Popular Post Flix 5,116 Posted September 17, 2017 Popular Post Share Posted September 17, 2017 I'm going to breakdown the various changes of the upcoming CM 1.60 into manageable topics, because the full change log is HUGE! This post: Creature Fixes These are fixes to bugs with creatures' stats and spells. The Swirling Mist of Miasma now uses its special "Weakness" buffs that were designed for it (causes ice damage, lowers player stats and speed). The Swirling Mist of Miasma no longer regenerates health faster than it summons undead (reduced cooldown on summoning spell). Kufferath Castle is now defended by knights of its own realm (wearing Urtamark green) instead of DeMordrey soldiers. Guide Jaftar (human enemy, Light path main quest) is now a boss-level opponent who uses a weapon and a Hard Hit attack. Some elite Thraconians on Christmas Island who weren't properly flagged as elites now have the proper rank. Some normal ranged Slave Outcasts who were wrongly flagged as elites now have the proper rank. Reduced Poison DOT of Spiders' Venom Spit. Reduced the damage and healing of the Spider Queen Asmarael's life leech aura. Elite Yeti and Gahanka (Troll boss) now use the "Stomp" CA. All Trolls and Yeti who use the "Stomp" CA now use the correct animation. The Toughness skill now works properly for elite Blade Spiders. Elven Apparitions now have ice resistance like other ghosts. Ghost Wolves now inflict some physical damage like other ghost animals. Elite Ancestral Spirits now have their missing armor and damage mitigation values, as well as physical-to-ice damage conversion. Elite Scarabs are no longer missing damage and armor values. Bears, Boars, Spiders, Snow Leopards, and Yeti now have fur. Yellow shimmer on elite enemies removed - no longer overrides special texture effects like fur. Enemies will no longer spawn inside the town limits of Tharum, Na Fian, Dar Al Badja, the village by Eloeth-Sun, Badawi and the Badawi portal, or the exterior Scorpion Temple soulstone. All human-race NPC's in the game were scaled up in size so they're not so short and dwarfish compared to the player and other races. Female Orc Merchants now use the proper "Greetings" and "Farewell" voice files. Removed Knockback effect from enemy attacks because of a serious bug where the player could become perma-stunned until reload. Only Crystal Traps and a few bosses caused this effect. Most of these changes were introduced in Diablo 2 Fallen, so if you're familiar with that mod, you've already seen the breakdown of most of these fixes in the D2F Creatures Thread. Here's a couple changes that are new: Stomping Trolls. Trolls have a Stomp CA but had the wrong animation assigned. Now they do a big jump, sending out shockwave when they land. I also gave Stomp to Gahanka and elite Yeti. The Swirling Mist of Miasma was taking too long to summon fresh undead, meaning it would regenerate its health too much in-between summonings. Now it summons undead more frequently. This is a semi-reversal of a previous CM Patch change where the cooldown was made really long (too long). Yellow shimmer on elite enemies removed - no longer overrides special texture effects like fur. The thing is, there already 4 major indicators that an enemy is elite: different circle at the feet, different icon on the minimap, different health bar with gold nameplate, and different skin (sometimes). The yellow shimmer on the enemy model was overriding shaders and special fx, like fur. Now for the first time, all the fur on elite enemies will be seen. Humans too short. This isn't new, but worth talking about again. For some reason, Humans in Artamark and Bengaresh are astonishingly short, like little dwarf people compared to the playable characters. Strangely, children are of "normal" height compared to the player, which means the kids are almost the same height as the adults, which makes them look really creepy and disproportionate by comparison. This is fixed now. Before anyone complains about "a major gameplay element being removed" with the removal of knockback, let me clarify: in the vanilla game, only Gar'Colossus, Octagolamus, and Carnach could use knockback. Each of them were notorious for causing the "perma-stun" glitch. It's awful to experience. CM Patch then gave knockback to Asmarael and all the Crystal Traps in the Crystal Plane (huge mistake). Perma-stun bug reports skyrocketed after that. Knockback is now removed from those enemies. The player can still cause knockback, so the effect isn't removed from the game, just from a couple enemies, because the bug was just that problematic. 3 2 Link to comment
