Popular Post gomagon 11 Posted September 10, 2016 Popular Post Share Posted September 10, 2016 The horse problem happened to me today. My character was Barbarian. When Barbarian defeated human or kobold(I forgot), a horse suddenly appeared. 2 Link to comment
gogoblender 3,042 Posted September 10, 2016 Share Posted September 10, 2016 lol At least this bug's got charm gogo Link to comment
Flix 5,116 Posted September 11, 2016 Author Share Posted September 11, 2016 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. 1 Link to comment
jordan0422 39 Posted September 11, 2016 Share Posted September 11, 2016 About the Amazon: is there more trophy bonuses besides Storm Combat Focus, Storm Combat Lore, spell resistance, and defense? Could bonuses to Huntress Focus, Amazon Magic Focus, and Amazon Magic Lore be added also? 1 Link to comment
Popular Post Flix 5,116 Posted September 11, 2016 Author Popular Post Share Posted September 11, 2016 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? 2 Link to comment
jordan0422 39 Posted September 11, 2016 Share Posted September 11, 2016 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.) 1 Link to comment
Popular Post Flix 5,116 Posted September 11, 2016 Author Popular Post Share Posted September 11, 2016 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.) Ok I followed up on this. What I discovered is that actually all of those bonuses and more are available on Trophies but only if they are higher quality (tier 7+) which is magic bordering on rare quality. Trophies get an additional bonus if they're high tier magic (33 possible bonus variations) and yet another bonus if they're rare tier (15 possible bonuses). You can see some examples here. That being said, most people are going to be using normal white quality or low level blue Trophies. And in that case there are only two bonuses (besides armor): the basic Storm Combat Focus/Storm Combat Lore/spell resistance/defense, and a hidden bonus damage against racial types. Yes, as far I can tell the bonus damage against racial types is still present from when they used to be Shrunken Heads. So, I've expanded the basic bonus to include the Amazon's other aspect lores and focuses (including Tactics Lore), and I think that's enough for a basic white-quality item. Diligent boss and champion killing may yield the higher quality Trophies with the expanded bonus selection. 2 Link to comment
Popular Post Tharkun 40 Posted September 13, 2016 Popular Post Share Posted September 13, 2016 (edited) Hey Flix! I'm here again to bother you with some weird things I've found and some question/suggestions. I don't know if this is an intended feature, but you can autosell (ctrl) without being on a shop, from anywhere on the map. The undead skeletons on the "disturbance of peace" quest have a shield on their feet. The guards on thylysium's port carry polearms but they use a fist animation when attacking. There's a some sort of passage that goes through this river. Here's a pic: http://es.tinypic.com/view.php?pic=2u94fh2&s=9#.V9gvdZh97IU The necromancer's runes look like a glove when on the ground. http://es.tinypic.com/view.php?pic=2ufztol&s=9#.V9gv0ph97IU Is it possible to implement crossbows? I've found some really good looking models lying around, maybe with a pistol animation? http://es.tinypic.com/view.php?pic=14visqp&s=9#.V9gv-Jh97IU http://es.tinypic.com/view.php?pic=30mo22o&s=9#.V9gwH5h97IU What's the blizzard meteors number increase per level? It doesn't display on the ca details. This is just my opinion but I think that fire blast looks more like a "sentry" than a bomb, it seem to fit better on wake of inferno. A good replacement for fire blast could be eternal fire with a bigger Area of Effect. I also think vanilla jolting touch is a better fit for claws of thunder. This is similar to the greatsword thing but sacred 2 axes look really dark compared to other weapons, even the "polished" models look dark, is it possible to make them look a bit more "clean"? Sorry to bother you, thanks as always! Edited September 13, 2016 by Tharkun 2 Link to comment
Popular Post Flix 5,116 Posted September 13, 2016 Author Popular Post Share Posted September 13, 2016 The undead skeletons on the "disturbance of peace" quest have a shield on their feet. The guards on thylysium's port carry polearms but they use a fist animation when attacking. The necromancer's runes look like a glove when on the ground. Ok those all sound like bugs. I'll look into it. Though I don't know why it should happen as I didn't change any of that equipment. I don't know if this is an intended feature, but you can autosell (ctrl) without being on a shop, from anywhere on the map. Yes, this is basic feature of the game. You get significantly less money than selling at a merchant but it's better than just throwing items away. There's a some sort of passage that goes through this river. There are many secret passages across the small rivers in Tyr Lysia. Try to memorize them and you will have a lot of shortcuts. Is it possible to implement crossbows? I've found some really good looking models lying around, maybe with a pistol animation? Yes, the game is full of great crossbows but there's no animations that can be used with them. As