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[Dev] Diablo 2 Fallen mod for Sacred 2


Flix

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It wouldn't bother me too much except I have the nagging feeling that something else should be dropping instead, probably something new I made for the mod. I'm guessing I mistyped some numbers or something and a horse is dropping instead.

 

Thing is, I can't find any such mistake. I checked every horse itemtype to make sure they weren't added to a gear blueprint, and I checked every horse blueprint to make sure they weren't added to any droplists where they shouldn't appear. I couldn't find anything.

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Could bonuses to Huntress Focus, Amazon Magic Focus, and Amazon Magic Lore be added also?

Yeah, totally. We can put any item bonuses we like on Trophies. Do you have any other thoughts on what modifiers they could have?

Besides the ones mentioned, just some more I think would be appropriate for the Amazon...

 

1) + chance to evade

2) +% damage against creature/enemy types (Orcs, Humans, High Elves, T-Mutants, Demons, etc.)

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OK a little more follow-up.

 

4 of the 2-handed axes were missing the metal shader, though I don't think it was a bug, I think they were just meant to look dull and junky. Still, I added the metal shader and and I think they now have a nice shiny new look, especially since they're all used for uniques in the mod.

 

AmsoaTy.jpg

It's hard to show the metallic quality in screenshots but when they catch the light they really shine.

 

DtNj0aA.jpg

 

Regarding the runes, this isn't really a bug. All character runes have an actual model that looks just like their (original) icons. So the Inquisitor runes that look like a metal fist are still present. I only changed the inventory icons to D2 runes.

vjhTZP2.jpg

 

Why did I only change the icon and not the model? Because the icon is what you're looking at most of the time, and the model only appears on the ground (mostly hidden by the loot "glow").

 

I could change the rune models to a generic rune model if people are really bothered by the runes dropping on the ground with the appearance of the old characters' runes, but it's always been low priority.

 

I'll keep investigating the other possible bugs.

Very beautiful. The shine effect on these is great work,

they look polished, cared for and menacing!

 

:viking:

gogo

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I'm testing out the Druid's Werewolf and Dragon forms. Might have found something a bit off.

 

 

Druid's Werewolf form, Fury combat art: at character level 200, and Werewolf level ~170, Fury only gives ~16 seconds duration with ~30 seconds cooldown+regen. Description on SacredWiki about Werewolf's Fury state that "Fury duration will be ~27 seconds when Werewolf is level 100". So something is off.

 

 

Also noticed that at character level 200, with both Werewolf and Dragon level ~170, Werewolf's Maul and Fury have CA level of 20, whereas Dragon's Blaze and Fireball have CA level of 40.

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I'm testing out the Druid's Werewolf and Dragon forms. Might have found something a bit off.

 

Druid's Werewolf form, Fury combat art: at character level 200, and Werewolf level ~170, Fury only gives ~16 seconds duration with ~30 seconds cooldown+regen. Description on SacredWiki about Werewolf's Fury state that "Fury duration will be ~27 seconds when Werewolf is level 100". So something is off.

 

Also noticed that at character level 200, with both Werewolf and Dragon level ~170, Werewolf's Maul and Fury have CA level of 20, whereas Dragon's Blaze and Fireball have CA level of 40.

 

Trust the in-game numbers over what I wrote on the Wiki. The D2F Wiki is still very much a rough draft. That being said, I'll check for any inconsistencies and make sure the numbers are where I intended them to be.

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Ok I've puzzled this out.

 

Also noticed that at character level 200, with both Werewolf and Dragon level ~170, Werewolf's Maul and Fury have CA level of 20, whereas Dragon's Blaze and Fireball have CA level of 40.

I calculated that number based on Fury's CA level, not Werewolf's. So the Wiki should read "Fury duration will be ~27 seconds when Fury is level 100"

Needless to say, with the current level progression it will be impossible to actually get Fury to level 100, which brings me to the next point:

 

Also noticed that at character level 200, with both Werewolf and Dragon level ~170, Werewolf's Maul and Fury have CA level of 20, whereas Dragon's Blaze and Fireball have CA level of 40.

