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


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10 minutes ago, Flix said:

180,060 bytes

July 22, 2020

The correct one. There's something wrong then. The textures are definitely not mine and  there's an obvious position(or model size?) distortion, that leads to the clipping you experience. It's as if the Addendum DM model is overriden somehow. 

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6 minutes ago, dimitrius154 said:

The correct one. There's something wrong then. The textures are definitely not mine and  there's an obvious position(or model size?) distortion, that leads to the clipping you experience. It's as if the Addendum DM model is overriden somehow. 

Found the problem.  My itemtype entries weren't pointing to the right directories for the standard armor models.  In vanilla they sit directly in the dragonmage folder; in Addendum they are moved inside the "sets" subfolder.  Sorry for the wild goose chase.  :blush:

I believe the texture difference was just due to me not yet adopting the FX on the base model.

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32 minutes ago, dimitrius154 said:

I've updated the first post of the thread. 

A spectacular bug has been discovered. So far, we know it affects the following debuffs: "et_debuff_EAW", "et_debuff_EVW", "et_debuff_armor_phys". The fourth parameter for those should be 133, not 42.

Also, the long standing(since S1, in fact) merchant wares selection logical debacle has been fixed.

Some other, less important items have been addressed, as well.

Any chance you could expand on these bugs for those of us who are interested, but not in the know?

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24 minutes ago, Dragon Brother said:

Any chance you could expand on these bugs for those of us who are interested, but not in the know?

Due to the incorrect parameter selection, the attack, defence and physical resistance reduction CA properties were not working in an expected way. Instead of reducing the aforemetioned parameters of the affected targets, they were attacted to the affected targets as offensive properties.

That is, whenever the affected target attacked the PC, the PC was being debuffed and those debuffs would stack.

Player character level progression used to have a significant detrimental effect on the quality of mechant wares. That is, the PC level was used as a divisor in the item level determination formula. That same logical fallacy is present in Sacred 1. The higher the PC level is, the :eek:tier the wares selection in shops. 

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3 hours ago, dimitrius154 said:

A spectacular bug has been discovered. So far, we know it affects the following debuffs: "et_debuff_EAW", "et_debuff_EVW", "et_debuff_armor_phys". The fourth parameter for those should be 133, not 42.

Good to know.  I should be shocked this made it into the game, but you know...

I notice the Shadow Warrior has {"et_debuff_armor_phy", 500, 10, 3, 9 }, on Demonic Blow.  Is that '9' doing any harm?

What does @BRSamael mean when he says "increased bosses"?

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33 minutes ago, Flix said:

"increased bosses"?

Should read "increased boss durability further".  There's a Pacifism skill, which is technically, incidental. Seems borne out of an ambition to make Sacred 2 a MMORG.

I've edited the skill's limitations, so now it works against any attacker. Then I added it to every Boss creature. The latest modification was to up the skill's curve, so as to reach 85% damage reduction by level 200. Doing all we can to buff up those pathetic  2mil HP wimps.

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5 hours ago, dimitrius154 said:

Due to the incorrect parameter selection, the attack, defence and physical resistance reduction CA properties were not working in an expected way. Instead of reducing the aforemetioned parameters of the affected targets, they were attacted to the affected targets as offensive properties.

That is, whenever the affected target attacked the PC, the PC was being debuffed and those debuffs would stack.

Player character level progression used to have a significant detrimental effect on the quality of mechant wares. That is, the PC level was used as a divisor in the item level determination formula. That same logical fallacy is present in Sacred 1. The higher the PC level is, the :eek:tier the wares selection in shops. 

Thanks for clarifying. What have you done regarding the merchant ware quality formula? I'd say this is an interesting dilemma since it's clearly intentional if carried across both games - with diminishing returns to trading as well it seems the game was intended to discourage too much reliance on merchants for late game characters.

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4 hours ago, Dragon Brother said:

What have you done regarding the merchant ware quality formula?

In the original formula the PC level serves as a divisor for the value, determining an item's tier. @BRSamaelhas conducted a series of experiments with high level characters, that clearly show that, once the PC level is over 90, no reachable amount of trading skill is going to yield a tier 15 item, tier 14 items are almost non-existant, tier 13 are met in moderate amounts at extreme skill level(around 1750). 

I've altered the divisor, instead of PCLevel+2, it is if((264 - PCLevel)<=100;(264-PCLevel);100)

4 hours ago, Dragon Brother said:

I'd say this is an interesting dilemma since it's clearly intentional if carried across both games - with diminishing returns to trading as well it seems the game was intended to discourage too much reliance on merchants for late game characters.

