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Sacred 2 Downloads - DIMITRIUS'S CM PATCH ADDENDUM - 2023


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22 minutes ago, Flix said:

I'd rather see more weapon classes made available to the various characters, rather than the reverse.

Ah, yes, the two-handed Warhammer wielding sleek Elf weakling mage. Would probably make a good parody, then again, I'm no Mel Brooks.

[EDIT] Eh, sorry, couldn't help myself.

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On 3/18/2020 at 2:50 AM, Flix said:

I'd rather see more weapon classes made available to the various characters, rather than the reverse. The exception would be if there's some compelling lore reason, like the Dryads abhorring T-Energy.

As the animation fixing draws to a close(interesting, I've reworked around 2000 animation files over the  year, not bad), I'm revisiting the issue.

I've designed a solution for the High Elf pole weapon animations(there's no longer a case for restricting her from pole weapons), there's a dual-wield solution, there's a T-Energy staff solution for the Temple Guardian.

The Dragon Mage is objectively restricted to fist weapons and two-handed magic staves.

There's a decision to make about the Shadow Warrior. Should ranged weapons be available to him? He's effectively a melee specialist + necromancer. That means melee weapons + two-handed magic staves. Which leaves the lore intact and the Spectrail Hand viable. Especially now, that I've found a simple, but splendid improvement for the Ruinous Onslaught mechanics.

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On 4/20/2020 at 6:28 PM, dimitrius154 said:

There's a decision to make about the Shadow Warrior. Should ranged weapons be available to him? He's effectively a melee specialist + necromancer. That means melee weapons + two-handed magic staves. Which leaves the lore intact and the Spectrail Hand viable. Especially now, that I've found a simple, but splendid improvement for the Ruinous Onslaught mechanics.

Given my quoted statement on the matter, I doubt we'll come to any agreement on how this should be handled.

I've got an incoming dump of (mostly minor) bugs I've fixed in latest version of EE, sometime later this week.

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1 hour ago, Flix said:

Augmenting Guidon Gold mod “Fear” debuffs the player instead of (or in addition to) opponents.

Now, that's interesting.

1 hour ago, Flix said:

By the way, do you have a list available that describes what each final number in a spell token performs? I mostly have to use trial and error.

No, have never much researched that particular aspect. I believe it affects the way the token value is calculated, and whether or not it's affected by diminishing returns. Oh, it also affects whether friendlies, or hostiles are affected.

1 hour ago, Flix said:

I've increased minimum drop level from 10 to 30. I've also changed them from tier 13 to tier 14.

I've combed through the blueprint.txt yesterday. All uniques have tier 13, all sets have tier 14. All uniques, sets and legendaries can now drop in Bronze, technically.

 

Another item - drops. I now think grave drop ID selection is actually hardcoded into the appropriate sector files.

Edited by dimitrius154
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11 minutes ago, dimitrius154 said:

Strange, my attack rating does not decrease. The final is number is 42.

Let enemies hit you, and see if their hits debuff your attack rating.

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5 minutes ago, dimitrius154 said:

Nope, there are no icons for any of the v_t-scarabaeus creature variants.

Yes, I just noticed the same.   I made icons for Scaron and the "wild" orange one (that wasn't even in the game until CM 1.60).  Didn't think to check the others back then.

I attached the fixed Raging Boar texture.

v_wildschwein-miniboss_d.dds

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3 hours ago, Flix said:

Equipset should be deleted from their creature entries (1741, and 258,).

1741 has equipset 413 - it's an empty one. I'm assigning it to the 258 as well.

3 hours ago, Flix said:

Informant Harol (TaskCreature(3948,) has an equipset that is not suited for his model

I'm changing him to itemtype 8225, creature 875. Judging from the Commander dialogue, as well as Harol's, he's not an informant, but a military operative. So, it's 'Officer Harol':smile:

Also, 'Lord of a Castle':sob:  Shouldn't it be 'Lord Reikenstein'?

Edited by dimitrius154
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1 hour ago, dimitrius154 said:

Also, 'Lord of a Castle':sob:  Shouldn't it be 'Lord Reikenstein'?

Yes, I've renamed him so in EE.  There's hundreds of such examples of lazy writing that I've overhauled over the years.  I never took the time to list all of them.  I've also spent a lot of time "spreading out" the taskcreature diversity.  The devs seem to like to reuse the same NPC's as quest-givers over and over and over.

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So, this is very interesting:

Some bad news about 'Augmenting Guidon' or whatever hybrid offensive-defensive buff used - you don't use the same stat as both strengthening(final number 41) and weakening(final number 42). Extremely annoying side-effects.

Also, tokens from 'CSpellSkProvozieren' have no function. So I can't make a banner, that talks trash to hostiles and forces them into close combat.:angry:

Some good news: 'et_slowdown_missiles' works like a charm. Against any projectiles, it seems, novae included. 

Edited by dimitrius154
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1 hour ago, dimitrius154 said:

Also, tokens from 'CSpellSkProvozieren' have no function. So I can't make a banner, that talks trash to hostiles and forces them into close combat

Yeah I experimented with those a while back.  No way to force aggro.  spez = "DEBUFF_NOFLEE", seems to just be completely broken; it doesn't even work on items.

