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The Diablo 2 Fallen Items Thread

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Now that the Assassin (Temple Guardian) doesn't have an energy shield, is it possible to remove all the energy shield related modifiers from his equipment? I'm seeing batteries with modifiers like "Max shield energy", etc. It's a minor annoyance.

Ah yes, good point. I removed all such modifiers from his unique and set items but forgot to do so for his random batteries. I'll get on it shortly.

 

 

There were a few sabers and swords that seemed really tiny and frail to me, almost as small as daggers. So in Beta 7 these models are scaled up in size.

 

yvJv1h5.jpg

The second sword texture is used for Ysandrifa's Law.

 

 

Kxr2zvq.jpg

The third sword texture is used for Blade of Mutiny.

 

 

4aMWuRc.jpg

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I've always wondered, Is it possible to add bowstrings to all bows?

 

Well Pesmontis delivered on this one. I didn't even have to ask him. Buy this guy a beer if you're ever in his neck of the woods.

 

DOKBpig.jpg

 

wn0Uazp.jpg

 

W85grdt.jpg

 

Every single bow in the game now has a bowstring. Pesmontis added them to over 30 different models, and I personally documented every one.

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I've always wondered, Is it possible to add bowstrings to all bows?

 

Well Pesmontis delivered on this one. I didn't even have to ask him. Buy this guy a beer if you're ever in his neck of the woods.

 

DOKBpig.jpg

 

wn0Uazp.jpg

 

W85grdt.jpg

 

Every single bow in the game now has a bowstring. Pesmontis added them to over 30 different models, and I personally documented every one.

 

Guys, this is awesome! Always bugged me how they were missing the strings... and though I kind of made one up in my mind's eye, seeing this extra nugget of detail is just that much more love added which I appreciatate (and know the fans will too! :bounce: )

Thank you Pesmontis and Flix! Beers, yes... *sliding across bar* ... :bounce:

 

Curious... does having the string make the bow animation change?

 

:)

 

gogo

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Curious... does having the string make the bow animation change?

 

Funny you should mention that. The quick answer is no, because the bows were never animated to begin with. It's just the player that makes the bowstring-pulling motion and then the arrow just materializes and fires.

 

And that might be the end of it, except that it turns out bows could be animated.

 

 

The string can be gripped and pulled back, even the ends of the bow itself can be bent from the pulling of the string.

 

In the end, what killed the idea is that the animations for shooting bows are so different between the different characters that it was impossible to make a "one size fits all" bow animation. If it was just the High Elf that was the only player character, then it would work but the other characters just don't match.

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Hi Flix, I've found a couple of rare poison jewels and unique poison jewels and the rare ones seem to boost all poison damage a bit more than the unique ones, even lower level rares give a better boost to poison damage than the unique ones.

Are Malthael's weapons available for player characters? Those look beast.

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Hi Flix, I've found a couple of rare poison jewels and unique poison jewels and the rare ones seem to boost all poison damage a bit more than the unique ones, even lower level rares give a better boost to poison damage than the unique ones.

Rare jewels shouldn't boost damage at all. They should give chance for secondary effect +X%. Only unique jewels boost damage. Please take a screenshot if this doesn't seem to be the case.

 

Are Malthael's weapons available for player characters? Those look beast.

No. No one in Ancaria has the power to wield death's sickles without dying.

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>Are Malthael's weapons available for player characters? Those look beast.

No. No one in Ancaria has the power to wield death's sickles without dying.

ha...sounds so epic...

pure awesome Flix

 

:thumbsup:

 

gogo

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You're right, rare jewels give a chance for secondary effect, sorry my bad.

 

 

>Are Malthael's weapons available for player characters? Those look beast.

No. No one in Ancaria has the power to wield death's sickles without dying.

ha...sounds so epic...

pure awesome Flix

Couldn't agree more :bow:

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Small Item Update

--------------------

I have significantly boosted the power of the item modifier: "Energy Shield Absorption: Opponent -X%". This modifier normally has very limited usefulness since there are only a small number of opponents that use Energy Shields. Therefore it will now allow you to cut through an energy shield in just a few hits.

