AngelShade 53 Posted May 3, 2015 Share Posted May 3, 2015 Yess.. going to have a epic journey now . 1 Link to comment
Popular Post Flix 5,116 Posted May 3, 2015 Author Popular Post Share Posted May 3, 2015 the problem with the removal of the fog, it increase load on graphic card. Enemy are clearly visible on mini-map and I don't think that any power can reach mob that far away. Are you having performance issues? Well here are some suggestions: These are excellent suggestions. It's obvious we're of the same mind, because most of those things are already in the works, and in similar ways. I normally don't post half-baked ideas but this is my list: I already had Hell Golem set aside for Fire Eye, superunique Sand Raider. They kind of resemble big Djinn to me. Also, in the latest release I already combined the Smith and Hephasto into the Ogre Hephasto the Smith. Claw Vipers are tricky because any new model would need to be adapted to the animations of an existing Sacred 2 creature (importing a full set of animations even for a single creature could take months). I just can't find anything in Sacred 2 that would be close enough. Battlemaid Sarina is actually slated to be a Dryad (as in the playable character the Dryad). Icehawk Riftwing is already present as a Fury. Not sure where the bipedal demon suggestion is coming from. I've been sitting on Anducar (and the Sakkara Demon) because I'm not sure the model and texture quality would be up to snuff for a large-size enemy. Also, in terms of making Diablo, I really want to get it "right." I'm not sure I'd want to call something Diablo when it's just "close enough." Talic, Corlic and Madawc are already slated. For variety's sake they will probably use the Gladiator, Shadow Warrior and Dragon Mage (DM can wear SW armor since they share the same basic skeleton). Furthermore I've been toying with the idea of Shadow Warrior in Doom Guard armor to be the Hell Knight enemy type, or least a superunique (Warlord of Blood or Lachdanan). Shaddar'Rim is slated to be Radament Wood Elf, Gladiator, and Battle Mage may return as hirelings (if I can get the quest scripts right), or as competitive NPC's (as in, you go in a dungeon and there's already a hero in there clearing it out). Wood Elf is already done. We may also use the S1 Seraphim to revamp the Black Seraphim (there are some glitches with the one Ascaron put in the game, for one she's supposed to have black hair). As for some of these things... I hadn't thought of yet. Izual has a pretty distinct look with the heavy armor, hood and big bat wings. We've got some new Seraphim armor based on the Demon Hunter from D3 in the works...might work with some demon wings attached. Council Members...not sure. They're very monstrous in D2, and you already fight a fair amount of those mages in Artamark. May be worth retexturing the Grand Inquisitor as he's got a more impressive look. Mounted enemies is also intriguing. I know it's possible because Pesmontis put goblins on big bull mounts not too long ago. Making Dragon Riders reminds me of Divine Divinity rather than Diablo, but still a cool idea worth looking into. I like the idea of doing something with Witches. There's one for the High Elf Region, Artamark, and the Desert. Three Witches somewhere sounds nice, though there's nothing from D2 to base them on. There's also the one witch introduced in Ice and Blood but CM Patch made that one into the Spider Queen. 2 Link to comment
gogoblender 3,070 Posted May 4, 2015 Share Posted May 4, 2015 I like the idea of doing something with Witches. There's one for the High Elf Region, Artamark, and the Desert. Three Witches somewhere sounds nice, though there's nothing from D2 to base them on. There's also the one witch introduced in Ice and Blood but CM Patch made that one into the Spider Queen. VERY cool +++ gogo 1 Link to comment
NathyielNathyiel 45 Posted May 4, 2015 Share Posted May 4, 2015 On performance, I add to reduce my setting because I was lagging a little. I have average setting. Did you know where you want each boss? Will we have to safe Deckard Cain? If you want help for dialogue, just ask. Will you keep light & dark campagne? 1 Link to comment
Qlio 3 Posted May 4, 2015 Share Posted May 4, 2015 (edited) When I was playing diablo 2 mods, I found 1 mod that used diablo, mefisto, baal and other bosses instead or regular chars. Do you think it would be possible to make something like that in sacred2? How cool it would be to play diablo, with his special spells and some additional skills, doing dark campaign only. Char model could be some monster, and armor and weapons would not affect its look. Edited May 4, 2015 by Qlio Link to comment