Speaking of defunct bonuses, I also experimented with trying to get an "All Attributes +X" bonus functioning.  There's one in the code, but it's clearly deactivated. 

yry0i4k.jpg

7LwTNvJ.jpg

You can see the naming engine trying to generate an appropriate name based on attribute bonuses, as well as the Loka-ID triggering for the bonus tooltip.  I checked and the Loka-ID ended up being "UI_TT_BONUS_STATS_INACTIVE". 

It's been some time so I forget the way I crafted the bonus.  I think it was something like:

  type = "BONUS_STATS",
  spez = "STATS_ANY",

It could have been STATS_ALL or STATS_MAX, I tried several before it "worked."  Anyway, we have All Skills +X and All Combat Arts +X, I don't see why All Attributes +X should be prohibited if it's appropriately balanced.

43 minutes ago, dimitrius154 said:

 You know, tactically this one is better, than the original.

you don't use the same stat as both strengthening(final number 41) and weakening(final number 42). Extremely annoying side-effects.

Agreed.   I will likely need to review some spells in D2F to check for this kind of thing.  I gave Grim Ward to enemies, who knows how badly they've been debuffing themselves all this time.

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On 4/24/2020 at 6:50 AM, Flix said:

It could have been STATS_ALL or STATS_MAX, I tried several before it "worked."  Anyway, we have All Skills +X and All Combat Arts +X, I don't see why All Attributes +X should be prohibited if it's appropriately balanced.

It's STAT_MAX. There're so many pieces missing, that it's easier to code in another bonus for the purpose. Fortunately, there's BONUS_SMITH and BONUS_GOLD. BONUS_SMITH is unused and BONUS_GOLD, while coded in, is not assigned to any bonus blueprint.

Edited by dimitrius154
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On 4/24/2020 at 4:11 AM, Flix said:

There's hundreds of such examples of lazy writing that I've overhauled over the years.  I never took the time to list all of them. 

Mr. @Charon117, I have a request, if You're interested:

We have this here global.res decoded in a form of a txt file. All text strings are accompanied by a generated numerical ID. Would You consider writing a utility, that compares two such text files, and generates a report, that contains instances of differing texts for matching numerical IDs?

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And another one:

newBonus = {
--  name = "sb_addattr_all_rel",
  rating = 40,
  basedonskill = "SKILL_INVALID",
  type = "BONUS_ALLSTATS_REL",
  spez = "",
  spez2 = "",
  usagebits = 65535,
  minconstraints = {50,13,0},
  difficultyvaluerange0 = {0,50,100},
  difficultyvaluerange1 = {1,65,130},
  difficultyvaluerange2 = {2,80,160},
  difficultyvaluerange3 = {3,100,200},
  difficultyvaluerange4 = {4,125,250},
}
mgr.createBonus(930, newBonus);

Percentage based increase for, hmm, some kind of extra difficult to get Annihilus Charm, or something.

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@FlixI think, I can restore the 'noflee' functionality, at least on par with the "Radiant Pillar"'s  'Hyphosis' effectiveness. Question is: should the effect be considered a debuff? The 'Fear' most certainly isn't. It's therefore logical to use the 'BONUS_NOFLEE', rather then 'DEBUFF_NOFLEE'.

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1 hour ago, dimitrius154 said:

Percentage based increase for, hmm, some kind of extra difficult to get Annihilus Charm, or something.

Close, I had it mind for the Hellfire Torch.  :wink:  Well, the flat bonus actually, but we'll see what feels right. 

1 hour ago, dimitrius154 said:

Question is: should the effect be considered a debuff? The 'Fear' most certainly isn't. It's therefore logical to use the 'BONUS_NOFLEE', rather then 'DEBUFF_NOFLEE'.

Well, what does the name matter, unless we're talking about mechanics actually being different?  Is the issue that in one case it may be resisted or mitigated somehow?

Also I'm sure you've noticed, but type = "BONUS_NOFLEE", is already in use, applied to creatures to give them a kind of fear immunity.  I don't know if there would be any overlap/interference with what you're planning.

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37 minutes ago, Flix said:

Is the issue that in one case it may be resisted or mitigated somehow?

That's the point. The BONUS_NOFLEE is supposed to resist the BONUS_CHANCE_FLEE, but I don't see it in the calculation.

Is there any confirmation, that creatures with 'crbonus_nofear' are actually immune to fear? Cause Paralyzing Dread has it's own mechanics, reverse to that of the Radiant Pillar and seems unaffected by anything short of the graphics engine quirks.

Edited by dimitrius154
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6 minutes ago, dimitrius154 said:

Is there any confirmation, that creatures with 'crbonus_nofear' are actually immune to fear?

The bonus is given to bosses, and I've never seen them flee.  That could be due to some other hidden mechanic in place though.

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15 minutes ago, Flix said:

That could be due to some other hidden mechanic in place though.

Ok, found it. the BONUS_NOFLEE is present in the fear calc. The flee chance and the 'noflee' chance are being calculated independently and in a direct sequence. Flee chance first, 'noflee' second.

The calculation method allows to utilize the BONUS_NOFLEE on the attacker, so as to cause the attacked to run to the attacker.

Edited by dimitrius154
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