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Upcoming Patch Information (Post 2.34)


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Here's a bit of info on the soon to arrive patch. :)Upcoming Patch Information (post 2.34 patch)

 

  • Clicking on hero Statues will now trigger a visual effect to show that an experience bonus was given to the player
  • Throwing daggers are now dependent on Dexterity and not Strength
  • Pressing [print] will now create a screenshot even if a dialog window is open, however the window itself will only be seen on the screenshot when both [ctrl] and [print] are pressed
  • The bonus "Chance to inflict Serious Open Wounds X%25" no longer stacks. This led to a decreased amount of total hit points down to 1 hp at worst case
  • The Dryads' Shrunken Heads now work as intended, boosting the effectiveness of the combat arts Malicious Totem, Black Curse and Viperish Disease
  • Corrected several translation errors in English and French
  • "Forest Guardian" mini-boss now has the level of the player in the vicinity, not the level of the first player on the server
  • The Closed Net player chest accessible for all characters was deleted when players logged in to the Open Net lobby for the first time. This has been fixed
  • Temple Guardian combat art "Battle Extension" now works correctly in combos
  • Rare cases of being unable to open a gold or higher level server by characters who have met the requirements no longer occur
  • Mastery of the "Riding" skill now unlocks the correct boni
  • The value saved for Map Revealed has been corrected
  • Seraphim combat art "BeeEffGee" is now capped at level 200 and the tooltip is updated accordingly
  • Pressing [Del] while the cursor was at the first position of any text area in the menu no longer causes a crash
  • "Evade"-bonus now shows correctly in all parts of the interface
  • Item loss when switching items with the mouse during server lag no longer occurs
  • Shadow Warrior combat art "Reflective Emanation" now reflects just the damage, it no longer reflects conditions like blindness and stun
  • Several reasons for crashes have been fixed
  • Amulets and rings are distinctly different now. This will apply to all amulets including existing ones. Not intended to affect sets or uniques. Rings and Amulets will be reprogrammed to include some types of modifiers and exclude others. For example; Rings will no longer increase Attributes and Amulets will no longer increase Combat Arts.
  • The reduction of Experience per kill based on the hero's level has been lowered on very high levels
  • The faulty damage of the modification Self Repair of the Temple Guardian's combat art Jolting Touch has been fixed
  • OpenAL no longer causes noisy sounds in the main menu after leaving a game session
  • The bonus for ranged weapons has been removed from the unique spear "Gronkor's Downfall"
  • The Christmas Quests will not appear in the game after the next patch is released. See guide for the quest Can Christmas Still be Saved
  • Combos that combine combat arts with different targeting systems (e.g. area spells first and direct damage like flash second) now work correctly
  • Dryad combat art "Malicious Totem" is now stronger when correct shrunken head is used
  • Framerate drop caused by certain graphical effects has been decreased
  • The "Magic Staffs" skill now applies to two-handed mage staffs too
  • The acoustic signal of the heartbeat sometimes did not end. Now, the heartbeat sound will play no longer than twelve seconds
  • Temple Guardian combat art “Furious Emblazer” is now more powerful
  • Aspect Lore skills now increase the cast speed at the correct rate as stated in the tool tip
  • Several sidequests have been fixed
  • When several boosts were active, (statues, potions, trophies, etc...), the first boost to terminate also ended all other boost graphics effects even if the remaining boosts were still active. This has been fixed
  • The previous rare occurrences of item slots(sockets) being broken when items were removed by the blacksmith no longer happen
  • Alchemy skill raises the health gained from health potions
  • Bossmonster "Carnach" teleported one last time while dying, this has been removed
  • The resurrection monoliths now have bigger safe areas, so that monsters will not attack players immediately
  • Spell resistance skill now correctly works in cases where it previously did not
  • Occasional cases of someone joining a different MP server than the one selected have been corrected
  • The tooltip of a Special Mount no longer has value discrepancies at a trader and in the inventory
  • Misleading descriptions of certain Combat Art Modifications have been corrected.
  • Toughness skill has no strange behavior anymore at higher levels. Toughness was also blocking a lot of damage in its broken state. After the fix it works correctly, but may be less effective in some cases.
  • Fixed an issue that Blacksmith Arts could not be removed from forge slots if they had been placed there temporarily.
  • Quest log ("L" Key) now has more pictures for quest targets.
  • The boss monster Swirling Mist of Miasma ("Fog Monster") now fires projectiles.
  • Fixed an issue that dead horses could be mounted in certain situations.
  • Heroes will now sustain damage when they walk through the boss monster "Swirling Mist of Miasma" ("Fog Monster").
  • All mounted opponents now fight and die as intended.
  • Damage over time did not work properly for Elite Boar Riders. This has been fixed.
  • The Divine Gift Kuan's Breath, (See Deities ) also effected opponents who were above the defined maximum opponent level. This has been fixed.
  • Various fixes concerning Pierce.
  • Fixed the faulty damage display of the boss monster Facetteleon.

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Most annoying for a combo maniac like me lol:

Combos that combine combat arts with different targeting systems (e.g. area spells first and direct damage like flash second) now work correctly

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I wonder what they are doing with the rings and amulets. Someone online mentioned they are taking the +all skills mod away from rings and keeping them on amulets only. That would really screw my gear up.... Yikes! :)

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I bet that is what they are doing with rings/ammies. It's too easy to get + 100 to all skills, and I know several have complained about it. Pure speculation on my part, but I would expect +skills mods to be nerfed.

