lindor 438 Posted December 3, 2020 Share Posted December 3, 2020 On 10/6/2020 at 5:09 AM, 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. 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. http://i.imgur.com/rRmmPf7m.jpg 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. http://i.imgur.com/Ovmi1Vxm.jpg 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. http://i.imgur.com/YUVuHkWm.jpg 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. http://i.imgur.com/OY94cRGm.jpg http://i.imgur.com/eFyFpqym.jpg 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. http://i.imgur.com/s8GXhAYm.jpg http://i.imgur.com/aesctfQm.jpg 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. http://i.imgur.com/2nlBYMum.jpg http://i.imgur.com/2GDSxBBm.jpg Rallied Souls - With the same rationale as above, the previously yellow summoning FX and pentagram are now green. http://i.imgur.com/e0lMGDXm.jpg I will have more updates for the other characters soon. Is it possible to learn this power? Link to comment
gogoblender 3,069 Posted December 3, 2020 Share Posted December 3, 2020 My favorite part is the atmospheric addition of animals...and in fact all the upgrades to the portraits in game. It was very rewarding seeing you progressing with the hundreds of new images you had to feel out and choose gogo 1 Link to comment
Popular Post Flix 5,116 Posted December 3, 2020 Author Popular Post Share Posted December 3, 2020 1 hour ago, lacr said: What was done to optimize, I wonder? Instead of deleting the ground particles as in CM 1.60, instead the density is changed. It ended up being a bug or typo that there was as much as there was. So leaves, dirt, etc. will all be there, but in reasonable amounts, instead of an absolute whirlwind of debris constantly. I've been using it for several weeks and I think it's the best it's ever looked. dimitrius154 is to thank for this one. 1 hour ago, Androdion said: I guess that my main question then would be just how broken a saved char from 2.4 would become in 3.0?! I know it's advisable to start with fresh toons to prevent anything from being broken, but given the changes presented just how feasible is it to load up a 2.4 char on 3.0? Should be all right I guess? If you don't mind random gear being re-rolled, and if none of the quests mentioned by name are currently in progress. 29 minutes ago, Lindor said: Is it possible to learn this power? You have to strike me down, as is the way of the Sith. It really depends on the effect though. Once you're sure simply swapping around FX within spells.txt won't yield the results you want, the next best place to go is to the scripts within the "particle" folder. Here you can view various parameters such as particle emission rate, and what textures are called on for specific FX. Sometimes the particle color is set directly within the file by using hex codes. Alas, some textures are linked to FX via hard-coding. In that case the colors of the textures themselves must be edited. A further complication is that some textures are generic and therefore shared by multiple FX. Changing yellow to purple for the benefit of one spell may result in several yellow things unexpectedly turning purple. This is why, for example, General Terus' stun nova is now purple instead of yellow. Fortunately that's the only odd change from all the recoloring. It took a lot of juggling to make it work out ok. Look within pak\graphics01.zip and you will see the bulk of the various image files used for FX. 2 1 Link to comment
Androdion 880 Posted December 3, 2020 Share Posted December 3, 2020 11 hours ago, Flix said: Should be all right I guess? If you don't mind random gear being re-rolled, and if none of the quests mentioned by name are currently in progress. If that's it then I'm bound to try it with my running char. I'm currently occupied with other games, but I'll be sure to give 3.0 a spin. Link to comment
Flix 5,116 Posted December 4, 2020 Author Share Posted December 4, 2020 With so many other set changes, I forgot to document the Mutation set adjustments. Mormorin's Band is now Dryad-exclusive and is part of Mormorin's Garments of Mutation set. This ring now has boosted modifiers since it is a higher tier now. Glimborin's Hoop is now High Elf-exclusive and is part of Glimborin's Garments of Mutation set. I boosted this ring's modifiers as well. I added "Casting Speed" unlocked by Armor Lore. If the skill is kept up the Cast Speed will stay abreast of the Attack Speed. You may notice there's an extra set bonus now. The mutation sets were all originally scripted to have 4 bonuses, awarded at 3/5/7/9 pieces equipped (All Skills is the final bonus). The problem is there's only 8 pieces in the sets. I adjusted them to being awarded at 2/4/6/8 now, since the High Elf and Dryad have the same number of pieces as the others. Seraphim bonuses remain at 3/5/7/9 since she has the extra wings piece. To balance the extra set bonus (and the overall power of these sets), I made some adjustments to the drops. Previously they dropped from level 20+, in Bronze or higher. In 3.0 the Mutation sets will only drop from level 70+, in Gold difficulty or higher. Link to comment
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