Energy Pistols they'd be held crooked, make energy sounds, and shoot energy bolts. And the Druid, Barbarian, and Amazon couldn't even use them. We wrote them off as a lost cause while making the Items Mod. What's the blizzard meteors number increase per level? It doesn't display on the ca details. I'm not sure how the numbers in the script translate to number of individual hailstones. I can tell you the Silver Mod "Hailstones" increases the amount by 25%. I'll put that in the tooltip. This is similar to the greatsword thing but sacred 2 axes look really dark compared to other weapons, even the "polished" models look dark, is it possible to make them look a bit more "clean"? I'll take a look. It may be that they could benefit from having the "metal" shader added to their textures to make them gleam. 3 Link to comment
Popular Post Flix 5,116 Posted September 14, 2016 Author Popular Post Share Posted September 14, 2016 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. It's hard to show the metallic quality in screenshots but when they catch the light they really shine. 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. 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. 2 Link to comment
gogoblender 3,042 Posted September 14, 2016 Share Posted September 14, 2016 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. It's hard to show the metallic quality in screenshots but when they catch the light they really shine. 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. 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! gogo 1 Link to comment
jordan0422 39 Posted September 14, 2016 Share Posted September 14, 2016 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. Link to comment
Flix 5,116 Posted September 15, 2016 Author Share Posted September 15, 2016 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. 1 Link to comment
Flix 5,116 Posted September 15, 2016 Author Share Posted September 15, 2016 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. 1 Link to comment
jordan0422 39 Posted September 15, 2016 Share Posted September 15, 2016 That's great to hear. Yeah, I think a 1:2 (Combat art to Werewolf/Dragon) level increase is a good idea also. Link to comment
Popular Post Flix 5,116 Posted September 16, 2016 Author Popular Post Share Posted September 16, 2016 A few more developments. The Druid's shapeshifted CA's are rebalanced, though they may need more testing. They can now reach up level 100, though this would be an extreme situation: level 200 character, 200 runes read in the form, +Combat Art modifiers, and aspect Focus mastered at a very high level. A more reasonable level to expect to get Fury, Maul, Fireball or Blaze would be 50-75. Fury's duration scales better regardless, which was kind of the initial point. The undead skeletons on the "disturbance of peace" quest have a shield on their feet. Turns out this was a bug in the vanilla game. Good catch! I played this quest many times and never noticed it. It happened because these skeletons were equipped with Undead Legion sword and shield, but they're just normal undead skeletons who can't use shields. So the shield appeared between their legs wedged into the ground. I fixed it by changing their equip set to a normal undead 2h sword. Before: After: The guards on thylysium's port carry polearms but they use a fist animation when attacking. Looks like another vanilla bug. High Elf soldiers don't seem to have working animations for Pole Arms. I gave them swords like other soldiers of their kind. Before / After: About the rune models, here's a rough draft: It's not much to look at, but then most people won't be looking at them too much anyway, as they only appear on the ground like this. I can give each character a different rune, so 7 variations in all. 2 Link to comment
Tharkun 40 Posted September 17, 2016 Share Posted September 17, 2016 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. 1 Link to comment
Dragon Brother 619 Posted September 18, 2016 Share Posted September 18, 2016 I like the shiny axes, definitely gives them the look of a polished, well treated weapon. 1 Link to comment
ZachCash 2 Posted September 18, 2016 Share Posted September 18, 2016 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 >< Link to comment
jordan0422 39 Posted September 18, 2016 Share Posted September 18, 2016 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? Link to comment
Flix 5,116 Posted September 18, 2016 Author Share Posted September 18, 2016 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). 1 Link to comment
ReZZiT 1 Posted October 2, 2016 Share Posted October 2, 2016 hello, is there a way to download only the monster mods? I dont want the new classes or the darker grass Link to comment
Flix 5,116 Posted October 3, 2016 Author Share Posted October 3, 2016 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. Link to comment
desm 329 Posted October 4, 2016 Share Posted October 4, 2016 (edited) 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 October 4, 2016 by desm Link to comment
Flix 5,116 Posted October 4, 2016 Author Share Posted October 4, 2016 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. Link to comment
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