IMHO, many game developers get it backwards, when they consider the playable character level(or they try to prolong the gameplay on the cheap). The maximum reachable level is effectively game over, sans PvP. So, by the time you reach it, your kit is supposed to be maxed out as well.

Sacred 1 Trading Skill is useful for one thing only - getting items with "% of damage received goes to gold". Otherwise, its utility is,IMHO, nil, especially for the Dwarf with the Thar Eross set.

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6 hours ago, Dragon Brother said:

I'd say this is an interesting dilemma since it's clearly intentional if carried across both games - with diminishing returns to trading as well it seems the game was intended to discourage too much reliance on merchants for late game characters.

Bargaining is now a serious competitor to Enhanced Perception. If earlier it was used only to obtain jewelry, now you can dress a character at the merchant. For purchases, you still need money, which you will have to farm to be able to buy an interesting item when it appears, so this moment is more or less balanced. The only thing is that 400 skill is enough for 200 level for orange items to begin to appear. On the other hand, 800+ skill is easy to get, so raising the curve to make it harder will simply inconvenience the need for a separate kit. After all, a Mastery is needed to fully trade, which is a waste of 75 priceless skill points.

And yet trading does not completely replace farming at high levels, as you can buy items 10-20 levels higher but get 20-40 levels higher while farming with good SB.

Edited by BRSamael
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4 hours ago, mabo2135581688 said:

We hope the addendum team can help us to make Chinese language, if possible

There's a technical problem to that. I recall no Chinese version of Sacred 2 I&B and the Sacred 2 Reader/Writer tool by @Pesmontisdoes not support Chinese symbols. Even if one manages to translate all the texts, they cannot be encoded with the current tool iteration.

Edited by dimitrius154
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On 4/1/2018 at 12:43 AM, dimitrius154 said:

Fellow players, I'd like to present the result of the endeavor of the last 2.5 years - the CM Patch 1.60 + S2EE 2.4 Addendum Beta. 

The Addendum Beta contains game changes, fixes and extra graphics content.  Gameplay stability in Multiplayer is not guaranteed. Playing wih legacy characters is highly inadvisable.  The Addendum Beta is is not compatible with either D2F, or Enhanced Edition variations out of the box. It also requires the Elite Textures to be switched on(the Trimmed Elite Textures are highly recommended). The available localizations are English and Russian.

Take note: Unlike the CM Patch 1.60, the Addendum has not been extensively tested by a dedicated team. Quirks and CTD's are technically possible. Please, report any such incidents.

 

Gameplay Changes:

1. One of the primary calculation functions, used in attack vs. defense, spell intensity vs. spell resistance, damage vs. armor calculations has been fixed.
2. Occurrences, where, upon changing locations via doors, or secondary teleports, various objects and NPC states at the new location were not updated in a timely manner, should no longer manifest.
3. It is now possible to traverse dungeons levels and enter-exit dungeons without dismounting. Previous technical limit have been successfully alleviated.
4. Ingame price inflation is decreased by a factor of 10. Minimum item full price is 4 gold now.
5. Appropriate equipment and character bonus-granted modifiers now work for spell-based attacks.
6. A certain rare day-night transition CTD is fixed.
7. One bonus type(BONUS_REDUCE_ENEMYS_SPELL_REFLECTION) has been restored.
8. Two bonus types(BONUS_ALLSTATS, BONUS_ALLSTATS_REL) have been added.
9. The functionality of bonus type BONUS_NOFLEE has been expanded. If applied as a debuff, it compels an opponent to attack in melee.
10. The BONUS_LIFELEECH_REL bonus type now properly causes percentage-based leeching from the creature's current health.
11. Damage mitigation is now capped at 85%.
12. 'Combat Art Skills +' modifier behaves correctly now, improving 'Ancient Magic'(now called 'Spellcraft Lore'), 'Combat Discipline' and 'Concentration' skill instead of 'Shield Lore' and 'Warding Energy Lore'.
13. The BONUS_HURL_ENEMY bonus type mechanics has been reworked. The damage is no longer indiscriminately applied to non-hostile NPCs and mounts.
14. Drop tables have been revised. Potion drop rate has been severely reduced. Missing set items should now drop.
15. PhysX object behavior in the game world has been optimized.
16. Both ambient and combat music selection have been significantly expanded.
17. Some projectiles used to demonstrate strange physics quirks(ricochet off some surfaces, "falling leaf" behavior). Should no longer happen.
18. CA tokens "et_debuff_EAW", "et_debuff_EVW", "et_debuff_armor_phy" from the same source CA no longer stack on affected targets, and are longer attached to affected targets as offensive properties.
19. The mechant stock replenishment formula has been altered, the growing character level now makes it somewhat easier to encounter better items in shops.