Flame 1 Posted May 4, 2015 Share Posted May 4, 2015 (edited) Hey guys, stumbled upon this forum as I just picked up sacred 2 again, and I gotta say this is an awesome mod! I have a question however: The thing you did with the view distance/fog, is there any way to do that manually? I find myself getting really annoyed with the fog when playing vanilla now. Edited May 5, 2015 by Flame 1 Link to comment
Legosp 14 Posted May 4, 2015 Share Posted May 4, 2015 Flix is possible put into inferno patch moonyspawn mod, it may not be directly that mod, but he added in game much more enemies. 2: Increase the maximum attack speed to 250% What do you think about it? 1 Link to comment
Popular Post Flix 5,116 Posted May 4, 2015 Author Popular Post Share Posted May 4, 2015 On performance, I add to reduce my setting because I was lagging a little. I have average setting. I have a question however: The thing you did with the view distance/fog, is there any way to do that manually? I find myself getting really annoyed with the fog when playing vanilla. Yeah, changing the fog is actually quite easy. It's just a set of textures for which I increased the transparency. What I may do is just post them as a separate download (it could be installed in conjunction with literally any Sacred 2 mod, in any load order), and put the link in the first post of the thread rather than force people to use it. I don't want people with lower end machines to have issues. Did you know where you want each boss? Will we have to safe Deckard Cain? If you want help for dialogue, just ask. Will you keep light & dark campagne? I'm not sure where most of the remaining bosses would go. As for quests, they are at the very bottom of the list and will probably be one of the last things added. Light and Shadow campaigns are built into the game, I see no need to try to remove them. But they may be reworked. Flix is possible put into inferno patch moonyspawn mod, it may not be directly that mod, but he added in game much more enemies. Yeah, I can increase the spawn density, no problem. I'm glad someone's playing Inferno patch, it's so insanely hard but I toned down the difficulty a little in this latest release so it's not impossible. 2: Increase the maximum attack speed to 250% What do you think about it? I'll think about it. 2 Link to comment
NathyielNathyiel 45 Posted May 4, 2015 Share Posted May 4, 2015 Compared to the survival mod for vanilla Sacred 2, I find the Inferno mod more balanced on Easy. I will switch to Normal then continue to test. >> Having the Fog's files in a separate mod could help a lot. I could set-up something more good for me like this. >> For the other boss, if keep for D2 similarity: Duriel in a tomb in the Desert. A small one to keep the fight spirit (big boss in small cave) but the satellite view in boss fight might be problematic. Why not the one east to Sulinar (not the one that go for the dragon) Mephisto could take place in the big labyrinth under Dyr-Laigh Diablo should take place in a temple or something like that. Why the Seraphim structure under Seraphim Valley ? Baal why not putting it under Last Watch in Artamark. But it might be better to keep map order. Did you keep the campaign boss (guardian, faceleton, ...) ? If not, just put Baal in the guardian room, Diablo in the Temple under Dyr-Laigh, Mephisto on to of the temple in the jungle. etc.Or will you mix both D2 and Sacred 2 boss for the campaign ? 1 Link to comment
Popular Post DeathAngel7 29 Posted May 4, 2015 Popular Post Share Posted May 4, 2015 There are a few cool and quite unused locations which may fit for a boss/superunique, for example: The circle of ancient pillars between Clearview ruins and benny's corn field : http://I.imgur.com/abEC6n8.jpg Fortress Reikenstein's Dungeons Abandoned Chapel ontop of a hill next to the Grunwald portal (has a quite dark and creepy look) Stone circle next to the burned village south of Artmark's Gate Tomb of the ancestors next to Artmark's gate Crag Rock (region with those enormous trees behind the Banshee dungeon) Stone Arena next to Ruka Secret passage under Ruka's portal (basically a narrow dungeon with a shrine to an Orc hero) 2 Link to comment
NathyielNathyiel 45 Posted May 4, 2015 Share Posted May 4, 2015 I think I found a bug with drop. I loot a lot of "The Silent Water" (green weapon). It's the only green drop I have seen so for but I have drop it like 4 or 5 times. Link to comment