I'd just assumed the special form Combat Arts had a 1:1 correspondence with the form's level. I don't know how this slipped past me. It looks like the Werewolf form Combat Arts only level up once for every 8 levels of the form.


The reason the Dragon's Combat Arts are leveling faster (once every 4 levels) is because the Dragon has an innate creature bonus of All Combat Arts +X that scales with level. I could add this to the Werewolf as well and increase it for one or both forms. This bonus seems the only method of control I have on how fast the special Combat Arts of the shapeshifting forms level up.

I'm still considering how best to rebalance this. Perhaps increasing the leveling rate to once every 2 levels (roughly) for both forms. That way a fully maxed out level 200 Werewolf or Dragon Form should be able to get his special Combat Arts to about level 100. I would need to rebalance offensive power a little to accommodate that, since even at their current progression, these abilities are powerful even in Niobium. But I think this would smooth out the leveling progression somewhat.

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Hello Flix!

Nothing really this time just a recomendation.

I've seen you plan on adding Charlie Parra's version of tristram, please take look at this version.

Charlie's version is awesome, but this one is really freaking metal.

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Installation not going right for myself. Followed all of the instructions on the GME and what not. I went to the character select screen and it has the sound bites of the barbarian for the shadow warrior, but when enabled it doesn't do anything to the character or the spells. Am I missing something here? Do I need to replace any of the files in the sacred 2 folder itself? I really want to play with this mod ><

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Quick questions about Assassin's Trap Aspect, Fire Blast combat art: what is its lifetime/duration? and does its lifetime/duration scales with CA level or character level? also, does the speed which it seeks enemies scales with CA/character levels, or it's a fixed speed?

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Installation not going right for myself. Followed all of the instructions on the GME and what not. I went to the character select screen and it has the sound bites of the barbarian for the shadow warrior, but when enabled it doesn't do anything to the character or the spells. Am I missing something here? Do I need to replace any of the files in the sacred 2 folder itself? I really want to play with this mod ><

Hello. Do you have any other mods installed?

 

 

Quick questions about Assassin's Trap Aspect, Fire Blast combat art: what is its lifetime/duration? and does its lifetime/duration scales with CA level or character level? also, does the speed which it seeks enemies scales with CA/character levels, or it's a fixed speed?

Duration is fixed at 15 seconds. I'll add it to the tooltip. Its movement speed is out of my control, and can't be changed AFAIK.

 

This thread is a catch-all for general development so questions on mixed topics are fine here, but feel free to use the individual threads for the character classes if you have specific questions about them or other specific topics (enemies, items, divine gifts).

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  • 2 weeks later...

hello,

is there a way to download only the monster mods? I dont want the new classes or the darker grass

No, I'm sorry. All the changes are too intertwined throughout all the scripts and graphics files. It would take a long time to disentangle them all and make custom versions of the mod.

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Flix, I'm playing on the french version and I never hear my Seraph speak with D2 voices (I've set commentaries to 'off'). What is the way to hear them please? (would be great to have these speeches in french incidentally!) I saw a 'speech' folder in locale\en_UK. Thank you.

 

edit: diasble D2F mod, copy the 'speech' folder in fr_FR and re-enable D2F?

Edited by desm
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Flix, I'm playing on the french version and I never hear my Seraph speak with D2 voices (I've set commentaries to 'off'). What is the way to hear them please? (would be great to have these speeches in french incidentally!) I saw a 'speech' folder in locale\en_UK. Thank you.

 

Ahhh, for French I didn't add the Diablo 2 voices, since I don't know if there even are any. French players should probably just leave commentary "on" and hear the normal Sacred 2 voices.

 

 

edit: diasble D2F mod, copy the 'speech' folder in fr_FR and re-enable D2F?

 

Well, yes, if you want to hear the English Diablo 2 voices in an otherwise French installation, yes you could do exactly that.

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