--------------------

A recent discussion got me thinking, there are no special item modifiers unlocked and boosted by the Magic Staves skill like there are for other weapon lore skills.

 

So in Beta 8, all random magic staves and wands will have new unlockable bonuses added to their pool of potential modifiers:

 

  • Casting Speed +X%
  • Spell Intensity +X%
  • Block Chance: Close Combat +X%
  • Block Chance: Combat Arts +X%
  • Chance to Halve Regeneration Time +X%
    • Unlocked by Magic Staves skill mastery. Item level 70 or higher. Magic tier or better. Normal difficulty or higher.
  • Combat Art Range +X%
    • Unlocked by Magic Staves skill mastery. Item level 70 or higher. Rare tier only. Normal difficulty or higher.

These values will typically scale better than the normal appearances of such bonuses, especially with heavy investment in the Magic Staves skill.

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Still tweaking and improving! I like the add for the continuity with other skills it brings.

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Target release date for Beta 8 is Easter 2017. That's just over 1 week from today. So for the next week as we count down to release, in addition to updates on new content, I'm also going to post some Easter goodies for players of D2F.

 

I will be posting stashes packed full of new D2F items. These files are made in the same manner as the item downloads in the DarkMatters downloads.

 

These are stashes with multiple copies of each item, from low level up to the highest level. You install them by overwriting your chest.sacred2chest file in your save folder.

 

Contains:
  • Blackhand Key (Necromancer Wand)
  • Chromatic Ire (2h Magic Staff)
  • Dimoak's Hew (Halberd)
  • Reaper's Toll (Halberd)
  • Skull Collector (2h Magic Staff)
  • The Battlebranch (Pole)
  • The BFG (Paladin Energy Weapon)
  • The Oculus (Sorceress Wand)
  • The Tannr Gorerod (Pole)
Item Levels:
30 - 210 in roughly 10 level increments. Normal-Hell difficulties.
As I upload each part, I will add it to a master list in the first post in this thread for convenience.

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Contains:

  • Azurewrath (B@stard sword)
  • Coldsteel Eye (Saber)
  • Culwen's Point (B@stard sword)
  • Djinn Slayer (Saber)
  • Ethereal Shortsword
  • Firelizard's Talons (Fist weapon)
  • Hexfire (Saber)
  • Jade Talon (Fist weapon)
  • Natalya's Mark (Fist weapon)
  • Shadow Killer (Fist weapon)
  • Skewer of Krinitz (Saber)

Item Levels:

20 - 210 in roughly 10 level increments. Normal-Hell difficulties.

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These stashes contain all the unique daggers and 2h swords added in the mod.


Contains:

  • Blackbog's Sharp
  • Cloudcrack
  • Ethereal Greatsword
  • Shadowfang
  • Spectral Shard
  • Stormspike
  • The Jade Tan Do
  • The Patriarch
  • Wizardspike

Item Levels:

20 - 210 in roughly 10 level increments. Normal-Hell difficulties.

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This batch of items contains the new shortbows and throwing weapons of D2F.


Contains:

  • Deathbit
  • Ethereal Shortbow
  • Glimmershred
  • Lacerator
  • Lycander's Aim
  • Ravenclaw
  • Skystrike
  • The Scalper
  • Warshrike

Item Levels:

20 - 210 in roughly 10 level increments. Normal-Hell difficulties.

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These are the new 1h axes.


Contains:

  • Butcher's Pupil
  • Coldkill
  • Ethereal Axe
  • Guardian Naga
  • Messerschmidt's Reaver
  • Rakescar
  • Tancred's Crowbill

Item Levels:

20 - 210 in roughly 6-12 level increments. Normal-Hell difficulties.