Flix 5,116 Posted May 4, 2015 Author Share Posted May 4, 2015 But it might be better to keep map order. Did you keep the campaign boss (guardian, faceleton, ...) ? If not, just put Baal in the guardian room, Diablo in the Temple under Dyr-Laigh, Mephisto on to of the temple in the jungle. etc. Or will you mix both D2 and Sacred 2 boss for the campaign ? I guess I haven't thought about it much, since I don't have Diablo, Baal or Duriel creatures to use yet. But I couldn't justify just replacing bosses, when I could fit both old and new in the game. The only question would be: do I put the new bosses as part of the campaign, and move the old ones somewhere else, or do I put the new bosses somewhere else, perhaps as part of a separate quest? The problem with replacing old bosses is all the dialogue that sets you up to fight them. I'd have to replace the text and voices to make it make sense. For that reason I'm more inclined to put new bosses in new places, and fill in the quest later. The circle of ancient pillars between Clearview ruins and benny's corn field : http://I.imgur.com/abEC6n8.jpg Fortress Reikenstein's Dungeons Abandoned Chapel ontop of a hill next to the Grunwald portal (has a quite dark and creepy look) Stone circle next to the burned village south of Artmark's Gate Tomb of the ancestors next to Artmark's gate Crag Rock (region with those enormous trees behind the Banshee dungeon) Stone Arena next to Ruka Secret passage under Ruka's portal (basically a narrow dungeon with a shrine to an Orc hero) Alright, let's see here... Clearview stone circle and Burned Village stone circle are already set aside for part of the Druid's class quest, not to mention they are also already used for Strange Rituals and Demonic Magic quests, respectively. I'm not sure I want to cram any more quest creatures into one place. I very nearly put Pindleskin in Fortress Reikenstein's dungeon, but ended up moving him at the last minute. The dungeon is really just a series of narrow rooms, but maybe something smaller could fit there. The others are good spots. I like to spread them out over the map if I can. 1 Link to comment
NathyielNathyiel 45 Posted May 4, 2015 Share Posted May 4, 2015 (edited) I guess I haven't thought about it much, since I don't have Diablo, Baal or Duriel creatures to use yet. But I couldn't justify just replacing bosses, when I could fit both old and new in the game. The only question would be: do I put the new bosses as part of the campaign, and move the old ones somewhere else, or do I put the new bosses somewhere else, perhaps as part of a separate quest? The problem with replacing old bosses is all the dialogue that sets you up to fight them. I'd have to replace the text and voices to make it make sense. For that reason I'm more inclined to put new bosses in new places, and fill in the quest later. Why not putting the vanilla campaign into a very big quest and to put the new boss into a new campaign ? Diablo skin is an enhanced red balrog ^o^ (no wings but lot of spike) Edited May 4, 2015 by NathyielNathyiel 1 Link to comment
NathyielNathyiel 45 Posted May 5, 2015 Share Posted May 5, 2015 The D2 campaign could be interresting to do with both light/dark path. In light path, you want to stop evil from spreading. In dark path, you want to kill them to take there place. In both case, merging could be interresting and could improve the story. Diablo and his brother are the behind the T-energy problem. They use it for corrupting and asserving the world. 1 Link to comment
SX255 630 Posted May 5, 2015 Share Posted May 5, 2015 Diablo and his brother are the behind the T-energy problem. They use it for corrupting and asserving the world. So what are the final 4 bosses around the "crystal"? Is it literally a boss rush of 4 out of 5 final act bosses? 1 Link to comment
NathyielNathyiel 45 Posted May 5, 2015 Share Posted May 5, 2015 (edited) If I have to merge the 2 story, it should be like this : Chapter 1 Just before the quest Through the Wall, add a quest that lead to The Comtesse and then to Andariel. Something is corrupting our mens, it need investigation. The Corrupted rogue are lead by Blood Raven. The Countesse should know who is behind this. (Flix put it under Black Oaks, it could be chapter 2 then) Andariel should be stopped.(Flix place her in the Cursed Forest. But it should be mor interresting in Tyr-lysia) Chapter 6 After defeating the Fog, in place of the reparation dialogue, add a quest that lead to the Invocator. (The fight should take place in a T-energy lab, or something like that). Chapter 7 After the defeat the Garganthropod, add a quest to Duriel. You found a map on the ruin showing the tomb of an ancient evil. The Tomb have been opened Baal have escaped and Duriel is here to cover is escape. Chapter 9 Instead of a promise to not kill other Driad (dark) / Before telling me wheres the key (light), you must destroye the Evil that lurk under the city. Both Mephisto and Diablo are dead but Baal is still hidding. (Flix put meph in temple of tears. It work good. The council should be there too then. And I forget Izual) Chapter 10 The guardian are in the corridor, and must be defeated to access the main room. Baal is in the core room. He must be stopped before he use the Great Machine. edit: I check where some boss have been put by flix and comment about it. Edited May 5, 2015 by NathyielNathyiel 1 Link to comment
