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CM Patch 1.60 Highlights: Spell and Skill Fixes


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14 hours ago, dimitrius154 said:

Modifier Name IDs are directly defined in the code, and that definition piece is static. So no more modifers per CA.

And no, I can clearly state, that Sacred 1 CA system was more streamlined, there were no modifications. Some solutions were better, some - worse.

 

Ohhhh bad ; sad T_T 

13 hours ago, Flix said:

Here are some more updates in this area of the game, as well as some elucidation as to one of the changes previously mentioned.

Viperish Disease and Eternal Fire reworked and rebalanced to scale with skills and attributes and maintain killing power without being exploitable.  Ancient Magic, Intelligence, etc. will now have some useful effects on them.  I've also slightly increased the range, duration, and chance to spread from the huge nerf that previous CM Patches introduced.  I can't promise it's not 100% exploit-proof, but I think this is as balanced as I could make them.  You can also see below a fix to the Viperish Disease fx (compare to bugged vanilla appearance that looked like overlapping rectangles).

RTNPvPum.jpg   0Fq1nKzm.jpg   PeBOEfIt.jpg

Fire Demon and Nether Allegiance have better banishment FX.  Instead of bloody gore and dry bones, respectively, they have fiery sparks and spectral clouds upon un-summoning.

Wpd1Z7mt.jpg   ISFLJidt.jpg

Frenized Rampage has improved animations (and more projectiles) when using ranged weapons.  In vanilla, this CA uses the generic attack animation and adds 1 extra projectile.  Now, Frenzied Rampage uses unique animations with ranged weapons (bows, energy weapons, and throwing weapons), and produces 3-5 projectiles per cast.

OpZxpRLt.jpg

Scything Sweep should no longer be able to kill allies when gold mod “Hurl” is taken.  In vanilla this mod could kill quest escorts and even special mounts.  Now it is (mostly) safe from causing friendly fire.

IHzTYgft.jpg

Destroyers have improved explosion accuracy (will no longer prematurely self-destruct).  Basically they would sometimes detect that they were "touching" an enemy before they were really within explosion range. That's now fixed.

lHeNkaWt.jpg

 

Now to expand on a change I mentioned previously: "Buff FX now apply themselves to allies and minions immediately after casting/summoning."  This change had unexpected (and happy) side-effects that took a little while for me to notice and document:

DOT Damage FX Now Work.  You've seen fire and poison DOT, because they're used for Burn and Poison secondary damage effects.  However, Magic, Ice, and even Physical DOT were supposed to have their own FX that were bugged and invisible until now. 

D55MgT3t.jpg   UoLwYRLt.jpg   IMAJk4jt.jpg

Temporary bonuses now have FX.  These now display properly.  They are "generic" FX that aren't tied to the spell, but rather to the bonus.  Some examples would be: 

1TZqlDrt.jpg   Jolting Touch: Here you can see the FX from the mods "Payback" (spikes) and "Shelter" (shields).

NDEtfbGt.jpg   Augmenting Guidon.  Attack boost (crossed swords), defense boost (shields), and speed boost (orange lightning).

Md08z3Zt.jpg   Scything Sweep:  Note the energy "charge" built up on the SW's hand. This comes from the "Rage" mod.

These FX would not apply to temp and permanent buffs which have their own buff FX.  These would still appear as normal.

You rock man ^^ DO these change are updated now ?

Please can you do the same change you made for frenzied Rampage numbers projectiles for Dryad Ravaged impact  for 4 total projectiles ? ( 2 base + 2 with the gold modifier) and adjusting the dmg of course . I feel like this skill need better visual impact instead of this lonely arrow  and more relevant sound effect.The close combat version need a tweak too .

I remember the wood elf in sacred 1 had a arrow skill that make enemy explode when slain , it was very nice , it miss me 

Edited by Lony
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2 hours ago, Lony said:

You rock man ^^ DO these change are updated now ?

Please can you do the same change you made for frenzied Rampage numbers projectiles for Dryad Ravaged impact  for 4 total projectiles ? ( 2 base + 2 with the gold modifier) and adjusting the dmg of course . I feel like this skill need better visual impact instead of this lonely arrow  and more relevant sound effect.The close combat version need a tweak too .

I remember the wood elf in sacred 1 had a arrow skill that make enemy explode when slain , it was very nice , it miss me 

Yes, you can see all these changes right now if you download the latest beta patch.  :)

Ravaged Impact is supposed to be a single hard hit though.  One extra projectile is enough, making giving it 4 is overkill.

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50 minutes ago, Flix said:

Yes, you can see all these changes right now if you download the latest beta patch.  :)

Ravaged Impact is supposed to be a single hard hit though.  One extra projectile is enough, making giving it 4 is overkill.

Ravaged stay single all 4 arrow target the same mob, lowering each arrow dps for the same amount of damage. The change will only be for skill "visual and feeling"  but not to boost purpose and make it overpowered ^^ Because the skill feeling not so epic imo only with 1 base arrow , don't feel like we use a skill, it's the same visual as auto attack .

Edited by Lony
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