Popular Post lujate 578 Posted September 17, 2017 Popular Post Share Posted September 17, 2017 9 hours ago, Flix said: ... Before anyone complains about "a major gameplay element being removed" with the removal of knockback, let me clarify: in the vanilla game, only Gar'Colossus, Octagolamus, and Carnach could use knockback. Each of them were notorious for causing the "perma-stun" glitch. It's awful to experience. CM Patch then gave knockback to Asmarael and all the Crystal Traps in the Crystal Plane (huge mistake). Perma-stun bug reports skyrocketed after that. ... Good, Gar'Colossus was always such a dirty cheater! I'd be whipping him in a fair fight and he'd go and pull that sneaky trick. 1 1 Link to comment
Androdion 884 Posted September 17, 2017 Share Posted September 17, 2017 Oh come on, now I'm even more excited about the patch! 1 Link to comment
Popular Post Hooyaah 2,823 Posted September 17, 2017 Popular Post Share Posted September 17, 2017 Wow Flix, just... Wow! The waiting is the hardest part. You did not mention the new locations where the balloon captains can transport ones player around Ancaria. That's yet another thing to love about the upcoming CM Patch 160. I was wondering if some superfluous items modifiers in items could be omitted. Such as block chance knock back and pacifism. Right offhand I cannot conjure anything else in my mind that fills armor, etc. that could be replaced with a different and potentially useful item modifier. 2 Link to comment
Androdion 884 Posted September 17, 2017 Share Posted September 17, 2017 "Block chance knock back" could be replaced by "block chance CA", while pacifism... yeah, no clue! Hooyaah's right though, those kind of modifiers could be worked around somehow. 1 Link to comment
Flix 5,116 Posted September 17, 2017 Author Share Posted September 17, 2017 1 hour ago, Hooyaah said: Wow Flix, just... Wow! The waiting is the hardest part. The rune stacking issue is literally the last thing we have to get sorted out. Until we can agree on that, I'll be posting these change log chunks. This is just the tip of the iceberg folks! 1 hour ago, Hooyaah said: I was wondering if some superfluous items modifiers in items could be omitted. TBA. Block Chance: Knockback is replaced in CM 1.60. Removing Pacifism will be something for the "Enhanced Edition" mod I've yet to officially announce. 1 Link to comment
dimitrius154 612 Posted September 17, 2017 Share Posted September 17, 2017 >"Removing Pacifism" Just so people know - this is a specialized skill for PVP, only. It's also the only source of additional damage mitigation against hostile player attacks. Without it those can be quite... lethal. Link to comment
BrainMuncher 7 Posted September 17, 2017 Share Posted September 17, 2017 15 hours ago, Flix said: Reduced Poison DOT of Spiders' Venom Spit. Any particular reason for this? Link to comment
Flix 5,116 Posted September 17, 2017 Author Share Posted September 17, 2017 It's a balance decision. The Poison DOT is very high on this particular spell, nearly boss-level damage values, which are about twice the damage of other enemy spells with Poison DOT. This is in addition to a moderate flat physical damage burst with each spit (unchanged). Yet, these are just trash mobs. Unlike boss battles, you are typically fighting huge swarms of Spitting Spiders, so the health bar gets eaten through in seconds. As most players could tell, they're inexplicably some of the most dangerous encounters in the entire game. It wasn't always this way. Ice and Blood is when players saw this bizarre deadliness applied to these spiders. I'm trying to restore that pre-expansion balance, but I don't have the Fallen Angel scripts to work from. An alternative might be to apply a "duration" parameter. DOT spells are supposed to have a duration assigned, which dictates the period of time over which the damage is applied. Poison Spit has no duration parameter. The spell still functions, but its damage payload is applied immediately, resulting in huge chunks of health eaten away at once. If people don't like the idea of damage reduction, I could try to make the spell be like other DOT spells that spread out the damage over a duration. 1 Link to comment