 

p.s. very nice job on linking everything Schot

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Funny this about the skills rings... I wouldn't mind really. Course, since they're there, I use 'em, but if they weren't it would still be fun to bring in damage and builds another way. Challenge is fun.

 

:

 

gogo

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>>> http://forum.sacredeng.ascaron-net.com/sho...p;postcount=149

 

I've also gotten a bit more detail about the questions that were raised by the upcoming Ring & Amulet change item for you.

 

This only affects randomly generated jewelry, not uniquely named items. The main effects of this are:

Rings will continue to increase CAs, but they will no longer increase attributes.

Amulets will continue to increase attributes, but they will no longer increase CAs.

What I've understand from that is that ring will increase CA (+x to combat art) but will not increase attributes anymore and the opposite for amulets.

 

So the +xx to all skills won't be nerfed, except If Carolyn is talking about attributes (strengh, stamina, will power) instead of skills

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I can understand the desire to make Christmas seasonal, but I'd rather have the option up to the player and not the developers. I guess they never heard the phrase 'Christmas in July'. :)

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Yeah Max. No Physex for me either. :evil:

 

Hehe, I feel your pain Spyrus. ^^

 

 

Thanx gogo, Knuckles. I thought the linking might help those who are new to Sacred 2 and don't have a solid grasp on all the lingo yet. :woot:

 

With regards to the changes coming to rings and amulets I think I will be unsocketing most of my gear before I patch. I recall when something similar was done in a previous patch. Most of the jewelry that was changed in a previous patch caused any equipment to disappear. That was never the intention for equipment to disappear but just to be in the safe side... I'm not suggesting that anyone "should" do this but I plan to myself. To unsocket any skills jewelry from gear before patching that is.

 

I will miss the xmas quest but I'm also glad they are taking it out. Gives me something to look forward to next xmas. :)

 

Added some new patch notes today to the first post. :)

 

  • The acoustic signal of the heartbeat sometimes did not end. Now, the heartbeat sound will play no longer than twelve seconds
  • Temple Guardian combat art “Furious Emblazer” is now more powerful
  • “Lore”-skills now increase the cast speed at the correct rate as stated in the tool tip
  • Several sidequests have been fixed

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Lets hope this new patch is easier and takes less time to load than 2.34.

Took me 12 hrs and several tries to get it to work.

Server crashes are another issue to look at.

Shopping bugs have been bad also.

Happened to me 3 times in an hour.

And spawning a monster on start island, a definite no no.

Lag is also a big one for me. Lost many battles because of it.

Edited by jimdingsdale
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just an FYI, I was told by cdv on the 10th "I can tell you that I have received the patch from the Ascaron to test it here in house. We hope to have testing completed by the end of the week and hopefully next week the patch will be ready."

 

:fingers crossed:

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Good. I'm waiting for this. I know a lot of folks all have patch lists of things Ascaron wants done. I am getting a little concerned about the rings/ammies plus to all skills thingy maybe.

 

I've got some toons for bargaining "stationed" at different levels of the servers...I wonder how this patch is going to affect that strategy. You guys think that while we can now, we should start stocking up on ammies for plus all skills as right now Bargaining is easy to manifest but won't be so easy to do when the items are changed?

 

:)

 

gogo

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Gogo, there's no point stocking up right now, because we have no clue what the change will be. If you stock up on +skill amulets, and then there aren't +skill amulets anymore, all your work is wasted. (They said it will even change currently obtained gear).

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As far as the rings and amulets go it's only been confirmed that:

 

This only affects randomly generated jewelry, not uniquely named items. The main effects of this are:

Rings will continue to increase CAs, but they will no longer increase attributes.

Amulets will continue to increase attributes, but they will no longer increase CAs.

 

 

Here's today's additions to the fix list. :P

  • When several boosts were active, the first boost to terminate also ended all other boost graphics effects even if the remaining boosts were still active. This has been fixed
  • The previous rare occurrences of item slots(sockets) being broken when items were removed by the blacksmith no longer happen
  • Sacred 2:Alchemy” skill raises the health gained from health Sacred 2:potions
  • Bossmonster "Sacred 2:Carnach" teleported one last time while dying, this has been removed

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It is gonna be a huge-patch > 1GB (it took long time of course since previous)

 

 

It would be absolutely frivolous, but they could indeed pack it down to something measly as say, 20 megabytes. Heck, maybe less.

 

Impossible you say? Farbrausch makes me think otherwise: http://www.farb-rausch.de/productions.php

 

Pay special attention to: http://www.theprodukkt.com/kkrieger

 

Packing a fancy FPS game into a mere 96kb!

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I really can't think of anyone (besides a Demo Scene group) who'd aim to compress a patch file down to that small of a size. It's technique that's practically unknown amongst programmers in the game industry, from what I understand.

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  • When several boosts were active, the first boost to terminate also ended all other boost graphics effects even if the remaining boosts were still active. This has been fixed

 

I read yesterday (on the German forum) that the word boost was used to mean statues, potions and trophies.

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Ah fanatastic Frosty. I kinda thought "boosts" was a bit vague. Thanx for bringing in the goods. :cow_white: I'll expand on that patch note to include your info. :)

 

And here's the latest for today:

 

    * The resurrection monoliths now have bigger safe areas, so that monsters will not attack players immediately
    * “Spell resistance” skill now correctly works in cases where it previously did not
    * Occasional cases of someone joining a different MP server than the one selected have been corrected
    * The tooltip of special mounts no longer has value discrepancies at a trader and in the inventory

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