General Playable Character Changes:

1. Characters can now have up to 20 skills and up to 6 combat art modifications per each combat art.
2. Characters can now possess a single mount, either a horse, or a special mount(now called 'class mount') at a givent time time. Any type of mount can be sold to any mount vendor. Buying special mounts requires visiting class mount vendors.
3. New characters now have the lore-appropriate deity preselected by default.
4. Various fixes to character animations have been introduced. Unused animations have been restored.
5. Character models have been reworked, fixing seams and improper weighting.
5. An extra slot has been introduced - the 'Mount Ward'. Necklace-like items can be bought from Blackmiths, their properties become active, if the character is utilizing a mount.
6. Characters now auto-ride their currently active mounts upon game loading.
7. Character animation blending speed has been adjusted.
8. Transformed characters can now open doors and chests.
9. Singleplayer characters can now longer start multiplayer campaigns.
10. Multiplayer characters can now longer start singleplayer campaigns.

Skill Changes:

1. 'Bargaining' skill mechanics has been modified: the skill is now a viable investment at higher levels, due to increasing chance to encounter Sets, Uniques and Legendaries in shop inventory selection.
2. 'Blacksmith'(now called 'Smithing') skill mechanics has been changed. Safe forging removal chance progression is much better now. The 'Blacksmith Arts' are now runic forge tokens carrying one(two at skill mastery level) random modifier.
3. Aspect lore skills now affect more combat art properties.
4. 'Fist Weapon Lore' has been restored as a Dragon Mage exclusive skill. It affects fist weapons and bare-handed combat, allows to dual-wield fist weapons.

Lore Changes:

1. Ker's lore has been rewritten. Her statues have been reworked.

Divine Gift changes:

1. Ker's gift has been reworked.

Quest Changes:

1. A lot of quest texts have been modified, or rewritten.
2. Shirka Alana becomes a permanent companion on the current difficulty upon 'In the Badlands' quest completion.
3. In order to receive a privilege of buying elite mounts, a series of quests has to be completed.
4. Waton now gets killed during the Shadow-side Dragon Cult chain-quest.
5. Attribute and/or skill bonus rewards have been introduced for many quests.
6. Multiplayer Freeplay and Deathmatch modes are now devoid of quests.
7. All instances of "enemy_warrior_simple" and "enemy_warrior_brave" AI's have beeen replaced with "Enemy_warrior_brave_ex".
8. The "VIP of Ancaria"(now called "Paths of Fate") is now fully available as a chain-quest to both Alignments.
9. Demons in the "Wild Twine" and "Debts" quests have been replaced with demonesses. 
10. "Weakening the Abishai" quest now has the "Lost Crypt" chain-quest completion as a prerequisite.
11. Prospective Gladiators from the "New Shipment" quest now stay in Badawi upon the quest's completion.
12. Ophtanar's guards now longer should no longer keep respawning upon the appropriate quest completion. 
13. Smugglers from the "Smuggler's Courier" chain-quest no longer keep respawning upon the appropriate quest stage completion.
14. Ambul from the "Days Gone By" chain-quest should now properly transform into a ghost upon the appropriate quest stage completion. 
15. The Herder Gildor from "The Wolf Problem" quest should now properly transform before attacking.
16. Questscripts.txt has been altered to, hopefully, avoid any instances of erroneous quest companions upon save game loading.

NPC Changes:

