Popular Post Flix 5,116 Posted September 22, 2017 Popular Post Share Posted September 22, 2017 Welcome to the CM 1.60 Beta pre-release party. Grab a drink, pull up a chair, and let me tell you about the final batch of changes that are coming to Ancaria before I release it into the wild later tonight. ========================================================== Starting Island Portal is enabled in singleplayer. Access it any time. Visit the merchants, start the CM quest "Bugs!", and make use of the the portal dungeon there to jump around the world. Ship Ports and Hot Air Balloons now work like Portals. After activation, they may be accessed from the world map at any time or place. New "Travel Agent" NPC's added in 20 locations. These NPC's use the ship captain icon and will unlock new "portals" through which to travel. You can read more about this new feature and check out their new locations in this thread: ADDING NEW PORTALS TO COMMUNITY PATCH. The player can now teleport to underground soulstones when above ground. This bug kept people from being able to get to places like the Great Machine soulstone. Mounts can now be called into dungeons and underground areas (player must still dismount when entering\leaving dungeons due to code limitatons). Run Speed (non-functioning bonus) on Horses is replaced with a Physical Armor bonus. There was just no way to get this bonus to work. The best alternative was to replace it with a different useful bonus. Don't forget the player can now use buffs on Horses! Player no longer gets stuck running around in circles when trying to mount Horses and Special Mounts. It's happened to all of us. The player only want to mount on one side. If you're on the wrong side, the toon runs around trying to get to the other side, and sometimes gets stuck running back and forth. This is now fixed, or at least mitigated. Player no longer loses control of the camera during boss battles (no more centering on the boss and extreme zoom out). This feature was very disorienting, and on rare occasions it would make the keyboard unresponsive, making boss battles about 20x more stressful than they needed to be. Also you could never get a good look at a lot of smaller bosses because the camera zoomed out so much. Stackable items have max stack size increased from 20 to 99. Runes are now stackable. Items already in inventory before patching must be dropped and picked up again to benefit from this change. Thanks to everyone who participated in the Rune Stacking poll and gave feedback! Autocollect pickup range increased. Basically the graphical circle and the actual pickup radius are separate. To make the graphic match the new coded pickup radius, change the line "autoCollectRadius" to a value of "230" in options.txt (not required, but recommended). The player can now use the "ESC" key as an additional quicksave hotkey (in addition to the player's usual quicksave key). Requires editing options.txt. If you're happy with the quicksave being bound to a single key, then no need to do anything. If you'd like some extra assurance that your progress is always saved, then open options.txt and edit the following two lines so that they read as follows: binding_shortcut0 = 1, cmd_shortcut0 = "sys savehero", Sources of "Experience per Kill" on items, potions, statues, and spells now stack instead of overriding one another. Yes the dreaded bug is finally squashed. How do all these various sources of XP per Kill now work together? Very simple: Hero statue bonus overrides potion bonus whatever the application sequence, potion duration overrides statue duration whatever the application sequence, experience bonuses from items and spells are added afterwards. All binaries patched to address the game's memory leak problem and improve PhysX performance. Crashing and freezing should be dramatically reduced. This is a big change. This includes a newer version of mss32.dll, as well as all the binaries patched to allow memory usage over 2GB. In addition to this, Dmitriy has made the game flush the system memory on changing zones and on game exiting/reloading. If you are using the new CM 1.60, please don't patch any of the files yourself or use any 3rd party utilities. The days of trying to flush the system memory yourself, either manually or with a program, are also over. Elite Mounts Project is now fully integrated. This will no longer be a separate mod going forward. Elite Mounts in its entirety is now included in CM Patch, playable in all 10 languages for the first time. This huge project was the child of many parents over many years, so I'm glad it will finally be a part of the CM Patch as it was always intended. Fixed an Inquisition temple model that had gaps where the mesh pieces didn't fit together right. This was just kind of a random last minute change. Any final thoughts before I roll it on out? My last task is to encode the raw texts of all the different languages, so barring any errors there, ETA in 5-6 hours. 4 2 Link to comment