Popular Post Yaohu 18 Posted September 17, 2017 Popular Post Share Posted September 17, 2017 (edited) 2 hours ago, dimitrius154 said: >"Removing Pacifism" Just so people know - this is a specialized skill for PVP, only. It's also the only source of additional damage mitigation against hostile player attacks. Without it those can be quite... lethal. while that is true Dimitrius, it isn't exactly useful for roughly 85-95% of all other players and merely clogs up the possible stats on Items. the majority of Sacred 2 players I know, play the Singleplayer, where Pacifism, due to its function, is absolutely useless. Edit: Flix, please correct me if I am wrong but that CA is defined as a "DoT" right? sooo "D"amage "o"ver "T"ime would mean the implementation of a duration parameter. It would not surprise me, if that was actually INTENDED to be done, but ultimately forgotten about before release. Edited September 17, 2017 by Yaohu Interim Post 1 1 Link to comment
Popular Post lujate 578 Posted September 17, 2017 Popular Post Share Posted September 17, 2017 I think toning down spider DOT is a good idea. 1 1 Link to comment
BrainMuncher 7 Posted September 18, 2017 Share Posted September 18, 2017 3 hours ago, Flix said: I don't have the Fallen Angel scripts to work from. I still have Fallen Angel in my steam list, I could probably get those for you if you want. Link to comment
Flix 5,116 Posted September 18, 2017 Author Share Posted September 18, 2017 39 minutes ago, BrainMuncher said: I still have Fallen Angel in my steam list, I could probably get those for you if you want. Hmm... yeah. If I could get the whole "scripts" folder that would be quite a treasure. Though I'm pretty sure if it's on Steam it's the full version with expansion. Link to comment
lujate 578 Posted September 18, 2017 Share Posted September 18, 2017 Couldn't you just do a fresh install and stop before the I&B patches? Link to comment
Flix 5,116 Posted September 18, 2017 Author Share Posted September 18, 2017 Well, I just checked the Wiki and remembered DOT duration is set in balance.txt to be 5 seconds, for ALL DOT spells, even those without "duration" in their spell entry. If a spell has a "duration" parameter, it will apply to other debuffs (like slowing, attack penalty, etc.), but the DOT duration will always be 5 seconds no matter what, even if "duration" is absent. Sorry for throwing that red herring out there guys. This means the problem with Poison Spit is just the raw damage itself, which I maintain is just too dang high. Even spread over 5 seconds, the damage payload is just punishing. Tell you what, I'll push out my new, weakened Poison Spit in the Beta Test version, and then get some reactions from players on whether it feels balanced. Link to comment
BrainMuncher 7 Posted September 18, 2017 Share Posted September 18, 2017 1 hour ago, Flix said: Hmm... yeah. If I could get the whole "scripts" folder that would be quite a treasure. Though I'm pretty sure if it's on Steam it's the full version with expansion. There's two separate versions in my list - Fallen Angel, and Gold. I'll download Fallen Angel overnight (slow connection) and see what version number it has. Link to comment
BrainMuncher 7 Posted September 18, 2017 Share Posted September 18, 2017 (edited) Finished the download, it definitely does not have the expansion. The title screen for Gold shows v2.65.2 build 1837. The title screen for Fallen Angel shows v2.43.0 build 1671. scripts.7z Edited September 18, 2017 by BrainMuncher 1 Link to comment
Excelsior 56 Posted September 18, 2017 Share Posted September 18, 2017 (edited) Glad a lot of these fixed were fixed, some of them bothered me (like the fact that when a Seraphim talked to a human, the Seraphim's hand went through the human's face because physics and you could see that the Seraphim's hand was bigger than the Human's face ) Edited September 18, 2017 by Excelsior 1 Link to comment
Saraphima 34 Posted September 19, 2017 Share Posted September 19, 2017 (edited) Could the same effect be applied to the other cats since they share the same model with the leopards? Maybe with shorter fur if possible? Lion and wolves as well? Edited September 19, 2017 by Saraphima Link to comment
Dragon Brother 619 Posted September 19, 2017 Share Posted September 19, 2017 Looks good Flix, especially the stomping trolls! Link to comment
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