1. Boss and miniboss AI discrepancies and faulty CAs have been corrected. Occurrences of bosses stopping in their tracks, or wandering aimlessly during combat should no longer happen.
2. Bosses are now subject to additional mitigation of all damage types.
3. Elite mounts have received improved models, textures and special effects.
4. The Garganthropod's shield visual has been replaced.
5. The elite mount trader now resides on the Island of Mounts(now called 'Isla Ancar').
6. Character-specific and Alignment-specific taunts from hostile NPCs have been restored.
7. A lot of unused town NPC dialogue has been restored.
8. Town activity AI has been modified.
9. NPCs can now be assigned hair via hair1Itemtype in creatureinfo.txt.
10. Carnach and Sakkara Demon models have been reworked.
11. Hellhound animations have been reworked.
12. Baron De Mordrey is now a Boss-level enemy.
13. Cobold Chieftain model has been replaced, his creature entry - reworked.
14. Haenir model has been replaced with the one used in S2DF.
15. Non-suicide attack flying eyes now have death animations and leave corpses.
16. The Evocator(now called "Evoker Malignus the Unhinged") model has been replaced, his creature entry - reworked.
17. The Sheik Yerbouti model has been replaced.
18. The Sorcerer Mankaul of the "Ancestral Chambers" quest is now a Boss-level enemy. His model has been replaced, the creature entry - reworked.
19. Desert Stone Warriors are now complemented by Cursed Priests.
20. King El Leigh is now a Boss-level enemy. His model has been replaced, the creature entry - reworked.
21. Flaming Horse enemies have been replaced with a new female demon type.
22. The Dream Vampire is now a Boss-level enemy. His model has been replaced, the creature entry - reworked.
23. Zihul the Lich from the Missing General quest is now a Boss-level enemy. His model has been replaced, the creature entry - reworked.
24. The "Lost Crypt" final enemy is now Boss-level. Her model has been replaced, the creature entry - reworked.
25. The Guardian(now called "Capsa the Procurer") model has been replaced, the creature entry - reworked. 
26. The Du'rach Commander Harrad'smit(now called "Du'rach Witch-King Harrad'smit") model has been replaced, the creature entry - reworked.
27. Mazzagon's Bodyguard is now an Elite-level enemy, the second bodyguard is still Boss-level, with model relpaced and creature entry reworked.
28. Forest Guardian(now called "Fangorn the Wild") boss no longer respawns.
29. The "Dark Rituals" demon has been renamed to Nagaya.
30. Eagles, Snakes and Parrots have been added as neutral animals.

Equipment Changes:

1. Item classification boni now spawn on Set, Unique and Legendary items.
2. All character armor sets have been reworked, multiple clipping issues have been resolved.
3. All unique and set weapons have unique models.
4. Due to 'Chance for Melee Double Hit' modifier not being checked for ranged and spell-based attacks, it has been replaced with 'Opponent's Health Threshold for Deathblow' on items 'Essence of Dark Matters' and 'Aarnum's Pathfinder'.
5. Damage converters now only convert Physical damage.
6. Various CA and skill bonus modifiers should no longer spawn on inappropriate class-specific equipment.
7. Item classification character-specific modifiers should now spawn correctly.
8. Horse saddle variety has been improved.
9. Metal shader brightness has been adjusted.
10. Forged set jewelry is now accounted for worn set pieces.
11. Fist weapons are now Dragon Mage class weapons.
12. Lightsaber beams are switched off while not in combat.
13. Throwing dagger animations have been reworked.
14. Lightsabers and fist weapons' positioning while riding has been adjusted.
15. Several glove, boot and arm models had no "laying-on-the-ground" animations. Corrected.
16. All relic slots are now active at all times.
17. Throwing stones can no longer be bought from merchants.
18. Throwing axe models have been replaced. 
19. Item rarity tiers have been compacted to: 0 - junk, 1 - normal, 5 - magic, 9 - rare, 13 - unique, 14 - set, 15 - legendary. Balance.txt rarity values have been adjusted.
20. Some weapon specular textures lacked the alpha channel, resulting in maximum glow effect. Those have been fixed.

Seraphim Changes:

1. Hair animations have been disabled.
2. Belt skirts are now skeleton-animated.
3. 'BeeEffGee' weapon model has been replaced.
4. 'Flaring Nova' wave spread speed has been fixed. Initial nova damage is being dealt in sinchronicity with the spread, not with a 2.5 seconds delay.
5. 'Divine Protection' no longer deactivates the 'Warding Energy' upon expiring.
6. 'Pelting Strikes' opponent search radius has been reduced.
7. 'Cleansing Brilliance' is now able to make use of the boosting properties, including hitpoint regeneration.

Dryad Changes:

1. Character model now has a mild visual effect.
2. 'Ancient Bark' visual effect has been fixed.
3. 'Goldenglade Touch' Intelligence bonus progression has been reduced.
4. 'Acute Mind' Intelligence bonus progression has been reduced.