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Continuing your Easter basket of goodies




Contains:

  • Blastbark (Bow)
  • Dangoon's Teaching (Mace)
  • Demon Limb (Hammer)
  • Ethereal Maul (2h Hammer)
  • Kuko Shakaku (Bow)
  • Riphook (Bow)
  • Stormrider (2h Axe)
  • Stoutnail (Hammer)
  • Windforce (Bow)
  • Wizendraw (Bow)

Item Levels:

20 - 210 in roughly 10 level increments. Normal-Hell difficulties.

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Contains:

  • Herald of Zakarum (Paladin-only shield)
  • Lidless Wall
  • Pelta Lunata
  • Taebaek's Glory
  • Umbral Disk
  • Wall of the Eyeless

Item Levels:

20 - 210 in roughly 10 level increments. Normal-Hell difficulties.


As I was beginning to question whether these were worth the effort, I caught a bug where I had the wrong shield model assigned to Herald of Zakarum. If you get the shield from these stashes (and from Beta 8 onward) it will be the correct model.

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Hello Flix, I'm new here and I love your mod D2 Fallen!

So I have a question, would it be possible to implant a category of object called "Souls", Powerful items that can be placed on the "Rings" compartment; That one can loot on the bosses? :)

Edited by Bogen62
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Hello Flix, I'm new here and I love your mod D2 Fallen!

So I have a question, would it be possible to implant a category of object called "Souls", Powerful items that can be placed on the "Rings" compartment; That one can loot on the bosses? :)

 

Hi sorry for the late response. Thanks for trying the mod. That's an interesting idea. The way item categories work they would still have to be classified as rings and would make ring sfx. I'm not sure there's a Diablo-related antecedent to "Souls" however. What kind of properties would you expect them to have?

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Hello Flix, I'm new here and I love your mod D2 Fallen!

So I have a question, would it be possible to implant a category of object called "Souls", Powerful items that can be placed on the "Rings" compartment; That one can loot on the bosses? :)

Happy you found your way to our boards, Bogen

Have fun with Flix's Mod, and welcome to DarkMatters!'':)

 

gogo

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Hey Flix!

Quick question, is it possible to implement proc skills or aura type skills on items in Sacred 2? Something like "25% chance to cast level 5 blizzard on hit" or "grants level 2 burst of speed when equipped"

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Hey Flix!

Quick question, is it possible to implement proc skills or aura type skills on items in Sacred 2? Something like "25% chance to cast level 5 blizzard on hit" or "grants level 2 burst of speed when equipped"

 

Nope

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Item Update for v10:

  • Fixed a typo in the drop lists that made some Legendary hafted weapons too rare.
  • Fixed a typo that caused rare 1h axes to sometimes lack a bonus.
  • Fixed a bug where some shortbows and recurve bows were missing damage.
  • Reaper's Toll is now classified as a halberd, like all other scythes in D2F.
  • Druid animal pelts are more common now.
  • Set pieces of "Undead Legionaires' Armaments" are rebalanced: modifier intensity reduced, drops are more rare.
  • Throwing Stones now use a special bonus group that includes: Knockback, Disregard Armor, and Stun.
  • Fixed a bug where Books had ranged weapon stats in their tooltips.
  • Adjusted the icon size and orientation for several bows and a few swords.

And some quest reward updates:

  • "The Imposter" quest reward: player now gets Dark Guardian (instead of Huntress of Light) if the evil path is taken.
  • Player now gets the reward for killing the Garganthropod on the Shadow Path (Amulet of the Jade Scarab).
  • Amazon now gets Griffon's Eye class quest reward on Shadow Path (instead of Shaman's Mask).
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Hey Flix.

I 've been wondering about crossbows again and I think these could be used as a amazon/dryad weapon only.

https://prnt.sc/izgra1

The blowpipe stance could be looked (with a little imagination) as a crossbow shooting stance, if you change some of the blowpipe models to look like a crossbow, these could be a "strong but slow" kind of version of the blowpipe.

I think even the sound effect fits as a crossbow shot sound.

What do you think? Thanks in advance!

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