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Flix

[Dev] Diablo 2 Fallen mod for Sacred 2

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17 minutes ago, Flix said:

I had intended to release v13 tomorrow, but since I was ahead of schedule, I got bold and decided to start recreating as many classic quests from D1 and D2 that I could, and that has put me behind again.  Everything else is going according to plan though.  Since I intend for this to be the final release and the mod will be "feature-complete" at last, I see no reason to rush it. 

Barring any unforeseen circumstances, I expect v13 will release by October 1st.

Some other quest-related and misc changes added:

  •  Added D2 voices for all characters when accepting new quests.
  •  "The Forgotten Tower" quest: Moldy Tome's monologue now has audio restored.  The audio broke after the upgrade to CM 1.60 and I could never figure out why until recently.
  •  Crushing Blow (8% hp reduction) gains the effect of Shattering Blow (20% hp reduction) and replaces the latter in all instances (spells, items, enemies).  In other words, the vanilla modifier "Deadly Wounds" is now called Crushing Blow, and the weaker "Deep Wounds" is removed completely.
  •  Walk speed (not run speed) for all special mounts is increased ~3x.  Sometimes just for immersion it's nice to slow down and walk (not plod).
  •  Lumberjack Camp in starting area no longer labeled as "Brigand Camp."  Just a strange little bug that's always irritated me.

Years of your work, Flix... it makes me nostalgic about this game and everyone who's been a part of it when I read about you talking about your project getting to its final golden years... 

:blink:

gogo

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I've had success in making more complicated quests that involve retrieving quest items as well as killing monsters.  So the new lineup of quests in the next release will include (at least):

  •  "Tools of the Trade." See Charsi in the Griffinborough military camp to begin.
  •  "The Tomb of Tal Rasha." See Prince Jerhyn in Khorum to begin.
  •  "The Lord of Terror." See Tyrael in the Girvym caverns to begin.
  •  "The Warlord of Blood." Read the Steel Tome in Khormynth's Refuge to begin.
  •  "Lachdanan." Find Lachdanan south of the Field of Eternal Pain to begin.
  •  "Lam Esen's Tome." See Alkor on the Aerendyr dockside to begin.

I'm still working on getting quests to chain together. If this works I'll also be able to add a trio of quests culminating in the Mephisto battle (Gidbinn + Council Members + Lord of Hatred).

I'm also toying around with a way to add in the D2 rescue mission "Prison of Ice."

I believe I will also try to throw in two more simple D1 quests for good measure - more details later.

 

On 8/31/2019 at 10:01 PM, gogoblender said:

Years of your work, Flix... it makes me nostalgic about this game and everyone who's been a part of it when I read about you talking about your project getting to its final golden years... 

:blink:

gogo

It will be the mod's 5 year anniversary this New Year's Eve.  I released the first version December 31 2014.  Where has the time gone...

sacred2 2019-09-01 16-09-44-60.jpg

sacred2 2019-09-01 16-14-00-82.jpg

sacred2 2019-09-01 23-00-42-76.jpg

sacred2 2019-09-01 23-04-40-50.jpg

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To start now or not that is the question.I guess old characters won't be the working right consider the class quest changed?

 

PS:What happened to v12 or did you miss math :D just Joking loving this mod

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10 hours ago, klariska said:

To start now or not that is the question.I guess old characters won't be the working right consider the class quest changed?

 

PS:What happened to v12 or did you miss math :D just Joking loving this mod

Yeah v12 is the next one.

I would say it will probably be ok if you move the character up to a new difficulty after installing the mod. Otherwise, yeah the quests will likely be screwed up.

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3 hours ago, Flix said:

Otherwise, yeah the quests will likely be screwed up.

Character save files contain a LOT of info: current god spell ID, received at character creation, states of all containers opened, quest state values, weapon and armor model paths(!) in character inventory(!), which are assigned, when you pick them and don't change on the fly, despite itemtype.txt changes(!). Overall, Sacred 2 does not support character inheritance in mod iterations. It's not Diablo II(well, in fact D2 char saves would not load, if a single new global parameter was added in itemstatcost.txt). One should always be ready to lose that treasured char in transition.

Edited by dimitrius154
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Really can't wait for the update specially consider it's coming close to being finished.

PS:Flix not nice to tease me with pics I am old I may die of a heart attack 🤣

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