Saraphima 34 Posted September 23, 2017 Share Posted September 23, 2017 I don't think I've ever been this excited about a patch before? I like how you guys are asking us more and more about the patch this time around. 170 will be even better Link to comment
Androdion 870 Posted September 23, 2017 Share Posted September 23, 2017 So on the auto-pickup thingy, since the pickup radius is wider why not have the circle shown as it should be by default instead of leaving it to the user to change the value?! That is assuming I've read it right. Experience per kill will have its maximum individual bonus be the hero statue, maximum length be the potion's duration and everything else stacks. Correct? Are you going to make Elite Mounts available as a static seller or as a quest that unlock him? Link to comment
Flix 5,116 Posted September 23, 2017 Author Share Posted September 23, 2017 We can't distribute changes to options.txt as part of a mod. It's located in a whole other directory, in the user folders. And even if we did upload our own options.txt and tell users where to put it, it would override every single one of their settings in the options menu. All the graphics settings, all their controls and hotkeys, camera settings, etc. could be dramatically changed, requiring the player to go in and spend forever trying to set things up the way they had it before. Therefore it's up to us to tell users how to edit options.txt if needed. And it's not really needed, just recommended if you want the graphical circle to match the actual radius. Regarding XP per kill, yes you're right. Regarding Elite Mounts, currently you just go to the dealer and start buying. He needs a gateway quest, but I dunno if I'm up to it. I could probably manage a one-step quest, where he sends you to go kill something REALLY powerful, and then begins selling. I can't promise anything though, I seem to have just no free time anymore. Link to comment
Androdion 870 Posted September 23, 2017 Share Posted September 23, 2017 Oh I see, and if it picks on such global settings then you're absolutely right in that it shouldn't be tampered with. Some things really need to be explained in order to be understood. I know you're on a schedule and with larger responsibilities, but even a one-off "go wack a beast get some beasties" type of thing would be nicer than your new random guy. Given that it's all new content offered on a vanilla game I'd say even the smallest additional step would make sense. But I'm not pushing it because, well, priorities. I understand, we all do I suppose. Link to comment
Dragon Brother 619 Posted September 23, 2017 Share Posted September 23, 2017 Great work team! Definitely a few quality of life improvements in there 1 Link to comment
Hooyaah 2,800 Posted September 23, 2017 Share Posted September 23, 2017 I am nearly rendered speechless. I cannot think of a single thing not to love about this CM patch 160. I will pose only this query: Should I do a fresh install of the game before patching it or just delete the Elite Mounts mod (or any others) now rendered redundant and/or superfluous? 1 Link to comment
Flix 5,116 Posted September 23, 2017 Author Share Posted September 23, 2017 On 9/22/2017 at 11:19 PM, Hooyaah said: Should I do a fresh install of the game before patching it or just delete the Elite Mounts mod (or any others) now rendered redundant and/or superfluous? That depends how much you trust yourself to uninstall all your mods successfully. Clean install is safest. Players trying the 1.60 beta test should be prepared to go without any other mods whatsoever. undressed mod is going to have to be updated after the full release of CM 1.60 (fallback equipment removed in the new creatureinfo.txt) Link to comment
dimitrius154 612 Posted September 23, 2017 Share Posted September 23, 2017 There's an important note to be added: Fullscreen-mode should be used to guarantee the enhanced stability of the game in the memory department. Historically, Ascaron games( Sacred 1 and Sacred 2, both) demonstrate nasty side effects, if played in windowed-mode for extensive period of time. For Sacred 2 - crashes. For Sacred 1 - memory amount used gets to ~1024MB, then the game session freezes, or, if Orla-Aisling Jolt full set bonus is used in SP - constant increase of the savegame file up to ~21MB, then corruption. Link to comment
GoldenGirl 25 Posted September 24, 2017 Share Posted September 24, 2017 Hi there is this upgrade compatible with german cm patch v150? Is that patch exclusively from your team or is czevak & marcus in the process too? 1 Link to comment