Shadow Warrior Changes:

1. Character model now has a visual effect.
2. Character can no longer use bows, one-handed magic staves, energy weapons.
3. 'Scything Sweep' now releases six projectiles in ranged weapon mode.
4. 'Frenzied Rampage' opponent search radius has been reduced.
5. 'Ruinous Onslaught' has been reworked.
6. 'Belligerent Vault' has been reworked.
7. 'Spectral Hand' visual effect has been replaced. The fifth modification has been replaced.
8. 'Grim Resilience' visual effect has been replaced. Willpower bonus progression has been reduced.
9. 'Reflective Emanation'(now called 'Deflecting Efflux') visual effect has been replaced.
10. 'Skeletal Fortification'(now called 'Bleak Sentinel') textures have been reworked.
11. 'Shadow Veil' improves much slower and cannot be turned into a Buff.
12. 'Fear' modification of the 'Augmenting Guidon' has been replaced.
13. An extra class mount called 'Cerberides' has been introduced.

Inquisitor Changes:

1. Character model now has extra elements and a visual effect.
2. Character animations now make used of animation blending.
2. All robe elements are now skeleton-animated.
3. All shoulder armor pieces have been reworked.
4. Character can no longer use one-handed magic staves
5. 'Ruthless Mutilation' now releases six projectiles in ranged weapon mode.
6. 'Raving Thrust'(now called 'Force Disturbance') now affects ghosts and energy creatures.
7. 'Reverse Polarity' visual effect has been altered.
8. 'Zealous Doppelganger'(now called 'Essence Projection') now reincarnates the Inquisitor into his similar without the death event being called: the Survival Bonus does not reset, reincarnation works on Hardcore. It's no longer possible to turn 'Essence Projection' into a buff.
9. Doppeganger(now called 'Similar') now makes uses of the entire arsenal of Inquisitor CA's.
10. 'Confidence' modification of the 'Paralyzing Dread' has been replaced.
11. An extra set called 'Pride of the Dark Mechanists' has been introduced. A weapon of unique design is part of the set.
12. An extra class mount called 'Arachnotron' has been introduced.

High Elf Changes:

1. Character model now has a visual effect.
2. Hair animations have been disabled.
3. Character can now dual-wield one-handed weapons and has access to Dual Wield skill.
4. Dragon class mount model has been fixed.

Temple Guardian Changes:

1. Character model now has a visual effect.
2. Left arm models have been reworked.
3. Equipped batteries are now visible on the character model.
4. 'Amplifying Discharge'(now called 'Cryonic Discharge') has been reworked, it's visual effect - replaced.
5. 'Furious Emblazer' has been improved.
6. 'Archimedes Beam' has been reworked.
7. 'Primal Mutation' has been improved.
8. An extra set called 'Terminator Honours' has been introduced. A weapon of unique design is part of the set.

Dragon Mage Changes:

1. Character model now has a visual effect.
2. Character weapon selection is now restricted to fist weapons and two-handed staves. 
3. 'Dragon Berserk'(now called 'Balor Form') has been reworked, the transformed creature model - replaced.
4. 'Dragon Form'(now called 'Afrit Form') has been reworked, the transformed creature model - replaced.
5. The Dragon Mage maintains his skills and equipment boni while transformed.
6. The Dragon Mage makes use of fist weapons while transformed.
7. The Dragon Mage does no longer lose his active buffs during Balor, or Afrit Form transformations. However, he can not manage his buffs(switch them on/off) while transformed.
8. 'Energy Blaze' wave spread speed has been fixed. Initial nova damage is being dealt in sinchronicity with the spread, not with a 2.5 seconds delay.
9. 'Dragon Familiar'(now called 'Elfin Adjuvant') summon model and visual effect have been replaced. Intelligence and Willpower bonus progression has been reduced.
10. 'Psychic Maelstrom' missile slowdown effect has been halved.
11. An extra set called 'Mark of the Dragon' has been introduced.
12. The Dragon Mage can wear up to 2 amulets and 4 rings.

Visual Changes:

1. Metal shader brightness level has been adjusted.
2. Ice weapon enchantment shader has been deactivated, due to inerference with various extra special effects.
3. Certain weapon and spell projectiles were missing their on-hit visual effects. The issue has been addressed.