NathyielNathyiel 45 Posted May 7, 2015 Share Posted May 7, 2015 Quick questions: Did Vitality receive the same buff than Strengh/Intelligence? Did the inferno mob change mob resistance? Because the 2 boss skeleton in Jail Island are like immune to some damagE (fire/ice, normal difficulty, HE level 25). Link to comment
SX255 630 Posted May 7, 2015 Share Posted May 7, 2015 So many white armor sets. Have you been playing Assassins Creed or something? Link to comment
Popular Post Flix 5,116 Posted May 7, 2015 Author Popular Post Share Posted May 7, 2015 (edited) Quick questions: Did Vitality receive the same buff than Strengh/Intelligence? Did the inferno mob change mob resistance? Because the 2 boss skeleton in Jail Island are like immune to some damagE (fire/ice, normal difficulty, HE level 25). No, and yes. No need for Vitality buff as it was not nerfed. And the second is a result of high enemy armor. Those two enemies also have very high spell resistance. That reminds me I mentioned adding immunities before but I never followed up on it. Enemy Immunity List 0.3 Beta Fire: Fire Elementals Magmadur Carnach Ice: Ice Elementals The Grinch Ice Phoenix Poison: Poison Elementals Swamp Dragon Garganthropod At low levels it will not be true immunity, but eventually the damage mitigation will reach 100% and they will be fully immune. Immunities can be broken by Ancient Magic and Combat Arts like Conviction, Lower Resist, Decrepify, Enchant, Frost Nova, Shiver Armor, Grim Ward, Wake of Inferno, and Fissure. So many white armor sets. Have you been playing Assassins Creed or something? Ask the devs. Those are all pre-existing. Most armors for most characters have a white-gold variant. Wardust turned many of them into pure white, I typically (not always) reversed this change and simply toned down the gold somewhat. http://www.sacredwiki.org/images/d/da/Tg-cloth-white-final.jpg http://www.sacredwiki.org/images/7/7e/Tg-iron-white-final.jpg http://www.sacredwiki.org/images/b/b7/Tg-gen4-final.jpg http://www.sacredwiki.org/images/a/aa/Tg-leather-white-final.jpg http://www.sacredwiki.org/images/a/a0/Tg-punish-white-final.jpg http://www.sacredwiki.org/images/d/dc/Tg-t-wolf-white-final.jpg http://www.sacredwiki.org/images/a/aa/Tg-special-white-final.jpg I know it wasn't a serious question but I never played Assassin's Creed. Edited May 8, 2015 by Flix 2 Link to comment
desm 329 Posted May 8, 2015 Share Posted May 8, 2015 Font size problem. Hello dear Sacred gamers, I have a question Flix please: I do not want to use the Diablo font but instead my good old Isabella and Calibri fonts. Problem is that now, by enabling the mod, the size is really small, hardly readable, how can I prevent that? Thank you very much. Link to comment
Flix 5,116 Posted May 8, 2015 Author Share Posted May 8, 2015 Font size problem. Hello dear Sacred gamers, I have a question Flix please: I do not want to use the Diablo font but instead my good old Isabella and Calibri fonts. Problem is that now, by enabling the mod, the size is really small, hardly readable, how can I prevent that? Thank you very much. Delete the entire "fonts" folder from the "pak" folder of the mod. 1 Link to comment
desm 329 Posted May 8, 2015 Share Posted May 8, 2015 It did it Thank you very much. 1 Link to comment
NathyielNathyiel 45 Posted May 10, 2015 Share Posted May 10, 2015 Flix, did you plan on adding some D2 unique/set item ? I think of item like Azurewraith or Herald of Zakarum, ... Link to comment
Flix 5,116 Posted May 10, 2015 Author Share Posted May 10, 2015 Flix, did you plan on adding some D2 unique/set item ? I think of item like Azurewraith or Herald of Zakarum, ... Some weapons have already been added. Current list is : Windhammer, Executioner's Justice, The Gnasher, Death Cleaver, Aldur's Rhythm, Bartuc's Cutthroat, Stormrider I'm also on the cusp of adding Throwing Axes as a weapon type, so you may also get the uniques The Scalper, Glimmershred, or Lacerator. I'd also really like get more random and unique wands in the game. For armor you currently have Aldur's Watchtower, Doom Guard Armor, and M'avina's Battle Hymn sets. Also there are unique helms: Wormskull, Griffon's Eye, Trang-Oul's Guise, Jalal's Mane For future swords and shields, I think it will be a question of models. I'd want them to look like the originals, rather than just putting the name on a Sacred 2 model. The game is pretty well saturated with a good, well-rounded selection of unique swords and shields. The game doesn't really "need" any more. So I start to feel it might be better to replace some rather than just pile more on. 1 Link to comment
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