Popular Post Flix 5,116 Posted September 24, 2017 Author Popular Post Share Posted September 24, 2017 19 minutes ago, GoldenGirl said: Hi there is this upgrade compatible with german cm patch v150? Hello! Yes. All languages, just like always. Czevak and Pesmontis have helped prepare the German localization. 19 minutes ago, GoldenGirl said: Is that patch exclusively from your team or is czevak & marcus in the process too? We are the same team. This release is a test version, just like Czevak and Marcus always released in between official releases. We are using MantisBT just like always to track and fix bugs and restore content. The only difference is I am making the announcements and leading this release. 2 Link to comment
gogoblender 3,042 Posted September 24, 2017 Share Posted September 24, 2017 36 minutes ago, GoldenGirl said: Hi there is this upgrade compatible with german cm patch v150? Is that patch exclusively from your team or is czevak & marcus in the process too? Hi golden girl!! Lovely having your visit ?.. I’m such a huge fan of those gorgeous sacred 2 art work calendars you create and post on face book.. im a fan! ? Gogo 1 Link to comment
GoldenGirl 25 Posted September 24, 2017 Share Posted September 24, 2017 1 hour ago, Flix said: Hello! Yes. All languages, just like always. Czevak and Pesmontis have helped prepare the German localization. We are the same team. This release is a test version, just like Czevak and Marcus always released in between official releases. We are using MantisBT just like always to track and fix bugs and restore content. The only difference is I am making the announcements and leading this release. Ok, thx for the info. You can chat with Sacred Legends when something new is coming. We are always hot on updates regarding the CM patch 52 minutes ago, gogoblender said: Hi golden girl!! Lovely having your visit ?.. I’m such a huge fan of those gorgeous sacred 2 art work calendars you create and post on face book.. im a fan! ? Gogo Thanks for the nice compliment ? I have really a most fun to created this wallpaper of Sacred 2. My nickname has been 3 years now Crow Girl but my loggin here is much older Sorry for my bad English 1 Link to comment
Popular Post Flix 5,116 Posted September 24, 2017 Author Popular Post Share Posted September 24, 2017 5 hours ago, GoldenGirl said: Ok, thx for the info. You can chat with Sacred Legends when something new is coming. We are always hot on updates regarding the CM patch Sorry I didn't reach out to you sooner Crow Girl! I haven't forgotten about the awesome community at Sacred Legends. I will make a post soon, or ask Pesmontis or Czevak to make a post. 2 Link to comment
GoldenGirl 25 Posted September 26, 2017 Share Posted September 26, 2017 On 25.9.2017 at 1:56 AM, Flix said: Sorry I didn't reach out to you sooner Crow Girl! I haven't forgotten about the awesome community at Sacred Legends. I will make a post soon, or ask Pesmontis or Czevak to make a post. Yes I am looking forward and many thanks for your commitment from our community 1 Link to comment
Dorimil 224 Posted September 26, 2017 Share Posted September 26, 2017 great work! and where do I get the time to play Sacred 2 again (and again and again!) to enjoy all the changes? 1 Link to comment
Popular Post GoldenGirl 25 Posted September 26, 2017 Popular Post Share Posted September 26, 2017 (edited) What I wanted to say ... I'm very happy that the Special-Mount Mod was integrated into the Cm Patch. A question: Designs Czevak a logo for the v0160 again? Have a look - News Sacred Legends - https://www.sacred-legends.de/ Edit: Is the Patch not compatible with the Sacred 2 Enhanced Spells Mod? On 26.9.2017 at 1:27 PM, Dorimil said: great work! and where do I get the time to play Sacred 2 again (and again and again!) to enjoy all the changes? Hi Dorimil, how are you? The community is not responsible for your leisure time. You make your own luck Edited September 27, 2017 by GoldenGirl 3 Link to comment
Flix 5,116 Posted September 27, 2017 Author Share Posted September 27, 2017 On 9/26/2017 at 10:57 AM, GoldenGirl said: What I wanted to say ... I'm very happy that the Special-Mount Mod was integrated into the Cm Patch. A question: Designs Czevak a logo for the v0160 again? Have a look - News Sacred Legends - https://www.sacred-legends.de/ Edit: Is the Patch not compatible with the Sacred 2 Enhanced Spells Mod? Yes! Czevak designed this logo. I am responsible for the new colors. Enhanced Spells is NOT compatible, YET. However, I am making a new version of Enhanced Spells that will be compatible! It will be a special "Enhanced Edition" mod that will have many new changes to items, enemies, spells, and skills. Players will have two versions to chose from: Original Spells or Enhanced Spells. But that is the future... first we must complete the CM Patch 1.60. This will be the new foundation on which we build all the mods. I will update old mods for compatibility. 1 Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now