GUI Changes:

1. Combat Values / Inventory Screen has received additional reworking. It's context tooltip windows no longer contain erroneous, or confusing info. The 'Mounts' tab has been removed due to complete lack of function.
2. The GUI readings, stating battery-slotted damage converters having effect on the damage output of spell-based attacks have been corrected.
3. All font and background colors have been changed to conform to the 'black-glass' interface style.
4. Multiple changes in skill, aspect, combat art and bonus modifier names and descriptions.
5. The catalogue of books read has been reorganized. Some book texts have been changed, or corrected. Two missing books have been restored, one extra book has been added. 
6. Some gameworld locations have been renamed. Nameless gameworld locations have received names.
7. Activated portals and miniportals do no longer have their names constantly displayed on the worldmap.
8. Attribute and skill poins rewards, if present, are now displayed along with the the gold reward in both the quest giver text and the quest journal.
9. Quest difficulty level is now displayed for main and class-specific quests.
10. Game loading background images have been replaced.
11. Background images for Inquisitor and Shadow Warrior aspects have been replaced.
12. A vast amount of quest items have been improperly displayed as book pages in the quest journal. That has been addressed.

Installation:

Either through GME, or directly on top of the stock CM Patch 1.60.

Links:

Trimmed Elite Textures (Size: 2,7GB):  https://drive.google.com/open?id=0B5yMxfzmPZ4_R2J2eFZxc2wzeGc

CM Patch 1.60 Addendum (Size: 2,2 GB, password: 12345): https://drive.google.com/open?id=11ui11HhWPCcpA8N5vAdqk-0SNyfHBOMT

Credits:

Flix - his work on the S2EE has served as a founddation of this mod.

Pesmontis - creator of the essential tools for Sacred 2 modding and some of the models, reworked for use in the Addendum.

Norbyte - creator of an essential GR2Converter tool.

Charon117 for his very useful script parsing utilities.

Multiple folks at Sketchfab.com and Cadnav.com whose models and textures have been used as templates.

Authors of the respective musical tracks reworked for use in the Addendum.

Sorry to ask years later, is this patch meant to replace S2EE, or is it meant to go on top of CM160+S2EE?

Also, are there any fixes to collision with objects/npcs in this? Playing this game again for the first time in 11 years coop with a buddy and really enjoying it, but the collision is extremely aggravating. I constantly get stuck on every little thing, and it seems there's no way to abandon quests either, so I have this nagging npc following me til I figure out where to dump him, always in the way. 

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1 hour ago, odin021 said:

years later

The Addendum Beat has only been released in 08.2020.

1 hour ago, odin021 said:

is it meant to go on top of CM160+S2EE

It's meant to go on top of CM160.

1 hour ago, odin021 said:

the collision is extremely aggravating. I constantly get stuck on every little thing

This is the first time I hear of such an issue - would you, please, post a video?

1 hour ago, odin021 said:

no way to abandon quests either, so I have this nagging npc following me til I figure out where to dump him, always in the way

Never heard of an RPG/ARPG game that would allow to abandon escort quests once accepted. Oh, Stalker. Well, it's an exception.

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In previous versions, after re-entering the game, some bosses can be regenerated, but now it seems that all bosses cannot be regenerated after being killed once. Can you change back to the original settings? such as Forest Guardian on Dyr-Laigh Island, etc.

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3 hours ago, contra said:

In previous versions, after re-entering the game, some bosses can be regenerated, but now it seems that all bosses cannot be regenerated after being killed once. Can you change back to the original settings? such as Forest Guardian on Dyr-Laigh Island, etc.

Are you in freeplay?  All quests have been returned, including those that summon bosses.

 

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5 hours ago, contra said:

? such as Forest Guardian on Dyr-Laigh Island, etc.

The Forest Guardian was the only Boss not generated by a hidden, or visible text, but rather placed on the sector map as a respawning creature. Technically, he alone was respawning.

In the Addendum all Bosses are quest-generated. And quests are unavailable in non-Campaign modes to prevent attribute- and skill- point mining, via abusing the quest status saving mechanics.

 

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14 hours ago, dimitrius154 said:

The Addendum Beat has only been released in 08.2020.

It's meant to go on top of CM160.

This is the first time I hear of such an issue - would you, please, post a video?

Never heard of an RPG/ARPG game that would allow to abandon escort quests once accepted. Oh, Stalker. Well, it's an exception.

I'll try to get a video of it while it happens, I was really confused because I didn't remember that being the case, every single npc and object has massive collision boxes that make it so difficult to walk around things. 

Does it being a cm160 patch mean it does not work with super spawns? I quite liked the aded monster quantity. 

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29 minutes ago, dimitrius154 said:

No, the spawn.txt has to be edited manually. 

I see, is that simple to do? I liked the increased spawn amounts. 

 

Here's an example of the super borked pathfinding / collision detecting. You can hear me spam clicking. This is just for environment, npcs and tight corridors make it a nightmare. 

 

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